void doCheck() { double radius; // Get list of lines to check vector<MapLine*> check_lines; MapLine* line; for (unsigned a = 0; a < map->nLines(); a++) { line = map->getLine(a); // Skip if line is 2-sided and not blocking if (line->s2() && !theGameConfiguration->lineBasicFlagSet("blocking", line, map->currentFormat())) continue; check_lines.push_back(line); } // Go through things for (unsigned a = 0; a < map->nThings(); a++) { MapThing* thing = map->getThing(a); ThingType* tt = theGameConfiguration->thingType(thing->getType()); // Skip if not a solid thing if (!tt->isSolid()) continue; radius = tt->getRadius() - 1; // Go through lines for (unsigned b = 0; b < check_lines.size(); b++) { line = check_lines[b]; // Check intersection if (MathStuff::boxLineIntersect(thing->xPos() - radius, thing->yPos() - radius, thing->xPos() + radius, thing->yPos() + radius, line->x1(), line->y1(), line->x2(), line->y2())) { things.push_back(thing); lines.push_back(line); break; } } } }
bool fixProblem(unsigned index, unsigned fix_type, MapEditor* editor) { if (index >= things.size()) return false; if (fix_type == 0) { MapThing* thing = things[index]; MapLine* line = lines[index]; // Get nearest line point to thing fpoint2_t np = MathStuff::closestPointOnLine(thing->xPos(), thing->yPos(), line->x1(), line->y1(), line->x2(), line->y2()); // Get distance to move double r = theGameConfiguration->thingType(thing->getType())->getRadius(); double dist = MathStuff::distance(0, 0, r, r); editor->beginUndoRecord("Move Thing", true, false, false); // Move along line direction map->moveThing(thing->getIndex(), np.x - (line->frontVector().x * dist), np.y - (line->frontVector().y * dist)); editor->endUndoRecord(); return true; } return false; }