Returns true if a face intersects the passed in portal in any way
| 385 | } |
| 386 | // Returns true if a face intersects the passed in portal in any way |
| 387 | static inline bool FaceIntersectsPortal(room *rp, face *fp, clip_wnd *wnd) { |
| 388 | g3Codes cc; |
| 389 | int i; |
| 390 | |
| 391 | cc.cc_or = 0; |
| 392 | cc.cc_and = 0xff; |
| 393 | for (i = 0; i < fp->num_verts; i++) { |
| 394 | cc.cc_or |= Room_clips[fp->face_verts[i]]; |
| 395 | cc.cc_and &= Room_clips[fp->face_verts[i]]; |
| 396 | } |
| 397 | if (cc.cc_and) |
| 398 | return false; // completely outside |
| 399 | if (!cc.cc_or) |
| 400 | return true; // completely inside |
| 401 | |
| 402 | // Now we must do a check |
| 403 | for (i = 0; i < fp->num_verts; i++) { |
| 404 | g3Point *p1 = &World_point_buffer[rp->wpb_index + fp->face_verts[i]]; |
| 405 | g3Point *p2 = &World_point_buffer[rp->wpb_index + fp->face_verts[(i + 1) % fp->num_verts]]; |
| 406 | if (LineIntersectsLine(p1, p2, wnd->left, wnd->top, wnd->right, wnd->top)) |
| 407 | return true; |
| 408 | if (LineIntersectsLine(p1, p2, wnd->right, wnd->top, wnd->right, wnd->bot)) |
| 409 | return true; |
| 410 | if (LineIntersectsLine(p1, p2, wnd->right, wnd->bot, wnd->left, wnd->bot)) |
| 411 | return true; |
| 412 | if (LineIntersectsLine(p1, p2, wnd->left, wnd->bot, wnd->left, wnd->top)) |
| 413 | return true; |
| 414 | } |
| 415 | return false; |
| 416 | } |
| 417 | // Sets the status of a glow light |
| 418 | void SetGlowStatus(int roomnum, int facenum, vector *center, float size, int fast) { |
| 419 | int i; |
no test coverage detected