diff --git a/src/p_slopes.c b/src/p_slopes.c index 44f05ded..2c18d361 100644 --- a/src/p_slopes.c +++ b/src/p_slopes.c @@ -1,4 +1,4 @@ -// Emacs style mode select -*- C++ -*- +// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 2004 Stephen McGranahan @@ -7,12 +7,12 @@ // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. -// +// // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. -// +// // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA @@ -45,7 +45,7 @@ // // Alocates and fill the contents of a slope structure. // -static pslope_t *P_MakeSlope(const v3float_t *o, const v2float_t *d, +static pslope_t *P_MakeSlope(const v3float_t *o, const v2float_t *d, const float zdelta, boolean isceiling) { pslope_t *ret = Z_Malloc(sizeof(pslope_t), PU_LEVEL, NULL); @@ -59,7 +59,7 @@ static pslope_t *P_MakeSlope(const v3float_t *o, const v2float_t *d, ret->d.y = FLOAT_TO_FIXED(ret->df.y = d->y); ret->zdelta = FLOAT_TO_FIXED(ret->zdeltaf = zdelta); - + // d = direction (v2float_t) // // direction.x = line->nx; @@ -101,9 +101,9 @@ static pslope_t *P_MakeSlope(const v3float_t *o, const v2float_t *d, // Cross product length len = (float)sqrt(ret->normalf.x * ret->normalf.x + - ret->normalf.y * ret->normalf.y + + ret->normalf.y * ret->normalf.y + ret->normalf.z * ret->normalf.z); - + #ifdef SLOPETHINGS if (len == 0) { @@ -117,18 +117,18 @@ static pslope_t *P_MakeSlope(const v3float_t *o, const v2float_t *d, ret->normalf.x /= len; ret->normalf.y /= len; ret->normalf.z /= len; - + // ZDoom // cross = ret->normalf - + // Fix backward normals if ((ret->normalf.z < 0 && !isceiling) || (ret->normalf.z > 0 && isceiling)) { ret->normalf.x = -ret->normalf.x; ret->normalf.y = -ret->normalf.x; ret->normalf.z = -ret->normalf.x; - } - + } + } return ret; @@ -200,10 +200,11 @@ static float P_GetExtent(sector_t *sector, line_t *line, v3float_t *o, v2float_t if(dist > fardist) fardist = dist; - // We shouldn't have to do this for v2... -Red - /*dist = (float)fabs((FIXED_TO_FLOAT(li->v2->x) - o->x) * d->x + (FIXED_TO_FLOAT(li->v2->y) - o->y) * d->y); + // Okay, maybe do it for v2 as well? + P_ClosestPointOnLine(li->v2->x, li->v2->y, line, &tempv); + dist = FIXED_TO_FLOAT(R_PointToDist2(tempv.x, tempv.y, li->v2->x, li->v2->y)); if(dist > fardist) - fardist = dist;*/ + fardist = dist; } return fardist; @@ -228,72 +229,72 @@ void P_SpawnSlope_Line(int linenum) v3float_t origin, point; v2float_t direction; float dz, extent; - + boolean frontfloor = (special == 386 || special == 388 || special == 393); boolean backfloor = (special == 389 || special == 391 || special == 392); boolean frontceil = (special == 387 || special == 388 || special == 392); boolean backceil = (special == 390 || special == 391 || special == 393); - + if(!frontfloor && !backfloor && !frontceil && !backceil) { CONS_Printf("P_SpawnSlope_Line called with non-slope line special.\n"); return; } - + if(!line->frontsector || !line->backsector) { CONS_Printf("P_SpawnSlope_Line used on a line without two sides.\n"); return; } - + // SRB2CBTODO: Transform origin relative to the bounds of an individual FOF origin.x = (FIXED_TO_FLOAT(line->v2->x) + FIXED_TO_FLOAT(line->v1->x)) * 0.5f; origin.y = (FIXED_TO_FLOAT(line->v2->y) + FIXED_TO_FLOAT(line->v1->y)) * 0.5f; - + // For FOF slopes, make a special function to copy to the xy origin & direction relative to the position of the FOF on the map! if(frontfloor || frontceil) { origin.z = FIXED_TO_FLOAT(line->backsector->floorheight); direction.x = line->nx; direction.y = line->ny; - + extent = P_GetExtent(line->frontsector, line, &origin, &direction); - + if(extent < 0.0f) { CONS_Printf("P_SpawnSlope_Line failed to get frontsector extent on line number %i\n", linenum); return; } - + // reposition the origin according to the extent point.x = origin.x + direction.x * extent; point.y = origin.y + direction.y * extent; direction.x = -direction.x; direction.y = -direction.y; - + // TODO: We take origin and point 's xy values and translate them to the center of an FOF! - + if(frontfloor) { - + point.z = FIXED_TO_FLOAT(line->frontsector->floorheight); // Startz dz = (FIXED_TO_FLOAT(line->backsector->floorheight) - point.z) / extent; // Destinationz - + // In P_SpawnSlopeLine the origin is the centerpoint of the sourcelinedef - + int slopeangle = 0; // All floors by default have no slope (an angle of 0, completely flat) - + v3float_t A = origin; // = line source v3float_t B = point; // destination's value v3float_t C = origin; // Point used to make a right triangle from A & B - + C.z = point.z; - + // To find the "angle" of a slope, we make a right triangle out of the points we have, // point A - is point 1 of the hypotenuse, // point B - is point 2 of the hypotenuse // point C - has the same Z value as point b, and the same XY value as A - // + // // We want to find the angle accross from the right angle // so we use some triginometry to find the angle(fun, right?) // We want to find the tanjent of this angle, this is: @@ -304,54 +305,54 @@ void P_SpawnSlope_Line(int linenum) float triangopplength = abs(B.z - A.z); float triangadjlength = sqrt((B.x-C.x)*(B.x-C.x) + (B.y - C.y)*(B.y - C.y)); //float trianghyplength = sqrt(triangopplength*triangopplength + triangadjlength*triangadjlength); // This is the hypotenuse - + // So tanjent = opposite divided by adjecent float tanrelat = triangopplength/ triangadjlength; // tanjent = opposite / adjecent slopeangle = atan(tanrelat)* 180 / M_PI; // Now we use atan: *180 /M_PI is needed to convert the value into degrees - - fslope = line->frontsector->f_slope = + + fslope = line->frontsector->f_slope = P_MakeSlope(&point, &direction, dz, false); - + // Now remember that f_slope IS a vector // fslope->o = origin 3D point 1 of the vector // fslope->d = destination 3D point 2 of the vector // fslope->normal is a 3D line perpendicular to the 3D vector - + // Sync the linedata of the line that started this slope // SRB2CBTODO: Anything special for remote(control sector)-based slopes later? line->frontsector->f_slope->sourceline = line; - + // To find the real highz/lowz of a slope, you need to check all the vertexes // in the slope's sector with P_GetZAt to get the REAL lowz & highz // Although these slopes are set by floorheights the ANGLE is what a slope is, // so technically any slope can extend on forever (they are just bound by sectors) // *You can use sourceline as a reference to see if two slopes really are the same - + // Default points for high and low fixed_t highest = point.z > origin.z ? point.z : origin.z; fixed_t lowest = point.z < origin.z ? point.z : origin.z; highest = FLOAT_TO_FIXED(highest); lowest = FLOAT_TO_FIXED(lowest); - + // Now check to see what the REAL high and low points of the slope inside the sector size_t l; - + for (l = 0; l < line->frontsector->linecount; l++) { if (P_GetZAt(line->frontsector->f_slope, line->frontsector->lines[l]->v1->x, line->frontsector->lines[l]->v1->y) > highest) highest = P_GetZAt(line->frontsector->f_slope, line->frontsector->lines[l]->v1->x, line->frontsector->lines[l]->v1->y); - + if (P_GetZAt(line->frontsector->f_slope, line->frontsector->lines[l]->v1->x, line->frontsector->lines[l]->v1->y) < lowest) lowest = P_GetZAt(line->frontsector->f_slope, line->frontsector->lines[l]->v1->x, line->frontsector->lines[l]->v1->y); } - + // Sets extra clipping data for the frontsector's slope fslope->highz = line->frontsector->f_slope->highz = highest; fslope->lowz = line->frontsector->f_slope->lowz = lowest; - + fslope->zangle = slopeangle; fslope->xydirection = R_PointToAngle2(FLOAT_TO_FIXED(A.x), FLOAT_TO_FIXED(A.y), FLOAT_TO_FIXED(B.x), FLOAT_TO_FIXED(B.y))/(ANGLE_45/45); - + secplane_t *srcplane = Z_Calloc(sizeof(*srcplane), PU_LEVEL, NULL); // ZDoom secplane port! YAY // ret = f_slope or c_slope @@ -359,48 +360,48 @@ void P_SpawnSlope_Line(int linenum) srcplane->b = FLOAT_TO_FIXED (fslope->normalf.y); // cross[1] srcplane->c = FLOAT_TO_FIXED (fslope->normalf.z); // cross[2] srcplane->ic = DivScale32 (1, srcplane->c); // (1 << 32/srcplane->c) or FLOAT_TO_FIXED(1.0f/cross[2]); - - // destheight takes the destination height used in dz + + // destheight takes the destination height used in dz srcplane->d = -TMulScale16 (srcplane->a, line->v1->x, // x srcplane->b, line->v1->y, // y srcplane->c, line->backsector->floorheight); // z - + // Sync the secplane! fslope->secplane = line->frontsector->f_slope->secplane = *srcplane; - + } if(frontceil) { point.z = FIXED_TO_FLOAT(line->frontsector->ceilingheight); dz = (FIXED_TO_FLOAT(line->backsector->ceilingheight) - point.z) / extent; - - cslope = line->frontsector->c_slope = + + cslope = line->frontsector->c_slope = P_MakeSlope(&point, &direction, dz, true); - + // Sync the linedata of the line that started this slope // SRB2CBTODO: Anything special for remote(control sector)-based slopes later? line->frontsector->c_slope->sourceline = line; - + // Remember the way the slope is formed fixed_t highest = point.z > origin.z ? point.z : origin.z; fixed_t lowest = point.z < origin.z ? point.z : origin.z; highest = FLOAT_TO_FIXED(highest); lowest = FLOAT_TO_FIXED(lowest); size_t l; - + for (l = 0; l < line->frontsector->linecount; l++) { if (P_GetZAt(line->frontsector->c_slope, line->frontsector->lines[l]->v1->x, line->frontsector->lines[l]->v1->y) > highest) highest = P_GetZAt(line->frontsector->c_slope, line->frontsector->lines[l]->v1->x, line->frontsector->lines[l]->v1->y); - + if (P_GetZAt(line->frontsector->c_slope, line->frontsector->lines[l]->v1->x, line->frontsector->lines[l]->v1->y) < lowest) lowest = P_GetZAt(line->frontsector->c_slope, line->frontsector->lines[l]->v1->x, line->frontsector->lines[l]->v1->y); } - + // This line special sets extra clipping data for the frontsector's slope cslope->highz = line->frontsector->c_slope->highz = highest; cslope->lowz = line->frontsector->c_slope->lowz = lowest; - + // SRB2CBTODO: Get XY angle of a slope and then awesome physics! // ESLOPE: //cslope->zangle = line->frontsector->c_slope->zangle = P_GetSlopezangle(line->frontsector, highvert, lowvert); //100*(ANG45/45);//R_PointToAngle2(direction.x, direction.y, origin.x, origin.y); @@ -422,11 +423,11 @@ void P_SpawnSlope_Line(int linenum) //srcheight = isceiling ? sec->GetPlaneTexZ(sector_t::floor) : sec->GetPlaneTexZ(sector_t::ceiling); //destheight = isceiling ? refsec->GetPlaneTexZ(sector_t::floor) : refsec->GetPlaneTexZ(sector_t::ceiling); //P_GetZAtf(ret, v2.x, v2.y) - // destheight takes the destination height used in dz + // destheight takes the destination height used in dz srcplane->d = -TMulScale16 (srcplane->a, line->v1->x, srcplane->b, line->v1->y, srcplane->c, line->backsector->ceilingheight); - + // Sync the secplane! cslope->secplane = line->frontsector->c_slope->secplane = *srcplane; } @@ -437,46 +438,46 @@ void P_SpawnSlope_Line(int linenum) // Backsector direction.x = -line->nx; direction.y = -line->ny; - + extent = P_GetExtent(line->backsector, line, &origin, &direction); - + if(extent < 0.0f) { CONS_Printf("P_SpawnSlope_Line failed to get backsector extent on line number %i\n", linenum); return; } - + // reposition the origin according to the extent point.x = origin.x + direction.x * extent; point.y = origin.y + direction.y * extent; direction.x = -direction.x; direction.y = -direction.y; - + if(backfloor) { point.z = FIXED_TO_FLOAT(line->backsector->floorheight); dz = (FIXED_TO_FLOAT(line->frontsector->floorheight) - point.z) / extent; - - fslope = line->backsector->f_slope = + + fslope = line->backsector->f_slope = P_MakeSlope(&point, &direction, dz, false); - + // Sync the linedata of the line that started this slope // SRB2CBTODO: Anything special for remote(control sector)-based slopes later? line->backsector->f_slope->sourceline = line; - + int slopeangle = 0; // All floors by default have no slope (an angle of 0) - + v3float_t A = origin; // = line source v3float_t B = point; // destination's value v3float_t C = origin; - + C.z = point.z; - + // To find the "angle" of a slope, we make a right triangle out of the points we have, // point A - is point 1 of the hypotenuse, // point B - is point 2 of the hypotenuse // point C - has the same Z value as point b, and the same XY value as A - // + // // We want to find the angle accross from the right angle // so we use some triginometry to find the angle(fun, right?) // We want to find the tanjent of this angle, this is: @@ -487,31 +488,31 @@ void P_SpawnSlope_Line(int linenum) float triangopplength = abs(B.z - A.z); float triangadjlength = sqrt((B.x-C.x)*(B.x-C.x) + (B.y - C.y)*(B.y - C.y)); //float trianghyplength = sqrt(triangopplength*triangopplength + triangadjlength*triangadjlength); // This is the hypotenuse - + // So tanjent = opposite divided by adjecent float tanrelat = triangopplength/ triangadjlength; // tanjent = opposite / adjecent slopeangle = atan(tanrelat)* 180 / M_PI; // Now we use atan - *180 /M_PI is needed to convert the value into degrees - + // Remember the way the slope is formed fixed_t highest = point.z > origin.z ? point.z : origin.z; fixed_t lowest = point.z < origin.z ? point.z : origin.z; highest = FLOAT_TO_FIXED(highest); lowest = FLOAT_TO_FIXED(lowest); size_t l; - + for (l = 0; l < line->backsector->linecount; l++) { if (P_GetZAt(line->backsector->f_slope, line->backsector->lines[l]->v1->x, line->backsector->lines[l]->v1->y) > highest) highest = P_GetZAt(line->backsector->f_slope, line->backsector->lines[l]->v1->x, line->backsector->lines[l]->v1->y); - + if (P_GetZAt(line->backsector->f_slope, line->backsector->lines[l]->v1->x, line->backsector->lines[l]->v1->y) < lowest) lowest = P_GetZAt(line->backsector->f_slope, line->backsector->lines[l]->v1->x, line->backsector->lines[l]->v1->y); } - + // This line special sets extra clipping data for the frontsector's slope fslope->highz = line->backsector->f_slope->highz = highest; fslope->lowz = line->backsector->f_slope->lowz = lowest; - + fslope->zangle = slopeangle; // Get slope XY angle with secplane_t secplane_t *srcplane = Z_Calloc(sizeof(*srcplane), PU_LEVEL, NULL); @@ -531,11 +532,11 @@ void P_SpawnSlope_Line(int linenum) //srcheight = isceiling ? sec->GetPlaneTexZ(sector_t::floor) : sec->GetPlaneTexZ(sector_t::ceiling); //destheight = isceiling ? refsec->GetPlaneTexZ(sector_t::floor) : refsec->GetPlaneTexZ(sector_t::ceiling); //P_GetZAtf(ret, v2.x, v2.y) - // destheight takes the destination height used in dz + // destheight takes the destination height used in dz srcplane->d = -TMulScale16 (srcplane->a, line->v1->x, srcplane->b, line->v1->y, srcplane->c, line->frontsector->floorheight); - + // Sync the secplane! fslope->secplane = line->backsector->f_slope->secplane = *srcplane; } @@ -543,35 +544,35 @@ void P_SpawnSlope_Line(int linenum) { point.z = FIXED_TO_FLOAT(line->backsector->ceilingheight); dz = (FIXED_TO_FLOAT(line->frontsector->ceilingheight) - point.z) / extent; - - cslope = line->backsector->c_slope = + + cslope = line->backsector->c_slope = P_MakeSlope(&point, &direction, dz, true); - + // Sync the linedata of the line that started this slope // SRB2CBTODO: Anything special for remote(control sector)-based slopes later? line->backsector->c_slope->sourceline = line; - + // Remember the way the slope is formed fixed_t highest = point.z > origin.z ? point.z : origin.z; fixed_t lowest = point.z < origin.z ? point.z : origin.z; highest = FLOAT_TO_FIXED(highest); lowest = FLOAT_TO_FIXED(lowest); - + size_t l; - + for (l = 0; l < line->backsector->linecount; l++) { if (P_GetZAt(line->backsector->c_slope, line->backsector->lines[l]->v1->x, line->backsector->lines[l]->v1->y) > highest) highest = P_GetZAt(line->backsector->c_slope, line->backsector->lines[l]->v1->x, line->backsector->lines[l]->v1->y); - + if (P_GetZAt(line->backsector->c_slope, line->backsector->lines[l]->v1->x, line->backsector->lines[l]->v1->y) < lowest) lowest = P_GetZAt(line->backsector->c_slope, line->backsector->lines[l]->v1->x, line->backsector->lines[l]->v1->y); } - + // This line special sets extra clipping data for the backsector's slope cslope->highz = line->backsector->c_slope->highz = highest; cslope->lowz = line->backsector->c_slope->lowz = lowest; - + // SRB2CBTODO: Get XY angle of a slope and then awesome physics! // ESLOPE: //cslope->zangle = line->backsector->c_slope->zangle = P_GetSlopezangle(line->backsector, highvert, lowvert); //100*(ANG45/45);//R_PointToAngle2(direction.x, direction.y, origin.x, origin.y); @@ -593,16 +594,16 @@ void P_SpawnSlope_Line(int linenum) //srcheight = isceiling ? sec->GetPlaneTexZ(sector_t::floor) : sec->GetPlaneTexZ(sector_t::ceiling); //destheight = isceiling ? refsec->GetPlaneTexZ(sector_t::floor) : refsec->GetPlaneTexZ(sector_t::ceiling); //P_GetZAtf(ret, v2.x, v2.y) - // destheight takes the destination height used in dz + // destheight takes the destination height used in dz srcplane->d = -TMulScale16 (srcplane->a, line->v1->x, srcplane->b, line->v1->y, srcplane->c, line->frontsector->ceilingheight); - + // Sync the secplane! cslope->secplane = line->backsector->c_slope->secplane = *srcplane; } } - + if(!line->tag) return; } @@ -657,12 +658,12 @@ void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum) mapthing_t *mt; boolean vt_found = false; size_t i, j, k, l, q; - + //size_t i; //mapthing_t *mt; char *data; char *datastart; - + // SRB2CBTODO: WHAT IS (5 * sizeof (short))?! It = 10 // anything else seems to make a map not load properly, // but this hard-coded value MUST have some reason for being what it is @@ -683,34 +684,34 @@ void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum) mt->options = READINT16(data); // mt->z hasn't been set yet! //mt->extrainfo = (byte)(mt->type >> 12); // slope things are special, they have a bigger range of types - + //mt->type &= 4095; // SRB2CBTODO: WHAT IS THIS???? Mobj type limits?!!!! x = mt->x*FRACUNIT; y = mt->y*FRACUNIT; sector = R_PointInSubsector(x, y)->sector; // Z for objects -#ifdef ESLOPE +#ifdef ESLOPE if (sector->f_slope) mt->z = (short)(P_GetZAt(sector->f_slope, x, y)>>FRACBITS); else #endif mt->z = (short)(sector->floorheight>>FRACBITS); - + mt->z = mt->z + (mt->options >> ZSHIFT); - + if (mt->type == THING_VertexFloorZ || mt->type == THING_VertexCeilingZ) // THING_VertexFloorZ { for(l = 0; l < numvertexes; l++) { if (vertexes[l].x == mt->x*FRACUNIT && vertexes[l].y == mt->y*FRACUNIT) { - if (mt->type == THING_VertexFloorZ) + if (mt->type == THING_VertexFloorZ) { vertexes[l].z = mt->z*FRACUNIT; //I_Error("Z value: %i", vertexes[l].z/FRACUNIT); - + } - else + else { vertexes[l].z = mt->z*FRACUNIT; // celing floor } @@ -718,41 +719,41 @@ void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum) } } //mt->type = 0; // VPHYSICS: Dynamic slopes - - - - - - + + + + + + if (vt_found) { for (k = 0; k < numsectors; k++) { sector_t *sec = §ors[k]; if (sec->linecount != 3) continue; // only works with triangular sectors - + v3float_t vt1, vt2, vt3; // cross = ret->normalf v3float_t vec1, vec2; - + int vi1, vi2, vi3; - + vi1 = (int)(sec->lines[0]->v1 - vertexes); vi2 = (int)(sec->lines[0]->v2 - vertexes); vi3 = (sec->lines[1]->v1 == sec->lines[0]->v1 || sec->lines[1]->v1 == sec->lines[0]->v2)? (int)(sec->lines[1]->v2 - vertexes) : (int)(sec->lines[1]->v1 - vertexes); - + //if (vertexes[vi1].z) // I_Error("OSNAP %i", vertexes[vi1].z/FRACUNIT); //if (vertexes[vi2].z) // I_Error("OSNAP %i", vertexes[vi2].z/FRACUNIT); //if (vertexes[vi3].z) // I_Error("OSNAP %i", vertexes[vi3].z/FRACUNIT); - + //I_Error("%i, %i", mt->z*FRACUNIT, vertexes[vi1].z); - + //I_Error("%i, %i, %i", mt->x, mt->y, mt->z); //P_SpawnMobj(mt->x*FRACUNIT, mt->y*FRACUNIT, mt->z*FRACUNIT, MT_RING); - + // TODO: Make sure not to spawn in the same place 2x! (we need an object in every vertex of the // triangle sector to setup the real vertex slopes // Check for the vertexes of all sectors @@ -780,31 +781,31 @@ void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum) continue; } } - + vt1.x = FIXED_TO_FLOAT(vertexes[vi1].x); vt1.y = FIXED_TO_FLOAT(vertexes[vi1].y); vt2.x = FIXED_TO_FLOAT(vertexes[vi2].x); vt2.y = FIXED_TO_FLOAT(vertexes[vi2].y); vt3.x = FIXED_TO_FLOAT(vertexes[vi3].x); vt3.y = FIXED_TO_FLOAT(vertexes[vi3].y); - + for(j = 0; j < 2; j++) { - + fixed_t z3; //I_Error("Lo hicimos"); - + vt1.z = mt->z;//FIXED_TO_FLOAT(j==0 ? sec->floorheight : sec->ceilingheight); vt2.z = mt->z;//FIXED_TO_FLOAT(j==0? sec->floorheight : sec->ceilingheight); z3 = mt->z;//j==0? sec->floorheight : sec->ceilingheight; // Destination height vt3.z = FIXED_TO_FLOAT(z3); - + if (P_PointOnLineSide(vertexes[vi3].x, vertexes[vi3].y, sec->lines[0]) == 0) { vec1.x = vt2.x - vt3.x; vec1.y = vt2.y - vt3.y; vec1.z = vt2.z - vt3.z; - + vec2.x = vt1.x - vt3.x; vec2.y = vt1.y - vt3.y; vec2.z = vt1.z - vt3.z; @@ -814,24 +815,24 @@ void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum) vec1.x = vt1.x - vt3.x; vec1.y = vt1.y - vt3.y; vec1.z = vt1.z - vt3.z; - + vec2.x = vt2.x - vt3.x; vec2.y = vt2.y - vt3.y; vec2.z = vt2.z - vt3.z; } - - + + pslope_t *ret = Z_Malloc(sizeof(pslope_t), PU_LEVEL, NULL); memset(ret, 0, sizeof(*ret)); - + { M_CrossProduct3f(&ret->normalf, &vec1, &vec2); - + // Cross product length float len = (float)sqrt(ret->normalf.x * ret->normalf.x + - ret->normalf.y * ret->normalf.y + + ret->normalf.y * ret->normalf.y + ret->normalf.z * ret->normalf.z); - + if (len == 0) { // Only happens when all vertices in this sector are on the same line. @@ -843,7 +844,7 @@ void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum) ret->normalf.x /= len; ret->normalf.y /= len; ret->normalf.z /= len; - + // ZDoom cross = ret->normalf // Fix backward normals if ((ret->normalf.z < 0 && j == 0) || (ret->normalf.z > 0 && j == 1)) @@ -852,11 +853,11 @@ void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum) ret->normalf.x = -ret->normalf.x; ret->normalf.y = -ret->normalf.x; ret->normalf.z = -ret->normalf.x; - } + } } - + secplane_t *srcplane = Z_Calloc(sizeof(*srcplane), PU_LEVEL, NULL); - + srcplane->a = FLOAT_TO_FIXED (ret->normalf.x); srcplane->b = FLOAT_TO_FIXED (ret->normalf.y); srcplane->c = FLOAT_TO_FIXED (ret->normalf.z); @@ -864,7 +865,7 @@ void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum) srcplane->d = -TMulScale16 (srcplane->a, vertexes[vi3].x, srcplane->b, vertexes[vi3].y, srcplane->c, z3); - + if (j == 0) { sec->f_slope = ret; @@ -876,20 +877,20 @@ void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum) sec->c_slope->secplane = *srcplane; } } - } + } } - - - - - - - - + + + + + + + + } } Z_Free(datastart); - + #if 0 // UDMF support for(i = 0; i < numvertexdatas; i++) { @@ -898,23 +899,23 @@ void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum) vt_heights[1][i] = vertexdatas[i].zCeiling; vt_found = true; } - + if (vertexdatas[i].flags & VERTEXFLAG_ZFloorEnabled) { vt_heights[0][i] = vertexdatas[i].zFloor; vt_found = true; } } - + // If vertexdata_t is ever extended for non-slope usage, this will obviously have to be deferred or removed. delete[] vertexdatas; vertexdatas = NULL; numvertexdatas = 0; #endif - - - + + + } #include "p_maputl.h" @@ -923,13 +924,13 @@ void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum) static void P_SlopeLineToPointo (int lineid, fixed_t x, fixed_t y, fixed_t z, boolean slopeCeil) { int linenum = -1; - + while ((linenum = P_FindLineFromID (lineid, linenum)) != -1) { const line_t *line = &lines[linenum]; sector_t *sec; secplane_t *plane; - + if (P_PointOnLineSide (x, y, line) == 0) { sec = line->frontsector; @@ -950,9 +951,9 @@ static void P_SlopeLineToPointo (int lineid, fixed_t x, fixed_t y, fixed_t z, bo { plane = &sec->floorplane; } - + FVector3 p, v1, v2, cross; - + p[0] = FIXED2FLOAT (line->v1->x); p[1] = FIXED2FLOAT (line->v1->y); p[2] = FIXED2FLOAT (plane->ZatPoint (line->v1->x, line->v1->y)); @@ -962,7 +963,7 @@ static void P_SlopeLineToPointo (int lineid, fixed_t x, fixed_t y, fixed_t z, bo v2[0] = FIXED2FLOAT (x - line->v1->x); v2[1] = FIXED2FLOAT (y - line->v1->y); v2[2] = FIXED2FLOAT (z) - p[2]; - + cross = v1 ^ v2; double len = cross.Length(); if (len == 0) @@ -976,7 +977,7 @@ static void P_SlopeLineToPointo (int lineid, fixed_t x, fixed_t y, fixed_t z, bo { cross = -cross; } - + plane->a = FLOAT2FIXED (cross[0]); plane->b = FLOAT2FIXED (cross[1]); plane->c = FLOAT2FIXED (cross[2]); @@ -989,7 +990,7 @@ static void P_SlopeLineToPointo (int lineid, fixed_t x, fixed_t y, fixed_t z, bo } #else #if 0 -// P_SlopeLineToPoint, start from a specific linedef number(not tag) and slope to a mapthing with the angle of the linedef +// P_SlopeLineToPoint, start from a specific linedef number(not tag) and slope to a mapthing with the angle of the linedef static void P_SlopeLineToPoint(int linenum) { line_t *line = lines + linenum; @@ -998,73 +999,73 @@ static void P_SlopeLineToPoint(int linenum) v3float_t origin, point; v2float_t direction; float dz, extent; - + boolean frontfloor = (special == 386 || special == 388 || special == 393); boolean backfloor = (special == 389 || special == 391 || special == 392); boolean frontceil = (special == 387 || special == 388 || special == 392); boolean backceil = (special == 390 || special == 391 || special == 393); - + // SoM: We don't need the line to retain its special type line->special = 0; //SRB2CBTODO: ESLOPE: Maybe we do need it for another to check for a plane slope? - + if(!frontfloor && !backfloor && !frontceil && !backceil) { CONS_Printf("P_SpawnSlope_Line called with non-slope line special.\n"); return; } - + if(!line->frontsector || !line->backsector) { CONS_Printf("P_SpawnSlope_Line used on a line without two sides.\n"); return; } - + origin.x = (FIXED_TO_FLOAT(line->v2->x) + FIXED_TO_FLOAT(line->v1->x)) * 0.5f; origin.y = (FIXED_TO_FLOAT(line->v2->y) + FIXED_TO_FLOAT(line->v1->y)) * 0.5f; - + if(frontfloor || frontceil) { // Do the front sector direction.x = line->nx; direction.y = line->ny; - + extent = P_GetExtent(line->frontsector, line, &origin, &direction); - + if(extent < 0.0f) { CONS_Printf("P_SpawnSlope_Line failed to get frontsector extent on line number %i\n", linenum); return; } - + // reposition the origin according to the extent point.x = origin.x + direction.x * extent; point.y = origin.y + direction.y * extent; direction.x = -direction.x; direction.y = -direction.y; - + // CONS_Printf("Test: X: %f, Y: %f\n", origin.x, origin.y); - + if(frontfloor) { point.z = FIXED_TO_FLOAT(line->frontsector->floorheight); // Startz dz = (FIXED_TO_FLOAT(line->backsector->floorheight) - point.z) / extent; // Destinationz - - fslope = line->frontsector->f_slope = + + fslope = line->frontsector->f_slope = P_MakeSlope(&point, &direction, dz, false); - + // Sync the linedata of the line that started this slope // SRB2CBTODO: Anything special for remote(control sector)-based slopes later? line->frontsector->f_slope->sourceline = line; - + // Remember the way the slope is formed - fixed_t highest = line->frontsector->floorheight > line->backsector->floorheight ? + fixed_t highest = line->frontsector->floorheight > line->backsector->floorheight ? line->frontsector->floorheight : line->backsector->floorheight; - fixed_t lowest = line->frontsector->floorheight < line->backsector->floorheight ? + fixed_t lowest = line->frontsector->floorheight < line->backsector->floorheight ? line->frontsector->floorheight : line->backsector->floorheight; // This line special sets extra clipping data for the frontsector's slope fslope->highz = line->frontsector->f_slope->highz = highest; fslope->lowz = line->frontsector->f_slope->lowz = lowest; - + // SRB2CBTODO: Get XY angle of a slope and then awesome physics! // ESLOPE: //fslope->zangle = line->frontsector->f_slope->zangle = P_GetSlopezangle(line->frontsector, highvert, lowvert); //100*(ANG45/45);//R_PointToAngle2(direction.x, direction.y, origin.x, origin.y); @@ -1086,14 +1087,14 @@ static void P_SlopeLineToPoint(int linenum) //srcheight = isceiling ? sec->GetPlaneTexZ(sector_t::floor) : sec->GetPlaneTexZ(sector_t::ceiling); //destheight = isceiling ? refsec->GetPlaneTexZ(sector_t::floor) : refsec->GetPlaneTexZ(sector_t::ceiling); //P_GetZAtf(ret, v2.x, v2.y) - // destheight takes the destination height used in dz + // destheight takes the destination height used in dz srcplane->d = -TMulScale16 (srcplane->a, line->v1->x, srcplane->b, line->v1->y, srcplane->c, line->backsector->floorheight); - + // Sync the secplane! fslope->secplane = line->frontsector->f_slope->secplane = *srcplane; - + } } } @@ -1111,7 +1112,7 @@ static void P_SlopeLineToPoint(int linenum) void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt) { FMapThing *mt; - + for (mt = firstmt; mt < lastmt; ++mt) { if ((mt->type >= THING_SlopeFloorPointLine && @@ -1121,7 +1122,7 @@ void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt) fixed_t x, y, z; secplane_t *refplane; sector_t *sec; - + x = mt->x; y = mt->y; sec = P_PointInSector (x, y); @@ -1136,7 +1137,7 @@ void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt) z = refplane->ZatPoint (x, y) + (mt->z); if (mt->type==THING_VavoomFloor || mt->type==THING_VavoomCeiling) { - P_VavoomSlope(sec, mt->thingid, x, y, mt->z, mt->type & 1); + P_VavoomSlope(sec, mt->thingid, x, y, mt->z, mt->type & 1); } else if (mt->type <= THING_SlopeCeilingPointLine) { @@ -1149,7 +1150,7 @@ void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt) mt->type = 0; } } - + for (mt = firstmt; mt < lastmt; ++mt) { if (mt->type == THING_CopyFloorPlane || @@ -1159,7 +1160,7 @@ void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt) mt->type = 0; } } - + P_SetSlopesFromVertexHeights(firstmt, lastmt); } #endif @@ -1194,7 +1195,7 @@ float P_GetZAtf(pslope_t *slope, float x, float y) { //if (!slope) // SRB2CBTODO: keep this when done with debugging // I_Error("P_GetZAtf: slope parameter is NULL"); - + float dist = (x - slope->of.x) * slope->df.x + (y - slope->of.y) * slope->df.y; return slope->of.z + (dist * slope->zdeltaf); } @@ -1202,10 +1203,10 @@ float P_GetZAtf(pslope_t *slope, float x, float y) // // P_DistFromPlanef // -float P_DistFromPlanef(const v3float_t *point, const v3float_t *pori, +float P_DistFromPlanef(const v3float_t *point, const v3float_t *pori, const v3float_t *pnormal) { - return (point->x - pori->x) * pnormal->x + + return (point->x - pori->x) * pnormal->x + (point->y - pori->y) * pnormal->y + (point->z - pori->z) * pnormal->z; }