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https://github.com/DrBeef/Raze.git
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1143 lines
32 KiB
C++
1143 lines
32 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "names2.h"
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#include "panel.h"
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#include "misc.h"
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#include "hw_drawinfo.h"
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BEGIN_SW_NS
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////////////////////////////////////////////////////////////////////
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//
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// FLOOR ABOVE FLOOR
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//
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////////////////////////////////////////////////////////////////////
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#define ZMAX 400
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typedef struct
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{
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int32_t zval[ZMAX];
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int16_t sectnum[ZMAX];
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int16_t pic[ZMAX];
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int16_t zcount;
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int16_t slope[ZMAX];
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} SAVE, *SAVEp;
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SAVE save;
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bool FAF_DebugView = false;
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DSWActor* InsertActor(int sectnum, int stat)
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{
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return &swActors[COVERinsertsprite(sectnum, stat)];
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}
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int COVERinsertsprite(short sectnum, short stat)
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{
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short spnum;
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spnum = insertsprite(sectnum, stat);
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auto pSprite = &sprite[spnum];
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PRODUCTION_ASSERT(spnum >= 0);
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pSprite->x = pSprite->y = pSprite->z = 0;
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pSprite->cstat = 0;
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pSprite->picnum = 0;
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pSprite->shade = 0;
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pSprite->pal = 0;
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pSprite->clipdist = 0;
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pSprite->xrepeat = pSprite->yrepeat = 0;
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pSprite->xoffset = pSprite->yoffset = 0;
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pSprite->ang = 0;
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pSprite->owner = -1;
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pSprite->xvel = pSprite->yvel = pSprite->zvel = 0;
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pSprite->lotag = 0;
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pSprite->hitag = 0;
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pSprite->extra = 0;
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return spnum;
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}
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bool FAF_Sector(short sectnum)
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{
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SPRITEp sp;
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SWSectIterator it(sectnum);
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while (auto actor = it.Next())
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{
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sp = &actor->s();
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if (sp->statnum == STAT_FAF &&
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(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6))
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{
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return true;
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}
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}
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return false;
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}
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void SetWallWarpHitscan(short sectnum)
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{
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short start_wall, wall_num;
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DSWActor* sp_warp;
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if (!WarpSectorInfo(sectnum, &sp_warp))
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return;
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if (!sp_warp)
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return;
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// move the the next wall
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wall_num = start_wall = sector[sectnum].wallptr;
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// Travel all the way around loop setting wall bits
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do
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{
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if (validWallIndex(wall[wall_num].nextwall))
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SET(wall[wall_num].cstat, CSTAT_WALL_WARP_HITSCAN);
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wall_num = wall[wall_num].point2;
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}
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while (wall_num != start_wall);
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}
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void ResetWallWarpHitscan(short sectnum)
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{
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short start_wall, wall_num;
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// move the the next wall
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wall_num = start_wall = sector[sectnum].wallptr;
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// Travel all the way around loop setting wall bits
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do
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{
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RESET(wall[wall_num].cstat, CSTAT_WALL_WARP_HITSCAN);
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wall_num = wall[wall_num].point2;
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}
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while (wall_num != start_wall);
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}
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void
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FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
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int32_t xvect, int32_t yvect, int32_t zvect,
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hitdata_t* hitinfo, int32_t clipmask)
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{
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vec3_t firstpos = { x, y, z };
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int loz, hiz;
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int newsectnum = sectnum;
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int startclipmask = 0;
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bool plax_found = false;
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if (clipmask == CLIPMASK_MISSILE)
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startclipmask = CLIPMASK_WARP_HITSCAN;
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hitscan(&firstpos, sectnum, xvect, yvect, zvect,
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hitinfo, startclipmask);
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if (hitinfo->sect < 0)
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return;
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if (hitinfo->wall >= 0)
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{
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// hitscan warping
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if (TEST(wall[hitinfo->wall].cstat, CSTAT_WALL_WARP_HITSCAN))
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{
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short dest_sect;
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MONO_PRINT(ds);
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// back it up a bit to get a correct warp location
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hitinfo->pos.x -= xvect>>9;
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hitinfo->pos.y -= yvect>>9;
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// warp to new x,y,z, sectnum
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if (Warp(&hitinfo->pos.x, &hitinfo->pos.y, &hitinfo->pos.z, &hitinfo->sect))
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{
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vec3_t pos = hitinfo->pos;
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dest_sect = hitinfo->sect;
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// hitscan needs to pass through dest sect
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ResetWallWarpHitscan(dest_sect);
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// NOTE: This could be recursive I think if need be
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hitscan(&pos, hitinfo->sect, xvect, yvect, zvect,
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hitinfo, startclipmask);
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// reset hitscan block for dest sect
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SetWallWarpHitscan(dest_sect);
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return;
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}
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else
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{
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//DSPRINTF(ds,"hitinfo->pos.x %d, hitinfo->pos.y %d, hitinfo->pos.z %d",hitinfo->pos.x, hitinfo->pos.y, hitinfo->pos.z);
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MONO_PRINT(ds);
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ASSERT(true == false);
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}
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}
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}
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// make sure it hit JUST a sector before doing a check
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if (hitinfo->wall < 0 && hitinfo->sprite < 0)
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{
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if (TEST(sector[hitinfo->sect].extra, SECTFX_WARP_SECTOR))
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{
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if (TEST(wall[sector[hitinfo->sect].wallptr].cstat, CSTAT_WALL_WARP_HITSCAN))
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{
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// hit the floor of a sector that is a warping sector
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if (Warp(&hitinfo->pos.x, &hitinfo->pos.y, &hitinfo->pos.z, &hitinfo->sect))
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{
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vec3_t pos = hitinfo->pos;
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hitscan(&pos, hitinfo->sect, xvect, yvect, zvect,
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hitinfo, clipmask);
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return;
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}
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}
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else
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{
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if (WarpPlane(&hitinfo->pos.x, &hitinfo->pos.y, &hitinfo->pos.z, &hitinfo->sect))
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{
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vec3_t pos = hitinfo->pos;
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hitscan(&pos, hitinfo->sect, xvect, yvect, zvect,
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hitinfo, clipmask);
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return;
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}
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}
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}
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getzsofslope(hitinfo->sect, hitinfo->pos.x, hitinfo->pos.y, &hiz, &loz);
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if (labs(hitinfo->pos.z - loz) < Z(4))
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{
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if (FAF_ConnectFloor(hitinfo->sect) && !TEST(sector[hitinfo->sect].floorstat, FLOOR_STAT_FAF_BLOCK_HITSCAN))
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{
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updatesectorz(hitinfo->pos.x, hitinfo->pos.y, hitinfo->pos.z + Z(12), &newsectnum);
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plax_found = true;
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}
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}
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else if (labs(hitinfo->pos.z - hiz) < Z(4))
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{
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if (FAF_ConnectCeiling(hitinfo->sect) && !TEST(sector[hitinfo->sect].floorstat, CEILING_STAT_FAF_BLOCK_HITSCAN))
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{
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updatesectorz(hitinfo->pos.x, hitinfo->pos.y, hitinfo->pos.z - Z(12), &newsectnum);
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plax_found = true;
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}
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}
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}
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if (plax_found)
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{
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vec3_t pos = hitinfo->pos;
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hitscan(&pos, newsectnum, xvect, yvect, zvect,
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hitinfo, clipmask);
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}
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}
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bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
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int32_t xe, int32_t ye, int32_t ze, int16_t secte)
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{
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int loz, hiz;
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int newsectnum = sects;
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int xvect, yvect, zvect;
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short ang;
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hitdata_t hitinfo;
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int dist;
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bool plax_found = false;
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vec3_t s = { xs, ys, zs };
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// ASSERT(sects >= 0 && secte >= 0);
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// early out to regular routine
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if ((sects < 0 || !FAF_Sector(sects)) && (secte < 0 || !FAF_Sector(secte)))
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{
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return !!cansee(xs,ys,zs,sects,xe,ye,ze,secte);
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}
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// get angle
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ang = getangle(xe - xs, ye - ys);
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// get x,y,z, vectors
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xvect = bcos(ang);
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yvect = bsin(ang);
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// find the distance to the target
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dist = ksqrt(SQ(xe - xs) + SQ(ye - ys));
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if (dist != 0)
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{
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if (xe - xs != 0)
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zvect = Scale(xvect, ze - zs, xe - xs);
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else if (ye - ys != 0)
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zvect = Scale(yvect, ze - zs, ye - ys);
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else
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zvect = 0;
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}
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else
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zvect = 0;
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hitscan(&s, sects, xvect, yvect, zvect,
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&hitinfo, CLIPMASK_MISSILE);
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if (hitinfo.sect < 0)
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return false;
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// make sure it hit JUST a sector before doing a check
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if (hitinfo.wall < 0 && hitinfo.sprite < 0)
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{
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getzsofslope(hitinfo.sect, hitinfo.pos.x, hitinfo.pos.y, &hiz, &loz);
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if (labs(hitinfo.pos.z - loz) < Z(4))
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{
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if (FAF_ConnectFloor(hitinfo.sect))
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{
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updatesectorz(hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z + Z(12), &newsectnum);
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plax_found = true;
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}
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}
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else if (labs(hitinfo.pos.z - hiz) < Z(4))
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{
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if (FAF_ConnectCeiling(hitinfo.sect))
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{
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updatesectorz(hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z - Z(12), &newsectnum);
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plax_found = true;
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}
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}
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}
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else
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{
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return !!cansee(xs,ys,zs,sects,xe,ye,ze,secte);
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}
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if (plax_found)
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return !!cansee(hitinfo.pos.x,hitinfo.pos.y,hitinfo.pos.z,newsectnum,xe,ye,ze,secte);
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return false;
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}
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int GetZadjustment(short sectnum, short hitag)
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{
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int i;
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SPRITEp sp;
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if (sectnum < 0 || !TEST(sector[sectnum].extra, SECTFX_Z_ADJUST))
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return 0L;
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StatIterator it(STAT_ST1);
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while ((i = it.NextIndex()) >= 0)
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{
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sp = &sprite[i];
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if (sp->hitag == hitag && sp->sectnum == sectnum)
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{
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return Z(sp->lotag);
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}
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}
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return 0L;
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}
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bool SectorZadjust(int ceilhit, int32_t* hiz, short florhit, int32_t* loz)
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{
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extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
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int z_amt = 0;
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bool SkipFAFcheck = false;
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if ((int)florhit != -1)
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{
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switch (TEST(florhit, HIT_MASK))
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{
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case HIT_SECTOR:
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{
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short hit_sector = NORM_SECTOR(florhit);
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// don't jack with connect sectors
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if (FAF_ConnectFloor(hit_sector))
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{
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// rippers were dying through the floor in $rock
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if (TEST(sector[hit_sector].floorstat, CEILING_STAT_FAF_BLOCK_HITSCAN))
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break;
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if (TEST(sector[hit_sector].extra, SECTFX_Z_ADJUST))
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{
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// see if a z adjust ST1 is around
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z_amt = GetZadjustment(hit_sector, FLOOR_Z_ADJUST);
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if (z_amt)
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{
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// explicit z adjust overrides Connect Floor
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*loz += z_amt;
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SkipFAFcheck = true;
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}
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}
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break;
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}
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if (!TEST(sector[hit_sector].extra, SECTFX_Z_ADJUST))
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break;
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// see if a z adjust ST1 is around
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z_amt = GetZadjustment(hit_sector, FLOOR_Z_ADJUST);
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if (z_amt)
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{
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// explicit z adjust overrides plax default
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*loz += z_amt;
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}
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else
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// default adjustment for plax
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if (TEST(sector[hit_sector].floorstat, FLOOR_STAT_PLAX))
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{
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*loz += PlaxFloorGlobZadjust;
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}
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break;
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}
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}
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}
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if ((int)ceilhit != -1)
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{
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switch (TEST(ceilhit, HIT_MASK))
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{
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case HIT_SECTOR:
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{
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short hit_sector = NORM_SECTOR(ceilhit);
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// don't jack with connect sectors
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if (FAF_ConnectCeiling(hit_sector))
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{
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if (TEST(sector[hit_sector].extra, SECTFX_Z_ADJUST))
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{
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// see if a z adjust ST1 is around
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z_amt = GetZadjustment(hit_sector, CEILING_Z_ADJUST);
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if (z_amt)
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{
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// explicit z adjust overrides Connect Floor
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*loz += z_amt;
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SkipFAFcheck = true;
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}
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}
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break;
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}
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if (!TEST(sector[hit_sector].extra, SECTFX_Z_ADJUST))
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break;
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// see if a z adjust ST1 is around
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z_amt = GetZadjustment(hit_sector, CEILING_Z_ADJUST);
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if (z_amt)
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{
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// explicit z adjust overrides plax default
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*hiz -= z_amt;
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}
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else
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// default adjustment for plax
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if (TEST(sector[hit_sector].ceilingstat, CEILING_STAT_PLAX))
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{
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*hiz -= PlaxCeilGlobZadjust;
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}
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break;
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}
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}
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}
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return SkipFAFcheck;
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}
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void WaterAdjust(short florhit, int32_t* loz)
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{
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switch (TEST(florhit, HIT_MASK))
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{
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case HIT_SECTOR:
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{
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SECT_USERp sectu = SectUser[NORM_SECTOR(florhit)].Data();
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if (sectu && FixedToInt(sectu->depth_fixed))
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*loz += Z(FixedToInt(sectu->depth_fixed));
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}
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break;
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case HIT_SPRITE:
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break;
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}
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}
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void FAFgetzrange(vec3_t pos, int16_t sectnum,
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int32_t* hiz, int32_t* ceilhit,
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int32_t* loz, int32_t* florhit,
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int32_t clipdist, int32_t clipmask)
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{
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int foo1;
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int foo2;
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bool SkipFAFcheck;
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// IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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// This will return invalid FAF ceiling and floor heights inside of analyzesprite
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// because the ceiling and floors get moved out of the way for drawing.
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// early out to regular routine
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if (sectnum < 0 || !FAF_ConnectArea(sectnum))
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{
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getzrange(&pos, sectnum, hiz, ceilhit, loz, florhit, clipdist, clipmask);
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SectorZadjust(*ceilhit, hiz, *florhit, loz);
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WaterAdjust(*florhit, loz);
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return;
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}
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getzrange(&pos, sectnum, hiz, ceilhit, loz, florhit, clipdist, clipmask);
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SkipFAFcheck = SectorZadjust(*ceilhit, hiz, *florhit, loz);
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WaterAdjust(*florhit, loz);
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if (SkipFAFcheck)
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return;
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|
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if (FAF_ConnectCeiling(sectnum))
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{
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int uppersect = sectnum;
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int newz = *hiz - Z(2);
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|
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switch (TEST(*ceilhit, HIT_MASK))
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{
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case HIT_SPRITE:
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return;
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}
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updatesectorz(pos.x, pos.y, newz, &uppersect);
|
|
if (uppersect < 0)
|
|
return; // _ErrMsg(ERR_STD_ARG, "Did not find a sector at %d, %d, %d", x, y, newz);
|
|
vec3_t npos = pos;
|
|
npos.z = newz;
|
|
getzrange(&npos, uppersect, hiz, ceilhit, &foo1, &foo2, clipdist, clipmask);
|
|
SectorZadjust(*ceilhit, hiz, -1, nullptr);
|
|
}
|
|
else if (FAF_ConnectFloor(sectnum) && !TEST(sector[sectnum].floorstat, FLOOR_STAT_FAF_BLOCK_HITSCAN))
|
|
//if (FAF_ConnectFloor(sectnum))
|
|
{
|
|
int lowersect = sectnum;
|
|
int newz = *loz + Z(2);
|
|
|
|
switch (TEST(*florhit, HIT_MASK))
|
|
{
|
|
case HIT_SECTOR:
|
|
{
|
|
break;
|
|
}
|
|
case HIT_SPRITE:
|
|
return;
|
|
}
|
|
|
|
updatesectorz(pos.x, pos.y, newz, &lowersect);
|
|
if (lowersect < 0)
|
|
return; // _ErrMsg(ERR_STD_ARG, "Did not find a sector at %d, %d, %d", x, y, newz);
|
|
vec3_t npos = pos;
|
|
npos.z = newz;
|
|
getzrange(&npos, lowersect, &foo1, &foo2, loz, florhit, clipdist, clipmask);
|
|
SectorZadjust(-1, nullptr, *florhit, loz);
|
|
WaterAdjust(*florhit, loz);
|
|
}
|
|
}
|
|
|
|
void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, int16_t sectnum,
|
|
int32_t* hiz, int32_t* ceilhit,
|
|
int32_t* loz, int32_t* florhit)
|
|
{
|
|
int foo1;
|
|
int foo2;
|
|
bool SkipFAFcheck;
|
|
|
|
// IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
|
// This will return invalid FAF ceiling and floor heights inside of analyzesprite
|
|
// because the ceiling and floors get moved out of the way for drawing.
|
|
|
|
// early out to regular routine
|
|
if (!FAF_ConnectArea(sectnum))
|
|
{
|
|
getzrangepoint(x, y, z, sectnum, hiz, ceilhit, loz, florhit);
|
|
SectorZadjust(*ceilhit, hiz, *florhit, loz);
|
|
WaterAdjust(*florhit, loz);
|
|
return;
|
|
}
|
|
|
|
getzrangepoint(x, y, z, sectnum, hiz, ceilhit, loz, florhit);
|
|
SkipFAFcheck = SectorZadjust(*ceilhit, hiz, *florhit, loz);
|
|
WaterAdjust(*florhit, loz);
|
|
|
|
if (SkipFAFcheck)
|
|
return;
|
|
|
|
if (FAF_ConnectCeiling(sectnum))
|
|
{
|
|
int uppersect = sectnum;
|
|
int newz = *hiz - Z(2);
|
|
switch (TEST(*ceilhit, HIT_MASK))
|
|
{
|
|
case HIT_SPRITE:
|
|
return;
|
|
}
|
|
updatesectorz(x, y, newz, &uppersect);
|
|
if (uppersect < 0)
|
|
return; // _ErrMsg(ERR_STD_ARG, "Did not find a sector at %d, %d, %d, sectnum %d", x, y, newz, sectnum);
|
|
getzrangepoint(x, y, newz, uppersect, hiz, ceilhit, &foo1, &foo2);
|
|
SectorZadjust(*ceilhit, hiz, -1, nullptr);
|
|
}
|
|
else if (FAF_ConnectFloor(sectnum) && !TEST(sector[sectnum].floorstat, FLOOR_STAT_FAF_BLOCK_HITSCAN))
|
|
//if (FAF_ConnectFloor(sectnum))
|
|
{
|
|
int lowersect = sectnum;
|
|
int newz = *loz + Z(2);
|
|
switch (TEST(*florhit, HIT_MASK))
|
|
{
|
|
case HIT_SPRITE:
|
|
return;
|
|
}
|
|
updatesectorz(x, y, newz, &lowersect);
|
|
if (lowersect < 0)
|
|
return; // _ErrMsg(ERR_STD_ARG, "Did not find a sector at %d, %d, %d, sectnum %d", x, y, newz, sectnum);
|
|
getzrangepoint(x, y, newz, lowersect, &foo1, &foo2, loz, florhit);
|
|
SectorZadjust(-1, nullptr, *florhit, loz);
|
|
WaterAdjust(*florhit, loz);
|
|
}
|
|
}
|
|
|
|
void
|
|
SetupMirrorTiles(void)
|
|
{
|
|
SPRITEp sp;
|
|
|
|
SWStatIterator it(STAT_FAF);
|
|
while (auto actor = it.Next())
|
|
{
|
|
sp = &actor->s();
|
|
|
|
if (sector[sp->sectnum].ceilingpicnum == FAF_PLACE_MIRROR_PIC)
|
|
{
|
|
sector[sp->sectnum].ceilingpicnum = FAF_MIRROR_PIC;
|
|
SET(sector[sp->sectnum].ceilingstat, CEILING_STAT_PLAX);
|
|
}
|
|
|
|
if (sector[sp->sectnum].floorpicnum == FAF_PLACE_MIRROR_PIC)
|
|
{
|
|
sector[sp->sectnum].floorpicnum = FAF_MIRROR_PIC;
|
|
SET(sector[sp->sectnum].floorstat, FLOOR_STAT_PLAX);
|
|
}
|
|
|
|
if (sector[sp->sectnum].ceilingpicnum == FAF_PLACE_MIRROR_PIC+1)
|
|
sector[sp->sectnum].ceilingpicnum = FAF_MIRROR_PIC+1;
|
|
|
|
if (sector[sp->sectnum].floorpicnum == FAF_PLACE_MIRROR_PIC+1)
|
|
sector[sp->sectnum].floorpicnum = FAF_MIRROR_PIC+1;
|
|
}
|
|
}
|
|
|
|
void GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
|
|
{
|
|
int i;
|
|
int sectorlist[16];
|
|
int sln = 0;
|
|
SPRITEp sp;
|
|
|
|
for (i = 0; i < numsectors; i++)// - 1; i >= 0; i--)
|
|
{
|
|
if (inside(x, y, (short) i) == 1)
|
|
{
|
|
bool found = false;
|
|
|
|
SWSectIterator it(i);
|
|
while (auto actor = it.Next())
|
|
{
|
|
sp = &actor->s();
|
|
|
|
if (sp->statnum == STAT_FAF &&
|
|
(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6)
|
|
&& sp->lotag == match)
|
|
{
|
|
found = true;
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
continue;
|
|
if (sln < (int)SIZ(sectorlist))
|
|
sectorlist[sln] = i;
|
|
sln++;
|
|
}
|
|
}
|
|
|
|
// might not find ANYTHING if not tagged right
|
|
if (sln == 0)
|
|
{
|
|
*upper = -1;
|
|
*lower = -1;
|
|
return;
|
|
}
|
|
// Map rooms have NOT been dragged on top of each other
|
|
else if (sln == 1)
|
|
{
|
|
*lower = sectorlist[0];
|
|
*upper = sectorlist[0];
|
|
return;
|
|
}
|
|
// Map rooms HAVE been dragged on top of each other
|
|
// inside will somtimes find that you are in two different sectors if the x,y
|
|
// is exactly on a sector line.
|
|
else if (sln > 2)
|
|
{
|
|
// try again moving the x,y pos around until you only get two sectors
|
|
GetUpperLowerSector(match, x - 1, y, upper, lower);
|
|
}
|
|
|
|
if (sln == 2)
|
|
{
|
|
if (sector[sectorlist[0]].floorz < sector[sectorlist[1]].floorz)
|
|
{
|
|
// swap
|
|
// make sectorlist[0] the LOW sector
|
|
short hold;
|
|
|
|
hold = sectorlist[0];
|
|
sectorlist[0] = sectorlist[1];
|
|
sectorlist[1] = hold;
|
|
}
|
|
|
|
*lower = sectorlist[0];
|
|
*upper = sectorlist[1];
|
|
}
|
|
}
|
|
|
|
bool FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
|
|
{
|
|
int xoff = 0;
|
|
int yoff = 0;
|
|
SPRITEp sp = nullptr;
|
|
int pix_diff;
|
|
int newz;
|
|
|
|
save.zcount = 0;
|
|
|
|
// Search Stat List For closest ceiling view sprite
|
|
// Get the match, xoff, yoff from this point
|
|
SWStatIterator it(STAT_FAF);
|
|
while (auto actor = it.Next())
|
|
{
|
|
sp = &actor->s();
|
|
|
|
if (sp->hitag == VIEW_THRU_CEILING && sp->lotag == match)
|
|
{
|
|
xoff = *x - sp->x;
|
|
yoff = *y - sp->y;
|
|
break;
|
|
}
|
|
}
|
|
|
|
it.Reset(STAT_FAF);
|
|
while (auto actor = it.Next())
|
|
{
|
|
sp = &actor->s();
|
|
|
|
if (sp->lotag == match)
|
|
{
|
|
// determine x,y position
|
|
if (sp->hitag == VIEW_THRU_FLOOR)
|
|
{
|
|
short upper, lower;
|
|
|
|
*x = sp->x + xoff;
|
|
*y = sp->y + yoff;
|
|
|
|
// get new sector
|
|
GetUpperLowerSector(match, *x, *y, &upper, &lower);
|
|
*sectnum = upper;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (*sectnum < 0)
|
|
return false;
|
|
|
|
if (!sp || sp->hitag != VIEW_THRU_FLOOR)
|
|
{
|
|
*sectnum = 0;
|
|
return false;
|
|
}
|
|
|
|
|
|
if (!testnewrenderer)
|
|
{
|
|
pix_diff = labs(z - sector[sp->sectnum].floorz) >> 8;
|
|
newz = sector[sp->sectnum].floorz + ((pix_diff / 128) + 1) * Z(128);
|
|
|
|
it.Reset(STAT_FAF);
|
|
while (auto actor = it.Next())
|
|
{
|
|
sp = &actor->s();
|
|
|
|
if (sp->lotag == match)
|
|
{
|
|
// move lower levels ceilings up for the correct view
|
|
if (sp->hitag == VIEW_LEVEL2)
|
|
{
|
|
// save it off
|
|
save.sectnum[save.zcount] = sp->sectnum;
|
|
save.zval[save.zcount] = sector[sp->sectnum].floorz;
|
|
save.pic[save.zcount] = sector[sp->sectnum].floorpicnum;
|
|
save.slope[save.zcount] = sector[sp->sectnum].floorheinum;
|
|
|
|
sector[sp->sectnum].floorz = newz;
|
|
// don't change FAF_MIRROR_PIC - ConnectArea
|
|
if (sector[sp->sectnum].floorpicnum != FAF_MIRROR_PIC)
|
|
sector[sp->sectnum].floorpicnum = FAF_MIRROR_PIC + 1;
|
|
sector[sp->sectnum].floorheinum = 0;
|
|
|
|
save.zcount++;
|
|
PRODUCTION_ASSERT(save.zcount < ZMAX);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
|
|
{
|
|
int xoff = 0;
|
|
int yoff = 0;
|
|
SPRITEp sp = nullptr;
|
|
int newz;
|
|
int pix_diff;
|
|
|
|
save.zcount = 0;
|
|
|
|
// Search Stat List For closest ceiling view sprite
|
|
// Get the match, xoff, yoff from this point
|
|
SWStatIterator it(STAT_FAF);
|
|
while (auto actor = it.Next())
|
|
{
|
|
sp = &actor->s();
|
|
|
|
if (sp->hitag == VIEW_THRU_FLOOR && sp->lotag == match)
|
|
{
|
|
xoff = *x - sp->x;
|
|
yoff = *y - sp->y;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
it.Reset(STAT_FAF);
|
|
while (auto actor = it.Next())
|
|
{
|
|
sp = &actor->s();
|
|
|
|
if (sp->lotag == match)
|
|
{
|
|
// determine x,y position
|
|
if (sp->hitag == VIEW_THRU_CEILING)
|
|
{
|
|
short upper, lower;
|
|
|
|
*x = sp->x + xoff;
|
|
*y = sp->y + yoff;
|
|
|
|
// get new sector
|
|
GetUpperLowerSector(match, *x, *y, &upper, &lower);
|
|
*sectnum = lower;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (*sectnum < 0)
|
|
return false;
|
|
|
|
if (!sp || sp->hitag != VIEW_THRU_CEILING)
|
|
{
|
|
*sectnum = 0;
|
|
return false;
|
|
}
|
|
|
|
if (!testnewrenderer)
|
|
{
|
|
// move ceiling multiple of 128 so that the wall tile will line up
|
|
pix_diff = labs(z - sector[sp->sectnum].ceilingz) >> 8;
|
|
newz = sector[sp->sectnum].ceilingz - ((pix_diff / 128) + 1) * Z(128);
|
|
|
|
it.Reset(STAT_FAF);
|
|
while (auto actor = it.Next())
|
|
{
|
|
sp = &actor->s();
|
|
|
|
if (sp->lotag == match)
|
|
{
|
|
// move upper levels floors down for the correct view
|
|
if (sp->hitag == VIEW_LEVEL1)
|
|
{
|
|
// save it off
|
|
save.sectnum[save.zcount] = sp->sectnum;
|
|
save.zval[save.zcount] = sector[sp->sectnum].ceilingz;
|
|
save.pic[save.zcount] = sector[sp->sectnum].ceilingpicnum;
|
|
save.slope[save.zcount] = sector[sp->sectnum].ceilingheinum;
|
|
|
|
sector[sp->sectnum].ceilingz = newz;
|
|
|
|
// don't change FAF_MIRROR_PIC - ConnectArea
|
|
if (sector[sp->sectnum].ceilingpicnum != FAF_MIRROR_PIC)
|
|
sector[sp->sectnum].ceilingpicnum = FAF_MIRROR_PIC + 1;
|
|
sector[sp->sectnum].ceilingheinum = 0;
|
|
|
|
save.zcount++;
|
|
PRODUCTION_ASSERT(save.zcount < ZMAX);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
short FindViewSectorInScene(short cursectnum, short level)
|
|
{
|
|
SPRITEp sp;
|
|
short match;
|
|
|
|
SWStatIterator it(STAT_FAF);
|
|
while (auto actor = it.Next())
|
|
{
|
|
sp = &actor->s();
|
|
|
|
if (sp->hitag == level)
|
|
{
|
|
if (cursectnum == sp->sectnum)
|
|
{
|
|
// ignore case if sprite is pointing up
|
|
if (sp->ang == 1536)
|
|
continue;
|
|
|
|
// only gets to here is sprite is pointing down
|
|
|
|
// found a potential match
|
|
match = sp->lotag;
|
|
|
|
return match;
|
|
}
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
struct PortalGroup
|
|
{
|
|
TArray<int> sectors;
|
|
int othersector = -1;
|
|
vec3_t offset = { 0,0,0 };
|
|
};
|
|
|
|
// This is very messy because some portals are linked outside the actual portal sectors, so we have to use the complicated original linking logic to find the connection. :?
|
|
void CollectPortals()
|
|
{
|
|
int t = testnewrenderer;
|
|
testnewrenderer = true;
|
|
TArray<PortalGroup> floorportals;
|
|
TArray<PortalGroup> ceilingportals;
|
|
BitArray floordone(numsectors), ceilingdone(numsectors);
|
|
|
|
for (int i = 0; i < numsectors; i++)
|
|
{
|
|
sector[i].portalflags = sector[i].portalnum = 0;
|
|
}
|
|
floordone.Zero();
|
|
ceilingdone.Zero();
|
|
portalClear();
|
|
|
|
for (int i = 0; i < numsectors; i++)
|
|
{
|
|
if (sector[i].floorpicnum == FAF_MIRROR_PIC && !floordone[i])
|
|
{
|
|
auto& fp = floorportals[floorportals.Reserve(1)];
|
|
fp.sectors.Push(i);
|
|
floordone.Set(i);
|
|
for (unsigned ii = 0; ii < fp.sectors.Size(); ii++)
|
|
{
|
|
auto sec = §or[fp.sectors[ii]];
|
|
for (int w = 0; w < sec->wallnum; w++)
|
|
{
|
|
auto ns = wall[sec->wallptr + w].nextsector;
|
|
if (ns < 0 || floordone[ns] || sector[ns].floorpicnum != FAF_MIRROR_PIC) continue;
|
|
fp.sectors.Push(ns);
|
|
floordone.Set(ns);
|
|
}
|
|
}
|
|
}
|
|
if (sector[i].ceilingpicnum == FAF_MIRROR_PIC && !ceilingdone[i])
|
|
{
|
|
auto& fp = ceilingportals[ceilingportals.Reserve(1)];
|
|
fp.sectors.Push(i);
|
|
ceilingdone.Set(i);
|
|
for (unsigned ii = 0; ii < fp.sectors.Size(); ii++)
|
|
{
|
|
auto sec = §or[fp.sectors[ii]];
|
|
for (int w = 0; w < sec->wallnum; w++)
|
|
{
|
|
auto ns = wall[sec->wallptr + w].nextsector;
|
|
if (ns < 0 || ceilingdone[ns] || sector[ns].ceilingpicnum != FAF_MIRROR_PIC) continue;
|
|
fp.sectors.Push(ns);
|
|
ceilingdone.Set(ns);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// now try to find connections.
|
|
for (auto& fp : ceilingportals)
|
|
{
|
|
// pick one sprite out of the sectors, repeat until we get a valid connection
|
|
for (auto sec : fp.sectors)
|
|
{
|
|
SectIterator it(sec);
|
|
int spr;
|
|
while ((spr = it.NextIndex()) >= 0)
|
|
{
|
|
int tx = sprite[spr].x;
|
|
int ty = sprite[spr].y;
|
|
int tz = sprite[spr].z;
|
|
int16_t tsectnum = sec;
|
|
|
|
int match = FindViewSectorInScene(tsectnum, VIEW_LEVEL1);
|
|
if (match != -1)
|
|
{
|
|
FindCeilingView(match, &tx, &ty, tz, &tsectnum);
|
|
if (tsectnum >= 0 && sector[tsectnum].floorpicnum == FAF_MIRROR_PIC)
|
|
{
|
|
// got something!
|
|
fp.othersector = tsectnum;
|
|
fp.offset = { tx, ty, tz };
|
|
fp.offset -= sprite[spr].pos;
|
|
goto nextfg;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
nextfg:;
|
|
}
|
|
|
|
for (auto& fp : floorportals)
|
|
{
|
|
for (auto sec : fp.sectors)
|
|
{
|
|
SectIterator it(sec);
|
|
int spr;
|
|
while ((spr = it.NextIndex()) >= 0)
|
|
{
|
|
int tx = sprite[spr].x;
|
|
int ty = sprite[spr].y;
|
|
int tz = sprite[spr].z;
|
|
int16_t tsectnum = sec;
|
|
|
|
int match = FindViewSectorInScene(tsectnum, VIEW_LEVEL2);
|
|
if (match != -1)
|
|
{
|
|
FindFloorView(match, &tx, &ty, tz, &tsectnum);
|
|
if (tsectnum >= 0 && sector[tsectnum].ceilingpicnum == FAF_MIRROR_PIC)
|
|
{
|
|
// got something!
|
|
fp.othersector = tsectnum;
|
|
fp.offset = { tx, ty, tz };
|
|
fp.offset -= sprite[spr].pos;
|
|
goto nextcg;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
nextcg:;
|
|
}
|
|
for (auto& pt : floorportals)
|
|
{
|
|
if (pt.othersector > -1)
|
|
{
|
|
auto findother = [&](int other) -> PortalGroup*
|
|
{
|
|
for (auto& pt2 : ceilingportals)
|
|
{
|
|
if (pt2.sectors.Find(other) != pt2.sectors.Size()) return &pt2;
|
|
}
|
|
return nullptr;
|
|
};
|
|
|
|
auto pt2 = findother(pt.othersector);
|
|
if (pt2)
|
|
{
|
|
int pnum = portalAdd(PORTAL_SECTOR_FLOOR, -1, pt.offset.x, pt.offset.y, 0);
|
|
allPortals[pnum].targets = pt2->sectors; // do not move! We still need the original.
|
|
for (auto sec : pt.sectors)
|
|
{
|
|
sector[sec].portalflags = PORTAL_SECTOR_FLOOR;
|
|
sector[sec].portalnum = pnum;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (auto& pt : ceilingportals)
|
|
{
|
|
if (pt.othersector > -1)
|
|
{
|
|
auto findother = [&](int other) -> PortalGroup*
|
|
{
|
|
for (auto& pt2 : floorportals)
|
|
{
|
|
if (pt2.sectors.Find(other) != pt2.sectors.Size()) return &pt2;
|
|
}
|
|
return nullptr;
|
|
};
|
|
|
|
auto pt2 = findother(pt.othersector);
|
|
if (pt2)
|
|
{
|
|
int pnum = portalAdd(PORTAL_SECTOR_CEILING, -1, pt.offset.x, pt.offset.y, 0);
|
|
allPortals[pnum].targets = std::move(pt2->sectors);
|
|
for (auto sec : pt.sectors)
|
|
{
|
|
sector[sec].portalflags = PORTAL_SECTOR_CEILING;
|
|
sector[sec].portalnum = pnum;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
testnewrenderer = t;
|
|
}
|
|
|
|
|
|
END_SW_NS
|