- removed the _3DFLOOR #define because we really do not want to comment this out anymore, right?

This commit is contained in:
Christoph Oelckers 2015-06-07 09:41:44 +02:00
parent 3fea074d35
commit 4444d3c0c5
11 changed files with 0 additions and 124 deletions

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@ -1935,8 +1935,6 @@ void AM_drawSubsectors()
scalex = sec->GetXScale(sector_t::floor);
scaley = sec->GetYScale(sector_t::floor);
#ifdef _3DFLOORS
if (sec->e->XFloor.ffloors.Size())
{
secplane_t *floorplane = &sec->floorplane;
@ -1997,7 +1995,6 @@ void AM_drawSubsectors()
floorlight = *light->p_lightlevel;
colormap = light->extra_colormap;
}
#endif
if (maptex == skyflatnum)
{
continue;
@ -2153,8 +2150,6 @@ void AM_showSS()
}
}
#ifdef _3DFLOORS
//=============================================================================
//
// Determines if a 3D floor boundary should be drawn
@ -2214,7 +2209,6 @@ bool AM_Check3DFloors(line_t *line)
// All 3D floors could be matched so let's not draw a boundary.
return false;
}
#endif
//=============================================================================
//
@ -2345,12 +2339,10 @@ void AM_drawWalls (bool allmap)
{
AM_drawMline(&l, AMColors.CDWallColor); // ceiling level change
}
#ifdef _3DFLOORS
else if (AM_Check3DFloors(&lines[i]))
{
AM_drawMline(&l, AMColors.EFWallColor); // Extra floor border
}
#endif
else if (am_cheat > 0 && am_cheat < 4)
{
AM_drawMline(&l, AMColors.TSWallColor);

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@ -1046,7 +1046,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkullRodStorm)
x = self->x + ((pr_storm()&127) - 64) * FRACUNIT;
y = self->y + ((pr_storm()&127) - 64) * FRACUNIT;
mo = Spawn<ARainPillar> (x, y, ONCEILINGZ, ALLOW_REPLACE);
#ifdef _3DFLOORS
// We used bouncecount to store the 3D floor index in A_HideInCeiling
if (!mo) return;
fixed_t newz;
@ -1058,7 +1057,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkullRodStorm)
int moceiling = P_Find3DFloor(NULL, x, y, newz, false, false, newz);
if (moceiling >= 0)
mo->z = newz - mo->height;
#endif
mo->Translation = multiplayer ?
TRANSLATION(TRANSLATION_PlayersExtra,self->special2) : 0;
mo->target = self->target;
@ -1098,7 +1096,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_RainImpact)
DEFINE_ACTION_FUNCTION(AActor, A_HideInCeiling)
{
#ifdef _3DFLOORS
// We use bouncecount to store the 3D floor index
fixed_t foo;
for (unsigned int i=0; i< self->Sector->e->XFloor.ffloors.Size(); i++)
@ -1114,7 +1111,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_HideInCeiling)
}
}
self->bouncecount = -1;
#endif
self->z = self->ceilingz + 4*FRACUNIT;
}

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@ -272,7 +272,6 @@ FTextureID DBaseDecal::StickToWall (side_t *wall, fixed_t x, fixed_t y, F3DFloor
Z -= back->GetPlaneTexZ(sector_t::ceiling);
tex = wall->GetTexture(side_t::top);
}
#ifdef _3DFLOORS
else if (ffloor) // this is a 3d-floor segment - do this only if we know which one!
{
Sector=ffloor->model;
@ -295,7 +294,6 @@ FTextureID DBaseDecal::StickToWall (side_t *wall, fixed_t x, fixed_t y, F3DFloor
tex = ffloor->master->sidedef[0]->GetTexture(side_t::mid);
}
}
#endif
else return FNullTextureID();
CalcFracPos (wall, x, y);

View File

@ -44,8 +44,6 @@
#include "p_terrain.h"
#include "r_data/colormaps.h"
#ifdef _3DFLOORS
//==========================================================================
//
// 3D Floors
@ -959,8 +957,6 @@ int P_Find3DFloor(sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool above, b
return -1;
}
#endif
#include "c_dispatch.h"

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@ -4,8 +4,6 @@
#define CenterSpot(sec) (vertex_t*)&(sec)->soundorg[0]
#define _3DFLOORS
// 3D floor flags. Most are the same as in Legacy but I added some for EDGE's and Vavoom's features as well.
typedef enum
{
@ -60,8 +58,6 @@ enum
VC_COLORMASK = 0x00FFFFFF,
};
#ifdef _3DFLOORS
struct secplane_t;
struct FDynamicColormap;
@ -149,39 +145,5 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
secplane_t P_FindFloorPlane(sector_t * sector, fixed_t x, fixed_t y, fixed_t z);
int P_Find3DFloor(sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool above, bool floor, fixed_t &cmpz);
#else
// Dummy definitions for disabled 3D floor code
struct F3DFloor
{
int dummy;
};
struct lightlist_t
{
int dummy;
};
class player_s;
inline void P_PlayerOnSpecial3DFloor(player_t* player) {}
inline void P_Get3DFloorAndCeiling(AActor * thing, sector_t * sector, fixed_t * floorz, fixed_t * ceilingz, int * floorpic) {}
inline bool P_CheckFor3DFloorHit(AActor * mo) { return false; }
inline bool P_CheckFor3DCeilingHit(AActor * mo) { return false; }
inline void P_Recalculate3DFloors(sector_t *) {}
inline void P_RecalculateAttached3DFloors(sector_t * sec) {}
inline lightlist_t * P_GetPlaneLight(sector_t * , secplane_t * plane, bool underside) { return NULL; }
inline void P_Spawn3DFloors( void ) {}
struct FLineOpening;
inline void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef,
fixed_t x, fixed_t y, fixed_t refx, fixed_t refy, bool restrict) {}
//secplane_t P_FindFloorPlane(sector_t * sector, fixed_t x, fixed_t y, fixed_t z){return sector->floorplane;}
#endif
#endif

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@ -2548,7 +2548,6 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
if (abs(corpsehit->x - viletryx) > maxdist ||
abs(corpsehit->y - viletryy) > maxdist)
continue; // not actually touching
#ifdef _3DFLOORS
// Let's check if there are floors in between the archvile and its target
sector_t *vilesec = self->Sector;
sector_t *corpsec = corpsehit->Sector;
@ -2566,7 +2565,6 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
continue;
}
}
#endif
corpsehit->velx = corpsehit->vely = 0;
// [RH] Check against real height and radius

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@ -249,7 +249,6 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags)
sec = tmf.thing->Sector;
}
#ifdef _3DFLOORS
for (unsigned int i = 0; i<sec->e->XFloor.ffloors.Size(); i++)
{
F3DFloor* rover = sec->e->XFloor.ffloors[i];
@ -273,7 +272,6 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags)
tmf.ceilingpic = *rover->bottom.texture;
}
}
#endif
}
//==========================================================================
@ -575,7 +573,6 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
friction = secfriction(mo->Sector);
movefactor = secmovefac(mo->Sector) >> 1;
#ifdef _3DFLOORS
// Check 3D floors -- might be the source of the waterlevel
for (unsigned i = 0; i < mo->Sector->e->XFloor.ffloors.Size(); i++)
{
@ -594,7 +591,6 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
movefactor = secmovefac(rover->model) >> 1;
}
}
#endif
}
else if (var_friction && !(mo->flags & (MF_NOCLIP | MF_NOGRAVITY)))
{ // When the object is straddling sectors with the same
@ -605,7 +601,6 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
{
sec = m->m_sector;
#ifdef _3DFLOORS
// 3D floors must be checked, too
for (unsigned i = 0; i < sec->e->XFloor.ffloors.Size(); i++)
{
@ -634,7 +629,6 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
movefactor = secmovefac(rover->model);
}
}
#endif
if (!(sec->special & FRICTION_MASK) &&
Terrains[TerrainTypes[sec->GetTexture(sector_t::floor)]].Friction == 0)
@ -789,14 +783,9 @@ bool PIT_CheckLine(line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
!(tm.thing->flags & (MF_NOGRAVITY | MF_NOCLIP)))
{
secplane_t frontplane, backplane;
#ifdef _3DFLOORS
// Check 3D floors as well
frontplane = P_FindFloorPlane(ld->frontsector, tm.thing->x, tm.thing->y, tm.thing->floorz);
backplane = P_FindFloorPlane(ld->backsector, tm.thing->x, tm.thing->y, tm.thing->floorz);
#else
frontplane = ld->frontsector->floorplane;
backplane = ld->backsector->floorplane;
#endif
if (frontplane.c < STEEPSLOPE || backplane.c < STEEPSLOPE)
{
const msecnode_t *node = tm.thing->touching_sectorlist;
@ -1457,7 +1446,6 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
//Added by MC: Fill the tmsector.
tm.sector = newsec;
#ifdef _3DFLOORS
//Check 3D floors
if (!thing->IsNoClip2() && newsec->e->XFloor.ffloors.Size())
{
@ -1489,7 +1477,6 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
}
}
}
#endif
validcount++;
spechit.Clear();
@ -1806,7 +1793,6 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo
fzb <= mobj->z && bzb <= mobj->z)
{
// we must also check if some 3D floor in the backsector may be blocking
#ifdef _3DFLOORS
for (unsigned int i = 0; i<line->backsector->e->XFloor.ffloors.Size(); i++)
{
F3DFloor* rover = line->backsector->e->XFloor.ffloors[i];
@ -1821,7 +1807,6 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo
goto isblocking;
}
}
#endif
return;
}
}
@ -2746,7 +2731,6 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov
const secplane_t *plane = &actor->floorsector->floorplane;
fixed_t planezhere = plane->ZatPoint(actor->x, actor->y);
#ifdef _3DFLOORS
for (unsigned int i = 0; i<actor->floorsector->e->XFloor.ffloors.Size(); i++)
{
F3DFloor * rover = actor->floorsector->e->XFloor.ffloors[i];
@ -2781,7 +2765,6 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov
}
}
}
#endif
if (actor->floorsector != actor->Sector)
{
@ -3159,7 +3142,6 @@ struct aim_t
AActor * thing_friend, *thing_other;
angle_t pitch_friend, pitch_other;
int flags;
#ifdef _3DFLOORS
sector_t * lastsector;
secplane_t * lastfloorplane;
secplane_t * lastceilingplane;
@ -3167,13 +3149,11 @@ struct aim_t
bool crossedffloors;
bool AimTraverse3DFloors(const divline_t &trace, intercept_t * in);
#endif
void AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, AActor *target = NULL);
};
#ifdef _3DFLOORS
//============================================================================
//
// AimTraverse3DFloors
@ -3275,7 +3255,6 @@ bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in)
lastfloorplane = nextbottomplane;
return true;
}
#endif
//============================================================================
//
@ -3328,9 +3307,7 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
if (toppitch >= bottompitch)
return; // stop
#ifdef _3DFLOORS
if (!AimTraverse3DFloors(it.Trace(), in)) return;
#endif
continue; // shot continues
}
@ -3369,7 +3346,6 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
continue;
}
#ifdef _3DFLOORS
// we must do one last check whether the trace has crossed a 3D floor
if (lastsector == th->Sector && th->Sector->e->XFloor.ffloors.Size())
{
@ -3394,7 +3370,6 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
}
}
}
#endif
// check angles to see if the thing can be aimed at
@ -3408,7 +3383,6 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
if (thingbottompitch < toppitch)
continue; // shot under the thing
#ifdef _3DFLOORS
if (crossedffloors)
{
// if 3D floors were in the way do an extra visibility check for safety
@ -3427,7 +3401,6 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
else return;
}
}
#endif
// this thing can be hit!
if (thingtoppitch < toppitch)
@ -3564,7 +3537,6 @@ fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, AActor **pL
// Information for tracking crossed 3D floors
aim.aimpitch = t1->pitch;
#ifdef _3DFLOORS
aim.crossedffloors = t1->Sector->e->XFloor.ffloors.Size() != 0;
aim.lastsector = t1->Sector;
aim.lastfloorplane = aim.lastceilingplane = NULL;
@ -3580,7 +3552,6 @@ fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, AActor **pL
bottomz = rover->top.plane->ZatPoint(t1->x, t1->y);
if (bottomz <= t1->z) aim.lastfloorplane = rover->top.plane;
}
#endif
aim.AimTraverse(t1->x, t1->y, x2, y2, target);
@ -5456,7 +5427,6 @@ bool P_ChangeSector(sector_t *sector, int crunch, int amt, int floorOrCeil, bool
cpos.movemidtex = false;
cpos.sector = sector;
#ifdef _3DFLOORS
// Also process all sectors that have 3D floors transferred from the
// changed sector.
if (sector->e->XFloor.attached.Size())
@ -5504,8 +5474,6 @@ bool P_ChangeSector(sector_t *sector, int crunch, int amt, int floorOrCeil, bool
}
}
P_Recalculate3DFloors(sector); // Must recalculate the 3d floor and light lists
#endif
// [RH] Use different functions for the four different types of sector
// movement.

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@ -1316,7 +1316,6 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
z = mo->z;
F3DFloor * ffloor=NULL;
#ifdef _3DFLOORS
if (line->sidedef[side^1] != NULL)
{
sector_t * backsector = line->sidedef[side^1]->sector;
@ -1336,7 +1335,6 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
}
}
}
#endif
DImpactDecal::StaticCreate (base->GetDecal (),
x, y, z, line->sidedef[side], ffloor);
@ -2164,7 +2162,6 @@ explode:
{
if (mo->dropoffz != mo->floorz) // 3DMidtex or other special cases that must be excluded
{
#ifdef _3DFLOORS
unsigned i;
for(i=0;i<mo->Sector->e->XFloor.ffloors.Size();i++)
{
@ -2175,7 +2172,6 @@ explode:
if (rover->flags&FF_SOLID && rover->top.plane->ZatPoint(mo->x,mo->y)==mo->floorz) break;
}
if (i==mo->Sector->e->XFloor.ffloors.Size())
#endif
return oldfloorz;
}
}
@ -3567,12 +3563,8 @@ void AActor::Tick ()
{
secplane_t floorplane;
#ifdef _3DFLOORS
// Check 3D floors as well
floorplane = P_FindFloorPlane(floorsector, x, y, floorz);
#else
floorplane = floorsector->floorplane;
#endif
if (floorplane.c < STEEPSLOPE &&
floorplane.ZatPoint (x, y) <= floorz)
@ -3889,7 +3881,6 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
reset = true;
}
}
#ifdef _3DFLOORS
else
{
// Check 3D floors as well!
@ -3923,7 +3914,6 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
break;
}
}
#endif
}
// some additional checks to make deep sectors like Boom's splash without setting
@ -5371,7 +5361,6 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
}
#endif
#ifdef _3DFLOORS
for(unsigned int i=0;i<sec->e->XFloor.ffloors.Size();i++)
{
F3DFloor * rover = sec->e->XFloor.ffloors[i];
@ -5388,7 +5377,6 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
planez = rover->bottom.plane->ZatPoint(x, y);
if (planez < z && !(planez < thing->floorz)) return false;
}
#endif
hsec = sec->GetHeightSec();
if (hsec == NULL || !(hsec->MoreFlags & SECF_CLIPFAKEPLANES))
{
@ -5398,9 +5386,7 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
{
terrainnum = TerrainTypes[hsec->GetTexture(sector_t::floor)];
}
#ifdef _3DFLOORS
foundone:
#endif
int splashnum = Terrains[terrainnum].Splash;
bool smallsplash = false;
@ -5503,7 +5489,6 @@ bool P_HitFloor (AActor *thing)
break;
}
#ifdef _3DFLOORS
// Check 3D floors
for(unsigned int i=0;i<m->m_sector->e->XFloor.ffloors.Size();i++)
{
@ -5517,7 +5502,6 @@ bool P_HitFloor (AActor *thing)
}
}
}
#endif
}
if (m == NULL || m->m_sector->GetHeightSec() != NULL)
{

View File

@ -2519,7 +2519,6 @@ void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmaps
}
break;
#ifdef _3DFLOORS
case Sector_Set3DFloor:
if (msd->toptexture[0]=='#')
{
@ -2534,7 +2533,6 @@ void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmaps
SetTexture(sd, side_t::mid, msd->midtexture, missingtex);
SetTexture(sd, side_t::bottom, msd->bottomtexture, missingtex);
break;
#endif
case TranslucentLine: // killough 4/11/98: apply translucency to 2s normal texture
if (checktranmap)

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@ -127,7 +127,6 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
if (topslope <= bottomslope)
return false; // stop
#ifdef _3DFLOORS
// now handle 3D-floors
if(li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size())
{
@ -219,7 +218,6 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
lastztop= FixedMul (topslope, in->frac) + sightzstart;
lastzbottom= FixedMul (bottomslope, in->frac) + sightzstart;
#endif
return true; // keep going
}
@ -401,7 +399,6 @@ bool SightCheck::P_SightTraverseIntercepts ()
}
}
#ifdef _3DFLOORS
if (lastsector==seeingthing->Sector && lastsector->e->XFloor.ffloors.Size())
{
// we must do one last check whether the trace has crossed a 3D floor in the last sector
@ -424,7 +421,6 @@ bool SightCheck::P_SightTraverseIntercepts ()
}
}
#endif
return true; // everything was traversed
}
@ -453,7 +449,6 @@ bool SightCheck::P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_
validcount++;
intercepts.Clear ();
#ifdef _3DFLOORS
// for FF_SEETHROUGH the following rule applies:
// If the viewer is in an area without FF_SEETHROUGH he can only see into areas without this flag
// If the viewer is in an area with FF_SEETHROUGH he can only see into areas with this flag
@ -472,7 +467,6 @@ bool SightCheck::P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_
break;
}
}
#endif
if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0)
x1 += FRACUNIT; // don't side exactly on a line

View File

@ -104,7 +104,6 @@ bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
res.Crossed3DWater = NULL;
*/
#ifdef _3DFLOORS
// Do a 3D floor check in the starting sector
TDeletingArray<F3DFloor*> &ff = sector->e->XFloor.ffloors;
@ -174,7 +173,6 @@ bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
}
}
}
#endif
// check for overflows and clip if necessary
SQWORD xd = (SQWORD)x + ( ( SQWORD(vx) * SQWORD(maxDist) )>>16);
@ -257,7 +255,6 @@ bool FTraceInfo::TraceTraverse (int ptflags)
fixed_t dist;
// Deal with splashes in 3D floors
#ifdef _3DFLOORS
if (CurSector->e->XFloor.ffloors.Size())
{
for(unsigned int i=0;i<CurSector->e->XFloor.ffloors.Size();i++)
@ -274,7 +271,6 @@ bool FTraceInfo::TraceTraverse (int ptflags)
}
}
}
#endif
if (in->isaline)
{
@ -381,7 +377,6 @@ bool FTraceInfo::TraceTraverse (int ptflags)
}
else
{ // made it past the wall
#ifdef _3DFLOORS
// check for 3D floors first
if (entersector->e->XFloor.ffloors.Size())
{
@ -435,9 +430,6 @@ bool FTraceInfo::TraceTraverse (int ptflags)
}
}
}
#endif
Results->HitType = TRACE_HitNone;
if (TraceFlags & TRACE_PCross)
@ -450,9 +442,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_Impact);
}
}
#ifdef _3DFLOORS
cont:
#endif
if (Results->HitType != TRACE_HitNone)
{