- added NextHighestCeiling/NextLowestFloorAt functions. Not tested yet!

This commit is contained in:
Christoph Oelckers 2016-02-16 21:00:34 +01:00
parent 1b88052bba
commit ae02b2fcaf
3 changed files with 127 additions and 35 deletions

View File

@ -4181,47 +4181,18 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
}
int i, numff;
FTextureID secpic;
sector_t *sec = actor->Sector;
numff = sec->e->XFloor.ffloors.Size();
sector_t *resultsec;
F3DFloor *resffloor;
if (floor)
{
// Looking through planes from top to bottom
for (i = 0; i < numff; ++i)
{
F3DFloor *ff = sec->e->XFloor.ffloors[i];
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
actor->Z() >= ff->top.plane->ZatPoint(actor))
{ // This floor is beneath our feet.
secpic = *ff->top.texture;
break;
}
}
if (i == numff)
{ // Use sector's floor
secpic = sec->GetTexture(sector_t::floor);
}
actor->Sector->NextLowestFloorAt(actor, actor->Z(), &resultsec, &resffloor);
secpic = resffloor ? *resffloor->top.texture : resultsec->planes[sector_t::floor].Texture;
}
else
{
fixed_t z = actor->Top();
// Looking through planes from bottom to top
for (i = numff-1; i >= 0; --i)
{
F3DFloor *ff = sec->e->XFloor.ffloors[i];
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
z <= ff->bottom.plane->ZatPoint(actor))
{ // This floor is above our eyes.
secpic = *ff->bottom.texture;
break;
}
}
if (i < 0)
{ // Use sector's ceiling
secpic = sec->GetTexture(sector_t::ceiling);
}
actor->Sector->NextHighestCeilingAt(actor, actor->Top(), &resultsec, &resffloor);
secpic = resffloor ? *resffloor->bottom.texture : resultsec->planes[sector_t::ceiling].Texture;
}
return tex == TexMan[secpic];
}

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@ -932,6 +932,74 @@ fixed_t sector_t::LowestFloorAt(fixed_t x, fixed_t y, sector_t **resultsec)
}
fixed_t sector_t::NextHighestCeilingAt(fixed_t x, fixed_t y, fixed_t z, sector_t **resultsec, F3DFloor **resultffloor)
{
sector_t *sec = this;
while (true)
{
// Looking through planes from bottom to top
for (int i = sec->e->XFloor.ffloors.Size() - 1; i >= 0; --i)
{
F3DFloor *ff = sec->e->XFloor.ffloors[i];
fixed_t ffz = ff->bottom.plane->ZatPoint(x, y);
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) && z <= ffz)
{ // This floor is above our eyes.
if (resultsec) *resultsec = sec;
if (resultffloor) *resultffloor = ff;
return ffz;
}
}
if (sec->PortalBlocksMovement(sector_t::ceiling))
{ // Use sector's floor
if (resultffloor) *resultffloor = NULL;
if (resultsec) *resultsec = sec;
return sec->ceilingplane.ZatPoint(x, y);
}
else
{
FDisplacement &disp = sec->CeilingDisplacement();
x += disp.pos.x;
y += disp.pos.y;
}
}
}
fixed_t sector_t::NextLowestFloorAt(fixed_t x, fixed_t y, fixed_t z, sector_t **resultsec, F3DFloor **resultffloor)
{
sector_t *sec = this;
while (true)
{
// Looking through planes from top to bottom
unsigned numff = sec->e->XFloor.ffloors.Size();
for (unsigned i = 0; i < numff; ++i)
{
F3DFloor *ff = sec->e->XFloor.ffloors[i];
fixed_t ffz = ff->top.plane->ZatPoint(x, y);
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) && z >= ffz)
{ // This floor is beneath our feet.
if (resultsec) *resultsec = sec;
if (resultffloor) *resultffloor = ff;
return ffz;
}
}
if (sec->PortalBlocksMovement(sector_t::floor))
{ // Use sector's floor
if (resultffloor) *resultffloor = NULL;
if (resultsec) *resultsec = sec;
return sec->floorplane.ZatPoint(x, y);
}
else
{
FDisplacement &disp = sec->FloorDisplacement();
x += disp.pos.x;
y += disp.pos.y;
sec = P_PointInSector(x, y);
}
}
}
//===========================================================================
//
// Calculates the height of a sector plane, respecting portal offsets
@ -1163,3 +1231,43 @@ int side_t::GetLightLevel (bool foggy, int baselight, bool is3dlight, int *pfake
return baselight;
}
#include "c_dispatch.h"
#include "d_player.h"
CCMD(highestceiling)
{
sector_t *sec;
fixed_t h = players[consoleplayer].mo->Sector->HighestCeilingAt(players[consoleplayer].mo, &sec);
Printf("Check at position %f,%f, height = %f, srcsector = %d dstsector = %d, srcgroup = %d, dstgroup = %d\n",
players[consoleplayer].mo->X() / 65536., players[consoleplayer].mo->Y() / 65536., h / 65536.,
players[consoleplayer].mo->Sector->sectornum, sec->sectornum, players[consoleplayer].mo->Sector->PortalGroup, sec->PortalGroup);
}
CCMD(lowestfloor)
{
sector_t *sec;
fixed_t h = players[consoleplayer].mo->Sector->LowestFloorAt(players[consoleplayer].mo, &sec);
Printf("Check at position %f,%f, height = %f, srcsector = %d dstsector = %d, srcgroup = %d, dstgroup = %d\n",
players[consoleplayer].mo->X() / 65536., players[consoleplayer].mo->Y() / 65536., h / 65536.,
players[consoleplayer].mo->Sector->sectornum, sec->sectornum, players[consoleplayer].mo->Sector->PortalGroup, sec->PortalGroup);
}
CCMD(nexthighestceiling)
{
sector_t *sec;
F3DFloor *ff;
fixed_t h = players[consoleplayer].mo->Sector->NextHighestCeilingAt(players[consoleplayer].mo, players[consoleplayer].mo->Top(), &sec, &ff);
Printf("Check at position %f,%f, height = %f, srcsector = %d dstsector = %d, srcgroup = %d, dstgroup = %d, 3dfloor = %d\n",
players[consoleplayer].mo->X() / 65536., players[consoleplayer].mo->Y() / 65536., h / 65536.,
players[consoleplayer].mo->Sector->sectornum, sec->sectornum, players[consoleplayer].mo->Sector->PortalGroup, sec->PortalGroup, !!ff);
}
CCMD(nextlowestfloor)
{
sector_t *sec;
F3DFloor *ff;
fixed_t h = players[consoleplayer].mo->Sector->NextLowestFloorAt(players[consoleplayer].mo, players[consoleplayer].mo->Z(), &sec, &ff);
Printf("Check at position %f,%f, height = %f, srcsector = %d dstsector = %d, srcgroup = %d, dstgroup = %d, 3dfloor = %d\n",
players[consoleplayer].mo->X() / 65536., players[consoleplayer].mo->Y() / 65536., h / 65536.,
players[consoleplayer].mo->Sector->sectornum, sec->sectornum, players[consoleplayer].mo->Sector->PortalGroup, sec->PortalGroup, !!ff);
}

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@ -764,6 +764,19 @@ struct sector_t
return LowestFloorAt(a->X(), a->Y(), resultsec);
}
fixed_t NextHighestCeilingAt(fixed_t x, fixed_t y, fixed_t z, sector_t **resultsec = NULL, F3DFloor **resultffloor = NULL);
fixed_t NextLowestFloorAt(fixed_t x, fixed_t y, fixed_t z, sector_t **resultsec = NULL, F3DFloor **resultffloor = NULL);
fixed_t NextHighestCeilingAt(AActor *a, fixed_t z, sector_t **resultsec = NULL, F3DFloor **resultffloor = NULL)
{
return NextHighestCeilingAt(a->X(), a->Y(), z, resultsec, resultffloor);
}
fixed_t NextLowestFloorAt(AActor *a, fixed_t z, sector_t **resultsec = NULL, F3DFloor **resultffloor = NULL)
{
return NextLowestFloorAt(a->X(), a->Y(), z, resultsec, resultffloor);
}
// ... for ceilings
fixed_t CeilingAtPoint(fixed_t x, fixed_t y, int refgroup) const
{