/* ** p_3dmidtex.cpp ** ** Eternity-style 3D-midtex handling ** (No original Eternity code here!) ** **--------------------------------------------------------------------------- ** Copyright 2008 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "templates.h" #include "p_3dmidtex.h" #include "p_local.h" #include "p_terrain.h" #include "p_maputl.h" #include "p_spec.h" #include "g_levellocals.h" #include "actor.h" //============================================================================ // // P_Scroll3dMidtex // // Scrolls all sidedefs belonging to 3dMidtex lines attached to this sector // //============================================================================ bool P_Scroll3dMidtex(sector_t *sector, int crush, double move, bool ceiling, bool instant) { extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor; // First step: Change all lines' texture offsets for(unsigned i = 0; i < scrollplane.AttachedLines.Size(); i++) { line_t *l = scrollplane.AttachedLines[i]; l->sidedef[0]->AddTextureYOffset(side_t::mid, move); l->sidedef[1]->AddTextureYOffset(side_t::mid, move); } // Second step: Check all sectors whether the move is ok. bool res = false; for(unsigned i = 0; i < scrollplane.AttachedSectors.Size(); i++) { res |= P_ChangeSector(scrollplane.AttachedSectors[i], crush, move, 2, true, instant); } return !res; } //============================================================================ // // P_Start3DMidtexInterpolations // // Starts interpolators for every sidedef that is being changed by moving // this sector // //============================================================================ void P_Start3dMidtexInterpolations(TArray &list, sector_t *sector, bool ceiling) { extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor; for(unsigned i = 0; i < scrollplane.AttachedLines.Size(); i++) { line_t *l = scrollplane.AttachedLines[i]; list.Push(l->sidedef[0]->SetInterpolation(side_t::mid)); list.Push(l->sidedef[1]->SetInterpolation(side_t::mid)); } } //============================================================================ // // P_Attach3dMidtexLinesToSector // // Attaches 3dMidtex lines to a sector. // If lineid is != 0, all lines with the matching line id will be added // If tag is != 0, all lines touching a sector with the matching tag will be added // If both are != 0, all lines with the matching line id that touch a sector with // the matching tag will be added. // //============================================================================ void P_Attach3dMidtexLinesToSector(sector_t *sector, int lineid, int tag, bool ceiling) { int v; if (lineid == 0 && tag == 0) { // invalid set of parameters return; } extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor; // Bit arrays that mark whether a line or sector is to be attached. uint8_t *found_lines = new uint8_t[(level.lines.Size()+7)/8]; uint8_t *found_sectors = new uint8_t[(level.sectors.Size()+7)/8]; memset(found_lines, 0, sizeof (uint8_t) * ((level.lines.Size()+7)/8)); memset(found_sectors, 0, sizeof (uint8_t) * ((level.sectors.Size()+7)/8)); // mark all lines and sectors that are already attached to this one // and clear the arrays. The old data will be re-added automatically // from the marker arrays. for (unsigned i=0; i < scrollplane.AttachedLines.Size(); i++) { int line = scrollplane.AttachedLines[i]->Index(); found_lines[line>>3] |= 1 << (line&7); } for (unsigned i=0; i < scrollplane.AttachedSectors.Size(); i++) { int sec = scrollplane.AttachedSectors[i]->Index(); found_sectors[sec>>3] |= 1 << (sec&7); } scrollplane.AttachedLines.Clear(); scrollplane.AttachedSectors.Clear(); if (tag == 0) { FLineIdIterator itr(lineid); int line; while ((line = itr.Next()) >= 0) { line_t *ln = &level.lines[line]; if (ln->frontsector == NULL || ln->backsector == NULL || !(ln->flags & ML_3DMIDTEX)) { // Only consider two-sided lines with the 3DMIDTEX flag continue; } found_lines[line>>3] |= 1 << (line&7); } } else { FSectorTagIterator it(tag); int sec; while ((sec = it.Next()) >= 0) { for (auto ln : level.sectors[sec].Lines) { if (lineid != 0 && !tagManager.LineHasID(ln, lineid)) continue; if (ln->frontsector == NULL || ln->backsector == NULL || !(ln->flags & ML_3DMIDTEX)) { // Only consider two-sided lines with the 3DMIDTEX flag continue; } int lineno = ln->Index(); found_lines[lineno >> 3] |= 1 << (lineno & 7); } } } for(unsigned i=0; i < level.lines.Size(); i++) { if (found_lines[i>>3] & (1 << (i&7))) { auto &line = level.lines[i]; scrollplane.AttachedLines.Push(&line); v = line.frontsector->Index(); assert(v < (int)level.sectors.Size()); found_sectors[v>>3] |= 1 << (v&7); v = line.backsector->Index(); assert(v < (int)level.sectors.Size()); found_sectors[v>>3] |= 1 << (v&7); } } for (unsigned i=0; i < level.sectors.Size(); i++) { if (found_sectors[i>>3] & (1 << (i&7))) { scrollplane.AttachedSectors.Push(&level.sectors[i]); } } delete[] found_lines; delete[] found_sectors; } //============================================================================ // // P_GetMidTexturePosition // // Retrieves top and bottom of the current line's mid texture. // //============================================================================ bool P_GetMidTexturePosition(const line_t *line, int sideno, double *ptextop, double *ptexbot) { if (line->sidedef[0]==NULL || line->sidedef[1]==NULL) return false; side_t *side = line->sidedef[sideno]; FTextureID texnum = side->GetTexture(side_t::mid); if (!texnum.isValid()) return false; FTexture * tex= TexMan(texnum); if (!tex) return false; FTexCoordInfo tci; // We only need the vertical positioning info here. tci.GetFromTexture(tex, 1., (float)side->GetTextureYScale(side_t::mid)); double y_offset = tci.RowOffset((float)side->GetTextureYOffset(side_t::mid)); double textureheight = tci.mRenderHeight; if(line->flags & ML_DONTPEGBOTTOM) { *ptexbot = y_offset + MAX(line->frontsector->GetPlaneTexZ(sector_t::floor), line->backsector->GetPlaneTexZ(sector_t::floor)); *ptextop = *ptexbot + textureheight; } else { *ptextop = y_offset + MIN(line->frontsector->GetPlaneTexZ(sector_t::ceiling), line->backsector->GetPlaneTexZ(sector_t::ceiling)); *ptexbot = *ptextop - textureheight; } return true; } //============================================================================ // // P_LineOpening_3dMidtex // // 3dMidtex part of P_LineOpening // //============================================================================ bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, FLineOpening &open, bool restrict) { // [TP] Impassible-like 3dmidtextures do not block missiles if ((linedef->flags & ML_3DMIDTEX_IMPASS) && (thing->flags & MF_MISSILE || thing->BounceFlags & BOUNCE_MBF)) { return false; } double tt, tb; open.abovemidtex = false; if (P_GetMidTexturePosition(linedef, 0, &tt, &tb)) { if (thing->Center() < (tt + tb)/2) { if (tb < open.top) { open.top = tb; open.ceilingpic = linedef->sidedef[0]->GetTexture(side_t::mid); } } else { if (tt > open.bottom && (!restrict || thing->Z() >= tt)) { open.bottom = tt; open.abovemidtex = true; open.floorpic = linedef->sidedef[0]->GetTexture(side_t::mid); open.floorterrain = TerrainTypes[open.floorpic]; open.frontfloorplane.SetAtHeight(tt, sector_t::floor); open.backfloorplane.SetAtHeight(tt, sector_t::floor); } // returns true if it touches the midtexture return (fabs(thing->Z() - tt) <= thing->MaxStepHeight); } } return false; /* still have to figure out what this code from Eternity means... if((linedef->flags & ML_BLOCKMONSTERS) && !(mo->flags & (MF_FLOAT | MF_DROPOFF)) && fabs(mo->Z() - tt) <= 24) { opentop = openbottom; openrange = 0; return; } */ }