gzdoom-gles/src/p_3dfloors.cpp
Christoph Oelckers 1400f401e7 - fixed use of multiple sector actions in the same sector.
The entire setup was quite broken with each item using its own activation result and the ones of the subsequent items in the list as the return value.
This rendered the STANDSTILL check in the main function totally unpredictable because the value it depended on could come from any item in the list.
Changed it so that the main dispatcher function is part of sector_t and does the stepping through the list iteratively instead of letting each item recursively call its successor and let this function decide for each item alone whether it should be removed.
The broken setup also had the effect that any MusicChanger would trigger all following SecActEnter specials right on msp start.
2017-01-13 01:34:43 +01:00

1002 lines
29 KiB
C++

/*
** p_3dfloor.cpp
**
** 3D-floor handling
**
**---------------------------------------------------------------------------
** Copyright 2005-2008 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.
** 4. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** 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_local.h"
#include "p_lnspec.h"
#include "p_maputl.h"
#include "w_wad.h"
#include "sc_man.h"
#include "g_level.h"
#include "p_terrain.h"
#include "d_player.h"
#include "r_utility.h"
#include "p_spec.h"
#include "r_data/colormaps.h"
#include "g_levellocals.h"
EXTERN_CVAR(Int, vid_renderer)
//==========================================================================
//
// 3D Floors
//
//==========================================================================
//==========================================================================
//
// Wrappers to access the colormap information
//
//==========================================================================
FDynamicColormap *F3DFloor::GetColormap()
{
// If there's no fog in either model or target sector this is easy and fast.
if ((target->ColorMap->Fade == 0 && model->ColorMap->Fade == 0) || (flags & (FF_FADEWALLS|FF_FOG)))
{
return model->ColorMap;
}
else
{
// We must create a new colormap combining the properties we need
return GetSpecialLights(model->ColorMap->Color, target->ColorMap->Fade, model->ColorMap->Desaturate);
}
}
PalEntry F3DFloor::GetBlend()
{
// The model sector's fog is used as blend unless FF_FADEWALLS is set.
if (!(flags & FF_FADEWALLS) && target->ColorMap->Fade != model->ColorMap->Fade)
{
return model->ColorMap->Fade;
}
else
{
return 0;
}
}
void F3DFloor::UpdateColormap(FDynamicColormap *&map)
{
// If there's no fog in either model or target sector (or both have the same fog) this is easy and fast.
if ((target->ColorMap->Fade == 0 && model->ColorMap->Fade == 0) || (flags & FF_FADEWALLS) ||
target->ColorMap->Fade == model->ColorMap->Fade)
{
map = model->ColorMap;
}
else
{
// since rebuilding the map is not a cheap operation let's only do it if something really changed.
if (map->Color != model->ColorMap->Color || map->Fade != target->ColorMap->Fade ||
map->Desaturate != model->ColorMap->Desaturate)
{
map = GetSpecialLights(model->ColorMap->Color, target->ColorMap->Fade, model->ColorMap->Desaturate);
}
}
}
//==========================================================================
//
// Add one 3D floor to the sector
//
//==========================================================================
static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flags, int alpha)
{
F3DFloor* ffloor;
unsigned i;
if(!(flags & FF_THISINSIDE)) {
for(i = 0; i < sec2->e->XFloor.attached.Size(); i++) if(sec2->e->XFloor.attached[i] == sec) return;
sec2->e->XFloor.attached.Push(sec);
}
//Add the floor
ffloor = new F3DFloor;
ffloor->top.copied = ffloor->bottom.copied = false;
ffloor->top.model = ffloor->bottom.model = ffloor->model = sec2;
ffloor->target = sec;
ffloor->ceilingclip = ffloor->floorclip = NULL;
ffloor->validcount = 0;
if (!(flags&FF_THINFLOOR))
{
ffloor->bottom.plane = &sec2->floorplane;
ffloor->bottom.texture = &sec2->planes[sector_t::floor].Texture;
ffloor->bottom.isceiling = sector_t::floor;
}
else
{
ffloor->bottom.plane = &sec2->ceilingplane;
ffloor->bottom.texture = &sec2->planes[sector_t::ceiling].Texture;
ffloor->bottom.isceiling = sector_t::ceiling;
}
if (!(flags&FF_FIX))
{
ffloor->top.plane = &sec2->ceilingplane;
ffloor->top.texture = &sec2->planes[sector_t::ceiling].Texture;
ffloor->toplightlevel = &sec2->lightlevel;
ffloor->top.isceiling = sector_t::ceiling;
}
else // FF_FIX is a special case to patch rendering holes
{
ffloor->top.plane = &sec->floorplane;
ffloor->top.texture = &sec2->planes[sector_t::floor].Texture;
ffloor->toplightlevel = &sec->lightlevel;
ffloor->top.isceiling = sector_t::floor;
ffloor->top.model = sec;
}
// Hacks for Vavoom's idiotic implementation
if (flags&FF_INVERTSECTOR)
{
// switch the planes
F3DFloor::planeref sp = ffloor->top;
ffloor->top=ffloor->bottom;
ffloor->bottom=sp;
if (flags&FF_SWIMMABLE)
{
// Vavoom floods the lower part if it is swimmable.
// fortunately this plane won't be rendered - otherwise this wouldn't work...
ffloor->bottom.plane=&sec->floorplane;
ffloor->bottom.model=sec;
ffloor->bottom.isceiling = sector_t::floor;
}
}
ffloor->flags = flags;
ffloor->master = master;
ffloor->alpha = alpha;
ffloor->top.vindex = ffloor->bottom.vindex = -1;
// The engine cannot handle sloped translucent floors. Sorry
if (ffloor->top.plane->isSlope() || ffloor->bottom.plane->isSlope())
{
ffloor->alpha = OPAQUE;
ffloor->flags &= ~FF_ADDITIVETRANS;
}
if(flags & FF_THISINSIDE) {
// switch the planes
F3DFloor::planeref sp = ffloor->top;
ffloor->top=ffloor->bottom;
ffloor->bottom=sp;
}
sec->e->XFloor.ffloors.Push(ffloor);
// kg3D - software renderer only hack
// this is really required because of ceilingclip and floorclip
if((vid_renderer == 0) && (flags & FF_BOTHPLANES))
{
P_Add3DFloor(sec, sec2, master, FF_EXISTS | FF_THISINSIDE | FF_RENDERPLANES | FF_NOSHADE | FF_SEETHROUGH | FF_SHOOTTHROUGH |
(flags & (FF_INVERTSECTOR | FF_TRANSLUCENT | FF_ADDITIVETRANS)), alpha);
}
}
//==========================================================================
//
// Creates all 3D floors defined by one linedef
//
//==========================================================================
static int P_Set3DFloor(line_t * line, int param, int param2, int alpha)
{
int s;
int flags;
int tag = line->args[0];
sector_t * sec = line->frontsector, *ss;
FSectorTagIterator itr(tag);
while ((s = itr.Next()) >= 0)
{
ss = &level.sectors[s];
if (param == 0)
{
flags = FF_EXISTS | FF_RENDERALL | FF_SOLID | FF_INVERTSECTOR;
alpha = 255;
for (auto l: sec->Lines)
{
if (l->special == Sector_SetContents && l->frontsector == sec)
{
alpha = clamp<int>(l->args[1], 0, 100);
if (l->args[2] & 1) flags &= ~FF_SOLID;
if (l->args[2] & 2) flags |= FF_SEETHROUGH;
if (l->args[2] & 4) flags |= FF_SHOOTTHROUGH;
if (l->args[2] & 8) flags |= FF_ADDITIVETRANS;
if (alpha != 100) flags |= FF_TRANSLUCENT;//|FF_BOTHPLANES|FF_ALLSIDES;
if (l->args[0])
{
// Yes, Vavoom's 3D-floor definitions suck!
// The content list changed in r1783 of Vavoom to be unified
// among all its supported games, so it has now ten different
// values instead of just five.
static DWORD vavoomcolors[] = { VC_EMPTY,
VC_WATER, VC_LAVA, VC_NUKAGE, VC_SLIME, VC_HELLSLIME,
VC_BLOOD, VC_SLUDGE, VC_HAZARD, VC_BOOMWATER };
flags |= FF_SWIMMABLE | FF_BOTHPLANES | FF_ALLSIDES | FF_FLOOD;
l->frontsector->ColorMap =
GetSpecialLights(l->frontsector->ColorMap->Color,
vavoomcolors[l->args[0]],
l->frontsector->ColorMap->Desaturate);
}
alpha = (alpha * 255) / 100;
break;
}
}
}
else if (param == 4)
{
flags = FF_EXISTS | FF_RENDERPLANES | FF_INVERTPLANES | FF_NOSHADE | FF_FIX;
if (param2 & 1) flags |= FF_SEETHROUGH; // marker for allowing missing texture checks
alpha = 255;
}
else
{
static const int defflags[] = { 0,
FF_SOLID,
FF_SWIMMABLE | FF_BOTHPLANES | FF_ALLSIDES | FF_SHOOTTHROUGH | FF_SEETHROUGH,
FF_SHOOTTHROUGH | FF_SEETHROUGH,
};
flags = defflags[param & 3] | FF_EXISTS | FF_RENDERALL;
if (param & 4) flags |= FF_ALLSIDES | FF_BOTHPLANES;
if (param & 16) flags ^= FF_SEETHROUGH;
if (param & 32) flags ^= FF_SHOOTTHROUGH;
if (param2 & 1) flags |= FF_NOSHADE;
if (param2 & 2) flags |= FF_DOUBLESHADOW;
if (param2 & 4) flags |= FF_FOG;
if (param2 & 8) flags |= FF_THINFLOOR;
if (param2 & 16) flags |= FF_UPPERTEXTURE;
if (param2 & 32) flags |= FF_LOWERTEXTURE;
if (param2 & 64) flags |= FF_ADDITIVETRANS | FF_TRANSLUCENT;
// if flooding is used the floor must be non-solid and is automatically made shootthrough and seethrough
if ((param2 & 128) && !(flags & FF_SOLID)) flags |= FF_FLOOD | FF_SEETHROUGH | FF_SHOOTTHROUGH;
if (param2 & 512) flags |= FF_FADEWALLS;
if (param2&1024) flags |= FF_RESET;
FTextureID tex = line->sidedef[0]->GetTexture(side_t::top);
if (!tex.Exists() && alpha < 255)
{
alpha = -tex.GetIndex();
}
alpha = clamp(alpha, 0, 255);
if (alpha == 0) flags &= ~(FF_RENDERALL | FF_BOTHPLANES | FF_ALLSIDES);
else if (alpha != 255) flags |= FF_TRANSLUCENT;
}
P_Add3DFloor(ss, sec, line, flags, alpha);
}
// To be 100% safe this should be done even if the alpha by texture value isn't used.
if (!line->sidedef[0]->GetTexture(side_t::top).isValid())
line->sidedef[0]->SetTexture(side_t::top, FNullTextureID());
return 1;
}
//==========================================================================
//
// P_PlayerOnSpecial3DFloor
// Checks to see if a player is standing on or is inside a 3D floor (water)
// and applies any specials..
//
//==========================================================================
void P_PlayerOnSpecial3DFloor(player_t* player)
{
for(auto rover : player->mo->Sector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->flags & FF_FIX) continue;
// Check the 3D floor's type...
if(rover->flags & FF_SOLID)
{
// Player must be on top of the floor to be affected...
if(player->mo->Z() != rover->top.plane->ZatPoint(player->mo)) continue;
}
else
{
//Water and DEATH FOG!!! heh
if (player->mo->Z() > rover->top.plane->ZatPoint(player->mo) ||
player->mo->Top() < rover->bottom.plane->ZatPoint(player->mo))
continue;
}
// Apply sector specials
P_PlayerInSpecialSector(player, rover->model);
// Apply flat specials (using the ceiling!)
P_PlayerOnSpecialFlat(
player, rover->model->GetTerrain(rover->top.isceiling));
break;
}
}
//==========================================================================
//
// P_CheckFor3DFloorHit
// Checks whether the player's feet touch a solid 3D floor in the sector
//
//==========================================================================
bool P_CheckFor3DFloorHit(AActor * mo, double z)
{
if ((mo->player && (mo->player->cheats & CF_PREDICTING))) return false;
for (auto rover : mo->Sector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_EXISTS)) continue;
if(rover->flags & FF_SOLID && rover->model->SecActTarget)
{
if (fabs(z - rover->top.plane->ZatPoint(mo)) < EQUAL_EPSILON)
{
rover->model->TriggerSectorActions (mo, SECSPAC_HitFloor);
return true;
}
}
}
return false;
}
//==========================================================================
//
// P_CheckFor3DCeilingHit
// Checks whether the player's head touches a solid 3D floor in the sector
//
//==========================================================================
bool P_CheckFor3DCeilingHit(AActor * mo, double z)
{
if ((mo->player && (mo->player->cheats & CF_PREDICTING))) return false;
for (auto rover : mo->Sector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_EXISTS)) continue;
if(rover->flags & FF_SOLID && rover->model->SecActTarget)
{
if(fabs(z - rover->bottom.plane->ZatPoint(mo)) < EQUAL_EPSILON)
{
rover->model->TriggerSectorActions (mo, SECSPAC_HitCeiling);
return true;
}
}
}
return false;
}
//==========================================================================
//
// P_Recalculate3DFloors
//
// This function sorts the ffloors by height and creates the lightlists
// that the given sector uses to light floors/ceilings/walls according to the 3D floors.
//
//==========================================================================
void P_Recalculate3DFloors(sector_t * sector)
{
F3DFloor * rover;
F3DFloor * pick;
unsigned pickindex;
F3DFloor * clipped=NULL;
F3DFloor * solid=NULL;
double solid_bottom=0;
double clipped_top;
double clipped_bottom=0;
double maxheight, minheight;
unsigned i, j;
lightlist_t newlight;
lightlist_t resetlight; // what it goes back to after FF_DOUBLESHADOW
TArray<F3DFloor*> & ffloors=sector->e->XFloor.ffloors;
TArray<lightlist_t> & lightlist = sector->e->XFloor.lightlist;
// Sort the floors top to bottom for quicker access here and later
// Translucent and swimmable floors are split if they overlap with solid ones.
if (ffloors.Size()>1)
{
TArray<F3DFloor*> oldlist;
oldlist = ffloors;
ffloors.Clear();
// first delete the old dynamic stuff
for(i=0;i<oldlist.Size();i++)
{
F3DFloor * rover=oldlist[i];
if (rover->flags&FF_DYNAMIC)
{
delete rover;
oldlist.Delete(i);
i--;
continue;
}
if (rover->flags&FF_CLIPPED)
{
rover->flags&=~FF_CLIPPED;
rover->flags|=FF_EXISTS;
}
}
while (oldlist.Size())
{
pick=oldlist[0];
double height=pick->top.plane->ZatPoint(sector->centerspot);
// find highest starting ffloor - intersections are not supported!
pickindex=0;
for (j=1;j<oldlist.Size();j++)
{
double h2=oldlist[j]->top.plane->ZatPoint(sector->centerspot);
if (h2>height)
{
pick=oldlist[j];
pickindex=j;
height=h2;
}
}
oldlist.Delete(pickindex);
double pick_bottom=pick->bottom.plane->ZatPoint(sector->centerspot);
if (pick->flags & FF_THISINSIDE)
{
// These have the floor higher than the ceiling and cannot be processed
// by the clipping code below.
ffloors.Push(pick);
}
else if ((pick->flags&(FF_SWIMMABLE|FF_TRANSLUCENT) || (!(pick->flags&FF_RENDERALL))) && pick->flags&FF_EXISTS)
{
// We must check if this nonsolid segment gets clipped from the top by another 3D floor
if (solid != NULL && solid_bottom < height)
{
ffloors.Push(pick);
if (solid_bottom < pick_bottom)
{
// this one is fully covered
pick->flags|=FF_CLIPPED;
pick->flags&=~FF_EXISTS;
}
else
{
F3DFloor * dyn=new F3DFloor;
*dyn=*pick;
pick->flags|=FF_CLIPPED;
pick->flags&=~FF_EXISTS;
dyn->flags|=FF_DYNAMIC;
dyn->top.copyPlane(&solid->bottom);
ffloors.Push(dyn);
clipped = dyn;
clipped_top = solid_bottom;
clipped_bottom = pick_bottom;
}
}
else if (pick_bottom > height) // do not allow inverted planes
{
F3DFloor * dyn = new F3DFloor;
*dyn = *pick;
pick->flags |= FF_CLIPPED;
pick->flags &= ~FF_EXISTS;
dyn->flags |= FF_DYNAMIC;
dyn->bottom.copyPlane(&pick->top);
ffloors.Push(pick);
ffloors.Push(dyn);
}
else
{
clipped = pick;
clipped_top = height;
clipped_bottom = pick_bottom;
ffloors.Push(pick);
}
}
else if (clipped && clipped_bottom<height)
{
// translucent floor above must be clipped to this one!
F3DFloor * dyn=new F3DFloor;
*dyn=*clipped;
clipped->flags|=FF_CLIPPED;
clipped->flags&=~FF_EXISTS;
dyn->flags|=FF_DYNAMIC;
dyn->bottom.copyPlane(&pick->top);
ffloors.Push(dyn);
ffloors.Push(pick);
if (pick_bottom<=clipped_bottom)
{
clipped=NULL;
}
else
{
// the translucent part extends below the clipper
dyn=new F3DFloor;
*dyn=*clipped;
dyn->flags|=FF_DYNAMIC|FF_EXISTS;
dyn->top.copyPlane(&pick->bottom);
ffloors.Push(dyn);
clipped = dyn;
clipped_top = pick_bottom;
}
solid = pick;
solid_bottom = pick_bottom;
}
else
{
clipped = NULL;
if (solid == NULL || solid_bottom > pick_bottom)
{
// only if this one is lower
solid = pick;
solid_bottom = pick_bottom;
}
ffloors.Push(pick);
}
}
}
// having the floors sorted makes this routine significantly simpler
// Only some overlapping cases with FF_DOUBLESHADOW might create anomalies
// but these are clearly undefined.
if(ffloors.Size())
{
lightlist.Resize(1);
lightlist[0].plane = sector->ceilingplane;
lightlist[0].p_lightlevel = &sector->lightlevel;
lightlist[0].caster = NULL;
lightlist[0].lightsource = NULL;
lightlist[0].extra_colormap = sector->ColorMap;
lightlist[0].blend = 0;
lightlist[0].flags = 0;
resetlight = lightlist[0];
maxheight = sector->ceilingplane.ZatPoint(sector->centerspot);
minheight = sector->floorplane.ZatPoint(sector->centerspot);
for(i = 0; i < ffloors.Size(); i++)
{
rover=ffloors[i];
if ( !(rover->flags & FF_EXISTS) || rover->flags & FF_NOSHADE )
continue;
double ff_top=rover->top.plane->ZatPoint(sector->centerspot);
if (ff_top < minheight) break; // reached the floor
if (ff_top < maxheight)
{
newlight.plane = *rover->top.plane;
newlight.p_lightlevel = rover->toplightlevel;
newlight.caster = rover;
newlight.lightsource = rover;
newlight.extra_colormap = rover->GetColormap();
newlight.blend = rover->GetBlend();
newlight.flags = rover->flags;
lightlist.Push(newlight);
}
else
{
double ff_bottom=rover->bottom.plane->ZatPoint(sector->centerspot);
if (ff_bottom<maxheight)
{
// this segment begins over the ceiling and extends beyond it
lightlist[0].p_lightlevel = rover->toplightlevel;
lightlist[0].caster = rover;
lightlist[0].lightsource = rover;
lightlist[0].extra_colormap = rover->GetColormap();
lightlist[0].blend = rover->GetBlend();
lightlist[0].flags = rover->flags;
}
}
if (!(rover->flags & (FF_DOUBLESHADOW | FF_RESET)))
{
resetlight = lightlist.Last();
}
else if (rover->flags & FF_RESET)
{
resetlight.p_lightlevel = &sector->lightlevel;
resetlight.lightsource = NULL;
resetlight.extra_colormap = sector->ColorMap;
resetlight.blend = 0;
}
if (rover->flags&FF_DOUBLESHADOW)
{
double ff_bottom=rover->bottom.plane->ZatPoint(sector->centerspot);
if(ff_bottom < maxheight && ff_bottom>minheight)
{
newlight.caster = rover;
newlight.plane = *rover->bottom.plane;
newlight.lightsource = resetlight.lightsource;
newlight.p_lightlevel = resetlight.p_lightlevel;
newlight.extra_colormap = resetlight.extra_colormap;
newlight.blend = resetlight.blend;
newlight.flags = rover->flags;
lightlist.Push(newlight);
}
}
}
}
}
//==========================================================================
//
// recalculates 3D floors for all attached sectors
//
//==========================================================================
void P_RecalculateAttached3DFloors(sector_t * sec)
{
extsector_t::xfloor &x = sec->e->XFloor;
for(unsigned int i=0; i<x.attached.Size(); i++)
{
P_Recalculate3DFloors(x.attached[i]);
}
P_Recalculate3DFloors(sec);
}
//==========================================================================
//
// recalculates light lists for this sector
//
//==========================================================================
void P_RecalculateLights(sector_t *sector)
{
TArray<lightlist_t> &lightlist = sector->e->XFloor.lightlist;
for(unsigned i = 0; i < lightlist.Size(); i++)
{
lightlist_t *ll = &lightlist[i];
if (ll->lightsource != NULL)
{
ll->lightsource->UpdateColormap(ll->extra_colormap);
ll->blend = ll->lightsource->GetBlend();
}
else
{
ll->extra_colormap = sector->ColorMap;
ll->blend = 0;
}
}
}
//==========================================================================
//
// recalculates light lists for all attached sectors
//
//==========================================================================
void P_RecalculateAttachedLights(sector_t *sector)
{
extsector_t::xfloor &x = sector->e->XFloor;
for(unsigned int i=0; i<x.attached.Size(); i++)
{
P_RecalculateLights(x.attached[i]);
}
P_RecalculateLights(sector);
}
//==========================================================================
//
//
//
//==========================================================================
lightlist_t * P_GetPlaneLight(sector_t * sector, secplane_t * plane, bool underside)
{
unsigned i;
TArray<lightlist_t> &lightlist = sector->e->XFloor.lightlist;
double planeheight=plane->ZatPoint(sector->centerspot);
if(underside) planeheight-= EQUAL_EPSILON;
for(i = 1; i < lightlist.Size(); i++)
if (lightlist[i].plane.ZatPoint(sector->centerspot) <= planeheight)
return &lightlist[i - 1];
return &lightlist[lightlist.Size() - 1];
}
//==========================================================================
//
// Extended P_LineOpening
//
//==========================================================================
void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef,
double x, double y, bool restrict)
{
if(thing)
{
double thingbot, thingtop;
thingbot = thing->Z();
thingtop = thing->Top();
extsector_t::xfloor *xf[2] = {&linedef->frontsector->e->XFloor, &linedef->backsector->e->XFloor};
// Check for 3D-floors in the sector (mostly identical to what Legacy does here)
if(xf[0]->ffloors.Size() || xf[1]->ffloors.Size())
{
double lowestceiling = open.top;
double highestfloor = open.bottom;
double lowestfloor[2] = {
linedef->frontsector->floorplane.ZatPoint(x, y),
linedef->backsector->floorplane.ZatPoint(x, y) };
FTextureID highestfloorpic;
int highestfloorterrain = -1;
FTextureID lowestceilingpic;
sector_t *lowestceilingsec = NULL, *highestfloorsec = NULL;
secplane_t *highestfloorplanes[2] = { NULL, NULL };
highestfloorpic.SetInvalid();
lowestceilingpic.SetInvalid();
for(int j=0;j<2;j++)
{
for(unsigned i=0;i<xf[j]->ffloors.Size();i++)
{
F3DFloor *rover = xf[j]->ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (!(rover->flags & FF_SOLID)) continue;
double ff_bottom=rover->bottom.plane->ZatPoint(x, y);
double ff_top=rover->top.plane->ZatPoint(x, y);
double delta1 = fabs(thingbot - ((ff_bottom + ff_top) / 2));
double delta2 = fabs(thingtop - ((ff_bottom + ff_top) / 2));
if(ff_bottom < lowestceiling && delta1 > delta2)
{
lowestceiling = ff_bottom;
lowestceilingpic = *rover->bottom.texture;
lowestceilingsec = j == 0 ? linedef->frontsector : linedef->backsector;
}
if(ff_top > highestfloor && delta1 <= delta2 && (!restrict || thing->Z() >= ff_top))
{
highestfloor = ff_top;
highestfloorpic = *rover->top.texture;
highestfloorterrain = rover->model->GetTerrain(rover->top.isceiling);
highestfloorsec = j == 0 ? linedef->frontsector : linedef->backsector;
highestfloorplanes[j] = rover->top.plane;
}
if(ff_top > lowestfloor[j] && ff_top <= thing->Z() + thing->MaxStepHeight) lowestfloor[j] = ff_top;
}
}
if(highestfloor > open.bottom)
{
open.bottom = highestfloor;
open.floorpic = highestfloorpic;
open.floorterrain = highestfloorterrain;
open.bottomsec = highestfloorsec;
if (highestfloorplanes[0])
{
open.frontfloorplane = *highestfloorplanes[0];
if (open.frontfloorplane.fC() < 0) open.frontfloorplane.FlipVert();
}
if (highestfloorplanes[1])
{
open.backfloorplane = *highestfloorplanes[1];
if (open.backfloorplane.fC() < 0) open.backfloorplane.FlipVert();
}
}
if(lowestceiling < open.top)
{
open.top = lowestceiling;
open.ceilingpic = lowestceilingpic;
open.topsec = lowestceilingsec;
}
open.lowfloor = MIN(lowestfloor[0], lowestfloor[1]);
}
}
}
//==========================================================================
//
// Spawns 3D floors
//
//==========================================================================
void P_Spawn3DFloors (void)
{
static int flagvals[] = {512, 2+512, 512+1024};
for (auto &line : level.lines)
{
switch(line.special)
{
case ExtraFloor_LightOnly:
if (line.args[1] < 0 || line.args[1] > 2) line.args[1] = 0;
P_Set3DFloor(&line, 3, flagvals[line.args[1]], 0);
break;
case Sector_Set3DFloor:
// The flag high-byte/line id is only needed in Hexen format.
// UDMF can set both of these parameters without any restriction of the usable values.
// In Doom format the translators can take full integers for the tag and the line ID always is the same as the tag.
if (level.maptype == MAPTYPE_HEXEN)
{
if (line.args[1]&8)
{
tagManager.AddLineID(line.Index(), line.args[4]);
}
else
{
line.args[0]+=256*line.args[4];
line.args[4]=0;
}
}
P_Set3DFloor(&line, line.args[1]&~8, line.args[2], line.args[3]);
break;
default:
continue;
}
line.special=0;
line.args[0] = line.args[1] = line.args[2] = line.args[3] = line.args[4] = 0;
}
// kg3D - do it in software
for (auto &sec : level.sectors)
{
P_Recalculate3DFloors(&sec);
}
}
//==========================================================================
//
// Returns a 3D floorplane appropriate for the given coordinates
//
//==========================================================================
secplane_t P_FindFloorPlane(sector_t * sector, const DVector3 &pos)
{
secplane_t retplane = sector->floorplane;
if (sector->e) // apparently this can be called when the data is already gone
{
for(auto rover : sector->e->XFloor.ffloors)
{
if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
if (rover->top.plane->ZatPoint(pos) == pos.Z)
{
retplane = *rover->top.plane;
if (retplane.fC() < 0) retplane.FlipVert();
break;
}
}
}
return retplane;
}
//==========================================================================
//
// Gives the index to an extra floor above or below the given location.
// -1 means normal floor or ceiling
//
//==========================================================================
int P_Find3DFloor(sector_t * sec, const DVector3 &pos, bool above, bool floor, double &cmpz)
{
// If no sector given, find the one appropriate
if (sec == NULL)
sec = P_PointInSector(pos);
// Above normal ceiling
cmpz = sec->ceilingplane.ZatPoint(pos);
if (pos.Z >= cmpz)
return -1;
// Below normal floor
cmpz = sec->floorplane.ZatPoint(pos);
if (pos.Z <= cmpz)
return -1;
// Looking through planes from top to bottom
for (int i = 0; i < (signed)sec->e->XFloor.ffloors.Size(); ++i)
{
F3DFloor *rover = sec->e->XFloor.ffloors[i];
// We are only interested in solid 3D floors here
if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
if (above)
{
// z is above that floor
if (floor && (pos.Z >= (cmpz = rover->top.plane->ZatPoint(pos))))
return i - 1;
// z is above that ceiling
if (pos.Z >= (cmpz = rover->bottom.plane->ZatPoint(pos)))
return i - 1;
}
else // below
{
// z is below that ceiling
if (!floor && (pos.Z <= (cmpz = rover->bottom.plane->ZatPoint(pos))))
return i;
// z is below that floor
if (pos.Z <= (cmpz = rover->top.plane->ZatPoint(pos)))
return i;
}
}
// Failsafe
return -1;
}
#include "c_dispatch.h"
CCMD (dump3df)
{
if (argv.argc() > 1)
{
int sec = strtol(argv[1], NULL, 10);
sector_t *sector = &level.sectors[sec];
TArray<F3DFloor*> & ffloors=sector->e->XFloor.ffloors;
for (unsigned int i = 0; i < ffloors.Size(); i++)
{
double height=ffloors[i]->top.plane->ZatPoint(sector->centerspot);
double bheight=ffloors[i]->bottom.plane->ZatPoint(sector->centerspot);
IGNORE_FORMAT_PRE
Printf("FFloor %d @ top = %f (model = %d), bottom = %f (model = %d), flags = %B, alpha = %d %s %s\n",
i, height, ffloors[i]->top.model->sectornum,
bheight, ffloors[i]->bottom.model->sectornum,
ffloors[i]->flags, ffloors[i]->alpha, (ffloors[i]->flags&FF_EXISTS)? "Exists":"", (ffloors[i]->flags&FF_DYNAMIC)? "Dynamic":"");
IGNORE_FORMAT_POST
}
}
}