mirror of
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9409843931
Now everything uses a function. This really wasn't what operators are supposef to be used for.
1572 lines
41 KiB
C++
1572 lines
41 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2018 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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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. See the
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// GNU General Public License for more details.
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//
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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, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// Sector utility functions.
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//
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//-----------------------------------------------------------------------------
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/* For code that originates from ZDoom the following applies:
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**
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**---------------------------------------------------------------------------
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "p_spec.h"
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#include "p_lnspec.h"
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#include "c_cvars.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "nodebuild.h"
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#include "p_terrain.h"
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#include "po_man.h"
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#include "serializer.h"
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#include "r_utility.h"
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#include "a_sharedglobal.h"
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#include "p_local.h"
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#include "r_sky.h"
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#include "g_levellocals.h"
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#include "vm.h"
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// [RH]
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// P_NextSpecialSector()
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//
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// Returns the next special sector attached to this sector
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// with a certain special.
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sector_t *sector_t::NextSpecialSector (int type, sector_t *nogood) const
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{
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sector_t *tsec;
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for (auto ln : Lines)
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{
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if (NULL != (tsec = getNextSector (ln, this)) &&
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tsec != nogood &&
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tsec->special == type)
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{
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return tsec;
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}
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}
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return NULL;
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}
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DEFINE_ACTION_FUNCTION(_Sector, NextSpecialSector)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_INT(type);
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PARAM_POINTER(nogood, sector_t);
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ACTION_RETURN_POINTER(self->NextSpecialSector(type, nogood));
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}
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//
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// P_FindLowestFloorSurrounding()
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// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
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//
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double FindLowestFloorSurrounding (const sector_t *sector, vertex_t **v)
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{
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sector_t *other;
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double floor;
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double ofloor;
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vertex_t *spot;
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if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::floor);
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spot = sector->Lines[0]->v1;
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floor = sector->floorplane.ZatPoint(spot);
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for (auto check : sector->Lines)
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{
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if (NULL != (other = getNextSector (check, sector)))
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{
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ofloor = other->floorplane.ZatPoint (check->v1);
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if (ofloor < floor && ofloor < sector->floorplane.ZatPoint (check->v1))
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{
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floor = ofloor;
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spot = check->v1;
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}
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ofloor = other->floorplane.ZatPoint (check->v2);
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if (ofloor < floor && ofloor < sector->floorplane.ZatPoint (check->v2))
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{
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floor = ofloor;
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spot = check->v2;
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}
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}
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}
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if (v != nullptr)
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*v = spot;
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return floor;
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}
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//
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// P_FindHighestFloorSurrounding()
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// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
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//
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double FindHighestFloorSurrounding (const sector_t *sector, vertex_t **v)
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{
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sector_t *other;
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double floor;
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double ofloor;
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vertex_t *spot;
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if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::floor);
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spot = sector->Lines[0]->v1;
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floor = -FLT_MAX;
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for (auto check : sector->Lines)
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{
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if (NULL != (other = getNextSector (check, sector)))
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{
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ofloor = other->floorplane.ZatPoint (check->v1);
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if (ofloor > floor)
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{
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floor = ofloor;
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spot = check->v1;
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}
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ofloor = other->floorplane.ZatPoint (check->v2);
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if (ofloor > floor)
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{
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floor = ofloor;
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spot = check->v2;
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}
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}
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}
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if (v != nullptr)
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*v = spot;
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return floor;
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}
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//
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// P_FindNextHighestFloor()
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//
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// Passed a sector and a floor height, returns the fixed point value
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// of the smallest floor height in a surrounding sector larger than
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// the floor height passed. If no such height exists the floorheight
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// passed is returned.
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//
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// Rewritten by Lee Killough to avoid fixed array and to be faster
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//
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double FindNextHighestFloor (const sector_t *sector, vertex_t **v)
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{
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double height;
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double heightdiff;
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double ofloor, floor;
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sector_t *other;
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vertex_t *spot;
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if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::floor);
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spot = sector->Lines[0]->v1;
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height = sector->floorplane.ZatPoint(spot);
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heightdiff = FLT_MAX;
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for (auto check : sector->Lines)
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{
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if (NULL != (other = getNextSector (check, sector)))
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{
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ofloor = other->floorplane.ZatPoint (check->v1);
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floor = sector->floorplane.ZatPoint (check->v1);
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if (ofloor > floor && ofloor - floor < heightdiff && !sector->IsLinked(other, false))
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{
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heightdiff = ofloor - floor;
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height = ofloor;
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spot = check->v1;
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}
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ofloor = other->floorplane.ZatPoint (check->v2);
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floor = sector->floorplane.ZatPoint (check->v2);
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if (ofloor > floor && ofloor - floor < heightdiff && !sector->IsLinked(other, false))
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{
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heightdiff = ofloor - floor;
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height = ofloor;
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spot = check->v2;
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}
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}
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}
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if (v != nullptr)
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*v = spot;
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return height;
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}
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//
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// P_FindNextLowestFloor()
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//
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// Passed a sector and a floor height, returns the fixed point value
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// of the largest floor height in a surrounding sector smaller than
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// the floor height passed. If no such height exists the floorheight
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// passed is returned.
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//
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// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
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//
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double FindNextLowestFloor (const sector_t *sector, vertex_t **v)
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{
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double height;
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double heightdiff;
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double ofloor, floor;
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sector_t *other;
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vertex_t *spot;
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if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::floor);
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spot = sector->Lines[0]->v1;
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height = sector->floorplane.ZatPoint (spot);
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heightdiff = FLT_MAX;
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for (auto check : sector->Lines)
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{
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if (NULL != (other = getNextSector (check, sector)))
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{
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ofloor = other->floorplane.ZatPoint (check->v1);
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floor = sector->floorplane.ZatPoint (check->v1);
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if (ofloor < floor && floor - ofloor < heightdiff && !sector->IsLinked(other, false))
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{
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heightdiff = floor - ofloor;
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height = ofloor;
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spot = check->v1;
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}
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ofloor = other->floorplane.ZatPoint (check->v2);
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floor = sector->floorplane.ZatPoint(check->v2);
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if (ofloor < floor && floor - ofloor < heightdiff && !sector->IsLinked(other, false))
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{
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heightdiff = floor - ofloor;
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height = ofloor;
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spot = check->v2;
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}
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}
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}
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if (v != nullptr)
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*v = spot;
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return height;
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}
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//
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// P_FindNextLowestCeiling()
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//
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// Passed a sector and a ceiling height, returns the fixed point value
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// of the largest ceiling height in a surrounding sector smaller than
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// the ceiling height passed. If no such height exists the ceiling height
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// passed is returned.
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//
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// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
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//
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double FindNextLowestCeiling (const sector_t *sector, vertex_t **v)
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{
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double height;
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double heightdiff;
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double oceil, ceil;
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sector_t *other;
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vertex_t *spot;
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if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::floor);
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spot = sector->Lines[0]->v1;
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height = sector->ceilingplane.ZatPoint(spot);
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heightdiff = FLT_MAX;
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for (auto check : sector->Lines)
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{
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if (NULL != (other = getNextSector (check, sector)))
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{
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oceil = other->ceilingplane.ZatPoint(check->v1);
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ceil = sector->ceilingplane.ZatPoint(check->v1);
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if (oceil < ceil && ceil - oceil < heightdiff && !sector->IsLinked(other, true))
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{
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heightdiff = ceil - oceil;
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height = oceil;
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spot = check->v1;
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}
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oceil = other->ceilingplane.ZatPoint(check->v2);
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ceil = sector->ceilingplane.ZatPoint(check->v2);
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if (oceil < ceil && ceil - oceil < heightdiff && !sector->IsLinked(other, true))
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{
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heightdiff = ceil - oceil;
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height = oceil;
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spot = check->v2;
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}
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}
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}
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if (v != nullptr)
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*v = spot;
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return height;
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}
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//
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// P_FindNextHighestCeiling()
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//
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// Passed a sector and a ceiling height, returns the fixed point value
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// of the smallest ceiling height in a surrounding sector larger than
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// the ceiling height passed. If no such height exists the ceiling height
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// passed is returned.
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//
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// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
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//
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double FindNextHighestCeiling (const sector_t *sector, vertex_t **v)
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{
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double height;
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double heightdiff;
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double oceil, ceil;
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sector_t *other;
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vertex_t *spot;
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if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::ceiling);
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spot = sector->Lines[0]->v1;
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height = sector->ceilingplane.ZatPoint(spot);
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heightdiff = FLT_MAX;
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for (auto check : sector->Lines)
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{
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if (NULL != (other = getNextSector (check, sector)))
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{
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oceil = other->ceilingplane.ZatPoint(check->v1);
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ceil = sector->ceilingplane.ZatPoint(check->v1);
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if (oceil > ceil && oceil - ceil < heightdiff && !sector->IsLinked(other, true))
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{
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heightdiff = oceil - ceil;
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height = oceil;
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spot = check->v1;
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}
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oceil = other->ceilingplane.ZatPoint(check->v2);
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ceil = sector->ceilingplane.ZatPoint(check->v2);
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if (oceil > ceil && oceil - ceil < heightdiff && !sector->IsLinked(other, true))
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{
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heightdiff = oceil - ceil;
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height = oceil;
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spot = check->v2;
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}
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}
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}
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if (v != nullptr)
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*v = spot;
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return height;
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}
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//
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// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
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//
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double FindLowestCeilingSurrounding (const sector_t *sector, vertex_t **v)
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{
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double height;
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double oceil;
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sector_t *other;
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vertex_t *spot;
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if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::ceiling);
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spot = sector->Lines[0]->v1;
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height = FLT_MAX;
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for (auto check : sector->Lines)
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{
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if (NULL != (other = getNextSector (check, sector)))
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{
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oceil = other->ceilingplane.ZatPoint(check->v1);
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if (oceil < height)
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{
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height = oceil;
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spot = check->v1;
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}
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oceil = other->ceilingplane.ZatPoint(check->v2);
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if (oceil < height)
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{
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height = oceil;
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spot = check->v2;
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}
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}
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}
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if (v != nullptr)
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*v = spot;
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return height;
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}
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//
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// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
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//
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double FindHighestCeilingSurrounding (const sector_t *sector, vertex_t **v)
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{
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double height;
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double oceil;
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sector_t *other;
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vertex_t *spot;
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if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::ceiling);
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spot = sector->Lines[0]->v1;
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height = -FLT_MAX;
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for (auto check : sector->Lines)
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{
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if (NULL != (other = getNextSector (check, sector)))
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{
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oceil = other->ceilingplane.ZatPoint(check->v1);
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if (oceil > height)
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{
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height = oceil;
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spot = check->v1;
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}
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oceil = other->ceilingplane.ZatPoint(check->v2);
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if (oceil > height)
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{
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height = oceil;
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spot = check->v2;
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}
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}
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}
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if (v != nullptr)
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*v = spot;
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return height;
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}
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|
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//
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// P_FindShortestTextureAround()
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//
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// Passed a sector number, returns the shortest lower texture on a
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// linedef bounding the sector.
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//
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// jff 02/03/98 Add routine to find shortest lower texture
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//
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static inline void CheckShortestTex (FTextureID texnum, double &minsize)
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{
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if (texnum.isValid() || (texnum.isNull() && (i_compatflags & COMPATF_SHORTTEX)))
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{
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FTexture *tex = TexMan.GetTexture(texnum);
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if (tex != NULL)
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{
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double h = tex->GetDisplayHeight();
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if (h < minsize)
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{
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minsize = h;
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}
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}
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}
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}
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double FindShortestTextureAround (sector_t *sec)
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{
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double minsize = FLT_MAX;
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for (auto check : sec->Lines)
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{
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if (check->flags & ML_TWOSIDED)
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{
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CheckShortestTex (check->sidedef[0]->GetTexture(side_t::bottom), minsize);
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CheckShortestTex (check->sidedef[1]->GetTexture(side_t::bottom), minsize);
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}
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}
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return minsize < FLT_MAX ? minsize : TexMan.ByIndex(0)->GetDisplayHeight();
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}
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//
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// P_FindShortestUpperAround()
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//
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// Passed a sector number, returns the shortest upper texture on a
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// linedef bounding the sector.
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//
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// Note: If no upper texture exists MAXINT is returned.
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//
|
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// jff 03/20/98 Add routine to find shortest upper texture
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//
|
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double FindShortestUpperAround (sector_t *sec)
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{
|
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double minsize = FLT_MAX;
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for (auto check : sec->Lines)
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{
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if (check->flags & ML_TWOSIDED)
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{
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CheckShortestTex (check->sidedef[0]->GetTexture(side_t::top), minsize);
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CheckShortestTex (check->sidedef[1]->GetTexture(side_t::top), minsize);
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}
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}
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return minsize < FLT_MAX ? minsize : TexMan.ByIndex(0)->GetDisplayHeight();
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}
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//
|
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// P_FindModelFloorSector()
|
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//
|
|
// Passed a floor height and a sector number, return a pointer to a
|
|
// a sector with that floor height across the lowest numbered two sided
|
|
// line surrounding the sector.
|
|
//
|
|
// Note: If no sector at that height bounds the sector passed, return NULL
|
|
//
|
|
// jff 02/03/98 Add routine to find numeric model floor
|
|
// around a sector specified by sector number
|
|
// jff 3/14/98 change first parameter to plain height to allow call
|
|
// from routine not using floormove_t
|
|
//
|
|
sector_t *FindModelFloorSector (sector_t *sect, double floordestheight)
|
|
{
|
|
sector_t *sec;
|
|
|
|
for (auto check : sect->Lines)
|
|
{
|
|
sec = getNextSector (check, sect);
|
|
if (sec != NULL &&
|
|
(sec->floorplane.ZatPoint(check->v1) == floordestheight ||
|
|
sec->floorplane.ZatPoint(check->v2) == floordestheight))
|
|
{
|
|
return sec;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//
|
|
// P_FindModelCeilingSector()
|
|
//
|
|
// Passed a ceiling height and a sector number, return a pointer to a
|
|
// a sector with that ceiling height across the lowest numbered two sided
|
|
// line surrounding the sector.
|
|
//
|
|
// Note: If no sector at that height bounds the sector passed, return NULL
|
|
//
|
|
// jff 02/03/98 Add routine to find numeric model ceiling
|
|
// around a sector specified by sector number
|
|
// used only from generalized ceiling types
|
|
// jff 3/14/98 change first parameter to plain height to allow call
|
|
// from routine not using ceiling_t
|
|
//
|
|
sector_t *FindModelCeilingSector (sector_t *sect, double floordestheight)
|
|
{
|
|
sector_t *sec;
|
|
|
|
for (auto check : sect->Lines)
|
|
{
|
|
sec = getNextSector (check, sect);
|
|
if (sec != NULL &&
|
|
(sec->ceilingplane.ZatPoint(check->v1) == floordestheight ||
|
|
sec->ceilingplane.ZatPoint(check->v2) == floordestheight))
|
|
{
|
|
return sec;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//
|
|
// Find minimum light from an adjacent sector
|
|
//
|
|
int FindMinSurroundingLight (const sector_t *sector, int min)
|
|
{
|
|
sector_t* check;
|
|
|
|
for (auto line : sector->Lines)
|
|
{
|
|
if (NULL != (check = getNextSector (line, sector)) &&
|
|
check->lightlevel < min)
|
|
{
|
|
min = check->lightlevel;
|
|
}
|
|
}
|
|
return min;
|
|
}
|
|
|
|
//
|
|
// Find the highest point on the floor of the sector
|
|
//
|
|
double FindHighestFloorPoint (const sector_t *sector, vertex_t **v)
|
|
{
|
|
double height = -FLT_MAX;
|
|
double probeheight;
|
|
vertex_t *spot = NULL;
|
|
|
|
if (!sector->floorplane.isSlope())
|
|
{
|
|
if (v != NULL)
|
|
{
|
|
if (sector->Lines.Size() == 0) *v = &level.vertexes[0];
|
|
else *v = sector->Lines[0]->v1;
|
|
}
|
|
return -sector->floorplane.fD();
|
|
}
|
|
|
|
for (auto line : sector->Lines)
|
|
{
|
|
probeheight = sector->floorplane.ZatPoint(line->v1);
|
|
if (probeheight > height)
|
|
{
|
|
height = probeheight;
|
|
spot = line->v1;
|
|
}
|
|
probeheight = sector->floorplane.ZatPoint(line->v2);
|
|
if (probeheight > height)
|
|
{
|
|
height = probeheight;
|
|
spot = line->v2;
|
|
}
|
|
}
|
|
if (v != nullptr)
|
|
*v = spot;
|
|
return height;
|
|
}
|
|
|
|
|
|
//
|
|
// Find the lowest point on the ceiling of the sector
|
|
//
|
|
double FindLowestCeilingPoint (const sector_t *sector, vertex_t **v)
|
|
{
|
|
double height = FLT_MAX;
|
|
double probeheight;
|
|
vertex_t *spot = nullptr;
|
|
|
|
if (!sector->ceilingplane.isSlope())
|
|
{
|
|
if (v != nullptr)
|
|
{
|
|
if (sector->Lines.Size() == 0) *v = &level.vertexes[0];
|
|
else *v = sector->Lines[0]->v1;
|
|
}
|
|
return sector->ceilingplane.fD();
|
|
}
|
|
|
|
for (auto line : sector->Lines)
|
|
{
|
|
probeheight = sector->ceilingplane.ZatPoint(line->v1);
|
|
if (probeheight < height)
|
|
{
|
|
height = probeheight;
|
|
spot = line->v1;
|
|
}
|
|
probeheight = sector->ceilingplane.ZatPoint(line->v2);
|
|
if (probeheight < height)
|
|
{
|
|
height = probeheight;
|
|
spot = line->v2;
|
|
}
|
|
}
|
|
if (v != nullptr)
|
|
*v = spot;
|
|
return height;
|
|
}
|
|
|
|
|
|
//=====================================================================================
|
|
//
|
|
// 'color' is intentionally an int here
|
|
//
|
|
//=====================================================================================
|
|
|
|
void SetColor(sector_t *sector, int color, int desat)
|
|
{
|
|
sector->Colormap.LightColor = color;
|
|
sector->Colormap.Desaturation = desat;
|
|
P_RecalculateAttachedLights(sector);
|
|
}
|
|
|
|
//=====================================================================================
|
|
//
|
|
// 'color' is intentionally an int here
|
|
//
|
|
//=====================================================================================
|
|
|
|
void SetFade(sector_t *sector, int color)
|
|
{
|
|
sector->Colormap.FadeColor = color;
|
|
P_RecalculateAttachedLights(sector);
|
|
}
|
|
|
|
//=====================================================================================
|
|
//
|
|
//
|
|
//=====================================================================================
|
|
|
|
//=====================================================================================
|
|
//
|
|
//
|
|
//=====================================================================================
|
|
|
|
void sector_t::SetFogDensity(int dens)
|
|
{
|
|
Colormap.FogDensity = dens;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// sector_t :: ClosestPoint
|
|
//
|
|
// Given a point (x,y), returns the point (ox,oy) on the sector's defining
|
|
// lines that is nearest to (x,y).
|
|
//
|
|
//===========================================================================
|
|
|
|
void sector_t::ClosestPoint(const DVector2 &in, DVector2 &out) const
|
|
{
|
|
double x = in.X, y = in.Y;
|
|
double bestdist = HUGE_VAL;
|
|
double bestx = 0, besty = 0;
|
|
|
|
for (auto check : Lines)
|
|
{
|
|
vertex_t *v1 = check->v1;
|
|
vertex_t *v2 = check->v2;
|
|
double a = v2->fX() - v1->fX();
|
|
double b = v2->fY() - v1->fY();
|
|
double den = a*a + b*b;
|
|
double ix, iy, dist;
|
|
|
|
if (den == 0)
|
|
{ // Line is actually a point!
|
|
ix = v1->fX();
|
|
iy = v1->fY();
|
|
}
|
|
else
|
|
{
|
|
double num = (x - v1->fX()) * a + (y - v1->fY()) * b;
|
|
double u = num / den;
|
|
if (u <= 0)
|
|
{
|
|
ix = v1->fX();
|
|
iy = v1->fY();
|
|
}
|
|
else if (u >= 1)
|
|
{
|
|
ix = v2->fX();
|
|
iy = v2->fY();
|
|
}
|
|
else
|
|
{
|
|
ix = v1->fX() + u * a;
|
|
iy = v1->fY() + u * b;
|
|
}
|
|
}
|
|
a = (ix - x);
|
|
b = (iy - y);
|
|
dist = a*a + b*b;
|
|
if (dist < bestdist)
|
|
{
|
|
bestdist = dist;
|
|
bestx = ix;
|
|
besty = iy;
|
|
}
|
|
}
|
|
out = { bestx, besty };
|
|
}
|
|
|
|
|
|
//=====================================================================================
|
|
//
|
|
//
|
|
//=====================================================================================
|
|
|
|
int PlaneMoving(sector_t *sector, int pos)
|
|
{
|
|
if (pos == sector_t::floor)
|
|
return (sector->floordata != nullptr || (sector->planes[sector_t::floor].Flags & PLANEF_BLOCKED));
|
|
else
|
|
return (sector->ceilingdata != nullptr || (sector->planes[sector_t::ceiling].Flags & PLANEF_BLOCKED));
|
|
}
|
|
|
|
//=====================================================================================
|
|
//
|
|
//
|
|
//=====================================================================================
|
|
|
|
int GetFloorLight(const sector_t *sector)
|
|
{
|
|
if (sector->GetFlags(sector_t::floor) & PLANEF_ABSLIGHTING)
|
|
{
|
|
return sector->GetPlaneLight(sector_t::floor);
|
|
}
|
|
else
|
|
{
|
|
return sector->ClampLight(sector->lightlevel + sector->GetPlaneLight(sector_t::floor));
|
|
}
|
|
}
|
|
|
|
//=====================================================================================
|
|
//
|
|
//
|
|
//=====================================================================================
|
|
|
|
int GetCeilingLight(const sector_t *sector)
|
|
{
|
|
if (sector->GetFlags(sector_t::ceiling) & PLANEF_ABSLIGHTING)
|
|
{
|
|
return sector->GetPlaneLight(sector_t::ceiling);
|
|
}
|
|
else
|
|
{
|
|
return sector->ClampLight(sector->lightlevel + sector->GetPlaneLight(sector_t::ceiling));
|
|
}
|
|
}
|
|
|
|
//=====================================================================================
|
|
//
|
|
//
|
|
//=====================================================================================
|
|
|
|
FSectorPortal *sector_t::ValidatePortal(int which)
|
|
{
|
|
FSectorPortal *port = GetPortal(which);
|
|
if (port->mType == PORTS_SKYVIEWPOINT && port->mSkybox == nullptr) return nullptr; // A skybox without a viewpoint is just a regular sky.
|
|
if (PortalBlocksView(which)) return nullptr; // disabled or obstructed linked portal.
|
|
if ((port->mFlags & PORTSF_SKYFLATONLY) && GetTexture(which) != skyflatnum) return nullptr; // Skybox without skyflat texture
|
|
return port;
|
|
}
|
|
|
|
//=====================================================================================
|
|
//
|
|
//
|
|
//=====================================================================================
|
|
|
|
void GetSpecial(sector_t *sector, secspecial_t *spec)
|
|
{
|
|
spec->special = sector->special;
|
|
spec->damageamount = sector->damageamount;
|
|
spec->damagetype = sector->damagetype;
|
|
spec->damageinterval = sector->damageinterval;
|
|
spec->leakydamage = sector->leakydamage;
|
|
spec->Flags = sector->Flags & SECF_SPECIALFLAGS;
|
|
}
|
|
|
|
//=====================================================================================
|
|
//
|
|
//
|
|
//=====================================================================================
|
|
|
|
void SetSpecial(sector_t *sector, const secspecial_t *spec)
|
|
{
|
|
sector->special = spec->special;
|
|
sector->damageamount = spec->damageamount;
|
|
sector->damagetype = spec->damagetype;
|
|
sector->damageinterval = spec->damageinterval;
|
|
sector->leakydamage = spec->leakydamage;
|
|
sector->Flags = (sector->Flags & ~SECF_SPECIALFLAGS) | (spec->Flags & SECF_SPECIALFLAGS);
|
|
}
|
|
|
|
//=====================================================================================
|
|
//
|
|
//
|
|
//=====================================================================================
|
|
|
|
void TransferSpecial(sector_t *sector, sector_t *model)
|
|
{
|
|
sector->special = model->special;
|
|
sector->damageamount = model->damageamount;
|
|
sector->damagetype = model->damagetype;
|
|
sector->damageinterval = model->damageinterval;
|
|
sector->leakydamage = model->leakydamage;
|
|
sector->Flags = (sector->Flags&~SECF_SPECIALFLAGS) | (model->Flags & SECF_SPECIALFLAGS);
|
|
}
|
|
|
|
//=====================================================================================
|
|
//
|
|
//
|
|
//=====================================================================================
|
|
|
|
int GetTerrain(const sector_t *sector, int pos)
|
|
{
|
|
return sector->terrainnum[pos] >= 0 ? sector->terrainnum[pos] : TerrainTypes[sector->GetTexture(pos)];
|
|
}
|
|
|
|
//=====================================================================================
|
|
//
|
|
//
|
|
//=====================================================================================
|
|
|
|
void CheckPortalPlane(sector_t *sector, int plane)
|
|
{
|
|
if (sector->GetPortalType(plane) == PORTS_LINKEDPORTAL)
|
|
{
|
|
double portalh = sector->GetPortalPlaneZ(plane);
|
|
double planeh = sector->GetPlaneTexZ(plane);
|
|
int obstructed = PLANEF_OBSTRUCTED * (plane == sector_t::floor ? planeh > portalh : planeh < portalh);
|
|
sector->planes[plane].Flags = (sector->planes[plane].Flags & ~PLANEF_OBSTRUCTED) | obstructed;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Finds the highest ceiling at the given position, all portals considered
|
|
//
|
|
//===========================================================================
|
|
|
|
double HighestCeilingAt(sector_t *check, double x, double y, sector_t **resultsec)
|
|
{
|
|
double planeheight = -FLT_MAX;
|
|
DVector2 pos(x, y);
|
|
|
|
// Continue until we find a blocking portal or a portal below where we actually are.
|
|
while (!check->PortalBlocksMovement(sector_t::ceiling) && planeheight < check->GetPortalPlaneZ(sector_t::ceiling))
|
|
{
|
|
pos += check->GetPortalDisplacement(sector_t::ceiling);
|
|
planeheight = check->GetPortalPlaneZ(sector_t::ceiling);
|
|
check = P_PointInSector(pos);
|
|
}
|
|
if (resultsec) *resultsec = check;
|
|
return check->ceilingplane.ZatPoint(pos);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Finds the lowest floor at the given position, all portals considered
|
|
//
|
|
//===========================================================================
|
|
|
|
double LowestFloorAt(sector_t *check, double x, double y, sector_t **resultsec)
|
|
{
|
|
double planeheight = FLT_MAX;
|
|
DVector2 pos(x, y);
|
|
|
|
// Continue until we find a blocking portal or a portal above where we actually are.
|
|
while (!check->PortalBlocksMovement(sector_t::floor) && planeheight > check->GetPortalPlaneZ(sector_t::floor))
|
|
{
|
|
pos += check->GetPortalDisplacement(sector_t::floor);
|
|
planeheight = check->GetPortalPlaneZ(sector_t::ceiling);
|
|
check = P_PointInSector(pos);
|
|
}
|
|
if (resultsec) *resultsec = check;
|
|
return check->floorplane.ZatPoint(pos);
|
|
}
|
|
|
|
//=====================================================================================
|
|
//
|
|
//
|
|
//=====================================================================================
|
|
|
|
double NextHighestCeilingAt(sector_t *sec, double x, double y, double bottomz, double topz, int flags, sector_t **resultsec, F3DFloor **resultffloor)
|
|
{
|
|
double planeheight = -FLT_MAX;
|
|
|
|
while (true)
|
|
{
|
|
// Looking through planes from bottom to top
|
|
double realceil = sec->ceilingplane.ZatPoint(x, y);
|
|
for (int i = sec->e->XFloor.ffloors.Size() - 1; i >= 0; --i)
|
|
{
|
|
F3DFloor *rover = sec->e->XFloor.ffloors[i];
|
|
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
|
|
|
double ff_bottom = rover->bottom.plane->ZatPoint(x, y);
|
|
double ff_top = rover->top.plane->ZatPoint(x, y);
|
|
|
|
double delta1 = bottomz - (ff_bottom + ((ff_top - ff_bottom) / 2));
|
|
double delta2 = topz - (ff_bottom + ((ff_top - ff_bottom) / 2));
|
|
|
|
if (ff_bottom < realceil && fabs(delta1) > fabs(delta2))
|
|
{
|
|
if (resultsec) *resultsec = sec;
|
|
if (resultffloor) *resultffloor = rover;
|
|
return ff_bottom;
|
|
}
|
|
}
|
|
if ((flags & FFCF_NOPORTALS) || sec->PortalBlocksMovement(sector_t::ceiling) || planeheight >= sec->GetPortalPlaneZ(sector_t::ceiling))
|
|
{ // Use sector's ceiling
|
|
if (resultffloor) *resultffloor = NULL;
|
|
if (resultsec) *resultsec = sec;
|
|
return realceil;
|
|
}
|
|
else
|
|
{
|
|
DVector2 pos = sec->GetPortalDisplacement(sector_t::ceiling);
|
|
x += pos.X;
|
|
y += pos.Y;
|
|
planeheight = sec->GetPortalPlaneZ(sector_t::ceiling);
|
|
sec = P_PointInSector(x, y);
|
|
}
|
|
}
|
|
}
|
|
|
|
//=====================================================================================
|
|
//
|
|
//
|
|
//=====================================================================================
|
|
|
|
double NextLowestFloorAt(sector_t *sec, double x, double y, double z, int flags, double steph, sector_t **resultsec, F3DFloor **resultffloor)
|
|
{
|
|
double planeheight = FLT_MAX;
|
|
while (true)
|
|
{
|
|
// Looking through planes from top to bottom
|
|
unsigned numff = sec->e->XFloor.ffloors.Size();
|
|
double realfloor = sec->floorplane.ZatPoint(x, y);
|
|
for (unsigned i = 0; i < numff; ++i)
|
|
{
|
|
F3DFloor *ff = sec->e->XFloor.ffloors[i];
|
|
|
|
|
|
// either with feet above the 3D floor or feet with less than 'stepheight' map units inside
|
|
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID))
|
|
{
|
|
double ffz = ff->top.plane->ZatPoint(x, y);
|
|
double ffb = ff->bottom.plane->ZatPoint(x, y);
|
|
|
|
if (ffz > realfloor && (z >= ffz || (!(flags & FFCF_3DRESTRICT) && (ffb < z && ffz < z + steph))))
|
|
{ // This floor is beneath our feet.
|
|
if (resultsec) *resultsec = sec;
|
|
if (resultffloor) *resultffloor = ff;
|
|
return ffz;
|
|
}
|
|
}
|
|
}
|
|
if ((flags & FFCF_NOPORTALS) || sec->PortalBlocksMovement(sector_t::floor) || planeheight <= sec->GetPortalPlaneZ(sector_t::floor))
|
|
{ // Use sector's floor
|
|
if (resultffloor) *resultffloor = NULL;
|
|
if (resultsec) *resultsec = sec;
|
|
return realfloor;
|
|
}
|
|
else
|
|
{
|
|
DVector2 pos = sec->GetPortalDisplacement(sector_t::floor);
|
|
x += pos.X;
|
|
y += pos.Y;
|
|
planeheight = sec->GetPortalPlaneZ(sector_t::floor);
|
|
sec = P_PointInSector(x, y);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
double GetFriction(const sector_t *self, int plane, double *pMoveFac)
|
|
{
|
|
if (self->Flags & SECF_FRICTION)
|
|
{
|
|
if (pMoveFac) *pMoveFac = self->movefactor;
|
|
return self->friction;
|
|
}
|
|
FTerrainDef *terrain = &Terrains[self->GetTerrain(plane)];
|
|
if (terrain->Friction != 0)
|
|
{
|
|
if (pMoveFac) *pMoveFac = terrain->MoveFactor;
|
|
return terrain->Friction;
|
|
}
|
|
else
|
|
{
|
|
if (pMoveFac) *pMoveFac = ORIG_FRICTION_FACTOR;
|
|
return ORIG_FRICTION;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
void RemoveForceField(sector_t *sector)
|
|
{
|
|
for (auto line : sector->Lines)
|
|
{
|
|
if (line->backsector != NULL && line->special == ForceField)
|
|
{
|
|
line->flags &= ~(ML_BLOCKING | ML_BLOCKEVERYTHING);
|
|
line->special = 0;
|
|
line->sidedef[0]->SetTexture(side_t::mid, FNullTextureID());
|
|
line->sidedef[1]->SetTexture(side_t::mid, FNullTextureID());
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// phares 3/12/98: End of friction effects
|
|
//
|
|
//===========================================================================
|
|
|
|
void AdjustFloorClip(const sector_t *sector)
|
|
{
|
|
msecnode_t *node;
|
|
|
|
for (node = sector->touching_thinglist; node; node = node->m_snext)
|
|
{
|
|
if (node->m_thing->flags2 & MF2_FLOORCLIP)
|
|
{
|
|
node->m_thing->AdjustFloorClip();
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Checks whether a sprite should be affected by a glow
|
|
//
|
|
//==========================================================================
|
|
|
|
int sector_t::CheckSpriteGlow(int lightlevel, const DVector3 &pos)
|
|
{
|
|
float bottomglowcolor[4];
|
|
bottomglowcolor[3] = 0;
|
|
auto c = planes[sector_t::floor].GlowColor;
|
|
if (c == 0)
|
|
{
|
|
FTexture *tex = TexMan.GetTexture(GetTexture(sector_t::floor));
|
|
if (tex != NULL && tex->isGlowing())
|
|
{
|
|
if (!tex->isAutoGlowing()) tex = TexMan.GetTexture(GetTexture(sector_t::floor), true);
|
|
if (tex->isGlowing()) // recheck the current animation frame.
|
|
{
|
|
tex->GetGlowColor(bottomglowcolor);
|
|
bottomglowcolor[3] = (float)tex->GetGlowHeight();
|
|
}
|
|
}
|
|
}
|
|
else if (c != ~0u)
|
|
{
|
|
bottomglowcolor[0] = c.r / 255.f;
|
|
bottomglowcolor[1] = c.g / 255.f;
|
|
bottomglowcolor[2] = c.b / 255.f;
|
|
bottomglowcolor[3] = planes[sector_t::floor].GlowHeight;
|
|
}
|
|
|
|
if (bottomglowcolor[3]> 0)
|
|
{
|
|
double floordiff = pos.Z - floorplane.ZatPoint(pos);
|
|
if (floordiff < bottomglowcolor[3])
|
|
{
|
|
int maxlight = (255 + lightlevel) >> 1;
|
|
double lightfrac = floordiff / bottomglowcolor[3];
|
|
if (lightfrac < 0) lightfrac = 0;
|
|
lightlevel = int(lightfrac*lightlevel + maxlight * (1 - lightfrac));
|
|
}
|
|
}
|
|
return lightlevel;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Checks whether a wall should glow
|
|
//
|
|
//==========================================================================
|
|
bool sector_t::GetWallGlow(float *topglowcolor, float *bottomglowcolor)
|
|
{
|
|
bool ret = false;
|
|
bottomglowcolor[3] = topglowcolor[3] = 0;
|
|
auto c = planes[sector_t::ceiling].GlowColor;
|
|
if (c == 0)
|
|
{
|
|
FTexture *tex = TexMan.GetTexture(GetTexture(sector_t::ceiling));
|
|
if (tex != NULL && tex->isGlowing())
|
|
{
|
|
if (!tex->isAutoGlowing()) tex = TexMan.GetTexture(GetTexture(sector_t::ceiling), true);
|
|
if (tex->isGlowing()) // recheck the current animation frame.
|
|
{
|
|
ret = true;
|
|
tex->GetGlowColor(topglowcolor);
|
|
topglowcolor[3] = (float)tex->GetGlowHeight();
|
|
}
|
|
}
|
|
}
|
|
else if (c != ~0u)
|
|
{
|
|
topglowcolor[0] = c.r / 255.f;
|
|
topglowcolor[1] = c.g / 255.f;
|
|
topglowcolor[2] = c.b / 255.f;
|
|
topglowcolor[3] = planes[sector_t::ceiling].GlowHeight;
|
|
ret = topglowcolor[3] > 0;
|
|
}
|
|
|
|
c = planes[sector_t::floor].GlowColor;
|
|
if (c == 0)
|
|
{
|
|
FTexture *tex = TexMan.GetTexture(GetTexture(sector_t::floor));
|
|
if (tex != NULL && tex->isGlowing())
|
|
{
|
|
if (!tex->isAutoGlowing()) tex = TexMan.GetTexture(GetTexture(sector_t::floor), true);
|
|
if (tex->isGlowing()) // recheck the current animation frame.
|
|
{
|
|
ret = true;
|
|
tex->GetGlowColor(bottomglowcolor);
|
|
bottomglowcolor[3] = (float)tex->GetGlowHeight();
|
|
}
|
|
}
|
|
}
|
|
else if (c != ~0u)
|
|
{
|
|
bottomglowcolor[0] = c.r / 255.f;
|
|
bottomglowcolor[1] = c.g / 255.f;
|
|
bottomglowcolor[2] = c.b / 255.f;
|
|
bottomglowcolor[3] = planes[sector_t::floor].GlowHeight;
|
|
ret = bottomglowcolor[3] > 0;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
bool sector_t::TriggerSectorActions(AActor *thing, int activation)
|
|
{
|
|
AActor *act = SecActTarget;
|
|
bool res = false;
|
|
|
|
while (act != nullptr)
|
|
{
|
|
AActor *next = act->tracer;
|
|
|
|
IFVIRTUALPTRNAME(act, "SectorAction", TriggerAction)
|
|
{
|
|
VMValue params[3] = { (DObject *)act, thing, activation };
|
|
VMReturn ret;
|
|
int didit;
|
|
ret.IntAt(&didit);
|
|
VMCall(func, params, 3, &ret, 1);
|
|
|
|
if (didit)
|
|
{
|
|
if (act->flags4 & MF4_STANDSTILL)
|
|
{
|
|
act->Destroy();
|
|
}
|
|
}
|
|
act = next;
|
|
res |= !!didit;
|
|
}
|
|
}
|
|
return res;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// checks if the floor is higher than the ceiling and sets a flag
|
|
// This condition needs to be tested by the hardware renderer,
|
|
// so always having its state available in a flag allows for easier optimization.
|
|
//
|
|
//===========================================================================
|
|
|
|
void sector_t::CheckOverlap()
|
|
{
|
|
if (planes[sector_t::floor].TexZ > planes[sector_t::ceiling].TexZ && !floorplane.isSlope() && !ceilingplane.isSlope())
|
|
{
|
|
MoreFlags |= SECMF_OVERLAPPING;
|
|
}
|
|
else
|
|
{
|
|
MoreFlags &= ~SECMF_OVERLAPPING;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
FSerializer &Serialize(FSerializer &arc, const char *key, secspecial_t &spec, secspecial_t *def)
|
|
{
|
|
if (arc.BeginObject(key))
|
|
{
|
|
arc("special", spec.special)
|
|
("damageamount", spec.damageamount)
|
|
("damagetype", spec.damagetype)
|
|
("damageinterval", spec.damageinterval)
|
|
("leakydamage", spec.leakydamage)
|
|
("flags", spec.Flags)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
bool secplane_t::CopyPlaneIfValid (secplane_t *dest, const secplane_t *opp) const
|
|
{
|
|
bool copy = false;
|
|
|
|
// If the planes do not have matching slopes, then always copy them
|
|
// because clipping would require creating new sectors.
|
|
if (Normal() != dest->Normal())
|
|
{
|
|
copy = true;
|
|
}
|
|
else if (opp->Normal() != -dest->Normal())
|
|
{
|
|
if (fD() < dest->fD())
|
|
{
|
|
copy = true;
|
|
}
|
|
}
|
|
else if (fD() < dest->fD() && fD() > -opp->fD())
|
|
{
|
|
copy = true;
|
|
}
|
|
|
|
if (copy)
|
|
{
|
|
*dest = *this;
|
|
}
|
|
|
|
return copy;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_AlignFlat
|
|
//
|
|
//==========================================================================
|
|
|
|
bool P_AlignFlat (int linenum, int side, int fc)
|
|
{
|
|
line_t *line = &level.lines[linenum];
|
|
sector_t *sec = side ? line->backsector : line->frontsector;
|
|
|
|
if (!sec)
|
|
return false;
|
|
|
|
DAngle angle = line->Delta().Angle();
|
|
DAngle norm = angle - 90;
|
|
double dist = -(norm.Cos() * line->v1->fX() + norm.Sin() * line->v1->fY());
|
|
|
|
if (side)
|
|
{
|
|
angle += 180.;
|
|
dist = -dist;
|
|
}
|
|
|
|
sec->SetBase(fc, dist, -angle);
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_ReplaceTextures
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_ReplaceTextures(const char *fromname, const char *toname, int flags)
|
|
{
|
|
FTextureID picnum1, picnum2;
|
|
|
|
if (fromname == nullptr)
|
|
return;
|
|
|
|
if ((flags ^ (NOT_BOTTOM | NOT_MIDDLE | NOT_TOP)) != 0)
|
|
{
|
|
picnum1 = TexMan.GetTextureID(fromname, ETextureType::Wall, FTextureManager::TEXMAN_Overridable);
|
|
picnum2 = TexMan.GetTextureID(toname, ETextureType::Wall, FTextureManager::TEXMAN_Overridable);
|
|
|
|
for (auto &side : level.sides)
|
|
{
|
|
for (int j = 0; j<3; j++)
|
|
{
|
|
static uint8_t bits[] = { NOT_TOP, NOT_MIDDLE, NOT_BOTTOM };
|
|
if (!(flags & bits[j]) && side.GetTexture(j) == picnum1)
|
|
{
|
|
side.SetTexture(j, picnum2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ((flags ^ (NOT_FLOOR | NOT_CEILING)) != 0)
|
|
{
|
|
picnum1 = TexMan.GetTextureID(fromname, ETextureType::Flat, FTextureManager::TEXMAN_Overridable);
|
|
picnum2 = TexMan.GetTextureID(toname, ETextureType::Flat, FTextureManager::TEXMAN_Overridable);
|
|
|
|
for (auto &sec : level.sectors)
|
|
{
|
|
if (!(flags & NOT_FLOOR) && sec.GetTexture(sector_t::floor) == picnum1)
|
|
sec.SetTexture(sector_t::floor, picnum2);
|
|
if (!(flags & NOT_CEILING) && sec.GetTexture(sector_t::ceiling) == picnum1)
|
|
sec.SetTexture(sector_t::ceiling, picnum2);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_BuildPolyBSP
|
|
//
|
|
//==========================================================================
|
|
static FNodeBuilder::FLevel PolyNodeLevel;
|
|
static FNodeBuilder PolyNodeBuilder(PolyNodeLevel);
|
|
|
|
void subsector_t::BuildPolyBSP()
|
|
{
|
|
assert((BSP == NULL || BSP->bDirty) && "BSP computed more than once");
|
|
|
|
// Set up level information for the node builder.
|
|
PolyNodeLevel.Sides = &level.sides[0];
|
|
PolyNodeLevel.NumSides = level.sides.Size();
|
|
PolyNodeLevel.Lines = &level.lines[0];
|
|
PolyNodeLevel.NumLines = numlines; // is this correct???
|
|
|
|
// Feed segs to the nodebuilder and build the nodes.
|
|
PolyNodeBuilder.Clear();
|
|
PolyNodeBuilder.AddSegs(firstline, numlines);
|
|
for (FPolyNode *pn = polys; pn != NULL; pn = pn->pnext)
|
|
{
|
|
PolyNodeBuilder.AddPolySegs(&pn->segs[0], (int)pn->segs.Size());
|
|
}
|
|
PolyNodeBuilder.BuildMini(false);
|
|
if (BSP == NULL)
|
|
{
|
|
BSP = new FMiniBSP;
|
|
}
|
|
PolyNodeBuilder.ExtractMini(BSP);
|
|
for (unsigned int i = 0; i < BSP->Subsectors.Size(); ++i)
|
|
{
|
|
BSP->Subsectors[i].sector = sector;
|
|
BSP->Subsectors[i].section = section;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
CUSTOM_CVAR(Int, r_fakecontrast, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
|
{
|
|
if (self < 0) self = 1;
|
|
else if (self > 2) self = 2;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int side_t::GetLightLevel (bool foggy, int baselight, bool is3dlight, int *pfakecontrast) const
|
|
{
|
|
if (!is3dlight && (Flags & WALLF_ABSLIGHTING))
|
|
{
|
|
baselight = Light;
|
|
}
|
|
|
|
if (pfakecontrast != NULL)
|
|
{
|
|
*pfakecontrast = 0;
|
|
}
|
|
|
|
if (!foggy || level.flags3 & LEVEL3_FORCEFAKECONTRAST) // Don't do relative lighting in foggy sectors
|
|
{
|
|
if (!(Flags & WALLF_NOFAKECONTRAST) && r_fakecontrast != 0)
|
|
{
|
|
DVector2 delta = linedef->Delta();
|
|
int rel;
|
|
if (((level.flags2 & LEVEL2_SMOOTHLIGHTING) || (Flags & WALLF_SMOOTHLIGHTING) || r_fakecontrast == 2) &&
|
|
delta.X != 0)
|
|
{
|
|
rel = xs_RoundToInt // OMG LEE KILLOUGH LIVES! :/
|
|
(
|
|
level.WallHorizLight
|
|
+ fabs(atan(delta.Y / delta.X) / 1.57079)
|
|
* (level.WallVertLight - level.WallHorizLight)
|
|
);
|
|
}
|
|
else
|
|
{
|
|
rel = delta.X == 0 ? level.WallVertLight :
|
|
delta.Y == 0 ? level.WallHorizLight : 0;
|
|
}
|
|
if (pfakecontrast != NULL)
|
|
{
|
|
*pfakecontrast = rel;
|
|
}
|
|
else
|
|
{
|
|
baselight += rel;
|
|
}
|
|
}
|
|
}
|
|
if (!is3dlight && !(Flags & WALLF_ABSLIGHTING) && (!foggy || (Flags & WALLF_LIGHT_FOG)))
|
|
{
|
|
baselight += this->Light;
|
|
}
|
|
return baselight;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Recalculate all heights affecting this vertex.
|
|
//
|
|
//==========================================================================
|
|
|
|
void vertex_t::RecalcVertexHeights()
|
|
{
|
|
int i, j, k;
|
|
float height;
|
|
|
|
numheights = 0;
|
|
for (i = 0; i < numsectors; i++)
|
|
{
|
|
for (j = 0; j<2; j++)
|
|
{
|
|
if (j == 0) height = (float)sectors[i]->ceilingplane.ZatPoint(this);
|
|
else height = (float)sectors[i]->floorplane.ZatPoint(this);
|
|
|
|
for (k = 0; k < numheights; k++)
|
|
{
|
|
if (height == heightlist[k]) break;
|
|
if (height < heightlist[k])
|
|
{
|
|
memmove(&heightlist[k + 1], &heightlist[k], sizeof(float) * (numheights - k));
|
|
heightlist[k] = height;
|
|
numheights++;
|
|
break;
|
|
}
|
|
}
|
|
if (k == numheights) heightlist[numheights++] = height;
|
|
}
|
|
}
|
|
if (numheights <= 2) numheights = 0; // is not in need of any special attention
|
|
dirty = false;
|
|
}
|
|
|