//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman // Copyright 1999-2016 Randy Heit // Copyright 2002-2018 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // // DESCRIPTION: // Sector utility functions. // //----------------------------------------------------------------------------- /* For code that originates from ZDoom the following applies: ** **--------------------------------------------------------------------------- ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "p_spec.h" #include "p_lnspec.h" #include "c_cvars.h" #include "doomstat.h" #include "g_level.h" #include "nodebuild.h" #include "p_terrain.h" #include "po_man.h" #include "serializer.h" #include "r_utility.h" #include "a_sharedglobal.h" #include "p_local.h" #include "r_sky.h" #include "g_levellocals.h" #include "vm.h" // [RH] // P_NextSpecialSector() // // Returns the next special sector attached to this sector // with a certain special. sector_t *sector_t::NextSpecialSector (int type, sector_t *nogood) const { sector_t *tsec; for (auto ln : Lines) { if (NULL != (tsec = getNextSector (ln, this)) && tsec != nogood && tsec->special == type) { return tsec; } } return NULL; } DEFINE_ACTION_FUNCTION(_Sector, NextSpecialSector) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(type); PARAM_POINTER(nogood, sector_t); ACTION_RETURN_POINTER(self->NextSpecialSector(type, nogood)); } // // P_FindLowestFloorSurrounding() // FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS // double FindLowestFloorSurrounding (const sector_t *sector, vertex_t **v) { sector_t *other; double floor; double ofloor; vertex_t *spot; if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::floor); spot = sector->Lines[0]->v1; floor = sector->floorplane.ZatPoint(spot); for (auto check : sector->Lines) { if (NULL != (other = getNextSector (check, sector))) { ofloor = other->floorplane.ZatPoint (check->v1); if (ofloor < floor && ofloor < sector->floorplane.ZatPoint (check->v1)) { floor = ofloor; spot = check->v1; } ofloor = other->floorplane.ZatPoint (check->v2); if (ofloor < floor && ofloor < sector->floorplane.ZatPoint (check->v2)) { floor = ofloor; spot = check->v2; } } } if (v != nullptr) *v = spot; return floor; } // // P_FindHighestFloorSurrounding() // FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS // double FindHighestFloorSurrounding (const sector_t *sector, vertex_t **v) { sector_t *other; double floor; double ofloor; vertex_t *spot; if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::floor); spot = sector->Lines[0]->v1; floor = -FLT_MAX; for (auto check : sector->Lines) { if (NULL != (other = getNextSector (check, sector))) { ofloor = other->floorplane.ZatPoint (check->v1); if (ofloor > floor) { floor = ofloor; spot = check->v1; } ofloor = other->floorplane.ZatPoint (check->v2); if (ofloor > floor) { floor = ofloor; spot = check->v2; } } } if (v != nullptr) *v = spot; return floor; } // // P_FindNextHighestFloor() // // Passed a sector and a floor height, returns the fixed point value // of the smallest floor height in a surrounding sector larger than // the floor height passed. If no such height exists the floorheight // passed is returned. // // Rewritten by Lee Killough to avoid fixed array and to be faster // double FindNextHighestFloor (const sector_t *sector, vertex_t **v) { double height; double heightdiff; double ofloor, floor; sector_t *other; vertex_t *spot; if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::floor); spot = sector->Lines[0]->v1; height = sector->floorplane.ZatPoint(spot); heightdiff = FLT_MAX; for (auto check : sector->Lines) { if (NULL != (other = getNextSector (check, sector))) { ofloor = other->floorplane.ZatPoint (check->v1); floor = sector->floorplane.ZatPoint (check->v1); if (ofloor > floor && ofloor - floor < heightdiff && !sector->IsLinked(other, false)) { heightdiff = ofloor - floor; height = ofloor; spot = check->v1; } ofloor = other->floorplane.ZatPoint (check->v2); floor = sector->floorplane.ZatPoint (check->v2); if (ofloor > floor && ofloor - floor < heightdiff && !sector->IsLinked(other, false)) { heightdiff = ofloor - floor; height = ofloor; spot = check->v2; } } } if (v != nullptr) *v = spot; return height; } // // P_FindNextLowestFloor() // // Passed a sector and a floor height, returns the fixed point value // of the largest floor height in a surrounding sector smaller than // the floor height passed. If no such height exists the floorheight // passed is returned. // // jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this // double FindNextLowestFloor (const sector_t *sector, vertex_t **v) { double height; double heightdiff; double ofloor, floor; sector_t *other; vertex_t *spot; if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::floor); spot = sector->Lines[0]->v1; height = sector->floorplane.ZatPoint (spot); heightdiff = FLT_MAX; for (auto check : sector->Lines) { if (NULL != (other = getNextSector (check, sector))) { ofloor = other->floorplane.ZatPoint (check->v1); floor = sector->floorplane.ZatPoint (check->v1); if (ofloor < floor && floor - ofloor < heightdiff && !sector->IsLinked(other, false)) { heightdiff = floor - ofloor; height = ofloor; spot = check->v1; } ofloor = other->floorplane.ZatPoint (check->v2); floor = sector->floorplane.ZatPoint(check->v2); if (ofloor < floor && floor - ofloor < heightdiff && !sector->IsLinked(other, false)) { heightdiff = floor - ofloor; height = ofloor; spot = check->v2; } } } if (v != nullptr) *v = spot; return height; } // // P_FindNextLowestCeiling() // // Passed a sector and a ceiling height, returns the fixed point value // of the largest ceiling height in a surrounding sector smaller than // the ceiling height passed. If no such height exists the ceiling height // passed is returned. // // jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this // double FindNextLowestCeiling (const sector_t *sector, vertex_t **v) { double height; double heightdiff; double oceil, ceil; sector_t *other; vertex_t *spot; if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::floor); spot = sector->Lines[0]->v1; height = sector->ceilingplane.ZatPoint(spot); heightdiff = FLT_MAX; for (auto check : sector->Lines) { if (NULL != (other = getNextSector (check, sector))) { oceil = other->ceilingplane.ZatPoint(check->v1); ceil = sector->ceilingplane.ZatPoint(check->v1); if (oceil < ceil && ceil - oceil < heightdiff && !sector->IsLinked(other, true)) { heightdiff = ceil - oceil; height = oceil; spot = check->v1; } oceil = other->ceilingplane.ZatPoint(check->v2); ceil = sector->ceilingplane.ZatPoint(check->v2); if (oceil < ceil && ceil - oceil < heightdiff && !sector->IsLinked(other, true)) { heightdiff = ceil - oceil; height = oceil; spot = check->v2; } } } if (v != nullptr) *v = spot; return height; } // // P_FindNextHighestCeiling() // // Passed a sector and a ceiling height, returns the fixed point value // of the smallest ceiling height in a surrounding sector larger than // the ceiling height passed. If no such height exists the ceiling height // passed is returned. // // jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this // double FindNextHighestCeiling (const sector_t *sector, vertex_t **v) { double height; double heightdiff; double oceil, ceil; sector_t *other; vertex_t *spot; if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::ceiling); spot = sector->Lines[0]->v1; height = sector->ceilingplane.ZatPoint(spot); heightdiff = FLT_MAX; for (auto check : sector->Lines) { if (NULL != (other = getNextSector (check, sector))) { oceil = other->ceilingplane.ZatPoint(check->v1); ceil = sector->ceilingplane.ZatPoint(check->v1); if (oceil > ceil && oceil - ceil < heightdiff && !sector->IsLinked(other, true)) { heightdiff = oceil - ceil; height = oceil; spot = check->v1; } oceil = other->ceilingplane.ZatPoint(check->v2); ceil = sector->ceilingplane.ZatPoint(check->v2); if (oceil > ceil && oceil - ceil < heightdiff && !sector->IsLinked(other, true)) { heightdiff = oceil - ceil; height = oceil; spot = check->v2; } } } if (v != nullptr) *v = spot; return height; } // // FIND LOWEST CEILING IN THE SURROUNDING SECTORS // double FindLowestCeilingSurrounding (const sector_t *sector, vertex_t **v) { double height; double oceil; sector_t *other; vertex_t *spot; if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::ceiling); spot = sector->Lines[0]->v1; height = FLT_MAX; for (auto check : sector->Lines) { if (NULL != (other = getNextSector (check, sector))) { oceil = other->ceilingplane.ZatPoint(check->v1); if (oceil < height) { height = oceil; spot = check->v1; } oceil = other->ceilingplane.ZatPoint(check->v2); if (oceil < height) { height = oceil; spot = check->v2; } } } if (v != nullptr) *v = spot; return height; } // // FIND HIGHEST CEILING IN THE SURROUNDING SECTORS // double FindHighestCeilingSurrounding (const sector_t *sector, vertex_t **v) { double height; double oceil; sector_t *other; vertex_t *spot; if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::ceiling); spot = sector->Lines[0]->v1; height = -FLT_MAX; for (auto check : sector->Lines) { if (NULL != (other = getNextSector (check, sector))) { oceil = other->ceilingplane.ZatPoint(check->v1); if (oceil > height) { height = oceil; spot = check->v1; } oceil = other->ceilingplane.ZatPoint(check->v2); if (oceil > height) { height = oceil; spot = check->v2; } } } if (v != nullptr) *v = spot; return height; } // // P_FindShortestTextureAround() // // Passed a sector number, returns the shortest lower texture on a // linedef bounding the sector. // // jff 02/03/98 Add routine to find shortest lower texture // static inline void CheckShortestTex (FTextureID texnum, double &minsize) { if (texnum.isValid() || (texnum.isNull() && (i_compatflags & COMPATF_SHORTTEX))) { FTexture *tex = TexMan.GetTexture(texnum); if (tex != NULL) { double h = tex->GetDisplayHeight(); if (h < minsize) { minsize = h; } } } } double FindShortestTextureAround (sector_t *sec) { double minsize = FLT_MAX; for (auto check : sec->Lines) { if (check->flags & ML_TWOSIDED) { CheckShortestTex (check->sidedef[0]->GetTexture(side_t::bottom), minsize); CheckShortestTex (check->sidedef[1]->GetTexture(side_t::bottom), minsize); } } return minsize < FLT_MAX ? minsize : TexMan.ByIndex(0)->GetDisplayHeight(); } // // P_FindShortestUpperAround() // // Passed a sector number, returns the shortest upper texture on a // linedef bounding the sector. // // Note: If no upper texture exists MAXINT is returned. // // jff 03/20/98 Add routine to find shortest upper texture // double FindShortestUpperAround (sector_t *sec) { double minsize = FLT_MAX; for (auto check : sec->Lines) { if (check->flags & ML_TWOSIDED) { CheckShortestTex (check->sidedef[0]->GetTexture(side_t::top), minsize); CheckShortestTex (check->sidedef[1]->GetTexture(side_t::top), minsize); } } return minsize < FLT_MAX ? minsize : TexMan.ByIndex(0)->GetDisplayHeight(); } // // P_FindModelFloorSector() // // 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; }