// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Sector utility functions. // //----------------------------------------------------------------------------- #include "p_spec.h" #include "c_cvars.h" #include "doomstat.h" #include "g_level.h" #include "nodebuild.h" #include "p_terrain.h" #include "po_man.h" #include "farchive.h" #include "r_utility.h" #include "a_sharedglobal.h" #include "p_local.h" #include "r_data/colormaps.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; int i; for (i = 0; i < linecount; i++) { line_t *ln = lines[i]; if (NULL != (tsec = getNextSector (ln, this)) && tsec != nogood && tsec->special == type) { return tsec; } } return NULL; } // // P_FindLowestFloorSurrounding() // FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS // double sector_t::FindLowestFloorSurrounding (vertex_t **v) const { int i; sector_t *other; line_t *check; double floor; double ofloor; vertex_t *spot; if (linecount == 0) return GetPlaneTexZF(sector_t::floor); spot = lines[0]->v1; floor = floorplane.ZatPoint(spot); for (i = 0; i < linecount; i++) { check = lines[i]; if (NULL != (other = getNextSector (check, this))) { ofloor = other->floorplane.ZatPoint (check->v1); if (ofloor < floor && ofloor < floorplane.ZatPoint (check->v1)) { floor = ofloor; spot = check->v1; } ofloor = other->floorplane.ZatPoint (check->v2); if (ofloor < floor && ofloor < floorplane.ZatPoint (check->v2)) { floor = ofloor; spot = check->v2; } } } if (v != NULL) *v = spot; return floor; } // // P_FindHighestFloorSurrounding() // FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS // double sector_t::FindHighestFloorSurrounding (vertex_t **v) const { int i; line_t *check; sector_t *other; double floor; double ofloor; vertex_t *spot; if (linecount == 0) return GetPlaneTexZF(sector_t::floor); spot = lines[0]->v1; floor = -FLT_MAX; for (i = 0; i < linecount; i++) { check = lines[i]; if (NULL != (other = getNextSector (check, this))) { 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 != NULL) *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 sector_t::FindNextHighestFloor (vertex_t **v) const { double height; double heightdiff; double ofloor, floor; sector_t *other; vertex_t *spot; line_t *check; int i; if (linecount == 0) return GetPlaneTexZF(sector_t::floor); spot = lines[0]->v1; height = floorplane.ZatPoint(spot); heightdiff = FLT_MAX; for (i = 0; i < linecount; i++) { check = lines[i]; if (NULL != (other = getNextSector (check, this))) { ofloor = other->floorplane.ZatPoint (check->v1); floor = floorplane.ZatPoint (check->v1); if (ofloor > floor && ofloor - floor < heightdiff && !IsLinked(other, false)) { heightdiff = ofloor - floor; height = ofloor; spot = check->v1; } ofloor = other->floorplane.ZatPoint (check->v2); floor = floorplane.ZatPoint (check->v2); if (ofloor > floor && ofloor - floor < heightdiff && !IsLinked(other, false)) { heightdiff = ofloor - floor; height = ofloor; spot = check->v2; } } } if (v != NULL) *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 sector_t::FindNextLowestFloor (vertex_t **v) const { double height; double heightdiff; double ofloor, floor; sector_t *other; vertex_t *spot; line_t *check; int i; if (linecount == 0) return GetPlaneTexZF(sector_t::floor); spot = lines[0]->v1; height = floorplane.ZatPoint (spot); heightdiff = FLT_MAX; for (i = 0; i < linecount; i++) { check = lines[i]; if (NULL != (other = getNextSector (check, this))) { ofloor = other->floorplane.ZatPoint (check->v1); floor = floorplane.ZatPoint (check->v1); if (ofloor < floor && floor - ofloor < heightdiff && !IsLinked(other, false)) { heightdiff = floor - ofloor; height = ofloor; spot = check->v1; } ofloor = other->floorplane.ZatPoint (check->v2); floor = floorplane.ZatPoint(check->v2); if (ofloor < floor && floor - ofloor < heightdiff && !IsLinked(other, false)) { heightdiff = floor - ofloor; height = ofloor; spot = check->v2; } } } if (v != NULL) *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 sector_t::FindNextLowestCeiling (vertex_t **v) const { double height; double heightdiff; double oceil, ceil; sector_t *other; vertex_t *spot; line_t *check; int i; if (linecount == 0) return GetPlaneTexZF(sector_t::ceiling); spot = lines[0]->v1; height = ceilingplane.ZatPoint(spot); heightdiff = FLT_MAX; for (i = 0; i < linecount; i++) { check = lines[i]; if (NULL != (other = getNextSector (check, this))) { oceil = other->ceilingplane.ZatPoint(check->v1); ceil = ceilingplane.ZatPoint(check->v1); if (oceil < ceil && ceil - oceil < heightdiff && !IsLinked(other, true)) { heightdiff = ceil - oceil; height = oceil; spot = check->v1; } oceil = other->ceilingplane.ZatPoint(check->v2); ceil = ceilingplane.ZatPoint(check->v2); if (oceil < ceil && ceil - oceil < heightdiff && !IsLinked(other, true)) { heightdiff = ceil - oceil; height = oceil; spot = check->v2; } } } if (v != NULL) *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 sector_t::FindNextHighestCeiling (vertex_t **v) const { double height; double heightdiff; double oceil, ceil; sector_t *other; vertex_t *spot; line_t *check; int i; if (linecount == 0) return GetPlaneTexZF(sector_t::ceiling); spot = lines[0]->v1; height = ceilingplane.ZatPoint(spot); heightdiff = FLT_MAX; for (i = 0; i < linecount; i++) { check = lines[i]; if (NULL != (other = getNextSector (check, this))) { oceil = other->ceilingplane.ZatPoint(check->v1); ceil = ceilingplane.ZatPoint(check->v1); if (oceil > ceil && oceil - ceil < heightdiff && !IsLinked(other, true)) { heightdiff = oceil - ceil; height = oceil; spot = check->v1; } oceil = other->ceilingplane.ZatPoint(check->v2); ceil = ceilingplane.ZatPoint(check->v2); if (oceil > ceil && oceil - ceil < heightdiff && !IsLinked(other, true)) { heightdiff = oceil - ceil; height = oceil; spot = check->v2; } } } if (v != NULL) *v = spot; return height; } // // FIND LOWEST CEILING IN THE SURROUNDING SECTORS // double sector_t::FindLowestCeilingSurrounding (vertex_t **v) const { double height; double oceil; sector_t *other; vertex_t *spot; line_t *check; int i; if (linecount == 0) return GetPlaneTexZF(sector_t::ceiling); spot = lines[0]->v1; height = FLT_MAX; for (i = 0; i < linecount; i++) { check = lines[i]; if (NULL != (other = getNextSector (check, this))) { 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 != NULL) *v = spot; return height; } // // FIND HIGHEST CEILING IN THE SURROUNDING SECTORS // double sector_t::FindHighestCeilingSurrounding (vertex_t **v) const { double height; double oceil; sector_t *other; vertex_t *spot; line_t *check; int i; if (linecount == 0) return GetPlaneTexZF(sector_t::ceiling); spot = lines[0]->v1; height = -FLT_MAX; for (i = 0; i < linecount; i++) { check = lines[i]; if (NULL != (other = getNextSector (check, this))) { 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 != NULL) *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[texnum]; if (tex != NULL) { double h = tex->GetScaledHeight(); if (h < minsize) { minsize = h; } } } } double sector_t::FindShortestTextureAround () const { double minsize = FLT_MAX; for (int i = 0; i < linecount; i++) { if (lines[i]->flags & ML_TWOSIDED) { CheckShortestTex (lines[i]->sidedef[0]->GetTexture(side_t::bottom), minsize); CheckShortestTex (lines[i]->sidedef[1]->GetTexture(side_t::bottom), minsize); } } return minsize < FLT_MAX ? minsize : TexMan[0]->GetHeight(); } // // 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 sector_t::FindShortestUpperAround () const { double minsize = FLT_MAX; for (int i = 0; i < linecount; i++) { if (lines[i]->flags & ML_TWOSIDED) { CheckShortestTex (lines[i]->sidedef[0]->GetTexture(side_t::top), minsize); CheckShortestTex (lines[i]->sidedef[1]->GetTexture(side_t::top), minsize); } } return minsize < FLT_MAX ? minsize : TexMan[0]->GetHeight(); } // // 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 *sector_t::FindModelFloorSector (double floordestheight) const { int i; sector_t *sec; //jff 5/23/98 don't disturb sec->linecount while searching // but allow early exit in old demos for (i = 0; i < linecount; i++) { sec = getNextSector (lines[i], this); if (sec != NULL && (sec->floorplane.ZatPoint(lines[i]->v1) == floordestheight || sec->floorplane.ZatPoint(lines[i]->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 *sector_t::FindModelCeilingSector (double floordestheight) const { int i; sector_t *sec; //jff 5/23/98 don't disturb sec->linecount while searching // but allow early exit in old demos for (i = 0; i < linecount; i++) { sec = getNextSector (lines[i], this); if (sec != NULL && (sec->ceilingplane.ZatPoint(lines[i]->v1) == floordestheight || sec->ceilingplane.ZatPoint(lines[i]->v2) == floordestheight)) { return sec; } } return NULL; } // // Find minimum light from an adjacent sector // int sector_t::FindMinSurroundingLight (int min) const { int i; line_t* line; sector_t* check; for (i = 0; i < linecount; i++) { line = lines[i]; if (NULL != (check = getNextSector (line, this)) && check->lightlevel < min) { min = check->lightlevel; } } return min; } // // Find the highest point on the floor of the sector // double sector_t::FindHighestFloorPoint (vertex_t **v) const { int i; line_t *line; double height = -FLT_MAX; double probeheight; vertex_t *spot = NULL; if (!floorplane.isSlope()) { if (v != NULL) { if (linecount == 0) *v = &vertexes[0]; else *v = lines[0]->v1; } return -floorplane.fD(); } for (i = 0; i < linecount; i++) { line = lines[i]; probeheight = floorplane.ZatPoint(line->v1); if (probeheight > height) { height = probeheight; spot = line->v1; } probeheight = floorplane.ZatPoint(line->v2); if (probeheight > height) { height = probeheight; spot = line->v2; } } if (v != NULL) *v = spot; return height; } // // Find the lowest point on the ceiling of the sector // double sector_t::FindLowestCeilingPoint (vertex_t **v) const { int i; line_t *line; double height = FLT_MAX; double probeheight; vertex_t *spot = NULL; if (!ceilingplane.isSlope()) { if (v != NULL) { if (linecount == 0) *v = &vertexes[0]; else *v = lines[0]->v1; } return ceilingplane.fD(); } for (i = 0; i < linecount; i++) { line = lines[i]; probeheight = ceilingplane.ZatPoint(line->v1); if (probeheight < height) { height = probeheight; spot = line->v1; } probeheight = ceilingplane.ZatPoint(line->v2); if (probeheight < height) { height = probeheight; spot = line->v2; } } if (v != NULL) *v = spot; return height; } void sector_t::SetColor(int r, int g, int b, int desat) { PalEntry color = PalEntry (r,g,b); ColorMap = GetSpecialLights (color, ColorMap->Fade, desat); P_RecalculateAttachedLights(this); } void sector_t::SetFade(int r, int g, int b) { PalEntry fade = PalEntry (r,g,b); ColorMap = GetSpecialLights (ColorMap->Color, fade, ColorMap->Desaturate); P_RecalculateAttachedLights(this); } //=========================================================================== // // 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 { int i; double x = in.X, y = in.Y; double bestdist = HUGE_VAL; double bestx = 0, besty = 0; for (i = 0; i < linecount; ++i) { vertex_t *v1 = lines[i]->v1; vertex_t *v2 = lines[i]->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 }; } bool sector_t::PlaneMoving(int pos) { if (pos == floor) return (floordata != NULL || (planes[floor].Flags & PLANEF_BLOCKED)); else return (ceilingdata != NULL || (planes[ceiling].Flags & PLANEF_BLOCKED)); } int sector_t::GetFloorLight () const { if (GetFlags(sector_t::floor) & PLANEF_ABSLIGHTING) { return GetPlaneLight(floor); } else { return ClampLight(lightlevel + GetPlaneLight(floor)); } } int sector_t::GetCeilingLight () const { if (GetFlags(ceiling) & PLANEF_ABSLIGHTING) { return GetPlaneLight(ceiling); } else { return ClampLight(lightlevel + GetPlaneLight(ceiling)); } } ASkyViewpoint *sector_t::GetSkyBox(int which) { if (SkyBoxes[which] != NULL) return barrier_cast(SkyBoxes[which]); if (MoreFlags & (SECF_NOFLOORSKYBOX << which)) return NULL; return level.DefaultSkybox; } sector_t *sector_t::GetHeightSec() const { if (heightsec == NULL) { return NULL; } if (heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) { return NULL; } if (e && e->XFloor.ffloors.Size()) { // If any of these fake floors render their planes, ignore heightsec. for (unsigned i = e->XFloor.ffloors.Size(); i-- > 0; ) { if ((e->XFloor.ffloors[i]->flags & (FF_EXISTS | FF_RENDERPLANES)) == (FF_EXISTS | FF_RENDERPLANES)) { return NULL; } } } return heightsec; } void sector_t::GetSpecial(secspecial_t *spec) { spec->special = special; spec->damageamount = damageamount; spec->damagetype = damagetype; spec->damageinterval = damageinterval; spec->leakydamage = leakydamage; spec->Flags = Flags & SECF_SPECIALFLAGS; } void sector_t::SetSpecial(const secspecial_t *spec) { special = spec->special; damageamount = spec->damageamount; damagetype = spec->damagetype; damageinterval = spec->damageinterval; leakydamage = spec->leakydamage; Flags = (Flags & ~SECF_SPECIALFLAGS) | (spec->Flags & SECF_SPECIALFLAGS); } void sector_t::TransferSpecial(sector_t *model) { special = model->special; damageamount = model->damageamount; damagetype = model->damagetype; damageinterval = model->damageinterval; leakydamage = model->leakydamage; Flags = (Flags&~SECF_SPECIALFLAGS) | (model->Flags & SECF_SPECIALFLAGS); } int sector_t::GetTerrain(int pos) const { return terrainnum[pos] >= 0 ? terrainnum[pos] : TerrainTypes[GetTexture(pos)]; } void sector_t::CheckPortalPlane(int plane) { AActor *portal = SkyBoxes[plane]; if (!portal || portal->special1 != SKYBOX_LINKEDPORTAL) return; double planeh = GetPlaneTexZF(plane); int obstructed = PLANEF_OBSTRUCTED * (plane == sector_t::floor ? planeh > portal->specialf1 : planeh < portal->specialf1); planes[plane].Flags = (planes[plane].Flags & ~PLANEF_OBSTRUCTED) | obstructed; } //=========================================================================== // // Finds the highest ceiling at the given position, all portals considered // //=========================================================================== double sector_t::HighestCeilingAt(const DVector2 &p, sector_t **resultsec) { sector_t *check = this; double planeheight = -FLT_MAX; DVector2 pos = p; // Continue until we find a blocking portal or a portal below where we actually are. while (!check->PortalBlocksMovement(ceiling) && planeheight < check->SkyBoxes[ceiling]->specialf1) { pos += check->CeilingDisplacement(); planeheight = check->SkyBoxes[ceiling]->specialf1; 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 sector_t::LowestFloorAt(const DVector2 &p, sector_t **resultsec) { sector_t *check = this; double planeheight = FLT_MAX; DVector2 pos = p; // Continue until we find a blocking portal or a portal above where we actually are. while (!check->PortalBlocksMovement(floor) && planeheight > check->SkyBoxes[floor]->specialf1) { pos += check->FloorDisplacement(); planeheight = check->SkyBoxes[floor]->specialf1; check = P_PointInSector(pos); } if (resultsec) *resultsec = check; return check->floorplane.ZatPoint(pos); } double sector_t::NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags, sector_t **resultsec, F3DFloor **resultffloor) { sector_t *sec = this; 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(ceiling) || planeheight >= sec->SkyBoxes[ceiling]->specialf1) { // Use sector's floor if (resultffloor) *resultffloor = NULL; if (resultsec) *resultsec = sec; return realceil; } else { DVector2 pos = sec->CeilingDisplacement(); x += pos.X; y += pos.Y; planeheight = sec->SkyBoxes[ceiling]->specialf1; sec = P_PointInSector(x, y); } } } double sector_t::NextLowestFloorAt(double x, double y, double z, int flags, double steph, sector_t **resultsec, F3DFloor **resultffloor) { sector_t *sec = this; 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->SkyBoxes[floor]->specialf1) { // Use sector's floor if (resultffloor) *resultffloor = NULL; if (resultsec) *resultsec = sec; return realfloor; } else { DVector2 pos = sec->FloorDisplacement(); x += pos.X; y += pos.Y; planeheight = sec->SkyBoxes[floor]->specialf1; sec = P_PointInSector(x, y); } } } //=========================================================================== // // // //=========================================================================== double sector_t::GetFriction(int plane, double *pMoveFac) const { if (Flags & SECF_FRICTION) { if (pMoveFac) *pMoveFac = movefactor; return friction; } FTerrainDef *terrain = &Terrains[GetTerrain(plane)]; if (terrain->Friction != 0) { if (pMoveFac) *pMoveFac = terrain->MoveFactor; return terrain->Friction; } else { if (pMoveFac) *pMoveFac = ORIG_FRICTION_FACTOR; return ORIG_FRICTION; } } //=========================================================================== // // // //=========================================================================== FArchive &operator<< (FArchive &arc, secspecial_t &p) { arc << p.special << p.damageamount << p.damagetype << p.damageinterval << p.leakydamage << p.Flags; 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; } FArchive &operator<< (FArchive &arc, secplane_t &plane) { arc << plane.normal << plane.D; if (plane.normal.Z != 0) { // plane.c should always be non-0. Otherwise, the plane // would be perfectly vertical. (But then, don't let this crash on a broken savegame...) plane.negiC = -1 / plane.normal.Z; } return arc; } //========================================================================== // // P_AlignFlat // //========================================================================== bool P_AlignFlat (int linenum, int side, int fc) { line_t *line = lines + linenum; sector_t *sec = side ? line->backsector : line->frontsector; if (!sec) return false; DVector2 pos = line->v1->fPos(); DVector2 pos2 = line->v2->fPos(); DAngle angle = (pos2 - pos).Angle(); DAngle norm = angle - 90; double dist = norm.Cos() * pos.X + norm.Sin() * pos.Y; if (side) { angle += 180.; dist = -dist; } sec->SetBase(fc, dist, -angle); return true; } //========================================================================== // // 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 = sides; PolyNodeLevel.NumSides = numsides; PolyNodeLevel.Lines = lines; PolyNodeLevel.NumLines = numlines; // 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; } } //========================================================================== // // // //========================================================================== 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; }