// 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 "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 "r_data/colormaps.h" #include "g_levellocals.h" #include "virtual.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 sector_t::FindLowestFloorSurrounding (vertex_t **v) const { sector_t *other; double floor; double ofloor; vertex_t *spot; if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::floor); spot = Lines[0]->v1; floor = floorplane.ZatPoint(spot); for (auto check : Lines) { 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; } DEFINE_ACTION_FUNCTION(_Sector, FindLowestFloorSurrounding) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); vertex_t *v; double h = self->FindLowestFloorSurrounding(&v); if (numret > 0) ret[0].SetFloat(h); if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC); return numret; } // // P_FindHighestFloorSurrounding() // FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS // double sector_t::FindHighestFloorSurrounding (vertex_t **v) const { sector_t *other; double floor; double ofloor; vertex_t *spot; if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::floor); spot = Lines[0]->v1; floor = -FLT_MAX; for (auto check : Lines) { 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; } DEFINE_ACTION_FUNCTION(_Sector, FindHighestFloorSurrounding) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); vertex_t *v; double h = self->FindHighestFloorSurrounding(&v); if (numret > 0) ret[0].SetFloat(h); if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC); return numret; } // // 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; if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::floor); spot = Lines[0]->v1; height = floorplane.ZatPoint(spot); heightdiff = FLT_MAX; for (auto check : Lines) { 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; } DEFINE_ACTION_FUNCTION(_Sector, FindNextHighestFloor) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); vertex_t *v; double h = self->FindNextHighestFloor(&v); if (numret > 0) ret[0].SetFloat(h); if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC); return numret; } // // 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; if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::floor); spot = Lines[0]->v1; height = floorplane.ZatPoint (spot); heightdiff = FLT_MAX; for (auto check : Lines) { 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; } DEFINE_ACTION_FUNCTION(_Sector, FindNextLowestFloor) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); vertex_t *v; double h = self->FindNextLowestFloor(&v); if (numret > 0) ret[0].SetFloat(h); if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC); return numret; } // // 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; if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::floor); spot = Lines[0]->v1; height = ceilingplane.ZatPoint(spot); heightdiff = FLT_MAX; for (auto check : Lines) { 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; } DEFINE_ACTION_FUNCTION(_Sector, FindNextLowestCeiling) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); vertex_t *v; double h = self->FindNextLowestCeiling(&v); if (numret > 0) ret[0].SetFloat(h); if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC); return numret; } // // 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; if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::ceiling); spot = Lines[0]->v1; height = ceilingplane.ZatPoint(spot); heightdiff = FLT_MAX; for (auto check : Lines) { 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; } DEFINE_ACTION_FUNCTION(_Sector, FindNextHighestCeiling) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); vertex_t *v; double h = self->FindNextHighestCeiling(&v); if (numret > 0) ret[0].SetFloat(h); if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC); return numret; } // // 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; if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::ceiling); spot = Lines[0]->v1; height = FLT_MAX; for (auto check : Lines) { 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; } DEFINE_ACTION_FUNCTION(_Sector, FindLowestCeilingSurrounding) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); vertex_t *v; double h = self->FindLowestCeilingSurrounding(&v); if (numret > 0) ret[0].SetFloat(h); if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC); return numret; } // // 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; if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::ceiling); spot = Lines[0]->v1; height = -FLT_MAX; for (auto check : Lines) { 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; } DEFINE_ACTION_FUNCTION(_Sector, FindHighestCeilingSurrounding) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); vertex_t *v; double h = self->FindHighestCeilingSurrounding(&v); if (numret > 0) ret[0].SetFloat(h); if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC); return numret; } // // 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 (auto check : 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[0]->GetHeight(); } DEFINE_ACTION_FUNCTION(_Sector, FindShortestTextureAround) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); double h = self->FindShortestTextureAround(); ACTION_RETURN_FLOAT(h); } // // 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 (auto check : 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[0]->GetHeight(); } DEFINE_ACTION_FUNCTION(_Sector, FindShortestUpperAround) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); double h = self->FindShortestUpperAround(); ACTION_RETURN_FLOAT(h); } // // 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 { sector_t *sec; for (auto check : Lines) { sec = getNextSector (check, this); if (sec != NULL && (sec->floorplane.ZatPoint(check->v1) == floordestheight || sec->floorplane.ZatPoint(check->v2) == floordestheight)) { return sec; } } return NULL; } DEFINE_ACTION_FUNCTION(_Sector, FindModelFloorSector) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_FLOAT(fdh); auto h = self->FindModelFloorSector(fdh); ACTION_RETURN_POINTER(h); } // // 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 { sector_t *sec; for (auto check : Lines) { sec = getNextSector (check, this); if (sec != NULL && (sec->ceilingplane.ZatPoint(check->v1) == floordestheight || sec->ceilingplane.ZatPoint(check->v2) == floordestheight)) { return sec; } } return NULL; } DEFINE_ACTION_FUNCTION(_Sector, FindModelCeilingSector) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_FLOAT(fdh); auto h = self->FindModelCeilingSector(fdh); ACTION_RETURN_POINTER(h); } // // Find minimum light from an adjacent sector // int sector_t::FindMinSurroundingLight (int min) const { sector_t* check; for (auto line : Lines) { if (NULL != (check = getNextSector (line, this)) && check->lightlevel < min) { min = check->lightlevel; } } return min; } DEFINE_ACTION_FUNCTION(_Sector, FindMinSurroundingLight) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(min); auto h = self->FindMinSurroundingLight(min); ACTION_RETURN_INT(h); } // // Find the highest point on the floor of the sector // double sector_t::FindHighestFloorPoint (vertex_t **v) const { double height = -FLT_MAX; double probeheight; vertex_t *spot = NULL; if (!floorplane.isSlope()) { if (v != NULL) { if (Lines.Size() == 0) *v = &level.vertexes[0]; else *v = Lines[0]->v1; } return -floorplane.fD(); } for (auto line : Lines) { 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; } DEFINE_ACTION_FUNCTION(_Sector, FindHighestFloorPoint) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); vertex_t *v; double h = self->FindHighestFloorPoint(&v); if (numret > 0) ret[0].SetFloat(h); if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC); return numret; } // // Find the lowest point on the ceiling of the sector // double sector_t::FindLowestCeilingPoint (vertex_t **v) const { double height = FLT_MAX; double probeheight; vertex_t *spot = NULL; if (!ceilingplane.isSlope()) { if (v != NULL) { if (Lines.Size() == 0) *v = &level.vertexes[0]; else *v = Lines[0]->v1; } return ceilingplane.fD(); } for (auto line : Lines) { 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; } DEFINE_ACTION_FUNCTION(_Sector, FindLowestCeilingPoint) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); vertex_t *v; double h = self->FindLowestCeilingPoint(&v); if (numret > 0) ret[0].SetFloat(h); if (numret > 1) ret[1].SetPointer(v, ATAG_GENERIC); return numret; } //===================================================================================== // // //===================================================================================== 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); } DEFINE_ACTION_FUNCTION(_Sector, SetColor) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_COLOR(color); PARAM_INT(desat); self->ColorMap = GetSpecialLights(color, self->ColorMap->Fade, desat); P_RecalculateAttachedLights(self); return 0; } //===================================================================================== // // //===================================================================================== 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); } DEFINE_ACTION_FUNCTION(_Sector, SetFade) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_COLOR(fade); self->ColorMap = GetSpecialLights(self->ColorMap->Color, fade, self->ColorMap->Desaturate); P_RecalculateAttachedLights(self); return 0; } //=========================================================================== // // 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 }; } //===================================================================================== // // //===================================================================================== 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)); } DEFINE_ACTION_FUNCTION(_Sector, PlaneMoving) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_BOOL(self->PlaneMoving(pos)); } //===================================================================================== // // //===================================================================================== int sector_t::GetFloorLight () const { if (GetFlags(sector_t::floor) & PLANEF_ABSLIGHTING) { return GetPlaneLight(floor); } else { return ClampLight(lightlevel + GetPlaneLight(floor)); } } DEFINE_ACTION_FUNCTION(_Sector, GetFloorLight) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); ACTION_RETURN_INT(self->GetFloorLight()); } //===================================================================================== // // //===================================================================================== int sector_t::GetCeilingLight () const { if (GetFlags(ceiling) & PLANEF_ABSLIGHTING) { return GetPlaneLight(ceiling); } else { return ClampLight(lightlevel + GetPlaneLight(ceiling)); } } DEFINE_ACTION_FUNCTION(_Sector, GetCeilingLight) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); ACTION_RETURN_INT(self->GetCeilingLight()); } //===================================================================================== // // //===================================================================================== 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; } //===================================================================================== // // //===================================================================================== 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; } DEFINE_ACTION_FUNCTION(_Sector, GetHeightSec) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); ACTION_RETURN_POINTER(self->GetHeightSec()); } //===================================================================================== // // //===================================================================================== 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; } DEFINE_ACTION_FUNCTION(_Sector, GetSpecial) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_POINTER(spec, secspecial_t); self->GetSpecial(spec); return 0; } //===================================================================================== // // //===================================================================================== 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); } DEFINE_ACTION_FUNCTION(_Sector, SetSpecial) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_POINTER(spec, secspecial_t); self->SetSpecial(spec); return 0; } //===================================================================================== // // //===================================================================================== 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); } DEFINE_ACTION_FUNCTION(_Sector, TransferSpecial) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_POINTER(spec, sector_t); self->TransferSpecial(spec); return 0; } //===================================================================================== // // //===================================================================================== int sector_t::GetTerrain(int pos) const { return terrainnum[pos] >= 0 ? terrainnum[pos] : TerrainTypes[GetTexture(pos)]; } DEFINE_ACTION_FUNCTION(_Sector, GetTerrain) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_INT(self->GetTerrain(pos)); } //===================================================================================== // // //===================================================================================== void sector_t::CheckPortalPlane(int plane) { if (GetPortalType(plane) == PORTS_LINKEDPORTAL) { double portalh = GetPortalPlaneZ(plane); double planeh = GetPlaneTexZ(plane); int obstructed = PLANEF_OBSTRUCTED * (plane == sector_t::floor ? planeh > portalh : planeh < portalh); planes[plane].Flags = (planes[plane].Flags & ~PLANEF_OBSTRUCTED) | obstructed; } } DEFINE_ACTION_FUNCTION(_Sector, CheckPortalPlane) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(plane); self->CheckPortalPlane(plane); return 0; } //=========================================================================== // // 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->GetPortalPlaneZ(ceiling)) { pos += check->GetPortalDisplacement(ceiling); planeheight = check->GetPortalPlaneZ(ceiling); check = P_PointInSector(pos); } if (resultsec) *resultsec = check; return check->ceilingplane.ZatPoint(pos); } DEFINE_ACTION_FUNCTION(_Sector, HighestCeilingAt) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_FLOAT(x); PARAM_FLOAT(y); sector_t *s; double h = self->HighestCeilingAt(DVector2(x, y), &s); if (numret > 0) ret[0].SetFloat(h); if (numret > 1) ret[1].SetPointer(s, ATAG_GENERIC); return numret; } //=========================================================================== // // 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->GetPortalPlaneZ(floor)) { pos += check->GetPortalDisplacement(floor); planeheight = check->GetPortalPlaneZ(ceiling); check = P_PointInSector(pos); } if (resultsec) *resultsec = check; return check->floorplane.ZatPoint(pos); } DEFINE_ACTION_FUNCTION(_Sector, LowestFloorAt) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_FLOAT(x); PARAM_FLOAT(y); sector_t *s; double h = self->LowestFloorAt(DVector2(x, y), &s); if (numret > 0) ret[0].SetFloat(h); if (numret > 1) ret[1].SetPointer(s, ATAG_GENERIC); return numret; } //===================================================================================== // // //===================================================================================== 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->GetPortalPlaneZ(ceiling)) { // Use sector's ceiling if (resultffloor) *resultffloor = NULL; if (resultsec) *resultsec = sec; return realceil; } else { DVector2 pos = sec->GetPortalDisplacement(ceiling); x += pos.X; y += pos.Y; planeheight = sec->GetPortalPlaneZ(ceiling); sec = P_PointInSector(x, y); } } } DEFINE_ACTION_FUNCTION(_Sector, NextHighestCeilingAt) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(bottomz); PARAM_FLOAT(topz); PARAM_INT_DEF(flags); sector_t *resultsec; F3DFloor *resultff; double resultheight = self->NextHighestCeilingAt(x, y, bottomz, topz, flags, &resultsec, &resultff); if (numret > 2) { ret[2].SetPointer(resultff, ATAG_GENERIC); numret = 3; } if (numret > 1) { ret[1].SetPointer(resultsec, ATAG_GENERIC); } if (numret > 0) { ret[0].SetFloat(resultheight); } return numret; } //===================================================================================== // // //===================================================================================== 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->GetPortalPlaneZ(floor)) { // Use sector's floor if (resultffloor) *resultffloor = NULL; if (resultsec) *resultsec = sec; return realfloor; } else { DVector2 pos = sec->GetPortalDisplacement(floor); x += pos.X; y += pos.Y; planeheight = sec->GetPortalPlaneZ(floor); sec = P_PointInSector(x, y); } } } DEFINE_ACTION_FUNCTION(_Sector, NextLowestFloorAt) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(z); PARAM_INT_DEF(flags); PARAM_FLOAT_DEF(steph); sector_t *resultsec; F3DFloor *resultff; double resultheight = self->NextLowestFloorAt(x, y, z, flags, steph, &resultsec, &resultff); if (numret > 2) { ret[2].SetPointer(resultff, ATAG_GENERIC); numret = 3; } if (numret > 1) { ret[1].SetPointer(resultsec, ATAG_GENERIC); } if (numret > 0) { ret[0].SetFloat(resultheight); } return numret; } //=========================================================================== // // // //=========================================================================== 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; } } DEFINE_ACTION_FUNCTION(_Sector, GetFriction) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(plane); double mf; double h = self->GetFriction(plane, &mf); if (numret > 0) ret[0].SetFloat(h); if (numret > 1) ret[1].SetFloat(mf); return numret; } //=========================================================================== // // // //=========================================================================== void sector_t::RemoveForceField() { for (auto line : 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()); } } } DEFINE_ACTION_FUNCTION(_Sector, RemoveForceField) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); self->RemoveForceField(); return 0; } //=========================================================================== // // phares 3/12/98: End of friction effects // //=========================================================================== void sector_t::AdjustFloorClip() const { msecnode_t *node; for (node = touching_thinglist; node; node = node->m_snext) { if (node->m_thing->flags2 & MF2_FLOORCLIP) { node->m_thing->AdjustFloorClip(); } } } DEFINE_ACTION_FUNCTION(_Sector, AdjustFloorClip) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); self->AdjustFloorClip(); return 0; } //=========================================================================== // // // //=========================================================================== 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); GlobalVMStack.Call(func, params, 3, &ret, 1, nullptr); if (didit) { if (act->flags4 & MF4_STANDSTILL) { act->Destroy(); } } act = next; res |= !!didit; } } return res; } DEFINE_ACTION_FUNCTION(_Sector, TriggerSectorActions) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_OBJECT(thing, AActor); PARAM_INT(activation); ACTION_RETURN_BOOL(self->TriggerSectorActions(thing, activation)); } //=========================================================================== // // // //=========================================================================== DEFINE_ACTION_FUNCTION(_Sector, PointInSector) { PARAM_PROLOGUE; PARAM_FLOAT(x); PARAM_FLOAT(y); ACTION_RETURN_POINTER(P_PointInSector(x, y)); } DEFINE_ACTION_FUNCTION(_Sector, SetXOffset) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_FLOAT(o); self->SetXOffset(pos, o); return 0; } DEFINE_ACTION_FUNCTION(_Sector, AddXOffset) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_FLOAT(o); self->AddXOffset(pos, o); return 0; } DEFINE_ACTION_FUNCTION(_Sector, GetXOffset) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_FLOAT(self->GetXOffset(pos)); } DEFINE_ACTION_FUNCTION(_Sector, SetYOffset) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_FLOAT(o); self->SetXOffset(pos, o); return 0; } DEFINE_ACTION_FUNCTION(_Sector, AddYOffset) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_FLOAT(o); self->AddXOffset(pos, o); return 0; } DEFINE_ACTION_FUNCTION(_Sector, GetYOffset) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_BOOL_DEF(addbase); ACTION_RETURN_FLOAT(self->GetYOffset(pos, addbase)); } DEFINE_ACTION_FUNCTION(_Sector, SetXScale) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_FLOAT(o); self->SetXScale(pos, o); return 0; } DEFINE_ACTION_FUNCTION(_Sector, GetXScale) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_FLOAT(self->GetXScale(pos)); } DEFINE_ACTION_FUNCTION(_Sector, SetYScale) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_FLOAT(o); self->SetXScale(pos, o); return 0; } DEFINE_ACTION_FUNCTION(_Sector, GetYScale) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_FLOAT(self->GetYScale(pos)); } DEFINE_ACTION_FUNCTION(_Sector, SetAngle) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_ANGLE(o); self->SetAngle(pos, o); return 0; } DEFINE_ACTION_FUNCTION(_Sector, GetAngle) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_BOOL_DEF(addbase); ACTION_RETURN_FLOAT(self->GetAngle(pos, addbase).Degrees); } DEFINE_ACTION_FUNCTION(_Sector, SetBase) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_FLOAT(o); PARAM_ANGLE(a); self->SetBase(pos, o, a); return 0; } DEFINE_ACTION_FUNCTION(_Sector, SetAlpha) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_FLOAT(o); self->SetAlpha(pos, o); return 0; } DEFINE_ACTION_FUNCTION(_Sector, GetAlpha) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_FLOAT(self->GetAlpha(pos)); } DEFINE_ACTION_FUNCTION(_Sector, GetFlags) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_INT(self->GetFlags(pos)); } DEFINE_ACTION_FUNCTION(_Sector, GetVisFlags) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_INT(self->GetVisFlags(pos)); } DEFINE_ACTION_FUNCTION(_Sector, ChangeFlags) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_INT(a); PARAM_INT(o); self->ChangeFlags(pos, a, o); return 0; } DEFINE_ACTION_FUNCTION(_Sector, SetPlaneLight) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_INT(o); self->SetPlaneLight(pos, o); return 0; } DEFINE_ACTION_FUNCTION(_Sector, GetPlaneLight) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_INT(self->GetPlaneLight(pos)); } DEFINE_ACTION_FUNCTION(_Sector, SetTexture) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_INT(o); PARAM_BOOL_DEF(adj); self->SetTexture(pos, FSetTextureID(o), adj); return 0; } DEFINE_ACTION_FUNCTION(_Sector, GetTexture) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_INT(self->GetTexture(pos).GetIndex()); } DEFINE_ACTION_FUNCTION(_Sector, SetPlaneTexZ) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_FLOAT(o); PARAM_BOOL_DEF(dirty); self->SetPlaneTexZ(pos, o, dirty); return 0; } DEFINE_ACTION_FUNCTION(_Sector, GetPlaneTexZ) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_FLOAT(self->GetPlaneTexZ(pos)); } DEFINE_ACTION_FUNCTION(_Sector, SetLightLevel) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(o); self->SetLightLevel(o); return 0; } DEFINE_ACTION_FUNCTION(_Sector, ChangeLightLevel) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(o); self->ChangeLightLevel(o); return 0; } DEFINE_ACTION_FUNCTION(_Sector, GetLightLevel) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); ACTION_RETURN_INT(self->GetLightLevel()); } DEFINE_ACTION_FUNCTION(_Sector, ClearSpecial) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); self->ClearSpecial(); return 0; } DEFINE_ACTION_FUNCTION(_Sector, PortalBlocksView) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_BOOL(self->PortalBlocksView(pos)); } DEFINE_ACTION_FUNCTION(_Sector, PortalBlocksSight) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_BOOL(self->PortalBlocksSight(pos)); } DEFINE_ACTION_FUNCTION(_Sector, PortalBlocksMovement) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_BOOL(self->PortalBlocksMovement(pos)); } DEFINE_ACTION_FUNCTION(_Sector, PortalBlocksSound) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_BOOL(self->PortalBlocksSound(pos)); } DEFINE_ACTION_FUNCTION(_Sector, PortalIsLinked) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_BOOL(self->PortalIsLinked(pos)); } DEFINE_ACTION_FUNCTION(_Sector, ClearPortal) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); self->ClearPortal(pos); return 0; } DEFINE_ACTION_FUNCTION(_Sector, GetPortalPlaneZ) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_FLOAT(self->GetPortalPlaneZ(pos)); } DEFINE_ACTION_FUNCTION(_Sector, GetPortalDisplacement) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_VEC2(self->GetPortalDisplacement(pos)); } DEFINE_ACTION_FUNCTION(_Sector, GetPortalType) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_INT(self->GetPortalType(pos)); } DEFINE_ACTION_FUNCTION(_Sector, GetOppositePortalGroup) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); ACTION_RETURN_INT(self->GetOppositePortalGroup(pos)); } DEFINE_ACTION_FUNCTION(_Sector, CenterFloor) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); ACTION_RETURN_FLOAT(self->CenterFloor()); } DEFINE_ACTION_FUNCTION(_Sector, CenterCeiling) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); ACTION_RETURN_FLOAT(self->CenterCeiling()); } DEFINE_ACTION_FUNCTION(_Sector, Index) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); unsigned ndx = self->Index(); if (ndx >= level.sectors.Size()) { // This qualifies as an array out of bounds exception. Normally it can only happen when a sector copy is concerned which scripts should not be able to create. ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Accessed invalid sector"); } ACTION_RETURN_INT(ndx); } DEFINE_ACTION_FUNCTION(_Sector, SetEnvironmentID) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(envnum); Zones[self->ZoneNumber].Environment = S_FindEnvironment(envnum); return 0; } DEFINE_ACTION_FUNCTION(_Sector, SetEnvironment) { PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_STRING(env); Zones[self->ZoneNumber].Environment = S_FindEnvironment(env); return 0; } //=========================================================================== // // line_t exports // //=========================================================================== DEFINE_ACTION_FUNCTION(_Line, isLinePortal) { PARAM_SELF_STRUCT_PROLOGUE(line_t); ACTION_RETURN_BOOL(self->isLinePortal()); } DEFINE_ACTION_FUNCTION(_Line, isVisualPortal) { PARAM_SELF_STRUCT_PROLOGUE(line_t); ACTION_RETURN_BOOL(self->isVisualPortal()); } DEFINE_ACTION_FUNCTION(_Line, getPortalDestination) { PARAM_SELF_STRUCT_PROLOGUE(line_t); ACTION_RETURN_POINTER(self->getPortalDestination()); } DEFINE_ACTION_FUNCTION(_Line, getPortalAlignment) { PARAM_SELF_STRUCT_PROLOGUE(line_t); ACTION_RETURN_INT(self->getPortalAlignment()); } DEFINE_ACTION_FUNCTION(_Line, Index) { PARAM_SELF_STRUCT_PROLOGUE(line_t); unsigned ndx = self->Index(); if (ndx >= level.lines.Size()) { ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Accessed invalid line"); } ACTION_RETURN_INT(ndx); } //=========================================================================== // // // //=========================================================================== DEFINE_ACTION_FUNCTION(_Side, GetTexture) { PARAM_SELF_STRUCT_PROLOGUE(side_t); PARAM_INT(which); ACTION_RETURN_INT(self->GetTexture(which).GetIndex()); } DEFINE_ACTION_FUNCTION(_Side, SetTexture) { PARAM_SELF_STRUCT_PROLOGUE(side_t); PARAM_INT(which); PARAM_INT(tex); self->SetTexture(which, FSetTextureID(tex)); return 0; } DEFINE_ACTION_FUNCTION(_Side, SetTextureXOffset) { PARAM_SELF_STRUCT_PROLOGUE(side_t); PARAM_INT(which); PARAM_FLOAT(ofs); self->SetTextureXOffset(which, ofs); return 0; } DEFINE_ACTION_FUNCTION(_Side, AddTextureXOffset) { PARAM_SELF_STRUCT_PROLOGUE(side_t); PARAM_INT(which); PARAM_FLOAT(ofs); self->AddTextureXOffset(which, ofs); return 0; } DEFINE_ACTION_FUNCTION(_Side, GetTextureXOffset) { PARAM_SELF_STRUCT_PROLOGUE(side_t); PARAM_INT(which); ACTION_RETURN_FLOAT(self->GetTextureXOffset(which)); } DEFINE_ACTION_FUNCTION(_Side, SetTextureYOffset) { PARAM_SELF_STRUCT_PROLOGUE(side_t); PARAM_INT(which); PARAM_FLOAT(ofs); self->SetTextureYOffset(which, ofs); return 0; } DEFINE_ACTION_FUNCTION(_Side, AddTextureYOffset) { PARAM_SELF_STRUCT_PROLOGUE(side_t); PARAM_INT(which); PARAM_FLOAT(ofs); self->AddTextureYOffset(which, ofs); return 0; } DEFINE_ACTION_FUNCTION(_Side, GetTextureYOffset) { PARAM_SELF_STRUCT_PROLOGUE(side_t); PARAM_INT(which); ACTION_RETURN_FLOAT(self->GetTextureYOffset(which)); } DEFINE_ACTION_FUNCTION(_Side, SetTextureXScale) { PARAM_SELF_STRUCT_PROLOGUE(side_t); PARAM_INT(which); PARAM_FLOAT(ofs); self->SetTextureXScale(which, ofs); return 0; } DEFINE_ACTION_FUNCTION(_Side, MultiplyTextureXScale) { PARAM_SELF_STRUCT_PROLOGUE(side_t); PARAM_INT(which); PARAM_FLOAT(ofs); self->MultiplyTextureXScale(which, ofs); return 0; } DEFINE_ACTION_FUNCTION(_Side, GetTextureXScale) { PARAM_SELF_STRUCT_PROLOGUE(side_t); PARAM_INT(which); ACTION_RETURN_FLOAT(self->GetTextureXScale(which)); } DEFINE_ACTION_FUNCTION(_Side, SetTextureYScale) { PARAM_SELF_STRUCT_PROLOGUE(side_t); PARAM_INT(which); PARAM_FLOAT(ofs); self->SetTextureYScale(which, ofs); return 0; } DEFINE_ACTION_FUNCTION(_Side, MultiplyTextureYScale) { PARAM_SELF_STRUCT_PROLOGUE(side_t); PARAM_INT(which); PARAM_FLOAT(ofs); self->MultiplyTextureYScale(which, ofs); return 0; } DEFINE_ACTION_FUNCTION(_Side, GetTextureYScale) { PARAM_SELF_STRUCT_PROLOGUE(side_t); PARAM_INT(which); ACTION_RETURN_FLOAT(self->GetTextureYScale(which)); } DEFINE_ACTION_FUNCTION(_Side, V1) { PARAM_SELF_STRUCT_PROLOGUE(side_t); ACTION_RETURN_POINTER(self->V1()); } DEFINE_ACTION_FUNCTION(_Side, V2) { PARAM_SELF_STRUCT_PROLOGUE(side_t); ACTION_RETURN_POINTER(self->V2()); } DEFINE_ACTION_FUNCTION(_Side, Index) { PARAM_SELF_STRUCT_PROLOGUE(side_t); ACTION_RETURN_INT(self->Index()); } DEFINE_ACTION_FUNCTION(_Vertex, Index) { PARAM_SELF_STRUCT_PROLOGUE(vertex_t); ACTION_RETURN_INT(self->Index()); } //=========================================================================== // // // //=========================================================================== 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_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; } } //========================================================================== // // // //========================================================================== 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; } DEFINE_ACTION_FUNCTION(_Secplane, isSlope) { PARAM_SELF_STRUCT_PROLOGUE(secplane_t); ACTION_RETURN_BOOL(!self->normal.XY().isZero()); } DEFINE_ACTION_FUNCTION(_Secplane, PointOnSide) { PARAM_SELF_STRUCT_PROLOGUE(secplane_t); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(z); ACTION_RETURN_INT(self->PointOnSide(DVector3(x, y, z))); } DEFINE_ACTION_FUNCTION(_Secplane, ZatPoint) { PARAM_SELF_STRUCT_PROLOGUE(secplane_t); PARAM_FLOAT(x); PARAM_FLOAT(y); ACTION_RETURN_FLOAT(self->ZatPoint(x, y)); } DEFINE_ACTION_FUNCTION(_Secplane, ZatPointDist) { PARAM_SELF_STRUCT_PROLOGUE(secplane_t); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(d); ACTION_RETURN_FLOAT((d + self->normal.X*x + self->normal.Y*y) * self->negiC); } DEFINE_ACTION_FUNCTION(_Secplane, isEqual) { PARAM_SELF_STRUCT_PROLOGUE(secplane_t); PARAM_POINTER(other, secplane_t); ACTION_RETURN_BOOL(*self == *other); } DEFINE_ACTION_FUNCTION(_Secplane, ChangeHeight) { PARAM_SELF_STRUCT_PROLOGUE(secplane_t); PARAM_FLOAT(hdiff); self->ChangeHeight(hdiff); return 0; } DEFINE_ACTION_FUNCTION(_Secplane, GetChangedHeight) { PARAM_SELF_STRUCT_PROLOGUE(secplane_t); PARAM_FLOAT(hdiff); ACTION_RETURN_FLOAT(self->GetChangedHeight(hdiff)); } DEFINE_ACTION_FUNCTION(_Secplane, HeightDiff) { PARAM_SELF_STRUCT_PROLOGUE(secplane_t); PARAM_FLOAT(oldd); if (numparam == 2) { ACTION_RETURN_FLOAT(self->HeightDiff(oldd)); } else { PARAM_FLOAT(newd); ACTION_RETURN_FLOAT(self->HeightDiff(oldd, newd)); } } DEFINE_ACTION_FUNCTION(_Secplane, PointToDist) { PARAM_SELF_STRUCT_PROLOGUE(secplane_t); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(z); ACTION_RETURN_FLOAT(self->PointToDist(DVector2(x, y), z)); } DEFINE_FIELD_X(Sector, sector_t, floorplane) DEFINE_FIELD_X(Sector, sector_t, ceilingplane) DEFINE_FIELD_X(Sector, sector_t, ColorMap) DEFINE_FIELD_X(Sector, sector_t, SoundTarget) DEFINE_FIELD_X(Sector, sector_t, special) DEFINE_FIELD_X(Sector, sector_t, lightlevel) DEFINE_FIELD_X(Sector, sector_t, seqType) DEFINE_FIELD_X(Sector, sector_t, sky) DEFINE_FIELD_X(Sector, sector_t, SeqName) DEFINE_FIELD_X(Sector, sector_t, centerspot) DEFINE_FIELD_X(Sector, sector_t, validcount) DEFINE_FIELD_X(Sector, sector_t, thinglist) DEFINE_FIELD_X(Sector, sector_t, friction) DEFINE_FIELD_X(Sector, sector_t, movefactor) DEFINE_FIELD_X(Sector, sector_t, terrainnum) DEFINE_FIELD_X(Sector, sector_t, floordata) DEFINE_FIELD_X(Sector, sector_t, ceilingdata) DEFINE_FIELD_X(Sector, sector_t, lightingdata) DEFINE_FIELD_X(Sector, sector_t, interpolations) DEFINE_FIELD_X(Sector, sector_t, soundtraversed) DEFINE_FIELD_X(Sector, sector_t, stairlock) DEFINE_FIELD_X(Sector, sector_t, prevsec) DEFINE_FIELD_X(Sector, sector_t, nextsec) DEFINE_FIELD_X(Sector, sector_t, Lines) DEFINE_FIELD_X(Sector, sector_t, heightsec) DEFINE_FIELD_X(Sector, sector_t, bottommap) DEFINE_FIELD_X(Sector, sector_t, midmap) DEFINE_FIELD_X(Sector, sector_t, topmap) DEFINE_FIELD_X(Sector, sector_t, touching_thinglist) DEFINE_FIELD_X(Sector, sector_t, sectorportal_thinglist) DEFINE_FIELD_X(Sector, sector_t, gravity) DEFINE_FIELD_X(Sector, sector_t, damagetype) DEFINE_FIELD_X(Sector, sector_t, damageamount) DEFINE_FIELD_X(Sector, sector_t, damageinterval) DEFINE_FIELD_X(Sector, sector_t, leakydamage) DEFINE_FIELD_X(Sector, sector_t, ZoneNumber) DEFINE_FIELD_X(Sector, sector_t, MoreFlags) DEFINE_FIELD_X(Sector, sector_t, Flags) DEFINE_FIELD_X(Sector, sector_t, SecActTarget) DEFINE_FIELD_X(Sector, sector_t, Portals) DEFINE_FIELD_X(Sector, sector_t, PortalGroup) DEFINE_FIELD_X(Sector, sector_t, sectornum) DEFINE_FIELD_X(Line, line_t, v1) DEFINE_FIELD_X(Line, line_t, v2) DEFINE_FIELD_X(Line, line_t, delta) DEFINE_FIELD_X(Line, line_t, flags) DEFINE_FIELD_X(Line, line_t, activation) DEFINE_FIELD_X(Line, line_t, special) DEFINE_FIELD_X(Line, line_t, args) DEFINE_FIELD_X(Line, line_t, alpha) DEFINE_FIELD_X(Line, line_t, sidedef) DEFINE_FIELD_X(Line, line_t, bbox) DEFINE_FIELD_X(Line, line_t, frontsector) DEFINE_FIELD_X(Line, line_t, backsector) DEFINE_FIELD_X(Line, line_t, validcount) DEFINE_FIELD_X(Line, line_t, locknumber) DEFINE_FIELD_X(Line, line_t, portalindex) DEFINE_FIELD_X(Line, line_t, portaltransferred) DEFINE_FIELD_X(Side, side_t, sector) DEFINE_FIELD_X(Side, side_t, linedef) DEFINE_FIELD_X(Side, side_t, Light) DEFINE_FIELD_X(Side, side_t, Flags) DEFINE_FIELD_X(Secplane, secplane_t, normal) DEFINE_FIELD_X(Secplane, secplane_t, D) DEFINE_FIELD_X(Secplane, secplane_t, negiC) DEFINE_FIELD_X(Vertex, vertex_t, p)