/* ** p_3dmidtex.cpp ** ** Eternity-style 3D-midtex handling ** (No original Eternity code here!) ** **--------------------------------------------------------------------------- ** Copyright 2008 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "templates.h" #include "p_local.h" #include "p_lnspec.h" //============================================================================ // // P_Scroll3dMidtex // // Scrolls all sidedefs belonging to 3dMidtex lines attached to this sector // //============================================================================ bool P_Scroll3dMidtex(sector_t *sector, int crush, fixed_t move, bool ceiling) { extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor; // First step: Change all lines' texture offsets for(unsigned i = 0; i < scrollplane.AttachedLines.Size(); i++) { line_t *l = scrollplane.AttachedLines[i]; sides[l->sidenum[0]].AddTextureYOffset(side_t::mid, move); sides[l->sidenum[1]].AddTextureYOffset(side_t::mid, move); } // Second step: Check all sectors whether the move is ok. bool res = false; for(unsigned i = 0; i < scrollplane.AttachedSectors.Size(); i++) { res |= P_ChangeSector(scrollplane.AttachedSectors[i], crush, move, 2, true); } return !res; } //============================================================================ // // P_Start3DMidtexInterpolations // // Starts interpolators for every sidedef that is being changed by moving // this sector // //============================================================================ void P_Start3dMidtexInterpolations(sector_t *sector, bool ceiling) { extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor; for(unsigned i = 0; i < scrollplane.AttachedLines.Size(); i++) { line_t *l = scrollplane.AttachedLines[i]; sides[l->sidenum[0]].SetInterpolation(side_t::mid); sides[l->sidenum[1]].SetInterpolation(side_t::mid); } } //============================================================================ // // P_Stop3DMidtexInterpolations // // Stops interpolators for every sidedef that is being changed by moving // this sector // //============================================================================ void P_Stop3dMidtexInterpolations(sector_t *sector, bool ceiling) { extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor; for(unsigned i = 0; i < scrollplane.AttachedLines.Size(); i++) { line_t *l = scrollplane.AttachedLines[i]; sides[l->sidenum[0]].StopInterpolation(side_t::mid); sides[l->sidenum[1]].StopInterpolation(side_t::mid); } } //============================================================================ // // P_Attach3dMidtexLinesToSector // // Attaches 3dMidtex lines to a sector. // If lineid is != 0, all lines with the matching line id will be added // If tag is != 0, all lines touching a sector with the matching tag will be added // If both are != 0, all lines with the matching line id that touch a sector with // the matching tag will be added. // //============================================================================ void P_Attach3dMidtexLinesToSector(sector_t *sector, int lineid, int tag, bool ceiling) { int v; if (lineid == 0 && tag == 0) { // invalid set of parameters return; } extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor; // Bit arrays that mark whether a line or sector is to be attached. BYTE *found_lines = new BYTE[(numlines+7)/8]; BYTE *found_sectors = new BYTE[(numsectors+7)/8]; memset(found_lines, 0, sizeof (BYTE) * ((numlines+7)/8)); memset(found_sectors, 0, sizeof (BYTE) * ((numsectors+7)/8)); // mark all lines and sectors that are already attached to this one // and clear the arrays. The old data will be re-added automatically // from the marker arrays. for (unsigned i=0; i < scrollplane.AttachedLines.Size(); i++) { int line = int(scrollplane.AttachedLines[i] - lines); found_lines[line>>3] |= 1 << (line&7); } for (unsigned i=0; i < scrollplane.AttachedSectors.Size(); i++) { int sec = int(scrollplane.AttachedSectors[i] - sectors); found_sectors[sec>>3] |= 1 << (sec&7); } scrollplane.AttachedLines.Clear(); scrollplane.AttachedSectors.Clear(); if (tag == 0) { for(int line = -1; (line = P_FindLineFromID(lineid,line)) >= 0; ) { line_t *ln = &lines[line]; if (ln->frontsector == NULL || ln->backsector == NULL || !(ln->flags & ML_3DMIDTEX)) { // Only consider two-sided lines with the 3DMIDTEX flag continue; } found_lines[line>>3] |= 1 << (line&7); } } else { for(int sec = -1; (sec = P_FindSectorFromTag(tag, sec)) >= 0; ) { for (int line = 0; line < sectors[sec].linecount; line ++) { line_t *ln = sectors[sec].lines[line]; if (lineid != 0 && ln->id != lineid) continue; if (ln->frontsector == NULL || ln->backsector == NULL || !(ln->flags & ML_3DMIDTEX)) { // Only consider two-sided lines with the 3DMIDTEX flag continue; } found_lines[line>>3] |= 1 << (line&7); } } } for(int i=0; i < numlines; i++) { if (found_lines[i>>3] & (1 << (i&7))) { scrollplane.AttachedLines.Push(&lines[i]); v = int(lines[i].frontsector - sectors); found_sectors[v>>3] |= 1 << (v&7); v = int(lines[i].backsector - sectors); found_sectors[v>>3] |= 1 << (v&7); } } for (int i=0; i < numsectors; i++) { if (found_sectors[i>>3] & (1 << (i&7))) { scrollplane.AttachedSectors.Push(§ors[i]); } } delete[] found_lines; delete[] found_sectors; } //============================================================================ // // P_GetMidTexturePosition // // Retrieves top and bottom of the current line's mid texture. // //============================================================================ bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, fixed_t *ptexbot) { side_t *side = &sides[line->sidenum[sideno]]; if (line->sidenum[0]==NO_SIDE || line->sidenum[1]==NO_SIDE || !side->GetTexture(side_t::mid)) return false; FTexture * tex= TexMan(side->GetTexture(side_t::mid)); if (!tex) return false; fixed_t y_offset = side->GetTextureYOffset(side_t::mid); fixed_t textureheight = tex->GetScaledHeight() << FRACBITS; if (tex->yScale != FRACUNIT && !tex->bWorldPanning) { y_offset = FixedDiv(y_offset, tex->yScale); } if(line->flags & ML_DONTPEGBOTTOM) { *ptexbot = y_offset + MAX(line->frontsector->floortexz, line->backsector->floortexz); *ptextop = *ptexbot + textureheight; } else { *ptextop = y_offset + MIN(line->frontsector->ceilingtexz, line->backsector->ceilingtexz); *ptexbot = *ptextop - textureheight; } return true; } //============================================================================ // // P_LineOpening_3dMidtex // // 3dMidtex part of P_LineOpening // //============================================================================ bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, fixed_t &opentop, fixed_t &openbottom) { fixed_t tt, tb; if (P_GetMidTexturePosition(linedef, 0, &tt, &tb)) { if (thing->z + (thing->height/2) < (tt + tb)/2) { if(tb < opentop) opentop = tb; } else { if(tt > openbottom) openbottom = tt; // returns true if it touches the midtexture return (abs(thing->z - tt) <= thing->MaxStepHeight); } } return false; /* still have to figure out what this code from Eternity means... if((linedef->flags & ML_BLOCKMONSTERS) && !(mo->flags & (MF_FLOAT | MF_DROPOFF)) && D_abs(mo->z - textop) <= 24*FRACUNIT) { opentop = openbottom; openrange = 0; return; } */ }