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https://github.com/ZDoom/gzdoom.git
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cd7986b1b1
- moved FLevelLocals to its own header to resolve some circular include conflicts.
317 lines
9.4 KiB
C++
317 lines
9.4 KiB
C++
/*
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** p_3dmidtex.cpp
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**
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** Eternity-style 3D-midtex handling
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** (No original Eternity code here!)
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "templates.h"
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#include "p_3dmidtex.h"
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#include "p_local.h"
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#include "p_terrain.h"
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#include "p_maputl.h"
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#include "p_spec.h"
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#include "g_levellocals.h"
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//============================================================================
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//
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// P_Scroll3dMidtex
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//
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// Scrolls all sidedefs belonging to 3dMidtex lines attached to this sector
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//
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//============================================================================
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bool P_Scroll3dMidtex(sector_t *sector, int crush, double move, bool ceiling, bool instant)
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{
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extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor;
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// First step: Change all lines' texture offsets
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for(unsigned i = 0; i < scrollplane.AttachedLines.Size(); i++)
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{
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line_t *l = scrollplane.AttachedLines[i];
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l->sidedef[0]->AddTextureYOffset(side_t::mid, move);
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l->sidedef[1]->AddTextureYOffset(side_t::mid, move);
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}
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// Second step: Check all sectors whether the move is ok.
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bool res = false;
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for(unsigned i = 0; i < scrollplane.AttachedSectors.Size(); i++)
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{
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res |= P_ChangeSector(scrollplane.AttachedSectors[i], crush, move, 2, true, instant);
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}
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return !res;
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}
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//============================================================================
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//
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// P_Start3DMidtexInterpolations
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//
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// Starts interpolators for every sidedef that is being changed by moving
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// this sector
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//
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//============================================================================
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void P_Start3dMidtexInterpolations(TArray<DInterpolation *> &list, sector_t *sector, bool ceiling)
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{
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extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor;
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for(unsigned i = 0; i < scrollplane.AttachedLines.Size(); i++)
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{
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line_t *l = scrollplane.AttachedLines[i];
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list.Push(l->sidedef[0]->SetInterpolation(side_t::mid));
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list.Push(l->sidedef[1]->SetInterpolation(side_t::mid));
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}
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}
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//============================================================================
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//
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// P_Attach3dMidtexLinesToSector
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//
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// Attaches 3dMidtex lines to a sector.
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// If lineid is != 0, all lines with the matching line id will be added
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// If tag is != 0, all lines touching a sector with the matching tag will be added
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// If both are != 0, all lines with the matching line id that touch a sector with
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// the matching tag will be added.
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//
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//============================================================================
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void P_Attach3dMidtexLinesToSector(sector_t *sector, int lineid, int tag, bool ceiling)
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{
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int v;
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if (lineid == 0 && tag == 0)
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{
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// invalid set of parameters
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return;
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}
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extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor;
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// Bit arrays that mark whether a line or sector is to be attached.
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BYTE *found_lines = new BYTE[(level.lines.Size()+7)/8];
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BYTE *found_sectors = new BYTE[(level.sectors.Size()+7)/8];
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memset(found_lines, 0, sizeof (BYTE) * ((level.lines.Size()+7)/8));
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memset(found_sectors, 0, sizeof (BYTE) * ((level.sectors.Size()+7)/8));
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// mark all lines and sectors that are already attached to this one
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// and clear the arrays. The old data will be re-added automatically
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// from the marker arrays.
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for (unsigned i=0; i < scrollplane.AttachedLines.Size(); i++)
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{
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int line = scrollplane.AttachedLines[i]->Index();
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found_lines[line>>3] |= 1 << (line&7);
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}
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for (unsigned i=0; i < scrollplane.AttachedSectors.Size(); i++)
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{
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int sec = scrollplane.AttachedSectors[i]->Index();
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found_sectors[sec>>3] |= 1 << (sec&7);
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}
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scrollplane.AttachedLines.Clear();
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scrollplane.AttachedSectors.Clear();
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if (tag == 0)
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{
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FLineIdIterator itr(lineid);
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int line;
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while ((line = itr.Next()) >= 0)
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{
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line_t *ln = &level.lines[line];
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if (ln->frontsector == NULL || ln->backsector == NULL || !(ln->flags & ML_3DMIDTEX))
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{
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// Only consider two-sided lines with the 3DMIDTEX flag
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continue;
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}
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found_lines[line>>3] |= 1 << (line&7);
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}
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}
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else
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{
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FSectorTagIterator it(tag);
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int sec;
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while ((sec = it.Next()) >= 0)
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{
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for (auto ln : level.sectors[sec].Lines)
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{
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if (lineid != 0 && !tagManager.LineHasID(ln, lineid)) continue;
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if (ln->frontsector == NULL || ln->backsector == NULL || !(ln->flags & ML_3DMIDTEX))
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{
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// Only consider two-sided lines with the 3DMIDTEX flag
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continue;
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}
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int lineno = ln->Index();
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found_lines[lineno >> 3] |= 1 << (lineno & 7);
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}
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}
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}
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for(unsigned i=0; i < level.lines.Size(); i++)
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{
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if (found_lines[i>>3] & (1 << (i&7)))
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{
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auto &line = level.lines[i];
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scrollplane.AttachedLines.Push(&line);
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v = line.frontsector->Index();
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assert(v < (int)level.sectors.Size());
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found_sectors[v>>3] |= 1 << (v&7);
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v = line.backsector->Index();
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assert(v < (int)level.sectors.Size());
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found_sectors[v>>3] |= 1 << (v&7);
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}
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}
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for (unsigned i=0; i < level.sectors.Size(); i++)
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{
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if (found_sectors[i>>3] & (1 << (i&7)))
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{
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scrollplane.AttachedSectors.Push(&level.sectors[i]);
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}
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}
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delete[] found_lines;
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delete[] found_sectors;
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}
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//============================================================================
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//
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// P_GetMidTexturePosition
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//
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// Retrieves top and bottom of the current line's mid texture.
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//
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//============================================================================
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bool P_GetMidTexturePosition(const line_t *line, int sideno, double *ptextop, double *ptexbot)
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{
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if (line->sidedef[0]==NULL || line->sidedef[1]==NULL) return false;
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side_t *side = line->sidedef[sideno];
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FTextureID texnum = side->GetTexture(side_t::mid);
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if (!texnum.isValid()) return false;
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FTexture * tex= TexMan(texnum);
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if (!tex) return false;
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double totalscale = fabs(side->GetTextureYScale(side_t::mid)) * tex->GetScaleY();
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double y_offset = side->GetTextureYOffset(side_t::mid);
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double textureheight = tex->GetHeight() / totalscale;
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if (totalscale != 1. && !tex->bWorldPanning)
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{
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y_offset /= totalscale;
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}
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if(line->flags & ML_DONTPEGBOTTOM)
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{
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*ptexbot = y_offset +
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MAX(line->frontsector->GetPlaneTexZ(sector_t::floor), line->backsector->GetPlaneTexZ(sector_t::floor));
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*ptextop = *ptexbot + textureheight;
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}
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else
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{
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*ptextop = y_offset +
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MIN(line->frontsector->GetPlaneTexZ(sector_t::ceiling), line->backsector->GetPlaneTexZ(sector_t::ceiling));
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*ptexbot = *ptextop - textureheight;
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}
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return true;
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}
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//============================================================================
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//
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// P_LineOpening_3dMidtex
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//
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// 3dMidtex part of P_LineOpening
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//
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//============================================================================
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bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, FLineOpening &open, bool restrict)
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{
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// [TP] Impassible-like 3dmidtextures do not block missiles
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if ((linedef->flags & ML_3DMIDTEX_IMPASS)
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&& (thing->flags & MF_MISSILE || thing->BounceFlags & BOUNCE_MBF))
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{
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return false;
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}
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double tt, tb;
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open.abovemidtex = false;
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if (P_GetMidTexturePosition(linedef, 0, &tt, &tb))
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{
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if (thing->Center() < (tt + tb)/2)
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{
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if (tb < open.top)
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{
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open.top = tb;
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open.ceilingpic = linedef->sidedef[0]->GetTexture(side_t::mid);
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}
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}
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else
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{
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if (tt > open.bottom && (!restrict || thing->Z() >= tt))
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{
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open.bottom = tt;
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open.abovemidtex = true;
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open.floorpic = linedef->sidedef[0]->GetTexture(side_t::mid);
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open.floorterrain = TerrainTypes[open.floorpic];
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open.frontfloorplane.SetAtHeight(tt, sector_t::floor);
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open.backfloorplane.SetAtHeight(tt, sector_t::floor);
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}
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// returns true if it touches the midtexture
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return (fabs(thing->Z() - tt) <= thing->MaxStepHeight);
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}
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}
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return false;
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/* still have to figure out what this code from Eternity means...
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if((linedef->flags & ML_BLOCKMONSTERS) &&
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!(mo->flags & (MF_FLOAT | MF_DROPOFF)) &&
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fabs(mo->Z() - tt) <= 24)
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{
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opentop = openbottom;
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openrange = 0;
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return;
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}
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*/
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}
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