gzdoom/src/p_sectors.cpp
Christoph Oelckers 760f70d3f1 - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders
so that all files are included by a central one instead of compiling 
  each one separately. This speeds up the compilation process by 25%
  when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.

SVN r1226 (trunk)
2008-09-15 14:11:05 +00:00

763 lines
17 KiB
C++

// 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 "r_data.h"
#include "p_spec.h"
#include "c_cvars.h"
#include "doomstat.h"
#include "v_palette.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 & 0x00ff) == type)
{
return tsec;
}
}
return NULL;
}
//
// P_FindLowestFloorSurrounding()
// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
//
fixed_t sector_t::FindLowestFloorSurrounding (vertex_t **v) const
{
int i;
sector_t *other;
line_t *check;
fixed_t floor;
fixed_t ofloor;
vertex_t *spot;
if (linecount == 0) return GetPlaneTexZ(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
//
fixed_t sector_t::FindHighestFloorSurrounding (vertex_t **v) const
{
int i;
line_t *check;
sector_t *other;
fixed_t floor;
fixed_t ofloor;
vertex_t *spot;
if (linecount == 0) return GetPlaneTexZ(sector_t::floor);
spot = lines[0]->v1;
floor = FIXED_MIN;
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
//
fixed_t sector_t::FindNextHighestFloor (vertex_t **v) const
{
fixed_t height;
fixed_t heightdiff;
fixed_t ofloor, floor;
sector_t *other;
vertex_t *spot;
line_t *check;
int i;
if (linecount == 0) return GetPlaneTexZ(sector_t::floor);
spot = lines[0]->v1;
height = floorplane.ZatPoint (spot);
heightdiff = FIXED_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
//
fixed_t sector_t::FindNextLowestFloor (vertex_t **v) const
{
fixed_t height;
fixed_t heightdiff;
fixed_t ofloor, floor;
sector_t *other;
vertex_t *spot;
line_t *check;
int i;
if (linecount == 0) return GetPlaneTexZ(sector_t::floor);
spot = lines[0]->v1;
height = floorplane.ZatPoint (spot);
heightdiff = FIXED_MAX;
for (i = 0; i < linecount; i++)
{
check = lines[i];
if (NULL != (other = getNextSector (check, this)))
{
if (other - sectors == 6)
other = other;
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
//
fixed_t sector_t::FindNextLowestCeiling (vertex_t **v) const
{
fixed_t height;
fixed_t heightdiff;
fixed_t oceil, ceil;
sector_t *other;
vertex_t *spot;
line_t *check;
int i;
if (linecount == 0) return GetPlaneTexZ(sector_t::ceiling);
spot = lines[0]->v1;
height = ceilingplane.ZatPoint (spot);
heightdiff = FIXED_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
//
fixed_t sector_t::FindNextHighestCeiling (vertex_t **v) const
{
fixed_t height;
fixed_t heightdiff;
fixed_t oceil, ceil;
sector_t *other;
vertex_t *spot;
line_t *check;
int i;
if (linecount == 0) return GetPlaneTexZ(sector_t::ceiling);
spot = lines[0]->v1;
height = ceilingplane.ZatPoint (spot);
heightdiff = FIXED_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
//
fixed_t sector_t::FindLowestCeilingSurrounding (vertex_t **v) const
{
fixed_t height;
fixed_t oceil;
sector_t *other;
vertex_t *spot;
line_t *check;
int i;
if (linecount == 0) return GetPlaneTexZ(sector_t::ceiling);
spot = lines[0]->v1;
height = FIXED_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
//
fixed_t sector_t::FindHighestCeilingSurrounding (vertex_t **v) const
{
fixed_t height;
fixed_t oceil;
sector_t *other;
vertex_t *spot;
line_t *check;
int i;
if (linecount == 0) return GetPlaneTexZ(sector_t::ceiling);
spot = lines[0]->v1;
height = FIXED_MIN;
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, fixed_t &minsize)
{
if (texnum.isValid() || (texnum.isNull() && (i_compatflags & COMPATF_SHORTTEX)))
{
FTexture *tex = TexMan[texnum];
if (tex != NULL)
{
fixed_t h = tex->GetScaledHeight()<<FRACBITS;
if (h < minsize)
{
minsize = h;
}
}
}
}
fixed_t sector_t::FindShortestTextureAround () const
{
fixed_t minsize = FIXED_MAX;
for (int i = 0; i < linecount; i++)
{
if (lines[i]->flags & ML_TWOSIDED)
{
CheckShortestTex (sides[lines[i]->sidenum[0]].GetTexture(side_t::bottom), minsize);
CheckShortestTex (sides[lines[i]->sidenum[1]].GetTexture(side_t::bottom), minsize);
}
}
return minsize < FIXED_MAX ? minsize : TexMan[0]->GetHeight() * FRACUNIT;
}
//
// 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
//
fixed_t sector_t::FindShortestUpperAround () const
{
fixed_t minsize = FIXED_MAX;
for (int i = 0; i < linecount; i++)
{
if (lines[i]->flags & ML_TWOSIDED)
{
CheckShortestTex (sides[lines[i]->sidenum[0]].GetTexture(side_t::top), minsize);
CheckShortestTex (sides[lines[i]->sidenum[1]].GetTexture(side_t::top), minsize);
}
}
return minsize < FIXED_MAX ? minsize : TexMan[0]->GetHeight() * FRACUNIT;
}
//
// 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 (fixed_t 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 (fixed_t 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
//
fixed_t sector_t::FindHighestFloorPoint (vertex_t **v) const
{
int i;
line_t *line;
fixed_t height = FIXED_MIN;
fixed_t probeheight;
vertex_t *spot = NULL;
if ((floorplane.a | floorplane.b) == 0)
{
if (v != NULL)
{
if (linecount == 0) *v = &vertexes[0];
else *v = lines[0]->v1;
}
return -floorplane.d;
}
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
//
fixed_t sector_t::FindLowestCeilingPoint (vertex_t **v) const
{
int i;
line_t *line;
fixed_t height = FIXED_MAX;
fixed_t probeheight;
vertex_t *spot = NULL;
if ((ceilingplane.a | ceilingplane.b) == 0)
{
if (v != NULL)
{
if (linecount == 0) *v = &vertexes[0];
else *v = lines[0]->v1;
}
return ceilingplane.d;
}
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);
}
void sector_t::SetFade(int r, int g, int b)
{
PalEntry fade = PalEntry (r,g,b);
ColorMap = GetSpecialLights (ColorMap->Color, fade, ColorMap->Desaturate);
}
//===========================================================================
//
// 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(fixed_t fx, fixed_t fy, fixed_t &ox, fixed_t &oy) const
{
int i;
double x = fx, y = fy;
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->x - v1->x;
double b = v2->y - v1->y;
double den = a*a + b*b;
double ix, iy, dist;
if (den == 0)
{ // Line is actually a point!
ix = v1->x;
iy = v1->y;
}
else
{
double num = (x - v1->x) * a + (y - v1->y) * b;
double u = num / den;
if (u <= 0)
{
ix = v1->x;
iy = v1->y;
}
else if (u >= 1)
{
ix = v2->x;
iy = v2->y;
}
else
{
ix = v1->x + u * a;
iy = v1->y + u * b;
}
}
a = (ix - x);
b = (iy - y);
dist = a*a + b*b;
if (dist < bestdist)
{
bestdist = dist;
bestx = ix;
besty = iy;
}
}
ox = fixed_t(bestx);
oy = fixed_t(besty);
}