diff --git a/src/am_map.cpp b/src/am_map.cpp index 0133a2493..fdbacd34f 100644 --- a/src/am_map.cpp +++ b/src/am_map.cpp @@ -1935,8 +1935,6 @@ void AM_drawSubsectors() scalex = sec->GetXScale(sector_t::floor); scaley = sec->GetYScale(sector_t::floor); -#ifdef _3DFLOORS - if (sec->e->XFloor.ffloors.Size()) { secplane_t *floorplane = &sec->floorplane; @@ -1997,7 +1995,6 @@ void AM_drawSubsectors() floorlight = *light->p_lightlevel; colormap = light->extra_colormap; } -#endif if (maptex == skyflatnum) { continue; @@ -2153,8 +2150,6 @@ void AM_showSS() } } -#ifdef _3DFLOORS - //============================================================================= // // Determines if a 3D floor boundary should be drawn @@ -2214,7 +2209,6 @@ bool AM_Check3DFloors(line_t *line) // All 3D floors could be matched so let's not draw a boundary. return false; } -#endif //============================================================================= // @@ -2345,12 +2339,10 @@ void AM_drawWalls (bool allmap) { AM_drawMline(&l, AMColors.CDWallColor); // ceiling level change } -#ifdef _3DFLOORS else if (AM_Check3DFloors(&lines[i])) { AM_drawMline(&l, AMColors.EFWallColor); // Extra floor border } -#endif else if (am_cheat > 0 && am_cheat < 4) { AM_drawMline(&l, AMColors.TSWallColor); diff --git a/src/g_heretic/a_hereticweaps.cpp b/src/g_heretic/a_hereticweaps.cpp index 17c9621d5..afc4f6007 100644 --- a/src/g_heretic/a_hereticweaps.cpp +++ b/src/g_heretic/a_hereticweaps.cpp @@ -1046,7 +1046,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkullRodStorm) x = self->x + ((pr_storm()&127) - 64) * FRACUNIT; y = self->y + ((pr_storm()&127) - 64) * FRACUNIT; mo = Spawn (x, y, ONCEILINGZ, ALLOW_REPLACE); -#ifdef _3DFLOORS // We used bouncecount to store the 3D floor index in A_HideInCeiling if (!mo) return; fixed_t newz; @@ -1058,7 +1057,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkullRodStorm) int moceiling = P_Find3DFloor(NULL, x, y, newz, false, false, newz); if (moceiling >= 0) mo->z = newz - mo->height; -#endif mo->Translation = multiplayer ? TRANSLATION(TRANSLATION_PlayersExtra,self->special2) : 0; mo->target = self->target; @@ -1098,7 +1096,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_RainImpact) DEFINE_ACTION_FUNCTION(AActor, A_HideInCeiling) { -#ifdef _3DFLOORS // We use bouncecount to store the 3D floor index fixed_t foo; for (unsigned int i=0; i< self->Sector->e->XFloor.ffloors.Size(); i++) @@ -1114,7 +1111,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_HideInCeiling) } } self->bouncecount = -1; -#endif self->z = self->ceilingz + 4*FRACUNIT; } diff --git a/src/g_shared/a_decals.cpp b/src/g_shared/a_decals.cpp index 576ff6a5c..29fcbf8cb 100644 --- a/src/g_shared/a_decals.cpp +++ b/src/g_shared/a_decals.cpp @@ -272,7 +272,6 @@ FTextureID DBaseDecal::StickToWall (side_t *wall, fixed_t x, fixed_t y, F3DFloor Z -= back->GetPlaneTexZ(sector_t::ceiling); tex = wall->GetTexture(side_t::top); } -#ifdef _3DFLOORS else if (ffloor) // this is a 3d-floor segment - do this only if we know which one! { Sector=ffloor->model; @@ -295,7 +294,6 @@ FTextureID DBaseDecal::StickToWall (side_t *wall, fixed_t x, fixed_t y, F3DFloor tex = ffloor->master->sidedef[0]->GetTexture(side_t::mid); } } -#endif else return FNullTextureID(); CalcFracPos (wall, x, y); diff --git a/src/p_3dfloors.cpp b/src/p_3dfloors.cpp index 8091ffb92..5b29959cb 100644 --- a/src/p_3dfloors.cpp +++ b/src/p_3dfloors.cpp @@ -44,8 +44,6 @@ #include "p_terrain.h" #include "r_data/colormaps.h" -#ifdef _3DFLOORS - //========================================================================== // // 3D Floors @@ -959,8 +957,6 @@ int P_Find3DFloor(sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool above, b return -1; } -#endif - #include "c_dispatch.h" diff --git a/src/p_3dfloors.h b/src/p_3dfloors.h index 8d42560af..8abd23f03 100644 --- a/src/p_3dfloors.h +++ b/src/p_3dfloors.h @@ -4,8 +4,6 @@ #define CenterSpot(sec) (vertex_t*)&(sec)->soundorg[0] -#define _3DFLOORS - // 3D floor flags. Most are the same as in Legacy but I added some for EDGE's and Vavoom's features as well. typedef enum { @@ -60,8 +58,6 @@ enum VC_COLORMASK = 0x00FFFFFF, }; -#ifdef _3DFLOORS - struct secplane_t; struct FDynamicColormap; @@ -149,39 +145,5 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li secplane_t P_FindFloorPlane(sector_t * sector, fixed_t x, fixed_t y, fixed_t z); int P_Find3DFloor(sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool above, bool floor, fixed_t &cmpz); -#else - -// Dummy definitions for disabled 3D floor code - -struct F3DFloor -{ - int dummy; -}; - -struct lightlist_t -{ - int dummy; -}; - -class player_s; -inline void P_PlayerOnSpecial3DFloor(player_t* player) {} - -inline void P_Get3DFloorAndCeiling(AActor * thing, sector_t * sector, fixed_t * floorz, fixed_t * ceilingz, int * floorpic) {} -inline bool P_CheckFor3DFloorHit(AActor * mo) { return false; } -inline bool P_CheckFor3DCeilingHit(AActor * mo) { return false; } -inline void P_Recalculate3DFloors(sector_t *) {} -inline void P_RecalculateAttached3DFloors(sector_t * sec) {} -inline lightlist_t * P_GetPlaneLight(sector_t * , secplane_t * plane, bool underside) { return NULL; } -inline void P_Spawn3DFloors( void ) {} - -struct FLineOpening; - -inline void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef, - fixed_t x, fixed_t y, fixed_t refx, fixed_t refy, bool restrict) {} - -//secplane_t P_FindFloorPlane(sector_t * sector, fixed_t x, fixed_t y, fixed_t z){return sector->floorplane;} - -#endif - #endif \ No newline at end of file diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index 3e17a85f3..10c4704d4 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -2548,7 +2548,6 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates) if (abs(corpsehit->x - viletryx) > maxdist || abs(corpsehit->y - viletryy) > maxdist) continue; // not actually touching -#ifdef _3DFLOORS // Let's check if there are floors in between the archvile and its target sector_t *vilesec = self->Sector; sector_t *corpsec = corpsehit->Sector; @@ -2566,7 +2565,6 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates) continue; } } -#endif corpsehit->velx = corpsehit->vely = 0; // [RH] Check against real height and radius diff --git a/src/p_map.cpp b/src/p_map.cpp index 3676225b1..197525aa4 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -249,7 +249,6 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags) sec = tmf.thing->Sector; } -#ifdef _3DFLOORS for (unsigned int i = 0; ie->XFloor.ffloors.Size(); i++) { F3DFloor* rover = sec->e->XFloor.ffloors[i]; @@ -273,7 +272,6 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags) tmf.ceilingpic = *rover->bottom.texture; } } -#endif } //========================================================================== @@ -575,7 +573,6 @@ int P_GetFriction(const AActor *mo, int *frictionfactor) friction = secfriction(mo->Sector); movefactor = secmovefac(mo->Sector) >> 1; -#ifdef _3DFLOORS // Check 3D floors -- might be the source of the waterlevel for (unsigned i = 0; i < mo->Sector->e->XFloor.ffloors.Size(); i++) { @@ -594,7 +591,6 @@ int P_GetFriction(const AActor *mo, int *frictionfactor) movefactor = secmovefac(rover->model) >> 1; } } -#endif } else if (var_friction && !(mo->flags & (MF_NOCLIP | MF_NOGRAVITY))) { // When the object is straddling sectors with the same @@ -605,7 +601,6 @@ int P_GetFriction(const AActor *mo, int *frictionfactor) { sec = m->m_sector; -#ifdef _3DFLOORS // 3D floors must be checked, too for (unsigned i = 0; i < sec->e->XFloor.ffloors.Size(); i++) { @@ -634,7 +629,6 @@ int P_GetFriction(const AActor *mo, int *frictionfactor) movefactor = secmovefac(rover->model); } } -#endif if (!(sec->special & FRICTION_MASK) && Terrains[TerrainTypes[sec->GetTexture(sector_t::floor)]].Friction == 0) @@ -789,14 +783,9 @@ bool PIT_CheckLine(line_t *ld, const FBoundingBox &box, FCheckPosition &tm) !(tm.thing->flags & (MF_NOGRAVITY | MF_NOCLIP))) { secplane_t frontplane, backplane; -#ifdef _3DFLOORS // Check 3D floors as well frontplane = P_FindFloorPlane(ld->frontsector, tm.thing->x, tm.thing->y, tm.thing->floorz); backplane = P_FindFloorPlane(ld->backsector, tm.thing->x, tm.thing->y, tm.thing->floorz); -#else - frontplane = ld->frontsector->floorplane; - backplane = ld->backsector->floorplane; -#endif if (frontplane.c < STEEPSLOPE || backplane.c < STEEPSLOPE) { const msecnode_t *node = tm.thing->touching_sectorlist; @@ -1457,7 +1446,6 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo //Added by MC: Fill the tmsector. tm.sector = newsec; -#ifdef _3DFLOORS //Check 3D floors if (!thing->IsNoClip2() && newsec->e->XFloor.ffloors.Size()) { @@ -1489,7 +1477,6 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo } } } -#endif validcount++; spechit.Clear(); @@ -1806,7 +1793,6 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo fzb <= mobj->z && bzb <= mobj->z) { // we must also check if some 3D floor in the backsector may be blocking -#ifdef _3DFLOORS for (unsigned int i = 0; ibacksector->e->XFloor.ffloors.Size(); i++) { F3DFloor* rover = line->backsector->e->XFloor.ffloors[i]; @@ -1821,7 +1807,6 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo goto isblocking; } } -#endif return; } } @@ -2746,7 +2731,6 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov const secplane_t *plane = &actor->floorsector->floorplane; fixed_t planezhere = plane->ZatPoint(actor->x, actor->y); -#ifdef _3DFLOORS for (unsigned int i = 0; ifloorsector->e->XFloor.ffloors.Size(); i++) { F3DFloor * rover = actor->floorsector->e->XFloor.ffloors[i]; @@ -2781,7 +2765,6 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov } } } -#endif if (actor->floorsector != actor->Sector) { @@ -3159,7 +3142,6 @@ struct aim_t AActor * thing_friend, *thing_other; angle_t pitch_friend, pitch_other; int flags; -#ifdef _3DFLOORS sector_t * lastsector; secplane_t * lastfloorplane; secplane_t * lastceilingplane; @@ -3167,13 +3149,11 @@ struct aim_t bool crossedffloors; bool AimTraverse3DFloors(const divline_t &trace, intercept_t * in); -#endif void AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, AActor *target = NULL); }; -#ifdef _3DFLOORS //============================================================================ // // AimTraverse3DFloors @@ -3275,7 +3255,6 @@ bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in) lastfloorplane = nextbottomplane; return true; } -#endif //============================================================================ // @@ -3328,9 +3307,7 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en if (toppitch >= bottompitch) return; // stop -#ifdef _3DFLOORS if (!AimTraverse3DFloors(it.Trace(), in)) return; -#endif continue; // shot continues } @@ -3369,7 +3346,6 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en continue; } -#ifdef _3DFLOORS // we must do one last check whether the trace has crossed a 3D floor if (lastsector == th->Sector && th->Sector->e->XFloor.ffloors.Size()) { @@ -3394,7 +3370,6 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en } } } -#endif // check angles to see if the thing can be aimed at @@ -3408,7 +3383,6 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en if (thingbottompitch < toppitch) continue; // shot under the thing -#ifdef _3DFLOORS if (crossedffloors) { // if 3D floors were in the way do an extra visibility check for safety @@ -3427,7 +3401,6 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en else return; } } -#endif // this thing can be hit! if (thingtoppitch < toppitch) @@ -3564,7 +3537,6 @@ fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, AActor **pL // Information for tracking crossed 3D floors aim.aimpitch = t1->pitch; -#ifdef _3DFLOORS aim.crossedffloors = t1->Sector->e->XFloor.ffloors.Size() != 0; aim.lastsector = t1->Sector; aim.lastfloorplane = aim.lastceilingplane = NULL; @@ -3580,7 +3552,6 @@ fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, AActor **pL bottomz = rover->top.plane->ZatPoint(t1->x, t1->y); if (bottomz <= t1->z) aim.lastfloorplane = rover->top.plane; } -#endif aim.AimTraverse(t1->x, t1->y, x2, y2, target); @@ -5456,7 +5427,6 @@ bool P_ChangeSector(sector_t *sector, int crunch, int amt, int floorOrCeil, bool cpos.movemidtex = false; cpos.sector = sector; -#ifdef _3DFLOORS // Also process all sectors that have 3D floors transferred from the // changed sector. if (sector->e->XFloor.attached.Size()) @@ -5504,8 +5474,6 @@ bool P_ChangeSector(sector_t *sector, int crunch, int amt, int floorOrCeil, bool } } P_Recalculate3DFloors(sector); // Must recalculate the 3d floor and light lists -#endif - // [RH] Use different functions for the four different types of sector // movement. diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index b0fc0d08e..267e71bb9 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -1316,7 +1316,6 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target) z = mo->z; F3DFloor * ffloor=NULL; -#ifdef _3DFLOORS if (line->sidedef[side^1] != NULL) { sector_t * backsector = line->sidedef[side^1]->sector; @@ -1336,7 +1335,6 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target) } } } -#endif DImpactDecal::StaticCreate (base->GetDecal (), x, y, z, line->sidedef[side], ffloor); @@ -2164,7 +2162,6 @@ explode: { if (mo->dropoffz != mo->floorz) // 3DMidtex or other special cases that must be excluded { -#ifdef _3DFLOORS unsigned i; for(i=0;iSector->e->XFloor.ffloors.Size();i++) { @@ -2175,7 +2172,6 @@ explode: if (rover->flags&FF_SOLID && rover->top.plane->ZatPoint(mo->x,mo->y)==mo->floorz) break; } if (i==mo->Sector->e->XFloor.ffloors.Size()) -#endif return oldfloorz; } } @@ -3567,12 +3563,8 @@ void AActor::Tick () { secplane_t floorplane; -#ifdef _3DFLOORS // Check 3D floors as well floorplane = P_FindFloorPlane(floorsector, x, y, floorz); -#else - floorplane = floorsector->floorplane; -#endif if (floorplane.c < STEEPSLOPE && floorplane.ZatPoint (x, y) <= floorz) @@ -3889,7 +3881,6 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash) reset = true; } } -#ifdef _3DFLOORS else { // Check 3D floors as well! @@ -3923,7 +3914,6 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash) break; } } -#endif } // some additional checks to make deep sectors like Boom's splash without setting @@ -5371,7 +5361,6 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z } #endif -#ifdef _3DFLOORS for(unsigned int i=0;ie->XFloor.ffloors.Size();i++) { F3DFloor * rover = sec->e->XFloor.ffloors[i]; @@ -5388,7 +5377,6 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z planez = rover->bottom.plane->ZatPoint(x, y); if (planez < z && !(planez < thing->floorz)) return false; } -#endif hsec = sec->GetHeightSec(); if (hsec == NULL || !(hsec->MoreFlags & SECF_CLIPFAKEPLANES)) { @@ -5398,9 +5386,7 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z { terrainnum = TerrainTypes[hsec->GetTexture(sector_t::floor)]; } -#ifdef _3DFLOORS foundone: -#endif int splashnum = Terrains[terrainnum].Splash; bool smallsplash = false; @@ -5503,7 +5489,6 @@ bool P_HitFloor (AActor *thing) break; } -#ifdef _3DFLOORS // Check 3D floors for(unsigned int i=0;im_sector->e->XFloor.ffloors.Size();i++) { @@ -5517,7 +5502,6 @@ bool P_HitFloor (AActor *thing) } } } -#endif } if (m == NULL || m->m_sector->GetHeightSec() != NULL) { diff --git a/src/p_setup.cpp b/src/p_setup.cpp index fb6b34b53..14b19348e 100644 --- a/src/p_setup.cpp +++ b/src/p_setup.cpp @@ -2519,7 +2519,6 @@ void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmaps } break; -#ifdef _3DFLOORS case Sector_Set3DFloor: if (msd->toptexture[0]=='#') { @@ -2534,7 +2533,6 @@ void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmaps SetTexture(sd, side_t::mid, msd->midtexture, missingtex); SetTexture(sd, side_t::bottom, msd->bottomtexture, missingtex); break; -#endif case TranslucentLine: // killough 4/11/98: apply translucency to 2s normal texture if (checktranmap) diff --git a/src/p_sight.cpp b/src/p_sight.cpp index ef4dfacd0..135698b8b 100644 --- a/src/p_sight.cpp +++ b/src/p_sight.cpp @@ -127,7 +127,6 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in) if (topslope <= bottomslope) return false; // stop -#ifdef _3DFLOORS // now handle 3D-floors if(li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size()) { @@ -219,7 +218,6 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in) lastztop= FixedMul (topslope, in->frac) + sightzstart; lastzbottom= FixedMul (bottomslope, in->frac) + sightzstart; -#endif return true; // keep going } @@ -401,7 +399,6 @@ bool SightCheck::P_SightTraverseIntercepts () } } -#ifdef _3DFLOORS if (lastsector==seeingthing->Sector && lastsector->e->XFloor.ffloors.Size()) { // we must do one last check whether the trace has crossed a 3D floor in the last sector @@ -424,7 +421,6 @@ bool SightCheck::P_SightTraverseIntercepts () } } -#endif return true; // everything was traversed } @@ -453,7 +449,6 @@ bool SightCheck::P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_ validcount++; intercepts.Clear (); -#ifdef _3DFLOORS // for FF_SEETHROUGH the following rule applies: // If the viewer is in an area without FF_SEETHROUGH he can only see into areas without this flag // If the viewer is in an area with FF_SEETHROUGH he can only see into areas with this flag @@ -472,7 +467,6 @@ bool SightCheck::P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_ break; } } -#endif if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0) x1 += FRACUNIT; // don't side exactly on a line diff --git a/src/p_trace.cpp b/src/p_trace.cpp index 26852269a..07d23294b 100644 --- a/src/p_trace.cpp +++ b/src/p_trace.cpp @@ -104,7 +104,6 @@ bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector, res.Crossed3DWater = NULL; */ -#ifdef _3DFLOORS // Do a 3D floor check in the starting sector TDeletingArray &ff = sector->e->XFloor.ffloors; @@ -174,7 +173,6 @@ bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector, } } } -#endif // check for overflows and clip if necessary SQWORD xd = (SQWORD)x + ( ( SQWORD(vx) * SQWORD(maxDist) )>>16); @@ -257,7 +255,6 @@ bool FTraceInfo::TraceTraverse (int ptflags) fixed_t dist; // Deal with splashes in 3D floors -#ifdef _3DFLOORS if (CurSector->e->XFloor.ffloors.Size()) { for(unsigned int i=0;ie->XFloor.ffloors.Size();i++) @@ -274,7 +271,6 @@ bool FTraceInfo::TraceTraverse (int ptflags) } } } -#endif if (in->isaline) { @@ -381,7 +377,6 @@ bool FTraceInfo::TraceTraverse (int ptflags) } else { // made it past the wall -#ifdef _3DFLOORS // check for 3D floors first if (entersector->e->XFloor.ffloors.Size()) { @@ -435,9 +430,6 @@ bool FTraceInfo::TraceTraverse (int ptflags) } } } -#endif - - Results->HitType = TRACE_HitNone; if (TraceFlags & TRACE_PCross) @@ -450,9 +442,7 @@ bool FTraceInfo::TraceTraverse (int ptflags) P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_Impact); } } -#ifdef _3DFLOORS cont: -#endif if (Results->HitType != TRACE_HitNone) {