qzdoom-gpl/src/p_sectors.cpp
Christoph Oelckers a41dc24086 - fixed: 3D lights should override the sidedef's regular light completely, that includes relative light added by UDMF's 'light' property.
- Renamed the 'noabsolute' parameter in side_t::GetLightLevel to 'is3dlight', what it actually is, to avoid the confusion that caused the abovementioned error.
- fixed: The Down2Up render path for sides of 3D floors had the 'is3dlight' check inverted.
2016-01-29 14:55:31 +01:00

1075 lines
24 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 "p_spec.h"
#include "c_cvars.h"
#include "doomstat.h"
#include "g_level.h"
#include "nodebuild.h"
#include "p_terrain.h"
#include "po_man.h"
#include "farchive.h"
#include "r_utility.h"
#include "a_sharedglobal.h"
#include "r_data/colormaps.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 == 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)))
{
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 (lines[i]->sidedef[0]->GetTexture(side_t::bottom), minsize);
CheckShortestTex (lines[i]->sidedef[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 (lines[i]->sidedef[0]->GetTexture(side_t::top), minsize);
CheckShortestTex (lines[i]->sidedef[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);
P_RecalculateAttachedLights(this);
}
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);
}
//===========================================================================
//
// 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);
}
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));
}
int sector_t::GetFloorLight () const
{
if (GetFlags(sector_t::floor) & PLANEF_ABSLIGHTING)
{
return GetPlaneLight(floor);
}
else
{
return ClampLight(lightlevel + GetPlaneLight(floor));
}
}
int sector_t::GetCeilingLight () const
{
if (GetFlags(ceiling) & PLANEF_ABSLIGHTING)
{
return GetPlaneLight(ceiling);
}
else
{
return ClampLight(lightlevel + GetPlaneLight(ceiling));
}
}
ASkyViewpoint *sector_t::GetSkyBox(int which)
{
if (SkyBoxes[which] != NULL) return SkyBoxes[which];
if (MoreFlags & (SECF_NOFLOORSKYBOX << which)) return NULL;
return level.DefaultSkybox;
}
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;
}
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;
}
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);
}
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);
}
int sector_t::GetTerrain(int pos) const
{
return terrainnum[pos] >= 0 ? terrainnum[pos] : TerrainTypes[GetTexture(pos)];
}
FArchive &operator<< (FArchive &arc, secspecial_t &p)
{
if (SaveVersion < 4529)
{
int special;
arc << special;
sector_t sec;
memset(&sec, 0, sizeof(sec));
P_InitSectorSpecial(&sec, special, true);
sec.GetSpecial(&p);
}
else
{
arc << p.special
<< p.damageamount
<< p.damagetype
<< p.damageinterval
<< p.leakydamage
<< p.Flags;
}
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 (a != dest->a || b != dest->b || c != dest->c)
{
copy = true;
}
else if (opp->a != -dest->a || opp->b != -dest->b || opp->c != -dest->c)
{
if (d < dest->d)
{
copy = true;
}
}
else if (d < dest->d && d > -opp->d)
{
copy = true;
}
if (copy)
{
*dest = *this;
}
return copy;
}
FArchive &operator<< (FArchive &arc, secplane_t &plane)
{
arc << plane.a << plane.b << plane.c << plane.d;
//if (plane.c != 0)
{ // plane.c should always be non-0. Otherwise, the plane
// would be perfectly vertical.
plane.ic = DivScale32 (1, plane.c);
}
return arc;
}
//==========================================================================
//
// P_AlignFlat
//
//==========================================================================
bool P_AlignFlat (int linenum, int side, int fc)
{
line_t *line = lines + linenum;
sector_t *sec = side ? line->backsector : line->frontsector;
if (!sec)
return false;
fixed_t x = line->v1->x;
fixed_t y = line->v1->y;
angle_t angle = R_PointToAngle2 (x, y, line->v2->x, line->v2->y);
angle_t norm = (angle-ANGLE_90) >> ANGLETOFINESHIFT;
fixed_t dist = -DMulScale16 (finecosine[norm], x, finesine[norm], y);
if (side)
{
angle = angle + ANGLE_180;
dist = -dist;
}
sec->SetBase(fc, dist & ((1<<(FRACBITS+8))-1), 0-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 = sides;
PolyNodeLevel.NumSides = numsides;
PolyNodeLevel.Lines = lines;
PolyNodeLevel.NumLines = numlines;
// 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)
{
int rel;
if (((level.flags2 & LEVEL2_SMOOTHLIGHTING) || (Flags & WALLF_SMOOTHLIGHTING) || r_fakecontrast == 2) &&
linedef->dx != 0)
{
rel = xs_RoundToInt // OMG LEE KILLOUGH LIVES! :/
(
level.WallHorizLight
+ fabs(atan(double(linedef->dy) / linedef->dx) / 1.57079)
* (level.WallVertLight - level.WallHorizLight)
);
}
else
{
rel = linedef->dx == 0 ? level.WallVertLight :
linedef->dy == 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;
}