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1014 lines
29 KiB
C++
1014 lines
29 KiB
C++
/*
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** p_3dfloor.cpp
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**
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** 3D-floor handling
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2008 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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** 4. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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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_local.h"
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#include "p_lnspec.h"
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#include "p_maputl.h"
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#include "w_wad.h"
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#include "sc_man.h"
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#include "g_level.h"
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#include "p_terrain.h"
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#include "d_player.h"
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#include "r_utility.h"
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#include "p_spec.h"
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#include "r_data/colormaps.h"
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//==========================================================================
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//
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// 3D Floors
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//
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//==========================================================================
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//==========================================================================
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//
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// Wrappers to access the colormap information
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//
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//==========================================================================
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FDynamicColormap *F3DFloor::GetColormap()
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{
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// If there's no fog in either model or target sector this is easy and fast.
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if ((target->ColorMap->Fade == 0 && model->ColorMap->Fade == 0) || (flags & (FF_FADEWALLS|FF_FOG)))
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{
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return model->ColorMap;
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}
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else
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{
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// We must create a new colormap combining the properties we need
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return GetSpecialLights(model->ColorMap->Color, target->ColorMap->Fade, model->ColorMap->Desaturate);
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}
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}
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PalEntry F3DFloor::GetBlend()
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{
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// The model sector's fog is used as blend unless FF_FADEWALLS is set.
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if (!(flags & FF_FADEWALLS) && target->ColorMap->Fade != model->ColorMap->Fade)
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{
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return model->ColorMap->Fade;
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}
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else
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{
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return 0;
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}
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}
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void F3DFloor::UpdateColormap(FDynamicColormap *&map)
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{
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// If there's no fog in either model or target sector (or both have the same fog) this is easy and fast.
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if ((target->ColorMap->Fade == 0 && model->ColorMap->Fade == 0) || (flags & FF_FADEWALLS) ||
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target->ColorMap->Fade == model->ColorMap->Fade)
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{
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map = model->ColorMap;
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}
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else
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{
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// since rebuilding the map is not a cheap operation let's only do it if something really changed.
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if (map->Color != model->ColorMap->Color || map->Fade != target->ColorMap->Fade ||
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map->Desaturate != model->ColorMap->Desaturate)
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{
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map = GetSpecialLights(model->ColorMap->Color, target->ColorMap->Fade, model->ColorMap->Desaturate);
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}
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}
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}
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//==========================================================================
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//
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// Add one 3D floor to the sector
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//
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//==========================================================================
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static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flags, int alpha)
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{
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F3DFloor* ffloor;
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unsigned i;
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if(!(flags & FF_THISINSIDE)) {
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for(i = 0; i < sec2->e->XFloor.attached.Size(); i++) if(sec2->e->XFloor.attached[i] == sec) return;
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sec2->e->XFloor.attached.Push(sec);
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}
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//Add the floor
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ffloor = new F3DFloor;
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ffloor->top.copied = ffloor->bottom.copied = false;
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ffloor->top.model = ffloor->bottom.model = ffloor->model = sec2;
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ffloor->target = sec;
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ffloor->ceilingclip = ffloor->floorclip = NULL;
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ffloor->validcount = 0;
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if (!(flags&FF_THINFLOOR))
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{
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ffloor->bottom.plane = &sec2->floorplane;
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ffloor->bottom.texture = &sec2->planes[sector_t::floor].Texture;
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ffloor->bottom.texheight = &sec2->planes[sector_t::floor].TexZ;
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ffloor->bottom.isceiling = sector_t::floor;
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}
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else
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{
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ffloor->bottom.plane = &sec2->ceilingplane;
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ffloor->bottom.texture = &sec2->planes[sector_t::ceiling].Texture;
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ffloor->bottom.texheight = &sec2->planes[sector_t::ceiling].TexZ;
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ffloor->bottom.isceiling = sector_t::ceiling;
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}
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if (!(flags&FF_FIX))
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{
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ffloor->top.plane = &sec2->ceilingplane;
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ffloor->top.texture = &sec2->planes[sector_t::ceiling].Texture;
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ffloor->top.texheight = &sec2->planes[sector_t::ceiling].TexZ;
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ffloor->toplightlevel = &sec2->lightlevel;
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ffloor->top.isceiling = sector_t::ceiling;
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}
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else // FF_FIX is a special case to patch rendering holes
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{
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ffloor->top.plane = &sec->floorplane;
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ffloor->top.texture = &sec2->planes[sector_t::floor].Texture;
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ffloor->top.texheight = &sec2->planes[sector_t::floor].TexZ;
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ffloor->toplightlevel = &sec->lightlevel;
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ffloor->top.isceiling = sector_t::floor;
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ffloor->top.model = sec;
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}
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// Hacks for Vavoom's idiotic implementation
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if (flags&FF_INVERTSECTOR)
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{
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// switch the planes
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F3DFloor::planeref sp = ffloor->top;
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ffloor->top=ffloor->bottom;
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ffloor->bottom=sp;
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if (flags&FF_SWIMMABLE)
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{
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// Vavoom floods the lower part if it is swimmable.
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// fortunately this plane won't be rendered - otherwise this wouldn't work...
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ffloor->bottom.plane=&sec->floorplane;
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ffloor->bottom.model=sec;
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ffloor->bottom.isceiling = sector_t::floor;
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}
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}
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ffloor->flags = flags;
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ffloor->master = master;
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ffloor->alpha = alpha;
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ffloor->top.vindex = ffloor->bottom.vindex = -1;
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// The engine cannot handle sloped translucent floors. Sorry
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if (ffloor->top.plane->a || ffloor->top.plane->b || ffloor->bottom.plane->a || ffloor->bottom.plane->b)
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{
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ffloor->alpha = FRACUNIT;
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ffloor->flags &= ~FF_ADDITIVETRANS;
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}
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if(flags & FF_THISINSIDE) {
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// switch the planes
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F3DFloor::planeref sp = ffloor->top;
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ffloor->top=ffloor->bottom;
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ffloor->bottom=sp;
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}
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sec->e->XFloor.ffloors.Push(ffloor);
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// kg3D - software renderer only hack
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// this is really required because of ceilingclip and floorclip
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if(flags & FF_BOTHPLANES)
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{
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P_Add3DFloor(sec, sec2, master, FF_EXISTS | FF_THISINSIDE | FF_RENDERPLANES | FF_NOSHADE | FF_SEETHROUGH | FF_SHOOTTHROUGH |
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(flags & (FF_INVERTSECTOR | FF_TRANSLUCENT | FF_ADDITIVETRANS)), alpha);
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}
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}
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//==========================================================================
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//
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// Creates all 3D floors defined by one linedef
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//
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//==========================================================================
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static int P_Set3DFloor(line_t * line, int param, int param2, int alpha)
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{
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int s, i;
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int flags;
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int tag = line->args[0];
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sector_t * sec = line->frontsector, *ss;
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FSectorTagIterator itr(tag);
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while ((s = itr.Next()) >= 0)
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{
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ss = §ors[s];
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if (param == 0)
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{
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flags = FF_EXISTS | FF_RENDERALL | FF_SOLID | FF_INVERTSECTOR;
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alpha = 255;
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for (i = 0; i < sec->linecount; i++)
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{
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line_t * l = sec->lines[i];
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if (l->special == Sector_SetContents && l->frontsector == sec)
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{
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alpha = clamp<int>(l->args[1], 0, 100);
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if (l->args[2] & 1) flags &= ~FF_SOLID;
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if (l->args[2] & 2) flags |= FF_SEETHROUGH;
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if (l->args[2] & 4) flags |= FF_SHOOTTHROUGH;
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if (l->args[2] & 8) flags |= FF_ADDITIVETRANS;
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if (alpha != 100) flags |= FF_TRANSLUCENT;//|FF_BOTHPLANES|FF_ALLSIDES;
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if (l->args[0])
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{
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// Yes, Vavoom's 3D-floor definitions suck!
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// The content list changed in r1783 of Vavoom to be unified
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// among all its supported games, so it has now ten different
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// values instead of just five.
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static DWORD vavoomcolors[] = { VC_EMPTY,
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VC_WATER, VC_LAVA, VC_NUKAGE, VC_SLIME, VC_HELLSLIME,
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VC_BLOOD, VC_SLUDGE, VC_HAZARD, VC_BOOMWATER };
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flags |= FF_SWIMMABLE | FF_BOTHPLANES | FF_ALLSIDES | FF_FLOOD;
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l->frontsector->ColorMap =
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GetSpecialLights(l->frontsector->ColorMap->Color,
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vavoomcolors[l->args[0]],
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l->frontsector->ColorMap->Desaturate);
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}
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alpha = (alpha * 255) / 100;
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break;
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}
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}
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}
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else if (param == 4)
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{
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flags = FF_EXISTS | FF_RENDERPLANES | FF_INVERTPLANES | FF_NOSHADE | FF_FIX;
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if (param2 & 1) flags |= FF_SEETHROUGH; // marker for allowing missing texture checks
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alpha = 255;
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}
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else
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{
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static const int defflags[] = { 0,
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FF_SOLID,
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FF_SWIMMABLE | FF_BOTHPLANES | FF_ALLSIDES | FF_SHOOTTHROUGH | FF_SEETHROUGH,
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FF_SHOOTTHROUGH | FF_SEETHROUGH,
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};
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flags = defflags[param & 3] | FF_EXISTS | FF_RENDERALL;
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if (param & 4) flags |= FF_ALLSIDES | FF_BOTHPLANES;
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if (param & 16) flags ^= FF_SEETHROUGH;
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if (param & 32) flags ^= FF_SHOOTTHROUGH;
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if (param2 & 1) flags |= FF_NOSHADE;
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if (param2 & 2) flags |= FF_DOUBLESHADOW;
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if (param2 & 4) flags |= FF_FOG;
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if (param2 & 8) flags |= FF_THINFLOOR;
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if (param2 & 16) flags |= FF_UPPERTEXTURE;
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if (param2 & 32) flags |= FF_LOWERTEXTURE;
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if (param2 & 64) flags |= FF_ADDITIVETRANS | FF_TRANSLUCENT;
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// if flooding is used the floor must be non-solid and is automatically made shootthrough and seethrough
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if ((param2 & 128) && !(flags & FF_SOLID)) flags |= FF_FLOOD | FF_SEETHROUGH | FF_SHOOTTHROUGH;
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if (param2 & 512) flags |= FF_FADEWALLS;
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if (param2&1024) flags |= FF_RESET;
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FTextureID tex = line->sidedef[0]->GetTexture(side_t::top);
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if (!tex.Exists() && alpha < 255)
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{
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alpha = -tex.GetIndex();
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}
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alpha = clamp(alpha, 0, 255);
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if (alpha == 0) flags &= ~(FF_RENDERALL | FF_BOTHPLANES | FF_ALLSIDES);
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else if (alpha != 255) flags |= FF_TRANSLUCENT;
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}
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P_Add3DFloor(ss, sec, line, flags, alpha);
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}
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// To be 100% safe this should be done even if the alpha by texture value isn't used.
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if (!line->sidedef[0]->GetTexture(side_t::top).isValid())
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line->sidedef[0]->SetTexture(side_t::top, FNullTextureID());
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return 1;
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}
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//==========================================================================
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//
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// P_PlayerOnSpecial3DFloor
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// Checks to see if a player is standing on or is inside a 3D floor (water)
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// and applies any specials..
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//
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//==========================================================================
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void P_PlayerOnSpecial3DFloor(player_t* player)
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{
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sector_t * sector = player->mo->Sector;
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for(unsigned i=0;i<sector->e->XFloor.ffloors.Size();i++)
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{
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F3DFloor* rover=sector->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_EXISTS)) continue;
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if (rover->flags & FF_FIX) continue;
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// Check the 3D floor's type...
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if(rover->flags & FF_SOLID)
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{
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// Player must be on top of the floor to be affected...
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if(player->mo->Z() != rover->top.plane->ZatPoint(player->mo)) continue;
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}
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else
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{
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//Water and DEATH FOG!!! heh
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if (player->mo->Z() > rover->top.plane->ZatPoint(player->mo) ||
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player->mo->Top() < rover->bottom.plane->ZatPoint(player->mo))
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continue;
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}
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// Apply sector specials
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P_PlayerInSpecialSector(player, rover->model);
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// Apply flat specials (using the ceiling!)
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P_PlayerOnSpecialFlat(
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player, rover->model->GetTerrain(rover->top.isceiling));
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break;
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}
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}
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//==========================================================================
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//
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// P_CheckFor3DFloorHit
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// Checks whether the player's feet touch a solid 3D floor in the sector
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//
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//==========================================================================
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bool P_CheckFor3DFloorHit(AActor * mo)
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{
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sector_t * sector = mo->Sector;
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if ((mo->player && (mo->player->cheats & CF_PREDICTING))) return false;
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for(unsigned i=0;i<sector->e->XFloor.ffloors.Size();i++)
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{
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F3DFloor* rover=sector->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_EXISTS)) continue;
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if(rover->flags & FF_SOLID && rover->model->SecActTarget)
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{
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if(mo->floorz == rover->top.plane->ZatPoint(mo))
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{
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rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
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return true;
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}
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}
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}
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return false;
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}
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//==========================================================================
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//
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// P_CheckFor3DCeilingHit
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// Checks whether the player's head touches a solid 3D floor in the sector
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//
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//==========================================================================
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bool P_CheckFor3DCeilingHit(AActor * mo)
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{
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sector_t * sector = mo->Sector;
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if ((mo->player && (mo->player->cheats & CF_PREDICTING))) return false;
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for(unsigned i=0;i<sector->e->XFloor.ffloors.Size();i++)
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{
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F3DFloor* rover=sector->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_EXISTS)) continue;
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if(rover->flags & FF_SOLID && rover->model->SecActTarget)
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{
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if(mo->ceilingz == rover->bottom.plane->ZatPoint(mo))
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{
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rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
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return true;
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}
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}
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}
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return false;
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}
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//==========================================================================
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//
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// P_Recalculate3DFloors
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//
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// This function sorts the ffloors by height and creates the lightlists
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// that the given sector uses to light floors/ceilings/walls according to the 3D floors.
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//
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//==========================================================================
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void P_Recalculate3DFloors(sector_t * sector)
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{
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F3DFloor * rover;
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F3DFloor * pick;
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unsigned pickindex;
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F3DFloor * clipped=NULL;
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F3DFloor * solid=NULL;
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fixed_t solid_bottom=0;
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fixed_t clipped_top;
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fixed_t clipped_bottom=0;
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fixed_t maxheight, minheight;
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unsigned i, j;
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lightlist_t newlight;
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lightlist_t resetlight; // what it goes back to after FF_DOUBLESHADOW
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TArray<F3DFloor*> & ffloors=sector->e->XFloor.ffloors;
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TArray<lightlist_t> & lightlist = sector->e->XFloor.lightlist;
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// Sort the floors top to bottom for quicker access here and later
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// Translucent and swimmable floors are split if they overlap with solid ones.
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if (ffloors.Size()>1)
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{
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TArray<F3DFloor*> oldlist;
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oldlist = ffloors;
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ffloors.Clear();
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// first delete the old dynamic stuff
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for(i=0;i<oldlist.Size();i++)
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{
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F3DFloor * rover=oldlist[i];
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if (rover->flags&FF_DYNAMIC)
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{
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delete rover;
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oldlist.Delete(i);
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i--;
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continue;
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}
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if (rover->flags&FF_CLIPPED)
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{
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rover->flags&=~FF_CLIPPED;
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rover->flags|=FF_EXISTS;
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}
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}
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while (oldlist.Size())
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{
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pick=oldlist[0];
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fixed_t height=pick->top.plane->ZatPoint(sector->centerspot);
|
|
|
|
// find highest starting ffloor - intersections are not supported!
|
|
pickindex=0;
|
|
for (j=1;j<oldlist.Size();j++)
|
|
{
|
|
fixed_t h2=oldlist[j]->top.plane->ZatPoint(sector->centerspot);
|
|
|
|
if (h2>height)
|
|
{
|
|
pick=oldlist[j];
|
|
pickindex=j;
|
|
height=h2;
|
|
}
|
|
}
|
|
|
|
oldlist.Delete(pickindex);
|
|
fixed_t pick_bottom=pick->bottom.plane->ZatPoint(sector->centerspot);
|
|
|
|
if (pick->flags & FF_THISINSIDE)
|
|
{
|
|
// These have the floor higher than the ceiling and cannot be processed
|
|
// by the clipping code below.
|
|
ffloors.Push(pick);
|
|
}
|
|
else if ((pick->flags&(FF_SWIMMABLE|FF_TRANSLUCENT) || (!(pick->flags&FF_RENDERALL))) && pick->flags&FF_EXISTS)
|
|
{
|
|
// We must check if this nonsolid segment gets clipped from the top by another 3D floor
|
|
if (solid != NULL && solid_bottom < height)
|
|
{
|
|
ffloors.Push(pick);
|
|
if (solid_bottom < pick_bottom)
|
|
{
|
|
// this one is fully covered
|
|
pick->flags|=FF_CLIPPED;
|
|
pick->flags&=~FF_EXISTS;
|
|
}
|
|
else
|
|
{
|
|
F3DFloor * dyn=new F3DFloor;
|
|
*dyn=*pick;
|
|
pick->flags|=FF_CLIPPED;
|
|
pick->flags&=~FF_EXISTS;
|
|
dyn->flags|=FF_DYNAMIC;
|
|
dyn->top.copyPlane(&solid->bottom);
|
|
ffloors.Push(dyn);
|
|
|
|
clipped = dyn;
|
|
clipped_top = solid_bottom;
|
|
clipped_bottom = pick_bottom;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
clipped = pick;
|
|
clipped_top = height;
|
|
clipped_bottom = pick_bottom;
|
|
ffloors.Push(pick);
|
|
}
|
|
}
|
|
else if (clipped && clipped_bottom<height)
|
|
{
|
|
// translucent floor above must be clipped to this one!
|
|
F3DFloor * dyn=new F3DFloor;
|
|
*dyn=*clipped;
|
|
clipped->flags|=FF_CLIPPED;
|
|
clipped->flags&=~FF_EXISTS;
|
|
dyn->flags|=FF_DYNAMIC;
|
|
dyn->bottom.copyPlane(&pick->top);
|
|
ffloors.Push(dyn);
|
|
ffloors.Push(pick);
|
|
|
|
if (pick_bottom<=clipped_bottom)
|
|
{
|
|
clipped=NULL;
|
|
}
|
|
else
|
|
{
|
|
// the translucent part extends below the clipper
|
|
dyn=new F3DFloor;
|
|
*dyn=*clipped;
|
|
dyn->flags|=FF_DYNAMIC|FF_EXISTS;
|
|
dyn->top.copyPlane(&pick->bottom);
|
|
ffloors.Push(dyn);
|
|
clipped = dyn;
|
|
clipped_top = pick_bottom;
|
|
}
|
|
solid = pick;
|
|
solid_bottom = pick_bottom;
|
|
}
|
|
else
|
|
{
|
|
clipped = NULL;
|
|
if (solid == NULL || solid_bottom > pick_bottom)
|
|
{
|
|
// only if this one is lower
|
|
solid = pick;
|
|
solid_bottom = pick_bottom;
|
|
}
|
|
ffloors.Push(pick);
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// having the floors sorted makes this routine significantly simpler
|
|
// Only some overlapping cases with FF_DOUBLESHADOW might create anomalies
|
|
// but these are clearly undefined.
|
|
if(ffloors.Size())
|
|
{
|
|
lightlist.Resize(1);
|
|
lightlist[0].plane = sector->ceilingplane;
|
|
lightlist[0].p_lightlevel = §or->lightlevel;
|
|
lightlist[0].caster = NULL;
|
|
lightlist[0].lightsource = NULL;
|
|
lightlist[0].extra_colormap = sector->ColorMap;
|
|
lightlist[0].blend = 0;
|
|
lightlist[0].flags = 0;
|
|
|
|
resetlight = lightlist[0];
|
|
|
|
maxheight = sector->CenterCeiling();
|
|
minheight = sector->CenterFloor();
|
|
for(i = 0; i < ffloors.Size(); i++)
|
|
{
|
|
rover=ffloors[i];
|
|
|
|
if ( !(rover->flags & FF_EXISTS) || rover->flags & FF_NOSHADE )
|
|
continue;
|
|
|
|
fixed_t ff_top=rover->top.plane->ZatPoint(sector->centerspot);
|
|
if (ff_top < minheight) break; // reached the floor
|
|
if (ff_top < maxheight)
|
|
{
|
|
newlight.plane = *rover->top.plane;
|
|
newlight.p_lightlevel = rover->toplightlevel;
|
|
newlight.caster = rover;
|
|
newlight.lightsource = rover;
|
|
newlight.extra_colormap = rover->GetColormap();
|
|
newlight.blend = rover->GetBlend();
|
|
newlight.flags = rover->flags;
|
|
lightlist.Push(newlight);
|
|
}
|
|
else
|
|
{
|
|
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(sector->centerspot);
|
|
if (ff_bottom<maxheight)
|
|
{
|
|
// this segment begins over the ceiling and extends beyond it
|
|
lightlist[0].p_lightlevel = rover->toplightlevel;
|
|
lightlist[0].caster = rover;
|
|
lightlist[0].lightsource = rover;
|
|
lightlist[0].extra_colormap = rover->GetColormap();
|
|
lightlist[0].blend = rover->GetBlend();
|
|
lightlist[0].flags = rover->flags;
|
|
}
|
|
}
|
|
if (!(rover->flags & (FF_DOUBLESHADOW | FF_RESET)))
|
|
{
|
|
resetlight = lightlist.Last();
|
|
}
|
|
else if (rover->flags & FF_RESET)
|
|
{
|
|
resetlight.p_lightlevel = §or->lightlevel;
|
|
resetlight.lightsource = NULL;
|
|
resetlight.extra_colormap = sector->ColorMap;
|
|
resetlight.blend = 0;
|
|
}
|
|
|
|
if (rover->flags&FF_DOUBLESHADOW)
|
|
{
|
|
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(sector->centerspot);
|
|
if(ff_bottom < maxheight && ff_bottom>minheight)
|
|
{
|
|
newlight.caster = rover;
|
|
newlight.plane = *rover->bottom.plane;
|
|
newlight.lightsource = resetlight.lightsource;
|
|
newlight.p_lightlevel = resetlight.p_lightlevel;
|
|
newlight.extra_colormap = resetlight.extra_colormap;
|
|
newlight.blend = resetlight.blend;
|
|
newlight.flags = rover->flags;
|
|
lightlist.Push(newlight);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// recalculates 3D floors for all attached sectors
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_RecalculateAttached3DFloors(sector_t * sec)
|
|
{
|
|
extsector_t::xfloor &x = sec->e->XFloor;
|
|
|
|
for(unsigned int i=0; i<x.attached.Size(); i++)
|
|
{
|
|
P_Recalculate3DFloors(x.attached[i]);
|
|
}
|
|
P_Recalculate3DFloors(sec);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// recalculates light lists for this sector
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_RecalculateLights(sector_t *sector)
|
|
{
|
|
TArray<lightlist_t> &lightlist = sector->e->XFloor.lightlist;
|
|
|
|
for(unsigned i = 0; i < lightlist.Size(); i++)
|
|
{
|
|
lightlist_t *ll = &lightlist[i];
|
|
if (ll->lightsource != NULL)
|
|
{
|
|
ll->lightsource->UpdateColormap(ll->extra_colormap);
|
|
ll->blend = ll->lightsource->GetBlend();
|
|
}
|
|
else
|
|
{
|
|
ll->extra_colormap = sector->ColorMap;
|
|
ll->blend = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// recalculates light lists for all attached sectors
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_RecalculateAttachedLights(sector_t *sector)
|
|
{
|
|
extsector_t::xfloor &x = sector->e->XFloor;
|
|
|
|
for(unsigned int i=0; i<x.attached.Size(); i++)
|
|
{
|
|
P_RecalculateLights(x.attached[i]);
|
|
}
|
|
P_RecalculateLights(sector);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
lightlist_t * P_GetPlaneLight(sector_t * sector, secplane_t * plane, bool underside)
|
|
{
|
|
unsigned i;
|
|
TArray<lightlist_t> &lightlist = sector->e->XFloor.lightlist;
|
|
|
|
fixed_t planeheight=plane->ZatPoint(sector->centerspot);
|
|
if(underside) planeheight--;
|
|
|
|
for(i = 1; i < lightlist.Size(); i++)
|
|
if (lightlist[i].plane.ZatPoint(sector->centerspot) <= planeheight)
|
|
return &lightlist[i - 1];
|
|
|
|
return &lightlist[lightlist.Size() - 1];
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Extended P_LineOpening
|
|
//
|
|
//==========================================================================
|
|
|
|
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)
|
|
{
|
|
if(thing)
|
|
{
|
|
fixed_t thingbot, thingtop;
|
|
|
|
thingbot = thing->Z();
|
|
thingtop = thingbot + (thing->height==0? 1:thing->height);
|
|
|
|
extsector_t::xfloor *xf[2] = {&linedef->frontsector->e->XFloor, &linedef->backsector->e->XFloor};
|
|
|
|
// Check for 3D-floors in the sector (mostly identical to what Legacy does here)
|
|
if(xf[0]->ffloors.Size() || xf[1]->ffloors.Size())
|
|
{
|
|
fixed_t lowestceiling = open.top;
|
|
fixed_t highestfloor = open.bottom;
|
|
fixed_t lowestfloor[2] = {
|
|
linedef->frontsector->floorplane.ZatPoint(x, y),
|
|
linedef->backsector->floorplane.ZatPoint(x, y) };
|
|
FTextureID highestfloorpic;
|
|
int highestfloorterrain = -1;
|
|
FTextureID lowestceilingpic;
|
|
sector_t *lowestceilingsec = NULL, *highestfloorsec = NULL;
|
|
secplane_t *highestfloorplanes[2] = { NULL, NULL };
|
|
|
|
highestfloorpic.SetInvalid();
|
|
lowestceilingpic.SetInvalid();
|
|
|
|
for(int j=0;j<2;j++)
|
|
{
|
|
for(unsigned i=0;i<xf[j]->ffloors.Size();i++)
|
|
{
|
|
F3DFloor *rover = xf[j]->ffloors[i];
|
|
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
if (!(rover->flags & FF_SOLID)) continue;
|
|
|
|
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(x, y);
|
|
fixed_t ff_top=rover->top.plane->ZatPoint(x, y);
|
|
|
|
fixed_t delta1 = abs(thingbot - ((ff_bottom + ff_top) / 2));
|
|
fixed_t delta2 = abs(thingtop - ((ff_bottom + ff_top) / 2));
|
|
|
|
if(ff_bottom < lowestceiling && delta1 >= delta2)
|
|
{
|
|
lowestceiling = ff_bottom;
|
|
lowestceilingpic = *rover->bottom.texture;
|
|
lowestceilingsec = j == 0 ? linedef->frontsector : linedef->backsector;
|
|
}
|
|
|
|
if(ff_top > highestfloor && delta1 < delta2 && (!restrict || thing->Z() >= ff_top))
|
|
{
|
|
highestfloor = ff_top;
|
|
highestfloorpic = *rover->top.texture;
|
|
highestfloorterrain = rover->model->GetTerrain(rover->top.isceiling);
|
|
highestfloorsec = j == 0 ? linedef->frontsector : linedef->backsector;
|
|
highestfloorplanes[j] = rover->top.plane;
|
|
}
|
|
if(ff_top > lowestfloor[j] && ff_top <= thing->Z() + thing->MaxStepHeight) lowestfloor[j] = ff_top;
|
|
}
|
|
}
|
|
|
|
if(highestfloor > open.bottom)
|
|
{
|
|
open.bottom = highestfloor;
|
|
open.floorpic = highestfloorpic;
|
|
open.floorterrain = highestfloorterrain;
|
|
open.bottomsec = highestfloorsec;
|
|
if (highestfloorplanes[0])
|
|
{
|
|
open.frontfloorplane = *highestfloorplanes[0];
|
|
if (open.frontfloorplane.c < 0) open.frontfloorplane.FlipVert();
|
|
}
|
|
if (highestfloorplanes[1])
|
|
{
|
|
open.backfloorplane = *highestfloorplanes[1];
|
|
if (open.backfloorplane.c < 0) open.backfloorplane.FlipVert();
|
|
}
|
|
}
|
|
|
|
if(lowestceiling < open.top)
|
|
{
|
|
open.top = lowestceiling;
|
|
open.ceilingpic = lowestceilingpic;
|
|
open.topsec = lowestceilingsec;
|
|
}
|
|
|
|
open.lowfloor = MIN(lowestfloor[0], lowestfloor[1]);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Spawns 3D floors
|
|
//
|
|
//==========================================================================
|
|
void P_Spawn3DFloors (void)
|
|
{
|
|
static int flagvals[] = {512, 2+512, 512+1024};
|
|
int i;
|
|
line_t * line;
|
|
|
|
for (i=0,line=lines;i<numlines;i++,line++)
|
|
{
|
|
switch(line->special)
|
|
{
|
|
case ExtraFloor_LightOnly:
|
|
// Note: I am spawning both this and ZDoom's ExtraLight data
|
|
// I don't want to mess with both at the same time during rendering
|
|
// so inserting this into the 3D-floor table as well seemed to be
|
|
// the best option.
|
|
//
|
|
// This does not yet handle case 0 properly!
|
|
if (line->args[1] < 0 || line->args[1] > 2) line->args[1] = 0;
|
|
P_Set3DFloor(line, 3, flagvals[line->args[1]], 0);
|
|
break;
|
|
|
|
case Sector_Set3DFloor:
|
|
// The flag high-byte/line id is only needed in Hexen format.
|
|
// UDMF can set both of these parameters without any restriction of the usable values.
|
|
// In Doom format the translators can take full integers for the tag and the line ID always is the same as the tag.
|
|
if (level.maptype == MAPTYPE_HEXEN)
|
|
{
|
|
if (line->args[1]&8)
|
|
{
|
|
tagManager.AddLineID(i, line->args[4]);
|
|
}
|
|
else
|
|
{
|
|
line->args[0]+=256*line->args[4];
|
|
line->args[4]=0;
|
|
}
|
|
}
|
|
P_Set3DFloor(line, line->args[1]&~8, line->args[2], line->args[3]);
|
|
break;
|
|
|
|
default:
|
|
continue;
|
|
}
|
|
line->special=0;
|
|
line->args[0] = line->args[1] = line->args[2] = line->args[3] = line->args[4] = 0;
|
|
}
|
|
// kg3D - do it in software
|
|
for (i = 0; i < numsectors; i++)
|
|
{
|
|
P_Recalculate3DFloors(§ors[i]);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Returns a 3D floorplane appropriate for the given coordinates
|
|
//
|
|
//==========================================================================
|
|
|
|
secplane_t P_FindFloorPlane(sector_t * sector, fixed_t x, fixed_t y, fixed_t z)
|
|
{
|
|
secplane_t retplane = sector->floorplane;
|
|
if (sector->e) // apparently this can be called when the data is already gone
|
|
{
|
|
for(unsigned int i=0;i<sector->e->XFloor.ffloors.Size();i++)
|
|
{
|
|
F3DFloor * rover= sector->e->XFloor.ffloors[i];
|
|
if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
|
|
|
if (rover->top.plane->ZatPoint(x, y) == z)
|
|
{
|
|
retplane = *rover->top.plane;
|
|
if (retplane.c<0) retplane.FlipVert();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return retplane;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Gives the index to an extra floor above or below the given location.
|
|
// -1 means normal floor or ceiling
|
|
//
|
|
//==========================================================================
|
|
|
|
int P_Find3DFloor(sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool above, bool floor, fixed_t &cmpz)
|
|
{
|
|
// If no sector given, find the one appropriate
|
|
if (sec == NULL)
|
|
sec = R_PointInSubsector(x, y)->sector;
|
|
|
|
// Above normal ceiling
|
|
cmpz = sec->ceilingplane.ZatPoint(x, y);
|
|
if (z >= cmpz)
|
|
return -1;
|
|
|
|
// Below normal floor
|
|
cmpz = sec->floorplane.ZatPoint(x, y);
|
|
if (z <= cmpz)
|
|
return -1;
|
|
|
|
// Looking through planes from top to bottom
|
|
for (int i = 0; i < (signed)sec->e->XFloor.ffloors.Size(); ++i)
|
|
{
|
|
F3DFloor *rover = sec->e->XFloor.ffloors[i];
|
|
|
|
// We are only interested in solid 3D floors here
|
|
if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
|
|
|
if (above)
|
|
{
|
|
// z is above that floor
|
|
if (floor && (z >= (cmpz = rover->top.plane->ZatPoint(x, y))))
|
|
return i - 1;
|
|
// z is above that ceiling
|
|
if (z >= (cmpz = rover->bottom.plane->ZatPoint(x, y)))
|
|
return i - 1;
|
|
}
|
|
else // below
|
|
{
|
|
// z is below that ceiling
|
|
if (!floor && (z <= (cmpz = rover->bottom.plane->ZatPoint(x, y))))
|
|
return i;
|
|
// z is below that floor
|
|
if (z <= (cmpz = rover->top.plane->ZatPoint(x, y)))
|
|
return i;
|
|
}
|
|
}
|
|
|
|
// Failsafe
|
|
return -1;
|
|
}
|
|
|
|
#include "c_dispatch.h"
|
|
|
|
|
|
CCMD (dump3df)
|
|
{
|
|
if (argv.argc() > 1)
|
|
{
|
|
int sec = strtol(argv[1], NULL, 10);
|
|
sector_t *sector = §ors[sec];
|
|
TArray<F3DFloor*> & ffloors=sector->e->XFloor.ffloors;
|
|
|
|
for (unsigned int i = 0; i < ffloors.Size(); i++)
|
|
{
|
|
fixed_t height=ffloors[i]->top.plane->ZatPoint(sector->centerspot);
|
|
fixed_t bheight=ffloors[i]->bottom.plane->ZatPoint(sector->centerspot);
|
|
|
|
IGNORE_FORMAT_PRE
|
|
Printf("FFloor %d @ top = %f (model = %d), bottom = %f (model = %d), flags = %B, alpha = %d %s %s\n",
|
|
i, height / 65536., ffloors[i]->top.model->sectornum,
|
|
bheight / 65536., ffloors[i]->bottom.model->sectornum,
|
|
ffloors[i]->flags, ffloors[i]->alpha, (ffloors[i]->flags&FF_EXISTS)? "Exists":"", (ffloors[i]->flags&FF_DYNAMIC)? "Dynamic":"");
|
|
IGNORE_FORMAT_POST
|
|
}
|
|
}
|
|
}
|