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// 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"
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# include "p_lnspec.h"
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# include "c_cvars.h"
# include "doomstat.h"
# include "g_level.h"
# include "nodebuild.h"
# include "p_terrain.h"
# include "po_man.h"
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# include "serializer.h"
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# include "r_utility.h"
# include "a_sharedglobal.h"
# include "p_local.h"
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# include "r_sky.h"
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# include "r_data/colormaps.h"
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# include "g_levellocals.h"
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# include "virtual.h"
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// [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 ;
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for ( auto ln : Lines )
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{
if ( NULL ! = ( tsec = getNextSector ( ln , this ) ) & &
tsec ! = nogood & &
tsec - > special = = type )
{
return tsec ;
}
}
return NULL ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , NextSpecialSector )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( type ) ;
PARAM_POINTER ( nogood , sector_t ) ;
ACTION_RETURN_POINTER ( self - > NextSpecialSector ( type , nogood ) ) ;
}
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//
// P_FindLowestFloorSurrounding()
// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
//
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double sector_t : : FindLowestFloorSurrounding ( vertex_t * * v ) const
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{
sector_t * other ;
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double floor ;
double ofloor ;
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vertex_t * spot ;
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if ( Lines . Size ( ) = = 0 ) return GetPlaneTexZ ( sector_t : : floor ) ;
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spot = Lines [ 0 ] - > v1 ;
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floor = floorplane . ZatPoint ( spot ) ;
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for ( auto check : Lines )
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{
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 ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , FindLowestFloorSurrounding )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
vertex_t * v ;
double h = self - > FindLowestFloorSurrounding ( & v ) ;
if ( numret > 0 ) ret [ 0 ] . SetFloat ( h ) ;
if ( numret > 1 ) ret [ 1 ] . SetPointer ( v , ATAG_GENERIC ) ;
return numret ;
}
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//
// P_FindHighestFloorSurrounding()
// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
//
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double sector_t : : FindHighestFloorSurrounding ( vertex_t * * v ) const
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{
sector_t * other ;
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double floor ;
double ofloor ;
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vertex_t * spot ;
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if ( Lines . Size ( ) = = 0 ) return GetPlaneTexZ ( sector_t : : floor ) ;
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spot = Lines [ 0 ] - > v1 ;
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floor = - FLT_MAX ;
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for ( auto check : Lines )
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{
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 ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , FindHighestFloorSurrounding )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
vertex_t * v ;
double h = self - > FindHighestFloorSurrounding ( & v ) ;
if ( numret > 0 ) ret [ 0 ] . SetFloat ( h ) ;
if ( numret > 1 ) ret [ 1 ] . SetPointer ( v , ATAG_GENERIC ) ;
return numret ;
}
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//
// 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
//
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double sector_t : : FindNextHighestFloor ( vertex_t * * v ) const
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{
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double height ;
double heightdiff ;
double ofloor , floor ;
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sector_t * other ;
vertex_t * spot ;
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if ( Lines . Size ( ) = = 0 ) return GetPlaneTexZ ( sector_t : : floor ) ;
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spot = Lines [ 0 ] - > v1 ;
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height = floorplane . ZatPoint ( spot ) ;
heightdiff = FLT_MAX ;
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for ( auto check : Lines )
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{
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 ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , FindNextHighestFloor )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
vertex_t * v ;
double h = self - > FindNextHighestFloor ( & v ) ;
if ( numret > 0 ) ret [ 0 ] . SetFloat ( h ) ;
if ( numret > 1 ) ret [ 1 ] . SetPointer ( v , ATAG_GENERIC ) ;
return numret ;
}
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//
// 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
//
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double sector_t : : FindNextLowestFloor ( vertex_t * * v ) const
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{
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double height ;
double heightdiff ;
double ofloor , floor ;
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sector_t * other ;
vertex_t * spot ;
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if ( Lines . Size ( ) = = 0 ) return GetPlaneTexZ ( sector_t : : floor ) ;
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spot = Lines [ 0 ] - > v1 ;
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height = floorplane . ZatPoint ( spot ) ;
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heightdiff = FLT_MAX ;
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for ( auto check : Lines )
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{
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 ) ;
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floor = floorplane . ZatPoint ( check - > v2 ) ;
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if ( ofloor < floor & & floor - ofloor < heightdiff & & ! IsLinked ( other , false ) )
{
heightdiff = floor - ofloor ;
height = ofloor ;
spot = check - > v2 ;
}
}
}
if ( v ! = NULL )
* v = spot ;
return height ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , FindNextLowestFloor )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
vertex_t * v ;
double h = self - > FindNextLowestFloor ( & v ) ;
if ( numret > 0 ) ret [ 0 ] . SetFloat ( h ) ;
if ( numret > 1 ) ret [ 1 ] . SetPointer ( v , ATAG_GENERIC ) ;
return numret ;
}
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//
// 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
//
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double sector_t : : FindNextLowestCeiling ( vertex_t * * v ) const
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{
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double height ;
double heightdiff ;
double oceil , ceil ;
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sector_t * other ;
vertex_t * spot ;
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if ( Lines . Size ( ) = = 0 ) return GetPlaneTexZ ( sector_t : : floor ) ;
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spot = Lines [ 0 ] - > v1 ;
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height = ceilingplane . ZatPoint ( spot ) ;
heightdiff = FLT_MAX ;
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for ( auto check : Lines )
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{
if ( NULL ! = ( other = getNextSector ( check , this ) ) )
{
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oceil = other - > ceilingplane . ZatPoint ( check - > v1 ) ;
ceil = ceilingplane . ZatPoint ( check - > v1 ) ;
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if ( oceil < ceil & & ceil - oceil < heightdiff & & ! IsLinked ( other , true ) )
{
heightdiff = ceil - oceil ;
height = oceil ;
spot = check - > v1 ;
}
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oceil = other - > ceilingplane . ZatPoint ( check - > v2 ) ;
ceil = ceilingplane . ZatPoint ( check - > v2 ) ;
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if ( oceil < ceil & & ceil - oceil < heightdiff & & ! IsLinked ( other , true ) )
{
heightdiff = ceil - oceil ;
height = oceil ;
spot = check - > v2 ;
}
}
}
if ( v ! = NULL )
* v = spot ;
return height ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , FindNextLowestCeiling )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
vertex_t * v ;
double h = self - > FindNextLowestCeiling ( & v ) ;
if ( numret > 0 ) ret [ 0 ] . SetFloat ( h ) ;
if ( numret > 1 ) ret [ 1 ] . SetPointer ( v , ATAG_GENERIC ) ;
return numret ;
}
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//
// 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
//
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double sector_t : : FindNextHighestCeiling ( vertex_t * * v ) const
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{
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double height ;
double heightdiff ;
double oceil , ceil ;
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sector_t * other ;
vertex_t * spot ;
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if ( Lines . Size ( ) = = 0 ) return GetPlaneTexZ ( sector_t : : ceiling ) ;
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spot = Lines [ 0 ] - > v1 ;
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height = ceilingplane . ZatPoint ( spot ) ;
heightdiff = FLT_MAX ;
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for ( auto check : Lines )
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{
if ( NULL ! = ( other = getNextSector ( check , this ) ) )
{
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oceil = other - > ceilingplane . ZatPoint ( check - > v1 ) ;
ceil = ceilingplane . ZatPoint ( check - > v1 ) ;
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if ( oceil > ceil & & oceil - ceil < heightdiff & & ! IsLinked ( other , true ) )
{
heightdiff = oceil - ceil ;
height = oceil ;
spot = check - > v1 ;
}
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oceil = other - > ceilingplane . ZatPoint ( check - > v2 ) ;
ceil = ceilingplane . ZatPoint ( check - > v2 ) ;
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if ( oceil > ceil & & oceil - ceil < heightdiff & & ! IsLinked ( other , true ) )
{
heightdiff = oceil - ceil ;
height = oceil ;
spot = check - > v2 ;
}
}
}
if ( v ! = NULL )
* v = spot ;
return height ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , FindNextHighestCeiling )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
vertex_t * v ;
double h = self - > FindNextHighestCeiling ( & v ) ;
if ( numret > 0 ) ret [ 0 ] . SetFloat ( h ) ;
if ( numret > 1 ) ret [ 1 ] . SetPointer ( v , ATAG_GENERIC ) ;
return numret ;
}
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//
// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
//
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double sector_t : : FindLowestCeilingSurrounding ( vertex_t * * v ) const
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{
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double height ;
double oceil ;
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sector_t * other ;
vertex_t * spot ;
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if ( Lines . Size ( ) = = 0 ) return GetPlaneTexZ ( sector_t : : ceiling ) ;
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spot = Lines [ 0 ] - > v1 ;
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height = FLT_MAX ;
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for ( auto check : Lines )
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{
if ( NULL ! = ( other = getNextSector ( check , this ) ) )
{
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oceil = other - > ceilingplane . ZatPoint ( check - > v1 ) ;
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if ( oceil < height )
{
height = oceil ;
spot = check - > v1 ;
}
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oceil = other - > ceilingplane . ZatPoint ( check - > v2 ) ;
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if ( oceil < height )
{
height = oceil ;
spot = check - > v2 ;
}
}
}
if ( v ! = NULL )
* v = spot ;
return height ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , FindLowestCeilingSurrounding )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
vertex_t * v ;
double h = self - > FindLowestCeilingSurrounding ( & v ) ;
if ( numret > 0 ) ret [ 0 ] . SetFloat ( h ) ;
if ( numret > 1 ) ret [ 1 ] . SetPointer ( v , ATAG_GENERIC ) ;
return numret ;
}
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//
// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
//
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double sector_t : : FindHighestCeilingSurrounding ( vertex_t * * v ) const
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{
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double height ;
double oceil ;
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sector_t * other ;
vertex_t * spot ;
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if ( Lines . Size ( ) = = 0 ) return GetPlaneTexZ ( sector_t : : ceiling ) ;
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spot = Lines [ 0 ] - > v1 ;
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height = - FLT_MAX ;
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for ( auto check : Lines )
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{
if ( NULL ! = ( other = getNextSector ( check , this ) ) )
{
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oceil = other - > ceilingplane . ZatPoint ( check - > v1 ) ;
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if ( oceil > height )
{
height = oceil ;
spot = check - > v1 ;
}
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oceil = other - > ceilingplane . ZatPoint ( check - > v2 ) ;
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if ( oceil > height )
{
height = oceil ;
spot = check - > v2 ;
}
}
}
if ( v ! = NULL )
* v = spot ;
return height ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , FindHighestCeilingSurrounding )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
vertex_t * v ;
double h = self - > FindHighestCeilingSurrounding ( & v ) ;
if ( numret > 0 ) ret [ 0 ] . SetFloat ( h ) ;
if ( numret > 1 ) ret [ 1 ] . SetPointer ( v , ATAG_GENERIC ) ;
return numret ;
}
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//
// 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
//
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static inline void CheckShortestTex ( FTextureID texnum , double & minsize )
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{
if ( texnum . isValid ( ) | | ( texnum . isNull ( ) & & ( i_compatflags & COMPATF_SHORTTEX ) ) )
{
FTexture * tex = TexMan [ texnum ] ;
if ( tex ! = NULL )
{
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double h = tex - > GetScaledHeight ( ) ;
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if ( h < minsize )
{
minsize = h ;
}
}
}
}
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double sector_t : : FindShortestTextureAround ( ) const
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{
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double minsize = FLT_MAX ;
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for ( auto check : Lines )
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{
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if ( check - > flags & ML_TWOSIDED )
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{
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CheckShortestTex ( check - > sidedef [ 0 ] - > GetTexture ( side_t : : bottom ) , minsize ) ;
CheckShortestTex ( check - > sidedef [ 1 ] - > GetTexture ( side_t : : bottom ) , minsize ) ;
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}
}
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return minsize < FLT_MAX ? minsize : TexMan [ 0 ] - > GetHeight ( ) ;
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}
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DEFINE_ACTION_FUNCTION ( _Sector , FindShortestTextureAround )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
double h = self - > FindShortestTextureAround ( ) ;
ACTION_RETURN_FLOAT ( h ) ;
}
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//
// 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
//
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double sector_t : : FindShortestUpperAround ( ) const
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{
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double minsize = FLT_MAX ;
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for ( auto check : Lines )
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{
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if ( check - > flags & ML_TWOSIDED )
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{
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CheckShortestTex ( check - > sidedef [ 0 ] - > GetTexture ( side_t : : top ) , minsize ) ;
CheckShortestTex ( check - > sidedef [ 1 ] - > GetTexture ( side_t : : top ) , minsize ) ;
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}
}
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return minsize < FLT_MAX ? minsize : TexMan [ 0 ] - > GetHeight ( ) ;
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}
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DEFINE_ACTION_FUNCTION ( _Sector , FindShortestUpperAround )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
double h = self - > FindShortestUpperAround ( ) ;
ACTION_RETURN_FLOAT ( h ) ;
}
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//
// 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
//
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sector_t * sector_t : : FindModelFloorSector ( double floordestheight ) const
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{
sector_t * sec ;
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for ( auto check : Lines )
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{
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sec = getNextSector ( check , this ) ;
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if ( sec ! = NULL & &
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( sec - > floorplane . ZatPoint ( check - > v1 ) = = floordestheight | |
sec - > floorplane . ZatPoint ( check - > v2 ) = = floordestheight ) )
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{
return sec ;
}
}
return NULL ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , FindModelFloorSector )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_FLOAT ( fdh ) ;
auto h = self - > FindModelFloorSector ( fdh ) ;
ACTION_RETURN_POINTER ( h ) ;
}
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//
// 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
//
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sector_t * sector_t : : FindModelCeilingSector ( double floordestheight ) const
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{
sector_t * sec ;
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for ( auto check : Lines )
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{
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sec = getNextSector ( check , this ) ;
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if ( sec ! = NULL & &
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( sec - > ceilingplane . ZatPoint ( check - > v1 ) = = floordestheight | |
sec - > ceilingplane . ZatPoint ( check - > v2 ) = = floordestheight ) )
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{
return sec ;
}
}
return NULL ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , FindModelCeilingSector )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_FLOAT ( fdh ) ;
auto h = self - > FindModelCeilingSector ( fdh ) ;
ACTION_RETURN_POINTER ( h ) ;
}
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//
// Find minimum light from an adjacent sector
//
int sector_t : : FindMinSurroundingLight ( int min ) const
{
sector_t * check ;
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for ( auto line : Lines )
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{
if ( NULL ! = ( check = getNextSector ( line , this ) ) & &
check - > lightlevel < min )
{
min = check - > lightlevel ;
}
}
return min ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , FindMinSurroundingLight )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( min ) ;
auto h = self - > FindMinSurroundingLight ( min ) ;
ACTION_RETURN_INT ( h ) ;
}
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//
// Find the highest point on the floor of the sector
//
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double sector_t : : FindHighestFloorPoint ( vertex_t * * v ) const
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{
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double height = - FLT_MAX ;
double probeheight ;
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vertex_t * spot = NULL ;
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if ( ! floorplane . isSlope ( ) )
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{
if ( v ! = NULL )
{
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if ( Lines . Size ( ) = = 0 ) * v = & level . vertexes [ 0 ] ;
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else * v = Lines [ 0 ] - > v1 ;
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}
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return - floorplane . fD ( ) ;
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}
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for ( auto line : Lines )
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{
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probeheight = floorplane . ZatPoint ( line - > v1 ) ;
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if ( probeheight > height )
{
height = probeheight ;
spot = line - > v1 ;
}
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probeheight = floorplane . ZatPoint ( line - > v2 ) ;
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if ( probeheight > height )
{
height = probeheight ;
spot = line - > v2 ;
}
}
if ( v ! = NULL )
* v = spot ;
return height ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , FindHighestFloorPoint )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
vertex_t * v ;
double h = self - > FindHighestFloorPoint ( & v ) ;
if ( numret > 0 ) ret [ 0 ] . SetFloat ( h ) ;
if ( numret > 1 ) ret [ 1 ] . SetPointer ( v , ATAG_GENERIC ) ;
return numret ;
}
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//
// Find the lowest point on the ceiling of the sector
//
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double sector_t : : FindLowestCeilingPoint ( vertex_t * * v ) const
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{
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double height = FLT_MAX ;
double probeheight ;
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vertex_t * spot = NULL ;
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if ( ! ceilingplane . isSlope ( ) )
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{
if ( v ! = NULL )
{
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if ( Lines . Size ( ) = = 0 ) * v = & level . vertexes [ 0 ] ;
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else * v = Lines [ 0 ] - > v1 ;
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}
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return ceilingplane . fD ( ) ;
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}
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for ( auto line : Lines )
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{
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probeheight = ceilingplane . ZatPoint ( line - > v1 ) ;
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if ( probeheight < height )
{
height = probeheight ;
spot = line - > v1 ;
}
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probeheight = ceilingplane . ZatPoint ( line - > v2 ) ;
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if ( probeheight < height )
{
height = probeheight ;
spot = line - > v2 ;
}
}
if ( v ! = NULL )
* v = spot ;
return height ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , FindLowestCeilingPoint )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
vertex_t * v ;
double h = self - > FindLowestCeilingPoint ( & v ) ;
if ( numret > 0 ) ret [ 0 ] . SetFloat ( h ) ;
if ( numret > 1 ) ret [ 1 ] . SetPointer ( v , ATAG_GENERIC ) ;
return numret ;
}
//=====================================================================================
//
//
//=====================================================================================
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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 ) ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , SetColor )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_COLOR ( color ) ;
PARAM_INT ( desat ) ;
self - > ColorMap = GetSpecialLights ( color , self - > ColorMap - > Fade , desat ) ;
P_RecalculateAttachedLights ( self ) ;
return 0 ;
}
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//=====================================================================================
//
//
//=====================================================================================
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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 ) ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , SetFade )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_COLOR ( fade ) ;
self - > ColorMap = GetSpecialLights ( self - > ColorMap - > Color , fade , self - > ColorMap - > Desaturate ) ;
P_RecalculateAttachedLights ( self ) ;
return 0 ;
}
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//===========================================================================
//
// 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).
//
//===========================================================================
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void sector_t : : ClosestPoint ( const DVector2 & in , DVector2 & out ) const
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{
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double x = in . X , y = in . Y ;
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double bestdist = HUGE_VAL ;
double bestx = 0 , besty = 0 ;
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for ( auto check : Lines )
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{
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vertex_t * v1 = check - > v1 ;
vertex_t * v2 = check - > v2 ;
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double a = v2 - > fX ( ) - v1 - > fX ( ) ;
double b = v2 - > fY ( ) - v1 - > fY ( ) ;
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double den = a * a + b * b ;
double ix , iy , dist ;
if ( den = = 0 )
{ // Line is actually a point!
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ix = v1 - > fX ( ) ;
iy = v1 - > fY ( ) ;
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}
else
{
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double num = ( x - v1 - > fX ( ) ) * a + ( y - v1 - > fY ( ) ) * b ;
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double u = num / den ;
if ( u < = 0 )
{
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ix = v1 - > fX ( ) ;
iy = v1 - > fY ( ) ;
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}
else if ( u > = 1 )
{
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ix = v2 - > fX ( ) ;
iy = v2 - > fY ( ) ;
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}
else
{
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ix = v1 - > fX ( ) + u * a ;
iy = v1 - > fY ( ) + u * b ;
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}
}
a = ( ix - x ) ;
b = ( iy - y ) ;
dist = a * a + b * b ;
if ( dist < bestdist )
{
bestdist = dist ;
bestx = ix ;
besty = iy ;
}
}
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out = { bestx , besty } ;
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}
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//=====================================================================================
//
//
//=====================================================================================
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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 ) ) ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , PlaneMoving )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_BOOL ( self - > PlaneMoving ( pos ) ) ;
}
//=====================================================================================
//
//
//=====================================================================================
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int sector_t : : GetFloorLight ( ) const
{
if ( GetFlags ( sector_t : : floor ) & PLANEF_ABSLIGHTING )
{
return GetPlaneLight ( floor ) ;
}
else
{
return ClampLight ( lightlevel + GetPlaneLight ( floor ) ) ;
}
}
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DEFINE_ACTION_FUNCTION ( _Sector , GetFloorLight )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
ACTION_RETURN_INT ( self - > GetFloorLight ( ) ) ;
}
//=====================================================================================
//
//
//=====================================================================================
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int sector_t : : GetCeilingLight ( ) const
{
if ( GetFlags ( ceiling ) & PLANEF_ABSLIGHTING )
{
return GetPlaneLight ( ceiling ) ;
}
else
{
return ClampLight ( lightlevel + GetPlaneLight ( ceiling ) ) ;
}
}
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DEFINE_ACTION_FUNCTION ( _Sector , GetCeilingLight )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
ACTION_RETURN_INT ( self - > GetCeilingLight ( ) ) ;
}
//=====================================================================================
//
//
//=====================================================================================
2016-03-01 15:47:10 +00:00
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FSectorPortal * sector_t : : ValidatePortal ( int which )
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{
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FSectorPortal * port = GetPortal ( which ) ;
if ( port - > mType = = PORTS_SKYVIEWPOINT & & port - > mSkybox = = nullptr ) return nullptr ; // A skybox without a viewpoint is just a regular sky.
if ( PortalBlocksView ( which ) ) return nullptr ; // disabled or obstructed linked portal.
if ( ( port - > mFlags & PORTSF_SKYFLATONLY ) & & GetTexture ( which ) ! = skyflatnum ) return nullptr ; // Skybox without skyflat texture
return port ;
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}
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//=====================================================================================
//
//
//=====================================================================================
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sector_t * sector_t : : GetHeightSec ( ) const
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{
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 ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , GetHeightSec )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
ACTION_RETURN_POINTER ( self - > GetHeightSec ( ) ) ;
}
//=====================================================================================
//
//
//=====================================================================================
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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 ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , GetSpecial )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_POINTER ( spec , secspecial_t ) ;
self - > GetSpecial ( spec ) ;
return 0 ;
}
//=====================================================================================
//
//
//=====================================================================================
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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 ) ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , SetSpecial )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_POINTER ( spec , secspecial_t ) ;
self - > SetSpecial ( spec ) ;
return 0 ;
}
//=====================================================================================
//
//
//=====================================================================================
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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 ) ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , TransferSpecial )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_POINTER ( spec , sector_t ) ;
self - > TransferSpecial ( spec ) ;
return 0 ;
}
//=====================================================================================
//
//
//=====================================================================================
2016-03-01 15:47:10 +00:00
int sector_t : : GetTerrain ( int pos ) const
{
return terrainnum [ pos ] > = 0 ? terrainnum [ pos ] : TerrainTypes [ GetTexture ( pos ) ] ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , GetTerrain )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_INT ( self - > GetTerrain ( pos ) ) ;
}
//=====================================================================================
//
//
//=====================================================================================
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void sector_t : : CheckPortalPlane ( int plane )
{
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if ( GetPortalType ( plane ) = = PORTS_LINKEDPORTAL )
{
double portalh = GetPortalPlaneZ ( plane ) ;
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double planeh = GetPlaneTexZ ( plane ) ;
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int obstructed = PLANEF_OBSTRUCTED * ( plane = = sector_t : : floor ? planeh > portalh : planeh < portalh ) ;
planes [ plane ] . Flags = ( planes [ plane ] . Flags & ~ PLANEF_OBSTRUCTED ) | obstructed ;
}
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}
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DEFINE_ACTION_FUNCTION ( _Sector , CheckPortalPlane )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( plane ) ;
self - > CheckPortalPlane ( plane ) ;
return 0 ;
}
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//===========================================================================
//
// Finds the highest ceiling at the given position, all portals considered
//
//===========================================================================
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double sector_t : : HighestCeilingAt ( const DVector2 & p , sector_t * * resultsec )
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{
sector_t * check = this ;
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double planeheight = - FLT_MAX ;
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DVector2 pos = p ;
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// Continue until we find a blocking portal or a portal below where we actually are.
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while ( ! check - > PortalBlocksMovement ( ceiling ) & & planeheight < check - > GetPortalPlaneZ ( ceiling ) )
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{
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pos + = check - > GetPortalDisplacement ( ceiling ) ;
planeheight = check - > GetPortalPlaneZ ( ceiling ) ;
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check = P_PointInSector ( pos ) ;
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}
if ( resultsec ) * resultsec = check ;
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return check - > ceilingplane . ZatPoint ( pos ) ;
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}
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DEFINE_ACTION_FUNCTION ( _Sector , HighestCeilingAt )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_FLOAT ( x ) ;
PARAM_FLOAT ( y ) ;
sector_t * s ;
double h = self - > HighestCeilingAt ( DVector2 ( x , y ) , & s ) ;
if ( numret > 0 ) ret [ 0 ] . SetFloat ( h ) ;
if ( numret > 1 ) ret [ 1 ] . SetPointer ( s , ATAG_GENERIC ) ;
return numret ;
}
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//===========================================================================
//
// Finds the lowest floor at the given position, all portals considered
//
//===========================================================================
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double sector_t : : LowestFloorAt ( const DVector2 & p , sector_t * * resultsec )
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{
sector_t * check = this ;
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double planeheight = FLT_MAX ;
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DVector2 pos = p ;
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// Continue until we find a blocking portal or a portal above where we actually are.
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while ( ! check - > PortalBlocksMovement ( floor ) & & planeheight > check - > GetPortalPlaneZ ( floor ) )
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{
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pos + = check - > GetPortalDisplacement ( floor ) ;
planeheight = check - > GetPortalPlaneZ ( ceiling ) ;
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check = P_PointInSector ( pos ) ;
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}
if ( resultsec ) * resultsec = check ;
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return check - > floorplane . ZatPoint ( pos ) ;
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}
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DEFINE_ACTION_FUNCTION ( _Sector , LowestFloorAt )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_FLOAT ( x ) ;
PARAM_FLOAT ( y ) ;
sector_t * s ;
double h = self - > LowestFloorAt ( DVector2 ( x , y ) , & s ) ;
if ( numret > 0 ) ret [ 0 ] . SetFloat ( h ) ;
if ( numret > 1 ) ret [ 1 ] . SetPointer ( s , ATAG_GENERIC ) ;
return numret ;
}
//=====================================================================================
//
//
//=====================================================================================
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double sector_t : : NextHighestCeilingAt ( double x , double y , double bottomz , double topz , int flags , sector_t * * resultsec , F3DFloor * * resultffloor )
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{
sector_t * sec = this ;
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double planeheight = - FLT_MAX ;
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while ( true )
{
// Looking through planes from bottom to top
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double realceil = sec - > ceilingplane . ZatPoint ( x , y ) ;
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for ( int i = sec - > e - > XFloor . ffloors . Size ( ) - 1 ; i > = 0 ; - - i )
{
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F3DFloor * rover = sec - > e - > XFloor . ffloors [ i ] ;
if ( ! ( rover - > flags & FF_SOLID ) | | ! ( rover - > flags & FF_EXISTS ) ) continue ;
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double ff_bottom = rover - > bottom . plane - > ZatPoint ( x , y ) ;
double ff_top = rover - > top . plane - > ZatPoint ( x , y ) ;
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double delta1 = bottomz - ( ff_bottom + ( ( ff_top - ff_bottom ) / 2 ) ) ;
double delta2 = topz - ( ff_bottom + ( ( ff_top - ff_bottom ) / 2 ) ) ;
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if ( ff_bottom < realceil & & fabs ( delta1 ) > fabs ( delta2 ) )
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{
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if ( resultsec ) * resultsec = sec ;
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if ( resultffloor ) * resultffloor = rover ;
return ff_bottom ;
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}
}
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if ( ( flags & FFCF_NOPORTALS ) | | sec - > PortalBlocksMovement ( ceiling ) | | planeheight > = sec - > GetPortalPlaneZ ( ceiling ) )
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{ // Use sector's ceiling
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if ( resultffloor ) * resultffloor = NULL ;
if ( resultsec ) * resultsec = sec ;
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return realceil ;
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}
else
{
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DVector2 pos = sec - > GetPortalDisplacement ( ceiling ) ;
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x + = pos . X ;
y + = pos . Y ;
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planeheight = sec - > GetPortalPlaneZ ( ceiling ) ;
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sec = P_PointInSector ( x , y ) ;
}
}
}
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DEFINE_ACTION_FUNCTION ( _Sector , NextHighestCeilingAt )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_FLOAT ( x ) ;
PARAM_FLOAT ( y ) ;
PARAM_FLOAT ( bottomz ) ;
PARAM_FLOAT ( topz ) ;
PARAM_INT_DEF ( flags ) ;
sector_t * resultsec ;
F3DFloor * resultff ;
double resultheight = self - > NextHighestCeilingAt ( x , y , bottomz , topz , flags , & resultsec , & resultff ) ;
if ( numret > 2 )
{
ret [ 2 ] . SetPointer ( resultff , ATAG_GENERIC ) ;
numret = 3 ;
}
if ( numret > 1 )
{
ret [ 1 ] . SetPointer ( resultsec , ATAG_GENERIC ) ;
}
if ( numret > 0 )
{
ret [ 0 ] . SetFloat ( resultheight ) ;
}
return numret ;
}
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//=====================================================================================
//
//
//=====================================================================================
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double sector_t : : NextLowestFloorAt ( double x , double y , double z , int flags , double steph , sector_t * * resultsec , F3DFloor * * resultffloor )
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{
sector_t * sec = this ;
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double planeheight = FLT_MAX ;
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while ( true )
{
// Looking through planes from top to bottom
unsigned numff = sec - > e - > XFloor . ffloors . Size ( ) ;
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double realfloor = sec - > floorplane . ZatPoint ( x , y ) ;
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for ( unsigned i = 0 ; i < numff ; + + i )
{
F3DFloor * ff = sec - > e - > XFloor . ffloors [ i ] ;
// either with feet above the 3D floor or feet with less than 'stepheight' map units inside
if ( ( ff - > flags & ( FF_EXISTS | FF_SOLID ) ) = = ( FF_EXISTS | FF_SOLID ) )
{
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double ffz = ff - > top . plane - > ZatPoint ( x , y ) ;
double ffb = ff - > bottom . plane - > ZatPoint ( x , y ) ;
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if ( ffz > realfloor & & ( z > = ffz | | ( ! ( flags & FFCF_3DRESTRICT ) & & ( ffb < z & & ffz < z + steph ) ) ) )
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{ // This floor is beneath our feet.
if ( resultsec ) * resultsec = sec ;
if ( resultffloor ) * resultffloor = ff ;
return ffz ;
}
}
}
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if ( ( flags & FFCF_NOPORTALS ) | | sec - > PortalBlocksMovement ( sector_t : : floor ) | | planeheight < = sec - > GetPortalPlaneZ ( floor ) )
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{ // Use sector's floor
if ( resultffloor ) * resultffloor = NULL ;
if ( resultsec ) * resultsec = sec ;
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return realfloor ;
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}
else
{
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DVector2 pos = sec - > GetPortalDisplacement ( floor ) ;
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x + = pos . X ;
y + = pos . Y ;
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planeheight = sec - > GetPortalPlaneZ ( floor ) ;
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sec = P_PointInSector ( x , y ) ;
}
}
}
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DEFINE_ACTION_FUNCTION ( _Sector , NextLowestFloorAt )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_FLOAT ( x ) ;
PARAM_FLOAT ( y ) ;
PARAM_FLOAT ( z ) ;
PARAM_INT_DEF ( flags ) ;
PARAM_FLOAT_DEF ( steph ) ;
sector_t * resultsec ;
F3DFloor * resultff ;
double resultheight = self - > NextLowestFloorAt ( x , y , z , flags , steph , & resultsec , & resultff ) ;
if ( numret > 2 )
{
ret [ 2 ] . SetPointer ( resultff , ATAG_GENERIC ) ;
numret = 3 ;
}
if ( numret > 1 )
{
ret [ 1 ] . SetPointer ( resultsec , ATAG_GENERIC ) ;
}
if ( numret > 0 )
{
ret [ 0 ] . SetFloat ( resultheight ) ;
}
return numret ;
}
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//===========================================================================
//
//
//
//===========================================================================
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double sector_t : : GetFriction ( int plane , double * pMoveFac ) const
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{
if ( Flags & SECF_FRICTION )
{
if ( pMoveFac ) * pMoveFac = movefactor ;
return friction ;
}
FTerrainDef * terrain = & Terrains [ GetTerrain ( plane ) ] ;
if ( terrain - > Friction ! = 0 )
{
if ( pMoveFac ) * pMoveFac = terrain - > MoveFactor ;
return terrain - > Friction ;
}
else
{
if ( pMoveFac ) * pMoveFac = ORIG_FRICTION_FACTOR ;
return ORIG_FRICTION ;
}
}
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DEFINE_ACTION_FUNCTION ( _Sector , GetFriction )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( plane ) ;
double mf ;
double h = self - > GetFriction ( plane , & mf ) ;
if ( numret > 0 ) ret [ 0 ] . SetFloat ( h ) ;
if ( numret > 1 ) ret [ 1 ] . SetFloat ( mf ) ;
return numret ;
}
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//===========================================================================
//
//
//
//===========================================================================
void sector_t : : RemoveForceField ( )
{
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for ( auto line : Lines )
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{
if ( line - > backsector ! = NULL & & line - > special = = ForceField )
{
line - > flags & = ~ ( ML_BLOCKING | ML_BLOCKEVERYTHING ) ;
line - > special = 0 ;
line - > sidedef [ 0 ] - > SetTexture ( side_t : : mid , FNullTextureID ( ) ) ;
line - > sidedef [ 1 ] - > SetTexture ( side_t : : mid , FNullTextureID ( ) ) ;
}
}
}
DEFINE_ACTION_FUNCTION ( _Sector , RemoveForceField )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
self - > RemoveForceField ( ) ;
return 0 ;
}
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//===========================================================================
//
// phares 3/12/98: End of friction effects
//
//===========================================================================
void sector_t : : AdjustFloorClip ( ) const
{
msecnode_t * node ;
for ( node = touching_thinglist ; node ; node = node - > m_snext )
{
if ( node - > m_thing - > flags2 & MF2_FLOORCLIP )
{
node - > m_thing - > AdjustFloorClip ( ) ;
}
}
}
DEFINE_ACTION_FUNCTION ( _Sector , AdjustFloorClip )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
self - > AdjustFloorClip ( ) ;
return 0 ;
}
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//===========================================================================
//
//
//
//===========================================================================
bool sector_t : : TriggerSectorActions ( AActor * thing , int activation )
{
auto act = SecActTarget ;
bool res = false ;
while ( act ! = nullptr )
{
AActor * next = act - > tracer ;
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IFVIRTUALPTRNAME ( act , " SectorAction " , TriggerAction )
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{
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VMValue params [ 3 ] = { ( DObject * ) act , thing , activation } ;
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VMReturn ret ;
int didit ;
ret . IntAt ( & didit ) ;
GlobalVMStack . Call ( func , params , 3 , & ret , 1 , nullptr ) ;
if ( didit )
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{
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if ( act - > flags4 & MF4_STANDSTILL )
{
act - > Destroy ( ) ;
}
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}
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act = next ;
res | = ! ! didit ;
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}
}
return res ;
}
DEFINE_ACTION_FUNCTION ( _Sector , TriggerSectorActions )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_OBJECT ( thing , AActor ) ;
PARAM_INT ( activation ) ;
ACTION_RETURN_BOOL ( self - > TriggerSectorActions ( thing , activation ) ) ;
}
//===========================================================================
//
//
//
//===========================================================================
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DEFINE_ACTION_FUNCTION ( _Sector , PointInSector )
{
PARAM_PROLOGUE ;
PARAM_FLOAT ( x ) ;
PARAM_FLOAT ( y ) ;
ACTION_RETURN_POINTER ( P_PointInSector ( x , y ) ) ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , SetXOffset )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
PARAM_FLOAT ( o ) ;
self - > SetXOffset ( pos , o ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , AddXOffset )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
PARAM_FLOAT ( o ) ;
self - > AddXOffset ( pos , o ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetXOffset )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_FLOAT ( self - > GetXOffset ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , SetYOffset )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
PARAM_FLOAT ( o ) ;
self - > SetXOffset ( pos , o ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , AddYOffset )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
PARAM_FLOAT ( o ) ;
self - > AddXOffset ( pos , o ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetYOffset )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
PARAM_BOOL_DEF ( addbase ) ;
ACTION_RETURN_FLOAT ( self - > GetYOffset ( pos , addbase ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , SetXScale )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
PARAM_FLOAT ( o ) ;
self - > SetXScale ( pos , o ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetXScale )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_FLOAT ( self - > GetXScale ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , SetYScale )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
PARAM_FLOAT ( o ) ;
self - > SetXScale ( pos , o ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetYScale )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_FLOAT ( self - > GetYScale ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , SetAngle )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
PARAM_ANGLE ( o ) ;
self - > SetAngle ( pos , o ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetAngle )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
PARAM_BOOL_DEF ( addbase ) ;
ACTION_RETURN_FLOAT ( self - > GetAngle ( pos , addbase ) . Degrees ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , SetBase )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
PARAM_FLOAT ( o ) ;
PARAM_ANGLE ( a ) ;
self - > SetBase ( pos , o , a ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , SetAlpha )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
PARAM_FLOAT ( o ) ;
self - > SetAlpha ( pos , o ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetAlpha )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_FLOAT ( self - > GetAlpha ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetFlags )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_INT ( self - > GetFlags ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetVisFlags )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_INT ( self - > GetVisFlags ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , ChangeFlags )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
PARAM_INT ( a ) ;
PARAM_INT ( o ) ;
self - > ChangeFlags ( pos , a , o ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , SetPlaneLight )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
PARAM_INT ( o ) ;
self - > SetPlaneLight ( pos , o ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetPlaneLight )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_INT ( self - > GetPlaneLight ( pos ) ) ;
}
class FSetTextureID : public FTextureID
{
public :
FSetTextureID ( int v ) : FTextureID ( v ) { }
} ;
DEFINE_ACTION_FUNCTION ( _Sector , SetTexture )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
PARAM_INT ( o ) ;
PARAM_BOOL_DEF ( adj ) ;
self - > SetTexture ( pos , FSetTextureID ( o ) , adj ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetTexture )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_INT ( self - > GetTexture ( pos ) . GetIndex ( ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , SetPlaneTexZ )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
PARAM_FLOAT ( o ) ;
PARAM_BOOL_DEF ( dirty ) ;
self - > SetPlaneTexZ ( pos , o , dirty ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetPlaneTexZ )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_FLOAT ( self - > GetPlaneTexZ ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , SetLightLevel )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( o ) ;
self - > SetLightLevel ( o ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , ChangeLightLevel )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( o ) ;
self - > ChangeLightLevel ( o ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetLightLevel )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
ACTION_RETURN_INT ( self - > GetLightLevel ( ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , ClearSpecial )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
self - > ClearSpecial ( ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , PortalBlocksView )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_BOOL ( self - > PortalBlocksView ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , PortalBlocksSight )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_BOOL ( self - > PortalBlocksSight ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , PortalBlocksMovement )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_BOOL ( self - > PortalBlocksMovement ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , PortalBlocksSound )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_BOOL ( self - > PortalBlocksSound ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , PortalIsLinked )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_BOOL ( self - > PortalIsLinked ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , ClearPortal )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
self - > ClearPortal ( pos ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetPortalPlaneZ )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_FLOAT ( self - > GetPortalPlaneZ ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetPortalDisplacement )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_VEC2 ( self - > GetPortalDisplacement ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetPortalType )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_INT ( self - > GetPortalType ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , GetOppositePortalGroup )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
PARAM_INT ( pos ) ;
ACTION_RETURN_INT ( self - > GetOppositePortalGroup ( pos ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , CenterFloor )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
ACTION_RETURN_FLOAT ( self - > CenterFloor ( ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Sector , CenterCeiling )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
ACTION_RETURN_FLOAT ( self - > CenterCeiling ( ) ) ;
}
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DEFINE_ACTION_FUNCTION ( _Sector , Index )
{
PARAM_SELF_STRUCT_PROLOGUE ( sector_t ) ;
unsigned ndx = self - > Index ( ) ;
if ( ndx > = level . sectors . Size ( ) )
{
// This qualifies as an array out of bounds exception. Normally it can only happen when a sector copy is concerned which scripts should not be able to create.
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ThrowAbortException ( X_ARRAY_OUT_OF_BOUNDS , " Accessed invalid sector " ) ;
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}
ACTION_RETURN_INT ( ndx ) ;
}
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//===========================================================================
//
// line_t exports
//
//===========================================================================
DEFINE_ACTION_FUNCTION ( _Line , isLinePortal )
{
PARAM_SELF_STRUCT_PROLOGUE ( line_t ) ;
ACTION_RETURN_BOOL ( self - > isLinePortal ( ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Line , isVisualPortal )
{
PARAM_SELF_STRUCT_PROLOGUE ( line_t ) ;
ACTION_RETURN_BOOL ( self - > isVisualPortal ( ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Line , getPortalDestination )
{
PARAM_SELF_STRUCT_PROLOGUE ( line_t ) ;
ACTION_RETURN_POINTER ( self - > getPortalDestination ( ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Line , getPortalAlignment )
{
PARAM_SELF_STRUCT_PROLOGUE ( line_t ) ;
ACTION_RETURN_INT ( self - > getPortalAlignment ( ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Line , Index )
{
PARAM_SELF_STRUCT_PROLOGUE ( line_t ) ;
unsigned ndx = self - > Index ( ) ;
if ( ndx > = level . lines . Size ( ) )
{
ThrowAbortException ( X_ARRAY_OUT_OF_BOUNDS , " Accessed invalid line " ) ;
}
ACTION_RETURN_INT ( ndx ) ;
}
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//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION ( _Side , GetTexture )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
PARAM_INT ( which ) ;
ACTION_RETURN_INT ( self - > GetTexture ( which ) . GetIndex ( ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Side , SetTexture )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
PARAM_INT ( which ) ;
PARAM_INT ( tex ) ;
self - > SetTexture ( which , FSetTextureID ( tex ) ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Side , SetTextureXOffset )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
PARAM_INT ( which ) ;
PARAM_FLOAT ( ofs ) ;
self - > SetTextureXOffset ( which , ofs ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Side , AddTextureXOffset )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
PARAM_INT ( which ) ;
PARAM_FLOAT ( ofs ) ;
self - > AddTextureXOffset ( which , ofs ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Side , GetTextureXOffset )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
PARAM_INT ( which ) ;
ACTION_RETURN_FLOAT ( self - > GetTextureXOffset ( which ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Side , SetTextureYOffset )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
PARAM_INT ( which ) ;
PARAM_FLOAT ( ofs ) ;
self - > SetTextureYOffset ( which , ofs ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Side , AddTextureYOffset )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
PARAM_INT ( which ) ;
PARAM_FLOAT ( ofs ) ;
self - > AddTextureYOffset ( which , ofs ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Side , GetTextureYOffset )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
PARAM_INT ( which ) ;
ACTION_RETURN_FLOAT ( self - > GetTextureYOffset ( which ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Side , SetTextureXScale )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
PARAM_INT ( which ) ;
PARAM_FLOAT ( ofs ) ;
self - > SetTextureXScale ( which , ofs ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Side , MultiplyTextureXScale )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
PARAM_INT ( which ) ;
PARAM_FLOAT ( ofs ) ;
self - > MultiplyTextureXScale ( which , ofs ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Side , GetTextureXScale )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
PARAM_INT ( which ) ;
ACTION_RETURN_FLOAT ( self - > GetTextureXScale ( which ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Side , SetTextureYScale )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
PARAM_INT ( which ) ;
PARAM_FLOAT ( ofs ) ;
self - > SetTextureYScale ( which , ofs ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Side , MultiplyTextureYScale )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
PARAM_INT ( which ) ;
PARAM_FLOAT ( ofs ) ;
self - > MultiplyTextureYScale ( which , ofs ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Side , GetTextureYScale )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
PARAM_INT ( which ) ;
ACTION_RETURN_FLOAT ( self - > GetTextureYScale ( which ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Side , V1 )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
ACTION_RETURN_POINTER ( self - > V1 ( ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Side , V2 )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
ACTION_RETURN_POINTER ( self - > V2 ( ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Side , Index )
{
PARAM_SELF_STRUCT_PROLOGUE ( side_t ) ;
ACTION_RETURN_INT ( self - > Index ( ) ) ;
}
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DEFINE_ACTION_FUNCTION ( _Vertex , Index )
{
PARAM_SELF_STRUCT_PROLOGUE ( vertex_t ) ;
ACTION_RETURN_INT ( self - > Index ( ) ) ;
}
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//===========================================================================
//
//
//
//===========================================================================
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FSerializer & Serialize ( FSerializer & arc , const char * key , secspecial_t & spec , secspecial_t * def )
{
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if ( arc . BeginObject ( key ) )
{
arc ( " special " , spec . special )
( " damageamount " , spec . damageamount )
( " damagetype " , spec . damagetype )
( " damageinterval " , spec . damageinterval )
( " leakydamage " , spec . leakydamage )
( " flags " , spec . Flags )
. EndObject ( ) ;
}
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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.
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if ( Normal ( ) ! = dest - > Normal ( ) )
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{
copy = true ;
}
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else if ( opp - > Normal ( ) ! = - dest - > Normal ( ) )
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{
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if ( fD ( ) < dest - > fD ( ) )
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{
copy = true ;
}
}
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else if ( fD ( ) < dest - > fD ( ) & & fD ( ) > - opp - > fD ( ) )
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{
copy = true ;
}
if ( copy )
{
* dest = * this ;
}
return copy ;
}
//==========================================================================
//
// P_AlignFlat
//
//==========================================================================
bool P_AlignFlat ( int linenum , int side , int fc )
{
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line_t * line = & level . lines [ linenum ] ;
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sector_t * sec = side ? line - > backsector : line - > frontsector ;
if ( ! sec )
return false ;
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DAngle angle = line - > Delta ( ) . Angle ( ) ;
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DAngle norm = angle - 90 ;
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double dist = - ( norm . Cos ( ) * line - > v1 - > fX ( ) + norm . Sin ( ) * line - > v1 - > fY ( ) ) ;
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if ( side )
{
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angle + = 180. ;
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dist = - dist ;
}
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sec - > SetBase ( fc , dist , - angle ) ;
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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.
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PolyNodeLevel . Sides = & level . sides [ 0 ] ;
PolyNodeLevel . NumSides = level . sides . Size ( ) ;
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PolyNodeLevel . Lines = & level . lines [ 0 ] ;
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PolyNodeLevel . NumLines = numlines ; // is this correct???
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// 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 )
{
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DVector2 delta = linedef - > Delta ( ) ;
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int rel ;
if ( ( ( level . flags2 & LEVEL2_SMOOTHLIGHTING ) | | ( Flags & WALLF_SMOOTHLIGHTING ) | | r_fakecontrast = = 2 ) & &
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delta . X ! = 0 )
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{
rel = xs_RoundToInt // OMG LEE KILLOUGH LIVES! :/
(
level . WallHorizLight
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+ fabs ( atan ( delta . Y / delta . X ) / 1.57079 )
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* ( level . WallVertLight - level . WallHorizLight )
) ;
}
else
{
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rel = delta . X = = 0 ? level . WallVertLight :
delta . Y = = 0 ? level . WallHorizLight : 0 ;
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}
if ( pfakecontrast ! = NULL )
{
* pfakecontrast = rel ;
}
else
{
baselight + = rel ;
}
}
}
if ( ! is3dlight & & ! ( Flags & WALLF_ABSLIGHTING ) & & ( ! foggy | | ( Flags & WALLF_LIGHT_FOG ) ) )
{
baselight + = this - > Light ;
}
return baselight ;
}
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DEFINE_ACTION_FUNCTION ( _Secplane , isSlope )
{
PARAM_SELF_STRUCT_PROLOGUE ( secplane_t ) ;
ACTION_RETURN_BOOL ( ! self - > normal . XY ( ) . isZero ( ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Secplane , PointOnSide )
{
PARAM_SELF_STRUCT_PROLOGUE ( secplane_t ) ;
PARAM_FLOAT ( x ) ;
PARAM_FLOAT ( y ) ;
PARAM_FLOAT ( z ) ;
ACTION_RETURN_INT ( self - > PointOnSide ( DVector3 ( x , y , z ) ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Secplane , ZatPoint )
{
PARAM_SELF_STRUCT_PROLOGUE ( secplane_t ) ;
PARAM_FLOAT ( x ) ;
PARAM_FLOAT ( y ) ;
ACTION_RETURN_FLOAT ( self - > ZatPoint ( x , y ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Secplane , ZatPointDist )
{
PARAM_SELF_STRUCT_PROLOGUE ( secplane_t ) ;
PARAM_FLOAT ( x ) ;
PARAM_FLOAT ( y ) ;
PARAM_FLOAT ( d ) ;
ACTION_RETURN_FLOAT ( ( d + self - > normal . X * x + self - > normal . Y * y ) * self - > negiC ) ;
}
DEFINE_ACTION_FUNCTION ( _Secplane , isEqual )
{
PARAM_SELF_STRUCT_PROLOGUE ( secplane_t ) ;
PARAM_POINTER ( other , secplane_t ) ;
ACTION_RETURN_BOOL ( * self = = * other ) ;
}
DEFINE_ACTION_FUNCTION ( _Secplane , ChangeHeight )
{
PARAM_SELF_STRUCT_PROLOGUE ( secplane_t ) ;
PARAM_FLOAT ( hdiff ) ;
self - > ChangeHeight ( hdiff ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Secplane , GetChangedHeight )
{
PARAM_SELF_STRUCT_PROLOGUE ( secplane_t ) ;
PARAM_FLOAT ( hdiff ) ;
ACTION_RETURN_FLOAT ( self - > GetChangedHeight ( hdiff ) ) ;
}
DEFINE_ACTION_FUNCTION ( _Secplane , HeightDiff )
{
PARAM_SELF_STRUCT_PROLOGUE ( secplane_t ) ;
PARAM_FLOAT ( oldd ) ;
if ( numparam = = 2 )
{
ACTION_RETURN_FLOAT ( self - > HeightDiff ( oldd ) ) ;
}
else
{
PARAM_FLOAT ( newd ) ;
ACTION_RETURN_FLOAT ( self - > HeightDiff ( oldd , newd ) ) ;
}
}
DEFINE_ACTION_FUNCTION ( _Secplane , PointToDist )
{
PARAM_SELF_STRUCT_PROLOGUE ( secplane_t ) ;
PARAM_FLOAT ( x ) ;
PARAM_FLOAT ( y ) ;
PARAM_FLOAT ( z ) ;
ACTION_RETURN_FLOAT ( self - > PointToDist ( DVector2 ( x , y ) , z ) ) ;
}
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DEFINE_FIELD_X ( Sector , sector_t , floorplane )
DEFINE_FIELD_X ( Sector , sector_t , ceilingplane )
DEFINE_FIELD_X ( Sector , sector_t , ColorMap )
DEFINE_FIELD_X ( Sector , sector_t , SoundTarget )
DEFINE_FIELD_X ( Sector , sector_t , special )
DEFINE_FIELD_X ( Sector , sector_t , lightlevel )
DEFINE_FIELD_X ( Sector , sector_t , seqType )
DEFINE_FIELD_X ( Sector , sector_t , sky )
DEFINE_FIELD_X ( Sector , sector_t , SeqName )
DEFINE_FIELD_X ( Sector , sector_t , centerspot )
DEFINE_FIELD_X ( Sector , sector_t , validcount )
DEFINE_FIELD_X ( Sector , sector_t , thinglist )
DEFINE_FIELD_X ( Sector , sector_t , friction )
DEFINE_FIELD_X ( Sector , sector_t , movefactor )
DEFINE_FIELD_X ( Sector , sector_t , terrainnum )
DEFINE_FIELD_X ( Sector , sector_t , floordata )
DEFINE_FIELD_X ( Sector , sector_t , ceilingdata )
DEFINE_FIELD_X ( Sector , sector_t , lightingdata )
DEFINE_FIELD_X ( Sector , sector_t , interpolations )
DEFINE_FIELD_X ( Sector , sector_t , soundtraversed )
DEFINE_FIELD_X ( Sector , sector_t , stairlock )
DEFINE_FIELD_X ( Sector , sector_t , prevsec )
DEFINE_FIELD_X ( Sector , sector_t , nextsec )
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DEFINE_FIELD_X ( Sector , sector_t , Lines )
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DEFINE_FIELD_X ( Sector , sector_t , heightsec )
DEFINE_FIELD_X ( Sector , sector_t , bottommap )
DEFINE_FIELD_X ( Sector , sector_t , midmap )
DEFINE_FIELD_X ( Sector , sector_t , topmap )
DEFINE_FIELD_X ( Sector , sector_t , touching_thinglist )
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DEFINE_FIELD_X ( Sector , sector_t , sectorportal_thinglist )
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DEFINE_FIELD_X ( Sector , sector_t , gravity )
DEFINE_FIELD_X ( Sector , sector_t , damagetype )
DEFINE_FIELD_X ( Sector , sector_t , damageamount )
DEFINE_FIELD_X ( Sector , sector_t , damageinterval )
DEFINE_FIELD_X ( Sector , sector_t , leakydamage )
DEFINE_FIELD_X ( Sector , sector_t , ZoneNumber )
DEFINE_FIELD_X ( Sector , sector_t , MoreFlags )
DEFINE_FIELD_X ( Sector , sector_t , Flags )
DEFINE_FIELD_X ( Sector , sector_t , SecActTarget )
DEFINE_FIELD_X ( Sector , sector_t , Portals )
DEFINE_FIELD_X ( Sector , sector_t , PortalGroup )
DEFINE_FIELD_X ( Sector , sector_t , sectornum )
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DEFINE_FIELD_X ( Line , line_t , v1 )
DEFINE_FIELD_X ( Line , line_t , v2 )
DEFINE_FIELD_X ( Line , line_t , delta )
DEFINE_FIELD_X ( Line , line_t , flags )
DEFINE_FIELD_X ( Line , line_t , activation )
DEFINE_FIELD_X ( Line , line_t , special )
DEFINE_FIELD_X ( Line , line_t , args )
DEFINE_FIELD_X ( Line , line_t , alpha )
DEFINE_FIELD_X ( Line , line_t , sidedef )
DEFINE_FIELD_X ( Line , line_t , bbox )
DEFINE_FIELD_X ( Line , line_t , frontsector )
DEFINE_FIELD_X ( Line , line_t , backsector )
DEFINE_FIELD_X ( Line , line_t , validcount )
DEFINE_FIELD_X ( Line , line_t , locknumber )
DEFINE_FIELD_X ( Line , line_t , portalindex )
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DEFINE_FIELD_X ( Line , line_t , portaltransferred )
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DEFINE_FIELD_X ( Side , side_t , sector )
DEFINE_FIELD_X ( Side , side_t , linedef )
DEFINE_FIELD_X ( Side , side_t , Light )
DEFINE_FIELD_X ( Side , side_t , Flags )
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DEFINE_FIELD_X ( Secplane , secplane_t , normal )
DEFINE_FIELD_X ( Secplane , secplane_t , D )
DEFINE_FIELD_X ( Secplane , secplane_t , negiC )
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DEFINE_FIELD_X ( Vertex , vertex_t , p )