mirror of
https://github.com/ZDoom/qzdoom.git
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6369a88e0f
SVN r3600 (trunk)
1006 lines
23 KiB
C++
1006 lines
23 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Sector utility functions.
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//
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//-----------------------------------------------------------------------------
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#include "p_spec.h"
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#include "c_cvars.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "nodebuild.h"
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#include "po_man.h"
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#include "farchive.h"
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#include "r_utility.h"
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#include "r_data/colormaps.h"
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// [RH]
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// P_NextSpecialSector()
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//
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// Returns the next special sector attached to this sector
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// with a certain special.
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sector_t *sector_t::NextSpecialSector (int type, sector_t *nogood) const
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{
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sector_t *tsec;
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int i;
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for (i = 0; i < linecount; i++)
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{
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line_t *ln = lines[i];
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if (NULL != (tsec = getNextSector (ln, this)) &&
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tsec != nogood &&
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(tsec->special & 0x00ff) == type)
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{
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return tsec;
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}
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}
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return NULL;
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}
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//
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// P_FindLowestFloorSurrounding()
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// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
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//
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fixed_t sector_t::FindLowestFloorSurrounding (vertex_t **v) const
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{
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int i;
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sector_t *other;
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line_t *check;
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fixed_t floor;
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fixed_t ofloor;
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vertex_t *spot;
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if (linecount == 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 (i = 0; i < linecount; i++)
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{
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check = lines[i];
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if (NULL != (other = getNextSector (check, this)))
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{
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ofloor = other->floorplane.ZatPoint (check->v1);
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if (ofloor < floor && ofloor < floorplane.ZatPoint (check->v1))
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{
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floor = ofloor;
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spot = check->v1;
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}
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ofloor = other->floorplane.ZatPoint (check->v2);
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if (ofloor < floor && ofloor < floorplane.ZatPoint (check->v2))
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{
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floor = ofloor;
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spot = check->v2;
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}
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}
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}
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if (v != NULL)
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*v = spot;
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return floor;
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}
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//
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// P_FindHighestFloorSurrounding()
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// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
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//
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fixed_t sector_t::FindHighestFloorSurrounding (vertex_t **v) const
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{
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int i;
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line_t *check;
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sector_t *other;
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fixed_t floor;
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fixed_t ofloor;
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vertex_t *spot;
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if (linecount == 0) return GetPlaneTexZ(sector_t::floor);
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spot = lines[0]->v1;
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floor = FIXED_MIN;
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for (i = 0; i < linecount; i++)
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{
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check = lines[i];
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if (NULL != (other = getNextSector (check, this)))
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{
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ofloor = other->floorplane.ZatPoint (check->v1);
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if (ofloor > floor)
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{
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floor = ofloor;
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spot = check->v1;
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}
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ofloor = other->floorplane.ZatPoint (check->v2);
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if (ofloor > floor)
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{
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floor = ofloor;
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spot = check->v2;
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}
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}
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}
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if (v != NULL)
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*v = spot;
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return floor;
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}
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//
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// P_FindNextHighestFloor()
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//
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// Passed a sector and a floor height, returns the fixed point value
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// of the smallest floor height in a surrounding sector larger than
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// the floor height passed. If no such height exists the floorheight
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// passed is returned.
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//
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// Rewritten by Lee Killough to avoid fixed array and to be faster
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//
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fixed_t sector_t::FindNextHighestFloor (vertex_t **v) const
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{
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fixed_t height;
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fixed_t heightdiff;
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fixed_t ofloor, floor;
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sector_t *other;
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vertex_t *spot;
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line_t *check;
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int i;
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if (linecount == 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 = FIXED_MAX;
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for (i = 0; i < linecount; i++)
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{
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check = lines[i];
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if (NULL != (other = getNextSector (check, this)))
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{
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ofloor = other->floorplane.ZatPoint (check->v1);
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floor = floorplane.ZatPoint (check->v1);
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if (ofloor > floor && ofloor - floor < heightdiff && !IsLinked(other, false))
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{
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heightdiff = ofloor - floor;
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height = ofloor;
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spot = check->v1;
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}
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ofloor = other->floorplane.ZatPoint (check->v2);
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floor = floorplane.ZatPoint (check->v2);
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if (ofloor > floor && ofloor - floor < heightdiff && !IsLinked(other, false))
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{
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heightdiff = ofloor - floor;
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height = ofloor;
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spot = check->v2;
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}
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}
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}
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if (v != NULL)
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*v = spot;
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return height;
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}
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//
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// P_FindNextLowestFloor()
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//
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// Passed a sector and a floor height, returns the fixed point value
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// of the largest floor height in a surrounding sector smaller than
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// the floor height passed. If no such height exists the floorheight
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// passed is returned.
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//
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// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
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//
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fixed_t sector_t::FindNextLowestFloor (vertex_t **v) const
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{
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fixed_t height;
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fixed_t heightdiff;
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fixed_t ofloor, floor;
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sector_t *other;
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vertex_t *spot;
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line_t *check;
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int i;
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if (linecount == 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 = FIXED_MAX;
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for (i = 0; i < linecount; i++)
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{
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check = lines[i];
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if (NULL != (other = getNextSector (check, this)))
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{
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if (other - sectors == 6)
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other = other;
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ofloor = other->floorplane.ZatPoint (check->v1);
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floor = floorplane.ZatPoint (check->v1);
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if (ofloor < floor && floor - ofloor < heightdiff && !IsLinked(other, false))
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{
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heightdiff = floor - ofloor;
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height = ofloor;
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spot = check->v1;
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}
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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))
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{
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heightdiff = floor - ofloor;
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height = ofloor;
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spot = check->v2;
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}
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}
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}
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if (v != NULL)
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*v = spot;
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return height;
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}
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//
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// P_FindNextLowestCeiling()
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//
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// Passed a sector and a ceiling height, returns the fixed point value
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// of the largest ceiling height in a surrounding sector smaller than
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// the ceiling height passed. If no such height exists the ceiling height
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// passed is returned.
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//
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// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
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//
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fixed_t sector_t::FindNextLowestCeiling (vertex_t **v) const
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{
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fixed_t height;
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fixed_t heightdiff;
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fixed_t oceil, ceil;
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sector_t *other;
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vertex_t *spot;
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line_t *check;
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int i;
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if (linecount == 0) return GetPlaneTexZ(sector_t::ceiling);
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spot = lines[0]->v1;
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height = ceilingplane.ZatPoint (spot);
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heightdiff = FIXED_MAX;
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for (i = 0; i < linecount; i++)
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{
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check = lines[i];
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if (NULL != (other = getNextSector (check, this)))
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{
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oceil = other->ceilingplane.ZatPoint (check->v1);
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ceil = ceilingplane.ZatPoint (check->v1);
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if (oceil < ceil && ceil - oceil < heightdiff && !IsLinked(other, true))
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{
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heightdiff = ceil - oceil;
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height = oceil;
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spot = check->v1;
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}
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oceil = other->ceilingplane.ZatPoint (check->v2);
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ceil = ceilingplane.ZatPoint (check->v2);
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if (oceil < ceil && ceil - oceil < heightdiff && !IsLinked(other, true))
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{
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heightdiff = ceil - oceil;
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height = oceil;
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spot = check->v2;
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}
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}
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}
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if (v != NULL)
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*v = spot;
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return height;
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}
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//
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// P_FindNextHighestCeiling()
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//
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// Passed a sector and a ceiling height, returns the fixed point value
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// of the smallest ceiling height in a surrounding sector larger than
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// the ceiling height passed. If no such height exists the ceiling height
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// passed is returned.
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//
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// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
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//
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fixed_t sector_t::FindNextHighestCeiling (vertex_t **v) const
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{
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fixed_t height;
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fixed_t heightdiff;
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fixed_t oceil, ceil;
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sector_t *other;
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vertex_t *spot;
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line_t *check;
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int i;
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if (linecount == 0) return GetPlaneTexZ(sector_t::ceiling);
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spot = lines[0]->v1;
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height = ceilingplane.ZatPoint (spot);
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heightdiff = FIXED_MAX;
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for (i = 0; i < linecount; i++)
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{
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check = lines[i];
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if (NULL != (other = getNextSector (check, this)))
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{
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oceil = other->ceilingplane.ZatPoint (check->v1);
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ceil = ceilingplane.ZatPoint (check->v1);
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if (oceil > ceil && oceil - ceil < heightdiff && !IsLinked(other, true))
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{
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heightdiff = oceil - ceil;
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height = oceil;
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spot = check->v1;
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}
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oceil = other->ceilingplane.ZatPoint (check->v2);
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ceil = ceilingplane.ZatPoint (check->v2);
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if (oceil > ceil && oceil - ceil < heightdiff && !IsLinked(other, true))
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{
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heightdiff = oceil - ceil;
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height = oceil;
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spot = check->v2;
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}
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}
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}
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if (v != NULL)
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*v = spot;
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return height;
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}
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//
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// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
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//
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fixed_t sector_t::FindLowestCeilingSurrounding (vertex_t **v) const
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{
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fixed_t height;
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fixed_t oceil;
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sector_t *other;
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vertex_t *spot;
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line_t *check;
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int i;
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if (linecount == 0) return GetPlaneTexZ(sector_t::ceiling);
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spot = lines[0]->v1;
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height = FIXED_MAX;
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for (i = 0; i < linecount; i++)
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{
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check = lines[i];
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if (NULL != (other = getNextSector (check, this)))
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{
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oceil = other->ceilingplane.ZatPoint (check->v1);
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if (oceil < height)
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{
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height = oceil;
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spot = check->v1;
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}
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oceil = other->ceilingplane.ZatPoint (check->v2);
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if (oceil < height)
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{
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height = oceil;
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spot = check->v2;
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}
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}
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}
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if (v != NULL)
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*v = spot;
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return height;
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}
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//
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// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
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//
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fixed_t sector_t::FindHighestCeilingSurrounding (vertex_t **v) const
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{
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fixed_t height;
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fixed_t oceil;
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sector_t *other;
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vertex_t *spot;
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line_t *check;
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int i;
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if (linecount == 0) return GetPlaneTexZ(sector_t::ceiling);
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spot = lines[0]->v1;
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height = FIXED_MIN;
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for (i = 0; i < linecount; i++)
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{
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check = lines[i];
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if (NULL != (other = getNextSector (check, this)))
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{
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oceil = other->ceilingplane.ZatPoint (check->v1);
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if (oceil > height)
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{
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height = oceil;
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spot = check->v1;
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}
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oceil = other->ceilingplane.ZatPoint (check->v2);
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if (oceil > height)
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{
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height = oceil;
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spot = check->v2;
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}
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}
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}
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if (v != NULL)
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*v = spot;
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return height;
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}
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//
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// P_FindShortestTextureAround()
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//
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// Passed a sector number, returns the shortest lower texture on a
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// linedef bounding the sector.
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//
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// jff 02/03/98 Add routine to find shortest lower texture
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//
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static inline void CheckShortestTex (FTextureID texnum, fixed_t &minsize)
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{
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if (texnum.isValid() || (texnum.isNull() && (i_compatflags & COMPATF_SHORTTEX)))
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{
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FTexture *tex = TexMan[texnum];
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if (tex != NULL)
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{
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fixed_t h = tex->GetScaledHeight()<<FRACBITS;
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if (h < minsize)
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{
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minsize = h;
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}
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}
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}
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}
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fixed_t sector_t::FindShortestTextureAround () const
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{
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fixed_t minsize = FIXED_MAX;
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for (int i = 0; i < linecount; i++)
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{
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if (lines[i]->flags & ML_TWOSIDED)
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{
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CheckShortestTex (lines[i]->sidedef[0]->GetTexture(side_t::bottom), minsize);
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CheckShortestTex (lines[i]->sidedef[1]->GetTexture(side_t::bottom), minsize);
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}
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}
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return minsize < FIXED_MAX ? minsize : TexMan[0]->GetHeight() * FRACUNIT;
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}
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//
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// P_FindShortestUpperAround()
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//
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// Passed a sector number, returns the shortest upper texture on a
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// linedef bounding the sector.
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//
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// Note: If no upper texture exists MAXINT is returned.
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//
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// jff 03/20/98 Add routine to find shortest upper texture
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//
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fixed_t sector_t::FindShortestUpperAround () const
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{
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fixed_t minsize = FIXED_MAX;
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for (int i = 0; i < linecount; i++)
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{
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if (lines[i]->flags & ML_TWOSIDED)
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{
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CheckShortestTex (lines[i]->sidedef[0]->GetTexture(side_t::top), minsize);
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CheckShortestTex (lines[i]->sidedef[1]->GetTexture(side_t::top), minsize);
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}
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}
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return minsize < FIXED_MAX ? minsize : TexMan[0]->GetHeight() * FRACUNIT;
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}
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//
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// P_FindModelFloorSector()
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//
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// Passed a floor height and a sector number, return a pointer to a
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// a sector with that floor height across the lowest numbered two sided
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// line surrounding the sector.
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//
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// Note: If no sector at that height bounds the sector passed, return NULL
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//
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// jff 02/03/98 Add routine to find numeric model floor
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// around a sector specified by sector number
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// jff 3/14/98 change first parameter to plain height to allow call
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// from routine not using floormove_t
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//
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sector_t *sector_t::FindModelFloorSector (fixed_t floordestheight) const
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{
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int i;
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sector_t *sec;
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//jff 5/23/98 don't disturb sec->linecount while searching
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// but allow early exit in old demos
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for (i = 0; i < linecount; i++)
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{
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sec = getNextSector (lines[i], this);
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if (sec != NULL &&
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(sec->floorplane.ZatPoint (lines[i]->v1) == floordestheight ||
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sec->floorplane.ZatPoint (lines[i]->v2) == floordestheight))
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{
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return sec;
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}
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}
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return NULL;
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}
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//
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// P_FindModelCeilingSector()
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//
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// Passed a ceiling height and a sector number, return a pointer to a
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// a sector with that ceiling height across the lowest numbered two sided
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// line surrounding the sector.
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//
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// Note: If no sector at that height bounds the sector passed, return NULL
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//
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// jff 02/03/98 Add routine to find numeric model ceiling
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// around a sector specified by sector number
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// used only from generalized ceiling types
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// jff 3/14/98 change first parameter to plain height to allow call
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// from routine not using ceiling_t
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//
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sector_t *sector_t::FindModelCeilingSector (fixed_t floordestheight) const
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{
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int i;
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sector_t *sec;
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//jff 5/23/98 don't disturb sec->linecount while searching
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// but allow early exit in old demos
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for (i = 0; i < linecount; i++)
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{
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sec = getNextSector (lines[i], this);
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if (sec != NULL &&
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(sec->ceilingplane.ZatPoint (lines[i]->v1) == floordestheight ||
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sec->ceilingplane.ZatPoint (lines[i]->v2) == floordestheight))
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{
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return sec;
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}
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}
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return NULL;
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}
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//
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// Find minimum light from an adjacent sector
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//
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int sector_t::FindMinSurroundingLight (int min) const
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{
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int i;
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line_t* line;
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sector_t* check;
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for (i = 0; i < linecount; i++)
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{
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line = lines[i];
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if (NULL != (check = getNextSector (line, this)) &&
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check->lightlevel < min)
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{
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min = check->lightlevel;
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}
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}
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return min;
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}
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//
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// Find the highest point on the floor of the sector
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//
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fixed_t sector_t::FindHighestFloorPoint (vertex_t **v) const
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{
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int i;
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line_t *line;
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fixed_t height = FIXED_MIN;
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fixed_t probeheight;
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vertex_t *spot = NULL;
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if ((floorplane.a | floorplane.b) == 0)
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{
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if (v != NULL)
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{
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if (linecount == 0) *v = &vertexes[0];
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else *v = lines[0]->v1;
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}
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return -floorplane.d;
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}
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for (i = 0; i < linecount; i++)
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{
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line = lines[i];
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probeheight = floorplane.ZatPoint (line->v1);
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if (probeheight > height)
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{
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height = probeheight;
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spot = line->v1;
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}
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probeheight = floorplane.ZatPoint (line->v2);
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if (probeheight > height)
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{
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height = probeheight;
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spot = line->v2;
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}
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}
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if (v != NULL)
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*v = spot;
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return height;
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}
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//
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// Find the lowest point on the ceiling of the sector
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//
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fixed_t sector_t::FindLowestCeilingPoint (vertex_t **v) const
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{
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int i;
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line_t *line;
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fixed_t height = FIXED_MAX;
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fixed_t probeheight;
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vertex_t *spot = NULL;
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if ((ceilingplane.a | ceilingplane.b) == 0)
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{
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if (v != NULL)
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{
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if (linecount == 0) *v = &vertexes[0];
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else *v = lines[0]->v1;
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}
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return ceilingplane.d;
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}
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for (i = 0; i < linecount; i++)
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{
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line = lines[i];
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probeheight = ceilingplane.ZatPoint (line->v1);
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if (probeheight < height)
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{
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height = probeheight;
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spot = line->v1;
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}
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probeheight = ceilingplane.ZatPoint (line->v2);
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if (probeheight < height)
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{
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height = probeheight;
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spot = line->v2;
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}
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}
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if (v != NULL)
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*v = spot;
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return height;
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}
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void sector_t::SetColor(int r, int g, int b, int desat)
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{
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PalEntry color = PalEntry (r,g,b);
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ColorMap = GetSpecialLights (color, ColorMap->Fade, desat);
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P_RecalculateAttachedLights(this);
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}
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void sector_t::SetFade(int r, int g, int b)
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{
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PalEntry fade = PalEntry (r,g,b);
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ColorMap = GetSpecialLights (ColorMap->Color, fade, ColorMap->Desaturate);
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P_RecalculateAttachedLights(this);
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}
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//===========================================================================
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//
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// sector_t :: ClosestPoint
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//
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// Given a point (x,y), returns the point (ox,oy) on the sector's defining
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// lines that is nearest to (x,y).
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//
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//===========================================================================
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void sector_t::ClosestPoint(fixed_t fx, fixed_t fy, fixed_t &ox, fixed_t &oy) const
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{
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int i;
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double x = fx, y = fy;
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double bestdist = HUGE_VAL;
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double bestx = 0, besty = 0;
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for (i = 0; i < linecount; ++i)
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{
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vertex_t *v1 = lines[i]->v1;
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vertex_t *v2 = lines[i]->v2;
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double a = v2->x - v1->x;
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double b = v2->y - v1->y;
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double den = a*a + b*b;
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double ix, iy, dist;
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if (den == 0)
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{ // Line is actually a point!
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ix = v1->x;
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iy = v1->y;
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}
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else
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{
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double num = (x - v1->x) * a + (y - v1->y) * b;
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double u = num / den;
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if (u <= 0)
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{
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ix = v1->x;
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iy = v1->y;
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}
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else if (u >= 1)
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{
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ix = v2->x;
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iy = v2->y;
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}
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else
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{
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ix = v1->x + u * a;
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iy = v1->y + u * b;
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}
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}
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a = (ix - x);
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b = (iy - y);
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dist = a*a + b*b;
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if (dist < bestdist)
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{
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bestdist = dist;
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bestx = ix;
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besty = iy;
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}
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}
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ox = fixed_t(bestx);
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oy = fixed_t(besty);
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}
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bool sector_t::PlaneMoving(int pos)
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{
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if (pos == floor)
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return (floordata != NULL || (planes[floor].Flags & PLANEF_BLOCKED));
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else
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return (ceilingdata != NULL || (planes[ceiling].Flags & PLANEF_BLOCKED));
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}
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int sector_t::GetFloorLight () const
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{
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if (GetFlags(sector_t::floor) & PLANEF_ABSLIGHTING)
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{
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return GetPlaneLight(floor);
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}
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else
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{
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return ClampLight(lightlevel + GetPlaneLight(floor));
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}
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}
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int sector_t::GetCeilingLight () const
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{
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if (GetFlags(ceiling) & PLANEF_ABSLIGHTING)
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{
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return GetPlaneLight(ceiling);
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}
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else
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{
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return ClampLight(lightlevel + GetPlaneLight(ceiling));
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}
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}
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sector_t *sector_t::GetHeightSec() const
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{
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if (heightsec == NULL)
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{
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return NULL;
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}
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if (heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)
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{
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return NULL;
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}
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if (e && e->XFloor.ffloors.Size())
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{
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// If any of these fake floors render their planes, ignore heightsec.
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for (unsigned i = e->XFloor.ffloors.Size(); i-- > 0; )
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{
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if ((e->XFloor.ffloors[i]->flags & (FF_EXISTS | FF_RENDERPLANES)) == (FF_EXISTS | FF_RENDERPLANES))
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{
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return NULL;
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}
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}
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}
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return heightsec;
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}
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bool secplane_t::CopyPlaneIfValid (secplane_t *dest, const secplane_t *opp) const
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{
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bool copy = false;
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// If the planes do not have matching slopes, then always copy them
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// because clipping would require creating new sectors.
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if (a != dest->a || b != dest->b || c != dest->c)
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{
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copy = true;
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}
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else if (opp->a != -dest->a || opp->b != -dest->b || opp->c != -dest->c)
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{
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if (d < dest->d)
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{
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copy = true;
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}
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}
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else if (d < dest->d && d > -opp->d)
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{
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copy = true;
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}
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if (copy)
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{
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*dest = *this;
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}
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return copy;
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}
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FArchive &operator<< (FArchive &arc, secplane_t &plane)
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|
{
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arc << plane.a << plane.b << plane.c << plane.d;
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//if (plane.c != 0)
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{ // plane.c should always be non-0. Otherwise, the plane
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// would be perfectly vertical.
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plane.ic = DivScale32 (1, plane.c);
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}
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return arc;
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}
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//==========================================================================
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//
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|
// P_AlignFlat
|
|
//
|
|
//==========================================================================
|
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bool P_AlignFlat (int linenum, int side, int fc)
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|
{
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line_t *line = lines + linenum;
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sector_t *sec = side ? line->backsector : line->frontsector;
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if (!sec)
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return false;
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fixed_t x = line->v1->x;
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fixed_t y = line->v1->y;
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angle_t angle = R_PointToAngle2 (x, y, line->v2->x, line->v2->y);
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angle_t norm = (angle-ANGLE_90) >> ANGLETOFINESHIFT;
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|
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fixed_t dist = -DMulScale16 (finecosine[norm], x, finesine[norm], y);
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|
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if (side)
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{
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angle = angle + ANGLE_180;
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dist = -dist;
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}
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|
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sec->SetBase(fc, dist & ((1<<(FRACBITS+8))-1), 0-angle);
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return true;
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}
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|
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//==========================================================================
|
|
//
|
|
// P_BuildPolyBSP
|
|
//
|
|
//==========================================================================
|
|
static FNodeBuilder::FLevel PolyNodeLevel;
|
|
static FNodeBuilder PolyNodeBuilder(PolyNodeLevel);
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|
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void subsector_t::BuildPolyBSP()
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|
{
|
|
assert((BSP == NULL || BSP->bDirty) && "BSP computed more than once");
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|
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// Set up level information for the node builder.
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|
PolyNodeLevel.Sides = sides;
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|
PolyNodeLevel.NumSides = numsides;
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|
PolyNodeLevel.Lines = lines;
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|
PolyNodeLevel.NumLines = numlines;
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|
|
// Feed segs to the nodebuilder and build the nodes.
|
|
PolyNodeBuilder.Clear();
|
|
PolyNodeBuilder.AddSegs(firstline, numlines);
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for (FPolyNode *pn = polys; pn != NULL; pn = pn->pnext)
|
|
{
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|
PolyNodeBuilder.AddPolySegs(&pn->segs[0], (int)pn->segs.Size());
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|
}
|
|
PolyNodeBuilder.BuildMini(false);
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|
if (BSP == NULL)
|
|
{
|
|
BSP = new FMiniBSP;
|
|
}
|
|
PolyNodeBuilder.ExtractMini(BSP);
|
|
for (unsigned int i = 0; i < BSP->Subsectors.Size(); ++i)
|
|
{
|
|
BSP->Subsectors[i].sector = sector;
|
|
}
|
|
}
|
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|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
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 noabsolute, int *pfakecontrast) const
|
|
{
|
|
if (!noabsolute && (Flags & WALLF_ABSLIGHTING))
|
|
{
|
|
baselight = Light;
|
|
}
|
|
|
|
if (pfakecontrast != NULL)
|
|
{
|
|
*pfakecontrast = 0;
|
|
}
|
|
|
|
if (!foggy) // Don't do relative lighting in foggy sectors
|
|
{
|
|
if (!(Flags & WALLF_NOFAKECONTRAST) && r_fakecontrast != 0)
|
|
{
|
|
int rel;
|
|
if (((level.flags2 & LEVEL2_SMOOTHLIGHTING) || (Flags & WALLF_SMOOTHLIGHTING) || r_fakecontrast == 2) &&
|
|
linedef->dx != 0)
|
|
{
|
|
rel = xs_RoundToInt // OMG LEE KILLOUGH LIVES! :/
|
|
(
|
|
level.WallHorizLight
|
|
+ fabs(atan(double(linedef->dy) / linedef->dx) / 1.57079)
|
|
* (level.WallVertLight - level.WallHorizLight)
|
|
);
|
|
}
|
|
else
|
|
{
|
|
rel = linedef->dx == 0 ? level.WallVertLight :
|
|
linedef->dy == 0 ? level.WallHorizLight : 0;
|
|
}
|
|
if (pfakecontrast != NULL)
|
|
{
|
|
*pfakecontrast = rel;
|
|
}
|
|
else
|
|
{
|
|
baselight += rel;
|
|
}
|
|
}
|
|
if (!(Flags & WALLF_ABSLIGHTING))
|
|
{
|
|
baselight += this->Light;
|
|
}
|
|
}
|
|
return baselight;
|
|
}
|
|
|