mirror of
https://github.com/ZDoom/qzdoom.git
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ba28749df7
that were changed some time ago. - fixed: The damage inflictor for a rail attack was the shooter, not the puff. - Fixed: Floor and ceiling huggers may not change their z-velocity when seeking. - Fixed: UDMF set the secret sector flag before parsing the sector's properties, resulting in it always being false. - Renamed sector's oldspecial variable to secretsector to better reflect its only use. - Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget, not itself contrarily to other projectile spawning functions. A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the BossEye when in fact it wasn't. - Added Gez's submission for a DEHACKED hack introduced by Boom. (using code pointers of the form 'Pointer 0 (x statenumber)'. - fixed: Attaching 3DMidtex lines by sector tag did not work because lines were marked by index in the sector's line list but needed to be marked by line index in the global array. - fixed: On Linux ZDoom was creating a directory called "~.zdoom" for save files because of a missing slash. - fixed: UDMF was unable to read floating point values in exponential format because the C Mode scanner was missing a definition for them. - fixed: The recent changes for removing pointer aliasing got the end sequence info from an incorrect variable. To make this more robust the sequence index is now stored as a hexadecimal string to avoid storing binary data in a string. Also moved end sequence lookup from f_finale.cpp to the calling code so that the proper end sequences can be retrieved for secret exits, too. SVN r1777 (trunk)
289 lines
8.9 KiB
C++
289 lines
8.9 KiB
C++
/*
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** p_3dmidtex.cpp
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**
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** Eternity-style 3D-midtex handling
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** (No original Eternity code here!)
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "templates.h"
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#include "p_local.h"
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//============================================================================
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//
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// P_Scroll3dMidtex
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//
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// Scrolls all sidedefs belonging to 3dMidtex lines attached to this sector
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//
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//============================================================================
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bool P_Scroll3dMidtex(sector_t *sector, int crush, fixed_t move, bool ceiling)
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{
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extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor;
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// First step: Change all lines' texture offsets
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for(unsigned i = 0; i < scrollplane.AttachedLines.Size(); i++)
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{
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line_t *l = scrollplane.AttachedLines[i];
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sides[l->sidenum[0]].AddTextureYOffset(side_t::mid, move);
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sides[l->sidenum[1]].AddTextureYOffset(side_t::mid, move);
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}
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// Second step: Check all sectors whether the move is ok.
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bool res = false;
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for(unsigned i = 0; i < scrollplane.AttachedSectors.Size(); i++)
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{
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res |= P_ChangeSector(scrollplane.AttachedSectors[i], crush, move, 2, true);
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}
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return !res;
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}
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//============================================================================
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//
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// P_Start3DMidtexInterpolations
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//
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// Starts interpolators for every sidedef that is being changed by moving
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// this sector
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//
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//============================================================================
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void P_Start3dMidtexInterpolations(TArray<DInterpolation *> &list, sector_t *sector, bool ceiling)
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{
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extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor;
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for(unsigned i = 0; i < scrollplane.AttachedLines.Size(); i++)
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{
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line_t *l = scrollplane.AttachedLines[i];
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list.Push(sides[l->sidenum[0]].SetInterpolation(side_t::mid));
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list.Push(sides[l->sidenum[1]].SetInterpolation(side_t::mid));
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}
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}
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//============================================================================
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//
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// P_Attach3dMidtexLinesToSector
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//
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// Attaches 3dMidtex lines to a sector.
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// If lineid is != 0, all lines with the matching line id will be added
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// If tag is != 0, all lines touching a sector with the matching tag will be added
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// If both are != 0, all lines with the matching line id that touch a sector with
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// the matching tag will be added.
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//
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//============================================================================
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void P_Attach3dMidtexLinesToSector(sector_t *sector, int lineid, int tag, bool ceiling)
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{
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int v;
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if (lineid == 0 && tag == 0)
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{
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// invalid set of parameters
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return;
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}
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extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor;
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// Bit arrays that mark whether a line or sector is to be attached.
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BYTE *found_lines = new BYTE[(numlines+7)/8];
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BYTE *found_sectors = new BYTE[(numsectors+7)/8];
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memset(found_lines, 0, sizeof (BYTE) * ((numlines+7)/8));
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memset(found_sectors, 0, sizeof (BYTE) * ((numsectors+7)/8));
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// mark all lines and sectors that are already attached to this one
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// and clear the arrays. The old data will be re-added automatically
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// from the marker arrays.
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for (unsigned i=0; i < scrollplane.AttachedLines.Size(); i++)
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{
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int line = int(scrollplane.AttachedLines[i] - lines);
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found_lines[line>>3] |= 1 << (line&7);
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}
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for (unsigned i=0; i < scrollplane.AttachedSectors.Size(); i++)
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{
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int sec = int(scrollplane.AttachedSectors[i] - sectors);
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found_sectors[sec>>3] |= 1 << (sec&7);
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}
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scrollplane.AttachedLines.Clear();
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scrollplane.AttachedSectors.Clear();
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if (tag == 0)
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{
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for(int line = -1; (line = P_FindLineFromID(lineid,line)) >= 0; )
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{
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line_t *ln = &lines[line];
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if (ln->frontsector == NULL || ln->backsector == NULL || !(ln->flags & ML_3DMIDTEX))
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{
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// Only consider two-sided lines with the 3DMIDTEX flag
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continue;
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}
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found_lines[line>>3] |= 1 << (line&7);
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}
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}
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else
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{
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for(int sec = -1; (sec = P_FindSectorFromTag(tag, sec)) >= 0; )
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{
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for (int line = 0; line < sectors[sec].linecount; line ++)
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{
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line_t *ln = sectors[sec].lines[line];
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if (lineid != 0 && ln->id != lineid) continue;
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if (ln->frontsector == NULL || ln->backsector == NULL || !(ln->flags & ML_3DMIDTEX))
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{
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// Only consider two-sided lines with the 3DMIDTEX flag
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continue;
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}
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int lineno = int(ln-lines);
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found_lines[lineno>>3] |= 1 << (lineno&7);
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}
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}
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}
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for(int i=0; i < numlines; i++)
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{
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if (found_lines[i>>3] & (1 << (i&7)))
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{
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scrollplane.AttachedLines.Push(&lines[i]);
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v = int(lines[i].frontsector - sectors);
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assert(v < numsectors);
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found_sectors[v>>3] |= 1 << (v&7);
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v = int(lines[i].backsector - sectors);
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assert(v < numsectors);
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found_sectors[v>>3] |= 1 << (v&7);
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}
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}
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for (int i=0; i < numsectors; i++)
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{
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if (found_sectors[i>>3] & (1 << (i&7)))
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{
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scrollplane.AttachedSectors.Push(§ors[i]);
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}
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}
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delete[] found_lines;
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delete[] found_sectors;
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}
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//============================================================================
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//
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// P_GetMidTexturePosition
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//
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// Retrieves top and bottom of the current line's mid texture.
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//
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//============================================================================
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bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, fixed_t *ptexbot)
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{
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side_t *side = &sides[line->sidenum[sideno]];
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FTextureID texnum = side->GetTexture(side_t::mid);
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if (line->sidenum[0]==NO_SIDE || line->sidenum[1]==NO_SIDE || !texnum.isValid()) return false;
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FTexture * tex= TexMan(texnum);
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if (!tex) return false;
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fixed_t y_offset = side->GetTextureYOffset(side_t::mid);
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fixed_t textureheight = tex->GetScaledHeight() << FRACBITS;
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if (tex->yScale != FRACUNIT && !tex->bWorldPanning)
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{
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y_offset = FixedDiv(y_offset, tex->yScale);
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}
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if(line->flags & ML_DONTPEGBOTTOM)
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{
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*ptexbot = y_offset +
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MAX<fixed_t>(line->frontsector->GetPlaneTexZ(sector_t::floor), line->backsector->GetPlaneTexZ(sector_t::floor));
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*ptextop = *ptexbot + textureheight;
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}
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else
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{
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*ptextop = y_offset +
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MIN<fixed_t>(line->frontsector->GetPlaneTexZ(sector_t::ceiling), line->backsector->GetPlaneTexZ(sector_t::ceiling));
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*ptexbot = *ptextop - textureheight;
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}
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return true;
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}
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//============================================================================
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//
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// P_LineOpening_3dMidtex
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//
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// 3dMidtex part of P_LineOpening
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//
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//============================================================================
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bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, fixed_t &opentop, fixed_t &openbottom)
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{
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fixed_t tt, tb;
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if (P_GetMidTexturePosition(linedef, 0, &tt, &tb))
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{
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if (thing->z + (thing->height/2) < (tt + tb)/2)
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{
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if(tb < opentop) opentop = tb;
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}
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else
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{
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if(tt > openbottom) openbottom = tt;
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// returns true if it touches the midtexture
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return (abs(thing->z - tt) <= thing->MaxStepHeight);
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}
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}
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return false;
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/* still have to figure out what this code from Eternity means...
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if((linedef->flags & ML_BLOCKMONSTERS) &&
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!(mo->flags & (MF_FLOAT | MF_DROPOFF)) &&
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D_abs(mo->z - textop) <= 24*FRACUNIT)
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{
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opentop = openbottom;
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openrange = 0;
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return;
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}
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*/
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}
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