mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-15 08:52:04 +00:00
cc2b0b0dcf
changing game code. - made SpawningMapThing an argument of AActor::StaticSpawn instead of a global variable. - added a stub to the DECORATE parser for defining dynamic lights directly in DECORATE. This is needed so that ZDoom remains compatible with any DECORATE which uses this GZDoom feature in the future. SVN r1935 (trunk)
684 lines
No EOL
20 KiB
C++
684 lines
No EOL
20 KiB
C++
/*
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** p_3dfloor.cpp
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**
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** 3D-floor handling
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "templates.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "w_wad.h"
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#include "sc_man.h"
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#include "v_palette.h"
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#include "g_level.h"
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#ifdef _3DFLOORS
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//==========================================================================
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//
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// 3D Floors
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//
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//==========================================================================
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//==========================================================================
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//
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// Add one 3D floor to the sector
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//
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//==========================================================================
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static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flags,int transluc)
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{
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F3DFloor* ffloor;
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unsigned i;
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for(i = 0; i < sec2->e->XFloor.attached.Size(); i++) if(sec2->e->XFloor.attached[i] == sec) return;
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sec2->e->XFloor.attached.Push(sec);
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//Add the floor
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ffloor = new F3DFloor;
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ffloor->top.model = ffloor->bottom.model = ffloor->model = sec2;
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ffloor->target = sec;
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if (!(flags&FF_THINFLOOR))
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{
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ffloor->bottom.plane = &sec2->floorplane;
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ffloor->bottom.texture = &sec2->planes[sector_t::floor].Texture;
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ffloor->bottom.texheight = &sec2->planes[sector_t::floor].TexZ;
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ffloor->bottom.isceiling = sector_t::floor;
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}
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else
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{
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ffloor->bottom.plane = &sec2->ceilingplane;
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ffloor->bottom.texture = &sec2->planes[sector_t::ceiling].Texture;
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ffloor->bottom.texheight = &sec2->planes[sector_t::ceiling].TexZ;
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ffloor->bottom.isceiling = sector_t::ceiling;
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}
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if (!(flags&FF_FIX))
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{
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ffloor->top.plane = &sec2->ceilingplane;
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ffloor->top.texture = &sec2->planes[sector_t::ceiling].Texture;
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ffloor->top.texheight = &sec2->planes[sector_t::ceiling].TexZ;
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ffloor->toplightlevel = &sec2->lightlevel;
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ffloor->top.isceiling = sector_t::ceiling;
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}
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else // FF_FIX is a special case to patch rendering holes
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{
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ffloor->top.plane = &sec->floorplane;
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ffloor->top.texture = &sec2->planes[sector_t::floor].Texture;
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ffloor->top.texheight = &sec2->planes[sector_t::floor].TexZ;
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ffloor->toplightlevel = &sec->lightlevel;
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ffloor->top.isceiling = sector_t::floor;
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ffloor->top.model = sec;
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}
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// Hacks for Vavoom's idiotic implementation
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if (flags&FF_INVERTSECTOR)
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{
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// switch the planes
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F3DFloor::planeref sp = ffloor->top;
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ffloor->top=ffloor->bottom;
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ffloor->bottom=sp;
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if (flags&FF_SWIMMABLE)
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{
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// Vavoom floods the lower part if it is swimmable.
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// fortunately this plane won't be rendered - otherwise this wouldn't work...
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ffloor->bottom.plane=&sec->floorplane;
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ffloor->bottom.model=sec;
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ffloor->bottom.isceiling = sector_t::floor;
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}
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}
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ffloor->flags = flags;
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ffloor->master = master;
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ffloor->alpha = transluc;
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ffloor->top.vindex = ffloor->bottom.vindex = -1;
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// The engine cannot handle sloped translucent floors. Sorry
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if (ffloor->top.plane->a || ffloor->top.plane->b || ffloor->bottom.plane->a || ffloor->bottom.plane->b)
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{
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ffloor->alpha = FRACUNIT;
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ffloor->flags &= ~FF_ADDITIVETRANS;
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}
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sec->e->XFloor.ffloors.Push(ffloor);
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}
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//==========================================================================
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//
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// Creates all 3D floors defined by one linedef
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//
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//==========================================================================
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static int P_Set3DFloor(line_t * line, int param,int param2, int alpha)
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{
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int s,i;
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int flags;
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int tag=line->args[0];
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sector_t * sec = line->frontsector, * ss;
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for (s=-1; (s = P_FindSectorFromTag(tag,s)) >= 0;)
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{
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ss=§ors[s];
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if (param==0)
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{
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flags=FF_EXISTS|FF_RENDERALL|FF_SOLID|FF_INVERTSECTOR;
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for (i=0;i<sec->linecount;i++)
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{
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line_t * l=sec->lines[i];
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alpha=255;
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if (l->special==Sector_SetContents && l->frontsector==sec)
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{
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alpha=clamp<int>(l->args[1], 0, 100);
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if (l->args[2] & 1) flags &= ~FF_SOLID;
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if (l->args[2] & 2) flags |= FF_SEETHROUGH;
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if (l->args[2] & 4) flags |= FF_SHOOTTHROUGH;
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if (l->args[2] & 8) flags |= FF_ADDITIVETRANS;
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if (alpha!=100) flags|=FF_TRANSLUCENT;//|FF_BOTHPLANES|FF_ALLSIDES;
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if (l->args[0])
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{
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// Yes, Vavoom's 3D-floor definitions suck!
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// The content list changed in r1783 of Vavoom to be unified
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// among all its supported games, so it has now ten different
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// values instead of just five.
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static DWORD vavoomcolors[]={VC_EMPTY,
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VC_WATER, VC_LAVA, VC_NUKAGE, VC_SLIME, VC_HELLSLIME,
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VC_BLOOD, VC_SLUDGE, VC_HAZARD, VC_BOOMWATER};
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flags|=FF_SWIMMABLE|FF_BOTHPLANES|FF_ALLSIDES|FF_FLOOD;
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l->frontsector->ColorMap =
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GetSpecialLights (l->frontsector->ColorMap->Color,
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(unsigned int)(vavoomcolors[l->args[0]]&VC_COLORMASK),
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(unsigned int)(vavoomcolors[l->args[0]]&VC_ALPHAMASK)>>24);
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// l->frontsector->ColorMap->Desaturate);
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}
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alpha=(alpha*255)/100;
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break;
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}
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}
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}
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else if (param==4)
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{
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flags=FF_EXISTS|FF_RENDERPLANES|FF_INVERTPLANES|FF_NOSHADE|FF_FIX;
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alpha=255;
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}
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else
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{
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static const int defflags[]= {0,
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FF_SOLID,
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FF_SWIMMABLE|FF_BOTHPLANES|FF_ALLSIDES|FF_SHOOTTHROUGH|FF_SEETHROUGH,
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FF_SHOOTTHROUGH|FF_SEETHROUGH,
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};
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flags = defflags[param&3] | FF_EXISTS|FF_RENDERALL;
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if (param&4) flags |= FF_ALLSIDES|FF_BOTHPLANES;
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if (param&16) flags ^= FF_SEETHROUGH;
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if (param&32) flags ^= FF_SHOOTTHROUGH;
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if (param2&1) flags |= FF_NOSHADE;
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if (param2&2) flags |= FF_DOUBLESHADOW;
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if (param2&4) flags |= FF_FOG;
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if (param2&8) flags |= FF_THINFLOOR;
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if (param2&16) flags |= FF_UPPERTEXTURE;
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if (param2&32) flags |= FF_LOWERTEXTURE;
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if (param2&64) flags |= FF_ADDITIVETRANS|FF_TRANSLUCENT;
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// if flooding is used the floor must be non-solid and is automatically made shootthrough and seethrough
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if ((param2&128) && !(flags & FF_SOLID)) flags |= FF_FLOOD|FF_SEETHROUGH|FF_SHOOTTHROUGH;
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if (param2&512) flags |= FF_FADEWALLS;
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FTextureID tex = line->sidedef[0]->GetTexture(side_t::top);
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if (!tex.Exists() && alpha<255)
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{
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alpha=clamp(-tex.GetIndex(), 0, 255);
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}
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if (alpha==0) flags&=~(FF_RENDERALL|FF_BOTHPLANES|FF_ALLSIDES);
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else if (alpha!=255) flags|=FF_TRANSLUCENT;
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}
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P_Add3DFloor(ss, sec, line, flags, alpha);
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}
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// To be 100% safe this should be done even if the alpha by texture value isn't used.
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if (!line->sidedef[0]->GetTexture(side_t::top).isValid())
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line->sidedef[0]->SetTexture(side_t::top, FNullTextureID());
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return 1;
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}
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//==========================================================================
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//
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// P_PlayerOnSpecial3DFloor
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// Checks to see if a player is standing on or is inside a 3D floor (water)
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// and applies any specials..
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//
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//==========================================================================
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void P_PlayerOnSpecial3DFloor(player_t* player)
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{
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sector_t * sector = player->mo->Sector;
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for(unsigned i=0;i<sector->e->XFloor.ffloors.Size();i++)
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{
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F3DFloor* rover=sector->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_EXISTS)) continue;
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if (rover->flags & FF_FIX) continue;
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// Check the 3D floor's type...
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if(rover->flags & FF_SOLID)
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{
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// Player must be on top of the floor to be affected...
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if(player->mo->z != rover->top.plane->ZatPoint(player->mo->x, player->mo->y)) continue;
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}
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else
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{
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//Water and DEATH FOG!!! heh
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if (player->mo->z > rover->top.plane->ZatPoint(player->mo->x, player->mo->y) ||
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(player->mo->z + player->mo->height) < rover->bottom.plane->ZatPoint(player->mo->x, player->mo->y))
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continue;
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}
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if (rover->model->special || rover->model->damage) P_PlayerInSpecialSector(player, rover->model);
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break;
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}
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}
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//==========================================================================
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//
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// P_CheckFor3DFloorHit
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// Checks whether the player's feet touch a solid 3D floor in the sector
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//
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//==========================================================================
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bool P_CheckFor3DFloorHit(AActor * mo)
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{
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sector_t * sector = mo->Sector;
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if ((mo->player && (mo->player->cheats & CF_PREDICTING))) return false;
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for(unsigned i=0;i<sector->e->XFloor.ffloors.Size();i++)
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{
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F3DFloor* rover=sector->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_EXISTS)) continue;
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if(rover->flags & FF_SOLID && rover->model->SecActTarget)
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{
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if(mo->z == rover->top.plane->ZatPoint(mo->x, mo->y))
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{
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rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
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return true;
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}
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}
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}
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return false;
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}
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//==========================================================================
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//
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// P_CheckFor3DCeilingHit
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// Checks whether the player's head touches a solid 3D floor in the sector
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//
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//==========================================================================
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bool P_CheckFor3DCeilingHit(AActor * mo)
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{
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sector_t * sector = mo->Sector;
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if ((mo->player && (mo->player->cheats & CF_PREDICTING))) return false;
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for(unsigned i=0;i<sector->e->XFloor.ffloors.Size();i++)
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{
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F3DFloor* rover=sector->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_EXISTS)) continue;
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if(rover->flags & FF_SOLID && rover->model->SecActTarget)
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{
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if(mo->z+mo->height == rover->bottom.plane->ZatPoint(mo->x, mo->y))
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{
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rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
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return true;
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}
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}
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}
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return false;
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}
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//==========================================================================
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//
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// P_Recalculate3DFloors
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//
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// This function sorts the ffloors by height and creates the lightlists
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// that the given sector uses to light floors/ceilings/walls according to the 3D floors.
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//
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//==========================================================================
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void P_Recalculate3DFloors(sector_t * sector)
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{
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F3DFloor * rover;
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F3DFloor * pick;
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unsigned pickindex;
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F3DFloor * clipped=NULL;
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fixed_t clipped_top;
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fixed_t clipped_bottom=0;
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fixed_t maxheight, minheight;
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unsigned i, j;
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lightlist_t newlight;
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TArray<F3DFloor*> & ffloors=sector->e->XFloor.ffloors;
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TArray<lightlist_t> & lightlist = sector->e->XFloor.lightlist;
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// Sort the floors top to bottom for quicker access here and later
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// Translucent and swimmable floors are split if they overlap with solid ones.
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if (ffloors.Size()>1)
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{
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TArray<F3DFloor*> oldlist;
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oldlist = ffloors;
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ffloors.Clear();
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// first delete the old dynamic stuff
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for(i=0;i<oldlist.Size();i++)
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{
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F3DFloor * rover=oldlist[i];
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if (rover->flags&FF_DYNAMIC)
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{
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delete rover;
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oldlist.Delete(i);
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i--;
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continue;
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}
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if (rover->flags&FF_CLIPPED)
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{
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rover->flags&=~FF_CLIPPED;
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rover->flags|=FF_EXISTS;
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}
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}
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while (oldlist.Size())
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{
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pick=oldlist[0];
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fixed_t height=pick->top.plane->ZatPoint(CenterSpot(sector));
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// find highest starting ffloor - intersections are not supported!
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pickindex=0;
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for (j=1;j<oldlist.Size();j++)
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{
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fixed_t h2=oldlist[j]->top.plane->ZatPoint(CenterSpot(sector));
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if (h2>height)
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{
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pick=oldlist[j];
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pickindex=j;
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height=h2;
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}
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}
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oldlist.Delete(pickindex);
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if (pick->flags&(FF_SWIMMABLE|FF_TRANSLUCENT) && pick->flags&FF_EXISTS)
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{
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clipped=pick;
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clipped_top=height;
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clipped_bottom=pick->bottom.plane->ZatPoint(CenterSpot(sector));
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ffloors.Push(pick);
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}
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else if (clipped && clipped_bottom<height)
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{
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// translucent floor above must be clipped to this one!
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F3DFloor * dyn=new F3DFloor;
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*dyn=*clipped;
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clipped->flags|=FF_CLIPPED;
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clipped->flags&=~FF_EXISTS;
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dyn->flags|=FF_DYNAMIC;
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dyn->bottom=pick->top;
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ffloors.Push(dyn);
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ffloors.Push(pick);
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fixed_t pick_bottom=pick->bottom.plane->ZatPoint(CenterSpot(sector));
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if (pick_bottom<=clipped_bottom)
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{
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clipped=NULL;
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}
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else
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{
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// the translucent part extends below the clipper
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dyn=new F3DFloor;
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*dyn=*clipped;
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dyn->flags|=FF_DYNAMIC|FF_EXISTS;
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dyn->top=pick->bottom;
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ffloors.Push(dyn);
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}
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}
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else
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{
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clipped=NULL;
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ffloors.Push(pick);
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}
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}
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}
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// having the floors sorted makes this routine significantly simpler
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// Only some overlapping cases with FF_DOUBLESHADOW might create anomalies
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// but these are clearly undefined.
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if(ffloors.Size())
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{
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lightlist.Resize(1);
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lightlist[0].plane = sector->ceilingplane;
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lightlist[0].p_lightlevel = §or->lightlevel;
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lightlist[0].caster = NULL;
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lightlist[0].p_extra_colormap = §or->ColorMap;
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lightlist[0].flags = 0;
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maxheight = sector->CenterCeiling();
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minheight = sector->CenterFloor();
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for(i = 0; i < ffloors.Size(); i++)
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{
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rover=ffloors[i];
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if ( !(rover->flags & FF_EXISTS) || rover->flags & FF_NOSHADE )
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continue;
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fixed_t ff_top=rover->top.plane->ZatPoint(CenterSpot(sector));
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if (ff_top < minheight) break; // reached the floor
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if (ff_top < maxheight)
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{
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newlight.plane = *rover->top.plane;
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newlight.p_lightlevel = rover->toplightlevel;
|
|
newlight.caster = rover;
|
|
newlight.p_extra_colormap=&rover->model->ColorMap;
|
|
newlight.flags = rover->flags;
|
|
lightlist.Push(newlight);
|
|
}
|
|
else if (i==0)
|
|
{
|
|
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(CenterSpot(sector));
|
|
if (ff_bottom<maxheight)
|
|
{
|
|
// this segment begins over the ceiling and extends beyond it
|
|
lightlist[0].p_lightlevel = rover->toplightlevel;
|
|
lightlist[0].caster = rover;
|
|
lightlist[0].p_extra_colormap=&rover->model->ColorMap;
|
|
lightlist[0].flags = rover->flags;
|
|
}
|
|
}
|
|
if (rover->flags&FF_DOUBLESHADOW)
|
|
{
|
|
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(CenterSpot(sector));
|
|
if(ff_bottom < maxheight && ff_bottom>minheight)
|
|
{
|
|
newlight.caster = rover;
|
|
newlight.plane = *rover->bottom.plane;
|
|
if (lightlist.Size()>1)
|
|
{
|
|
newlight.p_lightlevel = lightlist[lightlist.Size()-2].p_lightlevel;
|
|
newlight.p_extra_colormap = lightlist[lightlist.Size()-2].p_extra_colormap;
|
|
}
|
|
else
|
|
{
|
|
newlight.p_lightlevel = §or->lightlevel;
|
|
newlight.p_extra_colormap = §or->ColorMap;
|
|
}
|
|
newlight.flags = rover->flags;
|
|
lightlist.Push(newlight);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void P_RecalculateAttached3DFloors(sector_t * sec)
|
|
{
|
|
extsector_t::xfloor &x = sec->e->XFloor;
|
|
|
|
for(unsigned int i=0; i<x.attached.Size(); i++)
|
|
{
|
|
P_Recalculate3DFloors(x.attached[i]);
|
|
}
|
|
P_Recalculate3DFloors(sec);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
lightlist_t * P_GetPlaneLight(sector_t * sector, secplane_t * plane, bool underside)
|
|
{
|
|
unsigned i;
|
|
TArray<lightlist_t> &lightlist = sector->e->XFloor.lightlist;
|
|
|
|
fixed_t planeheight=plane->ZatPoint(CenterSpot(sector));
|
|
if(underside) planeheight--;
|
|
|
|
for(i = 1; i < lightlist.Size(); i++)
|
|
if (lightlist[i].plane.ZatPoint(CenterSpot(sector)) <= planeheight)
|
|
return &lightlist[i - 1];
|
|
|
|
return &lightlist[lightlist.Size() - 1];
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Extended P_LineOpening
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef,
|
|
fixed_t x, fixed_t y, fixed_t refx, fixed_t refy)
|
|
{
|
|
if(thing)
|
|
{
|
|
fixed_t thingbot, thingtop;
|
|
|
|
thingbot = thing->z;
|
|
thingtop = thingbot + (thing->height==0? 1:thing->height);
|
|
|
|
extsector_t::xfloor *xf[2] = {&linedef->frontsector->e->XFloor, &linedef->backsector->e->XFloor};
|
|
|
|
// Check for 3D-floors in the sector (mostly identical to what Legacy does here)
|
|
if(xf[0]->ffloors.Size() || xf[1]->ffloors.Size())
|
|
{
|
|
fixed_t lowestceiling = open.top;
|
|
fixed_t highestfloor = open.bottom;
|
|
fixed_t lowestfloor[2] = {
|
|
linedef->frontsector->floorplane.ZatPoint(x, y),
|
|
linedef->backsector->floorplane.ZatPoint(x, y) };
|
|
FTextureID highestfloorpic;
|
|
FTextureID lowestceilingpic;
|
|
|
|
highestfloorpic.SetInvalid();
|
|
lowestceilingpic.SetInvalid();
|
|
|
|
for(int j=0;j<2;j++)
|
|
{
|
|
for(unsigned i=0;i<xf[j]->ffloors.Size();i++)
|
|
{
|
|
F3DFloor *rover = xf[j]->ffloors[i];
|
|
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
if (!(rover->flags & FF_SOLID)) continue;
|
|
|
|
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(x, y);
|
|
fixed_t ff_top=rover->top.plane->ZatPoint(x, y);
|
|
|
|
fixed_t delta1 = abs(thingbot - ((ff_bottom + ff_top) / 2));
|
|
fixed_t delta2 = abs(thingtop - ((ff_bottom + ff_top) / 2));
|
|
|
|
if(ff_bottom < lowestceiling && delta1 >= delta2)
|
|
{
|
|
lowestceiling = ff_bottom;
|
|
lowestceilingpic = *rover->bottom.texture;
|
|
}
|
|
|
|
if(ff_top > highestfloor && delta1 < delta2)
|
|
{
|
|
highestfloor = ff_top;
|
|
highestfloorpic = *rover->top.texture;
|
|
}
|
|
if(ff_top > lowestfloor[j] && ff_top <= thing->z + thing->MaxStepHeight) lowestfloor[j] = ff_top;
|
|
}
|
|
}
|
|
|
|
if(highestfloor > open.bottom)
|
|
{
|
|
open.bottom = highestfloor;
|
|
open.floorpic = highestfloorpic;
|
|
}
|
|
|
|
if(lowestceiling < open.top)
|
|
{
|
|
open.top = lowestceiling;
|
|
open.ceilingpic = lowestceilingpic;
|
|
}
|
|
|
|
open.lowfloor = MIN(lowestfloor[0], lowestfloor[1]);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Spawns 3D floors
|
|
//
|
|
//==========================================================================
|
|
void P_Spawn3DFloors (void)
|
|
{
|
|
static int flagvals[] = {128+512, 2+512, 512};
|
|
int i;
|
|
line_t * line;
|
|
|
|
for (i=0,line=lines;i<numlines;i++,line++)
|
|
{
|
|
switch(line->special)
|
|
{
|
|
case ExtraFloor_LightOnly:
|
|
// Note: I am spawning both this and ZDoom's ExtraLight data
|
|
// I don't want to mess with both at the same time during rendering
|
|
// so inserting this into the 3D-floor table as well seemed to be
|
|
// the best option.
|
|
//
|
|
// This does not yet handle case 0 properly!
|
|
if (line->args[1] < 0 || line->args[1] > 2) line->args[1] = 0;
|
|
P_Set3DFloor(line, 3, flagvals[line->args[1]], 0);
|
|
break;
|
|
|
|
case Sector_Set3DFloor:
|
|
if (line->args[1]&8)
|
|
{
|
|
line->id = line->args[4];
|
|
}
|
|
else
|
|
{
|
|
line->args[0]+=256*line->args[4];
|
|
line->args[4]=0;
|
|
}
|
|
P_Set3DFloor(line, line->args[1]&~8, line->args[2], line->args[3]);
|
|
break;
|
|
|
|
default:
|
|
continue;
|
|
}
|
|
line->special=0;
|
|
line->args[0] = line->args[1] = line->args[2] = line->args[3] = line->args[4] = 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
#endif |