mirror of
https://github.com/ZDoom/qzdoom.git
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1248 lines
29 KiB
C++
1248 lines
29 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 "p_terrain.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 "a_sharedglobal.h"
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#include "p_local.h"
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#include "r_sky.h"
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#include "r_data/colormaps.h"
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// [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 == 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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double 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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double floor;
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double 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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double 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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double floor;
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double 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 = -FLT_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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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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double sector_t::FindNextHighestFloor (vertex_t **v) const
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{
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double height;
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double heightdiff;
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double 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 = FLT_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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double sector_t::FindNextLowestFloor (vertex_t **v) const
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{
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double height;
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double heightdiff;
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double 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 = FLT_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 && 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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double sector_t::FindNextLowestCeiling (vertex_t **v) const
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{
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double height;
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double heightdiff;
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double 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 = FLT_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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double sector_t::FindNextHighestCeiling (vertex_t **v) const
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{
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double height;
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double heightdiff;
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double 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 = FLT_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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double sector_t::FindLowestCeilingSurrounding (vertex_t **v) const
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{
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double height;
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double 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 = FLT_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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double sector_t::FindHighestCeilingSurrounding (vertex_t **v) const
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{
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double height;
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double 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 = -FLT_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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// 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, double &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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double h = tex->GetScaledHeight();
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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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double sector_t::FindShortestTextureAround () const
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{
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double minsize = FLT_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 < FLT_MAX ? minsize : TexMan[0]->GetHeight();
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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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double sector_t::FindShortestUpperAround () const
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{
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double minsize = FLT_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 < FLT_MAX ? minsize : TexMan[0]->GetHeight();
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}
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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 (double floordestheight) const
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{
|
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int i;
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sector_t *sec;
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|
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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()
|
|
//
|
|
// Passed a ceiling height and a sector number, return a pointer to a
|
|
// a sector with that ceiling height across the lowest numbered two sided
|
|
// line surrounding the sector.
|
|
//
|
|
// Note: If no sector at that height bounds the sector passed, return NULL
|
|
//
|
|
// jff 02/03/98 Add routine to find numeric model ceiling
|
|
// around a sector specified by sector number
|
|
// used only from generalized ceiling types
|
|
// jff 3/14/98 change first parameter to plain height to allow call
|
|
// from routine not using ceiling_t
|
|
//
|
|
sector_t *sector_t::FindModelCeilingSector (double floordestheight) const
|
|
{
|
|
int i;
|
|
sector_t *sec;
|
|
|
|
//jff 5/23/98 don't disturb sec->linecount while searching
|
|
// but allow early exit in old demos
|
|
for (i = 0; i < linecount; i++)
|
|
{
|
|
sec = getNextSector (lines[i], this);
|
|
if (sec != NULL &&
|
|
(sec->ceilingplane.ZatPoint(lines[i]->v1) == floordestheight ||
|
|
sec->ceilingplane.ZatPoint(lines[i]->v2) == floordestheight))
|
|
{
|
|
return sec;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//
|
|
// Find minimum light from an adjacent sector
|
|
//
|
|
int sector_t::FindMinSurroundingLight (int min) const
|
|
{
|
|
int i;
|
|
line_t* line;
|
|
sector_t* check;
|
|
|
|
for (i = 0; i < linecount; i++)
|
|
{
|
|
line = lines[i];
|
|
if (NULL != (check = getNextSector (line, this)) &&
|
|
check->lightlevel < min)
|
|
{
|
|
min = check->lightlevel;
|
|
}
|
|
}
|
|
return min;
|
|
}
|
|
|
|
//
|
|
// Find the highest point on the floor of the sector
|
|
//
|
|
double sector_t::FindHighestFloorPoint (vertex_t **v) const
|
|
{
|
|
int i;
|
|
line_t *line;
|
|
double height = -FLT_MAX;
|
|
double probeheight;
|
|
vertex_t *spot = NULL;
|
|
|
|
if (!floorplane.isSlope())
|
|
{
|
|
if (v != NULL)
|
|
{
|
|
if (linecount == 0) *v = &vertexes[0];
|
|
else *v = lines[0]->v1;
|
|
}
|
|
return -floorplane.fD();
|
|
}
|
|
|
|
for (i = 0; i < linecount; i++)
|
|
{
|
|
line = lines[i];
|
|
probeheight = floorplane.ZatPoint(line->v1);
|
|
if (probeheight > height)
|
|
{
|
|
height = probeheight;
|
|
spot = line->v1;
|
|
}
|
|
probeheight = floorplane.ZatPoint(line->v2);
|
|
if (probeheight > height)
|
|
{
|
|
height = probeheight;
|
|
spot = line->v2;
|
|
}
|
|
}
|
|
if (v != NULL)
|
|
*v = spot;
|
|
return height;
|
|
}
|
|
|
|
//
|
|
// Find the lowest point on the ceiling of the sector
|
|
//
|
|
double sector_t::FindLowestCeilingPoint (vertex_t **v) const
|
|
{
|
|
int i;
|
|
line_t *line;
|
|
double height = FLT_MAX;
|
|
double probeheight;
|
|
vertex_t *spot = NULL;
|
|
|
|
if (!ceilingplane.isSlope())
|
|
{
|
|
if (v != NULL)
|
|
{
|
|
if (linecount == 0) *v = &vertexes[0];
|
|
else *v = lines[0]->v1;
|
|
}
|
|
return ceilingplane.fD();
|
|
}
|
|
|
|
for (i = 0; i < linecount; i++)
|
|
{
|
|
line = lines[i];
|
|
probeheight = ceilingplane.ZatPoint(line->v1);
|
|
if (probeheight < height)
|
|
{
|
|
height = probeheight;
|
|
spot = line->v1;
|
|
}
|
|
probeheight = ceilingplane.ZatPoint(line->v2);
|
|
if (probeheight < height)
|
|
{
|
|
height = probeheight;
|
|
spot = line->v2;
|
|
}
|
|
}
|
|
if (v != NULL)
|
|
*v = spot;
|
|
return height;
|
|
}
|
|
|
|
|
|
void sector_t::SetColor(int r, int g, int b, int desat)
|
|
{
|
|
PalEntry color = PalEntry (r,g,b);
|
|
ColorMap = GetSpecialLights (color, ColorMap->Fade, desat);
|
|
P_RecalculateAttachedLights(this);
|
|
}
|
|
|
|
void sector_t::SetFade(int r, int g, int b)
|
|
{
|
|
PalEntry fade = PalEntry (r,g,b);
|
|
ColorMap = GetSpecialLights (ColorMap->Color, fade, ColorMap->Desaturate);
|
|
P_RecalculateAttachedLights(this);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// sector_t :: ClosestPoint
|
|
//
|
|
// Given a point (x,y), returns the point (ox,oy) on the sector's defining
|
|
// lines that is nearest to (x,y).
|
|
//
|
|
//===========================================================================
|
|
|
|
void sector_t::ClosestPoint(const DVector2 &in, DVector2 &out) const
|
|
{
|
|
int i;
|
|
double x = in.X, y = in.Y;
|
|
double bestdist = HUGE_VAL;
|
|
double bestx = 0, besty = 0;
|
|
|
|
for (i = 0; i < linecount; ++i)
|
|
{
|
|
vertex_t *v1 = lines[i]->v1;
|
|
vertex_t *v2 = lines[i]->v2;
|
|
double a = v2->fX() - v1->fX();
|
|
double b = v2->fY() - v1->fY();
|
|
double den = a*a + b*b;
|
|
double ix, iy, dist;
|
|
|
|
if (den == 0)
|
|
{ // Line is actually a point!
|
|
ix = v1->fX();
|
|
iy = v1->fY();
|
|
}
|
|
else
|
|
{
|
|
double num = (x - v1->fX()) * a + (y - v1->fY()) * b;
|
|
double u = num / den;
|
|
if (u <= 0)
|
|
{
|
|
ix = v1->fX();
|
|
iy = v1->fY();
|
|
}
|
|
else if (u >= 1)
|
|
{
|
|
ix = v2->fX();
|
|
iy = v2->fY();
|
|
}
|
|
else
|
|
{
|
|
ix = v1->fX() + u * a;
|
|
iy = v1->fY() + u * b;
|
|
}
|
|
}
|
|
a = (ix - x);
|
|
b = (iy - y);
|
|
dist = a*a + b*b;
|
|
if (dist < bestdist)
|
|
{
|
|
bestdist = dist;
|
|
bestx = ix;
|
|
besty = iy;
|
|
}
|
|
}
|
|
out = { bestx, besty };
|
|
}
|
|
|
|
|
|
bool sector_t::PlaneMoving(int pos)
|
|
{
|
|
if (pos == floor)
|
|
return (floordata != NULL || (planes[floor].Flags & PLANEF_BLOCKED));
|
|
else
|
|
return (ceilingdata != NULL || (planes[ceiling].Flags & PLANEF_BLOCKED));
|
|
}
|
|
|
|
|
|
int sector_t::GetFloorLight () const
|
|
{
|
|
if (GetFlags(sector_t::floor) & PLANEF_ABSLIGHTING)
|
|
{
|
|
return GetPlaneLight(floor);
|
|
}
|
|
else
|
|
{
|
|
return ClampLight(lightlevel + GetPlaneLight(floor));
|
|
}
|
|
}
|
|
|
|
int sector_t::GetCeilingLight () const
|
|
{
|
|
if (GetFlags(ceiling) & PLANEF_ABSLIGHTING)
|
|
{
|
|
return GetPlaneLight(ceiling);
|
|
}
|
|
else
|
|
{
|
|
return ClampLight(lightlevel + GetPlaneLight(ceiling));
|
|
}
|
|
}
|
|
|
|
|
|
FSectorPortal *sector_t::ValidatePortal(int which)
|
|
{
|
|
FSectorPortal *port = GetPortal(which);
|
|
if (port->mType == PORTS_SKYVIEWPOINT && port->mSkybox == nullptr) return nullptr; // A skybox without a viewpoint is just a regular sky.
|
|
if (PortalBlocksView(which)) return nullptr; // disabled or obstructed linked portal.
|
|
if ((port->mFlags & PORTSF_SKYFLATONLY) && GetTexture(which) != skyflatnum) return nullptr; // Skybox without skyflat texture
|
|
return port;
|
|
}
|
|
|
|
|
|
sector_t *sector_t::GetHeightSec() const
|
|
{
|
|
if (heightsec == NULL)
|
|
{
|
|
return NULL;
|
|
}
|
|
if (heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)
|
|
{
|
|
return NULL;
|
|
}
|
|
if (e && e->XFloor.ffloors.Size())
|
|
{
|
|
// If any of these fake floors render their planes, ignore heightsec.
|
|
for (unsigned i = e->XFloor.ffloors.Size(); i-- > 0; )
|
|
{
|
|
if ((e->XFloor.ffloors[i]->flags & (FF_EXISTS | FF_RENDERPLANES)) == (FF_EXISTS | FF_RENDERPLANES))
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
}
|
|
return heightsec;
|
|
}
|
|
|
|
|
|
void sector_t::GetSpecial(secspecial_t *spec)
|
|
{
|
|
spec->special = special;
|
|
spec->damageamount = damageamount;
|
|
spec->damagetype = damagetype;
|
|
spec->damageinterval = damageinterval;
|
|
spec->leakydamage = leakydamage;
|
|
spec->Flags = Flags & SECF_SPECIALFLAGS;
|
|
}
|
|
|
|
void sector_t::SetSpecial(const secspecial_t *spec)
|
|
{
|
|
special = spec->special;
|
|
damageamount = spec->damageamount;
|
|
damagetype = spec->damagetype;
|
|
damageinterval = spec->damageinterval;
|
|
leakydamage = spec->leakydamage;
|
|
Flags = (Flags & ~SECF_SPECIALFLAGS) | (spec->Flags & SECF_SPECIALFLAGS);
|
|
}
|
|
|
|
void sector_t::TransferSpecial(sector_t *model)
|
|
{
|
|
special = model->special;
|
|
damageamount = model->damageamount;
|
|
damagetype = model->damagetype;
|
|
damageinterval = model->damageinterval;
|
|
leakydamage = model->leakydamage;
|
|
Flags = (Flags&~SECF_SPECIALFLAGS) | (model->Flags & SECF_SPECIALFLAGS);
|
|
}
|
|
|
|
int sector_t::GetTerrain(int pos) const
|
|
{
|
|
return terrainnum[pos] >= 0 ? terrainnum[pos] : TerrainTypes[GetTexture(pos)];
|
|
}
|
|
|
|
void sector_t::CheckPortalPlane(int plane)
|
|
{
|
|
if (GetPortalType(plane) == PORTS_LINKEDPORTAL)
|
|
{
|
|
double portalh = GetPortalPlaneZ(plane);
|
|
double planeh = GetPlaneTexZ(plane);
|
|
int obstructed = PLANEF_OBSTRUCTED * (plane == sector_t::floor ? planeh > portalh : planeh < portalh);
|
|
planes[plane].Flags = (planes[plane].Flags & ~PLANEF_OBSTRUCTED) | obstructed;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Finds the highest ceiling at the given position, all portals considered
|
|
//
|
|
//===========================================================================
|
|
|
|
double sector_t::HighestCeilingAt(const DVector2 &p, sector_t **resultsec)
|
|
{
|
|
sector_t *check = this;
|
|
double planeheight = -FLT_MAX;
|
|
DVector2 pos = p;
|
|
|
|
// Continue until we find a blocking portal or a portal below where we actually are.
|
|
while (!check->PortalBlocksMovement(ceiling) && planeheight < check->GetPortalPlaneZ(ceiling))
|
|
{
|
|
pos += check->GetPortalDisplacement(ceiling);
|
|
planeheight = check->GetPortalPlaneZ(ceiling);
|
|
check = P_PointInSector(pos);
|
|
}
|
|
if (resultsec) *resultsec = check;
|
|
return check->ceilingplane.ZatPoint(pos);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Finds the lowest floor at the given position, all portals considered
|
|
//
|
|
//===========================================================================
|
|
|
|
double sector_t::LowestFloorAt(const DVector2 &p, sector_t **resultsec)
|
|
{
|
|
sector_t *check = this;
|
|
double planeheight = FLT_MAX;
|
|
DVector2 pos = p;
|
|
|
|
// Continue until we find a blocking portal or a portal above where we actually are.
|
|
while (!check->PortalBlocksMovement(floor) && planeheight > check->GetPortalPlaneZ(floor))
|
|
{
|
|
pos += check->GetPortalDisplacement(floor);
|
|
planeheight = check->GetPortalPlaneZ(ceiling);
|
|
check = P_PointInSector(pos);
|
|
}
|
|
if (resultsec) *resultsec = check;
|
|
return check->floorplane.ZatPoint(pos);
|
|
}
|
|
|
|
|
|
double sector_t::NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags, sector_t **resultsec, F3DFloor **resultffloor)
|
|
{
|
|
sector_t *sec = this;
|
|
double planeheight = -FLT_MAX;
|
|
|
|
while (true)
|
|
{
|
|
// Looking through planes from bottom to top
|
|
double realceil = sec->ceilingplane.ZatPoint(x, y);
|
|
for (int i = sec->e->XFloor.ffloors.Size() - 1; i >= 0; --i)
|
|
{
|
|
F3DFloor *rover = sec->e->XFloor.ffloors[i];
|
|
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
|
|
|
double ff_bottom = rover->bottom.plane->ZatPoint(x, y);
|
|
double ff_top = rover->top.plane->ZatPoint(x, y);
|
|
|
|
double delta1 = bottomz - (ff_bottom + ((ff_top - ff_bottom) / 2));
|
|
double delta2 = topz - (ff_bottom + ((ff_top - ff_bottom) / 2));
|
|
|
|
if (ff_bottom < realceil && fabs(delta1) > fabs(delta2))
|
|
{
|
|
if (resultsec) *resultsec = sec;
|
|
if (resultffloor) *resultffloor = rover;
|
|
return ff_bottom;
|
|
}
|
|
}
|
|
if ((flags & FFCF_NOPORTALS) || sec->PortalBlocksMovement(ceiling) || planeheight >= sec->GetPortalPlaneZ(ceiling))
|
|
{ // Use sector's floor
|
|
if (resultffloor) *resultffloor = NULL;
|
|
if (resultsec) *resultsec = sec;
|
|
return realceil;
|
|
}
|
|
else
|
|
{
|
|
DVector2 pos = sec->GetPortalDisplacement(ceiling);
|
|
x += pos.X;
|
|
y += pos.Y;
|
|
planeheight = sec->GetPortalPlaneZ(ceiling);
|
|
sec = P_PointInSector(x, y);
|
|
}
|
|
}
|
|
}
|
|
|
|
double sector_t::NextLowestFloorAt(double x, double y, double z, int flags, double steph, sector_t **resultsec, F3DFloor **resultffloor)
|
|
{
|
|
sector_t *sec = this;
|
|
double planeheight = FLT_MAX;
|
|
while (true)
|
|
{
|
|
// Looking through planes from top to bottom
|
|
unsigned numff = sec->e->XFloor.ffloors.Size();
|
|
double realfloor = sec->floorplane.ZatPoint(x, y);
|
|
for (unsigned i = 0; i < numff; ++i)
|
|
{
|
|
F3DFloor *ff = sec->e->XFloor.ffloors[i];
|
|
|
|
|
|
// either with feet above the 3D floor or feet with less than 'stepheight' map units inside
|
|
if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID))
|
|
{
|
|
double ffz = ff->top.plane->ZatPoint(x, y);
|
|
double ffb = ff->bottom.plane->ZatPoint(x, y);
|
|
|
|
if (ffz > realfloor && (z >= ffz || (!(flags & FFCF_3DRESTRICT) && (ffb < z && ffz < z + steph))))
|
|
{ // This floor is beneath our feet.
|
|
if (resultsec) *resultsec = sec;
|
|
if (resultffloor) *resultffloor = ff;
|
|
return ffz;
|
|
}
|
|
}
|
|
}
|
|
if ((flags & FFCF_NOPORTALS) || sec->PortalBlocksMovement(sector_t::floor) || planeheight <= sec->GetPortalPlaneZ(floor))
|
|
{ // Use sector's floor
|
|
if (resultffloor) *resultffloor = NULL;
|
|
if (resultsec) *resultsec = sec;
|
|
return realfloor;
|
|
}
|
|
else
|
|
{
|
|
DVector2 pos = sec->GetPortalDisplacement(floor);
|
|
x += pos.X;
|
|
y += pos.Y;
|
|
planeheight = sec->GetPortalPlaneZ(floor);
|
|
sec = P_PointInSector(x, y);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
double sector_t::GetFriction(int plane, double *pMoveFac) const
|
|
{
|
|
if (Flags & SECF_FRICTION)
|
|
{
|
|
if (pMoveFac) *pMoveFac = movefactor;
|
|
return friction;
|
|
}
|
|
FTerrainDef *terrain = &Terrains[GetTerrain(plane)];
|
|
if (terrain->Friction != 0)
|
|
{
|
|
if (pMoveFac) *pMoveFac = terrain->MoveFactor;
|
|
return terrain->Friction;
|
|
}
|
|
else
|
|
{
|
|
if (pMoveFac) *pMoveFac = ORIG_FRICTION_FACTOR;
|
|
return ORIG_FRICTION;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
FArchive &operator<< (FArchive &arc, secspecial_t &p)
|
|
{
|
|
arc << p.special
|
|
<< p.damageamount
|
|
<< p.damagetype
|
|
<< p.damageinterval
|
|
<< p.leakydamage
|
|
<< p.Flags;
|
|
return arc;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
bool secplane_t::CopyPlaneIfValid (secplane_t *dest, const secplane_t *opp) const
|
|
{
|
|
bool copy = false;
|
|
|
|
// If the planes do not have matching slopes, then always copy them
|
|
// because clipping would require creating new sectors.
|
|
if (Normal() != dest->Normal())
|
|
{
|
|
copy = true;
|
|
}
|
|
else if (opp->Normal() != -dest->Normal())
|
|
{
|
|
if (fD() < dest->fD())
|
|
{
|
|
copy = true;
|
|
}
|
|
}
|
|
else if (fD() < dest->fD() && fD() > -opp->fD())
|
|
{
|
|
copy = true;
|
|
}
|
|
|
|
if (copy)
|
|
{
|
|
*dest = *this;
|
|
}
|
|
|
|
return copy;
|
|
}
|
|
|
|
FArchive &operator<< (FArchive &arc, secplane_t &plane)
|
|
{
|
|
arc << plane.normal << plane.D;
|
|
if (plane.normal.Z != 0)
|
|
{ // plane.c should always be non-0. Otherwise, the plane
|
|
// would be perfectly vertical. (But then, don't let this crash on a broken savegame...)
|
|
plane.negiC = -1 / plane.normal.Z;
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_AlignFlat
|
|
//
|
|
//==========================================================================
|
|
|
|
bool P_AlignFlat (int linenum, int side, int fc)
|
|
{
|
|
line_t *line = lines + linenum;
|
|
sector_t *sec = side ? line->backsector : line->frontsector;
|
|
|
|
if (!sec)
|
|
return false;
|
|
|
|
DVector2 pos = line->v1->fPos();
|
|
DVector2 pos2 = line->v2->fPos();
|
|
DAngle angle = (pos2 - pos).Angle();
|
|
DAngle norm = angle - 90;
|
|
double dist = norm.Cos() * pos.X + norm.Sin() * pos.Y;
|
|
|
|
if (side)
|
|
{
|
|
angle += 180.;
|
|
dist = -dist;
|
|
}
|
|
|
|
sec->SetBase(fc, dist, -angle);
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_BuildPolyBSP
|
|
//
|
|
//==========================================================================
|
|
static FNodeBuilder::FLevel PolyNodeLevel;
|
|
static FNodeBuilder PolyNodeBuilder(PolyNodeLevel);
|
|
|
|
void subsector_t::BuildPolyBSP()
|
|
{
|
|
assert((BSP == NULL || BSP->bDirty) && "BSP computed more than once");
|
|
|
|
// Set up level information for the node builder.
|
|
PolyNodeLevel.Sides = sides;
|
|
PolyNodeLevel.NumSides = numsides;
|
|
PolyNodeLevel.Lines = lines;
|
|
PolyNodeLevel.NumLines = numlines;
|
|
|
|
// Feed segs to the nodebuilder and build the nodes.
|
|
PolyNodeBuilder.Clear();
|
|
PolyNodeBuilder.AddSegs(firstline, numlines);
|
|
for (FPolyNode *pn = polys; pn != NULL; pn = pn->pnext)
|
|
{
|
|
PolyNodeBuilder.AddPolySegs(&pn->segs[0], (int)pn->segs.Size());
|
|
}
|
|
PolyNodeBuilder.BuildMini(false);
|
|
if (BSP == NULL)
|
|
{
|
|
BSP = new FMiniBSP;
|
|
}
|
|
PolyNodeBuilder.ExtractMini(BSP);
|
|
for (unsigned int i = 0; i < BSP->Subsectors.Size(); ++i)
|
|
{
|
|
BSP->Subsectors[i].sector = sector;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
CUSTOM_CVAR(Int, r_fakecontrast, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
|
{
|
|
if (self < 0) self = 1;
|
|
else if (self > 2) self = 2;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int side_t::GetLightLevel (bool foggy, int baselight, bool is3dlight, int *pfakecontrast) const
|
|
{
|
|
if (!is3dlight && (Flags & WALLF_ABSLIGHTING))
|
|
{
|
|
baselight = Light;
|
|
}
|
|
|
|
if (pfakecontrast != NULL)
|
|
{
|
|
*pfakecontrast = 0;
|
|
}
|
|
|
|
if (!foggy || level.flags3 & LEVEL3_FORCEFAKECONTRAST) // Don't do relative lighting in foggy sectors
|
|
{
|
|
if (!(Flags & WALLF_NOFAKECONTRAST) && r_fakecontrast != 0)
|
|
{
|
|
DVector2 delta = linedef->Delta();
|
|
int rel;
|
|
if (((level.flags2 & LEVEL2_SMOOTHLIGHTING) || (Flags & WALLF_SMOOTHLIGHTING) || r_fakecontrast == 2) &&
|
|
delta.X != 0)
|
|
{
|
|
rel = xs_RoundToInt // OMG LEE KILLOUGH LIVES! :/
|
|
(
|
|
level.WallHorizLight
|
|
+ fabs(atan(delta.Y / delta.X) / 1.57079)
|
|
* (level.WallVertLight - level.WallHorizLight)
|
|
);
|
|
}
|
|
else
|
|
{
|
|
rel = delta.X == 0 ? level.WallVertLight :
|
|
delta.Y == 0 ? level.WallHorizLight : 0;
|
|
}
|
|
if (pfakecontrast != NULL)
|
|
{
|
|
*pfakecontrast = rel;
|
|
}
|
|
else
|
|
{
|
|
baselight += rel;
|
|
}
|
|
}
|
|
}
|
|
if (!is3dlight && !(Flags & WALLF_ABSLIGHTING) && (!foggy || (Flags & WALLF_LIGHT_FOG)))
|
|
{
|
|
baselight += this->Light;
|
|
}
|
|
return baselight;
|
|
}
|