qzdoom/src/playsim/p_3dfloors.cpp
2019-07-14 13:24:18 +02:00

871 lines
25 KiB
C++

/*
** p_3dfloor.cpp
**
** 3D-floor handling
**
**---------------------------------------------------------------------------
** Copyright 2005-2008 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "templates.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "p_maputl.h"
#include "w_wad.h"
#include "g_level.h"
#include "p_terrain.h"
#include "d_player.h"
#include "p_spec.h"
#include "g_levellocals.h"
#include "actorinlines.h"
//==========================================================================
//
// 3D Floors
//
//==========================================================================
//==========================================================================
//
// Wrappers to access the colormap information
//
//==========================================================================
FColormap F3DFloor::GetColormap()
{
// If there's no fog in either model or target sector this is easy and fast.
if ((target->Colormap.FadeColor.isBlack() && model->Colormap.FadeColor.isBlack()) || (flags & (FF_FADEWALLS|FF_FOG)))
{
return model->Colormap;
}
else
{
// We must create a new colormap combining the properties we need
return{ model->Colormap.LightColor, target->Colormap.FadeColor, model->Colormap.Desaturation, model->Colormap.BlendFactor, target->Colormap.FogDensity };
}
}
PalEntry F3DFloor::GetBlend()
{
// The model sector's fog is used as blend unless FF_FADEWALLS is set.
if (!(flags & FF_FADEWALLS) && target->Colormap.FadeColor != model->Colormap.FadeColor)
{
return model->Colormap.FadeColor;
}
else
{
return 0;
}
}
void F3DFloor::UpdateColormap(FColormap &map)
{
// Note that this is a bit different from GetColormap.
if ((target->Colormap.FadeColor.isBlack() && model->Colormap.FadeColor.isBlack()) || (flags & FF_FADEWALLS) ||
target->Colormap.FadeColor == model->Colormap.FadeColor)
{
map = model->Colormap;
}
else
{
map = { model->Colormap.LightColor, target->Colormap.FadeColor, model->Colormap.Desaturation, model->Colormap.BlendFactor, target->Colormap.FogDensity };
}
}
//==========================================================================
//
// Add one 3D floor to the sector
//
//==========================================================================
void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flags, int alpha)
{
F3DFloor* ffloor;
unsigned i;
if(!(flags & FF_THISINSIDE)) {
for(i = 0; i < sec2->e->XFloor.attached.Size(); i++) if(sec2->e->XFloor.attached[i] == sec) return;
sec2->e->XFloor.attached.Push(sec);
}
//Add the floor
ffloor = new F3DFloor;
ffloor->top.copied = ffloor->bottom.copied = false;
ffloor->top.model = ffloor->bottom.model = ffloor->model = sec2;
ffloor->target = sec;
ffloor->top.vindex = ffloor->bottom.vindex = -1;
if (!(flags&FF_THINFLOOR))
{
ffloor->bottom.plane = &sec2->floorplane;
ffloor->bottom.texture = &sec2->planes[sector_t::floor].Texture;
ffloor->bottom.flatcolor = &sec2->SpecialColors[sector_t::floor];
ffloor->bottom.isceiling = sector_t::floor;
}
else
{
ffloor->bottom.plane = &sec2->ceilingplane;
ffloor->bottom.texture = &sec2->planes[sector_t::ceiling].Texture;
ffloor->bottom.flatcolor = &sec2->SpecialColors[sector_t::ceiling];
ffloor->bottom.isceiling = sector_t::ceiling;
}
if (!(flags&FF_FIX))
{
ffloor->top.plane = &sec2->ceilingplane;
ffloor->top.texture = &sec2->planes[sector_t::ceiling].Texture;
ffloor->top.flatcolor = &sec2->SpecialColors[sector_t::ceiling];
ffloor->toplightlevel = &sec2->lightlevel;
ffloor->top.isceiling = sector_t::ceiling;
}
else // FF_FIX is a special case to patch rendering holes
{
ffloor->top.plane = &sec->floorplane;
ffloor->top.texture = &sec2->planes[sector_t::floor].Texture;
ffloor->top.flatcolor = &sec2->SpecialColors[sector_t::floor];
ffloor->toplightlevel = &sec->lightlevel;
ffloor->top.isceiling = sector_t::floor;
ffloor->top.model = sec;
}
// Hacks for Vavoom's idiotic implementation
if (flags&FF_INVERTSECTOR)
{
// switch the planes
std::swap(ffloor->top, ffloor->bottom);
if (flags&FF_SWIMMABLE)
{
// Vavoom floods the lower part if it is swimmable.
// fortunately this plane won't be rendered - otherwise this wouldn't work...
ffloor->bottom.plane=&sec->floorplane;
ffloor->bottom.model=sec;
ffloor->bottom.isceiling = sector_t::floor;
}
}
ffloor->flags = flags;
ffloor->master = master;
ffloor->alpha = alpha;
ffloor->top.vindex = ffloor->bottom.vindex = -1;
// The engine cannot handle sloped translucent floors. Sorry
if (ffloor->top.plane->isSlope() || ffloor->bottom.plane->isSlope())
{
ffloor->alpha = OPAQUE;
ffloor->flags &= ~FF_ADDITIVETRANS;
}
if(flags & FF_THISINSIDE)
{
// switch the planes
std::swap(ffloor->top, ffloor->bottom);
}
sec->e->XFloor.ffloors.Push(ffloor);
// kg3D - software renderer only hack
// this is really required because of ceilingclip and floorclip
if(flags & FF_BOTHPLANES)
{
P_Add3DFloor(sec, sec2, master, FF_EXISTS | FF_THISINSIDE | FF_RENDERPLANES | FF_NOSHADE | FF_SEETHROUGH | FF_SHOOTTHROUGH |
(flags & (FF_INVERTSECTOR | FF_TRANSLUCENT | FF_ADDITIVETRANS)), alpha);
}
}
//==========================================================================
//
// P_PlayerOnSpecial3DFloor
// Checks to see if a player is standing on or is inside a 3D floor (water)
// and applies any specials..
//
//==========================================================================
void P_PlayerOnSpecial3DFloor(player_t* player)
{
for(auto rover : player->mo->Sector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->flags & FF_FIX) continue;
// Check the 3D floor's type...
if(rover->flags & FF_SOLID)
{
// Player must be on top of the floor to be affected...
if(player->mo->Z() != rover->top.plane->ZatPoint(player->mo)) continue;
}
else
{
//Water and DEATH FOG!!! heh
if (player->mo->Z() > rover->top.plane->ZatPoint(player->mo) ||
player->mo->Top() < rover->bottom.plane->ZatPoint(player->mo))
continue;
}
// Apply sector specials
P_PlayerInSpecialSector(player, rover->model);
// Apply flat specials (using the ceiling!)
P_PlayerOnSpecialFlat(player, rover->model->GetTerrain(rover->top.isceiling));
break;
}
}
//==========================================================================
//
// P_CheckFor3DFloorHit
// Checks whether the player's feet touch a solid 3D floor in the sector
//
//==========================================================================
bool P_CheckFor3DFloorHit(AActor * mo, double z, bool trigger)
{
if ((mo->player && (mo->player->cheats & CF_PREDICTING))) return false;
for (auto rover : mo->Sector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_EXISTS)) continue;
if(rover->flags & FF_SOLID && rover->model->SecActTarget)
{
if (fabs(z - rover->top.plane->ZatPoint(mo)) < EQUAL_EPSILON)
{
mo->BlockingFloor = rover->model;
mo->Blocking3DFloor = rover->model;
if (trigger) rover->model->TriggerSectorActions (mo, SECSPAC_HitFloor);
return true;
}
}
}
return false;
}
//==========================================================================
//
// P_CheckFor3DCeilingHit
// Checks whether the player's head touches a solid 3D floor in the sector
//
//==========================================================================
bool P_CheckFor3DCeilingHit(AActor * mo, double z, bool trigger)
{
if ((mo->player && (mo->player->cheats & CF_PREDICTING))) return false;
for (auto rover : mo->Sector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_EXISTS)) continue;
if(rover->flags & FF_SOLID && rover->model->SecActTarget)
{
if(fabs(z - rover->bottom.plane->ZatPoint(mo)) < EQUAL_EPSILON)
{
mo->BlockingCeiling = rover->model;
mo->Blocking3DFloor = rover->model;
if (trigger) rover->model->TriggerSectorActions (mo, SECSPAC_HitCeiling);
return true;
}
}
}
return false;
}
//==========================================================================
//
// P_Recalculate3DFloors
//
// This function sorts the ffloors by height and creates the lightlists
// that the given sector uses to light floors/ceilings/walls according to the 3D floors.
//
//==========================================================================
void P_Recalculate3DFloors(sector_t * sector)
{
F3DFloor * rover;
F3DFloor * pick;
unsigned pickindex;
F3DFloor * clipped=NULL;
F3DFloor * solid=NULL;
double solid_bottom=0;
double clipped_top;
double clipped_bottom=0;
double maxheight, minheight;
unsigned i, j;
lightlist_t newlight;
lightlist_t resetlight; // what it goes back to after FF_DOUBLESHADOW
TArray<F3DFloor*> & ffloors=sector->e->XFloor.ffloors;
TArray<lightlist_t> & lightlist = sector->e->XFloor.lightlist;
// Sort the floors top to bottom for quicker access here and later
// Translucent and swimmable floors are split if they overlap with solid ones.
if (ffloors.Size()>1)
{
TArray<F3DFloor*> oldlist = std::move(ffloors);
// first delete the old dynamic stuff
for(i=0;i<oldlist.Size();i++)
{
F3DFloor * rover=oldlist[i];
if (rover->flags&FF_DYNAMIC)
{
delete rover;
oldlist.Delete(i);
i--;
continue;
}
if (rover->flags&FF_CLIPPED)
{
rover->flags&=~FF_CLIPPED;
rover->flags|=FF_EXISTS;
}
}
while (oldlist.Size())
{
pick=oldlist[0];
double height=pick->top.plane->ZatPoint(sector->centerspot);
// find highest starting ffloor - intersections are not supported!
pickindex=0;
for (j=1;j<oldlist.Size();j++)
{
double h2=oldlist[j]->top.plane->ZatPoint(sector->centerspot);
if (h2>height)
{
pick=oldlist[j];
pickindex=j;
height=h2;
}
}
oldlist.Delete(pickindex);
double pick_bottom=pick->bottom.plane->ZatPoint(sector->centerspot);
if (pick->flags & FF_THISINSIDE)
{
// These have the floor higher than the ceiling and cannot be processed
// by the clipping code below.
ffloors.Push(pick);
}
else if ((pick->flags&(FF_SWIMMABLE|FF_TRANSLUCENT) || (!(pick->flags&FF_RENDERALL))) && pick->flags&FF_EXISTS)
{
// We must check if this nonsolid segment gets clipped from the top by another 3D floor
if (solid != NULL && solid_bottom < height)
{
ffloors.Push(pick);
if (solid_bottom < pick_bottom)
{
// this one is fully covered
pick->flags|=FF_CLIPPED;
pick->flags&=~FF_EXISTS;
}
else
{
F3DFloor * dyn=new F3DFloor;
*dyn=*pick;
pick->flags|=FF_CLIPPED;
pick->flags&=~FF_EXISTS;
dyn->flags|=FF_DYNAMIC;
dyn->top.copyPlane(&solid->bottom);
ffloors.Push(dyn);
clipped = dyn;
clipped_top = solid_bottom;
clipped_bottom = pick_bottom;
}
}
else if (pick_bottom > height) // do not allow inverted planes
{
F3DFloor * dyn = new F3DFloor;
*dyn = *pick;
pick->flags |= FF_CLIPPED;
pick->flags &= ~FF_EXISTS;
dyn->flags |= FF_DYNAMIC;
dyn->bottom.copyPlane(&pick->top);
ffloors.Push(pick);
ffloors.Push(dyn);
}
else
{
clipped = pick;
clipped_top = height;
clipped_bottom = pick_bottom;
ffloors.Push(pick);
}
}
else if (clipped && clipped_bottom<height)
{
// translucent floor above must be clipped to this one!
F3DFloor * dyn=new F3DFloor;
*dyn=*clipped;
clipped->flags|=FF_CLIPPED;
clipped->flags&=~FF_EXISTS;
dyn->flags|=FF_DYNAMIC;
dyn->bottom.copyPlane(&pick->top);
ffloors.Push(dyn);
ffloors.Push(pick);
if (pick_bottom<=clipped_bottom)
{
clipped=NULL;
}
else
{
// the translucent part extends below the clipper
dyn=new F3DFloor;
*dyn=*clipped;
dyn->flags|=FF_DYNAMIC|FF_EXISTS;
dyn->top.copyPlane(&pick->bottom);
ffloors.Push(dyn);
clipped = dyn;
clipped_top = pick_bottom;
}
solid = pick;
solid_bottom = pick_bottom;
}
else
{
clipped = NULL;
if (solid == NULL || solid_bottom > pick_bottom)
{
// only if this one is lower
solid = pick;
solid_bottom = pick_bottom;
}
ffloors.Push(pick);
}
}
}
// having the floors sorted makes this routine significantly simpler
// Only some overlapping cases with FF_DOUBLESHADOW might create anomalies
// but these are clearly undefined.
if(ffloors.Size())
{
lightlist.Resize(1);
lightlist[0].plane = sector->ceilingplane;
lightlist[0].p_lightlevel = &sector->lightlevel;
lightlist[0].caster = NULL;
lightlist[0].lightsource = NULL;
lightlist[0].extra_colormap = sector->Colormap;
lightlist[0].blend = 0;
lightlist[0].flags = 0;
resetlight = lightlist[0];
maxheight = sector->ceilingplane.ZatPoint(sector->centerspot);
minheight = sector->floorplane.ZatPoint(sector->centerspot);
for(i = 0; i < ffloors.Size(); i++)
{
rover=ffloors[i];
if ( !(rover->flags & FF_EXISTS) || rover->flags & FF_NOSHADE )
continue;
double ff_top=rover->top.plane->ZatPoint(sector->centerspot);
if (ff_top < minheight) break; // reached the floor
if (ff_top < maxheight)
{
newlight.plane = *rover->top.plane;
newlight.p_lightlevel = rover->toplightlevel;
newlight.caster = rover;
newlight.lightsource = rover;
newlight.extra_colormap = rover->GetColormap();
newlight.blend = rover->GetBlend();
newlight.flags = rover->flags;
lightlist.Push(newlight);
}
else
{
double ff_bottom=rover->bottom.plane->ZatPoint(sector->centerspot);
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].lightsource = rover;
lightlist[0].extra_colormap = rover->GetColormap();
lightlist[0].blend = rover->GetBlend();
lightlist[0].flags = rover->flags;
}
}
if (!(rover->flags & (FF_DOUBLESHADOW | FF_RESET)))
{
resetlight = lightlist.Last();
}
else if (rover->flags & FF_RESET)
{
resetlight.p_lightlevel = &sector->lightlevel;
resetlight.lightsource = NULL;
resetlight.extra_colormap = sector->Colormap;
resetlight.blend = 0;
}
if (rover->flags&FF_DOUBLESHADOW)
{
double ff_bottom=rover->bottom.plane->ZatPoint(sector->centerspot);
if(ff_bottom < maxheight && ff_bottom>minheight)
{
newlight.caster = rover;
newlight.plane = *rover->bottom.plane;
newlight.lightsource = resetlight.lightsource;
newlight.p_lightlevel = resetlight.p_lightlevel;
newlight.extra_colormap = resetlight.extra_colormap;
newlight.blend = resetlight.blend;
newlight.flags = rover->flags;
lightlist.Push(newlight);
}
}
}
}
}
//==========================================================================
//
// removes all dynamic data. This needs to be done once before creating
// the vertex buffer.
//
//==========================================================================
void FLevelLocals::ClearDynamic3DFloorData()
{
for (auto &sec : sectors)
{
TArray<F3DFloor*> & ffloors = sec.e->XFloor.ffloors;
// delete the dynamic stuff
for (unsigned i = 0; i < ffloors.Size(); i++)
{
F3DFloor * rover = ffloors[i];
if (rover->flags&FF_DYNAMIC)
{
delete rover;
ffloors.Delete(i);
i--;
continue;
}
if (rover->flags&FF_CLIPPED)
{
rover->flags &= ~FF_CLIPPED;
rover->flags |= FF_EXISTS;
}
}
}
}
//==========================================================================
//
// recalculates 3D floors for all attached sectors
//
//==========================================================================
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);
}
//==========================================================================
//
// recalculates light lists for this sector
//
//==========================================================================
void P_RecalculateLights(sector_t *sector)
{
TArray<lightlist_t> &lightlist = sector->e->XFloor.lightlist;
for(unsigned i = 0; i < lightlist.Size(); i++)
{
lightlist_t *ll = &lightlist[i];
if (ll->lightsource != NULL)
{
ll->lightsource->UpdateColormap(ll->extra_colormap);
ll->blend = ll->lightsource->GetBlend();
}
else
{
ll->extra_colormap = sector->Colormap;
ll->blend = 0;
}
}
}
//==========================================================================
//
// recalculates light lists for all attached sectors
//
//==========================================================================
void P_RecalculateAttachedLights(sector_t *sector)
{
extsector_t::xfloor &x = sector->e->XFloor;
for(unsigned int i=0; i<x.attached.Size(); i++)
{
P_RecalculateLights(x.attached[i]);
}
P_RecalculateLights(sector);
}
//==========================================================================
//
//
//
//==========================================================================
lightlist_t * P_GetPlaneLight(sector_t * sector, secplane_t * plane, bool underside)
{
unsigned i;
TArray<lightlist_t> &lightlist = sector->e->XFloor.lightlist;
double planeheight=plane->ZatPoint(sector->centerspot);
if(underside) planeheight-= EQUAL_EPSILON;
for(i = 1; i < lightlist.Size(); i++)
if (lightlist[i].plane.ZatPoint(sector->centerspot) <= 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,
double x, double y, bool restrict)
{
if(thing)
{
double thingbot, thingtop;
thingbot = thing->Z();
thingtop = thing->Top();
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())
{
double lowestceiling = open.top;
double highestfloor = open.bottom;
double lowestfloor[2] = {
linedef->frontsector->floorplane.ZatPoint(x, y),
linedef->backsector->floorplane.ZatPoint(x, y) };
bool lowestfloorset[2] = { false, false };
FTextureID highestfloorpic;
int highestfloorterrain = -1;
FTextureID lowestceilingpic;
sector_t *lowestceilingsec = nullptr, *highestfloorsec = nullptr;
secplane_t *highestfloorplanes[2] = { &open.frontfloorplane, &open.backfloorplane };
F3DFloor *lowestceilingffloor = nullptr;
F3DFloor *highestfloorffloor = nullptr;
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;
double ff_bottom=rover->bottom.plane->ZatPoint(x, y);
double ff_top=rover->top.plane->ZatPoint(x, y);
double delta1 = fabs(thingbot - ((ff_bottom + ff_top) / 2));
double delta2 = fabs(thingtop - ((ff_bottom + ff_top) / 2));
if(ff_bottom < lowestceiling && delta1 > delta2)
{
lowestceiling = ff_bottom;
lowestceilingpic = *rover->bottom.texture;
lowestceilingsec = j == 0 ? linedef->frontsector : linedef->backsector;
lowestceilingffloor = rover;
}
if(delta1 <= delta2 && (!restrict || thing->Z() >= ff_top))
{
if (ff_top > highestfloor)
{
highestfloor = ff_top;
highestfloorpic = *rover->top.texture;
highestfloorterrain = rover->model->GetTerrain(rover->top.isceiling);
highestfloorsec = j == 0 ? linedef->frontsector : linedef->backsector;
highestfloorffloor = rover;
}
if (ff_top > highestfloorplanes[j]->ZatPoint(x, y))
{
highestfloorplanes[j] = rover->top.plane;
}
}
if (ff_top > lowestfloor[j] && ff_top <= thing->Z() + thing->MaxStepHeight)
{
lowestfloor[j] = ff_top;
lowestfloorset[j] = true;
}
}
}
if(highestfloor > open.bottom)
{
open.bottom = highestfloor;
open.floorpic = highestfloorpic;
open.floorterrain = highestfloorterrain;
open.bottomsec = highestfloorsec;
open.bottomffloor = highestfloorffloor;
}
if (highestfloorplanes[0] != &open.frontfloorplane)
{
open.frontfloorplane = *highestfloorplanes[0];
if (open.frontfloorplane.fC() < 0) open.frontfloorplane.FlipVert();
}
if (highestfloorplanes[1] != &open.backfloorplane)
{
open.backfloorplane = *highestfloorplanes[1];
if (open.backfloorplane.fC() < 0) open.backfloorplane.FlipVert();
}
if(lowestceiling < open.top)
{
open.top = lowestceiling;
open.ceilingpic = lowestceilingpic;
open.topsec = lowestceilingsec;
open.topffloor = lowestceilingffloor;
}
// Don't overwrite still valid info from portals here.
if ((open.lowfloorthroughportal & 1) && lowestfloorset[0]) open.lowfloorthroughportal &= ~1;
if ((open.lowfloorthroughportal & 2) && lowestfloorset[1]) open.lowfloorthroughportal &= ~2;
double low1 = (open.lowfloorthroughportal & 1) ? open.lowfloor : lowestfloor[0];
double low2 = (open.lowfloorthroughportal & 2) ? open.lowfloor : lowestfloor[1];
open.lowfloor = MIN(low1, low2);
}
}
}
//==========================================================================
//
// Returns a 3D floorplane appropriate for the given coordinates
//
//==========================================================================
secplane_t P_FindFloorPlane(sector_t * sector, const DVector3 &pos)
{
secplane_t retplane = sector->floorplane;
if (sector->e) // apparently this can be called when the data is already gone
{
for(auto rover : sector->e->XFloor.ffloors)
{
if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
if (rover->top.plane->ZatPoint(pos) == pos.Z)
{
retplane = *rover->top.plane;
if (retplane.fC() < 0) retplane.FlipVert();
break;
}
}
}
return retplane;
}
//==========================================================================
//
// Gives the index to an extra floor above or below the given location.
// -1 means normal floor or ceiling
//
//==========================================================================
int P_Find3DFloor(sector_t * sec, const DVector3 &pos, bool above, bool floor, double &cmpz)
{
// sector must be given
if (sec == nullptr) return -1;
// Above normal ceiling
cmpz = sec->ceilingplane.ZatPoint(pos);
if (pos.Z >= cmpz)
return -1;
// Below normal floor
cmpz = sec->floorplane.ZatPoint(pos);
if (pos.Z <= cmpz)
return -1;
// Looking through planes from top to bottom
for (int i = 0; i < (signed)sec->e->XFloor.ffloors.Size(); ++i)
{
F3DFloor *rover = sec->e->XFloor.ffloors[i];
// We are only interested in solid 3D floors here
if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
if (above)
{
// z is above that floor
if (floor && (pos.Z >= (cmpz = rover->top.plane->ZatPoint(pos))))
return i - 1;
// z is above that ceiling
if (pos.Z >= (cmpz = rover->bottom.plane->ZatPoint(pos)))
return i - 1;
}
else // below
{
// z is below that ceiling
if (!floor && (pos.Z <= (cmpz = rover->bottom.plane->ZatPoint(pos))))
return i;
// z is below that floor
if (pos.Z <= (cmpz = rover->top.plane->ZatPoint(pos)))
return i;
}
}
// Failsafe
return -1;
}