mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- set up engine portals for SW.
Also moving more code to _polymost.cpp which is only needed for ad-hoc lookup of portals with a client side implementation of a two-layer renderer.
This commit is contained in:
parent
a36377111c
commit
09a9e14feb
8 changed files with 407 additions and 324 deletions
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@ -40,7 +40,8 @@ enum
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PORTAL_SECTOR_CEILING_REFLECT = 4,
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PORTAL_WALL_VIEW = 5,
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PORTAL_WALL_MIRROR = 6,
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PORTAL_SECTOR_GEOMETRY = 7,
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PORTAL_WALL_TO_SPRITE = 7,
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PORTAL_SECTOR_GEOMETRY = 8,
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};
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@ -119,7 +120,7 @@ struct walltype
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float xpan_, ypan_;
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angle_t clipangle;
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uint8_t portalflags;
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uint8_t portalnum;
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uint16_t portalnum;
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int xpan() const { return int(xpan_); }
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int ypan() const { return int(ypan_); }
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@ -87,7 +87,7 @@ void InitMirrors(void)
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{
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mirrorcnt++;
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wall[i].portalflags = PORTAL_WALL_VIEW;
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wall[i].portalnum = portalAdd(PORTAL_WALL_VIEW, j);
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wall[i].portalnum = j;
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}
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}
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continue;
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@ -1,5 +1,350 @@
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BEGIN_SW_NS
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short GlobStackSect[2];
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void
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GetUpperLowerSector(short match, int x, int y, short* upper, short* lower)
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{
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int i;
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short sectorlist[16];
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int sln = 0;
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int SpriteNum;
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SPRITEp sp;
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// keep a list of the last stacked sectors the view was in and
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// check those fisrt
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sln = 0;
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for (i = 0; i < (int)SIZ(GlobStackSect); i++)
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{
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// will not hurt if GlobStackSect is invalid - inside checks for this
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if (inside(x, y, GlobStackSect[i]) == 1)
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{
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bool found = false;
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SectIterator it(GlobStackSect[i]);
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while ((SpriteNum = it.NextIndex()) >= 0)
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{
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sp = &sprite[SpriteNum];
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if (sp->statnum == STAT_FAF &&
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(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6)
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&& sp->lotag == match)
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{
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found = true;
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}
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}
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if (!found)
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continue;
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sectorlist[sln] = GlobStackSect[i];
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sln++;
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}
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}
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// didn't find it yet so test ALL sectors
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if (sln < 2)
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{
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sln = 0;
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for (i = numsectors - 1; i >= 0; i--)
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{
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if (inside(x, y, (short)i) == 1)
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{
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bool found = false;
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SectIterator it(i);
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while ((SpriteNum = it.NextIndex()) >= 0)
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{
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sp = &sprite[SpriteNum];
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if (sp->statnum == STAT_FAF &&
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(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6)
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&& sp->lotag == match)
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{
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found = true;
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}
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}
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if (!found)
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continue;
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if (sln < (int)SIZ(GlobStackSect))
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GlobStackSect[sln] = i;
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if (sln < (int)SIZ(sectorlist))
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sectorlist[sln] = i;
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sln++;
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}
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}
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}
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// might not find ANYTHING if not tagged right
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if (sln == 0)
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{
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*upper = -1;
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*lower = -1;
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return;
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}
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// Map rooms have NOT been dragged on top of each other
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else if (sln == 1)
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{
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*lower = sectorlist[0];
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*upper = sectorlist[0];
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return;
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}
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// Map rooms HAVE been dragged on top of each other
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// inside will somtimes find that you are in two different sectors if the x,y
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// is exactly on a sector line.
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else if (sln > 2)
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{
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//DSPRINTF(ds, "TOO MANY SECTORS FOUND: x=%d, y=%d, match=%d, num sectors %d, %d, %d, %d, %d, %d", x, y, match, sln, sectorlist[0], sectorlist[1], sectorlist[2], sectorlist[3], sectorlist[4]);
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MONO_PRINT(ds);
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// try again moving the x,y pos around until you only get two sectors
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GetUpperLowerSector(match, x - 1, y, upper, lower);
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}
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if (sln == 2)
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{
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if (sector[sectorlist[0]].floorz < sector[sectorlist[1]].floorz)
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{
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// swap
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// make sectorlist[0] the LOW sector
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short hold;
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hold = sectorlist[0];
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sectorlist[0] = sectorlist[1];
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sectorlist[1] = hold;
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}
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*lower = sectorlist[0];
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*upper = sectorlist[1];
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}
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}
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bool
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FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
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{
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int xoff = 0;
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int yoff = 0;
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int i;
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SPRITEp sp = NULL;
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int pix_diff;
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int newz;
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save.zcount = 0;
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// Search Stat List For closest ceiling view sprite
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// Get the match, xoff, yoff from this point
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StatIterator it(STAT_FAF);
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while ((i = it.NextIndex()) >= 0)
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{
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sp = &sprite[i];
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if (sp->hitag == VIEW_THRU_CEILING && sp->lotag == match)
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{
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xoff = *x - sp->x;
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yoff = *y - sp->y;
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break;
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}
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}
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it.Reset(STAT_FAF);
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while ((i = it.NextIndex()) >= 0)
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{
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sp = &sprite[i];
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if (sp->lotag == match)
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{
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// determine x,y position
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if (sp->hitag == VIEW_THRU_FLOOR)
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{
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short upper, lower;
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*x = sp->x + xoff;
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*y = sp->y + yoff;
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// get new sector
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GetUpperLowerSector(match, *x, *y, &upper, &lower);
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*sectnum = upper;
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break;
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}
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}
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}
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if (*sectnum < 0)
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return false;
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ASSERT(sp);
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ASSERT(sp->hitag == VIEW_THRU_FLOOR);
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pix_diff = labs(z - sector[sp->sectnum].floorz) >> 8;
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newz = sector[sp->sectnum].floorz + ((pix_diff / 128) + 1) * Z(128);
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it.Reset(STAT_FAF);
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while ((i = it.NextIndex()) >= 0)
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{
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sp = &sprite[i];
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if (sp->lotag == match)
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{
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// move lower levels ceilings up for the correct view
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if (sp->hitag == VIEW_LEVEL2)
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{
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// save it off
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save.sectnum[save.zcount] = sp->sectnum;
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save.zval[save.zcount] = sector[sp->sectnum].floorz;
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save.pic[save.zcount] = sector[sp->sectnum].floorpicnum;
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save.slope[save.zcount] = sector[sp->sectnum].floorheinum;
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sector[sp->sectnum].floorz = newz;
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// don't change FAF_MIRROR_PIC - ConnectArea
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if (sector[sp->sectnum].floorpicnum != FAF_MIRROR_PIC)
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sector[sp->sectnum].floorpicnum = FAF_MIRROR_PIC + 1;
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sector[sp->sectnum].floorheinum = 0;
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save.zcount++;
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PRODUCTION_ASSERT(save.zcount < ZMAX);
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}
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}
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}
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return true;
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}
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bool
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FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
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{
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int xoff = 0;
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int yoff = 0;
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int i;
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SPRITEp sp = NULL;
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int newz;
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int pix_diff;
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save.zcount = 0;
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// Search Stat List For closest ceiling view sprite
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// Get the match, xoff, yoff from this point
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StatIterator it(STAT_FAF);
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while ((i = it.NextIndex()) >= 0)
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{
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sp = &sprite[i];
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if (sp->hitag == VIEW_THRU_FLOOR && sp->lotag == match)
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{
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xoff = *x - sp->x;
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yoff = *y - sp->y;
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break;
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}
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}
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it.Reset(STAT_FAF);
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while ((i = it.NextIndex()) >= 0)
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{
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sp = &sprite[i];
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if (sp->lotag == match)
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{
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// determine x,y position
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if (sp->hitag == VIEW_THRU_CEILING)
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{
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short upper, lower;
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*x = sp->x + xoff;
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*y = sp->y + yoff;
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// get new sector
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GetUpperLowerSector(match, *x, *y, &upper, &lower);
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*sectnum = lower;
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break;
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}
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}
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}
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if (*sectnum < 0)
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return false;
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ASSERT(sp);
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ASSERT(sp->hitag == VIEW_THRU_CEILING);
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// move ceiling multiple of 128 so that the wall tile will line up
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pix_diff = labs(z - sector[sp->sectnum].ceilingz) >> 8;
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newz = sector[sp->sectnum].ceilingz - ((pix_diff / 128) + 1) * Z(128);
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it.Reset(STAT_FAF);
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while ((i = it.NextIndex()) >= 0)
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{
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sp = &sprite[i];
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if (sp->lotag == match)
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{
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// move upper levels floors down for the correct view
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if (sp->hitag == VIEW_LEVEL1)
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{
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// save it off
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save.sectnum[save.zcount] = sp->sectnum;
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save.zval[save.zcount] = sector[sp->sectnum].ceilingz;
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save.pic[save.zcount] = sector[sp->sectnum].ceilingpicnum;
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save.slope[save.zcount] = sector[sp->sectnum].ceilingheinum;
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sector[sp->sectnum].ceilingz = newz;
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// don't change FAF_MIRROR_PIC - ConnectArea
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if (sector[sp->sectnum].ceilingpicnum != FAF_MIRROR_PIC)
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sector[sp->sectnum].ceilingpicnum = FAF_MIRROR_PIC + 1;
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sector[sp->sectnum].ceilingheinum = 0;
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save.zcount++;
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PRODUCTION_ASSERT(save.zcount < ZMAX);
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}
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}
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}
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return true;
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}
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short
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ViewSectorInScene(short cursectnum, short level)
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{
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int i;
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SPRITEp sp;
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short match;
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StatIterator it(STAT_FAF);
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while ((i = it.NextIndex()) >= 0)
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{
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sp = &sprite[i];
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if (sp->hitag == level)
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{
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if (cursectnum == sp->sectnum)
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{
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// ignore case if sprite is pointing up
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if (sp->ang == 1536)
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continue;
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// only gets to here is sprite is pointing down
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// found a potential match
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match = sp->lotag;
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if (!PicInView(FAF_MIRROR_PIC, true))
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return -1;
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return match;
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}
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}
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}
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return -1;
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}
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void
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DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz, short tsectnum)
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{
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@ -1416,6 +1416,33 @@ void DoPlayerDiveMeter(PLAYERp pp);
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void polymost_drawscreen(PLAYERp pp, int tx, int ty, int tz, binangle tang, fixedhoriz thoriz, int tsectnum);
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void UpdateWallPortalState()
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{
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// This is too obtuse to be maintained statically, but with 8 mirrors at most easy to be kept up to date.
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for (int i = 0; i < MAXMIRRORS; i++)
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{
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auto wal = &wall[mirror[i].mirrorwall];
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wal->portalflags = 0;
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wal->portalnum = 0;
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if (!mirror[i].ismagic)
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{
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// a simple mirror
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wal->portalflags = PORTAL_WALL_MIRROR;
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}
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else
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{
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auto sp = &sprite[mirror[i].camera];
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if (!TEST_BOOL1(sp))
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{
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wal->portalflags = PORTAL_WALL_TO_SPRITE;
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wal->portalnum = mirror[i].camera;
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}
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}
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}
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}
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void
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drawscreen(PLAYERp pp, double smoothratio)
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{
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@ -1568,6 +1595,7 @@ drawscreen(PLAYERp pp, double smoothratio)
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}
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else
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{
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UpdateWallPortalState();
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render_drawrooms(pp->SpriteP, { tx, ty, tz }, tsectnum, tang.asq16(), thoriz.asq16(), trotscrnang.asbuildf());
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}
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@ -407,6 +407,7 @@ void InitLevel(MapRecord *maprec)
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PlaceActorsOnTracks();
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PostSetupSectorObject();
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SetupMirrorTiles();
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SetupSectorPortals();
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initlava();
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// reset NewGame
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@ -2135,6 +2135,7 @@ void DrawOverlapRoom(int tx,int ty,int tz,fixed_t tq16ang,fixed_t tq16horiz,shor
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void SetupMirrorTiles(void); // rooms.c
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bool FAF_Sector(short sectnum); // rooms.c
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int GetZadjustment(short sectnum,short hitag); // rooms.c
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void SetupSectorPortals();
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void InitSetup(void); // setup.c
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@ -354,7 +354,7 @@ void JS_InitMirrors(void)
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if (sp->hitag == MIRROR_CAM && sp->lotag == wall[i].hitag)
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{
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mirror[mirrorcnt].camera = ii;
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// Set up camera varialbes
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// Set up camera variables
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SP_TAG5(sp) = sp->ang; // Set current angle to
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// sprite angle
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Found_Cam = true;
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@ -370,7 +370,7 @@ void JS_InitMirrors(void)
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if (sp->hitag == MIRROR_CAM && sp->lotag == wall[i].hitag)
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{
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mirror[mirrorcnt].camera = ii;
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// Set up camera varialbes
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// Set up camera variables
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SP_TAG5(sp) = sp->ang; // Set current angle to
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// sprite angle
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Found_Cam = true;
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@ -536,6 +536,7 @@ int lastcamclock;
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// views
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short camplayerview = 1; // Don't show yourself!
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// Hack job alert!
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// Mirrors and cameras are maintained in the same data structure, but for hardware rendering they cannot be interleaved.
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// So this function replicates JS_DrawMirrors to only process the camera textures but not change any global state.
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@ -678,344 +678,50 @@ SetupMirrorTiles(void)
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}
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}
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short GlobStackSect[2];
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void
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GetUpperLowerSector(short match, int x, int y, short *upper, short *lower)
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void SetupSectorPortals()
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{
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int i;
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short sectorlist[16];
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int sln = 0;
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int SpriteNum;
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SPRITEp sp;
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// keep a list of the last stacked sectors the view was in and
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// check those fisrt
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sln = 0;
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for (i = 0; i < (int)SIZ(GlobStackSect); i++)
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{
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// will not hurt if GlobStackSect is invalid - inside checks for this
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if (inside(x, y, GlobStackSect[i]) == 1)
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{
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bool found = false;
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SectIterator it(GlobStackSect[i]);
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while ((SpriteNum = it.NextIndex()) >= 0)
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{
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sp = &sprite[SpriteNum];
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if (sp->statnum == STAT_FAF &&
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(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6)
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&& sp->lotag == match)
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{
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found = true;
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}
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}
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if (!found)
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continue;
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|
||||
sectorlist[sln] = GlobStackSect[i];
|
||||
sln++;
|
||||
}
|
||||
}
|
||||
|
||||
// didn't find it yet so test ALL sectors
|
||||
if (sln < 2)
|
||||
{
|
||||
sln = 0;
|
||||
for (i = numsectors - 1; i >= 0; i--)
|
||||
{
|
||||
if (inside(x, y, (short) i) == 1)
|
||||
{
|
||||
bool found = false;
|
||||
|
||||
SectIterator it(i);
|
||||
while ((SpriteNum = it.NextIndex()) >= 0)
|
||||
{
|
||||
sp = &sprite[SpriteNum];
|
||||
|
||||
if (sp->statnum == STAT_FAF &&
|
||||
(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6)
|
||||
&& sp->lotag == match)
|
||||
{
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!found)
|
||||
continue;
|
||||
|
||||
if (sln < (int)SIZ(GlobStackSect))
|
||||
GlobStackSect[sln] = i;
|
||||
if (sln < (int)SIZ(sectorlist))
|
||||
sectorlist[sln] = i;
|
||||
sln++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// might not find ANYTHING if not tagged right
|
||||
if (sln == 0)
|
||||
{
|
||||
*upper = -1;
|
||||
*lower = -1;
|
||||
return;
|
||||
}
|
||||
// Map rooms have NOT been dragged on top of each other
|
||||
else if (sln == 1)
|
||||
{
|
||||
*lower = sectorlist[0];
|
||||
*upper = sectorlist[0];
|
||||
return;
|
||||
}
|
||||
// Map rooms HAVE been dragged on top of each other
|
||||
// inside will somtimes find that you are in two different sectors if the x,y
|
||||
// is exactly on a sector line.
|
||||
else if (sln > 2)
|
||||
{
|
||||
//DSPRINTF(ds, "TOO MANY SECTORS FOUND: x=%d, y=%d, match=%d, num sectors %d, %d, %d, %d, %d, %d", x, y, match, sln, sectorlist[0], sectorlist[1], sectorlist[2], sectorlist[3], sectorlist[4]);
|
||||
MONO_PRINT(ds);
|
||||
// try again moving the x,y pos around until you only get two sectors
|
||||
GetUpperLowerSector(match, x - 1, y, upper, lower);
|
||||
}
|
||||
|
||||
if (sln == 2)
|
||||
{
|
||||
if (sector[sectorlist[0]].floorz < sector[sectorlist[1]].floorz)
|
||||
{
|
||||
// swap
|
||||
// make sectorlist[0] the LOW sector
|
||||
short hold;
|
||||
|
||||
hold = sectorlist[0];
|
||||
sectorlist[0] = sectorlist[1];
|
||||
sectorlist[1] = hold;
|
||||
}
|
||||
|
||||
*lower = sectorlist[0];
|
||||
*upper = sectorlist[1];
|
||||
}
|
||||
}
|
||||
|
||||
bool
|
||||
FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
|
||||
{
|
||||
int xoff = 0;
|
||||
int yoff = 0;
|
||||
int i;
|
||||
SPRITEp sp = NULL;
|
||||
int pix_diff;
|
||||
int newz;
|
||||
|
||||
save.zcount = 0;
|
||||
|
||||
TArray<int> foundf, foundc;
|
||||
// Search Stat List For closest ceiling view sprite
|
||||
// Get the match, xoff, yoff from this point
|
||||
StatIterator it(STAT_FAF);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
sp = &sprite[i];
|
||||
|
||||
if (sp->hitag == VIEW_THRU_CEILING && sp->lotag == match)
|
||||
{
|
||||
xoff = *x - sp->x;
|
||||
yoff = *y - sp->y;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
it.Reset(STAT_FAF);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
sp = &sprite[i];
|
||||
|
||||
if (sp->lotag == match)
|
||||
{
|
||||
// determine x,y position
|
||||
if (sp->hitag == VIEW_THRU_FLOOR)
|
||||
{
|
||||
short upper, lower;
|
||||
|
||||
*x = sp->x + xoff;
|
||||
*y = sp->y + yoff;
|
||||
|
||||
// get new sector
|
||||
GetUpperLowerSector(match, *x, *y, &upper, &lower);
|
||||
*sectnum = upper;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (*sectnum < 0)
|
||||
return false;
|
||||
|
||||
ASSERT(sp);
|
||||
ASSERT(sp->hitag == VIEW_THRU_FLOOR);
|
||||
|
||||
pix_diff = labs(z - sector[sp->sectnum].floorz) >> 8;
|
||||
newz = sector[sp->sectnum].floorz + ((pix_diff / 128) + 1) * Z(128);
|
||||
|
||||
it.Reset(STAT_FAF);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
sp = &sprite[i];
|
||||
|
||||
if (sp->lotag == match)
|
||||
{
|
||||
// move lower levels ceilings up for the correct view
|
||||
if (sp->hitag == VIEW_LEVEL2)
|
||||
{
|
||||
// save it off
|
||||
save.sectnum[save.zcount] = sp->sectnum;
|
||||
save.zval[save.zcount] = sector[sp->sectnum].floorz;
|
||||
save.pic[save.zcount] = sector[sp->sectnum].floorpicnum;
|
||||
save.slope[save.zcount] = sector[sp->sectnum].floorheinum;
|
||||
|
||||
sector[sp->sectnum].floorz = newz;
|
||||
// don't change FAF_MIRROR_PIC - ConnectArea
|
||||
if (sector[sp->sectnum].floorpicnum != FAF_MIRROR_PIC)
|
||||
sector[sp->sectnum].floorpicnum = FAF_MIRROR_PIC+1;
|
||||
sector[sp->sectnum].floorheinum = 0;
|
||||
|
||||
save.zcount++;
|
||||
PRODUCTION_ASSERT(save.zcount < ZMAX);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool
|
||||
FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
|
||||
{
|
||||
int xoff = 0;
|
||||
int yoff = 0;
|
||||
int i;
|
||||
SPRITEp sp = NULL;
|
||||
int newz;
|
||||
int pix_diff;
|
||||
|
||||
save.zcount = 0;
|
||||
|
||||
// Search Stat List For closest ceiling view sprite
|
||||
// Get the match, xoff, yoff from this point
|
||||
StatIterator it(STAT_FAF);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
sp = &sprite[i];
|
||||
auto sp = &sprite[i];
|
||||
|
||||
if (sp->hitag == VIEW_THRU_FLOOR && sp->lotag == match)
|
||||
{
|
||||
xoff = *x - sp->x;
|
||||
yoff = *y - sp->y;
|
||||
break;
|
||||
}
|
||||
if (sp->hitag == VIEW_THRU_CEILING) foundc.Push(i);
|
||||
if (sp->hitag == VIEW_THRU_FLOOR) foundf.Push(i);
|
||||
}
|
||||
|
||||
|
||||
it.Reset(STAT_FAF);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
portalClear();
|
||||
while (foundf.Size())
|
||||
{
|
||||
sp = &sprite[i];
|
||||
|
||||
if (sp->lotag == match)
|
||||
auto spf = &sprite[foundf[0]];
|
||||
auto cindex = foundc.FindEx([=](int i) { return spf->lotag == sprite[i].lotag; });
|
||||
if (cindex != foundc.Size())
|
||||
{
|
||||
// determine x,y position
|
||||
if (sp->hitag == VIEW_THRU_CEILING)
|
||||
{
|
||||
short upper, lower;
|
||||
auto spc = &sprite[foundf[cindex]];
|
||||
sector[spf->sectnum].portalflags = PORTAL_SECTOR_FLOOR;
|
||||
sector[spf->sectnum].portalnum = portalAdd(PORTAL_SECTOR_FLOOR, spc->sectnum, spc->x - spf->x, spc->y - spf->y, 0);
|
||||
|
||||
*x = sp->x + xoff;
|
||||
*y = sp->y + yoff;
|
||||
sector[spc->sectnum].portalflags = PORTAL_SECTOR_CEILING;
|
||||
sector[spc->sectnum].portalnum = portalAdd(PORTAL_SECTOR_CEILING, spf->sectnum, spf->x - spc->x, spf->y - spc->y, 0);
|
||||
|
||||
// get new sector
|
||||
GetUpperLowerSector(match, *x, *y, &upper, &lower);
|
||||
*sectnum = lower;
|
||||
break;
|
||||
}
|
||||
//Printf("Portal with tag %d\n", sprite[foundf[0]].lotag);
|
||||
foundf.Delete(0);
|
||||
foundc.Delete(cindex);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Printf("Floor portal %d without partner\n", sprite[foundf[0]].lotag);
|
||||
foundf.Delete(0);
|
||||
}
|
||||
}
|
||||
|
||||
if (*sectnum < 0)
|
||||
return false;
|
||||
|
||||
ASSERT(sp);
|
||||
ASSERT(sp->hitag == VIEW_THRU_CEILING);
|
||||
|
||||
// move ceiling multiple of 128 so that the wall tile will line up
|
||||
pix_diff = labs(z - sector[sp->sectnum].ceilingz) >> 8;
|
||||
newz = sector[sp->sectnum].ceilingz - ((pix_diff / 128) + 1) * Z(128);
|
||||
|
||||
it.Reset(STAT_FAF);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
for (auto c : foundc)
|
||||
{
|
||||
sp = &sprite[i];
|
||||
|
||||
if (sp->lotag == match)
|
||||
{
|
||||
// move upper levels floors down for the correct view
|
||||
if (sp->hitag == VIEW_LEVEL1)
|
||||
{
|
||||
// save it off
|
||||
save.sectnum[save.zcount] = sp->sectnum;
|
||||
save.zval[save.zcount] = sector[sp->sectnum].ceilingz;
|
||||
save.pic[save.zcount] = sector[sp->sectnum].ceilingpicnum;
|
||||
save.slope[save.zcount] = sector[sp->sectnum].ceilingheinum;
|
||||
|
||||
sector[sp->sectnum].ceilingz = newz;
|
||||
|
||||
// don't change FAF_MIRROR_PIC - ConnectArea
|
||||
if (sector[sp->sectnum].ceilingpicnum != FAF_MIRROR_PIC)
|
||||
sector[sp->sectnum].ceilingpicnum = FAF_MIRROR_PIC+1;
|
||||
sector[sp->sectnum].ceilingheinum = 0;
|
||||
|
||||
save.zcount++;
|
||||
PRODUCTION_ASSERT(save.zcount < ZMAX);
|
||||
}
|
||||
}
|
||||
//Printf("Ceiling portal %d without partner\n", sprite[c].lotag);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
short
|
||||
ViewSectorInScene(short cursectnum, short level)
|
||||
{
|
||||
int i;
|
||||
SPRITEp sp;
|
||||
short match;
|
||||
|
||||
StatIterator it(STAT_FAF);
|
||||
while ((i = it.NextIndex()) >= 0)
|
||||
{
|
||||
sp = &sprite[i];
|
||||
|
||||
if (sp->hitag == level)
|
||||
{
|
||||
if (cursectnum == sp->sectnum)
|
||||
{
|
||||
// ignore case if sprite is pointing up
|
||||
if (sp->ang == 1536)
|
||||
continue;
|
||||
|
||||
// only gets to here is sprite is pointing down
|
||||
|
||||
// found a potential match
|
||||
match = sp->lotag;
|
||||
|
||||
if (!PicInView(FAF_MIRROR_PIC, true))
|
||||
return -1;
|
||||
|
||||
return match;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
END_SW_NS
|
||||
|
|
Loading…
Reference in a new issue