- Split off the slope creation code from p_Setup.cpp into its own file.
SVN r955 (trunk)
This commit is contained in:
parent
9a410f864f
commit
80aebe9044
5 changed files with 716 additions and 656 deletions
523
src/p_setup.cpp
523
src/p_setup.cpp
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@ -61,6 +61,9 @@
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#include "p_setup.h"
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#include "r_translate.h"
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void P_SpawnSlopeMakers (mapthing2_t *firstmt, mapthing2_t *lastmt);
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void P_SetSlopes ();
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extern AActor *P_SpawnMapThing (mapthing2_t *mthing, int position);
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extern bool P_LoadBuildMap (BYTE *mapdata, size_t len, mapthing2_t **things, int *numthings);
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@ -1298,403 +1301,6 @@ void P_LoadThings (MapData * map, int position)
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delete [] mtp;
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}
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//===========================================================================
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//
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// P_SpawnSlopeMakers
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//
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//===========================================================================
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static void P_SlopeLineToPoint (int lineid, fixed_t x, fixed_t y, fixed_t z, bool slopeCeil)
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{
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int linenum = -1;
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while ((linenum = P_FindLineFromID (lineid, linenum)) != -1)
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{
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const line_t *line = &lines[linenum];
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sector_t *sec;
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secplane_t *plane;
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if (P_PointOnLineSide (x, y, line) == 0)
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{
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sec = line->frontsector;
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}
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else
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{
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sec = line->backsector;
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}
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if (sec == NULL)
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{
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continue;
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}
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if (slopeCeil)
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{
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plane = &sec->ceilingplane;
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}
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else
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{
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plane = &sec->floorplane;
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}
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FVector3 p, v1, v2, cross;
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p[0] = FIXED2FLOAT (line->v1->x);
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p[1] = FIXED2FLOAT (line->v1->y);
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p[2] = FIXED2FLOAT (plane->ZatPoint (line->v1->x, line->v1->y));
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v1[0] = FIXED2FLOAT (line->dx);
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v1[1] = FIXED2FLOAT (line->dy);
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v1[2] = FIXED2FLOAT (plane->ZatPoint (line->v2->x, line->v2->y)) - p[2];
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v2[0] = FIXED2FLOAT (x - line->v1->x);
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v2[1] = FIXED2FLOAT (y - line->v1->y);
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v2[2] = FIXED2FLOAT (z) - p[2];
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cross = v1 ^ v2;
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double len = cross.Length();
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if (len == 0)
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{
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Printf ("Slope thing at (%d,%d) lies directly on its target line.\n", int(x>>16), int(y>>16));
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return;
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}
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cross /= len;
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// Fix backward normals
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if ((cross.Z < 0 && !slopeCeil) || (cross.Z > 0 && slopeCeil))
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{
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cross = -cross;
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}
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plane->a = FLOAT2FIXED (cross[0]);
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plane->b = FLOAT2FIXED (cross[1]);
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plane->c = FLOAT2FIXED (cross[2]);
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//plane->ic = FLOAT2FIXED (1.f/cross[2]);
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plane->ic = DivScale32 (1, plane->c);
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plane->d = -TMulScale16 (plane->a, x,
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plane->b, y,
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plane->c, z);
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}
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}
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//===========================================================================
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//
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// P_CopyPlane
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//
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//===========================================================================
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static void P_CopyPlane (int tag, fixed_t x, fixed_t y, bool copyCeil)
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{
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sector_t *dest = P_PointInSector (x, y);
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sector_t *source;
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int secnum;
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size_t planeofs;
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secnum = P_FindSectorFromTag (tag, -1);
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if (secnum == -1)
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{
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return;
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}
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source = §ors[secnum];
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if (copyCeil)
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{
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planeofs = myoffsetof(sector_t, ceilingplane);
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}
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else
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{
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planeofs = myoffsetof(sector_t, floorplane);
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}
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*(secplane_t *)((BYTE *)dest + planeofs) = *(secplane_t *)((BYTE *)source + planeofs);
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}
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//===========================================================================
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//
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// P_SetSlope
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//
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//===========================================================================
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void P_SetSlope (secplane_t *plane, bool setCeil, int xyangi, int zangi,
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fixed_t x, fixed_t y, fixed_t z)
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{
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angle_t xyang;
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angle_t zang;
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if (zangi >= 180)
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{
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zang = ANGLE_180-ANGLE_1;
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}
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else if (zangi <= 0)
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{
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zang = ANGLE_1;
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}
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else
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{
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zang = Scale (zangi, ANGLE_90, 90);
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}
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if (setCeil)
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{
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zang += ANGLE_180;
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}
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zang >>= ANGLETOFINESHIFT;
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xyang = (angle_t)Scale (xyangi, ANGLE_90, 90 << ANGLETOFINESHIFT);
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FVector3 norm;
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norm[0] = float(finecosine[zang]) * float(finecosine[xyang]);
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norm[1] = float(finecosine[zang]) * float(finesine[xyang]);
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norm[2] = float(finesine[zang]) * 65536.f;
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norm.MakeUnit();
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plane->a = (int)(norm[0] * 65536.f);
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plane->b = (int)(norm[1] * 65536.f);
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plane->c = (int)(norm[2] * 65536.f);
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//plane->ic = (int)(65536.f / norm[2]);
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plane->ic = DivScale32 (1, plane->c);
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plane->d = -TMulScale16 (plane->a, x,
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plane->b, y,
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plane->c, z);
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}
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//===========================================================================
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//
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// P_VavoomSlope
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//
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//===========================================================================
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void P_VavoomSlope(sector_t * sec, int id, fixed_t x, fixed_t y, fixed_t z, int which)
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{
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for (int i=0;i<sec->linecount;i++)
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{
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line_t * l=sec->lines[i];
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if (l->args[0]==id)
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{
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FVector3 v1, v2, cross;
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secplane_t *srcplane = (which == 0) ? &sec->floorplane : &sec->ceilingplane;
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fixed_t srcheight = (which == 0) ? sec->floortexz : sec->ceilingtexz;
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v1[0] = FIXED2FLOAT (x - l->v2->x);
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v1[1] = FIXED2FLOAT (y - l->v2->y);
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v1[2] = FIXED2FLOAT (z - srcheight);
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v2[0] = FIXED2FLOAT (x - l->v1->x);
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v2[1] = FIXED2FLOAT (y - l->v1->y);
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v2[2] = FIXED2FLOAT (z - srcheight);
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cross = v1 ^ v2;
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double len = cross.Length();
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if (len == 0)
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{
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Printf ("Slope thing at (%d,%d) lies directly on its target line.\n", int(x>>16), int(y>>16));
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return;
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}
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cross /= len;
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// Fix backward normals
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if ((cross.Z < 0 && which == 0) || (cross.Z > 0 && which == 1))
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{
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cross = -cross;
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}
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srcplane->a = FLOAT2FIXED (cross[0]);
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srcplane->b = FLOAT2FIXED (cross[1]);
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srcplane->c = FLOAT2FIXED (cross[2]);
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//plane->ic = FLOAT2FIXED (1.f/cross[2]);
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srcplane->ic = DivScale32 (1, srcplane->c);
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srcplane->d = -TMulScale16 (srcplane->a, x,
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srcplane->b, y,
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srcplane->c, z);
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return;
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}
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}
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}
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enum
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{
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THING_SlopeFloorPointLine = 9500,
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THING_SlopeCeilingPointLine = 9501,
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THING_SetFloorSlope = 9502,
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THING_SetCeilingSlope = 9503,
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THING_CopyFloorPlane = 9510,
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THING_CopyCeilingPlane = 9511,
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THING_VavoomFloor=1500,
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THING_VavoomCeiling=1501,
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THING_VertexFloorZ=1504,
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THING_VertexCeilingZ=1505,
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};
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//==========================================================================
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//
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// P_SetSlopesFromVertexHeights
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//
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//==========================================================================
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static void P_SetSlopesFromVertexHeights(mapthing2_t *firstmt, mapthing2_t *lastmt)
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{
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TMap<int, fixed_t> vt_heights[2];
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mapthing2_t *mt;
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bool vt_found = false;
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for (mt = firstmt; mt < lastmt; ++mt)
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{
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if (mt->type == THING_VertexFloorZ || mt->type == THING_VertexCeilingZ)
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{
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for(int i=0; i<numvertexes; i++)
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{
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if (vertexes[i].x == mt->x << FRACBITS && vertexes[i].y == mt->y << FRACBITS)
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{
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if (mt->type == THING_VertexFloorZ)
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{
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vt_heights[0][i] = mt->z << FRACBITS;
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}
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else
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{
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vt_heights[1][i] = mt->z << FRACBITS;
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}
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vt_found = true;
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}
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}
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mt->type = 0;
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}
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}
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if (vt_found)
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{
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for (int i = 0; i < numsectors; i++)
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{
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sector_t *sec = §ors[i];
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if (sec->linecount != 3) continue; // only works with triangular sectors
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FVector3 vt1, vt2, vt3, cross;
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FVector3 vec1, vec2;
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int vi1, vi2, vi3;
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vi1 = sec->lines[0]->v1 - vertexes;
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vi2 = sec->lines[0]->v2 - vertexes;
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vi3 = (sec->lines[1]->v1 == sec->lines[0]->v1 || sec->lines[1]->v1 == sec->lines[0]->v2)?
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sec->lines[1]->v2 - vertexes : sec->lines[1]->v1 - vertexes;
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vt1.X = FIXED2FLOAT(vertexes[vi1].x);
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vt1.Y = FIXED2FLOAT(vertexes[vi1].y);
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vt2.X = FIXED2FLOAT(vertexes[vi2].x);
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vt2.Y = FIXED2FLOAT(vertexes[vi2].y);
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vt3.X = FIXED2FLOAT(vertexes[vi3].x);
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vt3.Y = FIXED2FLOAT(vertexes[vi3].y);
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for(int j=0; j<2; j++)
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{
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fixed_t *h1 = vt_heights[j].CheckKey(vi1);
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fixed_t *h2 = vt_heights[j].CheckKey(vi2);
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fixed_t *h3 = vt_heights[j].CheckKey(vi3);
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fixed_t z3;
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if (h1==NULL && h2==NULL && h3==NULL) continue;
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vt1.Z = FIXED2FLOAT(h1? *h1 : j==0? sec->floortexz : sec->ceilingtexz);
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vt2.Z = FIXED2FLOAT(h2? *h2 : j==0? sec->floortexz : sec->ceilingtexz);
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z3 = h3? *h3 : j==0? sec->floortexz : sec->ceilingtexz;
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vt3.Z = FIXED2FLOAT(z3);
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if (P_PointOnLineSide(vertexes[vi3].x, vertexes[vi3].y, sec->lines[0]) == 0)
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{
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vec1 = vt2 - vt3;
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vec2 = vt1 - vt3;
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}
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else
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{
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vec1 = vt1 - vt3;
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vec2 = vt2 - vt3;
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}
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FVector3 cross = vec1 ^ vec2;
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double len = cross.Length();
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if (len == 0)
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{
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// Only happens when all vertices in this sector are on the same line.
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// Let's just ignore this case.
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continue;
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}
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cross /= len;
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// Fix backward normals
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if ((cross.Z < 0 && j == 0) || (cross.Z > 0 && j == 1))
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{
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cross = -cross;
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}
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secplane_t *srcplane = j==0? &sec->floorplane : &sec->ceilingplane;
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srcplane->a = FLOAT2FIXED (cross[0]);
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srcplane->b = FLOAT2FIXED (cross[1]);
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srcplane->c = FLOAT2FIXED (cross[2]);
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srcplane->ic = DivScale32 (1, srcplane->c);
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srcplane->d = -TMulScale16 (srcplane->a, vertexes[vi3].x,
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srcplane->b, vertexes[vi3].y,
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srcplane->c, z3);
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}
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}
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}
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}
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//===========================================================================
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//
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// P_SpawnSlopeMakers
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//
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//===========================================================================
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static void P_SpawnSlopeMakers (mapthing2_t *firstmt, mapthing2_t *lastmt)
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{
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mapthing2_t *mt;
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for (mt = firstmt; mt < lastmt; ++mt)
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{
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if ((mt->type >= THING_SlopeFloorPointLine &&
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mt->type <= THING_SetCeilingSlope) ||
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mt->type==THING_VavoomFloor || mt->type==THING_VavoomCeiling)
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{
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fixed_t x, y, z;
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secplane_t *refplane;
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sector_t *sec;
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x = mt->x << FRACBITS;
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y = mt->y << FRACBITS;
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sec = P_PointInSector (x, y);
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if (mt->type & 1)
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{
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refplane = &sec->ceilingplane;
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}
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else
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{
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refplane = &sec->floorplane;
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}
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z = refplane->ZatPoint (x, y) + (mt->z << FRACBITS);
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if (mt->type==THING_VavoomFloor || mt->type==THING_VavoomCeiling)
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{
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P_VavoomSlope(sec, mt->thingid, x, y, mt->z<<FRACBITS, mt->type & 1);
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}
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else if (mt->type <= THING_SlopeCeilingPointLine)
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{
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P_SlopeLineToPoint (mt->args[0], x, y, z, mt->type & 1);
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}
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else
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{
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P_SetSlope (refplane, mt->type & 1, mt->angle, mt->args[0], x, y, z);
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}
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mt->type = 0;
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}
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}
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for (mt = firstmt; mt < lastmt; ++mt)
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{
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if (mt->type == THING_CopyFloorPlane ||
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mt->type == THING_CopyCeilingPlane)
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{
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P_CopyPlane (mt->args[0], mt->x << FRACBITS, mt->y << FRACBITS, mt->type & 1);
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mt->type = 0;
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}
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}
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P_SetSlopesFromVertexHeights(firstmt, lastmt);
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}
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//===========================================================================
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//
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// [RH]
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@ -2433,129 +2039,6 @@ void P_LoadSideDefs2 (MapData * map)
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delete[] msdf;
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}
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// [RH] Set slopes for sectors, based on line specials
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//
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// P_AlignPlane
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//
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// Aligns the floor or ceiling of a sector to the corresponding plane
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// on the other side of the reference line. (By definition, line must be
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// two-sided.)
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//
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// If (which & 1), sets floor.
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// If (which & 2), sets ceiling.
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//
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static void P_AlignPlane (sector_t *sec, line_t *line, int which)
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{
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sector_t *refsec;
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int bestdist;
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vertex_t *refvert = (*sec->lines)->v1; // Shut up, GCC
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int i;
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line_t **probe;
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if (line->backsector == NULL)
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return;
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// Find furthest vertex from the reference line. It, along with the two ends
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// of the line will define the plane.
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bestdist = 0;
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for (i = sec->linecount*2, probe = sec->lines; i > 0; i--)
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{
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int dist;
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vertex_t *vert;
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// Do calculations with only the upper bits, because the lower ones
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// are all zero, and we would overflow for a lot of distances if we
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// kept them around.
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if (i & 1)
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vert = (*probe++)->v2;
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else
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vert = (*probe)->v1;
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dist = abs (((line->v1->y - vert->y) >> FRACBITS) * (line->dx >> FRACBITS) -
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((line->v1->x - vert->x) >> FRACBITS) * (line->dy >> FRACBITS));
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if (dist > bestdist)
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{
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bestdist = dist;
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refvert = vert;
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}
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}
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refsec = line->frontsector == sec ? line->backsector : line->frontsector;
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FVector3 p, v1, v2, cross;
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const secplane_t *refplane;
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secplane_t *srcplane;
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fixed_t srcheight, destheight;
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|
||||
refplane = (which == 0) ? &refsec->floorplane : &refsec->ceilingplane;
|
||||
srcplane = (which == 0) ? &sec->floorplane : &sec->ceilingplane;
|
||||
srcheight = (which == 0) ? sec->floortexz : sec->ceilingtexz;
|
||||
destheight = (which == 0) ? refsec->floortexz : refsec->ceilingtexz;
|
||||
|
||||
p[0] = FIXED2FLOAT (line->v1->x);
|
||||
p[1] = FIXED2FLOAT (line->v1->y);
|
||||
p[2] = FIXED2FLOAT (destheight);
|
||||
v1[0] = FIXED2FLOAT (line->dx);
|
||||
v1[1] = FIXED2FLOAT (line->dy);
|
||||
v1[2] = 0;
|
||||
v2[0] = FIXED2FLOAT (refvert->x - line->v1->x);
|
||||
v2[1] = FIXED2FLOAT (refvert->y - line->v1->y);
|
||||
v2[2] = FIXED2FLOAT (srcheight - destheight);
|
||||
|
||||
cross = (v1 ^ v2).Unit();
|
||||
|
||||
// Fix backward normals
|
||||
if ((cross.Z < 0 && which == 0) || (cross.Z > 0 && which == 1))
|
||||
{
|
||||
cross = -cross;
|
||||
}
|
||||
|
||||
srcplane->a = FLOAT2FIXED (cross[0]);
|
||||
srcplane->b = FLOAT2FIXED (cross[1]);
|
||||
srcplane->c = FLOAT2FIXED (cross[2]);
|
||||
//srcplane->ic = FLOAT2FIXED (1.f/cross[2]);
|
||||
srcplane->ic = DivScale32 (1, srcplane->c);
|
||||
srcplane->d = -TMulScale16 (srcplane->a, line->v1->x,
|
||||
srcplane->b, line->v1->y,
|
||||
srcplane->c, destheight);
|
||||
}
|
||||
|
||||
void P_SetSlopes ()
|
||||
{
|
||||
int i, s;
|
||||
|
||||
for (i = 0; i < numlines; i++)
|
||||
{
|
||||
if (lines[i].special == Plane_Align)
|
||||
{
|
||||
lines[i].special = 0;
|
||||
lines[i].id = lines[i].args[2];
|
||||
if (lines[i].backsector != NULL)
|
||||
{
|
||||
// args[0] is for floor, args[1] is for ceiling
|
||||
//
|
||||
// As a special case, if args[1] is 0,
|
||||
// then args[0], bits 2-3 are for ceiling.
|
||||
for (s = 0; s < 2; s++)
|
||||
{
|
||||
int bits = lines[i].args[s] & 3;
|
||||
|
||||
if (s == 1 && bits == 0)
|
||||
bits = (lines[i].args[0] >> 2) & 3;
|
||||
|
||||
if (bits == 1) // align front side to back
|
||||
P_AlignPlane (lines[i].frontsector, lines + i, s);
|
||||
else if (bits == 2) // align back side to front
|
||||
P_AlignPlane (lines[i].backsector, lines + i, s);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// [RH] My own blockmap builder, not Killough's or TeamTNT's.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue