- moved 15 more files to g_shared.
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21 changed files with 22244 additions and 8 deletions
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@ -1,860 +0,0 @@
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/*
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** p_3dfloor.cpp
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**
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** 3D-floor handling
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "templates.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "p_maputl.h"
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#include "w_wad.h"
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#include "g_level.h"
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#include "p_terrain.h"
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#include "d_player.h"
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#include "p_spec.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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//==========================================================================
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//
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// 3D Floors
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//
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//==========================================================================
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//==========================================================================
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//
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// Wrappers to access the colormap information
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//
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//==========================================================================
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FColormap F3DFloor::GetColormap()
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{
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// If there's no fog in either model or target sector this is easy and fast.
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if ((target->Colormap.FadeColor.isBlack() && model->Colormap.FadeColor.isBlack()) || (flags & (FF_FADEWALLS|FF_FOG)))
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{
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return model->Colormap;
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}
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else
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{
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// We must create a new colormap combining the properties we need
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return{ model->Colormap.LightColor, target->Colormap.FadeColor, model->Colormap.Desaturation, model->Colormap.BlendFactor, target->Colormap.FogDensity };
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}
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}
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PalEntry F3DFloor::GetBlend()
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{
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// The model sector's fog is used as blend unless FF_FADEWALLS is set.
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if (!(flags & FF_FADEWALLS) && target->Colormap.FadeColor != model->Colormap.FadeColor)
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{
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return model->Colormap.FadeColor;
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}
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else
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{
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return 0;
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}
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}
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void F3DFloor::UpdateColormap(FColormap &map)
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{
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// Note that this is a bit different from GetColormap.
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if ((target->Colormap.FadeColor.isBlack() && model->Colormap.FadeColor.isBlack()) || (flags & FF_FADEWALLS) ||
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target->Colormap.FadeColor == model->Colormap.FadeColor)
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{
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map = model->Colormap;
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}
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else
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{
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map = { model->Colormap.LightColor, target->Colormap.FadeColor, model->Colormap.Desaturation, model->Colormap.BlendFactor, target->Colormap.FogDensity };
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}
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}
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//==========================================================================
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//
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// Add one 3D floor to the sector
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//
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//==========================================================================
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void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flags, int alpha)
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{
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F3DFloor* ffloor;
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unsigned i;
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if(!(flags & FF_THISINSIDE)) {
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for(i = 0; i < sec2->e->XFloor.attached.Size(); i++) if(sec2->e->XFloor.attached[i] == sec) return;
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sec2->e->XFloor.attached.Push(sec);
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}
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//Add the floor
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ffloor = new F3DFloor;
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ffloor->top.copied = ffloor->bottom.copied = false;
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ffloor->top.model = ffloor->bottom.model = ffloor->model = sec2;
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ffloor->target = sec;
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ffloor->top.vindex = ffloor->bottom.vindex = -1;
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if (!(flags&FF_THINFLOOR))
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{
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ffloor->bottom.plane = &sec2->floorplane;
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ffloor->bottom.texture = &sec2->planes[sector_t::floor].Texture;
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ffloor->bottom.flatcolor = &sec2->SpecialColors[sector_t::floor];
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ffloor->bottom.isceiling = sector_t::floor;
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}
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else
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{
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ffloor->bottom.plane = &sec2->ceilingplane;
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ffloor->bottom.texture = &sec2->planes[sector_t::ceiling].Texture;
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ffloor->bottom.flatcolor = &sec2->SpecialColors[sector_t::ceiling];
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ffloor->bottom.isceiling = sector_t::ceiling;
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}
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if (!(flags&FF_FIX))
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{
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ffloor->top.plane = &sec2->ceilingplane;
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ffloor->top.texture = &sec2->planes[sector_t::ceiling].Texture;
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ffloor->top.flatcolor = &sec2->SpecialColors[sector_t::ceiling];
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ffloor->toplightlevel = &sec2->lightlevel;
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ffloor->top.isceiling = sector_t::ceiling;
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}
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else // FF_FIX is a special case to patch rendering holes
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{
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ffloor->top.plane = &sec->floorplane;
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ffloor->top.texture = &sec2->planes[sector_t::floor].Texture;
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ffloor->top.flatcolor = &sec2->SpecialColors[sector_t::floor];
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ffloor->toplightlevel = &sec->lightlevel;
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ffloor->top.isceiling = sector_t::floor;
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ffloor->top.model = sec;
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}
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// Hacks for Vavoom's idiotic implementation
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if (flags&FF_INVERTSECTOR)
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{
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// switch the planes
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std::swap(ffloor->top, ffloor->bottom);
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if (flags&FF_SWIMMABLE)
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{
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// Vavoom floods the lower part if it is swimmable.
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// fortunately this plane won't be rendered - otherwise this wouldn't work...
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ffloor->bottom.plane=&sec->floorplane;
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ffloor->bottom.model=sec;
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ffloor->bottom.isceiling = sector_t::floor;
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}
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}
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ffloor->flags = flags;
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ffloor->master = master;
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ffloor->alpha = alpha;
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ffloor->top.vindex = ffloor->bottom.vindex = -1;
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// The engine cannot handle sloped translucent floors. Sorry
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if (ffloor->top.plane->isSlope() || ffloor->bottom.plane->isSlope())
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{
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ffloor->alpha = OPAQUE;
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ffloor->flags &= ~FF_ADDITIVETRANS;
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}
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if(flags & FF_THISINSIDE)
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{
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// switch the planes
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std::swap(ffloor->top, ffloor->bottom);
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}
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sec->e->XFloor.ffloors.Push(ffloor);
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// kg3D - software renderer only hack
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// this is really required because of ceilingclip and floorclip
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if(flags & FF_BOTHPLANES)
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{
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P_Add3DFloor(sec, sec2, master, FF_EXISTS | FF_THISINSIDE | FF_RENDERPLANES | FF_NOSHADE | FF_SEETHROUGH | FF_SHOOTTHROUGH |
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(flags & (FF_INVERTSECTOR | FF_TRANSLUCENT | FF_ADDITIVETRANS)), alpha);
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}
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}
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//==========================================================================
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//
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// P_PlayerOnSpecial3DFloor
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// Checks to see if a player is standing on or is inside a 3D floor (water)
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// and applies any specials..
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//
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//==========================================================================
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void P_PlayerOnSpecial3DFloor(player_t* player)
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{
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for(auto rover : player->mo->Sector->e->XFloor.ffloors)
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{
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if (!(rover->flags & FF_EXISTS)) continue;
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if (rover->flags & FF_FIX) continue;
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// Check the 3D floor's type...
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if(rover->flags & FF_SOLID)
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{
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// Player must be on top of the floor to be affected...
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if(player->mo->Z() != rover->top.plane->ZatPoint(player->mo)) continue;
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}
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else
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{
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//Water and DEATH FOG!!! heh
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if (player->mo->Z() > rover->top.plane->ZatPoint(player->mo) ||
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player->mo->Top() < rover->bottom.plane->ZatPoint(player->mo))
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continue;
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}
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// Apply sector specials
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P_PlayerInSpecialSector(player, rover->model);
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// Apply flat specials (using the ceiling!)
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P_PlayerOnSpecialFlat(player, rover->model->GetTerrain(rover->top.isceiling));
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break;
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}
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}
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//==========================================================================
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//
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// P_CheckFor3DFloorHit
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// Checks whether the player's feet touch a solid 3D floor in the sector
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//
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//==========================================================================
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bool P_CheckFor3DFloorHit(AActor * mo, double z, bool trigger)
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{
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if ((mo->player && (mo->player->cheats & CF_PREDICTING))) return false;
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for (auto rover : mo->Sector->e->XFloor.ffloors)
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{
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if (!(rover->flags & FF_EXISTS)) continue;
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if(rover->flags & FF_SOLID && rover->model->SecActTarget)
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{
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if (fabs(z - rover->top.plane->ZatPoint(mo)) < EQUAL_EPSILON)
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{
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mo->BlockingFloor = rover->model;
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mo->Blocking3DFloor = rover->model;
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if (trigger) rover->model->TriggerSectorActions (mo, SECSPAC_HitFloor);
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return true;
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}
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}
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}
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return false;
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}
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//==========================================================================
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//
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// P_CheckFor3DCeilingHit
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// Checks whether the player's head touches a solid 3D floor in the sector
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//
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//==========================================================================
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bool P_CheckFor3DCeilingHit(AActor * mo, double z, bool trigger)
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{
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if ((mo->player && (mo->player->cheats & CF_PREDICTING))) return false;
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for (auto rover : mo->Sector->e->XFloor.ffloors)
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{
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if (!(rover->flags & FF_EXISTS)) continue;
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if(rover->flags & FF_SOLID && rover->model->SecActTarget)
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{
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if(fabs(z - rover->bottom.plane->ZatPoint(mo)) < EQUAL_EPSILON)
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{
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mo->BlockingCeiling = rover->model;
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mo->Blocking3DFloor = rover->model;
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if (trigger) rover->model->TriggerSectorActions (mo, SECSPAC_HitCeiling);
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return true;
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}
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}
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}
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return false;
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}
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//==========================================================================
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//
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// P_Recalculate3DFloors
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//
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// This function sorts the ffloors by height and creates the lightlists
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// that the given sector uses to light floors/ceilings/walls according to the 3D floors.
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//
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//==========================================================================
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void P_Recalculate3DFloors(sector_t * sector)
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{
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F3DFloor * rover;
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F3DFloor * pick;
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unsigned pickindex;
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F3DFloor * clipped=NULL;
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F3DFloor * solid=NULL;
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double solid_bottom=0;
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double clipped_top;
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double clipped_bottom=0;
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double maxheight, minheight;
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unsigned i, j;
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lightlist_t newlight;
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lightlist_t resetlight; // what it goes back to after FF_DOUBLESHADOW
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TArray<F3DFloor*> & ffloors=sector->e->XFloor.ffloors;
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TArray<lightlist_t> & lightlist = sector->e->XFloor.lightlist;
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// Sort the floors top to bottom for quicker access here and later
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// Translucent and swimmable floors are split if they overlap with solid ones.
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if (ffloors.Size()>1)
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{
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TArray<F3DFloor*> oldlist = std::move(ffloors);
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// first delete the old dynamic stuff
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for(i=0;i<oldlist.Size();i++)
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{
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F3DFloor * rover=oldlist[i];
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if (rover->flags&FF_DYNAMIC)
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{
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delete rover;
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oldlist.Delete(i);
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i--;
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continue;
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}
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if (rover->flags&FF_CLIPPED)
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{
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rover->flags&=~FF_CLIPPED;
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rover->flags|=FF_EXISTS;
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}
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}
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while (oldlist.Size())
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{
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pick=oldlist[0];
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double height=pick->top.plane->ZatPoint(sector->centerspot);
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// find highest starting ffloor - intersections are not supported!
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pickindex=0;
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for (j=1;j<oldlist.Size();j++)
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{
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double h2=oldlist[j]->top.plane->ZatPoint(sector->centerspot);
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if (h2>height)
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{
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pick=oldlist[j];
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pickindex=j;
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height=h2;
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}
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}
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oldlist.Delete(pickindex);
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double pick_bottom=pick->bottom.plane->ZatPoint(sector->centerspot);
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if (pick->flags & FF_THISINSIDE)
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{
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// These have the floor higher than the ceiling and cannot be processed
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// by the clipping code below.
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ffloors.Push(pick);
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}
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else if ((pick->flags&(FF_SWIMMABLE|FF_TRANSLUCENT) || (!(pick->flags&FF_RENDERALL))) && pick->flags&FF_EXISTS)
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{
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// We must check if this nonsolid segment gets clipped from the top by another 3D floor
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if (solid != NULL && solid_bottom < height)
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{
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ffloors.Push(pick);
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if (solid_bottom < pick_bottom)
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{
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// this one is fully covered
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pick->flags|=FF_CLIPPED;
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pick->flags&=~FF_EXISTS;
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}
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else
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{
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F3DFloor * dyn=new F3DFloor;
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*dyn=*pick;
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pick->flags|=FF_CLIPPED;
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pick->flags&=~FF_EXISTS;
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dyn->flags|=FF_DYNAMIC;
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dyn->top.copyPlane(&solid->bottom);
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ffloors.Push(dyn);
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clipped = dyn;
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clipped_top = solid_bottom;
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clipped_bottom = pick_bottom;
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}
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}
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else if (pick_bottom > height) // do not allow inverted planes
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{
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F3DFloor * dyn = new F3DFloor;
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*dyn = *pick;
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pick->flags |= FF_CLIPPED;
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pick->flags &= ~FF_EXISTS;
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dyn->flags |= FF_DYNAMIC;
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dyn->bottom.copyPlane(&pick->top);
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ffloors.Push(pick);
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ffloors.Push(dyn);
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}
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else
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{
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clipped = pick;
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clipped_top = height;
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clipped_bottom = pick_bottom;
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ffloors.Push(pick);
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}
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}
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else if (clipped && clipped_bottom<height)
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{
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// translucent floor above must be clipped to this one!
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F3DFloor * dyn=new F3DFloor;
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*dyn=*clipped;
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clipped->flags|=FF_CLIPPED;
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clipped->flags&=~FF_EXISTS;
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dyn->flags|=FF_DYNAMIC;
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dyn->bottom.copyPlane(&pick->top);
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ffloors.Push(dyn);
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ffloors.Push(pick);
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if (pick_bottom<=clipped_bottom)
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{
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clipped=NULL;
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}
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else
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{
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// the translucent part extends below the clipper
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dyn=new F3DFloor;
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*dyn=*clipped;
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dyn->flags|=FF_DYNAMIC|FF_EXISTS;
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dyn->top.copyPlane(&pick->bottom);
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ffloors.Push(dyn);
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clipped = dyn;
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clipped_top = pick_bottom;
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}
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solid = pick;
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solid_bottom = pick_bottom;
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}
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else
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{
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clipped = NULL;
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if (solid == NULL || solid_bottom > pick_bottom)
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{
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// only if this one is lower
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solid = pick;
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solid_bottom = pick_bottom;
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}
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ffloors.Push(pick);
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}
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}
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}
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// having the floors sorted makes this routine significantly simpler
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// Only some overlapping cases with FF_DOUBLESHADOW might create anomalies
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// but these are clearly undefined.
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if(ffloors.Size())
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{
|
||||
lightlist.Resize(1);
|
||||
lightlist[0].plane = sector->ceilingplane;
|
||||
lightlist[0].p_lightlevel = §or->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 = §or->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) };
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
open.lowfloor = MIN(lowestfloor[0], lowestfloor[1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// 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;
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue