1 /*
2 ** p_3dmidtex.cpp
3 **
4 ** Eternity-style 3D-midtex handling
5 ** (No original Eternity code here!)
6 **
7 **---------------------------------------------------------------------------
8 ** Copyright 2008 Christoph Oelckers
9 ** All rights reserved.
10 **
11 ** Redistribution and use in source and binary forms, with or without
12 ** modification, are permitted provided that the following conditions
13 ** are met:
14 **
15 ** 1. Redistributions of source code must retain the above copyright
16 ** notice, this list of conditions and the following disclaimer.
17 ** 2. Redistributions in binary form must reproduce the above copyright
18 ** notice, this list of conditions and the following disclaimer in the
19 ** documentation and/or other materials provided with the distribution.
20 ** 3. The name of the author may not be used to endorse or promote products
21 ** derived from this software without specific prior written permission.
22 **
23 ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
24 ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
25 ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
26 ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
27 ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
28 ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
29 ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
30 ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
31 ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
32 ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
33 **---------------------------------------------------------------------------
34 **
35 */
36
37
38 #include "templates.h"
39 #include "p_local.h"
40 #include "p_terrain.h"
41
42
43 //============================================================================
44 //
45 // P_Scroll3dMidtex
46 //
47 // Scrolls all sidedefs belonging to 3dMidtex lines attached to this sector
48 //
49 //============================================================================
50
P_Scroll3dMidtex(sector_t * sector,int crush,fixed_t move,bool ceiling)51 bool P_Scroll3dMidtex(sector_t *sector, int crush, fixed_t move, bool ceiling)
52 {
53 extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor;
54
55 // First step: Change all lines' texture offsets
56 for(unsigned i = 0; i < scrollplane.AttachedLines.Size(); i++)
57 {
58 line_t *l = scrollplane.AttachedLines[i];
59
60 l->sidedef[0]->AddTextureYOffset(side_t::mid, move);
61 l->sidedef[1]->AddTextureYOffset(side_t::mid, move);
62 }
63
64 // Second step: Check all sectors whether the move is ok.
65 bool res = false;
66
67 for(unsigned i = 0; i < scrollplane.AttachedSectors.Size(); i++)
68 {
69 res |= P_ChangeSector(scrollplane.AttachedSectors[i], crush, move, 2, true);
70 }
71 return !res;
72 }
73
74 //============================================================================
75 //
76 // P_Start3DMidtexInterpolations
77 //
78 // Starts interpolators for every sidedef that is being changed by moving
79 // this sector
80 //
81 //============================================================================
82
P_Start3dMidtexInterpolations(TArray<DInterpolation * > & list,sector_t * sector,bool ceiling)83 void P_Start3dMidtexInterpolations(TArray<DInterpolation *> &list, sector_t *sector, bool ceiling)
84 {
85 extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor;
86
87 for(unsigned i = 0; i < scrollplane.AttachedLines.Size(); i++)
88 {
89 line_t *l = scrollplane.AttachedLines[i];
90
91 list.Push(l->sidedef[0]->SetInterpolation(side_t::mid));
92 list.Push(l->sidedef[1]->SetInterpolation(side_t::mid));
93 }
94 }
95
96 //============================================================================
97 //
98 // P_Attach3dMidtexLinesToSector
99 //
100 // Attaches 3dMidtex lines to a sector.
101 // If lineid is != 0, all lines with the matching line id will be added
102 // If tag is != 0, all lines touching a sector with the matching tag will be added
103 // If both are != 0, all lines with the matching line id that touch a sector with
104 // the matching tag will be added.
105 //
106 //============================================================================
107
P_Attach3dMidtexLinesToSector(sector_t * sector,int lineid,int tag,bool ceiling)108 void P_Attach3dMidtexLinesToSector(sector_t *sector, int lineid, int tag, bool ceiling)
109 {
110 int v;
111
112 if (lineid == 0 && tag == 0)
113 {
114 // invalid set of parameters
115 return;
116 }
117
118 extsector_t::midtex::plane &scrollplane = ceiling? sector->e->Midtex.Ceiling : sector->e->Midtex.Floor;
119
120 // Bit arrays that mark whether a line or sector is to be attached.
121 BYTE *found_lines = new BYTE[(numlines+7)/8];
122 BYTE *found_sectors = new BYTE[(numsectors+7)/8];
123
124 memset(found_lines, 0, sizeof (BYTE) * ((numlines+7)/8));
125 memset(found_sectors, 0, sizeof (BYTE) * ((numsectors+7)/8));
126
127 // mark all lines and sectors that are already attached to this one
128 // and clear the arrays. The old data will be re-added automatically
129 // from the marker arrays.
130 for (unsigned i=0; i < scrollplane.AttachedLines.Size(); i++)
131 {
132 int line = int(scrollplane.AttachedLines[i] - lines);
133 found_lines[line>>3] |= 1 << (line&7);
134 }
135
136 for (unsigned i=0; i < scrollplane.AttachedSectors.Size(); i++)
137 {
138 int sec = int(scrollplane.AttachedSectors[i] - sectors);
139 found_sectors[sec>>3] |= 1 << (sec&7);
140 }
141
142 scrollplane.AttachedLines.Clear();
143 scrollplane.AttachedSectors.Clear();
144
145 if (tag == 0)
146 {
147 FLineIdIterator itr(lineid);
148 int line;
149 while ((line = itr.Next()) >= 0)
150 {
151 line_t *ln = &lines[line];
152
153 if (ln->frontsector == NULL || ln->backsector == NULL || !(ln->flags & ML_3DMIDTEX))
154 {
155 // Only consider two-sided lines with the 3DMIDTEX flag
156 continue;
157 }
158 found_lines[line>>3] |= 1 << (line&7);
159 }
160 }
161 else
162 {
163 FSectorTagIterator it(tag);
164 int sec;
165 while ((sec = it.Next()) >= 0)
166 {
167 for (int line = 0; line < sectors[sec].linecount; line ++)
168 {
169 line_t *ln = sectors[sec].lines[line];
170
171 if (lineid != 0 && !tagManager.LineHasID(ln, lineid)) continue;
172
173 if (ln->frontsector == NULL || ln->backsector == NULL || !(ln->flags & ML_3DMIDTEX))
174 {
175 // Only consider two-sided lines with the 3DMIDTEX flag
176 continue;
177 }
178 int lineno = int(ln-lines);
179 found_lines[lineno>>3] |= 1 << (lineno&7);
180 }
181 }
182 }
183
184
185 for(int i=0; i < numlines; i++)
186 {
187 if (found_lines[i>>3] & (1 << (i&7)))
188 {
189 scrollplane.AttachedLines.Push(&lines[i]);
190
191 v = int(lines[i].frontsector - sectors);
192 assert(v < numsectors);
193 found_sectors[v>>3] |= 1 << (v&7);
194
195 v = int(lines[i].backsector - sectors);
196 assert(v < numsectors);
197 found_sectors[v>>3] |= 1 << (v&7);
198 }
199 }
200
201 for (int i=0; i < numsectors; i++)
202 {
203 if (found_sectors[i>>3] & (1 << (i&7)))
204 {
205 scrollplane.AttachedSectors.Push(§ors[i]);
206 }
207 }
208
209 delete[] found_lines;
210 delete[] found_sectors;
211 }
212
213
214 //============================================================================
215 //
216 // P_GetMidTexturePosition
217 //
218 // Retrieves top and bottom of the current line's mid texture.
219 //
220 //============================================================================
P_GetMidTexturePosition(const line_t * line,int sideno,fixed_t * ptextop,fixed_t * ptexbot)221 bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, fixed_t *ptexbot)
222 {
223 if (line->sidedef[0]==NULL || line->sidedef[1]==NULL) return false;
224
225 side_t *side = line->sidedef[sideno];
226 FTextureID texnum = side->GetTexture(side_t::mid);
227 if (!texnum.isValid()) return false;
228 FTexture * tex= TexMan(texnum);
229 if (!tex) return false;
230
231 fixed_t totalscale = abs(FixedMul(side->GetTextureYScale(side_t::mid), tex->yScale));
232 fixed_t y_offset = side->GetTextureYOffset(side_t::mid);
233 fixed_t textureheight = tex->GetScaledHeight(totalscale) << FRACBITS;
234 if (totalscale != FRACUNIT && !tex->bWorldPanning)
235 {
236 y_offset = FixedDiv(y_offset, totalscale);
237 }
238
239 if(line->flags & ML_DONTPEGBOTTOM)
240 {
241 *ptexbot = y_offset +
242 MAX<fixed_t>(line->frontsector->GetPlaneTexZ(sector_t::floor), line->backsector->GetPlaneTexZ(sector_t::floor));
243
244 *ptextop = *ptexbot + textureheight;
245 }
246 else
247 {
248 *ptextop = y_offset +
249 MIN<fixed_t>(line->frontsector->GetPlaneTexZ(sector_t::ceiling), line->backsector->GetPlaneTexZ(sector_t::ceiling));
250
251 *ptexbot = *ptextop - textureheight;
252 }
253 return true;
254 }
255
256
257 //============================================================================
258 //
259 // P_LineOpening_3dMidtex
260 //
261 // 3dMidtex part of P_LineOpening
262 //
263 //============================================================================
264
P_LineOpening_3dMidtex(AActor * thing,const line_t * linedef,FLineOpening & open,bool restrict)265 bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, FLineOpening &open, bool restrict)
266 {
267 // [TP] Impassible-like 3dmidtextures do not block missiles
268 if ((linedef->flags & ML_3DMIDTEX_IMPASS)
269 && (thing->flags & MF_MISSILE || thing->BounceFlags & BOUNCE_MBF))
270 {
271 return false;
272 }
273
274 fixed_t tt, tb;
275
276 open.abovemidtex = false;
277 if (P_GetMidTexturePosition(linedef, 0, &tt, &tb))
278 {
279 if (thing->Z() + (thing->height/2) < (tt + tb)/2)
280 {
281 if (tb < open.top)
282 {
283 open.top = tb;
284 open.ceilingpic = linedef->sidedef[0]->GetTexture(side_t::mid);
285 }
286 }
287 else
288 {
289 if (tt > open.bottom && (!restrict || thing->Z() >= tt))
290 {
291 open.bottom = tt;
292 open.abovemidtex = true;
293 open.floorpic = linedef->sidedef[0]->GetTexture(side_t::mid);
294 open.floorterrain = TerrainTypes[open.floorpic];
295
296 }
297 // returns true if it touches the midtexture
298 return (abs(thing->Z() - tt) <= thing->MaxStepHeight);
299 }
300 }
301 return false;
302
303 /* still have to figure out what this code from Eternity means...
304 if((linedef->flags & ML_BLOCKMONSTERS) &&
305 !(mo->flags & (MF_FLOAT | MF_DROPOFF)) &&
306 D_abs(mo->z - textop) <= 24*FRACUNIT)
307 {
308 opentop = openbottom;
309 openrange = 0;
310 return;
311 }
312 */
313 }
314