dxx-rebirth/main/gameseg.c

2208 lines
66 KiB
C

/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
#include <conf.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h> // for memset()
#include "u_mem.h"
#include "inferno.h"
#include "game.h"
#include "error.h"
#include "mono.h"
#include "vecmat.h"
#include "gameseg.h"
#include "wall.h"
#include "fuelcen.h"
#include "bm.h"
#include "fvi.h"
#include "byteswap.h"
#ifdef RCS
static char rcsid[] = "$Id: gameseg.c,v 1.2 2001-01-20 13:49:15 bradleyb Exp $";
#endif
// How far a point can be from a plane, and still be "in" the plane
#define PLANE_DIST_TOLERANCE 250
dl_index Dl_indices[MAX_DL_INDICES];
delta_light Delta_lights[MAX_DELTA_LIGHTS];
int Num_static_lights;
// ------------------------------------------------------------------------------------------
// Compute the center point of a side of a segment.
// The center point is defined to be the average of the 4 points defining the side.
void compute_center_point_on_side(vms_vector *vp,segment *sp,int side)
{
int v;
vm_vec_zero(vp);
for (v=0; v<4; v++)
vm_vec_add2(vp,&Vertices[sp->verts[Side_to_verts[side][v]]]);
vm_vec_scale(vp,F1_0/4);
}
// ------------------------------------------------------------------------------------------
// Compute segment center.
// The center point is defined to be the average of the 8 points defining the segment.
void compute_segment_center(vms_vector *vp,segment *sp)
{
int v;
vm_vec_zero(vp);
for (v=0; v<8; v++)
vm_vec_add2(vp,&Vertices[sp->verts[v]]);
vm_vec_scale(vp,F1_0/8);
}
// -----------------------------------------------------------------------------
// Given two segments, return the side index in the connecting segment which connects to the base segment
// Optimized by MK on 4/21/94 because it is a 2% load.
int find_connect_side(segment *base_seg, segment *con_seg)
{
int s;
short base_seg_num = base_seg - Segments;
short *childs = con_seg->children;
for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
if (*childs++ == base_seg_num)
return s;
}
// legal to return -1, used in object_move_one(), mk, 06/08/94: Assert(0); // Illegal -- there is no connecting side between these two segments
return -1;
}
// -----------------------------------------------------------------------------------
// Given a side, return the number of faces
int get_num_faces(side *sidep)
{
switch (sidep->type) {
case SIDE_IS_QUAD:
return 1;
break;
case SIDE_IS_TRI_02:
case SIDE_IS_TRI_13:
return 2;
break;
default:
Error("Illegal type = %i\n", sidep->type);
break;
}
}
// Fill in array with four absolute point numbers for a given side
void get_side_verts(short *vertlist,int segnum,int sidenum)
{
int i;
byte *sv = Side_to_verts[sidenum];
short *vp = Segments[segnum].verts;
for (i=4; i--;)
vertlist[i] = vp[sv[i]];
}
#ifdef EDITOR
// -----------------------------------------------------------------------------------
// Create all vertex lists (1 or 2) for faces on a side.
// Sets:
// num_faces number of lists
// vertices vertices in all (1 or 2) faces
// If there is one face, it has 4 vertices.
// If there are two faces, they both have three vertices, so face #0 is stored in vertices 0,1,2,
// face #1 is stored in vertices 3,4,5.
// Note: these are not absolute vertex numbers, but are relative to the segment
// Note: for triagulated sides, the middle vertex of each trianle is the one NOT
// adjacent on the diagonal edge
void create_all_vertex_lists(int *num_faces, int *vertices, int segnum, int sidenum)
{
side *sidep = &Segments[segnum].sides[sidenum];
int *sv = Side_to_verts_int[sidenum];
Assert((segnum <= Highest_segment_index) && (segnum >= 0));
Assert((sidenum >= 0) && (sidenum < 6));
switch (sidep->type) {
case SIDE_IS_QUAD:
vertices[0] = sv[0];
vertices[1] = sv[1];
vertices[2] = sv[2];
vertices[3] = sv[3];
*num_faces = 1;
break;
case SIDE_IS_TRI_02:
*num_faces = 2;
vertices[0] = sv[0];
vertices[1] = sv[1];
vertices[2] = sv[2];
vertices[3] = sv[2];
vertices[4] = sv[3];
vertices[5] = sv[0];
//IMPORTANT: DON'T CHANGE THIS CODE WITHOUT CHANGING GET_SEG_MASKS()
//CREATE_ABS_VERTEX_LISTS(), CREATE_ALL_VERTEX_LISTS(), CREATE_ALL_VERTNUM_LISTS()
break;
case SIDE_IS_TRI_13:
*num_faces = 2;
vertices[0] = sv[3];
vertices[1] = sv[0];
vertices[2] = sv[1];
vertices[3] = sv[1];
vertices[4] = sv[2];
vertices[5] = sv[3];
//IMPORTANT: DON'T CHANGE THIS CODE WITHOUT CHANGING GET_SEG_MASKS()
//CREATE_ABS_VERTEX_LISTS(), CREATE_ALL_VERTEX_LISTS(), CREATE_ALL_VERTNUM_LISTS()
break;
default:
Error("Illegal side type (1), type = %i, segment # = %i, side # = %i\n", sidep->type, segnum, sidenum);
break;
}
}
#endif
// -----------------------------------------------------------------------------------
// Like create all vertex lists, but returns the vertnums (relative to
// the side) for each of the faces that make up the side.
// If there is one face, it has 4 vertices.
// If there are two faces, they both have three vertices, so face #0 is stored in vertices 0,1,2,
// face #1 is stored in vertices 3,4,5.
void create_all_vertnum_lists(int *num_faces, int *vertnums, int segnum, int sidenum)
{
side *sidep = &Segments[segnum].sides[sidenum];
Assert((segnum <= Highest_segment_index) && (segnum >= 0));
switch (sidep->type) {
case SIDE_IS_QUAD:
vertnums[0] = 0;
vertnums[1] = 1;
vertnums[2] = 2;
vertnums[3] = 3;
*num_faces = 1;
break;
case SIDE_IS_TRI_02:
*num_faces = 2;
vertnums[0] = 0;
vertnums[1] = 1;
vertnums[2] = 2;
vertnums[3] = 2;
vertnums[4] = 3;
vertnums[5] = 0;
//IMPORTANT: DON'T CHANGE THIS CODE WITHOUT CHANGING GET_SEG_MASKS()
//CREATE_ABS_VERTEX_LISTS(), CREATE_ALL_VERTEX_LISTS(), CREATE_ALL_VERTNUM_LISTS()
break;
case SIDE_IS_TRI_13:
*num_faces = 2;
vertnums[0] = 3;
vertnums[1] = 0;
vertnums[2] = 1;
vertnums[3] = 1;
vertnums[4] = 2;
vertnums[5] = 3;
//IMPORTANT: DON'T CHANGE THIS CODE WITHOUT CHANGING GET_SEG_MASKS()
//CREATE_ABS_VERTEX_LISTS(), CREATE_ALL_VERTEX_LISTS(), CREATE_ALL_VERTNUM_LISTS()
break;
default:
Error("Illegal side type (2), type = %i, segment # = %i, side # = %i\n", sidep->type, segnum, sidenum);
break;
}
}
// -----
//like create_all_vertex_lists(), but generate absolute point numbers
void create_abs_vertex_lists(int *num_faces, int *vertices, int segnum, int sidenum)
{
short *vp = Segments[segnum].verts;
side *sidep = &Segments[segnum].sides[sidenum];
int *sv = Side_to_verts_int[sidenum];
Assert((segnum <= Highest_segment_index) && (segnum >= 0));
switch (sidep->type) {
case SIDE_IS_QUAD:
vertices[0] = vp[sv[0]];
vertices[1] = vp[sv[1]];
vertices[2] = vp[sv[2]];
vertices[3] = vp[sv[3]];
*num_faces = 1;
break;
case SIDE_IS_TRI_02:
*num_faces = 2;
vertices[0] = vp[sv[0]];
vertices[1] = vp[sv[1]];
vertices[2] = vp[sv[2]];
vertices[3] = vp[sv[2]];
vertices[4] = vp[sv[3]];
vertices[5] = vp[sv[0]];
//IMPORTANT: DON'T CHANGE THIS CODE WITHOUT CHANGING GET_SEG_MASKS(),
//CREATE_ABS_VERTEX_LISTS(), CREATE_ALL_VERTEX_LISTS(), CREATE_ALL_VERTNUM_LISTS()
break;
case SIDE_IS_TRI_13:
*num_faces = 2;
vertices[0] = vp[sv[3]];
vertices[1] = vp[sv[0]];
vertices[2] = vp[sv[1]];
vertices[3] = vp[sv[1]];
vertices[4] = vp[sv[2]];
vertices[5] = vp[sv[3]];
//IMPORTANT: DON'T CHANGE THIS CODE WITHOUT CHANGING GET_SEG_MASKS()
//CREATE_ABS_VERTEX_LISTS(), CREATE_ALL_VERTEX_LISTS(), CREATE_ALL_VERTNUM_LISTS()
break;
default:
Error("Illegal side type (3), type = %i, segment # = %i, side # = %i\n", sidep->type, segnum, sidenum);
break;
}
}
//returns 3 different bitmasks with info telling if this sphere is in
//this segment. See segmasks structure for info on fields
segmasks get_seg_masks(vms_vector *checkp,int segnum,fix rad)
{
int sn,facebit,sidebit;
segmasks masks;
int num_faces;
int vertex_list[6];
segment *seg;
if (segnum==-1)
Error("segnum == -1 in get_seg_masks()");
Assert((segnum <= Highest_segment_index) && (segnum >= 0));
seg = &Segments[segnum];
//check point against each side of segment. return bitmask
masks.sidemask = masks.facemask = masks.centermask = 0;
for (sn=0,facebit=sidebit=1;sn<6;sn++,sidebit<<=1) {
#ifndef COMPACT_SEGS
side *s = &seg->sides[sn];
#endif
int side_pokes_out;
int vertnum,fn;
// Get number of faces on this side, and at vertex_list, store vertices.
// If one face, then vertex_list indicates a quadrilateral.
// If two faces, then 0,1,2 define one triangle, 3,4,5 define the second.
create_abs_vertex_lists( &num_faces, vertex_list, segnum, sn);
//ok...this is important. If a side has 2 faces, we need to know if
//those faces form a concave or convex side. If the side pokes out,
//then a point is on the back of the side if it is behind BOTH faces,
//but if the side pokes in, a point is on the back if behind EITHER face.
if (num_faces==2) {
fix dist;
int side_count,center_count;
#ifdef COMPACT_SEGS
vms_vector normals[2];
#endif
vertnum = min(vertex_list[0],vertex_list[2]);
#ifdef COMPACT_SEGS
get_side_normals(seg, sn, &normals[0], &normals[1] );
#endif
if (vertex_list[4] < vertex_list[1])
#ifdef COMPACT_SEGS
dist = vm_dist_to_plane(&Vertices[vertex_list[4]],&normals[0],&Vertices[vertnum]);
#else
dist = vm_dist_to_plane(&Vertices[vertex_list[4]],&s->normals[0],&Vertices[vertnum]);
#endif
else
#ifdef COMPACT_SEGS
dist = vm_dist_to_plane(&Vertices[vertex_list[1]],&normals[1],&Vertices[vertnum]);
#else
dist = vm_dist_to_plane(&Vertices[vertex_list[1]],&s->normals[1],&Vertices[vertnum]);
#endif
side_pokes_out = (dist > PLANE_DIST_TOLERANCE);
side_count = center_count = 0;
for (fn=0;fn<2;fn++,facebit<<=1) {
#ifdef COMPACT_SEGS
dist = vm_dist_to_plane(checkp, &normals[fn], &Vertices[vertnum]);
#else
dist = vm_dist_to_plane(checkp, &s->normals[fn], &Vertices[vertnum]);
#endif
if (dist < -PLANE_DIST_TOLERANCE) //in front of face
center_count++;
if (dist-rad < -PLANE_DIST_TOLERANCE) {
masks.facemask |= facebit;
side_count++;
}
}
if (!side_pokes_out) { //must be behind both faces
if (side_count==2)
masks.sidemask |= sidebit;
if (center_count==2)
masks.centermask |= sidebit;
}
else { //must be behind at least one face
if (side_count)
masks.sidemask |= sidebit;
if (center_count)
masks.centermask |= sidebit;
}
}
else { //only one face on this side
fix dist;
int i;
#ifdef COMPACT_SEGS
vms_vector normal;
#endif
//use lowest point number
vertnum = vertex_list[0];
for (i=1;i<4;i++)
if (vertex_list[i] < vertnum)
vertnum = vertex_list[i];
#ifdef COMPACT_SEGS
get_side_normal(seg, sn, 0, &normal );
dist = vm_dist_to_plane(checkp, &normal, &Vertices[vertnum]);
#else
dist = vm_dist_to_plane(checkp, &s->normals[0], &Vertices[vertnum]);
#endif
if (dist < -PLANE_DIST_TOLERANCE)
masks.centermask |= sidebit;
if (dist-rad < -PLANE_DIST_TOLERANCE) {
masks.facemask |= facebit;
masks.sidemask |= sidebit;
}
facebit <<= 2;
}
}
return masks;
}
//this was converted from get_seg_masks()...it fills in an array of 6
//elements for the distace behind each side, or zero if not behind
//only gets centermask, and assumes zero rad
ubyte get_side_dists(vms_vector *checkp,int segnum,fix *side_dists)
{
int sn,facebit,sidebit;
ubyte mask;
int num_faces;
int vertex_list[6];
segment *seg;
Assert((segnum <= Highest_segment_index) && (segnum >= 0));
if (segnum==-1)
Error("segnum == -1 in get_seg_dists()");
seg = &Segments[segnum];
//check point against each side of segment. return bitmask
mask = 0;
for (sn=0,facebit=sidebit=1;sn<6;sn++,sidebit<<=1) {
#ifndef COMPACT_SEGS
side *s = &seg->sides[sn];
#endif
int side_pokes_out;
int fn;
side_dists[sn] = 0;
// Get number of faces on this side, and at vertex_list, store vertices.
// If one face, then vertex_list indicates a quadrilateral.
// If two faces, then 0,1,2 define one triangle, 3,4,5 define the second.
create_abs_vertex_lists( &num_faces, vertex_list, segnum, sn);
//ok...this is important. If a side has 2 faces, we need to know if
//those faces form a concave or convex side. If the side pokes out,
//then a point is on the back of the side if it is behind BOTH faces,
//but if the side pokes in, a point is on the back if behind EITHER face.
if (num_faces==2) {
fix dist;
int center_count;
int vertnum;
#ifdef COMPACT_SEGS
vms_vector normals[2];
#endif
vertnum = min(vertex_list[0],vertex_list[2]);
#ifdef COMPACT_SEGS
get_side_normals(seg, sn, &normals[0], &normals[1] );
#endif
if (vertex_list[4] < vertex_list[1])
#ifdef COMPACT_SEGS
dist = vm_dist_to_plane(&Vertices[vertex_list[4]],&normals[0],&Vertices[vertnum]);
#else
dist = vm_dist_to_plane(&Vertices[vertex_list[4]],&s->normals[0],&Vertices[vertnum]);
#endif
else
#ifdef COMPACT_SEGS
dist = vm_dist_to_plane(&Vertices[vertex_list[1]],&normals[1],&Vertices[vertnum]);
#else
dist = vm_dist_to_plane(&Vertices[vertex_list[1]],&s->normals[1],&Vertices[vertnum]);
#endif
side_pokes_out = (dist > PLANE_DIST_TOLERANCE);
center_count = 0;
for (fn=0;fn<2;fn++,facebit<<=1) {
#ifdef COMPACT_SEGS
dist = vm_dist_to_plane(checkp, &normals[fn], &Vertices[vertnum]);
#else
dist = vm_dist_to_plane(checkp, &s->normals[fn], &Vertices[vertnum]);
#endif
if (dist < -PLANE_DIST_TOLERANCE) { //in front of face
center_count++;
side_dists[sn] += dist;
}
}
if (!side_pokes_out) { //must be behind both faces
if (center_count==2) {
mask |= sidebit;
side_dists[sn] /= 2; //get average
}
}
else { //must be behind at least one face
if (center_count) {
mask |= sidebit;
if (center_count==2)
side_dists[sn] /= 2; //get average
}
}
}
else { //only one face on this side
fix dist;
int i,vertnum;
#ifdef COMPACT_SEGS
vms_vector normal;
#endif
//use lowest point number
vertnum = vertex_list[0];
for (i=1;i<4;i++)
if (vertex_list[i] < vertnum)
vertnum = vertex_list[i];
#ifdef COMPACT_SEGS
get_side_normal(seg, sn, 0, &normal );
dist = vm_dist_to_plane(checkp, &normal, &Vertices[vertnum]);
#else
dist = vm_dist_to_plane(checkp, &s->normals[0], &Vertices[vertnum]);
#endif
if (dist < -PLANE_DIST_TOLERANCE) {
mask |= sidebit;
side_dists[sn] = dist;
}
facebit <<= 2;
}
}
return mask;
}
#ifndef NDEBUG
#ifndef COMPACT_SEGS
//returns true if errors detected
int check_norms(int segnum,int sidenum,int facenum,int csegnum,int csidenum,int cfacenum)
{
vms_vector *n0,*n1;
n0 = &Segments[segnum].sides[sidenum].normals[facenum];
n1 = &Segments[csegnum].sides[csidenum].normals[cfacenum];
if (n0->x != -n1->x || n0->y != -n1->y || n0->z != -n1->z) {
mprintf((0,"Seg %x, side %d, norm %d doesn't match seg %x, side %d, norm %d:\n"
" %8x %8x %8x\n"
" %8x %8x %8x (negated)\n",
segnum,sidenum,facenum,csegnum,csidenum,cfacenum,
n0->x,n0->y,n0->z,-n1->x,-n1->y,-n1->z));
return 1;
}
else
return 0;
}
//heavy-duty error checking
int check_segment_connections(void)
{
int segnum,sidenum;
int errors=0;
for (segnum=0;segnum<=Highest_segment_index;segnum++) {
segment *seg;
seg = &Segments[segnum];
for (sidenum=0;sidenum<6;sidenum++) {
side *s;
segment *cseg;
side *cs;
int num_faces,csegnum,csidenum,con_num_faces;
int vertex_list[6],con_vertex_list[6];
s = &seg->sides[sidenum];
create_abs_vertex_lists( &num_faces, vertex_list, segnum, sidenum);
csegnum = seg->children[sidenum];
if (csegnum >= 0) {
cseg = &Segments[csegnum];
csidenum = find_connect_side(seg,cseg);
if (csidenum == -1) {
mprintf((0,"Could not find connected side for seg %x back to seg %x, side %d\n",csegnum,segnum,sidenum));
errors = 1;
continue;
}
cs = &cseg->sides[csidenum];
create_abs_vertex_lists( &con_num_faces, con_vertex_list, csegnum, csidenum);
if (con_num_faces != num_faces) {
mprintf((0,"Seg %x, side %d: num_faces (%d) mismatch with seg %x, side %d (%d)\n",segnum,sidenum,num_faces,csegnum,csidenum,con_num_faces));
errors = 1;
}
else
if (num_faces == 1) {
int t;
for (t=0;t<4 && con_vertex_list[t]!=vertex_list[0];t++);
if (t==4 ||
vertex_list[0] != con_vertex_list[t] ||
vertex_list[1] != con_vertex_list[(t+3)%4] ||
vertex_list[2] != con_vertex_list[(t+2)%4] ||
vertex_list[3] != con_vertex_list[(t+1)%4]) {
mprintf((0,"Seg %x, side %d: vertex list mismatch with seg %x, side %d\n"
" %x %x %x %x\n"
" %x %x %x %x\n",
segnum,sidenum,csegnum,csidenum,
vertex_list[0],vertex_list[1],vertex_list[2],vertex_list[3],
con_vertex_list[0],con_vertex_list[1],con_vertex_list[2],con_vertex_list[3]));
errors = 1;
}
else
errors |= check_norms(segnum,sidenum,0,csegnum,csidenum,0);
}
else {
if (vertex_list[1] == con_vertex_list[1]) {
if (vertex_list[4] != con_vertex_list[4] ||
vertex_list[0] != con_vertex_list[2] ||
vertex_list[2] != con_vertex_list[0] ||
vertex_list[3] != con_vertex_list[5] ||
vertex_list[5] != con_vertex_list[3]) {
mprintf((0,"Seg %x, side %d: vertex list mismatch with seg %x, side %d\n"
" %x %x %x %x %x %x\n"
" %x %x %x %x %x %x\n",
segnum,sidenum,csegnum,csidenum,
vertex_list[0],vertex_list[1],vertex_list[2],vertex_list[3],vertex_list[4],vertex_list[5],
con_vertex_list[0],con_vertex_list[1],con_vertex_list[2],con_vertex_list[3],con_vertex_list[4],con_vertex_list[5]));
mprintf((0,"Changing seg:side %4i:%i from %i to %i\n", csegnum, csidenum, Segments[csegnum].sides[csidenum].type, 5-Segments[csegnum].sides[csidenum].type));
Segments[csegnum].sides[csidenum].type = 5-Segments[csegnum].sides[csidenum].type;
} else {
errors |= check_norms(segnum,sidenum,0,csegnum,csidenum,0);
errors |= check_norms(segnum,sidenum,1,csegnum,csidenum,1);
}
} else {
if (vertex_list[1] != con_vertex_list[4] ||
vertex_list[4] != con_vertex_list[1] ||
vertex_list[0] != con_vertex_list[5] ||
vertex_list[5] != con_vertex_list[0] ||
vertex_list[2] != con_vertex_list[3] ||
vertex_list[3] != con_vertex_list[2]) {
mprintf((0,"Seg %x, side %d: vertex list mismatch with seg %x, side %d\n"
" %x %x %x %x %x %x\n"
" %x %x %x %x %x %x\n",
segnum,sidenum,csegnum,csidenum,
vertex_list[0],vertex_list[1],vertex_list[2],vertex_list[3],vertex_list[4],vertex_list[5],
con_vertex_list[0],con_vertex_list[1],con_vertex_list[2],con_vertex_list[3],con_vertex_list[4],vertex_list[5]));
mprintf((0,"Changing seg:side %4i:%i from %i to %i\n", csegnum, csidenum, Segments[csegnum].sides[csidenum].type, 5-Segments[csegnum].sides[csidenum].type));
Segments[csegnum].sides[csidenum].type = 5-Segments[csegnum].sides[csidenum].type;
} else {
errors |= check_norms(segnum,sidenum,0,csegnum,csidenum,1);
errors |= check_norms(segnum,sidenum,1,csegnum,csidenum,0);
}
}
}
}
}
}
// mprintf((0,"\n DONE \n"));
return errors;
}
#endif
#endif
// Used to become a constant based on editor, but I wanted to be able to set
// this for omega blob find_point_seg calls. Would be better to pass a paremeter
// to the routine...--MK, 01/17/96
int Doing_lighting_hack_flag=0;
//figure out what seg the given point is in, tracing through segments
//returns segment number, or -1 if can't find segment
int trace_segs(vms_vector *p0,int oldsegnum)
{
int centermask;
segment *seg;
fix side_dists[6];
Assert((oldsegnum <= Highest_segment_index) && (oldsegnum >= 0));
centermask = get_side_dists(p0,oldsegnum,side_dists); //check old segment
if (centermask == 0) //we're in the old segment
return oldsegnum; //..say so
else { //not in old seg. trace through to find seg
int biggest_side;
do {
int sidenum,bit;
fix biggest_val;
seg = &Segments[oldsegnum];
biggest_side = -1; biggest_val = 0;
for (sidenum=0,bit=1;sidenum<6;sidenum++,bit<<=1)
if ((centermask&bit) && (seg->children[sidenum]>-1))
if (side_dists[sidenum] < biggest_val) {
biggest_val = side_dists[sidenum];
biggest_side = sidenum;
}
if (biggest_side != -1) {
int check;
side_dists[biggest_side] = 0;
check = trace_segs(p0,seg->children[biggest_side]); //trace into adjacent segment
if (check != -1) //we've found a segment
return check;
}
} while (biggest_side!=-1);
return -1; //we haven't found a segment
}
}
int Exhaustive_count=0, Exhaustive_failed_count=0;
//Tries to find a segment for a point, in the following way:
// 1. Check the given segment
// 2. Recursively trace through attached segments
// 3. Check all the segmentns
//Returns segnum if found, or -1
int find_point_seg(vms_vector *p,int segnum)
{
int newseg;
//allow segnum==-1, meaning we have no idea what segment point is in
Assert((segnum <= Highest_segment_index) && (segnum >= -1));
if (segnum != -1) {
newseg = trace_segs(p,segnum);
if (newseg != -1) //we found a segment!
return newseg;
}
//couldn't find via attached segs, so search all segs
// MK: 10/15/94
// This Doing_lighting_hack_flag thing added by mk because the hundreds of scrolling messages were
// slowing down lighting, and in about 98% of cases, it would just return -1 anyway.
// Matt: This really should be fixed, though. We're probably screwing up our lighting in a few places.
if (!Doing_lighting_hack_flag) {
mprintf((1,"Warning: doing exhaustive search to find point segment (%i times)\n", ++Exhaustive_count));
for (newseg=0;newseg <= Highest_segment_index;newseg++)
if (get_seg_masks(p,newseg,0).centermask == 0)
return newseg;
mprintf((1,"Warning: could not find point segment (%i times)\n", ++Exhaustive_failed_count));
return -1; //no segment found
} else
return -1;
}
//--repair-- // ------------------------------------------------------------------------------
//--repair-- void clsd_repair_center(int segnum)
//--repair-- {
//--repair-- int sidenum;
//--repair--
//--repair-- // --- Set repair center bit for all repair center segments.
//--repair-- if (Segments[segnum].special == SEGMENT_IS_REPAIRCEN) {
//--repair-- Lsegments[segnum].special_type |= SS_REPAIR_CENTER;
//--repair-- Lsegments[segnum].special_segment = segnum;
//--repair-- }
//--repair--
//--repair-- // --- Set repair center bit for all segments adjacent to a repair center.
//--repair-- for (sidenum=0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
//--repair-- int s = Segments[segnum].children[sidenum];
//--repair--
//--repair-- if ( (s != -1) && (Segments[s].special==SEGMENT_IS_REPAIRCEN) ) {
//--repair-- Lsegments[segnum].special_type |= SS_REPAIR_CENTER;
//--repair-- Lsegments[segnum].special_segment = s;
//--repair-- }
//--repair-- }
//--repair-- }
//--repair-- // ------------------------------------------------------------------------------
//--repair-- // --- Set destination points for all Materialization centers.
//--repair-- void clsd_materialization_center(int segnum)
//--repair-- {
//--repair-- if (Segments[segnum].special == SEGMENT_IS_ROBOTMAKER) {
//--repair--
//--repair-- }
//--repair-- }
//--repair--
//--repair-- int Lsegment_highest_segment_index, Lsegment_highest_vertex_index;
//--repair--
//--repair-- // ------------------------------------------------------------------------------
//--repair-- // Create data specific to mine which doesn't get written to disk.
//--repair-- // Highest_segment_index and Highest_object_index must be valid.
//--repair-- // 07/21: set repair center bit
//--repair-- void create_local_segment_data(void)
//--repair-- {
//--repair-- int segnum;
//--repair--
//--repair-- // --- Initialize all Lsegments.
//--repair-- for (segnum=0; segnum <= Highest_segment_index; segnum++) {
//--repair-- Lsegments[segnum].special_type = 0;
//--repair-- Lsegments[segnum].special_segment = -1;
//--repair-- }
//--repair--
//--repair-- for (segnum=0; segnum <= Highest_segment_index; segnum++) {
//--repair--
//--repair-- clsd_repair_center(segnum);
//--repair-- clsd_materialization_center(segnum);
//--repair--
//--repair-- }
//--repair--
//--repair-- // Set check variables.
//--repair-- // In main game loop, make sure these are valid, else Lsegments is not valid.
//--repair-- Lsegment_highest_segment_index = Highest_segment_index;
//--repair-- Lsegment_highest_vertex_index = Highest_vertex_index;
//--repair-- }
//--repair--
//--repair-- // ------------------------------------------------------------------------------------------
//--repair-- // Sort of makes sure create_local_segment_data has been called for the currently executing mine.
//--repair-- // It is not failsafe, as you will see if you look at the code.
//--repair-- // Returns 1 if Lsegments appears valid, 0 if not.
//--repair-- int check_lsegments_validity(void)
//--repair-- {
//--repair-- return ((Lsegment_highest_segment_index == Highest_segment_index) && (Lsegment_highest_vertex_index == Highest_vertex_index));
//--repair-- }
#define MAX_LOC_POINT_SEGS 64
int Connected_segment_distance;
#define MIN_CACHE_FCD_DIST (F1_0*80) // Must be this far apart for cache lookup to succeed. Recognizes small changes in distance matter at small distances.
#define MAX_FCD_CACHE 8
typedef struct {
int seg0, seg1, csd;
fix dist;
} fcd_data;
int Fcd_index = 0;
fcd_data Fcd_cache[MAX_FCD_CACHE];
fix Last_fcd_flush_time;
// ----------------------------------------------------------------------------------------------------------
void flush_fcd_cache(void)
{
int i;
Fcd_index = 0;
for (i=0; i<MAX_FCD_CACHE; i++)
Fcd_cache[i].seg0 = -1;
}
// ----------------------------------------------------------------------------------------------------------
void add_to_fcd_cache(int seg0, int seg1, int depth, fix dist)
{
if (dist > MIN_CACHE_FCD_DIST) {
Fcd_cache[Fcd_index].seg0 = seg0;
Fcd_cache[Fcd_index].seg1 = seg1;
Fcd_cache[Fcd_index].csd = depth;
Fcd_cache[Fcd_index].dist = dist;
Fcd_index++;
if (Fcd_index >= MAX_FCD_CACHE)
Fcd_index = 0;
// -- mprintf((0, "Adding seg0=%i, seg1=%i to cache.\n", seg0, seg1));
} else {
// If it's in the cache, remove it.
int i;
for (i=0; i<MAX_FCD_CACHE; i++)
if (Fcd_cache[i].seg0 == seg0)
if (Fcd_cache[i].seg1 == seg1) {
Fcd_cache[Fcd_index].seg0 = -1;
break;
}
}
}
// ----------------------------------------------------------------------------------------------------------
// Determine whether seg0 and seg1 are reachable in a way that allows sound to pass.
// Search up to a maximum depth of max_depth.
// Return the distance.
fix find_connected_distance(vms_vector *p0, int seg0, vms_vector *p1, int seg1, int max_depth, int wid_flag)
{
int cur_seg;
int sidenum;
int qtail = 0, qhead = 0;
int i;
byte visited[MAX_SEGMENTS];
seg_seg seg_queue[MAX_SEGMENTS];
short depth[MAX_SEGMENTS];
int cur_depth;
int num_points;
point_seg point_segs[MAX_LOC_POINT_SEGS];
fix dist;
// If > this, will overrun point_segs buffer
#ifdef WINDOWS
if (max_depth == -1) max_depth = 200;
#endif
if (max_depth > MAX_LOC_POINT_SEGS-2) {
mprintf((1, "Warning: In find_connected_distance, max_depth = %i, limited to %i\n", max_depth, MAX_LOC_POINT_SEGS-2));
max_depth = MAX_LOC_POINT_SEGS-2;
}
if (seg0 == seg1) {
Connected_segment_distance = 0;
return vm_vec_dist_quick(p0, p1);
} else {
int conn_side;
if ((conn_side = find_connect_side(&Segments[seg0], &Segments[seg1])) != -1) {
if (WALL_IS_DOORWAY(&Segments[seg1], conn_side) & wid_flag) {
Connected_segment_distance = 1;
//mprintf((0, "\n"));
return vm_vec_dist_quick(p0, p1);
}
}
}
// Periodically flush cache.
if ((GameTime - Last_fcd_flush_time > F1_0*2) || (GameTime < Last_fcd_flush_time)) {
flush_fcd_cache();
Last_fcd_flush_time = GameTime;
}
// Can't quickly get distance, so see if in Fcd_cache.
for (i=0; i<MAX_FCD_CACHE; i++)
if ((Fcd_cache[i].seg0 == seg0) && (Fcd_cache[i].seg1 == seg1)) {
Connected_segment_distance = Fcd_cache[i].csd;
// -- mprintf((0, "In cache, seg0=%i, seg1=%i. Returning.\n", seg0, seg1));
return Fcd_cache[i].dist;
}
num_points = 0;
memset(visited, 0, Highest_segment_index+1);
memset(depth, 0, sizeof(depth[0]) * (Highest_segment_index+1));
cur_seg = seg0;
visited[cur_seg] = 1;
cur_depth = 0;
while (cur_seg != seg1) {
segment *segp = &Segments[cur_seg];
for (sidenum = 0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
int snum = sidenum;
if (WALL_IS_DOORWAY(segp, snum) & wid_flag) {
int this_seg = segp->children[snum];
if (!visited[this_seg]) {
seg_queue[qtail].start = cur_seg;
seg_queue[qtail].end = this_seg;
visited[this_seg] = 1;
depth[qtail++] = cur_depth+1;
if (max_depth != -1) {
if (depth[qtail-1] == max_depth) {
Connected_segment_distance = 1000;
add_to_fcd_cache(seg0, seg1, Connected_segment_distance, F1_0*1000);
return -1;
}
} else if (this_seg == seg1) {
goto fcd_done1;
}
}
}
} // for (sidenum...
if (qhead >= qtail) {
Connected_segment_distance = 1000;
add_to_fcd_cache(seg0, seg1, Connected_segment_distance, F1_0*1000);
return -1;
}
cur_seg = seg_queue[qhead].end;
cur_depth = depth[qhead];
qhead++;
fcd_done1: ;
} // while (cur_seg ...
// Set qtail to the segment which ends at the goal.
while (seg_queue[--qtail].end != seg1)
if (qtail < 0) {
Connected_segment_distance = 1000;
add_to_fcd_cache(seg0, seg1, Connected_segment_distance, F1_0*1000);
return -1;
}
while (qtail >= 0) {
int parent_seg, this_seg;
this_seg = seg_queue[qtail].end;
parent_seg = seg_queue[qtail].start;
point_segs[num_points].segnum = this_seg;
compute_segment_center(&point_segs[num_points].point,&Segments[this_seg]);
num_points++;
if (parent_seg == seg0)
break;
while (seg_queue[--qtail].end != parent_seg)
Assert(qtail >= 0);
}
point_segs[num_points].segnum = seg0;
compute_segment_center(&point_segs[num_points].point,&Segments[seg0]);
num_points++;
if (num_points == 1) {
Connected_segment_distance = num_points;
return vm_vec_dist_quick(p0, p1);
} else {
dist = vm_vec_dist_quick(p1, &point_segs[1].point);
dist += vm_vec_dist_quick(p0, &point_segs[num_points-2].point);
for (i=1; i<num_points-2; i++) {
fix ndist;
ndist = vm_vec_dist_quick(&point_segs[i].point, &point_segs[i+1].point);
dist += ndist;
}
}
Connected_segment_distance = num_points;
add_to_fcd_cache(seg0, seg1, num_points, dist);
return dist;
}
byte convert_to_byte(fix f)
{
if (f >= 0x00010000)
return MATRIX_MAX;
else if (f <= -0x00010000)
return -MATRIX_MAX;
else
return f >> MATRIX_PRECISION;
}
#define VEL_PRECISION 12
// Create a shortpos struct from an object.
// Extract the matrix into byte values.
// Create a position relative to vertex 0 with 1/256 normal "fix" precision.
// Stuff segment in a short.
void create_shortpos(shortpos *spp, object *objp, int swap_bytes)
{
// int segnum;
byte *sp;
sp = spp->bytemat;
*sp++ = convert_to_byte(objp->orient.rvec.x);
*sp++ = convert_to_byte(objp->orient.uvec.x);
*sp++ = convert_to_byte(objp->orient.fvec.x);
*sp++ = convert_to_byte(objp->orient.rvec.y);
*sp++ = convert_to_byte(objp->orient.uvec.y);
*sp++ = convert_to_byte(objp->orient.fvec.y);
*sp++ = convert_to_byte(objp->orient.rvec.z);
*sp++ = convert_to_byte(objp->orient.uvec.z);
*sp++ = convert_to_byte(objp->orient.fvec.z);
spp->xo = (objp->pos.x - Vertices[Segments[objp->segnum].verts[0]].x) >> RELPOS_PRECISION;
spp->yo = (objp->pos.y - Vertices[Segments[objp->segnum].verts[0]].y) >> RELPOS_PRECISION;
spp->zo = (objp->pos.z - Vertices[Segments[objp->segnum].verts[0]].z) >> RELPOS_PRECISION;
spp->segment = objp->segnum;
spp->velx = (objp->mtype.phys_info.velocity.x) >> VEL_PRECISION;
spp->vely = (objp->mtype.phys_info.velocity.y) >> VEL_PRECISION;
spp->velz = (objp->mtype.phys_info.velocity.z) >> VEL_PRECISION;
// swap the short values for the big-endian machines.
if (swap_bytes) {
spp->xo = INTEL_SHORT(spp->xo);
spp->yo = INTEL_SHORT(spp->yo);
spp->zo = INTEL_SHORT(spp->zo);
spp->segment = INTEL_SHORT(spp->segment);
spp->velx = INTEL_SHORT(spp->velx);
spp->vely = INTEL_SHORT(spp->vely);
spp->velz = INTEL_SHORT(spp->velz);
}
// mprintf((0, "Matrix: %08x %08x %08x %08x %08x %08x\n", objp->orient.m1,objp->orient.m2,objp->orient.m3,
// spp->bytemat[0] << MATRIX_PRECISION,spp->bytemat[1] << MATRIX_PRECISION,spp->bytemat[2] << MATRIX_PRECISION));
//
// mprintf((0, " %08x %08x %08x %08x %08x %08x\n", objp->orient.m4,objp->orient.m5,objp->orient.m6,
// spp->bytemat[3] << MATRIX_PRECISION,spp->bytemat[4] << MATRIX_PRECISION,spp->bytemat[5] << MATRIX_PRECISION));
//
// mprintf((0, " %08x %08x %08x %08x %08x %08x\n", objp->orient.m7,objp->orient.m8,objp->orient.m9,
// spp->bytemat[6] << MATRIX_PRECISION,spp->bytemat[7] << MATRIX_PRECISION,spp->bytemat[8] << MATRIX_PRECISION));
//
// mprintf((0, "Positn: %08x %08x %08x %08x %08x %08x\n", objp->pos.x, objp->pos.y, objp->pos.z,
// (spp->xo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].x,
// (spp->yo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].y,
// (spp->zo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].z));
// mprintf((0, "Segment: %3i %3i\n", objp->segnum, spp->segment));
}
void extract_shortpos(object *objp, shortpos *spp, int swap_bytes)
{
int segnum;
byte *sp;
sp = spp->bytemat;
objp->orient.rvec.x = *sp++ << MATRIX_PRECISION;
objp->orient.uvec.x = *sp++ << MATRIX_PRECISION;
objp->orient.fvec.x = *sp++ << MATRIX_PRECISION;
objp->orient.rvec.y = *sp++ << MATRIX_PRECISION;
objp->orient.uvec.y = *sp++ << MATRIX_PRECISION;
objp->orient.fvec.y = *sp++ << MATRIX_PRECISION;
objp->orient.rvec.z = *sp++ << MATRIX_PRECISION;
objp->orient.uvec.z = *sp++ << MATRIX_PRECISION;
objp->orient.fvec.z = *sp++ << MATRIX_PRECISION;
if (swap_bytes) {
spp->xo = INTEL_SHORT(spp->xo);
spp->yo = INTEL_SHORT(spp->yo);
spp->zo = INTEL_SHORT(spp->zo);
spp->segment = INTEL_SHORT(spp->segment);
spp->velx = INTEL_SHORT(spp->velx);
spp->vely = INTEL_SHORT(spp->vely);
spp->velz = INTEL_SHORT(spp->velz);
}
segnum = spp->segment;
Assert((segnum >= 0) && (segnum <= Highest_segment_index));
objp->pos.x = (spp->xo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].x;
objp->pos.y = (spp->yo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].y;
objp->pos.z = (spp->zo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].z;
objp->mtype.phys_info.velocity.x = (spp->velx << VEL_PRECISION);
objp->mtype.phys_info.velocity.y = (spp->vely << VEL_PRECISION);
objp->mtype.phys_info.velocity.z = (spp->velz << VEL_PRECISION);
obj_relink(objp-Objects, segnum);
// mprintf((0, "Matrix: %08x %08x %08x %08x %08x %08x\n", objp->orient.m1,objp->orient.m2,objp->orient.m3,
// spp->bytemat[0],spp->bytemat[1],spp->bytemat[2]));
//
// mprintf((0, " %08x %08x %08x %08x %08x %08x\n", objp->orient.m4,objp->orient.m5,objp->orient.m6,
// spp->bytemat[3],spp->bytemat[4],spp->bytemat[5]));
//
// mprintf((0, " %08x %08x %08x %08x %08x %08x\n", objp->orient.m7,objp->orient.m8,objp->orient.m9,
// spp->bytemat[6],spp->bytemat[7],spp->bytemat[8]));
//
// mprintf((0, "Positn: %08x %08x %08x %08x %08x %08x\n", objp->pos.x, objp->pos.y, objp->pos.z,
// (spp->xo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].x, (spp->yo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].y, (spp->zo << RELPOS_PRECISION) + Vertices[Segments[segnum].verts[0]].z));
// mprintf((0, "Segment: %3i %3i\n", objp->segnum, spp->segment));
}
//--unused-- void test_shortpos(void)
//--unused-- {
//--unused-- shortpos spp;
//--unused--
//--unused-- create_shortpos(&spp, &Objects[0]);
//--unused-- extract_shortpos(&Objects[0], &spp);
//--unused--
//--unused-- }
// -----------------------------------------------------------------------------
// Segment validation functions.
// Moved from editor to game so we can compute surface normals at load time.
// -------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------
// Extract a vector from a segment. The vector goes from the start face to the end face.
// The point on each face is the average of the four points forming the face.
void extract_vector_from_segment(segment *sp, vms_vector *vp, int start, int end)
{
int i;
vms_vector vs,ve;
vm_vec_zero(&vs);
vm_vec_zero(&ve);
for (i=0; i<4; i++) {
vm_vec_add2(&vs,&Vertices[sp->verts[Side_to_verts[start][i]]]);
vm_vec_add2(&ve,&Vertices[sp->verts[Side_to_verts[end][i]]]);
}
vm_vec_sub(vp,&ve,&vs);
vm_vec_scale(vp,F1_0/4);
}
//create a matrix that describes the orientation of the given segment
void extract_orient_from_segment(vms_matrix *m,segment *seg)
{
vms_vector fvec,uvec;
extract_vector_from_segment(seg,&fvec,WFRONT,WBACK);
extract_vector_from_segment(seg,&uvec,WBOTTOM,WTOP);
//vector to matrix does normalizations and orthogonalizations
vm_vector_2_matrix(m,&fvec,&uvec,NULL);
}
#ifdef EDITOR
// ------------------------------------------------------------------------------------------
// Extract the forward vector from segment *sp, return in *vp.
// The forward vector is defined to be the vector from the the center of the front face of the segment
// to the center of the back face of the segment.
void extract_forward_vector_from_segment(segment *sp,vms_vector *vp)
{
extract_vector_from_segment(sp,vp,WFRONT,WBACK);
}
// ------------------------------------------------------------------------------------------
// Extract the right vector from segment *sp, return in *vp.
// The forward vector is defined to be the vector from the the center of the left face of the segment
// to the center of the right face of the segment.
void extract_right_vector_from_segment(segment *sp,vms_vector *vp)
{
extract_vector_from_segment(sp,vp,WLEFT,WRIGHT);
}
// ------------------------------------------------------------------------------------------
// Extract the up vector from segment *sp, return in *vp.
// The forward vector is defined to be the vector from the the center of the bottom face of the segment
// to the center of the top face of the segment.
void extract_up_vector_from_segment(segment *sp,vms_vector *vp)
{
extract_vector_from_segment(sp,vp,WBOTTOM,WTOP);
}
#endif
void add_side_as_quad(segment *sp, int sidenum, vms_vector *normal)
{
side *sidep = &sp->sides[sidenum];
sidep->type = SIDE_IS_QUAD;
#ifdef COMPACT_SEGS
normal = normal; //avoid compiler warning
#else
sidep->normals[0] = *normal;
sidep->normals[1] = *normal;
#endif
// If there is a connection here, we only formed the faces for the purpose of determining segment boundaries,
// so don't generate polys, else they will get rendered.
// if (sp->children[sidenum] != -1)
// sidep->render_flag = 0;
// else
// sidep->render_flag = 1;
}
// -------------------------------------------------------------------------------
// Return v0, v1, v2 = 3 vertices with smallest numbers. If *negate_flag set, then negate normal after computation.
// Note, you cannot just compute the normal by treating the points in the opposite direction as this introduces
// small differences between normals which should merely be opposites of each other.
void get_verts_for_normal(int va, int vb, int vc, int vd, int *v0, int *v1, int *v2, int *v3, int *negate_flag)
{
int i,j;
int v[4],w[4];
// w is a list that shows how things got scrambled so we know if our normal is pointing backwards
for (i=0; i<4; i++)
w[i] = i;
v[0] = va;
v[1] = vb;
v[2] = vc;
v[3] = vd;
for (i=1; i<4; i++)
for (j=0; j<i; j++)
if (v[j] > v[i]) {
int t;
t = v[j]; v[j] = v[i]; v[i] = t;
t = w[j]; w[j] = w[i]; w[i] = t;
}
Assert((v[0] < v[1]) && (v[1] < v[2]) && (v[2] < v[3]));
// Now, if for any w[i] & w[i+1]: w[i+1] = (w[i]+3)%4, then must swap
*v0 = v[0];
*v1 = v[1];
*v2 = v[2];
*v3 = v[3];
if ( (((w[0]+3) % 4) == w[1]) || (((w[1]+3) % 4) == w[2]))
*negate_flag = 1;
else
*negate_flag = 0;
}
// -------------------------------------------------------------------------------
void add_side_as_2_triangles(segment *sp, int sidenum)
{
vms_vector norm;
byte *vs = Side_to_verts[sidenum];
fix dot;
vms_vector vec_13; // vector from vertex 1 to vertex 3
side *sidep = &sp->sides[sidenum];
// Choose how to triangulate.
// If a wall, then
// Always triangulate so segment is convex.
// Use Matt's formula: Na . AD > 0, where ABCD are vertices on side, a is face formed by A,B,C, Na is normal from face a.
// If not a wall, then triangulate so whatever is on the other side is triangulated the same (ie, between the same absoluate vertices)
if (!IS_CHILD(sp->children[sidenum])) {
vm_vec_normal(&norm, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[2]]]);
vm_vec_sub(&vec_13, &Vertices[sp->verts[vs[3]]], &Vertices[sp->verts[vs[1]]]);
dot = vm_vec_dot(&norm, &vec_13);
// Now, signifiy whether to triangulate from 0:2 or 1:3
if (dot >= 0)
sidep->type = SIDE_IS_TRI_02;
else
sidep->type = SIDE_IS_TRI_13;
#ifndef COMPACT_SEGS
// Now, based on triangulation type, set the normals.
if (sidep->type == SIDE_IS_TRI_02) {
vm_vec_normal(&norm, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[2]]]);
sidep->normals[0] = norm;
vm_vec_normal(&norm, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[2]]], &Vertices[sp->verts[vs[3]]]);
sidep->normals[1] = norm;
} else {
vm_vec_normal(&norm, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[3]]]);
sidep->normals[0] = norm;
vm_vec_normal(&norm, &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[2]]], &Vertices[sp->verts[vs[3]]]);
sidep->normals[1] = norm;
}
#endif
} else {
int i,v[4], vsorted[4];
int negate_flag;
for (i=0; i<4; i++)
v[i] = sp->verts[vs[i]];
get_verts_for_normal(v[0], v[1], v[2], v[3], &vsorted[0], &vsorted[1], &vsorted[2], &vsorted[3], &negate_flag);
if ((vsorted[0] == v[0]) || (vsorted[0] == v[2])) {
sidep->type = SIDE_IS_TRI_02;
#ifndef COMPACT_SEGS
// Now, get vertices for normal for each triangle based on triangulation type.
get_verts_for_normal(v[0], v[1], v[2], 32767, &vsorted[0], &vsorted[1], &vsorted[2], &vsorted[3], &negate_flag);
vm_vec_normal(&norm, &Vertices[vsorted[0]], &Vertices[vsorted[1]], &Vertices[vsorted[2]]);
if (negate_flag)
vm_vec_negate(&norm);
sidep->normals[0] = norm;
get_verts_for_normal(v[0], v[2], v[3], 32767, &vsorted[0], &vsorted[1], &vsorted[2], &vsorted[3], &negate_flag);
vm_vec_normal(&norm, &Vertices[vsorted[0]], &Vertices[vsorted[1]], &Vertices[vsorted[2]]);
if (negate_flag)
vm_vec_negate(&norm);
sidep->normals[1] = norm;
#endif
} else {
sidep->type = SIDE_IS_TRI_13;
#ifndef COMPACT_SEGS
// Now, get vertices for normal for each triangle based on triangulation type.
get_verts_for_normal(v[0], v[1], v[3], 32767, &vsorted[0], &vsorted[1], &vsorted[2], &vsorted[3], &negate_flag);
vm_vec_normal(&norm, &Vertices[vsorted[0]], &Vertices[vsorted[1]], &Vertices[vsorted[2]]);
if (negate_flag)
vm_vec_negate(&norm);
sidep->normals[0] = norm;
get_verts_for_normal(v[1], v[2], v[3], 32767, &vsorted[0], &vsorted[1], &vsorted[2], &vsorted[3], &negate_flag);
vm_vec_normal(&norm, &Vertices[vsorted[0]], &Vertices[vsorted[1]], &Vertices[vsorted[2]]);
if (negate_flag)
vm_vec_negate(&norm);
sidep->normals[1] = norm;
#endif
}
}
}
int sign(fix v)
{
if (v > PLANE_DIST_TOLERANCE)
return 1;
else if (v < -(PLANE_DIST_TOLERANCE+1)) //neg & pos round differently
return -1;
else
return 0;
}
// -------------------------------------------------------------------------------
void create_walls_on_side(segment *sp, int sidenum)
{
int vm0, vm1, vm2, vm3, negate_flag;
int v0, v1, v2, v3;
vms_vector vn;
fix dist_to_plane;
v0 = sp->verts[Side_to_verts[sidenum][0]];
v1 = sp->verts[Side_to_verts[sidenum][1]];
v2 = sp->verts[Side_to_verts[sidenum][2]];
v3 = sp->verts[Side_to_verts[sidenum][3]];
get_verts_for_normal(v0, v1, v2, v3, &vm0, &vm1, &vm2, &vm3, &negate_flag);
vm_vec_normal(&vn, &Vertices[vm0], &Vertices[vm1], &Vertices[vm2]);
dist_to_plane = abs(vm_dist_to_plane(&Vertices[vm3], &vn, &Vertices[vm0]));
//if ((sp-Segments == 0x7b) && (sidenum == 3)) {
// mprintf((0, "Verts = %3i %3i %3i %3i, negate flag = %3i, dist = %8x\n", vm0, vm1, vm2, vm3, negate_flag, dist_to_plane));
// mprintf((0, " Normal = %8x %8x %8x\n", vn.x, vn.y, vn.z));
// mprintf((0, " Vert %3i = [%8x %8x %8x]\n", vm0, Vertices[vm0].x, Vertices[vm0].y, Vertices[vm0].z));
// mprintf((0, " Vert %3i = [%8x %8x %8x]\n", vm1, Vertices[vm1].x, Vertices[vm1].y, Vertices[vm1].z));
// mprintf((0, " Vert %3i = [%8x %8x %8x]\n", vm2, Vertices[vm2].x, Vertices[vm2].y, Vertices[vm2].z));
// mprintf((0, " Vert %3i = [%8x %8x %8x]\n", vm3, Vertices[vm3].x, Vertices[vm3].y, Vertices[vm3].z));
//}
//if ((sp-Segments == 0x86) && (sidenum == 5)) {
// mprintf((0, "Verts = %3i %3i %3i %3i, negate flag = %3i, dist = %8x\n", vm0, vm1, vm2, vm3, negate_flag, dist_to_plane));
// mprintf((0, " Normal = %8x %8x %8x\n", vn.x, vn.y, vn.z));
// mprintf((0, " Vert %3i = [%8x %8x %8x]\n", vm0, Vertices[vm0].x, Vertices[vm0].y, Vertices[vm0].z));
// mprintf((0, " Vert %3i = [%8x %8x %8x]\n", vm1, Vertices[vm1].x, Vertices[vm1].y, Vertices[vm1].z));
// mprintf((0, " Vert %3i = [%8x %8x %8x]\n", vm2, Vertices[vm2].x, Vertices[vm2].y, Vertices[vm2].z));
// mprintf((0, " Vert %3i = [%8x %8x %8x]\n", vm3, Vertices[vm3].x, Vertices[vm3].y, Vertices[vm3].z));
//}
if (negate_flag)
vm_vec_negate(&vn);
if (dist_to_plane <= PLANE_DIST_TOLERANCE)
add_side_as_quad(sp, sidenum, &vn);
else {
add_side_as_2_triangles(sp, sidenum);
//this code checks to see if we really should be triangulated, and
//de-triangulates if we shouldn't be.
{
int num_faces;
int vertex_list[6];
fix dist0,dist1;
int s0,s1;
int vertnum;
side *s;
create_abs_vertex_lists( &num_faces, vertex_list, sp-Segments, sidenum);
Assert(num_faces == 2);
s = &sp->sides[sidenum];
vertnum = min(vertex_list[0],vertex_list[2]);
#ifdef COMPACT_SEGS
{
vms_vector normals[2];
get_side_normals(sp, sidenum, &normals[0], &normals[1] );
dist0 = vm_dist_to_plane(&Vertices[vertex_list[1]],&normals[1],&Vertices[vertnum]);
dist1 = vm_dist_to_plane(&Vertices[vertex_list[4]],&normals[0],&Vertices[vertnum]);
}
#else
dist0 = vm_dist_to_plane(&Vertices[vertex_list[1]],&s->normals[1],&Vertices[vertnum]);
dist1 = vm_dist_to_plane(&Vertices[vertex_list[4]],&s->normals[0],&Vertices[vertnum]);
#endif
s0 = sign(dist0);
s1 = sign(dist1);
if (s0==0 || s1==0 || s0!=s1) {
sp->sides[sidenum].type = SIDE_IS_QUAD; //detriangulate!
#ifndef COMPACT_SEGS
sp->sides[sidenum].normals[0] = vn;
sp->sides[sidenum].normals[1] = vn;
#endif
}
}
}
}
#ifdef COMPACT_SEGS
//#define CACHE_DEBUG 1
#define MAX_CACHE_NORMALS 128
#define CACHE_MASK 127
typedef struct ncache_element {
short segnum;
ubyte sidenum;
vms_vector normals[2];
} ncache_element;
int ncache_initialized = 0;
ncache_element ncache[MAX_CACHE_NORMALS];
#ifdef CACHE_DEBUG
int ncache_counter = 0;
int ncache_hits = 0;
int ncache_misses = 0;
#endif
void ncache_init()
{
ncache_flush();
ncache_initialized = 1;
}
void ncache_flush()
{
int i;
for (i=0; i<MAX_CACHE_NORMALS; i++ ) {
ncache[i].segnum = -1;
}
}
// -------------------------------------------------------------------------------
int find_ncache_element( int segnum, int sidenum, int face_flags )
{
uint i;
if (!ncache_initialized) ncache_init();
#ifdef CACHE_DEBUG
if (((++ncache_counter % 5000)==1) && (ncache_hits+ncache_misses > 0))
mprintf(( 0, "NCACHE %d%% missed, H:%d, M:%d\n", (ncache_misses*100)/(ncache_hits+ncache_misses), ncache_hits, ncache_misses ));
#endif
i = ((segnum<<2) ^ sidenum) & CACHE_MASK;
if ((ncache[i].segnum == segnum) && ((ncache[i].sidenum&0xf)==sidenum) ) {
uint f1;
#ifdef CACHE_DEBUG
ncache_hits++;
#endif
f1 = ncache[i].sidenum>>4;
if ( (f1&face_flags)==face_flags )
return i;
if ( f1 & 1 )
uncached_get_side_normal( &Segments[segnum], sidenum, 1, &ncache[i].normals[1] );
else
uncached_get_side_normal( &Segments[segnum], sidenum, 0, &ncache[i].normals[0] );
ncache[i].sidenum |= face_flags<<4;
return i;
}
#ifdef CACHE_DEBUG
ncache_misses++;
#endif
switch( face_flags ) {
case 1:
uncached_get_side_normal( &Segments[segnum], sidenum, 0, &ncache[i].normals[0] );
break;
case 2:
uncached_get_side_normal( &Segments[segnum], sidenum, 1, &ncache[i].normals[1] );
break;
case 3:
uncached_get_side_normals(&Segments[segnum], sidenum, &ncache[i].normals[0], &ncache[i].normals[1] );
break;
}
ncache[i].segnum = segnum;
ncache[i].sidenum = sidenum | (face_flags<<4);
return i;
}
void get_side_normal(segment *sp, int sidenum, int face_num, vms_vector * vm )
{
int i;
i = find_ncache_element( sp - Segments, sidenum, 1 << face_num );
*vm = ncache[i].normals[face_num];
if (0) {
vms_vector tmp;
uncached_get_side_normal(sp, sidenum, face_num, &tmp );
Assert( tmp.x == vm->x );
Assert( tmp.y == vm->y );
Assert( tmp.z == vm->z );
}
}
void get_side_normals(segment *sp, int sidenum, vms_vector * vm1, vms_vector * vm2 )
{
int i;
i = find_ncache_element( sp - Segments, sidenum, 3 );
*vm1 = ncache[i].normals[0];
*vm2 = ncache[i].normals[1];
if (0) {
vms_vector tmp;
uncached_get_side_normal(sp, sidenum, 0, &tmp );
Assert( tmp.x == vm1->x );
Assert( tmp.y == vm1->y );
Assert( tmp.z == vm1->z );
uncached_get_side_normal(sp, sidenum, 1, &tmp );
Assert( tmp.x == vm2->x );
Assert( tmp.y == vm2->y );
Assert( tmp.z == vm2->z );
}
}
void uncached_get_side_normal(segment *sp, int sidenum, int face_num, vms_vector * vm )
{
int vm0, vm1, vm2, vm3, negate_flag;
char *vs = Side_to_verts[sidenum];
switch( sp->sides[sidenum].type ) {
case SIDE_IS_QUAD:
get_verts_for_normal(sp->verts[vs[0]], sp->verts[vs[1]], sp->verts[vs[2]], sp->verts[vs[3]], &vm0, &vm1, &vm2, &vm3, &negate_flag);
vm_vec_normal(vm, &Vertices[vm0], &Vertices[vm1], &Vertices[vm2]);
if (negate_flag)
vm_vec_negate(vm);
break;
case SIDE_IS_TRI_02:
if ( face_num == 0 )
vm_vec_normal(vm, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[2]]]);
else
vm_vec_normal(vm, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[2]]], &Vertices[sp->verts[vs[3]]]);
break;
case SIDE_IS_TRI_13:
if ( face_num == 0 )
vm_vec_normal(vm, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[3]]]);
else
vm_vec_normal(vm, &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[2]]], &Vertices[sp->verts[vs[3]]]);
break;
}
}
void uncached_get_side_normals(segment *sp, int sidenum, vms_vector * vm1, vms_vector * vm2 )
{
int vvm0, vvm1, vvm2, vvm3, negate_flag;
char *vs = Side_to_verts[sidenum];
switch( sp->sides[sidenum].type ) {
case SIDE_IS_QUAD:
get_verts_for_normal(sp->verts[vs[0]], sp->verts[vs[1]], sp->verts[vs[2]], sp->verts[vs[3]], &vvm0, &vvm1, &vvm2, &vvm3, &negate_flag);
vm_vec_normal(vm1, &Vertices[vvm0], &Vertices[vvm1], &Vertices[vvm2]);
if (negate_flag)
vm_vec_negate(vm1);
*vm2 = *vm1;
break;
case SIDE_IS_TRI_02:
vm_vec_normal(vm1, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[2]]]);
vm_vec_normal(vm2, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[2]]], &Vertices[sp->verts[vs[3]]]);
break;
case SIDE_IS_TRI_13:
vm_vec_normal(vm1, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[3]]]);
vm_vec_normal(vm2, &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[2]]], &Vertices[sp->verts[vs[3]]]);
break;
}
}
#endif
// -------------------------------------------------------------------------------
void validate_removable_wall(segment *sp, int sidenum, int tmap_num)
{
create_walls_on_side(sp, sidenum);
sp->sides[sidenum].tmap_num = tmap_num;
// assign_default_uvs_to_side(sp, sidenum);
// assign_light_to_side(sp, sidenum);
}
// -------------------------------------------------------------------------------
// Make a just-modified segment side valid.
void validate_segment_side(segment *sp, int sidenum)
{
if (sp->sides[sidenum].wall_num == -1)
create_walls_on_side(sp, sidenum);
else
// create_removable_wall(sp, sidenum, sp->sides[sidenum].tmap_num);
validate_removable_wall(sp, sidenum, sp->sides[sidenum].tmap_num);
// Set render_flag.
// If side doesn't have a child, then render wall. If it does have a child, but there is a temporary
// wall there, then do render wall.
// if (sp->children[sidenum] == -1)
// sp->sides[sidenum].render_flag = 1;
// else if (sp->sides[sidenum].wall_num != -1)
// sp->sides[sidenum].render_flag = 1;
// else
// sp->sides[sidenum].render_flag = 0;
}
extern int check_for_degenerate_segment(segment *sp);
// -------------------------------------------------------------------------------
// Make a just-modified segment valid.
// check all sides to see how many faces they each should have (0,1,2)
// create new vector normals
void validate_segment(segment *sp)
{
int side;
#ifdef EDITOR
check_for_degenerate_segment(sp);
#endif
for (side = 0; side < MAX_SIDES_PER_SEGMENT; side++)
validate_segment_side(sp, side);
// assign_default_uvs_to_segment(sp);
}
// -------------------------------------------------------------------------------
// Validate all segments.
// Highest_segment_index must be set.
// For all used segments (number <= Highest_segment_index), segnum field must be != -1.
void validate_segment_all(void)
{
int s;
for (s=0; s<=Highest_segment_index; s++)
#ifdef EDITOR
if (Segments[s].segnum != -1)
#endif
validate_segment(&Segments[s]);
#ifdef EDITOR
{
int said=0;
for (s=Highest_segment_index+1; s<MAX_SEGMENTS; s++)
if (Segments[s].segnum != -1) {
if (!said) {
mprintf((0, "Segment %i has invalid segnum. Bashing to -1. Silently bashing all others...", s));
}
said++;
Segments[s].segnum = -1;
}
if (said)
mprintf((0, "%i fixed.\n", said));
}
#endif
#ifndef NDEBUG
#ifndef COMPACT_SEGS
if (check_segment_connections())
Int3(); //Get Matt, si vous plait.
#endif
#endif
}
// ------------------------------------------------------------------------------------------------------
// Picks a random point in a segment like so:
// From center, go up to 50% of way towards any of the 8 vertices.
void pick_random_point_in_seg(vms_vector *new_pos, int segnum)
{
int vnum;
vms_vector vec2;
compute_segment_center(new_pos, &Segments[segnum]);
vnum = (rand() * MAX_VERTICES_PER_SEGMENT) >> 15;
vm_vec_sub(&vec2, &Vertices[Segments[segnum].verts[vnum]], new_pos);
vm_vec_scale(&vec2, rand()); // rand() always in 0..1/2
vm_vec_add2(new_pos, &vec2);
}
// ----------------------------------------------------------------------------------------------------------
// Set the segment depth of all segments from start_seg in *segbuf.
// Returns maximum depth value.
int set_segment_depths(int start_seg, ubyte *segbuf)
{
int i, curseg;
ubyte visited[MAX_SEGMENTS];
int queue[MAX_SEGMENTS];
int head, tail;
int depth;
int parent_depth=0;
depth = 1;
head = 0;
tail = 0;
for (i=0; i<=Highest_segment_index; i++)
visited[i] = 0;
if (segbuf[start_seg] == 0)
return 1;
queue[tail++] = start_seg;
visited[start_seg] = 1;
segbuf[start_seg] = depth++;
if (depth == 0)
depth = 255;
while (head < tail) {
curseg = queue[head++];
parent_depth = segbuf[curseg];
for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
int childnum;
childnum = Segments[curseg].children[i];
if (childnum != -1)
if (segbuf[childnum])
if (!visited[childnum]) {
visited[childnum] = 1;
segbuf[childnum] = parent_depth+1;
queue[tail++] = childnum;
}
}
}
return parent_depth+1;
}
//these constants should match the ones in seguvs
#define LIGHT_DISTANCE_THRESHOLD (F1_0*80)
#define Magical_light_constant (F1_0*16)
#define MAX_CHANGED_SEGS 30
short changed_segs[MAX_CHANGED_SEGS];
int n_changed_segs;
// ------------------------------------------------------------------------------------------
//cast static light from a segment to nearby segments
void apply_light_to_segment(segment *segp,vms_vector *segment_center, fix light_intensity,int recursion_depth)
{
vms_vector r_segment_center;
fix dist_to_rseg;
int i,segnum=segp-Segments,sidenum;
for (i=0;i<n_changed_segs;i++)
if (changed_segs[i] == segnum)
break;
if (i == n_changed_segs) {
compute_segment_center(&r_segment_center, segp);
dist_to_rseg = vm_vec_dist_quick(&r_segment_center, segment_center);
if (dist_to_rseg <= LIGHT_DISTANCE_THRESHOLD) {
fix light_at_point;
if (dist_to_rseg > F1_0)
light_at_point = fixdiv(Magical_light_constant, dist_to_rseg);
else
light_at_point = Magical_light_constant;
if (light_at_point >= 0) {
segment2 *seg2p = &Segment2s[segnum];
light_at_point = fixmul(light_at_point, light_intensity);
if (light_at_point >= F1_0)
light_at_point = F1_0-1;
if (light_at_point <= -F1_0)
light_at_point = -(F1_0-1);
seg2p->static_light += light_at_point;
if (seg2p->static_light < 0) // if it went negative, saturate
seg2p->static_light = 0;
} // end if (light_at_point...
} // end if (dist_to_rseg...
changed_segs[n_changed_segs++] = segnum;
}
if (recursion_depth < 2)
for (sidenum=0; sidenum<6; sidenum++) {
if (WALL_IS_DOORWAY(segp,sidenum) & WID_RENDPAST_FLAG)
apply_light_to_segment(&Segments[segp->children[sidenum]],segment_center,light_intensity,recursion_depth+1);
}
}
extern object *old_viewer;
//update the static_light field in a segment, which is used for object lighting
//this code is copied from the editor routine calim_process_all_lights()
void change_segment_light(int segnum,int sidenum,int dir)
{
segment *segp = &Segments[segnum];
if (WALL_IS_DOORWAY(segp, sidenum) & WID_RENDER_FLAG) {
side *sidep = &segp->sides[sidenum];
fix light_intensity;
light_intensity = TmapInfo[sidep->tmap_num].lighting + TmapInfo[sidep->tmap_num2 & 0x3fff].lighting;
light_intensity *= dir;
n_changed_segs = 0;
if (light_intensity) {
vms_vector segment_center;
compute_segment_center(&segment_center, segp);
apply_light_to_segment(segp,&segment_center,light_intensity,0);
}
}
//this is a horrible hack to get around the horrible hack used to
//smooth lighting values when an object moves between segments
old_viewer = NULL;
}
// ------------------------------------------------------------------------------------------
// dir = +1 -> add light
// dir = -1 -> subtract light
// dir = 17 -> add 17x light
// dir = 0 -> you are dumb
void change_light(int segnum, int sidenum, int dir)
{
int i, j, k;
for (i=0; i<Num_static_lights; i++) {
if ((Dl_indices[i].segnum == segnum) && (Dl_indices[i].sidenum == sidenum)) {
delta_light *dlp;
dlp = &Delta_lights[Dl_indices[i].index];
for (j=0; j<Dl_indices[i].count; j++) {
for (k=0; k<4; k++) {
fix dl,new_l;
dl = dir * dlp->vert_light[k] * DL_SCALE;
Assert((dlp->segnum >= 0) && (dlp->segnum <= Highest_segment_index));
Assert((dlp->sidenum >= 0) && (dlp->sidenum < MAX_SIDES_PER_SEGMENT));
new_l = (Segments[dlp->segnum].sides[dlp->sidenum].uvls[k].l += dl);
if (new_l < 0)
Segments[dlp->segnum].sides[dlp->sidenum].uvls[k].l = 0;
}
dlp++;
}
}
}
//recompute static light for segment
change_segment_light(segnum,sidenum,dir);
}
// Subtract light cast by a light source from all surfaces to which it applies light.
// This is precomputed data, stored at static light application time in the editor (the slow lighting function).
// returns 1 if lights actually subtracted, else 0
int subtract_light(int segnum, int sidenum)
{
if (Light_subtracted[segnum] & (1 << sidenum)) {
//mprintf((0, "Warning: Trying to subtract light from a source twice!\n"));
return 0;
}
Light_subtracted[segnum] |= (1 << sidenum);
change_light(segnum, sidenum, -1);
return 1;
}
// Add light cast by a light source from all surfaces to which it applies light.
// This is precomputed data, stored at static light application time in the editor (the slow lighting function).
// You probably only want to call this after light has been subtracted.
// returns 1 if lights actually added, else 0
int add_light(int segnum, int sidenum)
{
if (!(Light_subtracted[segnum] & (1 << sidenum))) {
//mprintf((0, "Warning: Trying to add light which has never been subtracted!\n"));
return 0;
}
Light_subtracted[segnum] &= ~(1 << sidenum);
change_light(segnum, sidenum, 1);
return 1;
}
// Light_subtracted[i] contains bit indicators for segment #i.
// If bit n (1 << n) is set, then side #n in segment #i has had light subtracted from original (editor-computed) value.
ubyte Light_subtracted[MAX_SEGMENTS];
// Parse the Light_subtracted array, turning on or off all lights.
void apply_all_changed_light(void)
{
int i,j;
for (i=0; i<=Highest_segment_index; i++) {
for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
if (Light_subtracted[i] & (1 << j))
change_light(i, j, -1);
}
}
//@@// Scans Light_subtracted bit array.
//@@// For all light sources which have had their light subtracted, adds light back in.
//@@void restore_all_lights_in_mine(void)
//@@{
//@@ int i, j, k;
//@@
//@@ for (i=0; i<Num_static_lights; i++) {
//@@ int segnum, sidenum;
//@@ delta_light *dlp;
//@@
//@@ segnum = Dl_indices[i].segnum;
//@@ sidenum = Dl_indices[i].sidenum;
//@@ if (Light_subtracted[segnum] & (1 << sidenum)) {
//@@ dlp = &Delta_lights[Dl_indices[i].index];
//@@
//@@ Light_subtracted[segnum] &= ~(1 << sidenum);
//@@ for (j=0; j<Dl_indices[i].count; j++) {
//@@ for (k=0; k<4; k++) {
//@@ fix dl;
//@@ dl = dlp->vert_light[k] * DL_SCALE;
//@@ Assert((dlp->segnum >= 0) && (dlp->segnum <= Highest_segment_index));
//@@ Assert((dlp->sidenum >= 0) && (dlp->sidenum < MAX_SIDES_PER_SEGMENT));
//@@ Segments[dlp->segnum].sides[dlp->sidenum].uvls[k].l += dl;
//@@ }
//@@ dlp++;
//@@ }
//@@ }
//@@ }
//@@}
// Should call this whenever a new mine gets loaded.
// More specifically, should call this whenever something global happens
// to change the status of static light in the mine.
void clear_light_subtracted(void)
{
int i;
for (i=0; i<=Highest_segment_index; i++)
Light_subtracted[i] = 0;
}
// -----------------------------------------------------------------------------
fix find_connected_distance_segments( int seg0, int seg1, int depth, int wid_flag)
{
vms_vector p0, p1;
compute_segment_center(&p0, &Segments[seg0]);
compute_segment_center(&p1, &Segments[seg1]);
return find_connected_distance(&p0, seg0, &p1, seg1, depth, wid_flag);
}
#define AMBIENT_SEGMENT_DEPTH 5
// -----------------------------------------------------------------------------
// Do a bfs from segnum, marking slots in marked_segs if the segment is reachable.
void ambient_mark_bfs(int segnum, byte *marked_segs, int depth)
{
int i;
if (depth < 0)
return;
marked_segs[segnum] = 1;
for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
int child = Segments[segnum].children[i];
if (IS_CHILD(child) && (WALL_IS_DOORWAY(&Segments[segnum],i) & WID_RENDPAST_FLAG) && !marked_segs[child])
ambient_mark_bfs(child, marked_segs, depth-1);
}
}
// -----------------------------------------------------------------------------
// Indicate all segments which are within audible range of falling water or lava,
// and so should hear ambient gurgles.
void set_ambient_sound_flags_common(int tmi_bit, int s2f_bit)
{
int i, j;
byte marked_segs[MAX_SEGMENTS];
// Now, all segments containing ambient lava or water sound makers are flagged.
// Additionally flag all segments which are within range of them.
for (i=0; i<=Highest_segment_index; i++) {
marked_segs[i] = 0;
Segment2s[i].s2_flags &= ~s2f_bit;
}
// Mark all segments which are sources of the sound.
for (i=0; i<=Highest_segment_index; i++) {
segment *segp = &Segments[i];
segment2 *seg2p = &Segment2s[i];
for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
side *sidep = &segp->sides[j];
if ((TmapInfo[sidep->tmap_num].flags & tmi_bit) || (TmapInfo[sidep->tmap_num2 & 0x3fff].flags & tmi_bit)) {
if (!IS_CHILD(segp->children[j]) || (sidep->wall_num != -1)) {
seg2p->s2_flags |= s2f_bit;
marked_segs[i] = 1; // Say it's itself that it is close enough to to hear something.
}
}
}
}
// Next mark all segments within N segments of a source.
for (i=0; i<=Highest_segment_index; i++) {
segment2 *seg2p = &Segment2s[i];
if (seg2p->s2_flags & s2f_bit)
ambient_mark_bfs(i, marked_segs, AMBIENT_SEGMENT_DEPTH);
}
// Now, flip bits in all segments which can hear the ambient sound.
for (i=0; i<=Highest_segment_index; i++)
if (marked_segs[i])
Segment2s[i].s2_flags |= s2f_bit;
}
// -----------------------------------------------------------------------------
// Indicate all segments which are within audible range of falling water or lava,
// and so should hear ambient gurgles.
// Bashes values in Segment2s array.
void set_ambient_sound_flags(void)
{
set_ambient_sound_flags_common(TMI_VOLATILE, S2F_AMBIENT_LAVA);
set_ambient_sound_flags_common(TMI_WATER, S2F_AMBIENT_WATER);
}