2426 lines
73 KiB
C
2426 lines
73 KiB
C
/* $Id: gameseg.c,v 1.4 2003-10-04 03:14:47 btb Exp $ */
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Functions moved from segment.c to make editor separable from game.
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*
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* Old Log:
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* Revision 1.9 1995/11/08 16:26:04 allender
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* minor bug fix in find_connected_distance
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*
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* Revision 1.8 1995/10/12 17:36:55 allender
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* made trace_segs only recurse 100 times max
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*
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* Revision 1.7 1995/10/11 18:29:01 allender
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* removed Int3 from trace_segs
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*
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* Revision 1.6 1995/10/11 14:13:54 allender
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* put in stack check code into trace-segs
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*
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* Revision 1.5 1995/09/23 09:40:25 allender
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* put in casts in extract_shortpos to try and solve shortpos problem
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* with appletalk
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*
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* Revision 1.4 1995/09/20 14:26:50 allender
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* added flag to swap bytes on extract shortpot
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*
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* Revision 1.3 1995/08/12 12:01:27 allender
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* added flag to create_shortpos to swap bytes
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*
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* Revision 1.2 1995/06/06 10:42:07 allender
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* made shortpos routines swap bytes when extracting and making shortpos structures
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*
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* Revision 1.1 1995/05/16 15:25:46 allender
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* Initial revision
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*
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* Revision 2.2 1995/03/20 18:15:39 john
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* Added code to not store the normals in the segment structure.
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*
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* Revision 2.1 1995/03/08 12:11:39 allender
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* fix shortpos reading/writing
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*
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* Revision 2.0 1995/02/27 11:29:21 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.78 1995/02/22 13:52:22 allender
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* remove anonymous unions from object structure
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*
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* Revision 1.77 1995/02/22 13:24:47 john
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* Removed the vecmat anonymous unions.
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*
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* Revision 1.76 1995/02/13 20:35:01 john
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* Lintized
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*
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* Revision 1.75 1995/02/09 13:10:51 mike
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* remove an annoying mprintf.
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*
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* Revision 1.74 1995/02/05 17:49:28 rob
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* Added assert to gameseg.c.
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*
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* Revision 1.73 1995/02/02 00:49:26 mike
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* new automap segment-depth functionality.
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*
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* Revision 1.72 1995/01/16 21:06:51 mike
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* Move function pick_random_point_in_segment from fireball.c to gameseg.c.
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*
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* Revision 1.71 1994/12/21 19:54:32 matt
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* Added error checking
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*
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* Revision 1.70 1994/12/11 21:34:09 matt
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* Changed assert() to int3()
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*
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* Revision 1.69 1994/12/01 21:04:37 matt
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* Several important changes:
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* (1) Checking against triangulated sides has been standardized a bit
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* (2) Code has been added to de-triangulate some sides
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* (3) BIG ONE: the tolerance for checking a point against a plane has
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* been drastically relaxed
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*
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*
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* Revision 1.67 1994/11/27 23:12:21 matt
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* Made changes for new mprintf calling convention
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*
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* Revision 1.66 1994/11/26 22:51:40 matt
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* Removed editor-only fields from segment structure when editor is compiled
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* out, and padded segment structure to even multiple of 4 bytes.
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*
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* Revision 1.65 1994/11/22 16:55:38 mike
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* use memset in place of loop to clear array.
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*
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* Revision 1.64 1994/11/19 15:20:37 mike
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* rip out unused code and data
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*
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* Revision 1.63 1994/11/18 18:31:48 matt
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* Fixed code again (and maybe for real)
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*
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* Revision 1.62 1994/11/18 16:54:24 matt
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* Fixed extract_orient_from_segment()
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*
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* Revision 1.61 1994/11/17 14:56:50 mike
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* moved segment validation functions from editor to main.
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*
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* Revision 1.60 1994/11/16 23:38:53 mike
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* new improved boss teleportation behavior.
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*
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* Revision 1.59 1994/10/30 14:12:46 mike
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* rip out local segments stuff.
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*
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* Revision 1.58 1994/10/27 10:53:39 matt
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* Made connectivity error checking put up warning if errors found
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*
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* Revision 1.57 1994/10/25 21:19:26 mike
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* debugging code.
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*
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* Revision 1.56 1994/10/25 11:26:09 mike
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* *** empty log message ***
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*
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* Revision 1.55 1994/10/22 22:36:08 matt
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* Improved error finding routine
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*
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* Revision 1.54 1994/10/22 18:56:51 matt
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* Fixed obscure bug in segment trace code
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* Added error find routine, check_segment_connections()
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*
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* Revision 1.53 1994/10/17 14:05:19 matt
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* Don't give recursion assert if doing lighting
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*
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* Revision 1.52 1994/10/15 19:03:48 mike
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* Don't do exhaustive search in smooth lighting.
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*
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* Revision 1.51 1994/10/12 09:46:44 mike
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* Add debug code for trapping exhaustive searches.
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*
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* Revision 1.50 1994/10/11 20:50:41 matt
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* Made find_point_seg() take -1 as segnum, meaning to search all segments
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*
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* Revision 1.49 1994/10/11 17:40:31 matt
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* Fixed bug that caused segment trace to only go through sides you can fly through
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*
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* Revision 1.48 1994/10/10 14:48:16 matt
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* Fixed mistake that caused odd pauses and occasional int3's
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*
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* Revision 1.47 1994/10/09 23:50:41 matt
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* Made find_hitpoint_uv() work with triangulated sides
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*
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* Revision 1.46 1994/10/08 23:06:52 matt
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* trace_segs() didn't know about external walls
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*
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* Revision 1.45 1994/10/07 22:18:57 mike
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* Put in asserts to trap bad segnums.
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*
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* Revision 1.44 1994/10/06 14:08:07 matt
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* Added new function, extract_orient_from_segment()
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*
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* Revision 1.43 1994/10/04 16:24:11 mike
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* Set global Connected_segment_distance for debug reasons for aipath.c.
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*
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* Revision 1.42 1994/10/04 09:18:42 mike
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* Comment out a variable definition, preventing a warning message.
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*
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* Revision 1.41 1994/10/03 23:43:42 mike
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* Put in a warning for overrunning point_segs buffer.
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*
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* Revision 1.40 1994/10/03 20:55:43 rob
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* Added velocity to shortpos.
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*
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* Revision 1.39 1994/09/27 11:46:06 rob
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* re-fixed that same bug (ugh).
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*
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* Revision 1.38 1994/09/27 10:10:51 rob
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* Fixed bug in extract_shortpos (obj_relink added).
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*
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* Revision 1.37 1994/09/25 23:41:02 matt
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* Changed the object load & save code to read/write the structure fields one
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* at a time (rather than the whole structure at once). This mean that the
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* object structure can be changed without breaking the load/save functions.
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* As a result of this change, the local_object data can be and has been
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* incorporated into the object array. Also, timeleft is now a property
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* of all objects, and the object structure has been otherwise cleaned up.
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*
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* Revision 1.36 1994/09/22 19:03:05 mike
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* Add shortpos manipulation functions create_shortpos and extract_shortpos.
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*
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* Revision 1.35 1994/09/19 21:21:16 mike
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* Minor optimization to find_connected_distance.
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*
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* Revision 1.34 1994/09/19 21:05:25 mike
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* Write function find_connected_distance,
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* returns distance between two points as travellable through the mine.
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*
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* Revision 1.33 1994/08/30 15:07:15 matt
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* Changed find_point_seg() to deal with some infinite recursion problems.
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*
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* Revision 1.32 1994/08/11 18:58:32 mike
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* Use ints in place of shorts for optimization.
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*
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* Revision 1.31 1994/08/04 00:20:09 matt
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* Cleaned up fvi & physics error handling; put in code to make sure objects
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* are in correct segment; simplified segment finding for objects and points
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*
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* Revision 1.30 1994/08/03 16:46:12 mike
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* not much...
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*
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* Revision 1.29 1994/08/02 20:41:31 matt
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* Fixed bug in get_side_verts()
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*
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* Revision 1.28 1994/08/02 19:04:25 matt
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* Cleaned up vertex list functions
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*
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* Revision 1.27 1994/08/01 10:39:44 matt
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* find_new_seg() now will look through any kind of wall but a totally solid one
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*
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* Revision 1.26 1994/07/28 19:15:59 matt
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* Fixed yet another bug in get_seg_masks()
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include <conf.h>
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#endif
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h> // for memset()
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#include "u_mem.h"
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#include "inferno.h"
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#include "game.h"
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#include "error.h"
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#include "mono.h"
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#include "vecmat.h"
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#include "gameseg.h"
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#include "wall.h"
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#include "fuelcen.h"
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#include "bm.h"
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#include "fvi.h"
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#include "byteswap.h"
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#ifdef RCS
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static char rcsid[] = "$Id: gameseg.c,v 1.4 2003-10-04 03:14:47 btb Exp $";
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#endif
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// How far a point can be from a plane, and still be "in" the plane
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#define PLANE_DIST_TOLERANCE 250
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dl_index Dl_indices[MAX_DL_INDICES];
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delta_light Delta_lights[MAX_DELTA_LIGHTS];
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int Num_static_lights;
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// ------------------------------------------------------------------------------------------
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// Compute the center point of a side of a segment.
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// The center point is defined to be the average of the 4 points defining the side.
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void compute_center_point_on_side(vms_vector *vp,segment *sp,int side)
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{
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int v;
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vm_vec_zero(vp);
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for (v=0; v<4; v++)
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vm_vec_add2(vp,&Vertices[sp->verts[Side_to_verts[side][v]]]);
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vm_vec_scale(vp,F1_0/4);
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}
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// ------------------------------------------------------------------------------------------
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// Compute segment center.
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// The center point is defined to be the average of the 8 points defining the segment.
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void compute_segment_center(vms_vector *vp,segment *sp)
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{
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int v;
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vm_vec_zero(vp);
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for (v=0; v<8; v++)
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vm_vec_add2(vp,&Vertices[sp->verts[v]]);
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vm_vec_scale(vp,F1_0/8);
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}
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// -----------------------------------------------------------------------------
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// Given two segments, return the side index in the connecting segment which connects to the base segment
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// Optimized by MK on 4/21/94 because it is a 2% load.
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int find_connect_side(segment *base_seg, segment *con_seg)
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{
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int s;
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short base_seg_num = base_seg - Segments;
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short *childs = con_seg->children;
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for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) {
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if (*childs++ == base_seg_num)
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return s;
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}
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// 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
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return -1;
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}
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// -----------------------------------------------------------------------------------
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// Given a side, return the number of faces
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int get_num_faces(side *sidep)
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{
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switch (sidep->type) {
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case SIDE_IS_QUAD:
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return 1;
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break;
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case SIDE_IS_TRI_02:
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case SIDE_IS_TRI_13:
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return 2;
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break;
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default:
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Error("Illegal type = %i\n", sidep->type);
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break;
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}
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}
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// Fill in array with four absolute point numbers for a given side
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void get_side_verts(short *vertlist,int segnum,int sidenum)
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{
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int i;
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sbyte *sv = Side_to_verts[sidenum];
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short *vp = Segments[segnum].verts;
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for (i=4; i--;)
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vertlist[i] = vp[sv[i]];
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}
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#ifdef EDITOR
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// -----------------------------------------------------------------------------------
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// Create all vertex lists (1 or 2) for faces on a side.
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// Sets:
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// num_faces number of lists
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// vertices vertices in all (1 or 2) faces
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// If there is one face, it has 4 vertices.
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// If there are two faces, they both have three vertices, so face #0 is stored in vertices 0,1,2,
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// face #1 is stored in vertices 3,4,5.
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// Note: these are not absolute vertex numbers, but are relative to the segment
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// Note: for triagulated sides, the middle vertex of each trianle is the one NOT
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// adjacent on the diagonal edge
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void create_all_vertex_lists(int *num_faces, int *vertices, int segnum, int sidenum)
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{
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side *sidep = &Segments[segnum].sides[sidenum];
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int *sv = Side_to_verts_int[sidenum];
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Assert((segnum <= Highest_segment_index) && (segnum >= 0));
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Assert((sidenum >= 0) && (sidenum < 6));
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switch (sidep->type) {
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case SIDE_IS_QUAD:
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vertices[0] = sv[0];
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vertices[1] = sv[1];
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vertices[2] = sv[2];
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vertices[3] = sv[3];
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*num_faces = 1;
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break;
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case SIDE_IS_TRI_02:
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*num_faces = 2;
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vertices[0] = sv[0];
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vertices[1] = sv[1];
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vertices[2] = sv[2];
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vertices[3] = sv[2];
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vertices[4] = sv[3];
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vertices[5] = sv[0];
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//IMPORTANT: DON'T CHANGE THIS CODE WITHOUT CHANGING GET_SEG_MASKS()
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//CREATE_ABS_VERTEX_LISTS(), CREATE_ALL_VERTEX_LISTS(), CREATE_ALL_VERTNUM_LISTS()
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break;
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case SIDE_IS_TRI_13:
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*num_faces = 2;
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vertices[0] = sv[3];
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vertices[1] = sv[0];
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vertices[2] = sv[1];
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vertices[3] = sv[1];
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vertices[4] = sv[2];
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vertices[5] = sv[3];
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//IMPORTANT: DON'T CHANGE THIS CODE WITHOUT CHANGING GET_SEG_MASKS()
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//CREATE_ABS_VERTEX_LISTS(), CREATE_ALL_VERTEX_LISTS(), CREATE_ALL_VERTNUM_LISTS()
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break;
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default:
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Error("Illegal side type (1), type = %i, segment # = %i, side # = %i\n", sidep->type, segnum, sidenum);
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break;
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}
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}
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#endif
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// -----------------------------------------------------------------------------------
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// Like create all vertex lists, but returns the vertnums (relative to
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// the side) for each of the faces that make up the side.
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// If there is one face, it has 4 vertices.
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// If there are two faces, they both have three vertices, so face #0 is stored in vertices 0,1,2,
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// face #1 is stored in vertices 3,4,5.
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void create_all_vertnum_lists(int *num_faces, int *vertnums, int segnum, int sidenum)
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{
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side *sidep = &Segments[segnum].sides[sidenum];
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Assert((segnum <= Highest_segment_index) && (segnum >= 0));
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switch (sidep->type) {
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case SIDE_IS_QUAD:
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vertnums[0] = 0;
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vertnums[1] = 1;
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vertnums[2] = 2;
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vertnums[3] = 3;
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*num_faces = 1;
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break;
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case SIDE_IS_TRI_02:
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*num_faces = 2;
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vertnums[0] = 0;
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vertnums[1] = 1;
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vertnums[2] = 2;
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vertnums[3] = 2;
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vertnums[4] = 3;
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vertnums[5] = 0;
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//IMPORTANT: DON'T CHANGE THIS CODE WITHOUT CHANGING GET_SEG_MASKS()
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//CREATE_ABS_VERTEX_LISTS(), CREATE_ALL_VERTEX_LISTS(), CREATE_ALL_VERTNUM_LISTS()
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break;
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case SIDE_IS_TRI_13:
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*num_faces = 2;
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vertnums[0] = 3;
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vertnums[1] = 0;
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vertnums[2] = 1;
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vertnums[3] = 1;
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vertnums[4] = 2;
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vertnums[5] = 3;
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//IMPORTANT: DON'T CHANGE THIS CODE WITHOUT CHANGING GET_SEG_MASKS()
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//CREATE_ABS_VERTEX_LISTS(), CREATE_ALL_VERTEX_LISTS(), CREATE_ALL_VERTNUM_LISTS()
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break;
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default:
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Error("Illegal side type (2), type = %i, segment # = %i, side # = %i\n", sidep->type, segnum, sidenum);
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break;
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}
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}
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// -----
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//like create_all_vertex_lists(), but generate absolute point numbers
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void create_abs_vertex_lists(int *num_faces, int *vertices, int segnum, int sidenum)
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|
{
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short *vp = Segments[segnum].verts;
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side *sidep = &Segments[segnum].sides[sidenum];
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int *sv = Side_to_verts_int[sidenum];
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|
|
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;
|
|
sbyte 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;
|
|
|
|
}
|
|
|
|
sbyte 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;
|
|
sbyte *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;
|
|
sbyte *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;
|
|
sbyte *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
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
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#ifdef COMPACT_SEGS
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//#define CACHE_DEBUG 1
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#define MAX_CACHE_NORMALS 128
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#define CACHE_MASK 127
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typedef struct ncache_element {
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short segnum;
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ubyte sidenum;
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vms_vector normals[2];
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} ncache_element;
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int ncache_initialized = 0;
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ncache_element ncache[MAX_CACHE_NORMALS];
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#ifdef CACHE_DEBUG
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int ncache_counter = 0;
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int ncache_hits = 0;
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int ncache_misses = 0;
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#endif
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void ncache_init()
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{
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ncache_flush();
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ncache_initialized = 1;
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}
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void ncache_flush()
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{
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int i;
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for (i=0; i<MAX_CACHE_NORMALS; i++ ) {
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ncache[i].segnum = -1;
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}
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}
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// -------------------------------------------------------------------------------
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int find_ncache_element( int segnum, int sidenum, int face_flags )
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{
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uint i;
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if (!ncache_initialized) ncache_init();
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#ifdef CACHE_DEBUG
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if (((++ncache_counter % 5000)==1) && (ncache_hits+ncache_misses > 0))
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mprintf(( 0, "NCACHE %d%% missed, H:%d, M:%d\n", (ncache_misses*100)/(ncache_hits+ncache_misses), ncache_hits, ncache_misses ));
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#endif
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i = ((segnum<<2) ^ sidenum) & CACHE_MASK;
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if ((ncache[i].segnum == segnum) && ((ncache[i].sidenum&0xf)==sidenum) ) {
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uint f1;
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#ifdef CACHE_DEBUG
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ncache_hits++;
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#endif
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f1 = ncache[i].sidenum>>4;
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if ( (f1&face_flags)==face_flags )
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return i;
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if ( f1 & 1 )
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uncached_get_side_normal( &Segments[segnum], sidenum, 1, &ncache[i].normals[1] );
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else
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uncached_get_side_normal( &Segments[segnum], sidenum, 0, &ncache[i].normals[0] );
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ncache[i].sidenum |= face_flags<<4;
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return i;
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}
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#ifdef CACHE_DEBUG
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ncache_misses++;
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#endif
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switch( face_flags ) {
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case 1:
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uncached_get_side_normal( &Segments[segnum], sidenum, 0, &ncache[i].normals[0] );
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break;
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case 2:
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uncached_get_side_normal( &Segments[segnum], sidenum, 1, &ncache[i].normals[1] );
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break;
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case 3:
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uncached_get_side_normals(&Segments[segnum], sidenum, &ncache[i].normals[0], &ncache[i].normals[1] );
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break;
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}
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ncache[i].segnum = segnum;
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ncache[i].sidenum = sidenum | (face_flags<<4);
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return i;
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}
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void get_side_normal(segment *sp, int sidenum, int face_num, vms_vector * vm )
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{
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int i;
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i = find_ncache_element( sp - Segments, sidenum, 1 << face_num );
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*vm = ncache[i].normals[face_num];
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if (0) {
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vms_vector tmp;
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uncached_get_side_normal(sp, sidenum, face_num, &tmp );
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Assert( tmp.x == vm->x );
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Assert( tmp.y == vm->y );
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Assert( tmp.z == vm->z );
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}
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}
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void get_side_normals(segment *sp, int sidenum, vms_vector * vm1, vms_vector * vm2 )
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{
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int i;
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i = find_ncache_element( sp - Segments, sidenum, 3 );
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*vm1 = ncache[i].normals[0];
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*vm2 = ncache[i].normals[1];
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if (0) {
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vms_vector tmp;
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uncached_get_side_normal(sp, sidenum, 0, &tmp );
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Assert( tmp.x == vm1->x );
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Assert( tmp.y == vm1->y );
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Assert( tmp.z == vm1->z );
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uncached_get_side_normal(sp, sidenum, 1, &tmp );
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Assert( tmp.x == vm2->x );
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Assert( tmp.y == vm2->y );
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Assert( tmp.z == vm2->z );
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}
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}
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void uncached_get_side_normal(segment *sp, int sidenum, int face_num, vms_vector * vm )
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{
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int vm0, vm1, vm2, vm3, negate_flag;
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char *vs = Side_to_verts[sidenum];
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switch( sp->sides[sidenum].type ) {
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case SIDE_IS_QUAD:
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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);
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vm_vec_normal(vm, &Vertices[vm0], &Vertices[vm1], &Vertices[vm2]);
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if (negate_flag)
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vm_vec_negate(vm);
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break;
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case SIDE_IS_TRI_02:
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if ( face_num == 0 )
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vm_vec_normal(vm, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[2]]]);
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else
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vm_vec_normal(vm, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[2]]], &Vertices[sp->verts[vs[3]]]);
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break;
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case SIDE_IS_TRI_13:
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if ( face_num == 0 )
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vm_vec_normal(vm, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[3]]]);
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else
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vm_vec_normal(vm, &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[2]]], &Vertices[sp->verts[vs[3]]]);
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break;
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}
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}
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void uncached_get_side_normals(segment *sp, int sidenum, vms_vector * vm1, vms_vector * vm2 )
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{
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int vvm0, vvm1, vvm2, vvm3, negate_flag;
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char *vs = Side_to_verts[sidenum];
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switch( sp->sides[sidenum].type ) {
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case SIDE_IS_QUAD:
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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);
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vm_vec_normal(vm1, &Vertices[vvm0], &Vertices[vvm1], &Vertices[vvm2]);
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if (negate_flag)
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vm_vec_negate(vm1);
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*vm2 = *vm1;
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break;
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case SIDE_IS_TRI_02:
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vm_vec_normal(vm1, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[2]]]);
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vm_vec_normal(vm2, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[2]]], &Vertices[sp->verts[vs[3]]]);
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break;
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case SIDE_IS_TRI_13:
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vm_vec_normal(vm1, &Vertices[sp->verts[vs[0]]], &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[3]]]);
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vm_vec_normal(vm2, &Vertices[sp->verts[vs[1]]], &Vertices[sp->verts[vs[2]]], &Vertices[sp->verts[vs[3]]]);
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break;
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}
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}
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#endif
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// -------------------------------------------------------------------------------
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void validate_removable_wall(segment *sp, int sidenum, int tmap_num)
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{
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create_walls_on_side(sp, sidenum);
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sp->sides[sidenum].tmap_num = tmap_num;
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// assign_default_uvs_to_side(sp, sidenum);
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// assign_light_to_side(sp, sidenum);
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}
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// -------------------------------------------------------------------------------
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// Make a just-modified segment side valid.
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void validate_segment_side(segment *sp, int sidenum)
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{
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if (sp->sides[sidenum].wall_num == -1)
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create_walls_on_side(sp, sidenum);
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else
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// create_removable_wall(sp, sidenum, sp->sides[sidenum].tmap_num);
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validate_removable_wall(sp, sidenum, sp->sides[sidenum].tmap_num);
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// Set render_flag.
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// If side doesn't have a child, then render wall. If it does have a child, but there is a temporary
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// wall there, then do render wall.
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// if (sp->children[sidenum] == -1)
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// sp->sides[sidenum].render_flag = 1;
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// else if (sp->sides[sidenum].wall_num != -1)
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// sp->sides[sidenum].render_flag = 1;
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// else
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// sp->sides[sidenum].render_flag = 0;
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}
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extern int check_for_degenerate_segment(segment *sp);
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// -------------------------------------------------------------------------------
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// Make a just-modified segment valid.
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// check all sides to see how many faces they each should have (0,1,2)
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// create new vector normals
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void validate_segment(segment *sp)
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{
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int side;
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#ifdef EDITOR
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check_for_degenerate_segment(sp);
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#endif
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for (side = 0; side < MAX_SIDES_PER_SEGMENT; side++)
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validate_segment_side(sp, side);
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// assign_default_uvs_to_segment(sp);
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}
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// -------------------------------------------------------------------------------
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// Validate all segments.
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// Highest_segment_index must be set.
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// For all used segments (number <= Highest_segment_index), segnum field must be != -1.
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void validate_segment_all(void)
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{
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int s;
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for (s=0; s<=Highest_segment_index; s++)
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#ifdef EDITOR
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if (Segments[s].segnum != -1)
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#endif
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validate_segment(&Segments[s]);
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#ifdef EDITOR
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{
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int said=0;
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for (s=Highest_segment_index+1; s<MAX_SEGMENTS; s++)
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if (Segments[s].segnum != -1) {
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if (!said) {
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mprintf((0, "Segment %i has invalid segnum. Bashing to -1. Silently bashing all others...", s));
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}
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said++;
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Segments[s].segnum = -1;
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}
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if (said)
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mprintf((0, "%i fixed.\n", said));
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}
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#endif
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#ifndef NDEBUG
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#ifndef COMPACT_SEGS
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if (check_segment_connections())
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Int3(); //Get Matt, si vous plait.
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#endif
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#endif
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}
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// ------------------------------------------------------------------------------------------------------
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// Picks a random point in a segment like so:
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// From center, go up to 50% of way towards any of the 8 vertices.
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void pick_random_point_in_seg(vms_vector *new_pos, int segnum)
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{
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int vnum;
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vms_vector vec2;
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compute_segment_center(new_pos, &Segments[segnum]);
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vnum = (rand() * MAX_VERTICES_PER_SEGMENT) >> 15;
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vm_vec_sub(&vec2, &Vertices[Segments[segnum].verts[vnum]], new_pos);
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vm_vec_scale(&vec2, rand()); // rand() always in 0..1/2
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vm_vec_add2(new_pos, &vec2);
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}
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// ----------------------------------------------------------------------------------------------------------
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// Set the segment depth of all segments from start_seg in *segbuf.
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// Returns maximum depth value.
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int set_segment_depths(int start_seg, ubyte *segbuf)
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{
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int i, curseg;
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ubyte visited[MAX_SEGMENTS];
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int queue[MAX_SEGMENTS];
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int head, tail;
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int depth;
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int parent_depth=0;
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depth = 1;
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head = 0;
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tail = 0;
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for (i=0; i<=Highest_segment_index; i++)
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visited[i] = 0;
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if (segbuf[start_seg] == 0)
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return 1;
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queue[tail++] = start_seg;
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visited[start_seg] = 1;
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segbuf[start_seg] = depth++;
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if (depth == 0)
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depth = 255;
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while (head < tail) {
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curseg = queue[head++];
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parent_depth = segbuf[curseg];
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for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
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int childnum;
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childnum = Segments[curseg].children[i];
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if (childnum != -1)
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if (segbuf[childnum])
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if (!visited[childnum]) {
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visited[childnum] = 1;
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segbuf[childnum] = parent_depth+1;
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queue[tail++] = childnum;
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}
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}
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}
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return parent_depth+1;
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}
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//these constants should match the ones in seguvs
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#define LIGHT_DISTANCE_THRESHOLD (F1_0*80)
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#define Magical_light_constant (F1_0*16)
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#define MAX_CHANGED_SEGS 30
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short changed_segs[MAX_CHANGED_SEGS];
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int n_changed_segs;
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// ------------------------------------------------------------------------------------------
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//cast static light from a segment to nearby segments
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void apply_light_to_segment(segment *segp,vms_vector *segment_center, fix light_intensity,int recursion_depth)
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{
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vms_vector r_segment_center;
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fix dist_to_rseg;
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int i,segnum=segp-Segments,sidenum;
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for (i=0;i<n_changed_segs;i++)
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if (changed_segs[i] == segnum)
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break;
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if (i == n_changed_segs) {
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compute_segment_center(&r_segment_center, segp);
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dist_to_rseg = vm_vec_dist_quick(&r_segment_center, segment_center);
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if (dist_to_rseg <= LIGHT_DISTANCE_THRESHOLD) {
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fix light_at_point;
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if (dist_to_rseg > F1_0)
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light_at_point = fixdiv(Magical_light_constant, dist_to_rseg);
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else
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light_at_point = Magical_light_constant;
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|
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if (light_at_point >= 0) {
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segment2 *seg2p = &Segment2s[segnum];
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light_at_point = fixmul(light_at_point, light_intensity);
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if (light_at_point >= F1_0)
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light_at_point = F1_0-1;
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if (light_at_point <= -F1_0)
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light_at_point = -(F1_0-1);
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seg2p->static_light += light_at_point;
|
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if (seg2p->static_light < 0) // if it went negative, saturate
|
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seg2p->static_light = 0;
|
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} // end if (light_at_point...
|
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} // end if (dist_to_rseg...
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|
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changed_segs[n_changed_segs++] = segnum;
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}
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|
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if (recursion_depth < 2)
|
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for (sidenum=0; sidenum<6; sidenum++) {
|
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if (WALL_IS_DOORWAY(segp,sidenum) & WID_RENDPAST_FLAG)
|
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apply_light_to_segment(&Segments[segp->children[sidenum]],segment_center,light_intensity,recursion_depth+1);
|
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}
|
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|
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}
|
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|
|
|
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extern object *old_viewer;
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|
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//update the static_light field in a segment, which is used for object lighting
|
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//this code is copied from the editor routine calim_process_all_lights()
|
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void change_segment_light(int segnum,int sidenum,int dir)
|
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{
|
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segment *segp = &Segments[segnum];
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|
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if (WALL_IS_DOORWAY(segp, sidenum) & WID_RENDER_FLAG) {
|
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side *sidep = &segp->sides[sidenum];
|
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fix light_intensity;
|
|
|
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light_intensity = TmapInfo[sidep->tmap_num].lighting + TmapInfo[sidep->tmap_num2 & 0x3fff].lighting;
|
|
|
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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"));
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|
return 0;
|
|
}
|
|
|
|
Light_subtracted[segnum] &= ~(1 << sidenum);
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|
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, sbyte *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;
|
|
sbyte 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);
|
|
}
|