gzdoom-gles/src/portal.cpp

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/*
** portals.cpp
** Everything that has to do with portals (both of the line and sector variety)
**
**---------------------------------------------------------------------------
** Copyright 2016 ZZYZX
** Copyright 2016 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** There is no code here that is directly taken from Eternity
** although some similarities may be inevitable because it has to
** implement the same concepts.
*/
#include "portal.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "r_bsp.h"
#include "r_segs.h"
#include "c_cvars.h"
#include "m_bbox.h"
#include "p_tags.h"
#include "farchive.h"
#include "v_text.h"
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#include "a_sharedglobal.h"
#include "i_system.h"
#include "c_dispatch.h"
#include "p_maputl.h"
#include "p_spec.h"
// simulation recurions maximum
CVAR(Int, sv_portal_recursions, 4, CVAR_ARCHIVE|CVAR_SERVERINFO)
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FDisplacementTable Displacements;
TArray<FLinePortal> linePortals;
TArray<FLinePortal*> linkedPortals; // only the linked portals, this is used to speed up looking for them in P_CollectConnectedGroups.
//============================================================================
//
// Save a line portal for savegames.
//
//============================================================================
FArchive &operator<< (FArchive &arc, FLinePortal &port)
{
arc << port.mOrigin
<< port.mDestination
<< port.mXDisplacement
<< port.mYDisplacement
<< port.mType
<< port.mFlags
<< port.mDefFlags
<< port.mAlign;
return arc;
}
//============================================================================
//
// finds the destination for a line portal for spawning
//
//============================================================================
static line_t *FindDestination(line_t *src, int tag)
{
if (tag)
{
int lineno = -1;
FLineIdIterator it(tag);
while ((lineno = it.Next()) >= 0)
{
if (&lines[lineno] != src)
{
return &lines[lineno];
}
}
}
return NULL;
}
//============================================================================
//
// Spawns a single line portal
//
//============================================================================
void P_SpawnLinePortal(line_t* line)
{
// portal destination is special argument #0
line_t* dst = NULL;
if (line->args[2] >= PORTT_VISUAL && line->args[2] <= PORTT_LINKED)
{
dst = FindDestination(line, line->args[0]);
line->portalindex = linePortals.Reserve(1);
FLinePortal *port = &linePortals.Last();
memset(port, 0, sizeof(FLinePortal));
port->mOrigin = line;
port->mDestination = dst;
port->mType = BYTE(line->args[2]); // range check is done above.
if (port->mType == PORTT_LINKED)
{
// Linked portals have no z-offset ever.
port->mAlign = PORG_ABSOLUTE;
}
else
{
port->mAlign = BYTE(line->args[3] >= PORG_ABSOLUTE && line->args[3] <= PORG_CEILING ? line->args[3] : PORG_ABSOLUTE);
if (port->mType == PORTT_INTERACTIVE)
{
// Due to the way z is often handled, these pose a major issue for parts of the code that needs to transparently handle interactive portals.
Printf(TEXTCOLOR_RED "Warning: z-offsetting not allowed for interactive portals. Changing line %d to teleport-portal!\n", int(line - lines));
port->mType = PORTT_TELEPORT;
}
}
if (port->mDestination != NULL)
{
port->mDefFlags = port->mType == PORTT_VISUAL ? PORTF_VISIBLE : port->mType == PORTT_TELEPORT ? PORTF_TYPETELEPORT : PORTF_TYPEINTERACTIVE;
}
}
else if (line->args[2] == PORTT_LINKEDEE && line->args[0] == 0)
{
// EE-style portals require that the first line ID is identical and the first arg of the two linked linedefs are 0 and 1 respectively.
int mytag = tagManager.GetFirstLineID(line);
for (int i = 0; i < numlines; i++)
{
if (tagManager.GetFirstLineID(&lines[i]) == mytag && lines[i].args[0] == 1)
{
line->portalindex = linePortals.Reserve(1);
FLinePortal *port = &linePortals.Last();
memset(port, 0, sizeof(FLinePortal));
port->mOrigin = line;
port->mDestination = &lines[i];
port->mType = PORTT_LINKED;
port->mAlign = PORG_ABSOLUTE;
port->mDefFlags = PORTF_TYPEINTERACTIVE;
// we need to create the backlink here, too.
lines[i].portalindex = linePortals.Reserve(1);
port = &linePortals.Last();
memset(port, 0, sizeof(FLinePortal));
port->mOrigin = &lines[i];
port->mDestination = line;
port->mType = PORTT_LINKED;
port->mAlign = PORG_ABSOLUTE;
port->mDefFlags = PORTF_TYPEINTERACTIVE;
}
}
}
else
{
// undefined type
return;
}
}
//============================================================================
//
// Update a line portal's state after all have been spawned
//
//============================================================================
void P_UpdatePortal(FLinePortal *port)
{
if (port->mDestination == NULL)
{
// Portal has no destination: switch it off
port->mFlags = 0;
}
else if (port->mDestination->getPortalDestination() != port->mOrigin)
{
//portal doesn't link back. This will be a simple teleporter portal.
port->mFlags = port->mDefFlags & ~PORTF_INTERACTIVE;
if (port->mType == PORTT_LINKED)
{
// this is illegal. Demote the type to TELEPORT
port->mType = PORTT_TELEPORT;
port->mDefFlags &= ~PORTF_INTERACTIVE;
}
}
else
{
port->mFlags = port->mDefFlags;
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if (port->mType == PORTT_LINKED)
{
if (linePortals[port->mDestination->portalindex].mType != PORTT_LINKED)
{
port->mType = PORTT_INTERACTIVE; // linked portals must be two-way.
}
else
{
port->mXDisplacement = port->mDestination->v2->x - port->mOrigin->v1->x;
port->mYDisplacement = port->mDestination->v2->y - port->mOrigin->v1->y;
}
}
}
}
//============================================================================
//
// Collect a separate list of linked portals so that these can be
// processed faster without the simpler types interfering.
//
//============================================================================
void P_CollectLinkedPortals()
{
linkedPortals.Clear();
for (unsigned i = 0; i < linePortals.Size(); i++)
{
FLinePortal * port = &linePortals[i];
if (port->mType == PORTT_LINKED)
{
linkedPortals.Push(port);
}
}
}
//============================================================================
//
// Post-process all line portals
//
//============================================================================
void P_FinalizePortals()
{
for (unsigned i = 0; i < linePortals.Size(); i++)
{
FLinePortal * port = &linePortals[i];
P_UpdatePortal(port);
}
P_CollectLinkedPortals();
}
//============================================================================
//
// Change the destination of a portal
//
//============================================================================
static bool ChangePortalLine(line_t *line, int destid)
{
if (line->portalindex >= linePortals.Size()) return false;
FLinePortal *port = &linePortals[line->portalindex];
if (port->mType == PORTT_LINKED) return false; // linked portals cannot be changed.
if (destid == 0) port->mDestination = NULL;
port->mDestination = FindDestination(line, destid);
if (port->mDestination == NULL)
{
port->mFlags = 0;
}
else if (port->mType == PORTT_INTERACTIVE)
{
FLinePortal *portd = &linePortals[port->mDestination->portalindex];
if (portd != NULL && portd->mType == PORTT_INTERACTIVE && portd->mDestination == line)
{
// this is a 2-way interactive portal
port->mFlags = port->mDefFlags | PORTF_INTERACTIVE;
portd->mFlags = portd->mDefFlags | PORTF_INTERACTIVE;
}
else
{
port->mFlags = port->mDefFlags;
portd->mFlags = portd->mDefFlags;
}
}
return true;
}
//============================================================================
//
// Change the destination of a group of portals
//
//============================================================================
bool P_ChangePortal(line_t *ln, int thisid, int destid)
{
int lineno;
if (thisid == 0) return ChangePortalLine(ln, destid);
FLineIdIterator it(thisid);
bool res = false;
while ((lineno = it.Next()) >= 0)
{
res |= ChangePortalLine(&lines[lineno], destid);
}
return res;
}
//============================================================================
//
// Calculate the intersection between two lines.
// [ZZ] lots of floats here to avoid overflowing a lot
//
//============================================================================
bool P_IntersectLines(fixed_t o1x, fixed_t o1y, fixed_t p1x, fixed_t p1y,
fixed_t o2x, fixed_t o2y, fixed_t p2x, fixed_t p2y,
fixed_t& rx, fixed_t& ry)
{
double xx = FIXED2DBL(o2x) - FIXED2DBL(o1x);
double xy = FIXED2DBL(o2y) - FIXED2DBL(o1y);
double d1x = FIXED2DBL(p1x) - FIXED2DBL(o1x);
double d1y = FIXED2DBL(p1y) - FIXED2DBL(o1y);
if (d1x > d1y)
{
d1y = d1y / d1x * 32767.0f;
d1x = 32767.0;
}
else
{
d1x = d1x / d1y * 32767.0f;
d1y = 32767.0;
}
double d2x = FIXED2DBL(p2x) - FIXED2DBL(o2x);
double d2y = FIXED2DBL(p2y) - FIXED2DBL(o2y);
double cross = d1x*d2y - d1y*d2x;
if (fabs(cross) < 1e-8)
return false;
double t1 = (xx * d2y - xy * d2x)/cross;
rx = o1x + FLOAT2FIXED(d1x * t1);
ry = o1y + FLOAT2FIXED(d1y * t1);
return true;
}
inline int P_PointOnLineSideExplicit (fixed_t x, fixed_t y, fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
{
return DMulScale32 (y-y1, x2-x1, x1-x, y2-y1) > 0;
}
//============================================================================
//
// check if this line is between portal and the viewer. clip away if it is.
// (this may need some fixing)
//
//============================================================================
bool P_ClipLineToPortal(line_t* line, line_t* portal, fixed_t viewx, fixed_t viewy, bool partial, bool samebehind)
{
bool behind1 = !!P_PointOnLineSidePrecise(line->v1->x, line->v1->y, portal);
bool behind2 = !!P_PointOnLineSidePrecise(line->v2->x, line->v2->y, portal);
// [ZZ] update 16.12.2014: if a vertex equals to one of portal's vertices, it's treated as being behind the portal.
// this is required in order to clip away diagonal lines around the portal (example: 1-sided triangle shape with a mirror on it's side)
if ((line->v1->x == portal->v1->x && line->v1->y == portal->v1->y) ||
(line->v1->x == portal->v2->x && line->v1->y == portal->v2->y))
behind1 = samebehind;
if ((line->v2->x == portal->v1->x && line->v2->y == portal->v1->y) ||
(line->v2->x == portal->v2->x && line->v2->y == portal->v2->y))
behind2 = samebehind;
if (behind1 && behind2)
{
// line is behind the portal plane. now check if it's in front of two view plane borders (i.e. if it will get in the way of rendering)
fixed_t dummyx, dummyy;
bool infront1 = P_IntersectLines(line->v1->x, line->v1->y, line->v2->x, line->v2->y, viewx, viewy, portal->v1->x, portal->v1->y, dummyx, dummyy);
bool infront2 = P_IntersectLines(line->v1->x, line->v1->y, line->v2->x, line->v2->y, viewx, viewy, portal->v2->x, portal->v2->y, dummyx, dummyy);
if (infront1 && infront2)
return true;
}
return false;
}
//============================================================================
//
// Translates a coordinate by a portal's displacement
//
//============================================================================
void P_TranslatePortalXY(line_t* src, line_t* dst, fixed_t& x, fixed_t& y)
{
if (!src || !dst)
return;
fixed_t nposx, nposy; // offsets from line
// Get the angle between the two linedefs, for rotating
// orientation and velocity. Rotate 180 degrees, and flip
// the position across the exit linedef, if reversed.
angle_t angle =
R_PointToAngle2(0, 0, dst->dx, dst->dy) -
R_PointToAngle2(0, 0, src->dx, src->dy);
angle += ANGLE_180;
// Sine, cosine of angle adjustment
fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
fixed_t tx, ty;
nposx = x - src->v1->x;
nposy = y - src->v1->y;
// Rotate position along normal to match exit linedef
tx = FixedMul(nposx, c) - FixedMul(nposy, s);
ty = FixedMul(nposy, c) + FixedMul(nposx, s);
tx += dst->v2->x;
ty += dst->v2->y;
x = tx;
y = ty;
}
//============================================================================
//
// Translates a velocity vector by a portal's displacement
//
//============================================================================
void P_TranslatePortalVXVY(line_t* src, line_t* dst, fixed_t& vx, fixed_t& vy)
{
angle_t angle =
R_PointToAngle2(0, 0, dst->dx, dst->dy) -
R_PointToAngle2(0, 0, src->dx, src->dy);
angle += ANGLE_180;
// Sine, cosine of angle adjustment
fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
fixed_t orig_velx = vx;
fixed_t orig_vely = vy;
vx = FixedMul(orig_velx, c) - FixedMul(orig_vely, s);
vy = FixedMul(orig_vely, c) + FixedMul(orig_velx, s);
}
//============================================================================
//
// Translates an angle by a portal's displacement
//
//============================================================================
void P_TranslatePortalAngle(line_t* src, line_t* dst, angle_t& angle)
{
if (!src || !dst)
return;
// Get the angle between the two linedefs, for rotating
// orientation and velocity. Rotate 180 degrees, and flip
// the position across the exit linedef, if reversed.
angle_t xangle =
R_PointToAngle2(0, 0, dst->dx, dst->dy) -
R_PointToAngle2(0, 0, src->dx, src->dy);
xangle += ANGLE_180;
angle += xangle;
}
//============================================================================
//
// Translates a z-coordinate by a portal's displacement
//
//============================================================================
void P_TranslatePortalZ(line_t* src, line_t* dst, fixed_t& z)
{
// args[2] = 0 - no adjustment
// args[2] = 1 - adjust by floor difference
// args[2] = 2 - adjust by ceiling difference
switch (src->getPortalAlignment())
{
case PORG_FLOOR:
z = z - src->frontsector->floorplane.ZatPoint(src->v1->x, src->v1->y) + dst->frontsector->floorplane.ZatPoint(dst->v2->x, dst->v2->y);
return;
case PORG_CEILING:
z = z - src->frontsector->ceilingplane.ZatPoint(src->v1->x, src->v1->y) + dst->frontsector->ceilingplane.ZatPoint(dst->v2->x, dst->v2->y);
return;
default:
return;
}
}
//============================================================================
//
// calculate shortest distance from a point (x,y) to a linedef
//
//============================================================================
fixed_t P_PointLineDistance(line_t* line, fixed_t x, fixed_t y)
{
angle_t angle = R_PointToAngle2(0, 0, line->dx, line->dy);
angle += ANGLE_180;
fixed_t dx = line->v1->x - x;
fixed_t dy = line->v1->y - y;
fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
fixed_t d2x = FixedMul(dx, c) - FixedMul(dy, s);
return abs(d2x);
}
void P_NormalizeVXVY(fixed_t& vx, fixed_t& vy)
{
double _vx = FIXED2DBL(vx);
double _vy = FIXED2DBL(vy);
double len = sqrt(_vx*_vx+_vy*_vy);
vx = FLOAT2FIXED(_vx/len);
vy = FLOAT2FIXED(_vy/len);
}
//============================================================================
//
// portal tracer code
//
//============================================================================
PortalTracer::PortalTracer(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
{
this->startx = startx;
this->starty = starty;
this->endx = endx;
this->endy = endy;
intx = endx;
inty = endy;
intxIn = intx;
intyIn = inty;
z = 0;
angle = 0;
depth = 0;
frac = 0;
in = NULL;
out = NULL;
vx = 0;
vy = 0;
}
bool PortalTracer::TraceStep()
{
if (depth > sv_portal_recursions)
return false;
this->in = NULL;
this->out = NULL;
this->vx = 0;
this->vy = 0;
int oDepth = depth;
fixed_t dirx = endx-startx;
fixed_t diry = endy-starty;
P_NormalizeVXVY(dirx, diry);
dirx = 0;
diry = 0;
FPathTraverse it(startx-dirx, starty-diry, endx+dirx, endy+diry, PT_ADDLINES | PT_COMPATIBLE);
intercept_t *in;
while ((in = it.Next()))
{
line_t* li;
if (in->isaline)
{
li = in->d.line;
if (li->isLinePortal())
{
if (P_PointOnLineSide(startx-dirx, starty-diry, li))
continue; // we're at the back side of this line
line_t* out = li->getPortalDestination();
this->in = li;
this->out = out;
// we only know that we crossed it, but we also need to know WHERE we crossed it
fixed_t vx = it.Trace().dx;
fixed_t vy = it.Trace().dy;
fixed_t x = it.Trace().x + FixedMul(vx, in->frac);
fixed_t y = it.Trace().y + FixedMul(vy, in->frac);
P_NormalizeVXVY(vx, vy);
this->vx = vx;
this->vy = vy;
// teleport our trace
if (!out->backsector)
{
intx = x + vx;
inty = y + vy;
}
else
{
intx = x - vx;
inty = y - vy;
}
//P_TranslateCoordinatesAndAngle(li, out, startx, starty, noangle);
//P_TranslateCoordinatesAndAngle(li, out, endx, endy, angle);
//if (hdeltaZ)
// P_TranslateZ(li, out, deltaZ);
//P_TranslateCoordinatesAndAngle(li, out, vx, vy, noangle);
P_TranslatePortalXY(li, out, startx, starty);
P_TranslatePortalVXVY(li, out, this->vx, this->vy);
intxIn = intx;
intyIn = inty;
P_TranslatePortalXY(li, out, intx, inty);
P_TranslatePortalXY(li, out, endx, endy);
P_TranslatePortalAngle(li, out, angle);
P_TranslatePortalZ(li, out, z);
frac += in->frac;
depth++;
break; // breaks to outer loop
}
if (!(li->flags & ML_TWOSIDED) || (li->flags & ML_BLOCKEVERYTHING))
return false; // stop tracing, 2D blocking line
}
}
//Printf("returning %d; vx = %.2f; vy = %.2f\n", (oDepth != depth), FIXED2DBL(this->vx), FIXED2DBL(this->vy));
return (oDepth != depth); // if a portal has been found, return false
}
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//============================================================================
//
// CollectSectors
//
// Collects all sectors that are connected to any sector belonging to a portal
// because they all will need the same displacement values
//
//============================================================================
static bool CollectSectors(int groupid, sector_t *origin)
{
if (origin->PortalGroup != 0) return false; // already processed
origin->PortalGroup = groupid;
TArray<sector_t *> list(16);
list.Push(origin);
for (unsigned i = 0; i < list.Size(); i++)
{
sector_t *sec = list[i];
for (int j = 0; j < sec->linecount; j++)
{
line_t *line = sec->lines[j];
sector_t *other = line->frontsector == sec ? line->backsector : line->frontsector;
if (other != NULL && other != sec && other->PortalGroup != groupid)
{
other->PortalGroup = groupid;
list.Push(other);
}
}
}
return true;
}
//============================================================================
//
// AddDisplacementForPortal
//
// Adds the displacement for one portal to the displacement array
// (one version for sector to sector plane, one for line to line portals)
//
// Note: Despite the similarities to Eternity's equivalent this is
// original code!
//
2016-02-14 17:16:59 +00:00
//============================================================================
static void AddDisplacementForPortal(AStackPoint *portal)
{
int thisgroup = portal->Mate->Sector->PortalGroup;
int othergroup = portal->Sector->PortalGroup;
if (thisgroup == othergroup)
{
Printf("Portal between sectors %d and %d has both sides in same group and will be disabled\n", portal->Sector->sectornum, portal->Mate->Sector->sectornum);
portal->special1 = portal->Mate->special1 = SKYBOX_PORTAL;
return;
}
if (thisgroup <= 0 || thisgroup >= Displacements.size || othergroup <= 0 || othergroup >= Displacements.size)
{
Printf("Portal between sectors %d and %d has invalid group and will be disabled\n", portal->Sector->sectornum, portal->Mate->Sector->sectornum);
portal->special1 = portal->Mate->special1 = SKYBOX_PORTAL;
return;
}
FDisplacement & disp = Displacements(thisgroup, othergroup);
if (!disp.isSet)
{
disp.x = portal->scaleX;
disp.y = portal->scaleY;
disp.isSet = true;
}
else
{
if (disp.x != portal->scaleX || disp.y != portal->scaleY)
{
Printf("Portal between sectors %d and %d has displacement mismatch and will be disabled\n", portal->Sector->sectornum, portal->Mate->Sector->sectornum);
portal->special1 = portal->Mate->special1 = SKYBOX_PORTAL;
return;
}
}
}
static void AddDisplacementForPortal(FLinePortal *portal)
{
int thisgroup = portal->mOrigin->frontsector->PortalGroup;
int othergroup = portal->mDestination->frontsector->PortalGroup;
if (thisgroup == othergroup)
{
Printf("Portal between lines %d and %d has both sides in same group\n", int(portal->mOrigin-lines), int(portal->mDestination-lines));
portal->mType = linePortals[portal->mDestination->portalindex].mType = PORTT_TELEPORT;
return;
}
if (thisgroup <= 0 || thisgroup >= Displacements.size || othergroup <= 0 || othergroup >= Displacements.size)
{
Printf("Portal between lines %d and %d has invalid group\n", int(portal->mOrigin - lines), int(portal->mDestination - lines));
portal->mType = linePortals[portal->mDestination->portalindex].mType = PORTT_TELEPORT;
return;
}
FDisplacement & disp = Displacements(thisgroup, othergroup);
if (!disp.isSet)
{
disp.x = portal->mXDisplacement;
disp.y = portal->mYDisplacement;
disp.isSet = true;
}
else
{
if (disp.x != portal->mXDisplacement || disp.y != portal->mYDisplacement)
{
Printf("Portal between lines %d and %d has displacement mismatch\n", int(portal->mOrigin - lines), int(portal->mDestination - lines));
portal->mType = linePortals[portal->mDestination->portalindex].mType = PORTT_TELEPORT;
return;
}
}
}
//============================================================================
//
// ConnectGroups
//
// Do the indirect connections. This loop will run until it cannot find any new connections
//
//============================================================================
static bool ConnectGroups()
{
// Now
BYTE indirect = 1;
bool bogus = false;
bool changed;
do
{
changed = false;
for (int x = 1; x < Displacements.size; x++)
{
for (int y = 1; y < Displacements.size; y++)
{
FDisplacement &dispxy = Displacements(x, y);
if (dispxy.isSet)
{
for (int z = 1; z < Displacements.size; z++)
{
FDisplacement &dispyz = Displacements(y, z);
if (dispyz.isSet)
{
FDisplacement &dispxz = Displacements(x, z);
if (dispxz.isSet)
{
if (dispxy.x + dispyz.x != dispxz.x || dispxy.y + dispyz.y != dispxz.y)
{
bogus = true;
}
}
else
{
dispxz.x = dispxy.x + dispyz.x;
dispxz.y = dispxy.y + dispyz.y;
dispxz.isSet = true;
dispxz.indirect = indirect;
changed = true;
}
}
}
}
}
}
indirect++;
} while (changed);
return bogus;
}
//============================================================================
//
// P_CreateLinkedPortals
//
// Creates the data structures needed for linked portals
// Removes portals from sloped sectors (as they cannot work on them)
// Group all sectors connected to one side of the portal
// Caclculate displacements between all created groups.
//
// Portals with the same offset but different anchors will not be merged.
//
//============================================================================
void P_CreateLinkedPortals()
{
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TThinkerIterator<AStackPoint> it;
AStackPoint *mo;
TArray<AStackPoint *> orgs;
int id = 0;
bool bogus = false;
while ((mo = it.Next()))
{
if (mo->special1 == SKYBOX_LINKEDPORTAL)
{
if (mo->Mate != NULL)
{
orgs.Push(mo);
mo->reactiontime = ++id;
}
else
{
// this should never happen, but if it does, the portal needs to be removed
mo->Destroy();
}
}
}
if (orgs.Size() == 0)
{
return;
}
for (int i = 0; i < numsectors; i++)
{
for (int j = 0; j < 2; j++)
{
ASkyViewpoint *box = sectors[i].SkyBoxes[j];
if (box != NULL && box->special1 == SKYBOX_LINKEDPORTAL)
{
secplane_t &plane = j == 0 ? sectors[i].floorplane : sectors[i].ceilingplane;
if (plane.a || plane.b)
{
// The engine cannot deal with portals on a sloped plane.
sectors[i].SkyBoxes[j] = NULL;
Printf("Portal on %s of sector %d is sloped and will be disabled\n", j==0? "floor":"ceiling", i);
}
}
}
}
// Group all sectors, starting at each portal origin.
id = 1;
for (unsigned i = 0; i < orgs.Size(); i++)
{
if (CollectSectors(id, orgs[i]->Sector)) id++;
if (CollectSectors(id, orgs[i]->Mate->Sector)) id++;
}
for (unsigned i = 0; i < linePortals.Size(); i++)
{
if (linePortals[i].mType == PORTT_LINKED)
{
if (CollectSectors(id, linePortals[i].mOrigin->frontsector)) id++;
if (CollectSectors(id, linePortals[i].mDestination->frontsector)) id++;
}
}
Displacements.Create(id);
// Check for leftover sectors that connect to a portal
for (int i = 0; i<numsectors; i++)
{
for (int j = 0; j < 2; j++)
{
ASkyViewpoint *box = sectors[i].SkyBoxes[j];
if (box != NULL)
{
if (box->special1 == SKYBOX_LINKEDPORTAL && sectors[i].PortalGroup == 0)
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{
// Note: the linked actor will be on the other side of the portal.
// To get this side's group we will have to look at the mate object.
CollectSectors(box->Mate->Sector->PortalGroup, &sectors[i]);
// We cannot process the backlink here because all we can access is the anchor object
// If necessary that will have to be done for the other side's portal.
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}
}
}
}
for (unsigned i = 0; i < orgs.Size(); i++)
{
AddDisplacementForPortal(orgs[i]);
}
for (unsigned i = 0; i < linePortals.Size(); i++)
{
if (linePortals[i].mType == PORTT_LINKED)
{
AddDisplacementForPortal(&linePortals[i]);
}
}
for (int x = 1; x < Displacements.size; x++)
{
for (int y = x + 1; y < Displacements.size; y++)
{
FDisplacement &dispxy = Displacements(x, y);
FDisplacement &dispyx = Displacements(y, x);
if (dispxy.isSet && dispyx.isSet &&
(dispxy.x != -dispyx.x || dispxy.y != -dispyx.y))
{
int sec1 = -1, sec2 = -1;
for (int i = 0; i < numsectors && (sec1 == -1 || sec2 == -1); i++)
{
if (sec1 == -1 && sectors[i].PortalGroup == x) sec1 = i;
if (sec2 == -1 && sectors[i].PortalGroup == y) sec2 = i;
}
Printf("Link offset mismatch between sectors %d and %d\n", sec1, sec2);
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bogus = true;
}
// todo: Find sectors that have no group but belong to a portal.
}
}
bogus |= ConnectGroups();
if (bogus)
{
// todo: disable all portals whose offsets do not match the associated groups
}
// reject would just get in the way when checking sight through portals.
if (rejectmatrix != NULL)
{
delete[] rejectmatrix;
rejectmatrix = NULL;
}
// finally we must flag all planes which are obstructed by the sector's own ceiling or floor.
for (int i = 0; i < numsectors; i++)
{
sectors[i].CheckPortalPlane(sector_t::floor);
sectors[i].CheckPortalPlane(sector_t::ceiling);
}
//BuildBlockmap();
}
//============================================================================
//
// Collect all portal groups this actor would occupy at the given position
// This is used to determine which parts of the map need to be checked.
//
//============================================================================
bool P_CollectConnectedGroups(AActor *actor, fixed_t newx, fixed_t newy, FPortalGroupTable &out)
{
TArray<FLinePortal*> foundPortals;
bool retval = false;
if (linePortals.Size() == 0)
{
return false;
}
out.setSize(Displacements.size);
out.setBit(actor->Sector->PortalGroup);
//FBoundingBox box(newx, newy, actor->radius);
int thisgroup = actor->Sector->PortalGroup;
for (unsigned i = 0; i < linePortals.Size(); i++)
{
if (linePortals[i].mType != PORTT_LINKED) continue; // not a linked portal
line_t *ld = linePortals[i].mOrigin;
int othergroup = ld->frontsector->PortalGroup;
FDisplacement &disp = Displacements(thisgroup, othergroup);
if (!disp.isSet) continue; // no connection.
FBoundingBox box(newx + disp.x, newy + disp.y, actor->radius);
if (box.Right() <= ld->bbox[BOXLEFT]
|| box.Left() >= ld->bbox[BOXRIGHT]
|| box.Top() <= ld->bbox[BOXBOTTOM]
|| box.Bottom() >= ld->bbox[BOXTOP])
continue; // not touched
if (box.BoxOnLineSide(linePortals[i].mOrigin) != -1) continue; // not touched
foundPortals.Push(&linePortals[i]);
}
bool foundone = true;
while (foundone)
{
foundone = false;
for (int i = foundPortals.Size() - 1; i >= 0; i--)
{
if (out.getBit(foundPortals[i]->mOrigin->frontsector->PortalGroup) &&
!out.getBit(foundPortals[i]->mDestination->frontsector->PortalGroup))
{
out.setBit(foundPortals[i]->mDestination->frontsector->PortalGroup);
foundone = true;
retval = true;
foundPortals.Delete(i);
}
}
}
sector_t *sec = P_PointInSector(newx, newy);
sector_t *wsec = sec;
while (!wsec->PortalBlocksMovement(sector_t::ceiling) && actor->Top() > wsec->SkyBoxes[sector_t::ceiling]->threshold)
{
sector_t *othersec = wsec->SkyBoxes[sector_t::ceiling]->Sector;
FDisplacement &disp = Displacements(actor->Sector->PortalGroup, othersec->PortalGroup);
fixed_t dx = newx + disp.x;
fixed_t dy = newx + disp.y;
out.setBit(othersec->PortalGroup);
wsec = P_PointInSector(dx, dy); // get upper sector at the exact spot we want to check and repeat,
retval = true;
}
wsec = sec;
while (!wsec->PortalBlocksMovement(sector_t::floor) && actor->Z() < wsec->SkyBoxes[sector_t::floor]->threshold)
{
sector_t *othersec = wsec->SkyBoxes[sector_t::ceiling]->Sector;
FDisplacement &disp = Displacements(actor->Sector->PortalGroup, othersec->PortalGroup);
fixed_t dx = newx + disp.x;
fixed_t dy = newx + disp.y;
out.setBit(othersec->PortalGroup);
wsec = P_PointInSector(dx, dy); // get lower sector at the exact spot we want to check and repeat,
retval = true;
}
return retval;
}
//============================================================================
//
// print the group link table to the console
//
//============================================================================
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CCMD(dumplinktable)
{
for (int x = 1; x < Displacements.size; x++)
{
for (int y = 1; y < Displacements.size; y++)
{
FDisplacement &disp = Displacements(x, y);
Printf("%c%c(%6d, %6d)", TEXTCOLOR_ESCAPE, 'C' + disp.indirect, disp.x >> FRACBITS, disp.y >> FRACBITS);
}
Printf("\n");
}
}
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