gzdoom-gles/src/portal.cpp

1208 lines
36 KiB
C++
Raw Normal View History

/*
** 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 "p_local.h"
#include "p_blockmap.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"
2016-02-14 17:16:59 +00:00
#include "a_sharedglobal.h"
#include "i_system.h"
#include "c_dispatch.h"
#include "p_maputl.h"
#include "p_spec.h"
#include "p_checkposition.h"
// simulation recurions maximum
CVAR(Int, sv_portal_recursions, 4, CVAR_ARCHIVE|CVAR_SERVERINFO)
2016-02-14 17:16:59 +00:00
FDisplacementTable Displacements;
FPortalBlockmap PortalBlockmap;
2016-02-14 17:16:59 +00:00
TArray<FLinePortal> linePortals;
TArray<FLinePortal*> linkedPortals; // only the linked portals, this is used to speed up looking for them in P_CollectConnectedGroups.
//============================================================================
//
// This is used to mark processed portals for some collection functions.
//
//============================================================================
struct FPortalBits
{
TArray<DWORD> data;
void setSize(int num)
{
data.Resize((num + 31) / 32);
clear();
}
void clear()
{
memset(&data[0], 0, data.Size()*sizeof(DWORD));
}
void setBit(int group)
{
data[group >> 5] |= (1 << (group & 31));
}
int getBit(int group)
{
return data[group >> 5] & (1 << (group & 31));
}
};
//============================================================================
//
// BuildBlockmap
//
//============================================================================
static void BuildBlockmap()
{
PortalBlockmap.Clear();
PortalBlockmap.Create(bmapwidth, bmapheight);
for (int y = 0; y < bmapheight; y++)
{
for (int x = 0; x < bmapwidth; x++)
{
int offset = y*bmapwidth + x;
int *list = blockmaplump + *(blockmap + offset) + 1;
FPortalBlock &block = PortalBlockmap(x, y);
while (*list != -1)
{
line_t *ld = &lines[*list++];
if (ld->isLinePortal())
{
PortalBlockmap.containsLines = true;
block.portallines.Push(ld);
}
}
}
}
if (!PortalBlockmap.containsLines) PortalBlockmap.Clear();
}
//===========================================================================
//
// FLinePortalTraverse :: AddLineIntercepts.
//
// Similar to AddLineIntercepts but checks the portal blockmap for line-to-line portals
//
//===========================================================================
void FLinePortalTraverse::AddLineIntercepts(int bx, int by)
{
FPortalBlock &block = PortalBlockmap(bx, by);
for (unsigned i = 0; i<block.portallines.Size(); i++)
{
line_t *ld = block.portallines[i];
fixed_t frac;
divline_t dl;
if (ld->validcount == validcount) continue; // already processed
if (P_PointOnDivlineSidePrecise (ld->v1->x, ld->v1->y, &trace) ==
P_PointOnDivlineSidePrecise (ld->v2->x, ld->v2->y, &trace))
{
continue; // line isn't crossed
}
P_MakeDivline (ld, &dl);
if (P_PointOnDivlineSidePrecise (trace.x, trace.y, &dl) != 0 ||
P_PointOnDivlineSidePrecise (trace.x+trace.dx, trace.y+trace.dy, &dl) != 1)
{
continue; // line isn't crossed from the front side
}
// hit the line
P_MakeDivline(ld, &dl);
frac = P_InterceptVector(&trace, &dl);
if (frac < 0 || frac > FRACUNIT) continue; // behind source
intercept_t newintercept;
newintercept.frac = frac;
newintercept.isaline = true;
newintercept.done = false;
newintercept.d.line = ld;
intercepts.Push(newintercept);
}
}
//============================================================================
//
// 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;
2016-02-14 17:16:59 +00:00
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();
BuildBlockmap();
}
//============================================================================
//
// 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;
}
//============================================================================
//
// clears all portal dat for a new level start
//
//============================================================================
void P_ClearPortals()
{
Displacements.Create(1);
linePortals.Clear();
linkedPortals.Clear();
}
//============================================================================
//
// 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);
}
//============================================================================
//
// P_GetOffsetPosition
//
// Offsets a given coordinate if the trace from the origin crosses an
// interactive line-to-line portal.
//
//============================================================================
fixedvec2 P_GetOffsetPosition(AActor *actor, fixed_t dx, fixed_t dy)
{
fixedvec3 dest = { actor->X() + dx, actor->Y() + dy };
if (PortalBlockmap.containsLines)
{
fixed_t actx = actor->X(), acty = actor->Y();
FLinePortalTraverse it;
bool repeat;
do
{
it.init(actx, acty, dx, dy, PT_ADDLINES);
intercept_t *in;
repeat = false;
while ((in = it.Next()))
{
// hit a portal line.
line_t *line = in->d.line;
FLinePortal *port = line->getPortal();
line_t* out = port->mDestination;
// Teleport portals are intentionally ignored since skipping this stuff is their entire reason for existence.
if (port->mFlags & PORTF_INTERACTIVE)
{
fixed_t hitdx = FixedMul(it.Trace().dx, in->frac);
fixed_t hitdy = FixedMul(it.Trace().dy, in->frac);
if (port->mType == PORTT_LINKED)
{
// optimized handling for linked portals where we only need to add an offset.
actx = it.Trace().x + hitdx + port->mXDisplacement;
acty = it.Trace().y + hitdy + port->mYDisplacement;
dest.x += port->mXDisplacement;
dest.y += port->mYDisplacement;
}
else
{
// interactive ones are more complex because the vector may be rotated.
// Note: There is no z-translation here, there's just too much code in the engine that wouldn't be able to handle interactive portals with a height difference.
actx = it.Trace().x + hitdx;
acty = it.Trace().y + hitdy;
P_TranslatePortalXY(line, out, actx, acty);
P_TranslatePortalXY(line, out, dest.x, dest.y);
}
// update the fields, end this trace and restart from the new position
dx = dest.x - actx;
dy = dest.y - acty;
repeat = true;
}
break;
}
} while (repeat);
}
return dest;
}
2016-02-14 17:16:59 +00:00
//============================================================================
//
// 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.pos.x = portal->scaleX;
disp.pos.y = portal->scaleY;
2016-02-14 17:16:59 +00:00
disp.isSet = true;
}
else
{
if (disp.pos.x != portal->scaleX || disp.pos.y != portal->scaleY)
2016-02-14 17:16:59 +00:00
{
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.pos.x = portal->mXDisplacement;
disp.pos.y = portal->mYDisplacement;
2016-02-14 17:16:59 +00:00
disp.isSet = true;
}
else
{
if (disp.pos.x != portal->mXDisplacement || disp.pos.y != portal->mYDisplacement)
2016-02-14 17:16:59 +00:00
{
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.pos.x + dispyz.pos.x != dispxz.pos.x || dispxy.pos.y + dispyz.pos.y != dispxz.pos.y)
2016-02-14 17:16:59 +00:00
{
bogus = true;
}
}
else
{
dispxz.pos = dispxy.pos + dispyz.pos;
2016-02-14 17:16:59 +00:00
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()
{
2016-02-14 17:16:59 +00:00
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)
{
// Create the 0->0 translation which is always needed.
Displacements.Create(1);
2016-02-14 17:16:59 +00:00
return;
}
for (int i = 0; i < numsectors; i++)
{
for (int j = 0; j < 2; j++)
{
AActor *box = sectors[i].SkyBoxes[j];
2016-02-14 17:16:59 +00:00
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 = barrier_cast<ASkyViewpoint*>(sectors[i].SkyBoxes[j]);
2016-02-14 17:16:59 +00:00
if (box != NULL)
{
if (box->special1 == SKYBOX_LINKEDPORTAL && sectors[i].PortalGroup == 0)
2016-02-14 17:16:59 +00:00
{
// 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.
2016-02-14 17:16:59 +00:00
}
}
}
}
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.pos.x != -dispyx.pos.x || dispxy.pos.y != -dispyx.pos.y))
2016-02-14 17:16:59 +00:00
{
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);
2016-02-14 17:16:59 +00:00
bogus = true;
}
// mark everything that connects to a one-sided line
for (int i = 0; i < numlines; i++)
{
if (lines[i].backsector == NULL && lines[i].frontsector->PortalGroup == 0)
{
CollectSectors(-1, lines[i].frontsector);
}
}
// and now print a message for everything that still wasn't processed.
for (int i = 0; i < numsectors; i++)
{
if (sectors[i].PortalGroup == 0)
{
Printf("Unable to assign sector %d to any group. Possibly self-referencing\n", i);
}
else if (sectors[i].PortalGroup == -1) sectors[i].PortalGroup = 0;
}
2016-02-14 17:16:59 +00:00
}
}
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(int startgroup, const fixedvec3 &position, fixed_t upperz, fixed_t checkradius, FPortalGroupArray &out)
{
// Keep this temporary work stuff static. This function can never be called recursively
// and this would have to be reallocated for each call otherwise.
static FPortalBits processMask;
static TArray<FLinePortal*> foundPortals;
bool retval = false;
out.inited = true;
if (linkedPortals.Size() == 0)
{
// If there are no portals, all sectors are in group 0.
return false;
}
processMask.setSize(linkedPortals.Size());
processMask.clear();
foundPortals.Clear();
int thisgroup = startgroup;
processMask.setBit(thisgroup);
//out.Add(thisgroup);
for (unsigned i = 0; i < linkedPortals.Size(); i++)
{
line_t *ld = linkedPortals[i]->mOrigin;
int othergroup = ld->frontsector->PortalGroup;
FDisplacement &disp = Displacements(thisgroup, othergroup);
if (!disp.isSet) continue; // no connection.
FBoundingBox box(position.x + disp.pos.x, position.y + disp.pos.y, checkradius);
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(linkedPortals[i]->mOrigin) != -1) continue; // not touched
foundPortals.Push(linkedPortals[i]);
}
bool foundone = true;
while (foundone)
{
foundone = false;
for (int i = foundPortals.Size() - 1; i >= 0; i--)
{
if (processMask.getBit(foundPortals[i]->mOrigin->frontsector->PortalGroup) &&
!processMask.getBit(foundPortals[i]->mDestination->frontsector->PortalGroup))
{
processMask.setBit(foundPortals[i]->mDestination->frontsector->PortalGroup);
out.Add(foundPortals[i]->mDestination->frontsector->PortalGroup);
foundone = true;
retval = true;
foundPortals.Delete(i);
}
}
}
sector_t *sec = P_PointInSector(position.x, position.y);
sector_t *wsec = sec;
while (!wsec->PortalBlocksMovement(sector_t::ceiling) && upperz > wsec->SkyBoxes[sector_t::ceiling]->threshold)
{
sector_t *othersec = wsec->SkyBoxes[sector_t::ceiling]->Sector;
FDisplacement &disp = Displacements(startgroup, othersec->PortalGroup);
fixed_t dx = position.x + disp.pos.x;
fixed_t dy = position.y + disp.pos.y;
processMask.setBit(othersec->PortalGroup);
out.Add(othersec->PortalGroup|FPortalGroupArray::UPPER);
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) && position.z < wsec->SkyBoxes[sector_t::floor]->threshold)
{
sector_t *othersec = wsec->SkyBoxes[sector_t::floor]->Sector;
FDisplacement &disp = Displacements(startgroup, othersec->PortalGroup);
fixed_t dx = position.x + disp.pos.x;
fixed_t dy = position.y + disp.pos.y;
processMask.setBit(othersec->PortalGroup|FPortalGroupArray::LOWER);
out.Add(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
//
//============================================================================
2016-02-14 17:16:59 +00:00
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.pos.x >> FRACBITS, disp.pos.y >> FRACBITS);
2016-02-14 17:16:59 +00:00
}
Printf("\n");
}
}
2016-02-14 17:16:59 +00:00