gzdoom/src/portal.h

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#ifndef _PORTALS_H_
#define _PORTALS_H_
#include "basictypes.h"
#include "v_video.h"
#include "r_defs.h"
#include "actor.h"
#include "p_local.h"
#include "m_bbox.h"
#include "a_sharedglobal.h"
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struct FPortalGroupArray;
//============================================================================
//
// This table holds the offsets for the different parts of a map
// that are connected by portals.
// The idea here is basically the same as implemented in Eternity Engine:
//
// - each portal creates two sector groups in the map
// which are offset by the displacement of the portal anchors
//
// - for two or multiple groups the displacement is calculated by
// adding the displacements between intermediate groups which
// have to be traversed to connect the two
//
// - any sector not connected to any portal is assigned to group 0
// Group 0 has no displacement to any other group in the level.
//
//============================================================================
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struct FDisplacement
{
fixedvec2 pos;
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bool isSet;
BYTE indirect; // just for illustration.
operator fixedvec2()
{
return pos;
}
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};
struct FDisplacementTable
{
TArray<FDisplacement> data;
int size;
void Create(int numgroups)
{
data.Resize(numgroups*numgroups);
memset(&data[0], 0, numgroups*numgroups*sizeof(data[0]));
size = numgroups;
}
FDisplacement &operator()(int x, int y)
{
return data[x + size*y];
}
};
extern FDisplacementTable Displacements;
//============================================================================
//
// Flags and types for linedef portals
//
//============================================================================
enum
{
PORTF_VISIBLE = 1,
PORTF_PASSABLE = 2,
PORTF_SOUNDTRAVERSE = 4,
PORTF_INTERACTIVE = 8,
PORTF_TYPETELEPORT = PORTF_VISIBLE | PORTF_PASSABLE | PORTF_SOUNDTRAVERSE,
PORTF_TYPEINTERACTIVE = PORTF_VISIBLE | PORTF_PASSABLE | PORTF_SOUNDTRAVERSE | PORTF_INTERACTIVE,
};
enum
{
PORTT_VISUAL,
PORTT_TELEPORT,
PORTT_INTERACTIVE,
PORTT_LINKED,
PORTT_LINKEDEE // Eternity compatible definition which uses only one line ID and a different anchor type to link to.
};
enum
{
PORG_ABSOLUTE, // does not align at all. z-ccoordinates must match.
PORG_FLOOR,
PORG_CEILING,
};
enum
{
PCOLL_NOTLINKED = 1,
PCOLL_LINKED = 2
};
//============================================================================
//
// All information about a line-to-line portal (all types)
// There is no structure for sector plane portals because for historic
// reasons those use actors to connect.
//
//============================================================================
struct FLinePortal
{
line_t *mOrigin;
line_t *mDestination;
fixed_t mXDisplacement;
fixed_t mYDisplacement;
BYTE mType;
BYTE mFlags;
BYTE mDefFlags;
BYTE mAlign;
};
extern TArray<FLinePortal> linePortals;
void P_SpawnLinePortal(line_t* line);
void P_FinalizePortals();
bool P_ChangePortal(line_t *ln, int thisid, int destid);
void P_CreateLinkedPortals();
bool P_CollectConnectedGroups(AActor *actor, fixed_t newx, fixed_t newy, FPortalGroupArray &out);
void P_CollectLinkedPortals();
inline int P_NumPortalGroups()
{
return Displacements.size;
}
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/* code ported from prototype */
bool P_ClipLineToPortal(line_t* line, line_t* portal, fixed_t viewx, fixed_t viewy, bool partial = true, bool samebehind = true);
void P_TranslatePortalXY(line_t* src, line_t* dst, fixed_t& x, fixed_t& y);
void P_TranslatePortalVXVY(line_t* src, line_t* dst, fixed_t& vx, fixed_t& vy);
void P_TranslatePortalAngle(line_t* src, line_t* dst, angle_t& angle);
void P_TranslatePortalZ(line_t* src, line_t* dst, fixed_t& z);
void P_NormalizeVXVY(fixed_t& vx, fixed_t& vy);
//============================================================================
//
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// basically, this is a teleporting tracer function,
// which can be used by itself (to calculate portal-aware offsets, say, for projectiles)
// or to teleport normal tracers (like hitscan, railgun, autoaim tracers)
//
//============================================================================
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class PortalTracer
{
public:
PortalTracer(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
// trace to next portal
bool TraceStep();
// trace to last available portal on the path
void TraceAll() { while (TraceStep()) continue; }
int depth;
fixed_t startx;
fixed_t starty;
fixed_t intx;
fixed_t inty;
fixed_t intxIn;
fixed_t intyIn;
fixed_t endx;
fixed_t endy;
angle_t angle;
fixed_t z;
fixed_t frac;
line_t* in;
line_t* out;
fixed_t vx;
fixed_t vy;
};
/* new code */
fixed_t P_PointLineDistance(line_t* line, fixed_t x, fixed_t y);
//============================================================================
//
// some wrappers around the portal data.
//
//============================================================================
// returns true if the portal is crossable by actors
inline bool line_t::isLinePortal() const
{
return portalindex >= linePortals.Size() ? false : !!(linePortals[portalindex].mFlags & PORTF_PASSABLE);
}
// returns true if the portal needs to be handled by the renderer
inline bool line_t::isVisualPortal() const
{
return portalindex >= linePortals.Size() ? false : !!(linePortals[portalindex].mFlags & PORTF_VISIBLE);
}
inline line_t *line_t::getPortalDestination() const
{
return portalindex >= linePortals.Size() ? (line_t*)NULL : linePortals[portalindex].mDestination;
}
inline int line_t::getPortalAlignment() const
{
return portalindex >= linePortals.Size() ? 0 : linePortals[portalindex].mAlign;
}
inline bool sector_t::PortalBlocksView(int plane)
{
if (SkyBoxes[plane] == NULL || SkyBoxes[plane]->special1 != SKYBOX_LINKEDPORTAL) return true;
return !!(planes[plane].Flags & (PLANEF_NORENDER | PLANEF_DISABLED | PLANEF_OBSTRUCTED));
}
inline bool sector_t::PortalBlocksMovement(int plane)
{
if (SkyBoxes[plane] == NULL || SkyBoxes[plane]->special1 != SKYBOX_LINKEDPORTAL) return true;
return !!(planes[plane].Flags & (PLANEF_NOPASS | PLANEF_DISABLED | PLANEF_OBSTRUCTED));
}
inline bool sector_t::PortalBlocksSound(int plane)
{
if (SkyBoxes[plane] == NULL || SkyBoxes[plane]->special1 != SKYBOX_LINKEDPORTAL) return true;
return !!(planes[plane].Flags & (PLANEF_BLOCKSOUND | PLANEF_DISABLED | PLANEF_OBSTRUCTED));
}
// These may only be called if the portal has been validated
inline FDisplacement &sector_t::FloorDisplacement()
{
return Displacements(PortalGroup, SkyBoxes[sector_t::floor]->Sector->PortalGroup);
}
inline FDisplacement &sector_t::CeilingDisplacement()
{
return Displacements(PortalGroup, SkyBoxes[sector_t::ceiling]->Sector->PortalGroup);
}
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#endif