gzdoom/src/playsim/portal.h

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#ifndef _PORTALS_H_
#define _PORTALS_H_
#include "basics.h"
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#include "m_bbox.h"
struct line_t;
struct sector_t;
struct FPortalGroupArray;
struct portnode_t;
struct subsector_t;
//============================================================================
//
// 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
{
DVector2 pos;
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bool isSet;
uint8_t indirect; // just for illustration.
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};
struct FDisplacementTable
{
TArray<FDisplacement> data;
int size;
FDisplacementTable()
{
Create(1);
}
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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];
}
DVector2 getOffset(int x, int y) const
{
if (x == y)
{
DVector2 nulvec = { 0,0 };
return nulvec; // shortcut for the most common case
}
return data[x + size*y].pos;
}
void MoveGroup(int grp, DVector2 delta)
{
for (int i = 1; i < size; i++)
{
data[grp + size*i].pos -= delta;
data[i + grp*size].pos += delta;
}
}
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};
//============================================================================
//
// A blockmap that only contains crossable portals
// This is used for quick checks if a vector crosses through one.
//
//============================================================================
struct FPortalBlock
{
bool neighborContainsLines; // this is for skipping the traverser and exiting early if we can quickly decide that there's no portals nearby.
bool containsLinkedPortals; // this is for sight check optimization. We can't early-out on an impenetrable line if there may be portals being found in the same block later on.
TArray<line_t*> portallines;
FPortalBlock()
{
neighborContainsLines = false;
containsLinkedPortals = false;
}
};
struct FPortalBlockmap
{
TArray<FPortalBlock> data;
int dx, dy;
bool containsLines;
bool hasLinkedSectorPortals; // global flag to shortcut portal checks if the map has none.
bool hasLinkedPolyPortals; // this means that any early-outs in P_CheckSight need to be disabled if a block contains polyobjects.
void Create(int blockx, int blocky)
{
data.Resize(blockx*blocky);
dx = blockx;
dy = blocky;
}
void Clear()
{
data.Clear();
data.ShrinkToFit();
dx = dy = 0;
containsLines = false;
hasLinkedPolyPortals = false;
hasLinkedSectorPortals = false;
}
FPortalBlock &operator()(int x, int y)
{
return data[x + dx*y];
}
};
//============================================================================
//
// Flags and types for linedef portals
//
//============================================================================
enum
{
PORTF_VISIBLE = 1,
PORTF_PASSABLE = 2,
PORTF_SOUNDTRAVERSE = 4,
PORTF_INTERACTIVE = 8,
PORTF_POLYOBJ = 16,
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)
//
//============================================================================
struct FLinePortalSpan;
struct vertex_t;
struct FLinePortal
{
line_t *mOrigin;
line_t *mDestination;
DVector2 mDisplacement;
uint8_t mType;
uint8_t mFlags;
uint8_t mDefFlags;
uint8_t mAlign;
DAngle mAngleDiff;
double mSinRot;
double mCosRot;
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portnode_t *lineportal_thinglist;
FLinePortalSpan *mGroup;
};
struct FLinePortalSpan
{
// defines the complete span of connected colinear line portals, if they are of type PORTT_LINKED.
vertex_t *v1 = nullptr, *v2 = nullptr; // vertices, from v1 to v2
TArray<FLinePortal *> lines;
int validcount = 0;
};
//============================================================================
//
// All information about a sector plane portal
//
//============================================================================
enum
{
PORTS_SKYVIEWPOINT = 0, // a regular skybox
PORTS_STACKEDSECTORTHING, // stacked sectors with the thing method
PORTS_PORTAL, // stacked sectors with Sector_SetPortal
PORTS_LINKEDPORTAL, // linked portal (interactive)
PORTS_PLANE, // EE-style plane portal (not implemented in SW renderer)
PORTS_HORIZON, // EE-style horizon portal (not implemented in SW renderer)
};
enum
{
PORTSF_SKYFLATONLY = 1, // portal is only active on skyflatnum
PORTSF_INSKYBOX = 2, // to avoid recursion
};
struct FSectorPortal
{
int mType;
int mFlags;
unsigned mPartner;
int mPlane;
sector_t *mOrigin;
sector_t *mDestination;
DVector2 mDisplacement;
double mPlaneZ;
TObjPtr<AActor*> mSkybox;
bool MergeAllowed() const
{
// For thing based stack sectors and regular skies the portal has no relevance for merging visplanes.
return (mType == PORTS_STACKEDSECTORTHING || (mType == PORTS_SKYVIEWPOINT && (mFlags & PORTSF_SKYFLATONLY)));
}
};
//============================================================================
//
// This groups all sector portals with identical offset.
//
//============================================================================
struct FSectorPortalGroup
{
DVector2 mDisplacement;
int plane;
};
//============================================================================
//
// Functions
//
//============================================================================
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/* code ported from prototype */
bool P_ClipLineToPortal(line_t* line, line_t* portal, DVector2 view, bool partial = true, bool samebehind = true);
void P_TranslatePortalXY(line_t* src, double& vx, double& vy);
void P_TranslatePortalVXVY(line_t* src, double &velx, double &vely);
void P_TranslatePortalAngle(line_t* src, DAngle& angle);
void P_TranslatePortalZ(line_t* src, double& vz);
struct FLevelLocals;
void InitPortalGroups(FLevelLocals *Level);
#endif