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- made arbitrary portals passable.
This includes: * allow one sided portal linedefs to be crossable when part of a polyobject. Due to the limitations, two-sided linedefs won't work here. For general use this is still not allowed because making them passable would require some crippling fudging. * delay portal finalization until after polyobjects have been spawned. * the camera interpolation also needs to handle angle differences. The code is still not 100% complete - the most important thing that is still missing is proper handling of P_CheckPosition through arbitrary portals.
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fcb38a9419
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047070d180
6 changed files with 60 additions and 22 deletions
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@ -808,6 +808,18 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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if (!ld->backsector)
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{ // One sided line
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// Needed for polyobject portals. Having two-sided lines just for portals on otherwise solid polyobjects is a messy subject.
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if ((cres.line->sidedef[0]->Flags & WALLF_POLYOBJ) && cres.line->isLinePortal())
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{
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spechit_t spec;
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spec.line = ld;
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spec.refpos = cres.position;
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spec.oldrefpos = tm.thing->PosRelative(ld);
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portalhit.Push(spec);
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return true;
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}
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if (((cres.portalflags & FFCF_NOFLOOR) && LineIsAbove(cres.line, tm.thing) != 0) ||
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((cres.portalflags & FFCF_NOCEILING) && LineIsBelow(cres.line, tm.thing) != 0))
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{
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@ -2143,7 +2155,7 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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while (true)
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{
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fixed_t bestfrac = FIXED_MAX;
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spechit_t *besthit = NULL;
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spechit_t besthit;
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// find the portal nearest to the crossing actor
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for (auto &spec : portalhit)
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{
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@ -2160,7 +2172,7 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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fixed_t frac = P_InterceptVector(&dl1, &dl2);
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if (frac < bestfrac)
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{
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besthit = &spec;
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besthit = spec;
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bestfrac = frac;
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}
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}
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@ -2168,7 +2180,7 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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if (bestfrac < FIXED_MAX)
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{
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line_t *ld = besthit->line;
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line_t *ld = besthit.line;
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FLinePortal *port = ld->getPortal();
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if (port->mType == PORTT_LINKED)
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{
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@ -2192,8 +2204,6 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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// so that the spechit array gets proper positions assigned that can be evaluated later.
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P_TranslatePortalXY(ld, out, pos.x, pos.y);
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P_TranslatePortalXY(ld, out, thingpos.x, thingpos.y);
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P_TranslatePortalVXVY(ld, out, thing->velx, thing->vely);
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P_TranslatePortalAngle(ld, out, thing->angle);
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P_TranslatePortalZ(ld, out, pos.z);
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thing->SetXYZ(thingpos.x, thingpos.y, pos.z);
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if (!P_CheckPosition(thing, pos.x, pos.y))
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@ -2204,16 +2214,19 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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}
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thing->UnlinkFromWorld();
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thing->SetXYZ(pos);
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P_TranslatePortalVXVY(ld, out, thing->velx, thing->vely);
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P_TranslatePortalAngle(ld, out, thing->angle);
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thing->LinkToWorld();
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P_FindFloorCeiling(thing);
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thing->ClearInterpolation();
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portalcrossed = true;
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}
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// if this is the current camera we need to store the point where the portal was crossed and the exit
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// so that the renderer can properly calculate an interpolated position along the movement path.
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if (thing == players[consoleplayer].camera)
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{
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divline_t dl1 = { besthit->oldrefpos.x,besthit-> oldrefpos.y, besthit->refpos.x - besthit->oldrefpos.x, besthit->refpos.y - besthit->oldrefpos.y };
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fixedvec3 hit = { dl1.x + FixedMul(dl1.dx, bestfrac), dl1.y + FixedMul(dl1.dy, bestfrac), 0 };
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divline_t dl1 = { besthit.oldrefpos.x,besthit. oldrefpos.y, besthit.refpos.x - besthit.oldrefpos.x, besthit.refpos.y - besthit.oldrefpos.y };
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fixedvec3a hit = { dl1.x + FixedMul(dl1.dx, bestfrac), dl1.y + FixedMul(dl1.dy, bestfrac), 0, 0 };
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line_t *out = port->mDestination;
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R_AddInterpolationPoint(hit);
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@ -2226,6 +2239,8 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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{
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P_TranslatePortalXY(ld, out, hit.x, hit.y);
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P_TranslatePortalZ(ld, out, hit.z);
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players[consoleplayer].viewz += hit.z; // needs to be done here because otherwise the renderer will not catch the change.
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P_TranslatePortalAngle(ld, out, hit.angle);
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}
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R_AddInterpolationPoint(hit);
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}
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@ -5450,7 +5465,7 @@ void PIT_FloorDrop(AActor *thing, FChangePosition *cpos)
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}
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if (thing->player && thing->player->mo == thing)
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{
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thing->player->viewz += thing->Z() - oldz;
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//thing->player->viewz += thing->Z() - oldz;
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}
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}
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@ -4046,6 +4046,7 @@ void P_SetupLevel (const char *lumpname, int position)
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times[16].Clock();
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if (reloop) P_LoopSidedefs (false);
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PO_Init (); // Initialize the polyobjs
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P_FinalizePortals(); // finalize line portals after polyobjects have been initialized. This info is needed for properly flagging them.
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times[16].Unclock();
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assert(sidetemp != NULL);
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@ -1531,8 +1531,6 @@ void P_SpawnSpecials (void)
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}
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// [RH] Start running any open scripts on this map
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FBehavior::StaticStartTypedScripts (SCRIPT_Open, NULL, false);
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P_FinalizePortals();
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P_CreateLinkedPortals();
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}
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// killough 2/28/98:
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@ -323,6 +323,12 @@ void P_UpdatePortal(FLinePortal *port)
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// Portal has no destination: switch it off
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port->mFlags = 0;
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}
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else if ((port->mOrigin->backsector == NULL && !(port->mOrigin->sidedef[0]->Flags & WALLF_POLYOBJ)) ||
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(port->mDestination->backsector == NULL && !(port->mOrigin->sidedef[0]->Flags & WALLF_POLYOBJ)))
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{
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// disable teleporting capability if a portal is or links to a one-sided wall (unless part of a polyobject.)
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port->mFlags = PORTF_VISIBLE;
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}
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else if (port->mDestination->getPortalDestination() != port->mOrigin)
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{
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//portal doesn't link back. This will be a simple teleporter portal.
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@ -387,6 +393,7 @@ void P_FinalizePortals()
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}
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P_CollectLinkedPortals();
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BuildBlockmap();
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P_CreateLinkedPortals();
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}
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//============================================================================
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@ -81,7 +81,7 @@ static TArray<InterpolationViewer> PastViewers;
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static FRandom pr_torchflicker ("TorchFlicker");
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static FRandom pr_hom;
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static bool NoInterpolateView;
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static TArray<fixedvec3> InterpolationPath;
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static TArray<fixedvec3a> InterpolationPath;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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@ -586,6 +586,8 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
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int oldgroup = R_PointInSubsector(iview->oviewx, iview->oviewy)->sector->PortalGroup;
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int newgroup = R_PointInSubsector(iview->nviewx, iview->nviewy)->sector->PortalGroup;
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fixed_t oviewangle = iview->oviewangle;
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fixed_t nviewangle = iview->nviewangle;
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if ((iview->oviewx != iview->nviewx || iview->oviewy != iview->nviewy) && InterpolationPath.Size() > 0)
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{
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viewx = iview->nviewx;
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@ -601,27 +603,31 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
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fixed_t pathlen = 0;
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fixed_t zdiff = 0;
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fixed_t totalzdiff = 0;
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angle_t adiff = 0;
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angle_t totaladiff = 0;
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fixed_t oviewz = iview->oviewz;
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fixed_t nviewz = iview->nviewz;
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fixedvec3 oldpos = { iview->oviewx, iview->oviewy, 0 };
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fixedvec3 newpos = { iview->nviewx, iview->nviewy, 0 };
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fixedvec3a oldpos = { iview->oviewx, iview->oviewy, 0, 0 };
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fixedvec3a newpos = { iview->nviewx, iview->nviewy, 0, 0 };
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InterpolationPath.Push(newpos); // add this to the array to simplify the loops below
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for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
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{
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fixedvec3 &start = i == 0 ? oldpos : InterpolationPath[i - 1];
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fixedvec3 &end = InterpolationPath[i];
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fixedvec3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
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fixedvec3a &end = InterpolationPath[i];
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pathlen += xs_CRoundToInt(TVector2<double>(end.x - start.x, end.y - start.y).Length());
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totalzdiff += start.z;
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totaladiff += start.angle;
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}
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fixed_t interpolatedlen = FixedMul(frac, pathlen);
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for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
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{
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fixedvec3 &start = i == 0 ? oldpos : InterpolationPath[i - 1];
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fixedvec3 &end = InterpolationPath[i];
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fixedvec3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
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fixedvec3a &end = InterpolationPath[i];
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fixed_t fraglen = xs_CRoundToInt(TVector2<double>(end.x - start.x, end.y - start.y).Length());
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zdiff += start.z;
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adiff += start.angle;
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if (fraglen <= interpolatedlen)
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{
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interpolatedlen -= fraglen;
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fixed_t fragfrac = FixedDiv(interpolatedlen, fraglen);
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oviewz += zdiff;
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nviewz -= totalzdiff - zdiff;
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oviewangle += adiff;
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nviewangle -= totaladiff - adiff;
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viewx = start.x + FixedMul(fragfrac, end.x - start.x);
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viewy = start.y + FixedMul(fragfrac, end.y - start.y);
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viewz = oviewz + FixedMul(frac, nviewz - oviewz);
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break;
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}
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}
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InterpolationPath.Pop();
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@ -661,7 +670,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
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(!netgame || !cl_noprediction) &&
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!LocalKeyboardTurner)
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{
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viewangle = iview->nviewangle + (LocalViewAngle & 0xFFFF0000);
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viewangle = nviewangle + (LocalViewAngle & 0xFFFF0000);
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fixed_t delta = player->centering ? 0 : -(signed)(LocalViewPitch & 0xFFFF0000);
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else
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{
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viewpitch = iview->oviewpitch + FixedMul (frac, iview->nviewpitch - iview->oviewpitch);
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viewangle = iview->oviewangle + FixedMul (frac, iview->nviewangle - iview->oviewangle);
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viewangle = oviewangle + FixedMul (frac, nviewangle - oviewangle);
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}
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// Due to interpolation this is not necessarily the same as the sector the camera is in.
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@ -876,7 +885,7 @@ void R_ClearInterpolationPath()
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//
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//==========================================================================
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void R_AddInterpolationPoint(const fixedvec3 &vec)
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void R_AddInterpolationPoint(const fixedvec3a &vec)
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{
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InterpolationPath.Push(vec);
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}
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@ -63,13 +63,21 @@ inline angle_t R_PointToAnglePrecise (fixed_t viewx, fixed_t viewy, fixed_t x, f
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return xs_RoundToUInt(atan2(double(y-viewy), double(x-viewx)) * (ANGLE_180/M_PI));
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}
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// Used for interpolation waypoints.
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struct fixedvec3a
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{
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fixed_t x, y, z;
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angle_t angle;
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};
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subsector_t *R_PointInSubsector (fixed_t x, fixed_t y);
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fixed_t R_PointToDist2 (fixed_t dx, fixed_t dy);
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void R_ResetViewInterpolation ();
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void R_RebuildViewInterpolation(player_t *player);
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bool R_GetViewInterpolationStatus();
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void R_ClearInterpolationPath();
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void R_AddInterpolationPoint(const fixedvec3 &vec);
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void R_AddInterpolationPoint(const fixedvec3a &vec);
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void R_SetViewSize (int blocks);
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void R_SetFOV (float fov);
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float R_GetFOV ();
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