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https://github.com/ZDoom/gzdoom.git
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Fixed odd merge bugs
This commit is contained in:
parent
a520d35d89
commit
31cad858d9
3 changed files with 464 additions and 0 deletions
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@ -951,6 +951,7 @@ add_executable( zdoom WIN32 MACOSX_BUNDLE
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p_xlat.cpp
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parsecontext.cpp
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po_man.cpp
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portal.cpp
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r_swrenderer.cpp
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r_utility.cpp
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r_3dfloors.cpp
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390
src/portal.cpp
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390
src/portal.cpp
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@ -0,0 +1,390 @@
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#include "portal.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "r_bsp.h"
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#include "r_segs.h"
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#include "c_cvars.h"
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#include "m_bbox.h"
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// simulation recurions maximum
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CVAR(Int, sv_portal_recursions, 4, CVAR_ARCHIVE|CVAR_SERVERINFO)
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PortalDrawseg* CurrentPortal = NULL;
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int CurrentPortalUniq = 0;
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// [ZZ] lots of floats here to avoid overflowing a lot
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bool R_IntersectLines(fixed_t o1x, fixed_t o1y, fixed_t p1x, fixed_t p1y,
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fixed_t o2x, fixed_t o2y, fixed_t p2x, fixed_t p2y,
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fixed_t& rx, fixed_t& ry)
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{
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float xx = FIXED2FLOAT(o2x) - FIXED2FLOAT(o1x);
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float xy = FIXED2FLOAT(o2y) - FIXED2FLOAT(o1y);
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float d1x = FIXED2FLOAT(p1x) - FIXED2FLOAT(o1x);
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float d1y = FIXED2FLOAT(p1y) - FIXED2FLOAT(o1y);
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if (d1x > d1y)
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{
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d1y = d1y / d1x * 32767.0f;
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d1x = 32767.0;
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}
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else
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{
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d1x = d1x / d1y * 32767.0f;
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d1y = 32767.0;
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}
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float d2x = FIXED2FLOAT(p2x) - FIXED2FLOAT(o2x);
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float d2y = FIXED2FLOAT(p2y) - FIXED2FLOAT(o2y);
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float cross = d1x*d2y - d1y*d2x;
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if (fabs(cross) < 1e-8)
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return false;
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float t1 = (xx * d2y - xy * d2x)/cross;
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rx = o1x + FLOAT2FIXED(d1x * t1);
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ry = o1y + FLOAT2FIXED(d1y * t1);
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return true;
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}
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bool P_ClipLineToPortal(line_t* line, line_t* portal, fixed_t viewx, fixed_t viewy, bool partial, bool samebehind)
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{
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// we do this only if simple check doesn't clip away the line
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bool behind1 = !!P_PointOnLineSide(line->v1->x, line->v1->y, portal);
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bool behind2 = !!P_PointOnLineSide(line->v2->x, line->v2->y, portal);
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// [ZZ] update 16.12.2014: if a vertex equals to one of portal's vertices, it's treated as being behind the portal.
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// 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)
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if ((line->v1->x == portal->v1->x && line->v1->y == portal->v1->y) ||
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(line->v1->x == portal->v2->x && line->v1->y == portal->v2->y))
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behind1 = samebehind;
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if ((line->v2->x == portal->v1->x && line->v2->y == portal->v1->y) ||
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(line->v2->x == portal->v2->x && line->v2->y == portal->v2->y))
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behind2 = samebehind;
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if (behind1 && behind2)
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return true;
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if ((behind1 || behind2) && partial)
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{
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fixed_t v1x = line->v1->x;
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fixed_t v1y = line->v1->y;
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fixed_t v2x = line->v2->x;
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fixed_t v2y = line->v2->y;
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fixed_t check1X = viewx;
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fixed_t check1Y = viewy;
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fixed_t check2X = portal->v2->x;
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fixed_t check2Y = portal->v2->y;
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fixed_t in1x = v1x;
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fixed_t in1y = v1y;
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bool i1 = R_IntersectLines(check1X, check1Y, check2X, check2Y, v1x, v1y, v2x, v2y, in1x, in1y);
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check2X = portal->v1->x;
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check2Y = portal->v1->y;
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fixed_t in2x = v2x;
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fixed_t in2y = v2y;
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bool i2 = R_IntersectLines(check1X, check1Y, check2X, check2Y, v1x, v1y, v2x, v2y, in2x, in2y);
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//if (log) Printf("intersection = %d [at %.2f, %.2f]; %d [at %.2f, %.2f]\n", i1, FIXED2FLOAT(in1x), FIXED2FLOAT(in1y), i2, FIXED2FLOAT(in2x), FIXED2FLOAT(in2y));
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// now, to cull the shitty line that obstructs the view, we check if any of intersected points are on behind of the portal :)
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behind1 = !!P_PointOnLineSide(in1x, in1y, portal);
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behind2 = !!P_PointOnLineSide(in2x, in2y, portal);
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if (behind1 && behind2)
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return true;
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}
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return false;
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}
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bool P_CheckPortal(line_t* line)
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{
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if (line->special == Line_Mirror)
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{
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line->portal = true;
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line->portal_mirror = true;
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line->portal_passive = true;
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line->portal_dst = line;
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}
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else if (line->special == Line_SetPortal ||
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line->special == Line_SetVisualPortal)
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{
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// portal destination is special argument #0
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line_t* dst = NULL;
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if (line->args[0] > 0)
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{
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int linenum = -1;
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for (int i = 0; i < numlines; i++)
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{
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if (&lines[i] == line)
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continue;
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if (lines[i].id == line->args[0])
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{
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dst = &lines[i];
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break;
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}
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}
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}
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if (dst)
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{
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line->portal = true;
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line->portal_mirror = false;
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line->portal_passive = (line->special == Line_SetVisualPortal);
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line->portal_dst = dst;
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}
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else
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{
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line->portal = false;
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line->portal_mirror = false;
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line->portal_passive = false;
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line->portal_dst = NULL;
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}
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}
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else
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{
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line->portal = false;
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line->portal_mirror = false;
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line->portal_passive = false;
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line->portal_dst = NULL;
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}
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return (line->portal);
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}
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void P_TranslatePortalXY(line_t* src, line_t* dst, fixed_t& x, fixed_t& y)
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{
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if (!src || !dst)
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return;
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fixed_t nposx, nposy; // offsets from line
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// Get the angle between the two linedefs, for rotating
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// orientation and velocity. Rotate 180 degrees, and flip
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// the position across the exit linedef, if reversed.
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angle_t angle =
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R_PointToAngle2(0, 0, dst->dx, dst->dy) -
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R_PointToAngle2(0, 0, src->dx, src->dy);
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angle += ANGLE_180;
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// Sine, cosine of angle adjustment
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fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
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fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
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fixed_t tx, ty;
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nposx = x - src->v1->x;
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nposy = y - src->v1->y;
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// Rotate position along normal to match exit linedef
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tx = FixedMul(nposx, c) - FixedMul(nposy, s);
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ty = FixedMul(nposy, c) + FixedMul(nposx, s);
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tx += dst->v2->x;
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ty += dst->v2->y;
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x = tx;
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y = ty;
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}
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void P_TranslatePortalVXVY(line_t* src, line_t* dst, fixed_t& vx, fixed_t& vy)
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{
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angle_t angle =
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R_PointToAngle2(0, 0, dst->dx, dst->dy) -
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R_PointToAngle2(0, 0, src->dx, src->dy);
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angle += ANGLE_180;
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// Sine, cosine of angle adjustment
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fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
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fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
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fixed_t orig_velx = vx;
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fixed_t orig_vely = vy;
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vx = FixedMul(orig_velx, c) - FixedMul(orig_vely, s);
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vy = FixedMul(orig_vely, c) + FixedMul(orig_velx, s);
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}
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void P_TranslatePortalAngle(line_t* src, line_t* dst, angle_t& angle)
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{
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if (!src || !dst)
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return;
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// Get the angle between the two linedefs, for rotating
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// orientation and velocity. Rotate 180 degrees, and flip
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// the position across the exit linedef, if reversed.
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angle_t xangle =
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R_PointToAngle2(0, 0, dst->dx, dst->dy) -
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R_PointToAngle2(0, 0, src->dx, src->dy);
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xangle += ANGLE_180;
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angle += xangle;
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}
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void P_TranslatePortalZ(line_t* src, line_t* dst, fixed_t& z)
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{
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// args[2] = 0 - no teleport
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// args[2] = 1 - adjust by floor difference
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// args[2] = 2 - adjust by ceiling difference
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if (src->args[2] == 1)
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{
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z = z - src->frontsector->floorplane.ZatPoint(src->v1->x, src->v1->y) + dst->frontsector->floorplane.ZatPoint(dst->v2->x, dst->v2->y);
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}
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else if (src->args[2] == 2)
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{
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z = z - src->frontsector->ceilingplane.ZatPoint(src->v1->x, src->v1->y) + dst->frontsector->ceilingplane.ZatPoint(dst->v2->x, dst->v2->y);
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}
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}
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// calculate shortest distance from a point (x,y) to a linedef
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fixed_t P_PointLineDistance(line_t* line, fixed_t x, fixed_t y)
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{
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angle_t angle = R_PointToAngle2(0, 0, line->dx, line->dy);
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angle += ANGLE_180;
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fixed_t dx = line->v1->x - x;
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fixed_t dy = line->v1->y - y;
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fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
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fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
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fixed_t d2x = FixedMul(dx, c) - FixedMul(dy, s);
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return abs(d2x);
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}
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void P_NormalizeVXVY(fixed_t& vx, fixed_t& vy)
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{
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float _vx = FIXED2FLOAT(vx);
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float _vy = FIXED2FLOAT(vy);
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float len = sqrt(_vx*_vx+_vy*_vy);
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vx = FLOAT2FIXED(_vx/len);
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vy = FLOAT2FIXED(_vy/len);
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}
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// portal tracer code
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PortalTracer::PortalTracer(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
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{
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this->startx = startx;
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this->starty = starty;
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this->endx = endx;
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this->endy = endy;
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intx = endx;
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inty = endy;
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intxIn = intx;
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intyIn = inty;
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z = 0;
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angle = 0;
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depth = 0;
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frac = 0;
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in = NULL;
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out = NULL;
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vx = 0;
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vy = 0;
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}
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bool PortalTracer::TraceStep()
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{
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if (depth > sv_portal_recursions)
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return false;
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this->in = NULL;
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this->out = NULL;
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this->vx = 0;
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this->vy = 0;
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int oDepth = depth;
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fixed_t dirx = endx-startx;
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fixed_t diry = endy-starty;
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P_NormalizeVXVY(dirx, diry);
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dirx = 0;
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diry = 0;
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FPathTraverse it(startx-dirx, starty-diry, endx+dirx, endy+diry, PT_ADDLINES | PT_COMPATIBLE);
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intercept_t *in;
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while ((in = it.Next()))
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{
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line_t* li;
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if (in->isaline)
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{
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li = in->d.line;
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if (li->portal && !li->portal_passive)
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{
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if (P_PointOnLineSide(startx-dirx, starty-diry, li))
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continue; // we're at the back side of this line
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line_t* out = li->portal_dst;
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this->in = li;
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this->out = out;
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// we only know that we crossed it, but we also need to know WHERE we crossed it
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fixed_t vx = it.Trace().dx;
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fixed_t vy = it.Trace().dy;
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fixed_t x = it.Trace().x + FixedMul(vx, in->frac);
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fixed_t y = it.Trace().y + FixedMul(vy, in->frac);
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P_NormalizeVXVY(vx, vy);
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this->vx = vx;
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this->vy = vy;
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// teleport our trace
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if (!out->backsector)
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{
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intx = x + vx;
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inty = y + vy;
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}
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else
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{
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intx = x - vx;
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inty = y - vy;
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}
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//P_TranslateCoordinatesAndAngle(li, out, startx, starty, noangle);
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//P_TranslateCoordinatesAndAngle(li, out, endx, endy, angle);
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//if (hdeltaZ)
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// P_TranslateZ(li, out, deltaZ);
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//P_TranslateCoordinatesAndAngle(li, out, vx, vy, noangle);
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P_TranslatePortalXY(li, out, startx, starty);
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P_TranslatePortalVXVY(li, out, this->vx, this->vy);
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intxIn = intx;
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intyIn = inty;
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P_TranslatePortalXY(li, out, intx, inty);
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P_TranslatePortalXY(li, out, endx, endy);
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P_TranslatePortalAngle(li, out, angle);
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P_TranslatePortalZ(li, out, z);
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frac += in->frac;
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depth++;
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break; // breaks to outer loop
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}
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if (!(li->flags & ML_TWOSIDED) || (li->flags & ML_BLOCKEVERYTHING))
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return false; // stop tracing, 2D blocking line
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}
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}
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//Printf("returning %d; vx = %.2f; vy = %.2f\n", (oDepth != depth), FIXED2FLOAT(this->vx), FIXED2FLOAT(this->vy));
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return (oDepth != depth); // if a portal has been found, return false
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}
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73
src/portal.h
Normal file
73
src/portal.h
Normal file
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#ifndef _PORTALS_H_
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#define _PORTALS_H_
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#include "basictypes.h"
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#include "v_video.h"
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#include "r_defs.h"
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#include "actor.h"
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#include "p_local.h"
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#include "m_bbox.h"
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/* portal structure, this is used in r_ code in order to store drawsegs with portals (and mirrors) */
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struct PortalDrawseg
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{
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line_t* src; // source line (the one drawn) this doesn't change over render loops
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line_t* dst; // destination line (the one that the portal is linked with, equals 'src' for mirrors)
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int x1; // drawseg x1
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int x2; // drawseg x2
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int len;
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TArray<short> ceilingclip;
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TArray<short> floorclip;
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bool mirror; // true if this is a mirror (src should equal dst)
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};
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extern PortalDrawseg* CurrentPortal;
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extern int CurrentPortalUniq;
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/* code ported from prototype */
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bool P_ClipLineToPortal(line_t* line, line_t* portal, fixed_t viewx, fixed_t viewy, bool partial = true, bool samebehind = true);
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bool P_CheckPortal(line_t* line);
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void P_TranslatePortalXY(line_t* src, line_t* dst, fixed_t& x, fixed_t& y);
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void P_TranslatePortalVXVY(line_t* src, line_t* dst, fixed_t& vx, fixed_t& vy);
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void P_TranslatePortalAngle(line_t* src, line_t* dst, angle_t& angle);
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void P_TranslatePortalZ(line_t* src, line_t* dst, fixed_t& z);
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void P_NormalizeVXVY(fixed_t& vx, fixed_t& vy);
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// basically, this is a teleporting tracer function,
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// which can be used by itself (to calculate portal-aware offsets, say, for projectiles)
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// or to teleport normal tracers (like hitscan, railgun, autoaim tracers)
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class PortalTracer
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{
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public:
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PortalTracer(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
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|
||||
// 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);
|
||||
|
||||
#endif
|
Loading…
Reference in a new issue