#include "portal.h" #include "p_local.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" // simulation recurions maximum CVAR(Int, sv_portal_recursions, 4, CVAR_ARCHIVE|CVAR_SERVERINFO) PortalDrawseg* CurrentPortal = NULL; int CurrentPortalUniq = 0; // [ZZ] lots of floats here to avoid overflowing a lot bool R_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) { float xx = FIXED2FLOAT(o2x) - FIXED2FLOAT(o1x); float xy = FIXED2FLOAT(o2y) - FIXED2FLOAT(o1y); float d1x = FIXED2FLOAT(p1x) - FIXED2FLOAT(o1x); float d1y = FIXED2FLOAT(p1y) - FIXED2FLOAT(o1y); if (d1x > d1y) { d1y = d1y / d1x * 32767.0f; d1x = 32767.0; } else { d1x = d1x / d1y * 32767.0f; d1y = 32767.0; } float d2x = FIXED2FLOAT(p2x) - FIXED2FLOAT(o2x); float d2y = FIXED2FLOAT(p2y) - FIXED2FLOAT(o2y); float cross = d1x*d2y - d1y*d2x; if (fabs(cross) < 1e-8) return false; float t1 = (xx * d2y - xy * d2x)/cross; rx = o1x + FLOAT2FIXED(d1x * t1); ry = o1y + FLOAT2FIXED(d1y * t1); return true; } bool P_ClipLineToPortal(line_t* line, line_t* portal, fixed_t viewx, fixed_t viewy, bool partial, bool samebehind) { // we do this only if simple check doesn't clip away the line bool behind1 = !!P_PointOnLineSide(line->v1->x, line->v1->y, portal); bool behind2 = !!P_PointOnLineSide(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) return true; if ((behind1 || behind2) && partial) { fixed_t v1x = line->v1->x; fixed_t v1y = line->v1->y; fixed_t v2x = line->v2->x; fixed_t v2y = line->v2->y; fixed_t check1X = viewx; fixed_t check1Y = viewy; fixed_t check2X = portal->v2->x; fixed_t check2Y = portal->v2->y; fixed_t in1x = v1x; fixed_t in1y = v1y; bool i1 = R_IntersectLines(check1X, check1Y, check2X, check2Y, v1x, v1y, v2x, v2y, in1x, in1y); check2X = portal->v1->x; check2Y = portal->v1->y; fixed_t in2x = v2x; fixed_t in2y = v2y; bool i2 = R_IntersectLines(check1X, check1Y, check2X, check2Y, v1x, v1y, v2x, v2y, in2x, in2y); //if (log) Printf("intersection = %d [at %.2f, %.2f]; %d [at %.2f, %.2f]\n", i1, FIXED2FLOAT(in1x), FIXED2FLOAT(in1y), i2, FIXED2FLOAT(in2x), FIXED2FLOAT(in2y)); // now, to cull the shitty line that obstructs the view, we check if any of intersected points are on behind of the portal :) behind1 = !!P_PointOnLineSide(in1x, in1y, portal); behind2 = !!P_PointOnLineSide(in2x, in2y, portal); if (behind1 && behind2) return true; } return false; } bool P_CheckPortal(line_t* line) { if (line->special == Line_Mirror) { line->portal = true; line->portal_mirror = true; line->portal_passive = true; line->portal_dst = line; } else if (line->special == Line_SetPortal || line->special == Line_SetVisualPortal) { // portal destination is special argument #0 line_t* dst = NULL; if (line->args[0] > 0) { int linenum = -1; for (int i = 0; i < numlines; i++) { if (&lines[i] == line) continue; if (tagManager.LineHasID(&lines[i], line->args[0])) { dst = &lines[i]; break; } } } if (dst) { line->portal = true; line->portal_mirror = false; line->portal_passive = (line->special == Line_SetVisualPortal); line->portal_dst = dst; } else { line->portal = false; line->portal_mirror = false; line->portal_passive = false; line->portal_dst = NULL; } } else { line->portal = false; line->portal_mirror = false; line->portal_passive = false; line->portal_dst = NULL; } return (line->portal); } 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; } 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); } 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; } void P_TranslatePortalZ(line_t* src, line_t* dst, fixed_t& z) { // args[2] = 0 - no teleport // args[2] = 1 - adjust by floor difference // args[2] = 2 - adjust by ceiling difference if (src->args[2] == 1) { z = z - src->frontsector->floorplane.ZatPoint(src->v1->x, src->v1->y) + dst->frontsector->floorplane.ZatPoint(dst->v2->x, dst->v2->y); } else if (src->args[2] == 2) { z = z - src->frontsector->ceilingplane.ZatPoint(src->v1->x, src->v1->y) + dst->frontsector->ceilingplane.ZatPoint(dst->v2->x, dst->v2->y); } } // 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) { float _vx = FIXED2FLOAT(vx); float _vy = FIXED2FLOAT(vy); float len = sqrt(_vx*_vx+_vy*_vy); vx = FLOAT2FIXED(_vx/len); vy = FLOAT2FIXED(_vy/len); } // portal tracer code PortalTracer::PortalTracer(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy) { this->startx = startx; this->starty = starty; this->endx = endx; this->endy = endy; intx = endx; inty = endy; intxIn = intx; intyIn = inty; z = 0; angle = 0; depth = 0; frac = 0; in = NULL; out = NULL; vx = 0; vy = 0; } bool PortalTracer::TraceStep() { if (depth > sv_portal_recursions) return false; this->in = NULL; this->out = NULL; this->vx = 0; this->vy = 0; int oDepth = depth; fixed_t dirx = endx-startx; fixed_t diry = endy-starty; P_NormalizeVXVY(dirx, diry); dirx = 0; diry = 0; FPathTraverse it(startx-dirx, starty-diry, endx+dirx, endy+diry, PT_ADDLINES | PT_COMPATIBLE); intercept_t *in; while ((in = it.Next())) { line_t* li; if (in->isaline) { li = in->d.line; if (li->portal && !li->portal_passive) { if (P_PointOnLineSide(startx-dirx, starty-diry, li)) continue; // we're at the back side of this line line_t* out = li->portal_dst; this->in = li; this->out = out; // we only know that we crossed it, but we also need to know WHERE we crossed it fixed_t vx = it.Trace().dx; fixed_t vy = it.Trace().dy; fixed_t x = it.Trace().x + FixedMul(vx, in->frac); fixed_t y = it.Trace().y + FixedMul(vy, in->frac); P_NormalizeVXVY(vx, vy); this->vx = vx; this->vy = vy; // teleport our trace if (!out->backsector) { intx = x + vx; inty = y + vy; } else { intx = x - vx; inty = y - vy; } //P_TranslateCoordinatesAndAngle(li, out, startx, starty, noangle); //P_TranslateCoordinatesAndAngle(li, out, endx, endy, angle); //if (hdeltaZ) // P_TranslateZ(li, out, deltaZ); //P_TranslateCoordinatesAndAngle(li, out, vx, vy, noangle); P_TranslatePortalXY(li, out, startx, starty); P_TranslatePortalVXVY(li, out, this->vx, this->vy); intxIn = intx; intyIn = inty; P_TranslatePortalXY(li, out, intx, inty); P_TranslatePortalXY(li, out, endx, endy); P_TranslatePortalAngle(li, out, angle); P_TranslatePortalZ(li, out, z); frac += in->frac; depth++; break; // breaks to outer loop } if (!(li->flags & ML_TWOSIDED) || (li->flags & ML_BLOCKEVERYTHING)) return false; // stop tracing, 2D blocking line } } //Printf("returning %d; vx = %.2f; vy = %.2f\n", (oDepth != depth), FIXED2FLOAT(this->vx), FIXED2FLOAT(this->vy)); return (oDepth != depth); // if a portal has been found, return false }