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a23d1c2d25
The main reason is to unify the portal hierarchy again. The split into a hardware independent and a hardware dependent part turned out to be unnecessary and complicated matters. Another issue was that the new stencil setup code was having a few subtle problems, so this recreates the original ones with indirect API calls.
288 lines
7.3 KiB
C
288 lines
7.3 KiB
C
#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 "m_bbox.h"
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struct FPortalGroupArray;
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struct portnode_t;
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struct subsector_t;
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//============================================================================
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//
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// This table holds the offsets for the different parts of a map
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// that are connected by portals.
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// The idea here is basically the same as implemented in Eternity Engine:
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//
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// - each portal creates two sector groups in the map
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// which are offset by the displacement of the portal anchors
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//
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// - for two or multiple groups the displacement is calculated by
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// adding the displacements between intermediate groups which
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// have to be traversed to connect the two
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//
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// - any sector not connected to any portal is assigned to group 0
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// Group 0 has no displacement to any other group in the level.
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//
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//============================================================================
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struct FDisplacement
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{
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DVector2 pos;
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bool isSet;
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uint8_t indirect; // just for illustration.
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};
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struct FDisplacementTable
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{
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TArray<FDisplacement> data;
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int size;
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FDisplacementTable()
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{
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Create(1);
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}
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void Create(int numgroups)
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{
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data.Resize(numgroups*numgroups);
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memset(&data[0], 0, numgroups*numgroups*sizeof(data[0]));
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size = numgroups;
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}
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FDisplacement &operator()(int x, int y)
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{
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return data[x + size*y];
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}
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DVector2 getOffset(int x, int y) const
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{
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if (x == y)
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{
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DVector2 nulvec = { 0,0 };
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return nulvec; // shortcut for the most common case
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}
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return data[x + size*y].pos;
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}
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void MoveGroup(int grp, DVector2 delta)
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{
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for (int i = 1; i < size; i++)
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{
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data[grp + size*i].pos -= delta;
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data[i + grp*size].pos += delta;
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}
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}
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};
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//============================================================================
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//
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// A blockmap that only contains crossable portals
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// This is used for quick checks if a vector crosses through one.
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//
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//============================================================================
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struct FPortalBlock
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{
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bool neighborContainsLines; // this is for skipping the traverser and exiting early if we can quickly decide that there's no portals nearby.
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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.
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TArray<line_t*> portallines;
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FPortalBlock()
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{
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neighborContainsLines = false;
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containsLinkedPortals = false;
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}
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};
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struct FPortalBlockmap
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{
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TArray<FPortalBlock> data;
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int dx, dy;
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bool containsLines;
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bool hasLinkedSectorPortals; // global flag to shortcut portal checks if the map has none.
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bool hasLinkedPolyPortals; // this means that any early-outs in P_CheckSight need to be disabled if a block contains polyobjects.
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void Create(int blockx, int blocky)
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{
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data.Resize(blockx*blocky);
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dx = blockx;
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dy = blocky;
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}
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void Clear()
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{
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data.Clear();
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data.ShrinkToFit();
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dx = dy = 0;
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containsLines = false;
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hasLinkedPolyPortals = false;
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hasLinkedSectorPortals = false;
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}
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FPortalBlock &operator()(int x, int y)
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{
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return data[x + dx*y];
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}
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};
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//============================================================================
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//
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// Flags and types for linedef portals
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//
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//============================================================================
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enum
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{
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PORTF_VISIBLE = 1,
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PORTF_PASSABLE = 2,
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PORTF_SOUNDTRAVERSE = 4,
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PORTF_INTERACTIVE = 8,
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PORTF_POLYOBJ = 16,
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PORTF_TYPETELEPORT = PORTF_VISIBLE | PORTF_PASSABLE | PORTF_SOUNDTRAVERSE,
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PORTF_TYPEINTERACTIVE = PORTF_VISIBLE | PORTF_PASSABLE | PORTF_SOUNDTRAVERSE | PORTF_INTERACTIVE,
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};
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enum
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{
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PORTT_VISUAL,
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PORTT_TELEPORT,
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PORTT_INTERACTIVE,
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PORTT_LINKED,
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PORTT_LINKEDEE // Eternity compatible definition which uses only one line ID and a different anchor type to link to.
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};
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enum
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{
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PORG_ABSOLUTE, // does not align at all. z-ccoordinates must match.
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PORG_FLOOR,
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PORG_CEILING,
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};
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enum
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{
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PCOLL_NOTLINKED = 1,
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PCOLL_LINKED = 2
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};
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//============================================================================
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//
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// All information about a line-to-line portal (all types)
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//
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//============================================================================
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struct FLinePortalSpan;
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struct vertex_t;
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struct FLinePortal
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{
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line_t *mOrigin;
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line_t *mDestination;
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DVector2 mDisplacement;
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uint8_t mType;
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uint8_t mFlags;
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uint8_t mDefFlags;
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uint8_t mAlign;
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DAngle mAngleDiff;
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double mSinRot;
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double mCosRot;
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portnode_t *lineportal_thinglist;
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FLinePortalSpan *mGroup;
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};
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struct FLinePortalSpan
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{
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// defines the complete span of connected colinear line portals, if they are of type PORTT_LINKED.
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vertex_t *v1 = nullptr, *v2 = nullptr; // vertices, from v1 to v2
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TArray<FLinePortal *> lines;
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int validcount = 0;
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};
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//============================================================================
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//
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// All information about a sector plane portal
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//
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//============================================================================
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enum
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{
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PORTS_SKYVIEWPOINT = 0, // a regular skybox
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PORTS_STACKEDSECTORTHING, // stacked sectors with the thing method
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PORTS_PORTAL, // stacked sectors with Sector_SetPortal
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PORTS_LINKEDPORTAL, // linked portal (interactive)
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PORTS_PLANE, // EE-style plane portal (not implemented in SW renderer)
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PORTS_HORIZON, // EE-style horizon portal (not implemented in SW renderer)
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};
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enum
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{
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PORTSF_SKYFLATONLY = 1, // portal is only active on skyflatnum
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PORTSF_INSKYBOX = 2, // to avoid recursion
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};
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struct FSectorPortal
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{
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int mType;
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int mFlags;
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unsigned mPartner;
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int mPlane;
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sector_t *mOrigin;
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sector_t *mDestination;
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DVector2 mDisplacement;
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double mPlaneZ;
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TObjPtr<AActor*> mSkybox;
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bool MergeAllowed() const
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{
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// For thing based stack sectors and regular skies the portal has no relevance for merging visplanes.
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return (mType == PORTS_STACKEDSECTORTHING || (mType == PORTS_SKYVIEWPOINT && (mFlags & PORTSF_SKYFLATONLY)));
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}
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};
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//============================================================================
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//
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// This groups all sector portals with identical offset.
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//
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//============================================================================
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struct FSectorPortalGroup
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{
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DVector2 mDisplacement;
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int plane;
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};
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//============================================================================
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//
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// Functions
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//
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//============================================================================
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void P_ClearPortals();
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void P_SpawnLinePortal(line_t* line);
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void P_FinalizePortals();
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bool P_ChangePortal(line_t *ln, int thisid, int destid);
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void P_CreateLinkedPortals();
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bool P_CollectConnectedGroups(int startgroup, const DVector3 &position, double upperz, double checkradius, FPortalGroupArray &out);
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void P_CollectLinkedPortals();
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unsigned P_GetSkyboxPortal(AActor *actor);
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unsigned P_GetPortal(int type, int plane, sector_t *orgsec, sector_t *destsec, const DVector2 &displacement);
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unsigned P_GetStackPortal(AActor *point, int plane);
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/* code ported from prototype */
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bool P_ClipLineToPortal(line_t* line, line_t* portal, DVector2 view, bool partial = true, bool samebehind = true);
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void P_TranslatePortalXY(line_t* src, double& vx, double& vy);
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void P_TranslatePortalVXVY(line_t* src, double &velx, double &vely);
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void P_TranslatePortalAngle(line_t* src, DAngle& angle);
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void P_TranslatePortalZ(line_t* src, double& vz);
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DVector2 P_GetOffsetPosition(double x, double y, double dx, double dy);
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void InitPortalGroups();
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#endif
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