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1349 lines
40 KiB
C++
1349 lines
40 KiB
C++
/*
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** portals.cpp
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** Everything that has to do with portals (both of the line and sector variety)
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 ZZYZX
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** Copyright 2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** There is no code here that is directly taken from Eternity
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** although some similarities may be inevitable because it has to
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** implement the same concepts.
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*/
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#include "p_local.h"
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#include "p_blockmap.h"
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#include "p_lnspec.h"
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#include "c_cvars.h"
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#include "m_bbox.h"
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#include "p_tags.h"
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#include "v_text.h"
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#include "a_sharedglobal.h"
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#include "i_system.h"
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#include "c_dispatch.h"
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#include "p_maputl.h"
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#include "p_spec.h"
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#include "p_checkposition.h"
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#include "math/cmath.h"
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#include "g_levellocals.h"
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#include "vm.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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FDisplacementTable Displacements;
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FPortalBlockmap PortalBlockmap;
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TArray<FLinePortal> linePortals;
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TArray<FLinePortal*> linkedPortals; // only the linked portals, this is used to speed up looking for them in P_CollectConnectedGroups.
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DEFINE_FIELD(FSectorPortal, mType);
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DEFINE_FIELD(FSectorPortal, mFlags);
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DEFINE_FIELD(FSectorPortal, mPartner);
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DEFINE_FIELD(FSectorPortal, mPlane);
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DEFINE_FIELD(FSectorPortal, mOrigin);
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DEFINE_FIELD(FSectorPortal, mDestination);
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DEFINE_FIELD(FSectorPortal, mDisplacement);
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DEFINE_FIELD(FSectorPortal, mPlaneZ);
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DEFINE_FIELD(FSectorPortal, mSkybox);
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//============================================================================
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//
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// This is used to mark processed portals for some collection functions.
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//
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//============================================================================
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struct FPortalBits
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{
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TArray<uint32_t> data;
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void setSize(int num)
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{
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data.Resize((num + 31) / 32);
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clear();
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}
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void clear()
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{
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memset(&data[0], 0, data.Size()*sizeof(uint32_t));
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}
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void setBit(int group)
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{
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data[group >> 5] |= (1 << (group & 31));
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}
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int getBit(int group)
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{
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return data[group >> 5] & (1 << (group & 31));
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}
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};
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//============================================================================
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//
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// BuildBlockmap
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//
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//============================================================================
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static void BuildBlockmap()
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{
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auto bmapwidth = level.blockmap.bmapwidth;
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auto bmapheight = level.blockmap.bmapheight;
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PortalBlockmap.Clear();
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PortalBlockmap.Create(bmapwidth, bmapheight);
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for (int y = 0; y < bmapheight; y++)
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{
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for (int x = 0; x < bmapwidth; x++)
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{
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int *list = level.blockmap.GetLines(x, y);
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FPortalBlock &block = PortalBlockmap(x, y);
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while (*list != -1)
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{
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line_t *ld = &level.lines[*list++];
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FLinePortal *port = ld->getPortal();
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if (port && port->mType != PORTT_VISUAL)
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{
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PortalBlockmap.containsLines = true;
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block.portallines.Push(ld);
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block.neighborContainsLines = true;
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if (ld->getPortal()->mType == PORTT_LINKED) block.containsLinkedPortals = true;
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if (x > 0) PortalBlockmap(x - 1, y).neighborContainsLines = true;
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if (y > 0) PortalBlockmap(x, y - 1).neighborContainsLines = true;
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if (x < PortalBlockmap.dx - 1) PortalBlockmap(x + 1, y).neighborContainsLines = true;
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if (y < PortalBlockmap.dy - 1) PortalBlockmap(x, y + 1).neighborContainsLines = true;
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}
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else
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{
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bool yes = ld->frontsector->PortalIsLinked(sector_t::ceiling) || ld->frontsector->PortalIsLinked(sector_t::floor);
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if (ld->backsector)
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{
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yes |= ld->backsector->PortalIsLinked(sector_t::ceiling) || ld->backsector->PortalIsLinked(sector_t::floor);
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}
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block.containsLinkedPortals |= yes;
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PortalBlockmap.hasLinkedSectorPortals |= yes;
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}
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}
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}
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}
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}
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//===========================================================================
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//
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// FLinePortalTraverse :: AddLineIntercepts.
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//
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// Similar to AddLineIntercepts but checks the portal blockmap for line-to-line portals
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//
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//===========================================================================
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void FLinePortalTraverse::AddLineIntercepts(int bx, int by)
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{
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if (by < 0 || by >= PortalBlockmap.dy || bx < 0 || bx >= PortalBlockmap.dx) return;
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FPortalBlock &block = PortalBlockmap(bx, by);
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for (unsigned i = 0; i<block.portallines.Size(); i++)
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{
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line_t *ld = block.portallines[i];
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double frac;
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divline_t dl;
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if (ld->validcount == validcount) continue; // already processed
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if (P_PointOnDivlineSide (ld->v1->fPos(), &trace) ==
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P_PointOnDivlineSide (ld->v2->fPos(), &trace))
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{
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continue; // line isn't crossed
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}
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P_MakeDivline (ld, &dl);
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if (P_PointOnDivlineSide(trace.x, trace.y, &dl) != 0 ||
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P_PointOnDivlineSide(trace.x + trace.dx, trace.y + trace.dy, &dl) != 1)
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{
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continue; // line isn't crossed from the front side
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}
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// hit the line
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P_MakeDivline(ld, &dl);
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frac = P_InterceptVector(&trace, &dl);
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if (frac < 0 || frac > 1.) continue; // behind source
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intercept_t newintercept;
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newintercept.frac = frac;
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newintercept.isaline = true;
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newintercept.done = false;
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newintercept.d.line = ld;
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intercepts.Push(newintercept);
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}
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}
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//============================================================================
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//
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// finds the destination for a line portal for spawning
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//
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//============================================================================
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static line_t *FindDestination(line_t *src, int tag)
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{
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if (tag)
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{
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int lineno = -1;
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FLineIdIterator it(tag);
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while ((lineno = it.Next()) >= 0)
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{
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if (&level.lines[lineno] != src)
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{
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return &level.lines[lineno];
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}
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}
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}
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return nullptr;
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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static void SetRotation(FLinePortal *port)
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{
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if (port != nullptr && port->mDestination != nullptr)
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{
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if (port->mType != PORTT_LINKED)
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{
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line_t *dst = port->mDestination;
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line_t *line = port->mOrigin;
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DAngle angle = dst->Delta().Angle() - line->Delta().Angle() + 180.;
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port->mSinRot = sindeg(angle.Degrees); // Here precision matters so use the slower but more precise versions.
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port->mCosRot = cosdeg(angle.Degrees);
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port->mAngleDiff = angle;
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if ((line->sidedef[0]->Flags & WALLF_POLYOBJ) || (dst->sidedef[0]->Flags & WALLF_POLYOBJ))
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{
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port->mFlags |= PORTF_POLYOBJ;
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}
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else
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{
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port->mFlags &= ~PORTF_POLYOBJ;
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}
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}
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else
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{
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// Linked portals have no angular difference.
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port->mSinRot = 0.;
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port->mCosRot = 1.;
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port->mAngleDiff = 0.;
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}
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}
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}
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//============================================================================
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//
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// Spawns a single line portal
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//
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//============================================================================
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void P_SpawnLinePortal(line_t* line)
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{
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// portal destination is special argument #0
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line_t* dst = nullptr;
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if (line->args[2] >= PORTT_VISUAL && line->args[2] <= PORTT_LINKED)
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{
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dst = FindDestination(line, line->args[0]);
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line->portalindex = linePortals.Reserve(1);
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FLinePortal *port = &linePortals.Last();
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memset(port, 0, sizeof(FLinePortal));
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port->mOrigin = line;
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port->mDestination = dst;
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port->mType = uint8_t(line->args[2]); // range check is done above.
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if (port->mType == PORTT_LINKED)
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{
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// Linked portals have no z-offset ever.
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port->mAlign = PORG_ABSOLUTE;
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}
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else
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{
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port->mAlign = uint8_t(line->args[3] >= PORG_ABSOLUTE && line->args[3] <= PORG_CEILING ? line->args[3] : PORG_ABSOLUTE);
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if (port->mType == PORTT_INTERACTIVE && port->mAlign != PORG_ABSOLUTE)
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{
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// Due to the way z is often handled, these pose a major issue for parts of the code that needs to transparently handle interactive portals.
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Printf(TEXTCOLOR_RED "Warning: z-offsetting not allowed for interactive portals. Changing line %d to teleport-portal!\n", line->Index());
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port->mType = PORTT_TELEPORT;
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}
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}
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if (port->mDestination != nullptr)
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{
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port->mDefFlags = port->mType == PORTT_VISUAL ? PORTF_VISIBLE : port->mType == PORTT_TELEPORT ? PORTF_TYPETELEPORT : PORTF_TYPEINTERACTIVE;
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}
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}
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else if (line->args[2] == PORTT_LINKEDEE && line->args[0] == 0)
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{
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// EE-style portals require that the first line ID is identical and the first arg of the two linked linedefs are 0 and 1 respectively.
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int mytag = tagManager.GetFirstLineID(line);
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for (auto &ln : level.lines)
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{
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if (tagManager.GetFirstLineID(&ln) == mytag && ln.args[0] == 1 && ln.special == Line_SetPortal)
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{
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line->portalindex = linePortals.Reserve(1);
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FLinePortal *port = &linePortals.Last();
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memset(port, 0, sizeof(FLinePortal));
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port->mOrigin = line;
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port->mDestination = &ln;
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port->mType = PORTT_LINKED;
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port->mAlign = PORG_ABSOLUTE;
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port->mDefFlags = PORTF_TYPEINTERACTIVE;
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// we need to create the backlink here, too.
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ln.portalindex = linePortals.Reserve(1);
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port = &linePortals.Last();
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memset(port, 0, sizeof(FLinePortal));
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port->mOrigin = &ln;
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port->mDestination = line;
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port->mType = PORTT_LINKED;
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port->mAlign = PORG_ABSOLUTE;
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port->mDefFlags = PORTF_TYPEINTERACTIVE;
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}
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}
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}
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else
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{
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// undefined type
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return;
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}
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}
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//============================================================================
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//
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// Update a line portal's state after all have been spawned
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//
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//============================================================================
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void P_UpdatePortal(FLinePortal *port)
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{
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if (port->mDestination == nullptr)
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{
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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->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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port->mFlags = port->mDefFlags & ~PORTF_INTERACTIVE;
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if (port->mType == PORTT_LINKED)
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{
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// this is illegal. Demote the type to TELEPORT
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port->mType = PORTT_TELEPORT;
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port->mDefFlags &= ~PORTF_INTERACTIVE;
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}
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}
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else
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{
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port->mFlags = port->mDefFlags;
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if (port->mType == PORTT_LINKED)
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{
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if (linePortals[port->mDestination->portalindex].mType != PORTT_LINKED)
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{
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port->mType = PORTT_INTERACTIVE; // linked portals must be two-way.
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}
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else
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{
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port->mDisplacement = port->mDestination->v2->fPos() - port->mOrigin->v1->fPos();
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}
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}
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}
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// Cache the angle between the two linedefs, for rotating.
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SetRotation(port);
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}
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//============================================================================
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//
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// Collect a separate list of linked portals so that these can be
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// processed faster without the simpler types interfering.
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//
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//============================================================================
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void P_CollectLinkedPortals()
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{
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linkedPortals.Clear();
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for (unsigned i = 0; i < linePortals.Size(); i++)
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{
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FLinePortal * port = &linePortals[i];
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if (port->mType == PORTT_LINKED)
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{
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linkedPortals.Push(port);
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}
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}
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}
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//============================================================================
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//
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// Post-process all line portals
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//
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//============================================================================
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void P_FinalizePortals()
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{
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for (unsigned i = 0; i < linePortals.Size(); i++)
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{
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FLinePortal * port = &linePortals[i];
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P_UpdatePortal(port);
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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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//
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// Change the destination of a portal
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//
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//============================================================================
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static bool ChangePortalLine(line_t *line, int destid)
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{
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if (line->portalindex >= linePortals.Size()) return false;
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FLinePortal *port = &linePortals[line->portalindex];
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if (port->mType == PORTT_LINKED) return false; // linked portals cannot be changed.
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if (destid == 0) port->mDestination = nullptr;
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port->mDestination = FindDestination(line, destid);
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if (port->mDestination == nullptr)
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{
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port->mFlags = 0;
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}
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else if (port->mType == PORTT_INTERACTIVE)
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{
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FLinePortal *portd = port->mDestination->portalindex < linePortals.Size()? &linePortals[port->mDestination->portalindex] : nullptr;
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if (portd != nullptr && portd->mType == PORTT_INTERACTIVE && portd->mDestination == line)
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{
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// this is a 2-way interactive portal
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port->mFlags = port->mDefFlags | PORTF_INTERACTIVE;
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portd->mFlags = portd->mDefFlags | PORTF_INTERACTIVE;
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}
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else
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{
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port->mFlags = port->mDefFlags;
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}
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SetRotation(portd);
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}
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SetRotation(port);
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return true;
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}
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//============================================================================
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//
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// Change the destination of a group of portals
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//
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//============================================================================
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bool P_ChangePortal(line_t *ln, int thisid, int destid)
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{
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int lineno;
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if (thisid == 0) return ChangePortalLine(ln, destid);
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FLineIdIterator it(thisid);
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bool res = false;
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while ((lineno = it.Next()) >= 0)
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{
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res |= ChangePortalLine(&level.lines[lineno], destid);
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}
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return res;
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}
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//============================================================================
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//
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// clears all portal data for a new level start
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//
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//============================================================================
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void P_ClearPortals()
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{
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Displacements.Create(1);
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linePortals.Clear();
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linkedPortals.Clear();
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level.sectorPortals.Resize(2);
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// The first entry must always be the default skybox. This is what every sector gets by default.
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memset(&level.sectorPortals[0], 0, sizeof(level.sectorPortals[0]));
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level.sectorPortals[0].mType = PORTS_SKYVIEWPOINT;
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level.sectorPortals[0].mFlags = PORTSF_SKYFLATONLY;
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// The second entry will be the default sky. This is for forcing a regular sky through the skybox picker
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memset(&level.sectorPortals[1], 0, sizeof(level.sectorPortals[0]));
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level.sectorPortals[1].mType = PORTS_SKYVIEWPOINT;
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level.sectorPortals[1].mFlags = PORTSF_SKYFLATONLY;
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}
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//============================================================================
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//
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// check if this line is between portal and the viewer. clip away if it is.
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//
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//============================================================================
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inline int P_GetLineSide(const DVector2 &pos, const line_t *line)
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{
|
|
double v = (pos.Y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - pos.X) * line->Delta().Y;
|
|
return v < -1. / 65536. ? -1 : v > 1. / 65536 ? 1 : 0;
|
|
}
|
|
|
|
bool P_ClipLineToPortal(line_t* line, line_t* portal, DVector2 view, bool partial, bool samebehind)
|
|
{
|
|
int behind1 = P_GetLineSide(line->v1->fPos(), portal);
|
|
int behind2 = P_GetLineSide(line->v2->fPos(), portal);
|
|
|
|
if (behind1 == 0 && behind2 == 0)
|
|
{
|
|
// The line is parallel to the portal and cannot possibly be visible.
|
|
return true;
|
|
}
|
|
// If one point lies on the same straight line than the portal, the other vertex will determine sidedness alone.
|
|
else if (behind2 == 0) behind2 = behind1;
|
|
else if (behind1 == 0) behind1 = behind2;
|
|
|
|
if (behind1 > 0 && behind2 > 0)
|
|
{
|
|
// The line is behind the portal, i.e. between viewer and portal line, and must be rejected
|
|
return true;
|
|
}
|
|
else if (behind1 < 0 && behind2 < 0)
|
|
{
|
|
// The line is in front of the portal, i.e. the portal is between viewer and line. This line must not be rejected
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
// The line intersects with the portal straight, so we need to do another check to see how both ends of the portal lie in relation to the viewer.
|
|
int viewside = P_GetLineSide(view, line);
|
|
int p1side = P_GetLineSide(portal->v1->fPos(), line);
|
|
int p2side = P_GetLineSide(portal->v2->fPos(), line);
|
|
// Do the same handling of points on the portal straight as above.
|
|
if (p1side == 0) p1side = p2side;
|
|
else if (p2side == 0) p2side = p1side;
|
|
// If the portal is on the other side of the line than the viewpoint, there is no possibility to see this line inside the portal.
|
|
return (p1side == p2side && viewside != p1side);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// Translates a coordinate by a portal's displacement
|
|
//
|
|
//============================================================================
|
|
|
|
void P_TranslatePortalXY(line_t* src, double& x, double& y)
|
|
{
|
|
if (!src) return;
|
|
FLinePortal *port = src->getPortal();
|
|
if (!port) return;
|
|
if (port->mFlags & PORTF_POLYOBJ) SetRotation(port); // update the angle for polyportals.
|
|
|
|
// offsets from line
|
|
double nposx = x - src->v1->fX();
|
|
double nposy = y - src->v1->fY();
|
|
|
|
// Rotate position along normal to match exit linedef
|
|
double tx = nposx * port->mCosRot - nposy * port->mSinRot;
|
|
double ty = nposy * port->mCosRot + nposx * port->mSinRot;
|
|
|
|
tx += port->mDestination->v2->fX();
|
|
ty += port->mDestination->v2->fY();
|
|
|
|
x = tx;
|
|
y = ty;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// Translates a velocity vector by a portal's displacement
|
|
//
|
|
//============================================================================
|
|
|
|
void P_TranslatePortalVXVY(line_t* src, double &velx, double &vely)
|
|
{
|
|
if (!src) return;
|
|
FLinePortal *port = src->getPortal();
|
|
if (!port) return;
|
|
if (port->mFlags & PORTF_POLYOBJ) SetRotation(port); // update the angle for polyportals.
|
|
|
|
double orig_velx = velx;
|
|
double orig_vely = vely;
|
|
velx = orig_velx * port->mCosRot - orig_vely * port->mSinRot;
|
|
vely = orig_vely * port->mCosRot + orig_velx * port->mSinRot;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// Translates an angle by a portal's displacement
|
|
//
|
|
//============================================================================
|
|
|
|
void P_TranslatePortalAngle(line_t* src, DAngle& angle)
|
|
{
|
|
if (!src) return;
|
|
FLinePortal *port = src->getPortal();
|
|
if (!port) return;
|
|
if (port->mFlags & PORTF_POLYOBJ) SetRotation(port); // update the angle for polyportals.
|
|
angle = (angle + port->mAngleDiff).Normalized360();
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// Translates a z-coordinate by a portal's displacement
|
|
//
|
|
//============================================================================
|
|
|
|
void P_TranslatePortalZ(line_t* src, double& z)
|
|
{
|
|
// args[2] = 0 - no adjustment
|
|
// args[2] = 1 - adjust by floor difference
|
|
// args[2] = 2 - adjust by ceiling difference
|
|
|
|
// This cannot be precalculated because heights may change.
|
|
line_t *dst = src->getPortalDestination();
|
|
switch (src->getPortalAlignment())
|
|
{
|
|
case PORG_FLOOR:
|
|
z = z - src->frontsector->floorplane.ZatPoint(src->v1) + dst->frontsector->floorplane.ZatPoint(dst->v2);
|
|
return;
|
|
|
|
case PORG_CEILING:
|
|
z = z - src->frontsector->ceilingplane.ZatPoint(src->v1) + dst->frontsector->ceilingplane.ZatPoint(dst->v2);
|
|
return;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_GetSkyboxPortal
|
|
//
|
|
// Gets a portal for a SkyViewpoint
|
|
// If none exists yet, it will create a new one.
|
|
//
|
|
//============================================================================
|
|
|
|
unsigned P_GetSkyboxPortal(AActor *actor)
|
|
{
|
|
if (actor == nullptr) return 1; // this means a regular sky.
|
|
for (unsigned i = 0;i<level.sectorPortals.Size();i++)
|
|
{
|
|
if (level.sectorPortals[i].mSkybox == actor) return i;
|
|
}
|
|
unsigned i = level.sectorPortals.Reserve(1);
|
|
memset(&level.sectorPortals[i], 0, sizeof(level.sectorPortals[i]));
|
|
level.sectorPortals[i].mType = PORTS_SKYVIEWPOINT;
|
|
level.sectorPortals[i].mFlags = actor->GetClass()->IsDescendantOf("SkyCamCompat") ? 0 : PORTSF_SKYFLATONLY;
|
|
level.sectorPortals[i].mSkybox = actor;
|
|
level.sectorPortals[i].mDestination = actor->Sector;
|
|
return i;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(FSectorPortal, GetSkyboxPortal)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_OBJECT(actor, AActor);
|
|
ACTION_RETURN_INT(P_GetSkyboxPortal(actor));
|
|
}
|
|
//============================================================================
|
|
//
|
|
// P_GetPortal
|
|
//
|
|
// Creates a portal struct for a linedef-based portal
|
|
//
|
|
//============================================================================
|
|
|
|
unsigned P_GetPortal(int type, int plane, sector_t *from, sector_t *to, const DVector2 &displacement)
|
|
{
|
|
unsigned i = level.sectorPortals.Reserve(1);
|
|
memset(&level.sectorPortals[i], 0, sizeof(level.sectorPortals[i]));
|
|
level.sectorPortals[i].mType = type;
|
|
level.sectorPortals[i].mPlane = plane;
|
|
level.sectorPortals[i].mOrigin = from;
|
|
level.sectorPortals[i].mDestination = to;
|
|
level.sectorPortals[i].mDisplacement = displacement;
|
|
level.sectorPortals[i].mPlaneZ = type == PORTS_LINKEDPORTAL? from->GetPlaneTexZ(plane) : FLT_MAX;
|
|
return i;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_GetStackPortal
|
|
//
|
|
// Creates a portal for a stacked sector thing
|
|
//
|
|
//============================================================================
|
|
|
|
unsigned P_GetStackPortal(AActor *point, int plane)
|
|
{
|
|
unsigned i = level.sectorPortals.Reserve(1);
|
|
memset(&level.sectorPortals[i], 0, sizeof(level.sectorPortals[i]));
|
|
level.sectorPortals[i].mType = PORTS_STACKEDSECTORTHING;
|
|
level.sectorPortals[i].mPlane = plane;
|
|
level.sectorPortals[i].mOrigin = point->target->Sector;
|
|
level.sectorPortals[i].mDestination = point->Sector;
|
|
level.sectorPortals[i].mPlaneZ = FLT_MAX;
|
|
level.sectorPortals[i].mSkybox = point;
|
|
return i;
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// P_GetOffsetPosition
|
|
//
|
|
// Offsets a given coordinate if the trace from the origin crosses an
|
|
// interactive line-to-line portal.
|
|
//
|
|
//============================================================================
|
|
|
|
DVector2 P_GetOffsetPosition(double x, double y, double dx, double dy)
|
|
{
|
|
DVector2 dest(x + dx, y + dy);
|
|
if (PortalBlockmap.containsLines)
|
|
{
|
|
double actx = x, acty = y;
|
|
// Try some easily discoverable early-out first. If we know that the trace cannot possibly find a portal, this saves us from calling the traverser completely for vast parts of the map.
|
|
if (dx < 128 && dy < 128)
|
|
{
|
|
int blockx = level.blockmap.GetBlockX(actx);
|
|
int blocky = level.blockmap.GetBlockY(acty);
|
|
if (blockx < 0 || blocky < 0 || blockx >= PortalBlockmap.dx || blocky >= PortalBlockmap.dy || !PortalBlockmap(blockx, blocky).neighborContainsLines) return dest;
|
|
}
|
|
|
|
bool repeat;
|
|
do
|
|
{
|
|
FLinePortalTraverse it;
|
|
it.init(actx, acty, dx, dy, PT_ADDLINES|PT_DELTA);
|
|
intercept_t *in;
|
|
|
|
repeat = false;
|
|
while ((in = it.Next()))
|
|
{
|
|
// hit a portal line.
|
|
line_t *line = in->d.line;
|
|
FLinePortal *port = line->getPortal();
|
|
|
|
// Teleport portals are intentionally ignored since skipping this stuff is their entire reason for existence.
|
|
if (port->mFlags & PORTF_INTERACTIVE)
|
|
{
|
|
DVector2 hit = it.InterceptPoint(in);
|
|
|
|
if (port->mType == PORTT_LINKED)
|
|
{
|
|
// optimized handling for linked portals where we only need to add an offset.
|
|
hit += port->mDisplacement;
|
|
dest += port->mDisplacement;
|
|
}
|
|
else
|
|
{
|
|
// interactive ones are more complex because the vector may be rotated.
|
|
// Note: There is no z-translation here, there's just too much code in the engine that wouldn't be able to handle interactive portals with a height difference.
|
|
P_TranslatePortalXY(line, hit.X, hit.Y);
|
|
P_TranslatePortalXY(line, dest.X, dest.Y);
|
|
}
|
|
// update the fields, end this trace and restart from the new position
|
|
dx = dest.X - hit.X;
|
|
dy = dest.Y - hit.Y;
|
|
actx = hit.X;
|
|
acty = hit.Y;
|
|
repeat = true;
|
|
}
|
|
|
|
break;
|
|
}
|
|
} while (repeat);
|
|
}
|
|
return dest;
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// CollectSectors
|
|
//
|
|
// Collects all sectors that are connected to any sector belonging to a portal
|
|
// because they all will need the same displacement values
|
|
//
|
|
//============================================================================
|
|
|
|
static bool CollectSectors(int groupid, sector_t *origin)
|
|
{
|
|
if (origin->PortalGroup != 0) return false; // already processed
|
|
origin->PortalGroup = groupid;
|
|
|
|
TArray<sector_t *> list(16);
|
|
list.Push(origin);
|
|
|
|
for (unsigned i = 0; i < list.Size(); i++)
|
|
{
|
|
sector_t *sec = list[i];
|
|
|
|
for (auto line : sec->Lines)
|
|
{
|
|
sector_t *other = line->frontsector == sec ? line->backsector : line->frontsector;
|
|
if (other != nullptr && other != sec && other->PortalGroup != groupid)
|
|
{
|
|
other->PortalGroup = groupid;
|
|
list.Push(other);
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// AddDisplacementForPortal
|
|
//
|
|
// Adds the displacement for one portal to the displacement array
|
|
// (one version for sector to sector plane, one for line to line portals)
|
|
//
|
|
// Note: Despite the similarities to Eternity's equivalent this is
|
|
// original code!
|
|
//
|
|
//============================================================================
|
|
|
|
static void AddDisplacementForPortal(FSectorPortal *portal)
|
|
{
|
|
int thisgroup = portal->mOrigin->PortalGroup;
|
|
int othergroup = portal->mDestination->PortalGroup;
|
|
if (thisgroup == othergroup)
|
|
{
|
|
Printf("Portal between sectors %d and %d has both sides in same group and will be disabled\n", portal->mOrigin->sectornum, portal->mDestination->sectornum);
|
|
portal->mType = PORTS_PORTAL;
|
|
return;
|
|
}
|
|
if (thisgroup <= 0 || thisgroup >= Displacements.size || othergroup <= 0 || othergroup >= Displacements.size)
|
|
{
|
|
Printf("Portal between sectors %d and %d has invalid group and will be disabled\n", portal->mOrigin->sectornum, portal->mDestination->sectornum);
|
|
portal->mType = PORTS_PORTAL;
|
|
return;
|
|
}
|
|
|
|
FDisplacement & disp = Displacements(thisgroup, othergroup);
|
|
if (!disp.isSet)
|
|
{
|
|
disp.pos = portal->mDisplacement;
|
|
disp.isSet = true;
|
|
}
|
|
else
|
|
{
|
|
if (disp.pos != portal->mDisplacement)
|
|
{
|
|
Printf("Portal between sectors %d and %d has displacement mismatch and will be disabled\n", portal->mOrigin->sectornum, portal->mDestination->sectornum);
|
|
portal->mType = PORTS_PORTAL;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void AddDisplacementForPortal(FLinePortal *portal)
|
|
{
|
|
int thisgroup = portal->mOrigin->frontsector->PortalGroup;
|
|
int othergroup = portal->mDestination->frontsector->PortalGroup;
|
|
if (thisgroup == othergroup)
|
|
{
|
|
Printf("Portal between lines %d and %d has both sides in same group\n", portal->mOrigin->Index(), portal->mDestination->Index());
|
|
portal->mType = linePortals[portal->mDestination->portalindex].mType = PORTT_TELEPORT;
|
|
return;
|
|
}
|
|
if (thisgroup <= 0 || thisgroup >= Displacements.size || othergroup <= 0 || othergroup >= Displacements.size)
|
|
{
|
|
Printf("Portal between lines %d and %d has invalid group\n", portal->mOrigin->Index(), portal->mDestination->Index());
|
|
portal->mType = linePortals[portal->mDestination->portalindex].mType = PORTT_TELEPORT;
|
|
return;
|
|
}
|
|
|
|
FDisplacement & disp = Displacements(thisgroup, othergroup);
|
|
if (!disp.isSet)
|
|
{
|
|
disp.pos = portal->mDisplacement;
|
|
disp.isSet = true;
|
|
}
|
|
else
|
|
{
|
|
if (disp.pos != portal->mDisplacement)
|
|
{
|
|
Printf("Portal between lines %d and %d has displacement mismatch\n", portal->mOrigin->Index(), portal->mDestination->Index());
|
|
portal->mType = linePortals[portal->mDestination->portalindex].mType = PORTT_TELEPORT;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// ConnectGroups
|
|
//
|
|
// Do the indirect connections. This loop will run until it cannot find any new connections
|
|
//
|
|
//============================================================================
|
|
|
|
static bool ConnectGroups()
|
|
{
|
|
// Now
|
|
uint8_t indirect = 1;
|
|
bool bogus = false;
|
|
bool changed;
|
|
do
|
|
{
|
|
changed = false;
|
|
for (int x = 1; x < Displacements.size; x++)
|
|
{
|
|
for (int y = 1; y < Displacements.size; y++)
|
|
{
|
|
FDisplacement &dispxy = Displacements(x, y);
|
|
if (dispxy.isSet)
|
|
{
|
|
for (int z = 1; z < Displacements.size; z++)
|
|
{
|
|
FDisplacement &dispyz = Displacements(y, z);
|
|
if (dispyz.isSet)
|
|
{
|
|
FDisplacement &dispxz = Displacements(x, z);
|
|
if (dispxz.isSet)
|
|
{
|
|
if (dispxy.pos.X + dispyz.pos.X != dispxz.pos.X || dispxy.pos.Y + dispyz.pos.Y != dispxz.pos.Y)
|
|
{
|
|
bogus = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
dispxz.pos = dispxy.pos + dispyz.pos;
|
|
dispxz.isSet = true;
|
|
dispxz.indirect = indirect;
|
|
changed = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
indirect++;
|
|
} while (changed);
|
|
return bogus;
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// P_CreateLinkedPortals
|
|
//
|
|
// Creates the data structures needed for linked portals
|
|
// Removes portals from sloped sectors (as they cannot work on them)
|
|
// Group all sectors connected to one side of the portal
|
|
// Caclculate displacements between all created groups.
|
|
//
|
|
// Portals with the same offset but different anchors will not be merged.
|
|
//
|
|
//============================================================================
|
|
|
|
void P_CreateLinkedPortals()
|
|
{
|
|
TArray<FSectorPortal *> orgs;
|
|
int id = 1;
|
|
bool bogus = false;
|
|
|
|
for(auto &s : level.sectorPortals)
|
|
{
|
|
if (s.mType == PORTS_LINKEDPORTAL)
|
|
{
|
|
orgs.Push(&s);
|
|
}
|
|
}
|
|
id = 1;
|
|
if (orgs.Size() != 0)
|
|
{
|
|
for (auto &sec : level.sectors)
|
|
{
|
|
for (int j = 0; j < 2; j++)
|
|
{
|
|
if (sec.GetPortalType(j) == PORTS_LINKEDPORTAL)
|
|
{
|
|
secplane_t &plane = j == 0 ? sec.floorplane : sec.ceilingplane;
|
|
if (plane.isSlope())
|
|
{
|
|
// The engine cannot deal with portals on a sloped plane.
|
|
sec.ClearPortal(j);
|
|
Printf("Portal on %s of sector %d is sloped and will be disabled\n", j == 0 ? "floor" : "ceiling", sec.sectornum);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Group all sectors, starting at each portal origin.
|
|
for (unsigned i = 0; i < orgs.Size(); i++)
|
|
{
|
|
if (CollectSectors(id, orgs[i]->mOrigin)) id++;
|
|
if (CollectSectors(id, orgs[i]->mDestination)) id++;
|
|
}
|
|
}
|
|
for (unsigned i = 0; i < linePortals.Size(); i++)
|
|
{
|
|
if (linePortals[i].mType == PORTT_LINKED)
|
|
{
|
|
if (linePortals[i].mDestination == nullptr)
|
|
{
|
|
Printf("Linked portal on line %d is unconnected and will be disabled\n", linePortals[i].mOrigin->Index());
|
|
linePortals[i].mOrigin->portalindex = UINT_MAX;
|
|
linePortals[i].mType = PORTT_VISUAL;
|
|
}
|
|
else
|
|
{
|
|
if (CollectSectors(id, linePortals[i].mOrigin->frontsector)) id++;
|
|
if (CollectSectors(id, linePortals[i].mDestination->frontsector)) id++;
|
|
}
|
|
}
|
|
}
|
|
|
|
Displacements.Create(id);
|
|
// Check for leftover sectors that connect to a portal
|
|
for (auto &sec : level.sectors)
|
|
{
|
|
for (int j = 0; j < 2; j++)
|
|
{
|
|
if (sec.GetPortalType(j) == PORTS_LINKEDPORTAL && sec.PortalGroup == 0)
|
|
{
|
|
auto p = sec.GetPortal(j);
|
|
CollectSectors(p->mOrigin->PortalGroup, &sec);
|
|
}
|
|
}
|
|
}
|
|
for (unsigned i = 0; i < orgs.Size(); i++)
|
|
{
|
|
AddDisplacementForPortal(orgs[i]);
|
|
}
|
|
for (unsigned i = 0; i < linePortals.Size(); i++)
|
|
{
|
|
if (linePortals[i].mType == PORTT_LINKED)
|
|
{
|
|
AddDisplacementForPortal(&linePortals[i]);
|
|
}
|
|
}
|
|
|
|
for (int x = 1; x < Displacements.size; x++)
|
|
{
|
|
for (int y = x + 1; y < Displacements.size; y++)
|
|
{
|
|
FDisplacement &dispxy = Displacements(x, y);
|
|
FDisplacement &dispyx = Displacements(y, x);
|
|
if (dispxy.isSet && dispyx.isSet &&
|
|
(dispxy.pos.X != -dispyx.pos.X || dispxy.pos.Y != -dispyx.pos.Y))
|
|
{
|
|
int sec1 = -1, sec2 = -1;
|
|
for (unsigned i = 0; i < level.sectors.Size() && (sec1 == -1 || sec2 == -1); i++)
|
|
{
|
|
if (sec1 == -1 && level.sectors[i].PortalGroup == x) sec1 = i;
|
|
if (sec2 == -1 && level.sectors[i].PortalGroup == y) sec2 = i;
|
|
}
|
|
Printf("Link offset mismatch between sectors %d and %d\n", sec1, sec2);
|
|
bogus = true;
|
|
}
|
|
// mark everything that connects to a one-sided line
|
|
for (auto &line : level.lines)
|
|
{
|
|
if (line.backsector == nullptr && line.frontsector->PortalGroup == 0)
|
|
{
|
|
CollectSectors(-1, line.frontsector);
|
|
}
|
|
}
|
|
// and now print a message for everything that still wasn't processed.
|
|
for (auto &sec : level.sectors)
|
|
{
|
|
if (sec.PortalGroup == 0)
|
|
{
|
|
Printf("Unable to assign sector %d to any group. Possibly self-referencing\n", sec.sectornum);
|
|
}
|
|
else if (sec.PortalGroup == -1) sec.PortalGroup = 0;
|
|
}
|
|
}
|
|
}
|
|
bogus |= ConnectGroups();
|
|
if (bogus)
|
|
{
|
|
// todo: disable all portals whose offsets do not match the associated groups
|
|
}
|
|
|
|
// reject would just get in the way when checking sight through portals.
|
|
if (Displacements.size > 1)
|
|
{
|
|
level.rejectmatrix.Reset();
|
|
}
|
|
// finally we must flag all planes which are obstructed by the sector's own ceiling or floor.
|
|
for (auto &sec : level.sectors)
|
|
{
|
|
sec.CheckPortalPlane(sector_t::floor);
|
|
sec.CheckPortalPlane(sector_t::ceiling);
|
|
// set a flag on each line connecting to a plane portal sector. This is used to reduce the amount of checks in P_CheckSight.
|
|
if (sec.PortalIsLinked(sector_t::floor) || sec.PortalIsLinked(sector_t::ceiling))
|
|
{
|
|
for(auto ln : sec.Lines)
|
|
{
|
|
ln->flags |= ML_PORTALCONNECT;
|
|
}
|
|
}
|
|
if (sec.PortalIsLinked(sector_t::ceiling) && sec.PortalIsLinked(sector_t::floor))
|
|
{
|
|
double cz = sec.GetPortalPlaneZ(sector_t::ceiling);
|
|
double fz = sec.GetPortalPlaneZ(sector_t::floor);
|
|
if (cz < fz)
|
|
{
|
|
// This is a fatal condition. We have to remove one of the two portals. Choose the one that doesn't match the current plane
|
|
Printf("Error in sector %d: Ceiling portal at z=%f is below floor portal at z=%f\n", sec.sectornum, cz, fz);
|
|
double cp = -sec.ceilingplane.fD();
|
|
double fp = sec.floorplane.fD();
|
|
if (cp < fp || fz == fp)
|
|
{
|
|
sec.ClearPortal(sector_t::ceiling);
|
|
}
|
|
else
|
|
{
|
|
sec.ClearPortal(sector_t::floor);
|
|
}
|
|
}
|
|
}
|
|
// mark all sector planes that check out ok for everything.
|
|
if (sec.PortalIsLinked(sector_t::floor)) sec.planes[sector_t::floor].Flags |= PLANEF_LINKED;
|
|
if (sec.PortalIsLinked(sector_t::ceiling)) sec.planes[sector_t::ceiling].Flags |= PLANEF_LINKED;
|
|
}
|
|
if (linkedPortals.Size() > 0)
|
|
{
|
|
// We need to relink all actors that may touch a linked line portal
|
|
TThinkerIterator<AActor> it;
|
|
AActor *actor;
|
|
while ((actor = it.Next()))
|
|
{
|
|
if (!(actor->flags & MF_NOBLOCKMAP))
|
|
{
|
|
FPortalGroupArray check(FPortalGroupArray::PGA_NoSectorPortals);
|
|
P_CollectConnectedGroups(actor->Sector->PortalGroup, actor->Pos(), actor->Top(), actor->radius, check);
|
|
if (check.Size() > 0)
|
|
{
|
|
FLinkContext ctx;
|
|
actor->UnlinkFromWorld(&ctx);
|
|
actor->LinkToWorld(&ctx);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// Collect all portal groups this actor would occupy at the given position
|
|
// This is used to determine which parts of the map need to be checked.
|
|
//
|
|
//============================================================================
|
|
|
|
bool P_CollectConnectedGroups(int startgroup, const DVector3 &position, double upperz, double checkradius, FPortalGroupArray &out)
|
|
{
|
|
// Keep this temporary work stuff static. This function can never be called recursively
|
|
// and this would have to be reallocated for each call otherwise.
|
|
static FPortalBits processMask;
|
|
static TArray<FLinePortal*> foundPortals;
|
|
static TArray<int> groupsToCheck;
|
|
|
|
bool retval = false;
|
|
out.inited = true;
|
|
|
|
processMask.setSize(Displacements.size);
|
|
if (Displacements.size == 1)
|
|
{
|
|
processMask.setBit(startgroup);
|
|
return false;
|
|
}
|
|
|
|
if (linkedPortals.Size() != 0)
|
|
{
|
|
processMask.clear();
|
|
foundPortals.Clear();
|
|
|
|
int thisgroup = startgroup;
|
|
processMask.setBit(thisgroup);
|
|
//out.Add(thisgroup);
|
|
|
|
for (unsigned i = 0; i < linkedPortals.Size(); i++)
|
|
{
|
|
line_t *ld = linkedPortals[i]->mOrigin;
|
|
int othergroup = ld->frontsector->PortalGroup;
|
|
FDisplacement &disp = Displacements(thisgroup, othergroup);
|
|
if (!disp.isSet) continue; // no connection.
|
|
|
|
FBoundingBox box(position.X + disp.pos.X, position.Y + disp.pos.Y, checkradius);
|
|
|
|
if (!box.inRange(ld) || box.BoxOnLineSide(linkedPortals[i]->mOrigin) != -1) continue; // not touched
|
|
foundPortals.Push(linkedPortals[i]);
|
|
}
|
|
bool foundone = true;
|
|
while (foundone)
|
|
{
|
|
foundone = false;
|
|
for (int i = foundPortals.Size() - 1; i >= 0; i--)
|
|
{
|
|
if (processMask.getBit(foundPortals[i]->mOrigin->frontsector->PortalGroup) &&
|
|
!processMask.getBit(foundPortals[i]->mDestination->frontsector->PortalGroup))
|
|
{
|
|
processMask.setBit(foundPortals[i]->mDestination->frontsector->PortalGroup);
|
|
out.Add(foundPortals[i]->mDestination->frontsector->PortalGroup);
|
|
foundone = true;
|
|
retval = true;
|
|
foundPortals.Delete(i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (out.method != FPortalGroupArray::PGA_NoSectorPortals)
|
|
{
|
|
sector_t *sec = P_PointInSector(position);
|
|
sector_t *wsec = sec;
|
|
while (!wsec->PortalBlocksMovement(sector_t::ceiling) && upperz > wsec->GetPortalPlaneZ(sector_t::ceiling))
|
|
{
|
|
int othergroup = wsec->GetOppositePortalGroup(sector_t::ceiling);
|
|
DVector2 pos = Displacements.getOffset(startgroup, othergroup) + position;
|
|
if (processMask.getBit(othergroup)) break;
|
|
processMask.setBit(othergroup);
|
|
out.Add(othergroup | FPortalGroupArray::UPPER);
|
|
wsec = P_PointInSector(pos); // get upper sector at the exact spot we want to check and repeat
|
|
retval = true;
|
|
}
|
|
wsec = sec;
|
|
while (!wsec->PortalBlocksMovement(sector_t::floor) && position.Z < wsec->GetPortalPlaneZ(sector_t::floor))
|
|
{
|
|
int othergroup = wsec->GetOppositePortalGroup(sector_t::floor);
|
|
DVector2 pos = Displacements.getOffset(startgroup, othergroup) + position;
|
|
if (processMask.getBit(othergroup)) break;
|
|
processMask.setBit(othergroup);
|
|
out.Add(othergroup | FPortalGroupArray::LOWER);
|
|
wsec = P_PointInSector(pos); // get lower sector at the exact spot we want to check and repeat
|
|
retval = true;
|
|
}
|
|
if (out.method == FPortalGroupArray::PGA_Full3d && PortalBlockmap.hasLinkedSectorPortals)
|
|
{
|
|
groupsToCheck.Clear();
|
|
groupsToCheck.Push(startgroup);
|
|
int thisgroup = startgroup;
|
|
for (unsigned i = 0; i < groupsToCheck.Size();i++)
|
|
{
|
|
DVector2 disp = Displacements.getOffset(startgroup, thisgroup & ~FPortalGroupArray::FLAT);
|
|
FBoundingBox box(position.X + disp.X, position.Y + disp.Y, checkradius);
|
|
FBlockLinesIterator it(box);
|
|
line_t *ld;
|
|
while ((ld = it.Next()))
|
|
{
|
|
if (!box.inRange(ld) || box.BoxOnLineSide(ld) != -1)
|
|
continue;
|
|
|
|
if (!(thisgroup & FPortalGroupArray::LOWER))
|
|
{
|
|
for (int s = 0; s < 2; s++)
|
|
{
|
|
sector_t *sec = s ? ld->backsector : ld->frontsector;
|
|
if (sec && !(sec->PortalBlocksMovement(sector_t::ceiling)))
|
|
{
|
|
if (sec->GetPortalPlaneZ(sector_t::ceiling) < upperz)
|
|
{
|
|
int grp = sec->GetOppositePortalGroup(sector_t::ceiling);
|
|
if (!(processMask.getBit(grp)))
|
|
{
|
|
processMask.setBit(grp);
|
|
groupsToCheck.Push(grp | FPortalGroupArray::UPPER);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!(thisgroup & FPortalGroupArray::UPPER))
|
|
{
|
|
for (int s = 0; s < 2; s++)
|
|
{
|
|
sector_t *sec = s ? ld->backsector : ld->frontsector;
|
|
if (sec && !(sec->PortalBlocksMovement(sector_t::floor)))
|
|
{
|
|
if (sec->GetPortalPlaneZ(sector_t::floor) > position.Z)
|
|
{
|
|
int grp = sec->GetOppositePortalGroup(sector_t::floor);
|
|
if (!(processMask.getBit(grp)))
|
|
{
|
|
processMask.setBit(grp);
|
|
groupsToCheck.Push(grp | FPortalGroupArray::LOWER);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return retval;
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// print the group link table to the console
|
|
//
|
|
//============================================================================
|
|
|
|
CCMD(dumplinktable)
|
|
{
|
|
for (int x = 1; x < Displacements.size; x++)
|
|
{
|
|
for (int y = 1; y < Displacements.size; y++)
|
|
{
|
|
FDisplacement &disp = Displacements(x, y);
|
|
Printf("%c%c(%6d, %6d)", TEXTCOLOR_ESCAPE, 'C' + disp.indirect, int(disp.pos.X), int(disp.pos.Y));
|
|
}
|
|
Printf("\n");
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|