qzdoom-gpl/src/portal.h

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#ifndef _PORTALS_H_
#define _PORTALS_H_
#include "basictypes.h"
#include "v_video.h"
#include "m_bbox.h"
struct FPortalGroupArray;
//============================================================================
//
// This table holds the offsets for the different parts of a map
// that are connected by portals.
// The idea here is basically the same as implemented in Eternity Engine:
//
// - each portal creates two sector groups in the map
// which are offset by the displacement of the portal anchors
//
// - for two or multiple groups the displacement is calculated by
// adding the displacements between intermediate groups which
// have to be traversed to connect the two
//
// - any sector not connected to any portal is assigned to group 0
// Group 0 has no displacement to any other group in the level.
//
//============================================================================
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struct FDisplacement
{
fixedvec2 pos;
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bool isSet;
BYTE indirect; // just for illustration.
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};
struct FDisplacementTable
{
TArray<FDisplacement> data;
int size;
FDisplacementTable()
{
Create(1);
}
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void Create(int numgroups)
{
data.Resize(numgroups*numgroups);
memset(&data[0], 0, numgroups*numgroups*sizeof(data[0]));
size = numgroups;
}
FDisplacement &operator()(int x, int y)
{
return data[x + size*y];
}
fixedvec2 _f_getOffset(int x, int y) const
{
if (x == y)
{
fixedvec2 nulvec = { 0,0 };
return nulvec; // shortcut for the most common case
}
return data[x + size*y].pos;
}
DVector2 getOffset(int x, int y) const
{
if (x == y)
{
DVector2 nulvec = { 0,0 };
return nulvec; // shortcut for the most common case
}
fixedvec2 &p = data[x + size*y].pos;
return{ FIXED2DBL(p.x), FIXED2DBL(p.y) };
}
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};
extern FDisplacementTable Displacements;
//============================================================================
//
// A blockmap that only contains crossable portals
// This is used for quick checks if a vector crosses through one.
//
//============================================================================
struct FPortalBlock
{
bool neighborContainsLines; // this is for skipping the traverser and exiting early if we can quickly decide that there's no portals nearby.
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.
TArray<line_t*> portallines;
FPortalBlock()
{
neighborContainsLines = false;
containsLinkedPortals = false;
}
};
struct FPortalBlockmap
{
TArray<FPortalBlock> data;
int dx, dy;
bool containsLines;
bool hasLinkedSectorPortals; // global flag to shortcut portal checks if the map has none.
bool hasLinkedPolyPortals; // this means that any early-outs in P_CheckSight need to be disabled if a block contains polyobjects.
void Create(int blockx, int blocky)
{
data.Resize(blockx*blocky);
dx = blockx;
dy = blocky;
}
void Clear()
{
data.Clear();
data.ShrinkToFit();
dx = dy = 0;
containsLines = false;
hasLinkedPolyPortals = false;
hasLinkedSectorPortals = false;
}
FPortalBlock &operator()(int x, int y)
{
return data[x + dx*y];
}
};
extern FPortalBlockmap PortalBlockmap;
//============================================================================
//
// Flags and types for linedef portals
//
//============================================================================
enum
{
PORTF_VISIBLE = 1,
PORTF_PASSABLE = 2,
PORTF_SOUNDTRAVERSE = 4,
PORTF_INTERACTIVE = 8,
PORTF_TYPETELEPORT = PORTF_VISIBLE | PORTF_PASSABLE | PORTF_SOUNDTRAVERSE,
PORTF_TYPEINTERACTIVE = PORTF_VISIBLE | PORTF_PASSABLE | PORTF_SOUNDTRAVERSE | PORTF_INTERACTIVE,
};
enum
{
PORTT_VISUAL,
PORTT_TELEPORT,
PORTT_INTERACTIVE,
PORTT_LINKED,
PORTT_LINKEDEE // Eternity compatible definition which uses only one line ID and a different anchor type to link to.
};
enum
{
PORG_ABSOLUTE, // does not align at all. z-ccoordinates must match.
PORG_FLOOR,
PORG_CEILING,
};
enum
{
PCOLL_NOTLINKED = 1,
PCOLL_LINKED = 2
};
//============================================================================
//
// All information about a line-to-line portal (all types)
// There is no structure for sector plane portals because for historic
// reasons those use actors to connect.
//
//============================================================================
struct FLinePortal
{
line_t *mOrigin;
line_t *mDestination;
fixed_t mXDisplacement;
fixed_t mYDisplacement;
BYTE mType;
BYTE mFlags;
BYTE mDefFlags;
BYTE mAlign;
DAngle mAngleDiff;
fixed_t mSinRot;
fixed_t mCosRot;
};
extern TArray<FLinePortal> linePortals;
void P_ClearPortals();
void P_SpawnLinePortal(line_t* line);
void P_FinalizePortals();
bool P_ChangePortal(line_t *ln, int thisid, int destid);
void P_CreateLinkedPortals();
bool P_CollectConnectedGroups(int startgroup, const fixedvec3 &position, fixed_t upperz, fixed_t checkradius, FPortalGroupArray &out);
void P_CollectLinkedPortals();
inline int P_NumPortalGroups()
{
return Displacements.size;
}
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/* code ported from prototype */
bool P_ClipLineToPortal(line_t* line, line_t* portal, fixed_t viewx, fixed_t viewy, bool partial = true, bool samebehind = true);
void P_TranslatePortalXY(line_t* src, fixed_t& x, fixed_t& y);
void P_TranslatePortalVXVY(line_t* src, fixed_t& vx, fixed_t& vy);
inline void P_TranslatePortalVXVY(line_t* src, double& vx, double& vy)
{
fixed_t x = FLOAT2FIXED(vx);
fixed_t y = FLOAT2FIXED(vy);
P_TranslatePortalVXVY(src, x, y);
vx = FIXED2DBL(x);
vx = FIXED2DBL(y);
}
void P_TranslatePortalAngle(line_t* src, DAngle& angle);
void P_TranslatePortalZ(line_t* src, fixed_t& z);
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void P_NormalizeVXVY(fixed_t& vx, fixed_t& vy);
fixed_t P_PointLineDistance(line_t* line, fixed_t x, fixed_t y);
fixedvec2 P_GetOffsetPosition(fixed_t x, fixed_t y, fixed_t dx, fixed_t dy);
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inline DVector2 P_GetOffsetPosition(double x, double y, double dx, double dy)
{
fixedvec2 v = P_GetOffsetPosition(FLOAT2FIXED(x), FLOAT2FIXED(y), FLOAT2FIXED(dx), FLOAT2FIXED(dy));
return{ FIXED2DBL(v.x), FIXED2DBL(v.y) };
}
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#endif