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https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-15 08:41:59 +00:00
- wrap access to portal properties into sector_t:: member functions.
This commit is contained in:
parent
c795f29cc4
commit
322b9fc0ae
11 changed files with 109 additions and 96 deletions
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@ -287,22 +287,21 @@ void P_ThinkParticles ()
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particle->Pos.Z += particle->Vel.Z;
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particle->Vel += particle->Acc;
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particle->subsector = R_PointInSubsector(particle->Pos);
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sector_t *s = particle->subsector->sector;
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// Handle crossing a sector portal.
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if (!particle->subsector->sector->PortalBlocksMovement(sector_t::ceiling))
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if (!s->PortalBlocksMovement(sector_t::ceiling))
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{
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AActor *skybox = particle->subsector->sector->SkyBoxes[sector_t::ceiling];
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if (particle->Pos.Z > skybox->specialf1)
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if (particle->Pos.Z > s->GetPortalPlaneZ(sector_t::ceiling))
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{
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particle->Pos += skybox->Scale;
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particle->Pos += s->GetPortalDisplacement(sector_t::ceiling);
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particle->subsector = NULL;
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}
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}
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else if (!particle->subsector->sector->PortalBlocksMovement(sector_t::floor))
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else if (!s->PortalBlocksMovement(sector_t::floor))
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{
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AActor *skybox = particle->subsector->sector->SkyBoxes[sector_t::floor];
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if (particle->Pos.Z < skybox->specialf1)
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if (particle->Pos.Z < s->GetPortalPlaneZ(sector_t::floor))
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{
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particle->Pos += skybox->Scale;
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particle->Pos += s->GetPortalDisplacement(sector_t::floor);
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particle->subsector = NULL;
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}
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}
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@ -162,12 +162,12 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
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// I wish there was a better method to do this than randomly looking through the portal at a few places...
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if (checkabove)
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{
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sector_t *upper = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->SkyBoxes[sector_t::ceiling]->Scale);
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sector_t *upper = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling));
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P_RecursiveSound(upper, soundtarget, splash, soundblocks, emitter, maxdist);
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}
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if (checkbelow)
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{
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sector_t *lower = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->SkyBoxes[sector_t::floor]->Scale);
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sector_t *lower = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::floor));
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P_RecursiveSound(lower, soundtarget, splash, soundblocks, emitter, maxdist);
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}
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FLinePortal *port = check->getPortal();
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@ -656,20 +656,21 @@ double P_GetMoveFactor(const AActor *mo, double *frictionp)
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// - 0 when intersecting
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// - -1 when outside the portal
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//
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// Note that this check is done from the 'other' side of the portal
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// so plane names seem to be inverted.
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//
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//==========================================================================
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static int LineIsAbove(line_t *line, AActor *actor)
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{
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AActor *point = line->frontsector->SkyBoxes[sector_t::floor];
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if (point == NULL) return -1;
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return point->specialf1 >= actor->Top();
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if (line->frontsector->PortalBlocksMovement(sector_t::floor)) return -1;
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return line->frontsector->GetPortalPlaneZ(sector_t::floor) >= actor->Top();
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}
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static int LineIsBelow(line_t *line, AActor *actor)
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{
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AActor *point = line->frontsector->SkyBoxes[sector_t::ceiling];
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if (point == NULL) return -1;
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return point->specialf1 <= actor->Z();
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if (line->frontsector->PortalBlocksMovement(sector_t::ceiling)) return -1;
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return line->frontsector->GetPortalPlaneZ(sector_t::ceiling) <= actor->Z();
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}
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//
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@ -762,7 +763,7 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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if (state == 1)
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{
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// the line should not block but we should set the ceilingz to the portal boundary so that we can't float up into that line.
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double portalz = cres.line->frontsector->SkyBoxes[sector_t::floor]->specialf1;
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double portalz = cres.line->frontsector->GetPortalPlaneZ(sector_t::floor);
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if (portalz < tm.ceilingz)
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{
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tm.ceilingz = portalz;
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@ -778,7 +779,7 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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if (state == -1) return true;
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if (state == 1)
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{
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double portalz = cres.line->frontsector->SkyBoxes[sector_t::ceiling]->specialf1;
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double portalz = cres.line->frontsector->GetPortalPlaneZ(sector_t::ceiling);
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if (portalz > tm.floorz)
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{
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tm.floorz = portalz;
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@ -3529,20 +3530,20 @@ struct aim_t
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void EnterSectorPortal(int position, double frac, sector_t *entersec, DAngle newtoppitch, DAngle newbottompitch)
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{
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AActor *portal = entersec->SkyBoxes[position];
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double portalz = entersec->GetPortalPlaneZ(position);
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if (position == sector_t::ceiling && portal->specialf1 < limitz) return;
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else if (position == sector_t::floor && portal->specialf1 > limitz) return;
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if (position == sector_t::ceiling && portalz < limitz) return;
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else if (position == sector_t::floor && portalz > limitz) return;
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aim_t newtrace = Clone();
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newtrace.toppitch = newtoppitch;
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newtrace.bottompitch = newbottompitch;
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newtrace.aimdir = position == sector_t::ceiling? aim_t::aim_up : aim_t::aim_down;
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newtrace.startpos = startpos + portal->Scale;
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newtrace.startpos = startpos + entersec->GetPortalDisplacement(position);
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newtrace.startfrac = frac + 1. / attackrange; // this is to skip the transition line to the portal which would produce a bogus opening
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newtrace.lastsector = P_PointInSector(newtrace.startpos + aimtrace * newtrace.startfrac);
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newtrace.limitz = portal->specialf1;
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newtrace.limitz = portalz;
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if (aimdebug)
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Printf("-----Entering %s portal from sector %d to sector %d\n", position ? "ceiling" : "floor", lastsector->sectornum, newtrace.lastsector->sectornum);
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newtrace.AimTraverse();
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@ -6253,22 +6254,22 @@ void AActor::UpdateRenderSectorList()
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ClearRenderSectorList();
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while (!sec->PortalBlocksMovement(sector_t::ceiling))
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{
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double planeh = sec->SkyBoxes[sector_t::ceiling]->specialf1;
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double planeh = sec->GetPortalPlaneZ(sector_t::ceiling);
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if (planeh < lasth) break; // broken setup.
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if (Top() + SPRITE_SPACE < planeh) break;
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lasth = planeh;
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DVector2 newpos = Pos() + sec->SkyBoxes[sector_t::ceiling]->Scale;
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DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::ceiling);
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sec = P_PointInSector(newpos);
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render_sectorlist = P_AddSecnode(sec, this, render_sectorlist, sec->render_thinglist);
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}
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lasth = FLT_MAX;
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while (!sec->PortalBlocksMovement(sector_t::floor))
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{
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double planeh = sec->SkyBoxes[sector_t::floor]->specialf1;
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double planeh = sec->GetPortalPlaneZ(sector_t::floor);
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if (planeh > lasth) break; // broken setup.
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if (Z() - SPRITE_SPACE > planeh) break;
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lasth = planeh;
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DVector2 newpos = Pos() + sec->SkyBoxes[sector_t::floor]->Scale;
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DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::floor);
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sec = P_PointInSector(newpos);
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render_sectorlist = P_AddSecnode(sec, this, render_sectorlist, sec->render_thinglist);
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}
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@ -174,7 +174,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef, co
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{
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// We must check through the portal for the actual dropoff.
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// If there's no lines in the lower sections we'd never get a usable value otherwise.
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open.lowfloor = back->NextLowestFloorAt(pos.X, pos.Y, back->SkyBoxes[sector_t::floor]->specialf1-1);
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open.lowfloor = back->NextLowestFloorAt(pos.X, pos.Y, back->GetPortalPlaneZ(sector_t::floor) - EQUAL_EPSILON);
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}
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}
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else
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@ -188,7 +188,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef, co
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{
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// We must check through the portal for the actual dropoff.
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// If there's no lines in the lower sections we'd never get a usable value otherwise.
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open.lowfloor = front->NextLowestFloorAt(pos.X, pos.Y, front->SkyBoxes[sector_t::floor]->specialf1 - 1);
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open.lowfloor = front->NextLowestFloorAt(pos.X, pos.Y, front->GetPortalPlaneZ(sector_t::floor) - EQUAL_EPSILON);
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}
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}
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open.frontfloorplane = front->floorplane;
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@ -735,7 +735,7 @@ bool FMultiBlockLinesIterator::GoUp(double x, double y)
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{
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if (!cursector->PortalBlocksMovement(sector_t::ceiling))
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{
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startIteratorForGroup(cursector->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup);
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startIteratorForGroup(cursector->GetOppositePortalGroup(sector_t::ceiling));
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portalflags = FFCF_NOFLOOR;
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return true;
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}
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@ -756,7 +756,7 @@ bool FMultiBlockLinesIterator::GoDown(double x, double y)
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{
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if (!cursector->PortalBlocksMovement(sector_t::floor))
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{
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startIteratorForGroup(cursector->SkyBoxes[sector_t::floor]->Sector->PortalGroup);
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startIteratorForGroup(cursector->GetOppositePortalGroup(sector_t::floor));
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portalflags = FFCF_NOCEILING;
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return true;
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}
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@ -3169,10 +3169,9 @@ DVector3 AActor::GetPortalTransition(double byoffset, sector_t **pSec)
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while (!sec->PortalBlocksMovement(sector_t::ceiling))
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{
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AActor *port = sec->SkyBoxes[sector_t::ceiling];
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if (testz > port->specialf1)
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if (testz > sec->GetPortalPlaneZ(sector_t::ceiling))
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{
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pos = PosRelative(port->Sector);
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pos = PosRelative(sec->GetOppositePortalGroup(sector_t::ceiling));
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sec = P_PointInSector(pos);
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moved = true;
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}
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@ -3182,10 +3181,9 @@ DVector3 AActor::GetPortalTransition(double byoffset, sector_t **pSec)
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{
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while (!sec->PortalBlocksMovement(sector_t::floor))
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{
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AActor *port = sec->SkyBoxes[sector_t::floor];
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if (testz <= port->specialf1)
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if (testz <= sec->GetPortalPlaneZ(sector_t::floor))
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{
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pos = PosRelative(port->Sector);
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pos = PosRelative(sec->GetOppositePortalGroup(sector_t::floor));
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sec = P_PointInSector(pos);
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}
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else break;
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@ -3202,12 +3200,11 @@ void AActor::CheckPortalTransition(bool islinked)
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bool moved = false;
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while (!Sector->PortalBlocksMovement(sector_t::ceiling))
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{
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AActor *port = Sector->SkyBoxes[sector_t::ceiling];
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if (Z() > port->specialf1)
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if (Z() > Sector->GetPortalPlaneZ(sector_t::ceiling))
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{
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DVector3 oldpos = Pos();
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if (islinked && !moved) UnlinkFromWorld();
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SetXYZ(PosRelative(port->Sector));
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SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::ceiling)));
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Prev = Pos() - oldpos;
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Sector = P_PointInSector(Pos());
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PrevPortalGroup = Sector->PortalGroup;
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@ -3219,12 +3216,12 @@ void AActor::CheckPortalTransition(bool islinked)
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{
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while (!Sector->PortalBlocksMovement(sector_t::floor))
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{
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AActor *port = Sector->SkyBoxes[sector_t::floor];
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if (Z() < port->specialf1 && floorz < port->specialf1)
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double portalz = Sector->GetPortalPlaneZ(sector_t::floor);
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if (Z() < portalz && floorz < portalz)
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{
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DVector3 oldpos = Pos();
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if (islinked && !moved) UnlinkFromWorld();
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SetXYZ(PosRelative(port->Sector));
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SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::floor)));
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Prev = Pos() - oldpos;
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Sector = P_PointInSector(Pos());
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PrevPortalGroup = Sector->PortalGroup;
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@ -895,10 +895,10 @@ double sector_t::HighestCeilingAt(const DVector2 &p, sector_t **resultsec)
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DVector2 pos = p;
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// Continue until we find a blocking portal or a portal below where we actually are.
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while (!check->PortalBlocksMovement(ceiling) && planeheight < check->SkyBoxes[ceiling]->specialf1)
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while (!check->PortalBlocksMovement(ceiling) && planeheight < check->GetPortalPlaneZ(ceiling))
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{
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pos += check->SkyBoxes[ceiling]->Scale;
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planeheight = check->SkyBoxes[ceiling]->specialf1;
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pos += check->GetPortalDisplacement(ceiling);
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planeheight = check->GetPortalPlaneZ(ceiling);
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check = P_PointInSector(pos);
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}
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if (resultsec) *resultsec = check;
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@ -918,10 +918,10 @@ double sector_t::LowestFloorAt(const DVector2 &p, sector_t **resultsec)
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DVector2 pos = p;
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// Continue until we find a blocking portal or a portal above where we actually are.
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while (!check->PortalBlocksMovement(floor) && planeheight > check->SkyBoxes[floor]->specialf1)
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while (!check->PortalBlocksMovement(floor) && planeheight > check->GetPortalPlaneZ(floor))
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{
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pos += check->SkyBoxes[floor]->Scale;
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planeheight = check->SkyBoxes[floor]->specialf1;
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pos += check->GetPortalDisplacement(floor);
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planeheight = check->GetPortalPlaneZ(ceiling);
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check = P_PointInSector(pos);
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}
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if (resultsec) *resultsec = check;
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@ -956,7 +956,7 @@ double sector_t::NextHighestCeilingAt(double x, double y, double bottomz, double
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return ff_bottom;
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}
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}
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if ((flags & FFCF_NOPORTALS) || sec->PortalBlocksMovement(ceiling) || planeheight >= sec->SkyBoxes[ceiling]->specialf1)
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if ((flags & FFCF_NOPORTALS) || sec->PortalBlocksMovement(ceiling) || planeheight >= sec->GetPortalPlaneZ(ceiling))
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{ // Use sector's floor
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if (resultffloor) *resultffloor = NULL;
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if (resultsec) *resultsec = sec;
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@ -964,10 +964,10 @@ double sector_t::NextHighestCeilingAt(double x, double y, double bottomz, double
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}
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else
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{
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DVector2 pos = sec->SkyBoxes[ceiling]->Scale;
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DVector2 pos = sec->GetPortalDisplacement(ceiling);
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x += pos.X;
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y += pos.Y;
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planeheight = sec->SkyBoxes[ceiling]->specialf1;
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planeheight = sec->GetPortalPlaneZ(ceiling);
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sec = P_PointInSector(x, y);
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}
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}
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@ -1001,7 +1001,7 @@ double sector_t::NextLowestFloorAt(double x, double y, double z, int flags, doub
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}
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}
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}
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if ((flags & FFCF_NOPORTALS) || sec->PortalBlocksMovement(sector_t::floor) || planeheight <= sec->SkyBoxes[floor]->specialf1)
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if ((flags & FFCF_NOPORTALS) || sec->PortalBlocksMovement(sector_t::floor) || planeheight <= sec->GetPortalPlaneZ(floor))
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{ // Use sector's floor
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if (resultffloor) *resultffloor = NULL;
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if (resultsec) *resultsec = sec;
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@ -1009,10 +1009,10 @@ double sector_t::NextLowestFloorAt(double x, double y, double z, int flags, doub
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}
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else
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{
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DVector2 pos = sec->SkyBoxes[floor]->Scale;
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DVector2 pos = sec->GetPortalDisplacement(floor);
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x += pos.X;
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y += pos.Y;
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planeheight = sec->SkyBoxes[floor]->specialf1;
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planeheight = sec->GetPortalPlaneZ(floor);
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sec = P_PointInSector(x, y);
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}
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}
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@ -254,11 +254,11 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
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if (portaldir != sector_t::floor && (open.portalflags & SO_TOPBACK) && !(open.portalflags & SO_TOPFRONT))
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{
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portals.Push({ in->frac, topslope, bottomslope, sector_t::ceiling, backsec->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup });
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portals.Push({ in->frac, topslope, bottomslope, sector_t::ceiling, backsec->GetOppositePortalGroup(sector_t::ceiling) });
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}
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if (portaldir != sector_t::ceiling && (open.portalflags & SO_BOTTOMBACK) && !(open.portalflags & SO_BOTTOMFRONT))
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{
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portals.Push({ in->frac, topslope, bottomslope, sector_t::floor, backsec->SkyBoxes[sector_t::floor]->Sector->PortalGroup });
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portals.Push({ in->frac, topslope, bottomslope, sector_t::floor, backsec->GetOppositePortalGroup(sector_t::floor) });
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}
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}
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if (lport)
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@ -628,11 +628,11 @@ bool SightCheck::P_SightPathTraverse ()
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// We also must check if the starting sector contains portals, and start sight checks in those as well.
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if (portaldir != sector_t::floor && checkceiling && !lastsector->PortalBlocksSight(sector_t::ceiling))
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{
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portals.Push({ 0, topslope, bottomslope, sector_t::ceiling, lastsector->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup });
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portals.Push({ 0, topslope, bottomslope, sector_t::ceiling, lastsector->GetOppositePortalGroup(sector_t::ceiling) });
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}
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if (portaldir != sector_t::ceiling && checkfloor && !lastsector->PortalBlocksSight(sector_t::floor))
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{
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portals.Push({ 0, topslope, bottomslope, sector_t::floor, lastsector->SkyBoxes[sector_t::floor]->Sector->PortalGroup });
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portals.Push({ 0, topslope, bottomslope, sector_t::floor, lastsector->GetOppositePortalGroup(sector_t::floor) });
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}
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x1 -= bmaporgx;
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@ -112,10 +112,9 @@ static void GetPortalTransition(DVector3 &pos, sector_t *&sec)
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while (!sec->PortalBlocksMovement(sector_t::ceiling))
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{
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AActor *port = sec->SkyBoxes[sector_t::ceiling];
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if (pos.Z > port->specialf1)
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if (pos.Z > sec->GetPortalPlaneZ(sector_t::ceiling))
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{
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pos += port->Scale;
|
||||
pos += sec->GetPortalDisplacement(sector_t::ceiling);
|
||||
sec = P_PointInSector(pos);
|
||||
moved = true;
|
||||
}
|
||||
|
@ -125,10 +124,9 @@ static void GetPortalTransition(DVector3 &pos, sector_t *&sec)
|
|||
{
|
||||
while (!sec->PortalBlocksMovement(sector_t::floor))
|
||||
{
|
||||
AActor *port = sec->SkyBoxes[sector_t::floor];
|
||||
if (pos.Z <= port->specialf1)
|
||||
if (pos.Z <= sec->GetPortalPlaneZ(sector_t::floor))
|
||||
{
|
||||
pos += port->Scale;
|
||||
pos += sec->GetPortalDisplacement(sector_t::floor);
|
||||
sec = P_PointInSector(pos);
|
||||
}
|
||||
else break;
|
||||
|
@ -208,18 +206,17 @@ bool Trace(const DVector3 &start, sector_t *sector, const DVector3 &direction, d
|
|||
|
||||
void FTraceInfo::EnterSectorPortal(FPathTraverse &pt, int position, double frac, sector_t *entersec)
|
||||
{
|
||||
AActor *portal = entersec->SkyBoxes[position];
|
||||
|
||||
DVector2 displacement = entersec->GetPortalDisplacement(position);;
|
||||
double enterdist = MaxDist * frac;
|
||||
DVector3 exit = Start + enterdist * Vec;
|
||||
DVector3 enter = exit + portal->Scale;
|
||||
DVector3 enter = exit + displacement;
|
||||
|
||||
Start += portal->Scale;
|
||||
Start += displacement;
|
||||
CurSector = P_PointInSector(enter);
|
||||
inshootthrough = true;
|
||||
startfrac = frac;
|
||||
EnterDist = enterdist;
|
||||
pt.PortalRelocate(portal, ptflags, frac);
|
||||
pt.PortalRelocate(entersec->SkyBoxes[position], ptflags, frac);
|
||||
|
||||
if ((TraceFlags & TRACE_ReportPortals) && TraceCallback != NULL)
|
||||
{
|
||||
|
@ -763,7 +760,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
if (Vec.Z < 0 && !CurSector->PortalBlocksMovement(sector_t::floor))
|
||||
{
|
||||
// calculate position where the portal is crossed
|
||||
double portz = CurSector->SkyBoxes[sector_t::floor]->specialf1;
|
||||
double portz = CurSector->GetPortalPlaneZ(sector_t::floor);
|
||||
if (hit.Z < portz && limitz > portz)
|
||||
{
|
||||
limitz = portz;
|
||||
|
@ -775,7 +772,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
else if (Vec.Z > 0 && !CurSector->PortalBlocksMovement(sector_t::ceiling))
|
||||
{
|
||||
// calculate position where the portal is crossed
|
||||
double portz = CurSector->SkyBoxes[sector_t::ceiling]->specialf1;
|
||||
double portz = CurSector->GetPortalPlaneZ(sector_t::ceiling);
|
||||
if (hit.Z > portz && limitz < portz)
|
||||
{
|
||||
limitz = portz;
|
||||
|
|
|
@ -1050,8 +1050,8 @@ void P_CreateLinkedPortals()
|
|||
}
|
||||
if (sectors[i].PortalIsLinked(sector_t::ceiling) && sectors[i].PortalIsLinked(sector_t::floor))
|
||||
{
|
||||
double cz = sectors[i].SkyBoxes[sector_t::ceiling]->specialf1;
|
||||
double fz = sectors[i].SkyBoxes[sector_t::floor]->specialf1;
|
||||
double cz = sectors[i].GetPortalPlaneZ(sector_t::ceiling);
|
||||
double fz = sectors[i].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
|
||||
|
@ -1162,22 +1162,22 @@ bool P_CollectConnectedGroups(int startgroup, const DVector3 &position, double u
|
|||
{
|
||||
sector_t *sec = P_PointInSector(position);
|
||||
sector_t *wsec = sec;
|
||||
while (!wsec->PortalBlocksMovement(sector_t::ceiling) && upperz > wsec->SkyBoxes[sector_t::ceiling]->specialf1)
|
||||
while (!wsec->PortalBlocksMovement(sector_t::ceiling) && upperz > wsec->GetPortalPlaneZ(sector_t::ceiling))
|
||||
{
|
||||
sector_t *othersec = wsec->SkyBoxes[sector_t::ceiling]->Sector;
|
||||
DVector2 pos = Displacements.getOffset(startgroup, othersec->PortalGroup) + position;
|
||||
processMask.setBit(othersec->PortalGroup);
|
||||
out.Add(othersec->PortalGroup | FPortalGroupArray::UPPER);
|
||||
int othergroup = wsec->GetOppositePortalGroup(sector_t::ceiling);
|
||||
DVector2 pos = Displacements.getOffset(startgroup, othergroup) + position;
|
||||
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->SkyBoxes[sector_t::floor]->specialf1)
|
||||
while (!wsec->PortalBlocksMovement(sector_t::floor) && position.Z < wsec->GetPortalPlaneZ(sector_t::floor))
|
||||
{
|
||||
sector_t *othersec = wsec->SkyBoxes[sector_t::floor]->Sector;
|
||||
DVector2 pos = Displacements.getOffset(startgroup, othersec->PortalGroup) + position;
|
||||
processMask.setBit(othersec->PortalGroup | FPortalGroupArray::LOWER);
|
||||
out.Add(othersec->PortalGroup);
|
||||
int othergroup = wsec->GetOppositePortalGroup(sector_t::floor);
|
||||
DVector2 pos = Displacements.getOffset(startgroup, othergroup) + position;
|
||||
processMask.setBit(othergroup | FPortalGroupArray::LOWER);
|
||||
out.Add(othergroup);
|
||||
wsec = P_PointInSector(pos); // get lower sector at the exact spot we want to check and repeat
|
||||
retval = true;
|
||||
}
|
||||
|
@ -1204,9 +1204,9 @@ bool P_CollectConnectedGroups(int startgroup, const DVector3 &position, double u
|
|||
sector_t *sec = s ? ld->backsector : ld->frontsector;
|
||||
if (sec && !(sec->PortalBlocksMovement(sector_t::ceiling)))
|
||||
{
|
||||
if (sec->SkyBoxes[sector_t::ceiling]->specialf1 < upperz)
|
||||
if (sec->GetPortalPlaneZ(sector_t::ceiling) < upperz)
|
||||
{
|
||||
int grp = sec->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup;
|
||||
int grp = sec->GetOppositePortalGroup(sector_t::ceiling);
|
||||
if (!(processMask.getBit(grp)))
|
||||
{
|
||||
processMask.setBit(grp);
|
||||
|
@ -1223,9 +1223,9 @@ bool P_CollectConnectedGroups(int startgroup, const DVector3 &position, double u
|
|||
sector_t *sec = s ? ld->backsector : ld->frontsector;
|
||||
if (sec && !(sec->PortalBlocksMovement(sector_t::floor)))
|
||||
{
|
||||
if (sec->SkyBoxes[sector_t::floor]->specialf1 > position.Z)
|
||||
if (sec->GetPortalPlaneZ(sector_t::floor) > position.Z)
|
||||
{
|
||||
int grp = sec->SkyBoxes[sector_t::floor]->Sector->PortalGroup;
|
||||
int grp = sec->GetOppositePortalGroup(sector_t::floor);
|
||||
if (!(processMask.getBit(grp)))
|
||||
{
|
||||
processMask.setBit(grp);
|
||||
|
|
25
src/r_defs.h
25
src/r_defs.h
|
@ -931,7 +931,7 @@ public:
|
|||
bool PortalBlocksView(int plane)
|
||||
{
|
||||
if (SkyBoxes[plane] == NULL) return true;
|
||||
if (SkyBoxes[plane]->special1 != SKYBOX_LINKEDPORTAL) return false;
|
||||
if (GetPortalType(plane) != SKYBOX_LINKEDPORTAL) return false;
|
||||
return !!(planes[plane].Flags & (PLANEF_NORENDER | PLANEF_DISABLED | PLANEF_OBSTRUCTED));
|
||||
}
|
||||
|
||||
|
@ -952,7 +952,28 @@ public:
|
|||
|
||||
bool PortalIsLinked(int plane)
|
||||
{
|
||||
return (SkyBoxes[plane] != NULL && SkyBoxes[plane]->special1 == SKYBOX_LINKEDPORTAL);
|
||||
return (SkyBoxes[plane] != NULL && GetPortalType(plane) == SKYBOX_LINKEDPORTAL);
|
||||
}
|
||||
|
||||
// These intentionally do not validate the SkyBoxes pointers.
|
||||
double GetPortalPlaneZ(int plane)
|
||||
{
|
||||
return SkyBoxes[plane]->specialf1;
|
||||
}
|
||||
|
||||
DVector2 GetPortalDisplacement(int plane)
|
||||
{
|
||||
return SkyBoxes[plane]->Scale;
|
||||
}
|
||||
|
||||
int GetPortalType(int plane)
|
||||
{
|
||||
return SkyBoxes[plane]->special1;
|
||||
}
|
||||
|
||||
int GetOppositePortalGroup(int plane)
|
||||
{
|
||||
return SkyBoxes[plane]->Sector->PortalGroup;
|
||||
}
|
||||
|
||||
int GetTerrain(int pos) const;
|
||||
|
|
|
@ -694,10 +694,9 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
|
|||
bool moved = false;
|
||||
while (!viewsector->PortalBlocksMovement(sector_t::ceiling))
|
||||
{
|
||||
AActor *point = viewsector->SkyBoxes[sector_t::ceiling];
|
||||
if (ViewPos.Z > point->specialf1)
|
||||
if (ViewPos.Z > viewsector->GetPortalPlaneZ(sector_t::ceiling))
|
||||
{
|
||||
ViewPos += point->Scale;
|
||||
ViewPos += viewsector->GetPortalDisplacement(sector_t::ceiling);
|
||||
viewsector = R_PointInSubsector(ViewPos)->sector;
|
||||
moved = true;
|
||||
}
|
||||
|
@ -707,10 +706,9 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
|
|||
{
|
||||
while (!viewsector->PortalBlocksMovement(sector_t::floor))
|
||||
{
|
||||
AActor *point = viewsector->SkyBoxes[sector_t::floor];
|
||||
if (ViewPos.Z < point->specialf1)
|
||||
if (ViewPos.Z < viewsector->GetPortalPlaneZ(sector_t::floor))
|
||||
{
|
||||
ViewPos += point->Scale;
|
||||
ViewPos += viewsector->GetPortalDisplacement(sector_t::floor);
|
||||
viewsector = R_PointInSubsector(ViewPos)->sector;
|
||||
moved = true;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue