qzdoom-gpl/src/portal.cpp

1363 lines
40 KiB
C++

/*
** portals.cpp
** Everything that has to do with portals (both of the line and sector variety)
**
**---------------------------------------------------------------------------
** Copyright 2016 ZZYZX
** Copyright 2016 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** There is no code here that is directly taken from Eternity
** although some similarities may be inevitable because it has to
** implement the same concepts.
*/
#include "p_local.h"
#include "p_blockmap.h"
#include "p_lnspec.h"
#include "r_bsp.h"
#include "r_segs.h"
#include "c_cvars.h"
#include "m_bbox.h"
#include "p_tags.h"
#include "farchive.h"
#include "v_text.h"
#include "a_sharedglobal.h"
#include "i_system.h"
#include "c_dispatch.h"
#include "p_maputl.h"
#include "p_spec.h"
#include "p_checkposition.h"
#include "math/cmath.h"
// simulation recurions maximum
CVAR(Int, sv_portal_recursions, 4, CVAR_ARCHIVE|CVAR_SERVERINFO)
FDisplacementTable Displacements;
FPortalBlockmap PortalBlockmap;
TArray<FLinePortal> linePortals;
TArray<FLinePortal*> linkedPortals; // only the linked portals, this is used to speed up looking for them in P_CollectConnectedGroups.
TArray<FSectorPortal> sectorPortals;
//============================================================================
//
// This is used to mark processed portals for some collection functions.
//
//============================================================================
struct FPortalBits
{
TArray<DWORD> data;
void setSize(int num)
{
data.Resize((num + 31) / 32);
clear();
}
void clear()
{
memset(&data[0], 0, data.Size()*sizeof(DWORD));
}
void setBit(int group)
{
data[group >> 5] |= (1 << (group & 31));
}
int getBit(int group)
{
return data[group >> 5] & (1 << (group & 31));
}
};
//============================================================================
//
// BuildBlockmap
//
//============================================================================
static void BuildBlockmap()
{
PortalBlockmap.Clear();
PortalBlockmap.Create(bmapwidth, bmapheight);
for (int y = 0; y < bmapheight; y++)
{
for (int x = 0; x < bmapwidth; x++)
{
int offset = y*bmapwidth + x;
int *list = blockmaplump + *(blockmap + offset) + 1;
FPortalBlock &block = PortalBlockmap(x, y);
while (*list != -1)
{
line_t *ld = &lines[*list++];
FLinePortal *port = ld->getPortal();
if (port && port->mType != PORTT_VISUAL)
{
PortalBlockmap.containsLines = true;
block.portallines.Push(ld);
block.neighborContainsLines = true;
if (ld->getPortal()->mType == PORTT_LINKED) block.containsLinkedPortals = true;
if (x > 0) PortalBlockmap(x - 1, y).neighborContainsLines = true;
if (y > 0) PortalBlockmap(x, y - 1).neighborContainsLines = true;
if (x < PortalBlockmap.dx - 1) PortalBlockmap(x + 1, y).neighborContainsLines = true;
if (y < PortalBlockmap.dy - 1) PortalBlockmap(x, y + 1).neighborContainsLines = true;
}
else
{
bool yes = ld->frontsector->PortalIsLinked(sector_t::ceiling) || ld->frontsector->PortalIsLinked(sector_t::floor);
if (ld->backsector)
{
yes |= ld->backsector->PortalIsLinked(sector_t::ceiling) || ld->backsector->PortalIsLinked(sector_t::floor);
}
block.containsLinkedPortals |= yes;
PortalBlockmap.hasLinkedSectorPortals |= yes;
}
}
}
}
}
//===========================================================================
//
// FLinePortalTraverse :: AddLineIntercepts.
//
// Similar to AddLineIntercepts but checks the portal blockmap for line-to-line portals
//
//===========================================================================
void FLinePortalTraverse::AddLineIntercepts(int bx, int by)
{
if (by < 0 || by >= bmapheight || bx < 0 || bx >= bmapwidth) return;
FPortalBlock &block = PortalBlockmap(bx, by);
for (unsigned i = 0; i<block.portallines.Size(); i++)
{
line_t *ld = block.portallines[i];
double frac;
divline_t dl;
if (ld->validcount == validcount) continue; // already processed
if (P_PointOnDivlineSide (ld->v1->fPos(), &trace) ==
P_PointOnDivlineSide (ld->v2->fPos(), &trace))
{
continue; // line isn't crossed
}
P_MakeDivline (ld, &dl);
if (P_PointOnDivlineSide(trace.x, trace.y, &dl) != 0 ||
P_PointOnDivlineSide(trace.x + trace.dx, trace.y + trace.dy, &dl) != 1)
{
continue; // line isn't crossed from the front side
}
// hit the line
P_MakeDivline(ld, &dl);
frac = P_InterceptVector(&trace, &dl);
if (frac < 0 || frac > 1.) continue; // behind source
intercept_t newintercept;
newintercept.frac = frac;
newintercept.isaline = true;
newintercept.done = false;
newintercept.d.line = ld;
intercepts.Push(newintercept);
}
}
//============================================================================
//
// Save a line portal for savegames.
//
//============================================================================
FArchive &operator<< (FArchive &arc, FLinePortal &port)
{
arc << port.mOrigin
<< port.mDestination
<< port.mDisplacement
<< port.mType
<< port.mFlags
<< port.mDefFlags
<< port.mAlign;
return arc;
}
//============================================================================
//
// Save a sector portal for savegames.
//
//============================================================================
FArchive &operator<< (FArchive &arc, FSectorPortal &port)
{
arc << port.mType
<< port.mFlags
<< port.mPartner
<< port.mPlane
<< port.mOrigin
<< port.mDestination
<< port.mDisplacement
<< port.mPlaneZ;
if (arc.IsLoading())
{
port.mSkybox = nullptr;
}
return arc;
}
//============================================================================
//
// finds the destination for a line portal for spawning
//
//============================================================================
static line_t *FindDestination(line_t *src, int tag)
{
if (tag)
{
int lineno = -1;
FLineIdIterator it(tag);
while ((lineno = it.Next()) >= 0)
{
if (&lines[lineno] != src)
{
return &lines[lineno];
}
}
}
return NULL;
}
//============================================================================
//
//
//
//============================================================================
static void SetRotation(FLinePortal *port)
{
if (port != nullptr && port->mDestination != nullptr)
{
if (port->mType != PORTT_LINKED)
{
line_t *dst = port->mDestination;
line_t *line = port->mOrigin;
DAngle angle = dst->Delta().Angle() - line->Delta().Angle() + 180.;
port->mSinRot = sindeg(angle.Degrees); // Here precision matters so use the slower but more precise versions.
port->mCosRot = cosdeg(angle.Degrees);
port->mAngleDiff = angle;
if ((line->sidedef[0]->Flags & WALLF_POLYOBJ) || (dst->sidedef[0]->Flags & WALLF_POLYOBJ))
{
port->mFlags |= PORTF_POLYOBJ;
}
else
{
port->mFlags &= ~PORTF_POLYOBJ;
}
}
else
{
// Linked portals have no angular difference.
port->mSinRot = port->mCosRot = 0.;
port->mAngleDiff = 0.;
}
}
}
//============================================================================
//
// Spawns a single line portal
//
//============================================================================
void P_SpawnLinePortal(line_t* line)
{
// portal destination is special argument #0
line_t* dst = NULL;
if (line->args[2] >= PORTT_VISUAL && line->args[2] <= PORTT_LINKED)
{
dst = FindDestination(line, line->args[0]);
line->portalindex = linePortals.Reserve(1);
FLinePortal *port = &linePortals.Last();
memset(port, 0, sizeof(FLinePortal));
port->mOrigin = line;
port->mDestination = dst;
port->mType = BYTE(line->args[2]); // range check is done above.
if (port->mType == PORTT_LINKED)
{
// Linked portals have no z-offset ever.
port->mAlign = PORG_ABSOLUTE;
}
else
{
port->mAlign = BYTE(line->args[3] >= PORG_ABSOLUTE && line->args[3] <= PORG_CEILING ? line->args[3] : PORG_ABSOLUTE);
if (port->mType == PORTT_INTERACTIVE && port->mAlign != PORG_ABSOLUTE)
{
// 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.
Printf(TEXTCOLOR_RED "Warning: z-offsetting not allowed for interactive portals. Changing line %d to teleport-portal!\n", int(line - lines));
port->mType = PORTT_TELEPORT;
}
}
if (port->mDestination != NULL)
{
port->mDefFlags = port->mType == PORTT_VISUAL ? PORTF_VISIBLE : port->mType == PORTT_TELEPORT ? PORTF_TYPETELEPORT : PORTF_TYPEINTERACTIVE;
}
}
else if (line->args[2] == PORTT_LINKEDEE && line->args[0] == 0)
{
// 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.
int mytag = tagManager.GetFirstLineID(line);
for (int i = 0; i < numlines; i++)
{
if (tagManager.GetFirstLineID(&lines[i]) == mytag && lines[i].args[0] == 1 && lines[i].special == Line_SetPortal)
{
line->portalindex = linePortals.Reserve(1);
FLinePortal *port = &linePortals.Last();
memset(port, 0, sizeof(FLinePortal));
port->mOrigin = line;
port->mDestination = &lines[i];
port->mType = PORTT_LINKED;
port->mAlign = PORG_ABSOLUTE;
port->mDefFlags = PORTF_TYPEINTERACTIVE;
// we need to create the backlink here, too.
lines[i].portalindex = linePortals.Reserve(1);
port = &linePortals.Last();
memset(port, 0, sizeof(FLinePortal));
port->mOrigin = &lines[i];
port->mDestination = line;
port->mType = PORTT_LINKED;
port->mAlign = PORG_ABSOLUTE;
port->mDefFlags = PORTF_TYPEINTERACTIVE;
}
}
}
else
{
// undefined type
return;
}
}
//============================================================================
//
// Update a line portal's state after all have been spawned
//
//============================================================================
void P_UpdatePortal(FLinePortal *port)
{
if (port->mDestination == NULL)
{
// Portal has no destination: switch it off
port->mFlags = 0;
}
else if (port->mDestination->getPortalDestination() != port->mOrigin)
{
//portal doesn't link back. This will be a simple teleporter portal.
port->mFlags = port->mDefFlags & ~PORTF_INTERACTIVE;
if (port->mType == PORTT_LINKED)
{
// this is illegal. Demote the type to TELEPORT
port->mType = PORTT_TELEPORT;
port->mDefFlags &= ~PORTF_INTERACTIVE;
}
}
else
{
port->mFlags = port->mDefFlags;
if (port->mType == PORTT_LINKED)
{
if (linePortals[port->mDestination->portalindex].mType != PORTT_LINKED)
{
port->mType = PORTT_INTERACTIVE; // linked portals must be two-way.
}
else
{
port->mDisplacement = port->mDestination->v2->fPos() - port->mOrigin->v1->fPos();
}
}
}
// Cache the angle between the two linedefs, for rotating.
SetRotation(port);
}
//============================================================================
//
// Collect a separate list of linked portals so that these can be
// processed faster without the simpler types interfering.
//
//============================================================================
void P_CollectLinkedPortals()
{
linkedPortals.Clear();
for (unsigned i = 0; i < linePortals.Size(); i++)
{
FLinePortal * port = &linePortals[i];
if (port->mType == PORTT_LINKED)
{
linkedPortals.Push(port);
}
}
}
//============================================================================
//
// Post-process all line portals
//
//============================================================================
void P_FinalizePortals()
{
for (unsigned i = 0; i < linePortals.Size(); i++)
{
FLinePortal * port = &linePortals[i];
P_UpdatePortal(port);
}
P_CollectLinkedPortals();
BuildBlockmap();
P_CreateLinkedPortals();
}
//============================================================================
//
// Change the destination of a portal
//
//============================================================================
static bool ChangePortalLine(line_t *line, int destid)
{
if (line->portalindex >= linePortals.Size()) return false;
FLinePortal *port = &linePortals[line->portalindex];
if (port->mType == PORTT_LINKED) return false; // linked portals cannot be changed.
if (destid == 0) port->mDestination = NULL;
port->mDestination = FindDestination(line, destid);
if (port->mDestination == NULL)
{
port->mFlags = 0;
}
else if (port->mType == PORTT_INTERACTIVE)
{
FLinePortal *portd = &linePortals[port->mDestination->portalindex];
if (portd != NULL && portd->mType == PORTT_INTERACTIVE && portd->mDestination == line)
{
// this is a 2-way interactive portal
port->mFlags = port->mDefFlags | PORTF_INTERACTIVE;
portd->mFlags = portd->mDefFlags | PORTF_INTERACTIVE;
}
else
{
port->mFlags = port->mDefFlags;
}
SetRotation(portd);
}
SetRotation(port);
return true;
}
//============================================================================
//
// Change the destination of a group of portals
//
//============================================================================
bool P_ChangePortal(line_t *ln, int thisid, int destid)
{
int lineno;
if (thisid == 0) return ChangePortalLine(ln, destid);
FLineIdIterator it(thisid);
bool res = false;
while ((lineno = it.Next()) >= 0)
{
res |= ChangePortalLine(&lines[lineno], destid);
}
return res;
}
//============================================================================
//
// clears all portal data for a new level start
//
//============================================================================
void P_ClearPortals()
{
Displacements.Create(1);
linePortals.Clear();
linkedPortals.Clear();
sectorPortals.Resize(2);
// The first entry must always be the default skybox. This is what every sector gets by default.
memset(&sectorPortals[0], 0, sizeof(sectorPortals[0]));
sectorPortals[0].mType = PORTS_SKYVIEWPOINT;
sectorPortals[0].mFlags = PORTSF_SKYFLATONLY;
// The second entry will be the default sky. This is for forcing a regular sky through the skybox picker
memset(&sectorPortals[1], 0, sizeof(sectorPortals[0]));
sectorPortals[1].mType = PORTS_SKYVIEWPOINT;
sectorPortals[1].mFlags = PORTSF_SKYFLATONLY;
}
//============================================================================
//
// check if this line is between portal and the viewer. clip away if it is.
//
//============================================================================
inline int P_GetLineSide(const DVector2 &pos, const line_t *line)
{
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(ASkyViewpoint *actor)
{
if (actor == NULL) return 1; // this means a regular sky.
for (unsigned i = 0;i<sectorPortals.Size();i++)
{
if (sectorPortals[i].mSkybox == actor) return i;
}
unsigned i = sectorPortals.Reserve(1);
memset(&sectorPortals[i], 0, sizeof(sectorPortals[i]));
sectorPortals[i].mType = PORTS_SKYVIEWPOINT;
sectorPortals[i].mFlags = actor->GetClass()->IsDescendantOf(RUNTIME_CLASS(ASkyCamCompat)) ? 0 : PORTSF_SKYFLATONLY;
sectorPortals[i].mSkybox = actor;
sectorPortals[i].mDestination = actor->Sector;
return i;
}
//============================================================================
//
// 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 = sectorPortals.Reserve(1);
memset(&sectorPortals[i], 0, sizeof(sectorPortals[i]));
sectorPortals[i].mType = type;
sectorPortals[i].mPlane = plane;
sectorPortals[i].mOrigin = from;
sectorPortals[i].mDestination = to;
sectorPortals[i].mDisplacement = displacement;
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 = sectorPortals.Reserve(1);
memset(&sectorPortals[i], 0, sizeof(sectorPortals[i]));
sectorPortals[i].mType = PORTS_STACKEDSECTORTHING;
sectorPortals[i].mPlane = plane;
sectorPortals[i].mOrigin = point->target->Sector;
sectorPortals[i].mDestination = point->Sector;
sectorPortals[i].mPlaneZ = FLT_MAX;
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 = GetBlockX(actx);
int blocky = GetBlockY(acty);
if (blockx < 0 || blocky < 0 || blockx >= bmapwidth || blocky >= bmapheight || !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 (int j = 0; j < sec->linecount; j++)
{
line_t *line = sec->lines[j];
sector_t *other = line->frontsector == sec ? line->backsector : line->frontsector;
if (other != NULL && 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", int(portal->mOrigin-lines), int(portal->mDestination-lines));
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", int(portal->mOrigin - lines), int(portal->mDestination - lines));
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", int(portal->mOrigin - lines), int(portal->mDestination - lines));
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
BYTE 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 : sectorPortals)
{
if (s.mType == PORTS_LINKEDPORTAL)
{
orgs.Push(&s);
}
}
id = 1;
if (orgs.Size() != 0)
{
for (int i = 0; i < numsectors; i++)
{
for (int j = 0; j < 2; j++)
{
if (sectors[i].GetPortalType(j) == PORTS_LINKEDPORTAL)
{
secplane_t &plane = j == 0 ? sectors[i].floorplane : sectors[i].ceilingplane;
if (plane.isSlope())
{
// The engine cannot deal with portals on a sloped plane.
sectors[i].ClearPortal(j);
Printf("Portal on %s of sector %d is sloped and will be disabled\n", j == 0 ? "floor" : "ceiling", i);
}
}
}
}
// 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 (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 (int i = 0; i<numsectors; i++)
{
for (int j = 0; j < 2; j++)
{
if (sectors[i].GetPortalType(j) == PORTS_LINKEDPORTAL && sectors[i].PortalGroup == 0)
{
CollectSectors(sectors[i].GetOppositePortalGroup(j), &sectors[i]);
}
}
}
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 (int i = 0; i < numsectors && (sec1 == -1 || sec2 == -1); i++)
{
if (sec1 == -1 && sectors[i].PortalGroup == x) sec1 = i;
if (sec2 == -1 && 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 (int i = 0; i < numlines; i++)
{
if (lines[i].backsector == NULL && lines[i].frontsector->PortalGroup == 0)
{
CollectSectors(-1, lines[i].frontsector);
}
}
// and now print a message for everything that still wasn't processed.
for (int i = 0; i < numsectors; i++)
{
if (sectors[i].PortalGroup == 0)
{
Printf("Unable to assign sector %d to any group. Possibly self-referencing\n", i);
}
else if (sectors[i].PortalGroup == -1) sectors[i].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 && rejectmatrix != NULL)
{
delete[] rejectmatrix;
rejectmatrix = NULL;
}
// finally we must flag all planes which are obstructed by the sector's own ceiling or floor.
for (int i = 0; i < numsectors; i++)
{
sectors[i].CheckPortalPlane(sector_t::floor);
sectors[i].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 (sectors[i].PortalIsLinked(sector_t::floor) || sectors[i].PortalIsLinked(sector_t::ceiling))
{
for (int j = 0; j < sectors[i].linecount; j++)
{
sectors[i].lines[j]->flags |= ML_PORTALCONNECT;
}
}
if (sectors[i].PortalIsLinked(sector_t::ceiling) && sectors[i].PortalIsLinked(sector_t::floor))
{
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
Printf("Error in sector %d: Ceiling portal at z=%f is below floor portal at z=%f\n", i, cz, fz);
double cp = -sectors[i].ceilingplane.fD();
double fp = sectors[i].floorplane.fD();
if (cp < fp || fz == fp)
{
sectors[i].ClearPortal(sector_t::ceiling);
}
else
{
sectors[i].ClearPortal(sector_t::floor);
}
}
}
// mark all sector planes that check out ok for everything.
if (sectors[i].PortalIsLinked(sector_t::floor)) sectors[i].planes[sector_t::floor].Flags |= PLANEF_LINKED;
if (sectors[i].PortalIsLinked(sector_t::ceiling)) sectors[i].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)
{
actor->UnlinkFromWorld();
actor->LinkToWorld();
}
}
}
}
}
//============================================================================
//
// 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;
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;
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;
}
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");
}
}