Commit graph

73 commits

Author SHA1 Message Date
Christoph Oelckers
3841a5f626 - implemented FMultiBlockLinesIterator for checking a position across portals. This is not fully tested yet. 2016-02-19 10:39:40 +01:00
Christoph Oelckers
1b88052bba - started refactoring ZatPoint calls which need to be portal aware.
To summarize, anything that just works with map geometry doesn't need to bother, as does the renderer. (i.e. nearly all r_* files, p_floor.cpp, p_ceiling.cpp et.al)
But all calls that are somehow related to actor positions need to be made aware of potential portal transitions:

 * added FloorAtPoint, CeilingAtPoint and PlaneAtPoint methods to sector_t, which can be used to calculate a plane's height with relation to a given actor, even if that actor is on the other side of a portal.
 * added HighestCeilingAt and LowestFloorAt methods which traverse all ceiling/floor portals until they find an impassable plane.
2016-02-16 16:40:53 +01:00
Christoph Oelckers
22e8678903 - refactored P_CollectConnectedGroups to avoid frequent heap allocations for the common cases
* the temporary checking arrays are now static
 * the array that gets the returned values only starts allocating memory when the third touched sector group is found. The most common cases (no touched portal and one touched portal) can be handled without accessing the heap.

- did some streamlining of AActor::LinkToSector:

 * there's only now version of this function that can handle everything
 * moved the FIXMAPTHINGPOS stuff into a separate function.
 * removed LinkToWorldForMapThing and put all special handling this function did into P_PointInSectorBuggy.
2016-02-16 12:51:10 +01:00
Christoph Oelckers
b9037ef3ee - added a check to detect self-referencing sectors in the portal setup code because those are problem cases. 2016-02-15 21:49:46 +01:00
Christoph Oelckers
f24bf7e622 - separated FCheckPosition and its FPortalGroupTable substructure into its own header because this was creating too many dependencies on other headers with FCheckPosition in p_local.h and FPortalGroupTable in portals.h. 2016-02-15 13:40:31 +01:00
Christoph Oelckers
5664cee2e5 - fixed: The check for leftover portal sectors was not correct. It only checked the sectors the portal thing was in and those were already processed in the first phase.
- improved: If there's an offset mismatch, do not print group numbers as they are utterly meaningless. Instead look for a sector in each group and report those.
- added a copyright notice and some comments to portals.cpp.
2016-02-15 12:35:40 +01:00
Christoph Oelckers
6adb069506 - rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
This was to resolve some circular dependencies with the portal code.
The most notable changees:

 * FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
 * split off the parts from p_maputl into a separate header.
 * consolidated all blockmap related data into p_blockmap.h
 * split off the polyobject parts into po_man.h
2016-02-15 02:14:34 +01:00
Christoph Oelckers
405db83393 - added a function which collects all portal group an actor would touch if standing in a given position. 2016-02-15 00:53:59 +01:00
Christoph Oelckers
126c80d597 - create the portal group table. 2016-02-14 18:16:59 +01:00
Christoph Oelckers
d5a1004c41 - some preparations for portal stuff:
* set up linked sector portals so that everything that will eventually have to be considered is present, even though the software renderer currently can't handle those adequately.
* tag all skybox things with a type so that they can easily be distinguished at run time.
* fill in the linked portal types in xlat/eternity.txt.
2016-02-14 13:12:03 +01:00
Christoph Oelckers
20aa7c75de - added the case '0: switch the portal of to P_ChangePortal. 2016-02-07 00:30:27 +01:00
Christoph Oelckers
77b9f41dff - added Line_SetPortalTarget action special so that portals can be assigned new targets. Setting the target to 0 disables the portal.cpp. Static linked portals can not be reassigned.
Please note that these still require the portal to be set up in the map with Line_SetPortal. It will not create a new portal if none exists on any line with the given ID.
2016-02-06 21:16:57 +01:00
Christoph Oelckers
d76bcee393 - added some line portal restrictions:
* linked portals may never have a z-offset so the parameter for that needs to be ignored.
* for interactive portals, handling z-displacements when some distance calculation reaches through a portal is way too extensive and problematic to ever have a chance of really working. If such a portal gets defined it will be changed to a teleport-only portal and a message printed.
2016-02-06 05:16:35 +01:00
Christoph Oelckers
ed7b7fc0ba - fixed: The backlink portal for EE-style definition needs to be done along with the first portal because the code won't find the anchor line itself. 2016-02-06 00:21:44 +01:00
Christoph Oelckers
94b7ef72ca - more cleanup on portal implementation:
- store portal data in a separate structure.
- store portal data in savegames because some of this will be changeable later.
- run a cleanup pass after all portals have been created to weed out broken ones.
- add a definition type that's compatible with Eternity Engine's line portal types.
- swapped arg[2] and arg[3] of Line_SetPortal, because the type is more significant than the alignment.
2016-02-05 23:15:56 +01:00
Christoph Oelckers
9eaefc3685 - initialize portals with all other static line specials instead of doing it separately in P_FinishLoadingLineDefs when the map isn't fully set up yet.
- replace all float use in portal.cpp with doubles.
2016-02-05 16:58:57 +01:00
Christoph Oelckers
a85a8c1465 - changed mirror handling so that it works without attaching a portal to the mirror line and removed line_t::portal_mirror member.
- did some cleanup on the portal interface on linedefs: All checks should go through isLinePortal (gameplay related) and isVisualPortal (renderer related) which then can decide on the actual data what to return.
- removed portal_passive because it won't survive the upcoming refactoring.
- removed all direct access to portal members of line_t.
- always use the precise (and fast) version of P_PointOnLineSide inside the renderer.
2016-02-05 16:14:45 +01:00
Christoph Oelckers
00895c245e - mpved all software renderer specific code for the portals into the render sources. 2016-02-05 15:39:06 +01:00
Christoph Oelckers
6639984772 - removed Line_SetVisualPortal special. This will be folded into Line_SetPortal later 2016-02-05 14:24:20 +01:00
ZZYZX
605fce9008 Fixed skybox clipping: things in a skybox shouldn't be clipped against current portal. Fixed: portal inside of a skybox sets CurrentPortalInSkybox to false. 2016-01-10 05:45:26 +02:00
ZZYZX
4d518a220c Fixed skybox clipping: lines in a skybox shouldn't be clipped against current portal 2016-01-10 05:22:33 +02:00
ZZYZX
d0df4c1744 Upgraded the portal code to work with the new tagManager system. Was uncompilable 2015-06-07 21:27:20 +03:00
ZZYZX
31cad858d9 Fixed odd merge bugs 2015-06-07 20:54:36 +03:00