/* ** 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 "c_cvars.h" #include "m_bbox.h" #include "p_tags.h" #include "v_text.h" #include "a_sharedglobal.h" #include "c_dispatch.h" #include "p_maputl.h" #include "p_spec.h" #include "g_levellocals.h" #include "vm.h" // simulation recurions maximum CVAR(Int, sv_portal_recursions, 4, CVAR_ARCHIVE|CVAR_SERVERINFO) DEFINE_FIELD(FSectorPortal, mType); DEFINE_FIELD(FSectorPortal, mFlags); DEFINE_FIELD(FSectorPortal, mPartner); DEFINE_FIELD(FSectorPortal, mPlane); DEFINE_FIELD(FSectorPortal, mOrigin); DEFINE_FIELD(FSectorPortal, mDestination); DEFINE_FIELD(FSectorPortal, mDisplacement); DEFINE_FIELD(FSectorPortal, mPlaneZ); DEFINE_FIELD(FSectorPortal, mSkybox); //============================================================================ // // This is used to mark processed portals for some collection functions. // //============================================================================ struct FPortalBits { TArray data; void setSize(int num) { data.Resize((num + 31) / 32); clear(); } void clear() { memset(&data[0], 0, data.Size()*sizeof(uint32_t)); } 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() { auto bmapwidth = level.blockmap.bmapwidth; auto bmapheight = level.blockmap.bmapheight; level.PortalBlockmap.Clear(); level.PortalBlockmap.Create(bmapwidth, bmapheight); for (int y = 0; y < bmapheight; y++) { for (int x = 0; x < bmapwidth; x++) { int *list = level.blockmap.GetLines(x, y); FPortalBlock &block = level.PortalBlockmap(x, y); while (*list != -1) { line_t *ld = &level.lines[*list++]; FLinePortal *port = ld->getPortal(); if (port && port->mType != PORTT_VISUAL) { level.PortalBlockmap.containsLines = true; block.portallines.Push(ld); block.neighborContainsLines = true; if (ld->getPortal()->mType == PORTT_LINKED) block.containsLinkedPortals = true; if (x > 0) level.PortalBlockmap(x - 1, y).neighborContainsLines = true; if (y > 0) level.PortalBlockmap(x, y - 1).neighborContainsLines = true; if (x < level.PortalBlockmap.dx - 1) level.PortalBlockmap(x + 1, y).neighborContainsLines = true; if (y < level.PortalBlockmap.dy - 1) level.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; level.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 >= level.PortalBlockmap.dy || bx < 0 || bx >= level.PortalBlockmap.dx) return; FPortalBlock &block = level.PortalBlockmap(bx, by); for (unsigned i = 0; ivalidcount == 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); } } //============================================================================ // // 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 (&level.lines[lineno] != src) { return &level.lines[lineno]; } } } return nullptr; } //============================================================================ // // // //============================================================================ 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 = 0.; port->mCosRot = 1.; port->mAngleDiff = 0.; } } } //============================================================================ // // Spawns a single line portal // //============================================================================ void P_SpawnLinePortal(line_t* line) { // portal destination is special argument #0 line_t* dst = nullptr; if (line->args[2] >= PORTT_VISUAL && line->args[2] <= PORTT_LINKED) { dst = FindDestination(line, line->args[0]); line->portalindex = level.linePortals.Reserve(1); FLinePortal *port = &level.linePortals.Last(); memset(port, 0, sizeof(FLinePortal)); port->mOrigin = line; port->mDestination = dst; port->mType = uint8_t(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 = uint8_t(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", line->Index()); port->mType = PORTT_TELEPORT; } } 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 (auto &ln : level.lines) { if (tagManager.GetFirstLineID(&ln) == mytag && ln.args[0] == 1 && ln.special == Line_SetPortal) { line->portalindex = level.linePortals.Reserve(1); FLinePortal *port = &level.linePortals.Last(); memset(port, 0, sizeof(FLinePortal)); port->mOrigin = line; port->mDestination = &ln; port->mType = PORTT_LINKED; port->mAlign = PORG_ABSOLUTE; port->mDefFlags = PORTF_TYPEINTERACTIVE; // we need to create the backlink here, too. ln.portalindex = level.linePortals.Reserve(1); port = &level.linePortals.Last(); memset(port, 0, sizeof(FLinePortal)); port->mOrigin = &ln; 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->mType != PORTT_VISUAL && port->mOrigin->backsector == nullptr && !(port->mOrigin->sidedef[0]->Flags & WALLF_POLYOBJ)) { Printf(TEXTCOLOR_RED "Warning: Traversable portals must have a back-sector and empty space behind them (or be on a polyobject)! Changing line %d to visual-portal!\n", port->mOrigin->Index()); port->mType = PORTT_VISUAL; port->mDefFlags &= ~(PORTF_PASSABLE | PORTF_SOUNDTRAVERSE | PORTF_INTERACTIVE); } if (port->mDestination == nullptr) { // 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; Printf(TEXTCOLOR_RED "Warning: linked portal did not have matching reverse portal. Changing line %d to teleport-portal!\n", port->mOrigin->Index()); } } else { port->mFlags = port->mDefFlags; if (port->mType == PORTT_LINKED) { if (level.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() { level.linkedPortals.Clear(); for (unsigned i = 0; i < level.linePortals.Size(); i++) { FLinePortal * port = &level.linePortals[i]; if (port->mType == PORTT_LINKED) { level.linkedPortals.Push(port); } } } //============================================================================ // // Post-process all line portals // //============================================================================ void P_FinalizePortals() { for (unsigned i = 0; i < level.linePortals.Size(); i++) { FLinePortal * port = &level.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 >= level.linePortals.Size()) return false; FLinePortal *port = &level.linePortals[line->portalindex]; if (port->mType == PORTT_LINKED) return false; // linked portals cannot be changed. if (destid == 0) port->mDestination = nullptr; port->mDestination = FindDestination(line, destid); if (port->mDestination == nullptr) { port->mFlags = 0; } else if (port->mType == PORTT_INTERACTIVE) { FLinePortal *portd = port->mDestination->portalindex < level.linePortals.Size()? &level.linePortals[port->mDestination->portalindex] : nullptr; if (portd != nullptr && 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); } else { port->mFlags = port->mDefFlags; } 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(&level.lines[lineno], destid); } return res; } //============================================================================ // // clears all portal data for a new level start // //============================================================================ void P_ClearPortals() { level.Displacements.Create(1); level.linePortals.Clear(); level.linkedPortals.Clear(); level.sectorPortals.Resize(2); level.PortalBlockmap.Clear(); // The first entry must always be the default skybox. This is what every sector gets by default. memset(&level.sectorPortals[0], 0, sizeof(level.sectorPortals[0])); level.sectorPortals[0].mType = PORTS_SKYVIEWPOINT; level.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(&level.sectorPortals[1], 0, sizeof(level.sectorPortals[0])); level.sectorPortals[1].mType = PORTS_SKYVIEWPOINT; level.sectorPortals[1].mFlags = PORTSF_SKYFLATONLY; // also clear the render data for (auto &sub : level.subsectors) { for (int j = 0; j<2; j++) { if (sub.portalcoverage[j].subsectors != nullptr) { delete[] sub.portalcoverage[j].subsectors; sub.portalcoverage[j].subsectors = nullptr; } } } for (unsigned i = 0; iv1->fY()) * line->Delta().X + (line->v1->fX() - pos.X) * line->Delta().Y; return v < -1. / 65536. ? -1 : v > 1. / 65536 ? 1 : 0; } bool P_ClipLineToPortal(line_t* line, line_t* portal, DVector2 view, bool partial, bool samebehind) { int behind1 = P_GetLineSide(line->v1->fPos(), portal); int behind2 = P_GetLineSide(line->v2->fPos(), portal); if (behind1 == 0 && behind2 == 0) { // The line is parallel to the portal and cannot possibly be visible. return true; } // If one point lies on the same straight line than the portal, the other vertex will determine sidedness alone. else if (behind2 == 0) behind2 = behind1; else if (behind1 == 0) behind1 = behind2; if (behind1 > 0 && behind2 > 0) { // The line is behind the portal, i.e. between viewer and portal line, and must be rejected return true; } else if (behind1 < 0 && behind2 < 0) { // The line is in front of the portal, i.e. the portal is between viewer and line. This line must not be rejected return false; } else { // The line intersects with the portal straight, so we need to do another check to see how both ends of the portal lie in relation to the viewer. int viewside = P_GetLineSide(view, line); int p1side = P_GetLineSide(portal->v1->fPos(), line); int p2side = P_GetLineSide(portal->v2->fPos(), line); // Do the same handling of points on the portal straight as above. if (p1side == 0) p1side = p2side; else if (p2side == 0) p2side = p1side; // If the portal is on the other side of the line than the viewpoint, there is no possibility to see this line inside the portal. return (p1side == p2side && viewside != p1side); } } //============================================================================ // // Translates a coordinate by a portal's displacement // //============================================================================ void P_TranslatePortalXY(line_t* src, double& x, double& y) { if (!src) return; FLinePortal *port = src->getPortal(); if (!port) return; if (port->mFlags & PORTF_POLYOBJ) SetRotation(port); // update the angle for polyportals. // offsets from line double nposx = x - src->v1->fX(); double nposy = y - src->v1->fY(); // Rotate position along normal to match exit linedef double tx = nposx * port->mCosRot - nposy * port->mSinRot; double ty = nposy * port->mCosRot + nposx * port->mSinRot; tx += port->mDestination->v2->fX(); ty += port->mDestination->v2->fY(); x = tx; y = ty; } //============================================================================ // // Translates a velocity vector by a portal's displacement // //============================================================================ void P_TranslatePortalVXVY(line_t* src, double &velx, double &vely) { if (!src) return; FLinePortal *port = src->getPortal(); if (!port) return; if (port->mFlags & PORTF_POLYOBJ) SetRotation(port); // update the angle for polyportals. double orig_velx = velx; double orig_vely = vely; velx = orig_velx * port->mCosRot - orig_vely * port->mSinRot; vely = orig_vely * port->mCosRot + orig_velx * port->mSinRot; } //============================================================================ // // Translates an angle by a portal's displacement // //============================================================================ void P_TranslatePortalAngle(line_t* src, DAngle& angle) { if (!src) return; FLinePortal *port = src->getPortal(); if (!port) return; if (port->mFlags & PORTF_POLYOBJ) SetRotation(port); // update the angle for polyportals. angle = (angle + port->mAngleDiff).Normalized360(); } //============================================================================ // // Translates a z-coordinate by a portal's displacement // //============================================================================ void P_TranslatePortalZ(line_t* src, double& z) { // args[2] = 0 - no adjustment // args[2] = 1 - adjust by floor difference // args[2] = 2 - adjust by ceiling difference // This cannot be precalculated because heights may change. line_t *dst = src->getPortalDestination(); switch (src->getPortalAlignment()) { case PORG_FLOOR: z = z - src->frontsector->floorplane.ZatPoint(src->v1) + dst->frontsector->floorplane.ZatPoint(dst->v2); return; case PORG_CEILING: z = z - src->frontsector->ceilingplane.ZatPoint(src->v1) + dst->frontsector->ceilingplane.ZatPoint(dst->v2); return; default: return; } } //============================================================================ // // P_GetSkyboxPortal // // Gets a portal for a SkyViewpoint // If none exists yet, it will create a new one. // //============================================================================ unsigned P_GetSkyboxPortal(AActor *actor) { if (actor == nullptr) return 1; // this means a regular sky. for (unsigned i = 0;iGetClass()->IsDescendantOf("SkyCamCompat") ? 0 : PORTSF_SKYFLATONLY; level.sectorPortals[i].mSkybox = actor; level.sectorPortals[i].mDestination = actor->Sector; return i; } DEFINE_ACTION_FUNCTION(FSectorPortal, GetSkyboxPortal) { PARAM_PROLOGUE; PARAM_OBJECT(actor, AActor); ACTION_RETURN_INT(P_GetSkyboxPortal(actor)); } //============================================================================ // // P_GetPortal // // Creates a portal struct for a linedef-based portal // //============================================================================ unsigned P_GetPortal(int type, int plane, sector_t *from, sector_t *to, const DVector2 &displacement) { unsigned i = level.sectorPortals.Reserve(1); memset(&level.sectorPortals[i], 0, sizeof(level.sectorPortals[i])); level.sectorPortals[i].mType = type; level.sectorPortals[i].mPlane = plane; level.sectorPortals[i].mOrigin = from; level.sectorPortals[i].mDestination = to; level.sectorPortals[i].mDisplacement = displacement; level.sectorPortals[i].mPlaneZ = type == PORTS_LINKEDPORTAL? from->GetPlaneTexZ(plane) : FLT_MAX; return i; } //============================================================================ // // P_GetStackPortal // // Creates a portal for a stacked sector thing // //============================================================================ unsigned P_GetStackPortal(AActor *point, int plane) { unsigned i = level.sectorPortals.Reserve(1); memset(&level.sectorPortals[i], 0, sizeof(level.sectorPortals[i])); level.sectorPortals[i].mType = PORTS_STACKEDSECTORTHING; level.sectorPortals[i].mPlane = plane; level.sectorPortals[i].mOrigin = point->target->Sector; level.sectorPortals[i].mDestination = point->Sector; level.sectorPortals[i].mPlaneZ = FLT_MAX; level.sectorPortals[i].mSkybox = point; return i; } //============================================================================ // // P_GetOffsetPosition // // Offsets a given coordinate if the trace from the origin crosses an // interactive line-to-line portal. // //============================================================================ DVector2 P_GetOffsetPosition(double x, double y, double dx, double dy) { DVector2 dest(x + dx, y + dy); if (level.PortalBlockmap.containsLines) { double actx = x, acty = y; // Try some easily discoverable early-out first. If we know that the trace cannot possibly find a portal, this saves us from calling the traverser completely for vast parts of the map. if (dx < 128 && dy < 128) { int blockx = level.blockmap.GetBlockX(actx); int blocky = level.blockmap.GetBlockY(acty); if (blockx < 0 || blocky < 0 || blockx >= level.PortalBlockmap.dx || blocky >= level.PortalBlockmap.dy || !level.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 list(16); list.Push(origin); for (unsigned i = 0; i < list.Size(); i++) { sector_t *sec = list[i]; for (auto line : sec->Lines) { sector_t *other = line->frontsector == sec ? line->backsector : line->frontsector; if (other != nullptr && other != sec && other->PortalGroup != groupid) { other->PortalGroup = groupid; list.Push(other); } } } return true; } //============================================================================ // // AddDisplacementForPortal // // Adds the displacement for one portal to the displacement array // (one version for sector to sector plane, one for line to line portals) // // Note: Despite the similarities to Eternity's equivalent this is // original code! // //============================================================================ static void AddDisplacementForPortal(FSectorPortal *portal) { int thisgroup = portal->mOrigin->PortalGroup; int othergroup = portal->mDestination->PortalGroup; if (thisgroup == othergroup) { Printf("Portal between sectors %d and %d has both sides in same group and will be disabled\n", portal->mOrigin->sectornum, portal->mDestination->sectornum); portal->mType = PORTS_PORTAL; return; } if (thisgroup <= 0 || thisgroup >= level.Displacements.size || othergroup <= 0 || othergroup >= level.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 = level.Displacements(thisgroup, othergroup); if (!disp.isSet) { disp.pos = portal->mDisplacement; disp.isSet = true; } else { if (disp.pos != portal->mDisplacement) { Printf("Portal between sectors %d and %d has displacement mismatch and will be disabled\n", portal->mOrigin->sectornum, portal->mDestination->sectornum); portal->mType = PORTS_PORTAL; return; } } } static void AddDisplacementForPortal(FLinePortal *portal) { int thisgroup = portal->mOrigin->frontsector->PortalGroup; int othergroup = portal->mDestination->frontsector->PortalGroup; if (thisgroup == othergroup) { Printf("Portal between lines %d and %d has both sides in same group\n", portal->mOrigin->Index(), portal->mDestination->Index()); portal->mType = level.linePortals[portal->mDestination->portalindex].mType = PORTT_TELEPORT; return; } if (thisgroup <= 0 || thisgroup >= level.Displacements.size || othergroup <= 0 || othergroup >= level.Displacements.size) { Printf("Portal between lines %d and %d has invalid group\n", portal->mOrigin->Index(), portal->mDestination->Index()); portal->mType = level.linePortals[portal->mDestination->portalindex].mType = PORTT_TELEPORT; return; } FDisplacement & disp = level.Displacements(thisgroup, othergroup); if (!disp.isSet) { disp.pos = portal->mDisplacement; disp.isSet = true; } else { if (disp.pos != portal->mDisplacement) { Printf("Portal between lines %d and %d has displacement mismatch\n", portal->mOrigin->Index(), portal->mDestination->Index()); portal->mType = level.linePortals[portal->mDestination->portalindex].mType = PORTT_TELEPORT; return; } } } //============================================================================ // // ConnectGroups // // Do the indirect connections. This loop will run until it cannot find any new connections // //============================================================================ static bool ConnectGroups() { // Now uint8_t indirect = 1; bool bogus = false; bool changed; do { changed = false; for (int x = 1; x < level.Displacements.size; x++) { for (int y = 1; y < level.Displacements.size; y++) { FDisplacement &dispxy = level.Displacements(x, y); if (dispxy.isSet) { for (int z = 1; z < level.Displacements.size; z++) { FDisplacement &dispyz = level.Displacements(y, z); if (dispyz.isSet) { FDisplacement &dispxz = level.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 orgs; int id = 1; bool bogus = false; for(auto &s : level.sectorPortals) { if (s.mType == PORTS_LINKEDPORTAL) { orgs.Push(&s); } } id = 1; if (orgs.Size() != 0) { for (auto &sec : level.sectors) { for (int j = 0; j < 2; j++) { if (sec.GetPortalType(j) == PORTS_LINKEDPORTAL) { secplane_t &plane = j == 0 ? sec.floorplane : sec.ceilingplane; if (plane.isSlope()) { // The engine cannot deal with portals on a sloped plane. sec.ClearPortal(j); Printf("Portal on %s of sector %d is sloped and will be disabled\n", j == 0 ? "floor" : "ceiling", sec.sectornum); } } } } // Group all sectors, starting at each portal origin. for (unsigned i = 0; i < orgs.Size(); i++) { if (CollectSectors(id, orgs[i]->mOrigin)) id++; if (CollectSectors(id, orgs[i]->mDestination)) id++; } } for (unsigned i = 0; i < level.linePortals.Size(); i++) { if (level.linePortals[i].mType == PORTT_LINKED) { if (level.linePortals[i].mDestination == nullptr) { Printf("Linked portal on line %d is unconnected and will be disabled\n", level.linePortals[i].mOrigin->Index()); level.linePortals[i].mOrigin->portalindex = UINT_MAX; level.linePortals[i].mType = PORTT_VISUAL; } else { if (CollectSectors(id, level.linePortals[i].mOrigin->frontsector)) id++; if (CollectSectors(id, level.linePortals[i].mDestination->frontsector)) id++; } } } level.Displacements.Create(id); // Check for leftover sectors that connect to a portal for (auto &sec : level.sectors) { for (int j = 0; j < 2; j++) { if (sec.GetPortalType(j) == PORTS_LINKEDPORTAL && sec.PortalGroup == 0) { auto p = sec.GetPortal(j); CollectSectors(p->mOrigin->PortalGroup, &sec); } } } for (unsigned i = 0; i < orgs.Size(); i++) { AddDisplacementForPortal(orgs[i]); } for (unsigned i = 0; i < level.linePortals.Size(); i++) { if (level.linePortals[i].mType == PORTT_LINKED) { AddDisplacementForPortal(&level.linePortals[i]); } } for (int x = 1; x < level.Displacements.size; x++) { for (int y = x + 1; y < level.Displacements.size; y++) { FDisplacement &dispxy = level.Displacements(x, y); FDisplacement &dispyx = level.Displacements(y, x); if (dispxy.isSet && dispyx.isSet && (dispxy.pos.X != -dispyx.pos.X || dispxy.pos.Y != -dispyx.pos.Y)) { int sec1 = -1, sec2 = -1; for (unsigned i = 0; i < level.sectors.Size() && (sec1 == -1 || sec2 == -1); i++) { if (sec1 == -1 && level.sectors[i].PortalGroup == x) sec1 = i; if (sec2 == -1 && level.sectors[i].PortalGroup == y) sec2 = i; } Printf("Link offset mismatch between sectors %d and %d\n", sec1, sec2); bogus = true; } // mark everything that connects to a one-sided line for (auto &line : level.lines) { if (line.backsector == nullptr && line.frontsector->PortalGroup == 0) { CollectSectors(-1, line.frontsector); } } // and now print a message for everything that still wasn't processed. for (auto &sec : level.sectors) { if (sec.PortalGroup == 0) { Printf("Unable to assign sector %d to any group. Possibly self-referencing\n", sec.sectornum); } else if (sec.PortalGroup == -1) sec.PortalGroup = 0; } } } bogus |= ConnectGroups(); if (bogus) { // todo: disable all portals whose offsets do not match the associated groups } // reject would just get in the way when checking sight through portals. if (level.Displacements.size > 1) { level.rejectmatrix.Reset(); } // finally we must flag all planes which are obstructed by the sector's own ceiling or floor. for (auto &sec : level.sectors) { sec.CheckPortalPlane(sector_t::floor); sec.CheckPortalPlane(sector_t::ceiling); // set a flag on each line connecting to a plane portal sector. This is used to reduce the amount of checks in P_CheckSight. if (sec.PortalIsLinked(sector_t::floor) || sec.PortalIsLinked(sector_t::ceiling)) { for(auto ln : sec.Lines) { ln->flags |= ML_PORTALCONNECT; } } if (sec.PortalIsLinked(sector_t::ceiling) && sec.PortalIsLinked(sector_t::floor)) { double cz = sec.GetPortalPlaneZ(sector_t::ceiling); double fz = sec.GetPortalPlaneZ(sector_t::floor); if (cz < fz) { // This is a fatal condition. We have to remove one of the two portals. Choose the one that doesn't match the current plane Printf("Error in sector %d: Ceiling portal at z=%f is below floor portal at z=%f\n", sec.sectornum, cz, fz); double cp = -sec.ceilingplane.fD(); double fp = sec.floorplane.fD(); if (cp < fp || fz == fp) { sec.ClearPortal(sector_t::ceiling); } else { sec.ClearPortal(sector_t::floor); } } } // mark all sector planes that check out ok for everything. if (sec.PortalIsLinked(sector_t::floor)) sec.planes[sector_t::floor].Flags |= PLANEF_LINKED; if (sec.PortalIsLinked(sector_t::ceiling)) sec.planes[sector_t::ceiling].Flags |= PLANEF_LINKED; } if (level.linkedPortals.Size() > 0) { // We need to relink all actors that may touch a linked line portal TThinkerIterator it; AActor *actor; while ((actor = it.Next())) { if (!(actor->flags & MF_NOBLOCKMAP)) { FPortalGroupArray check(FPortalGroupArray::PGA_NoSectorPortals); P_CollectConnectedGroups(actor->Sector->PortalGroup, actor->Pos(), actor->Top(), actor->radius, check); if (check.Size() > 0) { FLinkContext ctx; actor->UnlinkFromWorld(&ctx); actor->LinkToWorld(&ctx); } } } } } //============================================================================ // // Collect all portal groups this actor would occupy at the given position // This is used to determine which parts of the map need to be checked. // //============================================================================ bool P_CollectConnectedGroups(int startgroup, const DVector3 &position, double upperz, double checkradius, FPortalGroupArray &out) { // Keep this temporary work stuff static. This function can never be called recursively // and this would have to be reallocated for each call otherwise. static FPortalBits processMask; static TArray foundPortals; static TArray groupsToCheck; bool retval = false; out.inited = true; processMask.setSize(level.Displacements.size); if (level.Displacements.size == 1) { processMask.setBit(startgroup); return false; } if (level.linkedPortals.Size() != 0) { processMask.clear(); foundPortals.Clear(); int thisgroup = startgroup; processMask.setBit(thisgroup); //out.Add(thisgroup); for (unsigned i = 0; i < level.linkedPortals.Size(); i++) { line_t *ld = level.linkedPortals[i]->mOrigin; int othergroup = ld->frontsector->PortalGroup; FDisplacement &disp = level.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(level.linkedPortals[i]->mOrigin) != -1) continue; // not touched foundPortals.Push(level.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 = level.Displacements.getOffset(startgroup, othergroup) + position; if (processMask.getBit(othergroup)) break; processMask.setBit(othergroup); out.Add(othergroup | FPortalGroupArray::UPPER); wsec = P_PointInSector(pos); // get upper sector at the exact spot we want to check and repeat retval = true; } wsec = sec; while (!wsec->PortalBlocksMovement(sector_t::floor) && position.Z < wsec->GetPortalPlaneZ(sector_t::floor)) { int othergroup = wsec->GetOppositePortalGroup(sector_t::floor); DVector2 pos = level.Displacements.getOffset(startgroup, othergroup) + position; if (processMask.getBit(othergroup)) break; processMask.setBit(othergroup); out.Add(othergroup | FPortalGroupArray::LOWER); wsec = P_PointInSector(pos); // get lower sector at the exact spot we want to check and repeat retval = true; } if (out.method == FPortalGroupArray::PGA_Full3d && level.PortalBlockmap.hasLinkedSectorPortals) { groupsToCheck.Clear(); groupsToCheck.Push(startgroup); int thisgroup = startgroup; for (unsigned i = 0; i < groupsToCheck.Size();i++) { DVector2 disp = level.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 < level.Displacements.size; x++) { for (int y = 1; y < level.Displacements.size; y++) { FDisplacement &disp = level.Displacements(x, y); Printf("%c%c(%6d, %6d)", TEXTCOLOR_ESCAPE, 'C' + disp.indirect, int(disp.pos.X), int(disp.pos.Y)); } Printf("\n"); } }