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d5a1004c41
* 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.
124 lines
No EOL
3.1 KiB
C++
124 lines
No EOL
3.1 KiB
C++
#ifndef _PORTALS_H_
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#define _PORTALS_H_
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#include "basictypes.h"
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#include "v_video.h"
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#include "r_defs.h"
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#include "actor.h"
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#include "p_local.h"
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#include "m_bbox.h"
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enum
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{
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PORTF_VISIBLE = 1,
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PORTF_PASSABLE = 2,
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PORTF_SOUNDTRAVERSE = 4,
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PORTF_INTERACTIVE = 8,
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PORTF_TYPETELEPORT = PORTF_VISIBLE | PORTF_PASSABLE | PORTF_SOUNDTRAVERSE,
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PORTF_TYPEINTERACTIVE = PORTF_VISIBLE | PORTF_PASSABLE | PORTF_SOUNDTRAVERSE | PORTF_INTERACTIVE,
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};
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enum
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{
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PORTT_VISUAL,
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PORTT_TELEPORT,
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PORTT_INTERACTIVE,
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PORTT_LINKED,
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PORTT_LINKEDEE // Eternity compatible definition which uses only one line ID and a different anchor type to link to.
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};
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enum
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{
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PORG_ABSOLUTE, // does not align at all. z-ccoordinates must match.
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PORG_FLOOR,
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PORG_CEILING,
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};
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struct FLinePortal
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{
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line_t *mOrigin;
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line_t *mDestination;
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fixed_t mXDisplacement;
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fixed_t mYDisplacement;
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BYTE mType;
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BYTE mFlags;
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BYTE mDefFlags;
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BYTE mAlign;
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};
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extern TArray<FLinePortal> linePortals;
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void P_SpawnLinePortal(line_t* line);
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void P_FinalizePortals();
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bool P_ChangePortal(line_t *ln, int thisid, int destid);
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void P_CreateLinkedPortals();
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/* code ported from prototype */
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bool P_ClipLineToPortal(line_t* line, line_t* portal, fixed_t viewx, fixed_t viewy, bool partial = true, bool samebehind = true);
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void P_TranslatePortalXY(line_t* src, line_t* dst, fixed_t& x, fixed_t& y);
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void P_TranslatePortalVXVY(line_t* src, line_t* dst, fixed_t& vx, fixed_t& vy);
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void P_TranslatePortalAngle(line_t* src, line_t* dst, angle_t& angle);
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void P_TranslatePortalZ(line_t* src, line_t* dst, fixed_t& z);
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void P_NormalizeVXVY(fixed_t& vx, fixed_t& vy);
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// basically, this is a teleporting tracer function,
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// which can be used by itself (to calculate portal-aware offsets, say, for projectiles)
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// or to teleport normal tracers (like hitscan, railgun, autoaim tracers)
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class PortalTracer
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{
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public:
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PortalTracer(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
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// trace to next portal
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bool TraceStep();
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// trace to last available portal on the path
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void TraceAll() { while (TraceStep()) continue; }
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int depth;
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fixed_t startx;
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fixed_t starty;
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fixed_t intx;
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fixed_t inty;
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fixed_t intxIn;
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fixed_t intyIn;
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fixed_t endx;
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fixed_t endy;
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angle_t angle;
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fixed_t z;
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fixed_t frac;
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line_t* in;
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line_t* out;
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fixed_t vx;
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fixed_t vy;
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};
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/* new code */
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fixed_t P_PointLineDistance(line_t* line, fixed_t x, fixed_t y);
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// returns true if the portal is crossable by actors
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inline bool line_t::isLinePortal() const
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{
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return portalindex >= linePortals.Size() ? false : !!(linePortals[portalindex].mFlags & PORTF_PASSABLE);
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}
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// returns true if the portal needs to be handled by the renderer
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inline bool line_t::isVisualPortal() const
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{
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return portalindex >= linePortals.Size() ? false : !!(linePortals[portalindex].mFlags & PORTF_VISIBLE);
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}
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inline line_t *line_t::getPortalDestination() const
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{
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return portalindex >= linePortals.Size() ? (line_t*)NULL : linePortals[portalindex].mDestination;
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}
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inline int line_t::getPortalAlignment() const
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{
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return portalindex >= linePortals.Size() ? 0 : linePortals[portalindex].mAlign;
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}
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#endif |