//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "build.h" #include "names2.h" #include "panel.h" #include "misc.h" #include "hw_drawinfo.h" BEGIN_SW_NS //////////////////////////////////////////////////////////////////// // // FLOOR ABOVE FLOOR // //////////////////////////////////////////////////////////////////// // Polymost only! void SW_FloorPortalHack(DSWActor* actor, int z, int match); void SW_CeilingPortalHack(DSWActor* actor, int z, int match); enum { ZMAX = 400 }; struct SAVE { sectortype* sect[ZMAX]; int32_t zval[ZMAX]; int16_t pic[ZMAX]; int16_t zcount; int16_t slope[ZMAX]; }; SAVE save; bool FAF_DebugView = false; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- DSWActor* insertActor(sectortype* sect, int statnum) { auto pActor = static_cast(::InsertActor(RUNTIME_CLASS(DSWActor), sect, statnum)); pActor->spr.intowner = -1; return pActor; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool FAF_Sector(sectortype* sect) { SWSectIterator it(sect); while (auto actor = it.Next()) { if (actor->spr.statnum == STAT_FAF && (actor->spr.hitag >= VIEW_LEVEL1 && actor->spr.hitag <= VIEW_LEVEL6)) { return true; } } return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void SetWallWarpHitscan(sectortype* sect) { DSWActor* sp_warp; if (!WarpSectorInfo(sect, &sp_warp)) return; if (!sp_warp) return; auto start_wall = sect->walls.Data(); auto wall_num = start_wall; // Travel all the way around loop setting wall bits do { if (wall_num->twoSided()) wall_num->cstat |= (CSTAT_WALL_WARP_HITSCAN); wall_num = wall_num->point2Wall(); } while (wall_num != start_wall); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void ResetWallWarpHitscan(sectortype* sect) { auto start_wall = sect->walls.Data(); auto wall_num = start_wall; // Travel all the way around loop setting wall bits do { wall_num->cstat &= ~(CSTAT_WALL_WARP_HITSCAN); wall_num = wall_num->point2Wall(); } while (wall_num != start_wall); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void FAFhitscan(const DVector3& start, sectortype* sect, const DVector3& vect, HitInfo& hit, int32_t clipmask) { auto newsector = sect; int startclipmask = 0; bool plax_found = false; if (clipmask == CLIPMASK_MISSILE) startclipmask = CLIPMASK_WARP_HITSCAN; hitscan(start, sect, vect, hit, startclipmask); if (hit.hitSector == nullptr) return; if (hit.hitWall != nullptr) { // hitscan warping if ((hit.hitWall->cstat & CSTAT_WALL_WARP_HITSCAN)) { // back it up a bit to get a correct warp location hit.hitpos.XY() -= vect.XY() * (1 / 512.); // warp to new x,y,z, sectnum if (Warp(hit.hitpos, &hit.hitSector)) { // hitscan needs to pass through dest sect ResetWallWarpHitscan(hit.hitSector); // NOTE: This could be recursive I think if need be auto nstart = hit.hitpos; hitscan(nstart, hit.hitSector, vect, hit, startclipmask); // reset hitscan block for dest sect SetWallWarpHitscan(hit.hitSector); return; } else { //ASSERT(true == false); // some maps in SWC20 trigger this due to poor design. return; } } } // make sure it hit JUST a sector before doing a check if (hit.hitWall == nullptr && hit.actor() == nullptr) { if ((hit.hitSector->extra & SECTFX_WARP_SECTOR)) { if ((hit.hitSector->walls[0].cstat & CSTAT_WALL_WARP_HITSCAN)) { // hit the floor of a sector that is a warping sector sectortype* newsect = nullptr; if (Warp(hit.hitpos, &newsect)) { auto nstart = hit.hitpos; hitscan(nstart, newsect, vect, hit, clipmask); return; } } else { sectortype* newsect = nullptr; if (WarpPlane(hit.hitpos, &newsect)) { auto nstart = hit.hitpos; hitscan(nstart, newsect, vect, hit, clipmask); return; } } } double loz, hiz; calcSlope(hit.hitSector, hit.hitpos, &hiz, &loz); if (abs(hit.hitpos.Z - loz) < 4) { if (FAF_ConnectFloor(hit.hitSector) && !(hit.hitSector->floorstat & CSTAT_SECTOR_FAF_BLOCK_HITSCAN)) { updatesectorz(hit.hitpos.plusZ(12), &newsector); plax_found = true; } } else if (abs(hit.hitpos.Z - hiz) < 4) { if (FAF_ConnectCeiling(hit.hitSector) && !(hit.hitSector->floorstat & CSTAT_SECTOR_FAF_BLOCK_HITSCAN)) { updatesectorz(hit.hitpos.plusZ(-12), &newsector); plax_found = true; } } } if (plax_found) { auto nstart = hit.hitpos; hitscan(nstart, newsector, vect, hit, clipmask); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool FAFcansee(const DVector3& start, sectortype* sects, const DVector3& end, sectortype* secte) { auto newsect = sects; bool plax_found = false; // ASSERT(sects >= 0 && secte >= 0); // luckily we do not have portal setups with otherwise connected sectors, so let's go to the original routine for all cases. // The hack job below won't always cut it. if (cansee(start, sects, end, secte)) { return true; } // early out to regular routine if ((!sects || !FAF_Sector(sects)) && (!secte || !FAF_Sector(secte))) { return false; } // get angle DVector3 diff = end - start; DAngle ang = diff.Angle(); DVector3 vect; vect.XY() = ang.ToVector() * 1024; double dist = diff.XY().Length(); // get x,y,z, vectors if (dist != 0) { if (end.X != start.X) vect.Z = vect.X * diff.Z / diff.X; else if (end.Y != start.Y) vect.Z = vect.Y * diff.Z / diff.Y; else vect.Z = 0; } else vect.Z = 0; HitInfo hit{}; hitscan(start, sects, vect, hit, CLIPMASK_MISSILE); if (hit.hitSector == nullptr) return false; // make sure it hit JUST a sector before doing a check if (hit.hitWall == nullptr && hit.actor() == nullptr) { double loz, hiz; calcSlope(hit.hitSector, hit.hitpos.X, hit.hitpos.Y, &hiz, &loz); if (abs(hit.hitpos.Z - loz) < 4) { if (FAF_ConnectFloor(hit.hitSector)) { updatesectorz(hit.hitpos.plusZ(12), &newsect); plax_found = true; } } else if (abs(hit.hitpos.Z - hiz) < 4) { if (FAF_ConnectCeiling(hit.hitSector)) { updatesectorz(hit.hitpos.plusZ(-12), &newsect); plax_found = true; } } } else { return !!cansee(start, sects, end, secte); } if (plax_found) return !!cansee(hit.hitpos, newsect, end, secte); return false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- double GetZadjustment(sectortype* sect, short hitag) { if (sect == nullptr || !(sect->extra & SECTFX_Z_ADJUST)) return 0; SWStatIterator it(STAT_ST1); while (auto itActor = it.Next()) { if (itActor->spr.hitag == hitag && itActor->sector() == sect) { return itActor->spr.lotag; } } return 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool SectorZadjust(const Collision& ceilhit, double* hiz, const Collision& florhit, double* loz) { double z_amt = 0; bool SkipFAFcheck = false; if (florhit.type != -1) { switch (florhit.type) { case kHitSector: { auto hit_sector = florhit.hitSector; // don't jack with connect sectors if (FAF_ConnectFloor(hit_sector)) { // rippers were dying through the floor in $rock if ((hit_sector->floorstat & CSTAT_SECTOR_FAF_BLOCK_HITSCAN)) break; if ((hit_sector->extra & SECTFX_Z_ADJUST)) { // see if a z adjust ST1 is around z_amt = GetZadjustment(hit_sector, FLOOR_Z_ADJUST); if (z_amt) { // explicit z adjust overrides Connect Floor *loz += z_amt; SkipFAFcheck = true; } } break; } if (!(hit_sector->extra & SECTFX_Z_ADJUST)) break; // see if a z adjust ST1 is around z_amt = GetZadjustment(hit_sector, FLOOR_Z_ADJUST); if (z_amt) { // explicit z adjust overrides plax default *loz += z_amt; } else // default adjustment for plax if ((hit_sector->floorstat & CSTAT_SECTOR_SKY)) { *loz += PlaxFloorGlobZadjust; } break; } } } if (ceilhit.type != -1) { switch (ceilhit.type) { case kHitSector: { auto hit_sector = ceilhit.hitSector; // don't jack with connect sectors if (FAF_ConnectCeiling(hit_sector)) { if ((hit_sector->extra & SECTFX_Z_ADJUST)) { // see if a z adjust ST1 is around z_amt = GetZadjustment(hit_sector, CEILING_Z_ADJUST); if (z_amt) { // explicit z adjust overrides Connect Floor *loz += z_amt; SkipFAFcheck = true; } } break; } if (!(hit_sector->extra & SECTFX_Z_ADJUST)) break; // see if a z adjust ST1 is around z_amt = GetZadjustment(hit_sector, CEILING_Z_ADJUST); if (z_amt) { // explicit z adjust overrides plax default *hiz -= z_amt; } else // default adjustment for plax if ((hit_sector->ceilingstat & CSTAT_SECTOR_SKY)) { *hiz -= PlaxCeilGlobZadjust; } break; } } } return SkipFAFcheck; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void WaterAdjust(const Collision& florhit, double* loz) { if (florhit.type == kHitSector) { auto sect = florhit.hitSector; if (!sect->hasU()) return; if (sect->hasU() && FixedToInt(sect->depth_fixed)) *loz += FixedToInt(sect->depth_fixed); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void FAFgetzrange(const DVector3& pos, sectortype* sect, double* hiz, Collision* ceilhit, double* loz, Collision* florhit, double clipdist, int32_t clipmask) { double foo1; Collision foo2; bool SkipFAFcheck; Collision trash; trash.invalidate(); // IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! // This will return invalid FAF ceiling and floor heights inside of analyzesprite // because the ceiling and floors get moved out of the way for drawing. // early out to regular routine if (sect == nullptr || !FAF_ConnectArea(sect)) { getzrange(pos, sect, hiz, *ceilhit, loz, *florhit, clipdist, clipmask); SectorZadjust(*ceilhit, hiz, *florhit, loz); WaterAdjust(*florhit, loz); return; } getzrange(pos, sect, hiz, *ceilhit, loz, *florhit, clipdist, clipmask); SkipFAFcheck = SectorZadjust(*ceilhit, hiz, *florhit, loz); WaterAdjust(*florhit, loz); if (SkipFAFcheck) return; if (FAF_ConnectCeiling(sect)) { auto uppersect = sect; auto newpos = DVector3(pos.XY(), *hiz - 2); if (ceilhit->type == kHitSprite) return; updatesectorz(newpos, &uppersect); if (uppersect == nullptr) return; getzrange(newpos, uppersect, hiz, *ceilhit, &foo1, foo2, clipdist, clipmask); SectorZadjust(*ceilhit, hiz, trash, nullptr); } else if (FAF_ConnectFloor(sect) && !(sect->floorstat & CSTAT_SECTOR_FAF_BLOCK_HITSCAN)) { auto lowersect = sect; auto newpos = DVector3(pos.XY(), *loz + 2); if (florhit->type == kHitSprite) return; updatesectorz(newpos, &lowersect); if (lowersect == nullptr) return; // _ErrMsg(ERR_STD_ARG, "Did not find a sector at %d, %d, %d", x, y, newz); getzrange(newpos, lowersect, &foo1, foo2, loz, *florhit, clipdist, clipmask); SectorZadjust(trash, nullptr, *florhit, loz); WaterAdjust(*florhit, loz); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void FAFgetzrangepoint(const DVector3& pos, sectortype* sect, double* hiz, Collision* ceilhit, double* loz, Collision* florhit) { double foo1; Collision foo2; bool SkipFAFcheck; Collision trash; trash.invalidate(); // IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! // This will return invalid FAF ceiling and floor heights inside of analyzesprite // because the ceiling and floors get moved out of the way for drawing. // early out to regular routine if (!FAF_ConnectArea(sect)) { getzrangepoint(pos, sect, hiz, ceilhit, loz, florhit); SectorZadjust(*ceilhit, hiz, *florhit, loz); WaterAdjust(*florhit, loz); return; } getzrangepoint(pos, sect, hiz, ceilhit, loz, florhit); SkipFAFcheck = SectorZadjust(*ceilhit, hiz, *florhit, loz); WaterAdjust(*florhit, loz); if (SkipFAFcheck) return; if (FAF_ConnectCeiling(sect)) { auto uppersect = sect; auto newpos = DVector3(pos.XY(), *hiz - 2); if (ceilhit->type == kHitSprite) return; updatesectorz(newpos, &uppersect); if (uppersect == nullptr) return; getzrangepoint(newpos, uppersect, hiz, ceilhit, &foo1, &foo2); SectorZadjust(*ceilhit, hiz, trash, nullptr); } else if (FAF_ConnectFloor(sect) && !(sect->floorstat & CSTAT_SECTOR_FAF_BLOCK_HITSCAN)) { auto lowersect = sect; auto newpos = DVector3(pos.XY(), *loz + 2); if (florhit->type == kHitSprite) return; updatesectorz(newpos, &lowersect); if (lowersect == nullptr) return; getzrangepoint(newpos, lowersect, &foo1, &foo2, loz, florhit); SectorZadjust(trash, nullptr, *florhit, loz); WaterAdjust(*florhit, loz); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void SetupMirrorTiles(void) { SWStatIterator it(STAT_FAF); while (auto actor = it.Next()) { if (actor->sector()->ceilingtexture() == FAFPlaceMirrorPic[0]) { actor->sector()->setceilingtexture(FAFMirrorPic[0]); actor->sector()->ceilingstat |= (CSTAT_SECTOR_SKY); } if (actor->sector()->floortexture() == FAFPlaceMirrorPic[0]) { actor->sector()->setfloortexture(FAFMirrorPic[0]); actor->sector()->floorstat |= (CSTAT_SECTOR_SKY); } if (actor->sector()->ceilingtexture() == FAFPlaceMirrorPic[1]) actor->sector()->setceilingtexture(FAFMirrorPic[1]); if (actor->sector()->floortexture() == FAFPlaceMirrorPic[1]) actor->sector()->setfloortexture(FAFMirrorPic[1]); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GetUpperLowerSector(int match, double x, double y, sectortype** upper, sectortype** lower) { int i; sectortype* sectorlist[16]; int sln = 0; for(auto& sect: sector) { if (inside(x, y, §) == 1) { bool found = false; SWSectIterator it(§); while (auto actor = it.Next()) { if (actor->spr.statnum == STAT_FAF && (actor->spr.hitag >= VIEW_LEVEL1 && actor->spr.hitag <= VIEW_LEVEL6) && actor->spr.lotag == match) { found = true; } } if (!found) continue; if (sln < (int)SIZ(sectorlist)) sectorlist[sln] = § sln++; } } // might not find ANYTHING if not tagged right if (sln == 0) { *upper = nullptr; *lower = nullptr; return; } // Map rooms have NOT been dragged on top of each other else if (sln == 1) { *lower = sectorlist[0]; *upper = sectorlist[0]; return; } // Map rooms HAVE been dragged on top of each other // inside will somtimes find that you are in two different sectors if the x,y // is exactly on a sector line. else if (sln > 2) { // try again moving the x,y pos around until you only get two sectors GetUpperLowerSector(match, x - 1/16., y, upper, lower); } if (sln == 2) { if (sectorlist[0]->floorz < sectorlist[1]->floorz) { // swap // make sectorlist[0] the LOW sector std::swap(sectorlist[0],sectorlist[1]); } *lower = sectorlist[0]; *upper = sectorlist[1]; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool FindCeilingView(int match, double* x, double * y, double z, sectortype** sect) { double xoff = 0; double yoff = 0; save.zcount = 0; DSWActor* actor = nullptr; // Search Stat List For closest ceiling view sprite // Get the match, xoff, yoff from this point SWStatIterator it(STAT_FAF); while ((actor = it.Next())) { if (actor->spr.hitag == VIEW_THRU_CEILING && actor->spr.lotag == match) { xoff = *x - actor->spr.pos.X; yoff = *y - actor->spr.pos.Y; break; } } it.Reset(STAT_FAF); while ((actor = it.Next())) { if (actor->spr.lotag == match) { // determine x,y position if (actor->spr.hitag == VIEW_THRU_FLOOR) { sectortype* upper,* lower; *x = actor->spr.pos.X + xoff; *y = actor->spr.pos.Y + yoff; // get new sector GetUpperLowerSector(match, *x, *y, &upper, &lower); *sect = upper; break; } } } if (*sect == nullptr) return false; if (!actor || actor->spr.hitag != VIEW_THRU_FLOOR) { *sect = nullptr; return false; } return true; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool FindFloorView(int match, double* x, double* y, double z, sectortype** sect) { double xoff = 0; double yoff = 0; save.zcount = 0; DSWActor* actor = nullptr; // Search Stat List For closest ceiling view sprite // Get the match, xoff, yoff from this point SWStatIterator it(STAT_FAF); while ((actor = it.Next())) { if (actor->spr.hitag == VIEW_THRU_FLOOR && actor->spr.lotag == match) { xoff = *x - actor->spr.pos.X; yoff = *y - actor->spr.pos.Y; break; } } it.Reset(STAT_FAF); while ((actor = it.Next())) { if (actor->spr.lotag == match) { // determine x,y position if (actor->spr.hitag == VIEW_THRU_CEILING) { sectortype* upper,* lower; *x = actor->spr.pos.X + xoff; *y = actor->spr.pos.Y + yoff; // get new sector GetUpperLowerSector(match, *x, *y, &upper, &lower); *sect = lower; break; } } } if (*sect == nullptr) return false; if (!actor || actor->spr.hitag != VIEW_THRU_CEILING) { *sect = nullptr; return false; } return true; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- short FindViewSectorInScene(sectortype* cursect, int level) { int match; SWStatIterator it(STAT_FAF); while (auto actor = it.Next()) { if (actor->spr.hitag == level) { if (cursect == actor->sector()) { // ignore case if sprite is pointing up if (actor->spr.Angles.Yaw == DAngle270) continue; // only gets to here is sprite is pointing down // found a potential match match = actor->spr.lotag; return match; } } } return -1; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- struct PortalGroup { TArray sectors; int othersector = -1; DVector3 offset = {0,0,0}; }; // This is very messy because some portals are linked outside the actual portal sectors, so we have to use the complicated original linking logic to find the connection. :? void CollectPortals() { TArray floorportals; TArray ceilingportals; BitArray floordone(sector.Size()), ceilingdone(sector.Size()); for (auto& sec : sector) { sec.portalflags = sec.portalnum = 0; } floordone.Zero(); ceilingdone.Zero(); portalClear(); for (unsigned i = 0; i < sector.Size(); i++) { if (sector[i].floortexture() == FAFMirrorPic[0] && !floordone[i]) { auto& fp = floorportals[floorportals.Reserve(1)]; fp.sectors.Push(i); floordone.Set(i); for (unsigned ii = 0; ii < fp.sectors.Size(); ii++) { for (auto& wal : sector[fp.sectors[ii]].walls) { if (!wal.twoSided()) continue; auto nsec = wal.nextSector(); auto ns = sectindex(nsec); if (floordone[ns] || nsec->floortexture() != FAFMirrorPic[0]) continue; fp.sectors.Push(ns); floordone.Set(ns); } } } if (sector[i].ceilingtexture() == FAFMirrorPic[0] && !ceilingdone[i]) { auto& fp = ceilingportals[ceilingportals.Reserve(1)]; fp.sectors.Push(i); ceilingdone.Set(i); for (unsigned ii = 0; ii < fp.sectors.Size(); ii++) { for (auto& wal : sector[fp.sectors[ii]].walls) { if (!wal.twoSided()) continue; auto nsec = wal.nextSector(); auto ns = sectindex(nsec); if (ceilingdone[ns] || nsec->ceilingtexture() != FAFMirrorPic[0]) continue; fp.sectors.Push(ns); ceilingdone.Set(ns); } } } } // now try to find connections. for (auto& fp : ceilingportals) { // pick one sprite out of the sectors, repeat until we get a valid connection for (auto sec : fp.sectors) { SWSectIterator it(sec); while (auto actor = it.Next()) { auto tpos = actor->spr.pos; auto tsect = §or[sec]; int match = FindViewSectorInScene(tsect, VIEW_LEVEL1); if (match != -1) { FindCeilingView(match, &tpos.X, &tpos.Y, tpos.Z, &tsect); if (tsect != nullptr &&tsect->floortexture() == FAFMirrorPic[0]) { // got something! fp.othersector = sectindex(tsect); fp.offset = tpos - actor->spr.pos; goto nextfg; } } } } nextfg:; } for (auto& fp : floorportals) { for (auto sec : fp.sectors) { SWSectIterator it(sec); while (auto actor = it.Next()) { auto tpos = actor->spr.pos; auto tsect = §or[sec]; int match = FindViewSectorInScene(tsect, VIEW_LEVEL2); if (match != -1) { FindFloorView(match, &tpos.X, &tpos.Y, tpos.Z, &tsect); if (tsect != nullptr && tsect->ceilingtexture() == FAFMirrorPic[0]) { // got something! fp.othersector = sectindex(tsect); fp.offset = tpos - actor->spr.pos; goto nextcg; } } } } nextcg:; } for (auto& pt : floorportals) { if (pt.othersector > -1) { auto findother = [&](int other) -> PortalGroup* { for (auto& pt2 : ceilingportals) { if (pt2.sectors.Find(other) != pt2.sectors.Size()) return &pt2; } return nullptr; }; auto pt2 = findother(pt.othersector); if (pt2) { pt.offset.Z = 0; int pnum = portalAdd(PORTAL_SECTOR_FLOOR, -1, pt.offset); allPortals[pnum].targets = pt2->sectors; // do not move! We still need the original. for (auto sec : pt.sectors) { sector[sec].portalflags = PORTAL_SECTOR_FLOOR; sector[sec].portalnum = pnum; } } } } for (auto& pt : ceilingportals) { if (pt.othersector > -1) { auto findother = [&](int other) -> PortalGroup* { for (auto& pt2 : floorportals) { if (pt2.sectors.Find(other) != pt2.sectors.Size()) return &pt2; } return nullptr; }; auto pt2 = findother(pt.othersector); if (pt2) { pt.offset.Z = 0; int pnum = portalAdd(PORTAL_SECTOR_CEILING, -1, pt.offset); allPortals[pnum].targets = std::move(pt2->sectors); for (auto sec : pt.sectors) { sector[sec].portalflags = PORTAL_SECTOR_CEILING; sector[sec].portalnum = pnum; } } } } } END_SW_NS