raze/source/games/sw/src/rooms.cpp
Christoph Oelckers 8dfbbc8220 - migrated floorpicnum and ceilingpicnum to FTextures.
The sky code still needs some work.
2022-12-18 14:32:52 +01:00

1060 lines
29 KiB
C++

//-------------------------------------------------------------------------
/*
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<DSWActor*>(::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, &sect) == 1)
{
bool found = false;
SWSectIterator it(&sect);
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] = &sect;
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<int> 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<PortalGroup> floorportals;
TArray<PortalGroup> 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 = &sector[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 = &sector[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