- implemented line portal transition. Not yet tested for arbitrary portals but for static ones it is working - including camera interpolation.

This commit is contained in:
Christoph Oelckers 2016-02-27 01:19:57 +01:00
commit 8d58d63b60
5 changed files with 217 additions and 21 deletions

View file

@ -969,12 +969,14 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
{
spec.line = ld;
spec.refpos = cres.position;
spec.oldrefpos = tm.thing->PosRelative(ld);
spechit.Push(spec);
}
if (ld->portalindex >= 0 && ld->portalindex != UINT_MAX)
{
spec.line = ld;
spec.refpos = cres.position;
spec.oldrefpos = tm.thing->PosRelative(ld);
portalhit.Push(spec);
}
@ -1526,7 +1528,6 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
tm.touchmidtex = false;
tm.abovemidtex = false;
validcount++;
spechit.Clear();
if ((thing->flags & MF_NOCLIP) && !(thing->flags & MF_SKULLFLY))
return true;
@ -1604,6 +1605,8 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
// a pickup they cannot get, because their validcount will prevent them from
// being considered for collision with the player.
validcount++;
spechit.Clear();
portalhit.Clear();
thing->BlockingMobj = NULL;
thing->height = realheight;
@ -2132,22 +2135,125 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
return false;
}
// the move is ok, so link the thing into its new position
thing->UnlinkFromWorld();
oldpos = thing->Pos();
oldsector = thing->Sector;
thing->floorz = tm.floorz;
thing->ceilingz = tm.ceilingz;
thing->dropoffz = tm.dropoffz; // killough 11/98: keep track of dropoffs
thing->floorpic = tm.floorpic;
thing->floorterrain = tm.floorterrain;
thing->floorsector = tm.floorsector;
thing->ceilingpic = tm.ceilingpic;
thing->ceilingsector = tm.ceilingsector;
thing->SetXY(x, y);
// Check for crossed portals
bool portalcrossed = false;
thing->LinkToWorld();
while (true)
{
fixed_t bestfrac = FIXED_MAX;
spechit_t *besthit = NULL;
// find the portal nearest to the crossing actor
for (auto &spec : portalhit)
{
line_t *ld = spec.line;
if (ld->frontsector->PortalGroup != thing->Sector->PortalGroup) continue; // must be in the same group to be considered valid.
// see if the line was crossed
oldside = P_PointOnLineSide(spec.oldrefpos.x, spec.oldrefpos.y, ld);
side = P_PointOnLineSide(spec.refpos.x, spec.refpos.y, ld);
if (oldside == 0 && side == 1)
{
divline_t dl2 = { ld->v1->x, ld->v1->y, ld->dx, ld->dy };
divline_t dl1 = { spec.oldrefpos.x, spec.oldrefpos.y, spec.refpos.x - spec.oldrefpos.x, spec.refpos.y - spec.oldrefpos.y };
fixed_t frac = P_InterceptVector(&dl1, &dl2);
if (frac < bestfrac)
{
besthit = &spec;
bestfrac = frac;
}
}
}
if (bestfrac < FIXED_MAX)
{
line_t *ld = besthit->line;
FLinePortal *port = ld->getPortal();
if (port->mType == PORTT_LINKED)
{
thing->UnlinkFromWorld();
thing->SetXY(tm.x + port->mXDisplacement, tm.y + port->mYDisplacement);
thing->PrevX += port->mXDisplacement;
thing->PrevY += port->mYDisplacement;
thing->LinkToWorld();
P_FindFloorCeiling(thing);
portalcrossed = true;
}
else if (!portalcrossed)
{
line_t *out = port->mDestination;
fixedvec3 pos = { tm.x, tm.y, thing->Z() };
fixedvec3 oldthingpos = thing->Pos();
fixedvec2 thingpos = oldthingpos;
// This gets a bit tricky because we want to catch all line specials the actor crosses on the other side, too.
// So we have to translate the old Actor xy and temporarily set this as the actor's current position for the P_CheckPosition call,
// so that the spechit array gets proper positions assigned that can be evaluated later.
P_TranslatePortalXY(ld, out, pos.x, pos.y);
P_TranslatePortalXY(ld, out, thingpos.x, thingpos.y);
P_TranslatePortalVXVY(ld, out, thing->velx, thing->vely);
P_TranslatePortalAngle(ld, out, thing->angle);
P_TranslatePortalZ(ld, out, pos.z);
thing->SetXYZ(thingpos.x, thingpos.y, pos.z);
if (!P_CheckPosition(thing, pos.x, pos.y))
{
thing->SetXYZ(oldthingpos);
thing->flags6 &= ~MF6_INTRYMOVE;
return false;
}
thing->UnlinkFromWorld();
thing->SetXYZ(pos);
thing->LinkToWorld();
P_FindFloorCeiling(thing);
thing->ClearInterpolation();
}
// if this is the current camera we need to store the point where the portal was crossed and the exit
// so that the renderer can properly calculate an interpolated position along the movement path.
if (thing == players[consoleplayer].camera)
{
divline_t dl1 = { besthit->oldrefpos.x,besthit-> oldrefpos.y, besthit->refpos.x - besthit->oldrefpos.x, besthit->refpos.y - besthit->oldrefpos.y };
fixedvec3 hit = { dl1.x + FixedMul(dl1.dx, bestfrac), dl1.y + FixedMul(dl1.dy, bestfrac), 0 };
line_t *out = port->mDestination;
R_AddInterpolationPoint(hit);
if (port->mType == PORTT_LINKED)
{
hit.x += port->mXDisplacement;
hit.y += port->mYDisplacement;
}
else
{
P_TranslatePortalXY(ld, out, hit.x, hit.y);
P_TranslatePortalZ(ld, out, hit.z);
}
R_AddInterpolationPoint(hit);
}
if (port->mType == PORTT_LINKED) continue;
}
break;
}
if (!portalcrossed)
{
// the move is ok, so link the thing into its new position
thing->UnlinkFromWorld();
oldpos = thing->Pos();
oldsector = thing->Sector;
thing->floorz = tm.floorz;
thing->ceilingz = tm.ceilingz;
thing->dropoffz = tm.dropoffz; // killough 11/98: keep track of dropoffs
thing->floorpic = tm.floorpic;
thing->floorterrain = tm.floorterrain;
thing->floorsector = tm.floorsector;
thing->ceilingpic = tm.ceilingpic;
thing->ceilingsector = tm.ceilingsector;
thing->SetXY(x, y);
thing->LinkToWorld();
}
if (thing->flags2 & MF2_FLOORCLIP)
{
@ -2161,10 +2267,9 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
while (spechit.Pop(spec))
{
line_t *ld = spec.line;
fixedvec3 oldrelpos = PosRelative(oldpos, ld, oldsector);
// see if the line was crossed
side = P_PointOnLineSide(spec.refpos.x, spec.refpos.y, ld);
oldside = P_PointOnLineSide(oldrelpos.x, oldrelpos.y, ld);
oldside = P_PointOnLineSide(spec.oldrefpos.x, spec.oldrefpos.y, ld);
if (side != oldside && ld->special && !(thing->flags6 & MF6_NOTRIGGER))
{
if (thing->player && (thing->player->cheats & CF_PREDICTING))