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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Refresh/rendering module, shared data struct definitions.
//
//-----------------------------------------------------------------------------
# ifndef __R_DEFS_H__
# define __R_DEFS_H__
# include "doomdef.h"
# include "templates.h"
# include "memarena.h"
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# include "m_bbox.h"
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// Some more or less basic data types
// we depend on.
# include "m_fixed.h"
// We rely on the thinker data struct
// to handle sound origins in sectors.
// SECTORS do store MObjs anyway.
# include "actor.h"
struct FLightNode ;
struct FGLSection ;
struct seg_t ;
# include "dthinker.h"
# define MAXWIDTH 5760
# define MAXHEIGHT 3600
const WORD NO_INDEX = 0xffffu ;
const DWORD NO_SIDE = 0xffffffffu ;
// Silhouette, needed for clipping Segs (mainly)
// and sprites representing things.
enum
{
SIL_NONE ,
SIL_BOTTOM ,
SIL_TOP ,
SIL_BOTH
} ;
extern size_t MaxDrawSegs ;
struct FDisplacement ;
enum
{
SKYBOX_ANCHOR = - 1 ,
SKYBOX_SKYVIEWPOINT = 0 , // a regular skybox
SKYBOX_STACKEDSECTORTHING , // stacked sectors with the thing method
SKYBOX_PORTAL , // stacked sectors with Sector_SetPortal
SKYBOX_LINKEDPORTAL , // linked portal (interactive)
SKYBOX_PLANE , // EE-style plane portal (not implemented in SW renderer)
SKYBOX_HORIZON , // EE-style horizon portal (not implemented in SW renderer)
} ;
//
// INTERNAL MAP TYPES
// used by play and refresh
//
//
// Your plain vanilla vertex.
// Note: transformed values not buffered locally,
// like some DOOM-alikes ("wt", "WebView") did.
//
enum
{
VERTEXFLAG_ZCeilingEnabled = 0x01 ,
VERTEXFLAG_ZFloorEnabled = 0x02
} ;
struct vertexdata_t
{
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double zCeiling , zFloor ;
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DWORD flags ;
} ;
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# ifdef USE_FLOAT
typedef float vtype ;
# elif !defined USE_FIXED
typedef double vtype ;
# endif
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struct vertex_t
{
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//private:
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fixed_t x , y ;
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public :
void set ( fixed_t x , fixed_t y )
{
this - > x = x ;
this - > y = y ;
}
void set ( double x , double y )
{
this - > x = FLOAT2FIXED ( x ) ;
this - > y = FLOAT2FIXED ( y ) ;
}
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double fX ( ) const
{
return FIXED2DBL ( x ) ;
}
double fY ( ) const
{
return FIXED2DBL ( y ) ;
}
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fixed_t fixX ( ) const
{
return x ;
}
fixed_t fixY ( ) const
{
return y ;
}
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DVector2 fPos ( )
{
return { fX ( ) , fY ( ) } ;
}
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float fx , fy ; // Floating point coordinates of this vertex (excluding polyoblect translation!)
angle_t viewangle ; // precalculated angle for clipping
int angletime ; // recalculation time for view angle
bool dirty ; // something has changed and needs to be recalculated
int numheights ;
int numsectors ;
sector_t * * sectors ;
float * heightlist ;
vertex_t ( )
{
x = y = 0 ;
fx = fy = 0 ;
angletime = 0 ;
viewangle = 0 ;
dirty = true ;
numheights = numsectors = 0 ;
sectors = NULL ;
heightlist = NULL ;
}
bool operator = = ( const vertex_t & other )
{
return x = = other . x & & y = = other . y ;
}
bool operator ! = ( const vertex_t & other )
{
return x ! = other . x | | y ! = other . y ;
}
void clear ( )
{
x = y = 0 ;
}
angle_t GetClipAngle ( ) ;
} ;
// Forward of LineDefs, for Sectors.
struct line_t ;
class player_t ;
class FScanner ;
class FBitmap ;
struct FCopyInfo ;
class DInterpolation ;
class FArchive ;
enum
{
UDMF_Line ,
UDMF_Side ,
UDMF_Sector ,
UDMF_Thing
} ;
struct FUDMFKey
{
enum
{
UDMF_Int ,
UDMF_Float ,
UDMF_String
} ;
FName Key ;
int Type ;
int IntVal ;
double FloatVal ;
FString StringVal ;
FUDMFKey ( )
{
}
FUDMFKey & operator = ( int val )
{
Type = UDMF_Int ;
IntVal = val ;
FloatVal = val ;
StringVal = " " ;
return * this ;
}
FUDMFKey & operator = ( double val )
{
Type = UDMF_Float ;
IntVal = int ( val ) ;
FloatVal = val ;
StringVal = " " ;
return * this ;
}
FUDMFKey & operator = ( const FString & val )
{
Type = UDMF_String ;
IntVal = strtol ( val . GetChars ( ) , NULL , 0 ) ;
FloatVal = strtod ( val . GetChars ( ) , NULL ) ;
StringVal = val ;
return * this ;
}
} ;
class FUDMFKeys : public TArray < FUDMFKey >
{
public :
void Sort ( ) ;
FUDMFKey * Find ( FName key ) ;
} ;
//
// The SECTORS record, at runtime.
// Stores things/mobjs.
//
class DSectorEffect ;
struct sector_t ;
struct FRemapTable ;
enum
{
SECSPAC_Enter = 1 , // Trigger when player enters
SECSPAC_Exit = 2 , // Trigger when player exits
SECSPAC_HitFloor = 4 , // Trigger when player hits floor
SECSPAC_HitCeiling = 8 , // Trigger when player hits ceiling
SECSPAC_Use = 16 , // Trigger when player uses
SECSPAC_UseWall = 32 , // Trigger when player uses a wall
SECSPAC_EyesDive = 64 , // Trigger when player eyes go below fake floor
SECSPAC_EyesSurface = 128 , // Trigger when player eyes go above fake floor
SECSPAC_EyesBelowC = 256 , // Trigger when player eyes go below fake ceiling
SECSPAC_EyesAboveC = 512 , // Trigger when player eyes go above fake ceiling
SECSPAC_HitFakeFloor = 1024 , // Trigger when player hits fake floor
} ;
class ASectorAction : public AActor
{
DECLARE_CLASS ( ASectorAction , AActor )
public :
ASectorAction ( bool activatedByUse = false ) ;
void Destroy ( ) ;
void BeginPlay ( ) ;
void Activate ( AActor * source ) ;
void Deactivate ( AActor * source ) ;
bool TriggerAction ( AActor * triggerer , int activationType ) ;
bool CanTrigger ( AActor * triggerer ) const ;
bool IsActivatedByUse ( ) const ;
protected :
virtual bool DoTriggerAction ( AActor * triggerer , int activationType ) ;
bool CheckTrigger ( AActor * triggerer ) const ;
private :
bool ActivatedByUse ;
} ;
class ASkyViewpoint ;
struct secplane_t
{
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friend FArchive & operator < < ( FArchive & arc , secplane_t & plane ) ;
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// the plane is defined as a*x + b*y + c*z + d = 0
// ic is 1/c, for faster Z calculations
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private :
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fixed_t a , b , c , d , ic ;
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public :
void set ( double aa , double bb , double cc , double dd )
{
a = FLOAT2FIXED ( aa ) ;
b = FLOAT2FIXED ( bb ) ;
c = FLOAT2FIXED ( cc ) ;
d = FLOAT2FIXED ( dd ) ;
ic = FixedDiv ( FRACUNIT , c ) ;
}
void setD ( fixed_t dd )
{
d = dd ;
}
void changeD ( fixed_t dd )
{
d + = dd ;
}
void setD ( double dd )
{
d = FLOAT2FIXED ( dd ) ;
}
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double fA ( ) const
{
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return FIXED2DBL ( a ) ;
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}
double fB ( ) const
{
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return FIXED2DBL ( b ) ;
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}
double fC ( ) const
{
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return FIXED2DBL ( c ) ;
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}
double fD ( ) const
{
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return FIXED2DBL ( d ) ;
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}
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double fiC ( ) const
{
return FIXED2DBL ( ic ) ;
}
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bool isSlope ( ) const
{
return a ! = 0 | | b ! = 0 ;
}
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DVector3 Normal ( ) const
{
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return { fA ( ) , fB ( ) , fC ( ) } ;
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}
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// Returns < 0 : behind; == 0 : on; > 0 : in front
int PointOnSide ( fixed_t x , fixed_t y , fixed_t z ) const
{
return TMulScale16 ( a , x , b , y , c , z ) + d ;
}
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int PointOnSide ( const DVector3 & pos ) const
{
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double v = a * pos . X + b * pos . Y + c * pos . Z + d ;
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return v < - EQUAL_EPSILON ? - 1 : v > EQUAL_EPSILON ? 1 : 0 ;
}
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// Returns the value of z at (0,0) This is used by the 3D floor code which does not handle slopes
fixed_t Zat0 ( ) const
{
return ic < 0 ? d : - d ;
}
// Returns the value of z at (x,y)
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fixed_t ZatPoint ( fixed_t x , fixed_t y ) const = delete ; // it is not allowed to call this.
fixed_t ZatPointFixed ( fixed_t x , fixed_t y ) const
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{
return FixedMul ( ic , - d - DMulScale16 ( a , x , b , y ) ) ;
}
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// This is for the software renderer
fixed_t ZatPointFixed ( const DVector2 & pos ) const
{
return xs_CRoundToInt ( ( d + a * pos . X + b * pos . Y ) * ic / ( - 65536.0 ) ) ;
}
fixed_t ZatPointFixed ( const vertex_t * v ) const
{
return FixedMul ( ic , - d - DMulScale16 ( a , v - > fixX ( ) , b , v - > fixY ( ) ) ) ;
}
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// Returns the value of z at (x,y) as a double
double ZatPoint ( double x , double y ) const
{
return ( d + a * x + b * y ) * ic / ( - 65536.0 * 65536.0 ) ;
}
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double ZatPoint ( const DVector2 & pos ) const
{
return ( d + a * pos . X + b * pos . Y ) * ic / ( - 65536.0 * 65536.0 ) ;
}
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double ZatPoint ( const vertex_t * v ) const
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{
return FIXED2DBL ( FixedMul ( ic , - d - DMulScale16 ( a , v - > fixX ( ) , b , v - > fixY ( ) ) ) ) ;
}
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double ZatPoint ( const AActor * ac ) const
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{
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return ( d + a * ac - > X ( ) + b * ac - > Y ( ) ) * ic / ( - 65536.0 * 65536.0 ) ;
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}
// Returns the value of z at vertex v if d is equal to dist
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double ZatPointDist ( const vertex_t * v , double dist )
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{
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return FIXED2DBL ( FixedMul ( ic , - FLOAT2FIXED ( dist ) - DMulScale16 ( a , v - > fixX ( ) , b , v - > fixY ( ) ) ) ) ;
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}
// Flips the plane's vertical orientiation, so that if it pointed up,
// it will point down, and vice versa.
void FlipVert ( )
{
a = - a ;
b = - b ;
c = - c ;
d = - d ;
ic = - ic ;
}
// Returns true if 2 planes are the same
bool operator = = ( const secplane_t & other ) const
{
return a = = other . a & & b = = other . b & & c = = other . c & & d = = other . d ;
}
// Returns true if 2 planes are different
bool operator ! = ( const secplane_t & other ) const
{
return a ! = other . a | | b ! = other . b | | c ! = other . c | | d ! = other . d ;
}
// Moves a plane up/down by hdiff units
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void ChangeHeight ( double hdiff )
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{
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d = d - fixed_t ( hdiff * c ) ;
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}
// Moves a plane up/down by hdiff units
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double GetChangedHeight ( double hdiff )
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{
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return fD ( ) - hdiff * fC ( ) ;
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}
// Returns how much this plane's height would change if d were set to oldd
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double HeightDiff ( double oldd ) const
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{
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return ( oldd - fD ( ) ) * fiC ( ) ;
}
// Returns how much this plane's height would change if d were set to oldd
double HeightDiff ( double oldd , double newd ) const
{
return ( oldd - newd ) * fiC ( ) ;
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}
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double PointToDist ( const DVector2 & xy , double z ) const
{
return - ( a * xy . X + b * xy . Y + c * z ) / 65536. ;
}
double PointToDist ( const vertex_t * v , double z ) const
{
return - ( a * v - > fX ( ) + b * v - > fY ( ) + c * z ) / 65536. ;
}
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void SetAtHeight ( fixed_t height , int ceiling )
{
a = b = 0 ;
if ( ceiling )
{
c = ic = - FRACUNIT ;
d = height ;
}
else
{
c = ic = FRACUNIT ;
d = - height ;
}
}
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inline void SetAtHeight ( double height , int ceiling )
{
SetAtHeight ( FLOAT2FIXED ( clamp ( height , - 32767. , 32767. ) ) , ceiling ) ;
}
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bool CopyPlaneIfValid ( secplane_t * dest , const secplane_t * opp ) const ;
} ;
FArchive & operator < < ( FArchive & arc , secplane_t & plane ) ;
# include "p_3dfloors.h"
struct subsector_t ;
struct sector_t ;
struct side_t ;
extern bool gl_plane_reflection_i ;
struct FPortal ;
// Ceiling/floor flags
enum
{
PLANEF_ABSLIGHTING = 1 , // floor/ceiling light is absolute, not relative
PLANEF_BLOCKED = 2 , // can not be moved anymore.
PLANEF_ADDITIVE = 4 , // rendered additive
// linked portal stuff
PLANEF_NORENDER = 8 ,
PLANEF_NOPASS = 16 ,
PLANEF_BLOCKSOUND = 32 ,
PLANEF_DISABLED = 64 ,
PLANEF_OBSTRUCTED = 128 , // if the portal plane is beyond the sector's floor or ceiling.
} ;
// Internal sector flags
enum
{
SECF_FAKEFLOORONLY = 2 , // when used as heightsec in R_FakeFlat, only copies floor
SECF_CLIPFAKEPLANES = 4 , // as a heightsec, clip planes to target sector's planes
SECF_NOFAKELIGHT = 8 , // heightsec does not change lighting
SECF_IGNOREHEIGHTSEC = 16 , // heightsec is only for triggering sector actions
SECF_UNDERWATER = 32 , // sector is underwater
SECF_FORCEDUNDERWATER = 64 , // sector is forced to be underwater
SECF_UNDERWATERMASK = 32 + 64 ,
SECF_DRAWN = 128 , // sector has been drawn at least once
SECF_HIDDEN = 256 , // Do not draw on textured automap
SECF_NOFLOORSKYBOX = 512 , // force use of regular sky
SECF_NOCEILINGSKYBOX = 1024 , // force use of regular sky (do not separate from NOFLOORSKYBOX!!!)
} ;
enum
{
SECF_SILENT = 1 , // actors in sector make no noise
SECF_NOFALLINGDAMAGE = 2 , // No falling damage in this sector
SECF_FLOORDROP = 4 , // all actors standing on this floor will remain on it when it lowers very fast.
SECF_NORESPAWN = 8 , // players can not respawn in this sector
SECF_FRICTION = 16 , // sector has friction enabled
SECF_PUSH = 32 , // pushers enabled
SECF_SILENTMOVE = 64 , // Sector movement makes mo sound (Eternity got this so this may be useful for an extended cross-port standard.)
SECF_DMGTERRAINFX = 128 , // spawns terrain splash when inflicting damage
SECF_ENDGODMODE = 256 , // getting damaged by this sector ends god mode
SECF_ENDLEVEL = 512 , // ends level when health goes below 10
SECF_HAZARD = 1024 , // Change to Strife's delayed damage handling.
SECF_WASSECRET = 1 < < 30 , // a secret that was discovered
SECF_SECRET = 1 < < 31 , // a secret sector
SECF_DAMAGEFLAGS = SECF_ENDGODMODE | SECF_ENDLEVEL | SECF_DMGTERRAINFX | SECF_HAZARD ,
SECF_NOMODIFY = SECF_SECRET | SECF_WASSECRET , // not modifiable by Sector_ChangeFlags
SECF_SPECIALFLAGS = SECF_DAMAGEFLAGS | SECF_FRICTION | SECF_PUSH , // these flags originate from 'special and must be transferrable by floor thinkers
} ;
enum
{
PL_SKYFLAT = 0x40000000
} ;
struct FDynamicColormap ;
struct FLinkedSector
{
sector_t * Sector ;
int Type ;
} ;
// this substructure contains a few sector properties that are stored in dynamic arrays
// These must not be copied by R_FakeFlat etc. or bad things will happen.
struct extsector_t
{
// Boom sector transfer information
struct fakefloor
{
TArray < sector_t * > Sectors ;
} FakeFloor ;
// 3DMIDTEX information
struct midtex
{
struct plane
{
TArray < sector_t * > AttachedSectors ; // all sectors containing 3dMidtex lines attached to this sector
TArray < line_t * > AttachedLines ; // all 3dMidtex lines attached to this sector
} Floor , Ceiling ;
} Midtex ;
// Linked sector information
struct linked
{
struct plane
{
TArray < FLinkedSector > Sectors ;
} Floor , Ceiling ;
} Linked ;
// 3D floors
struct xfloor
{
TDeletingArray < F3DFloor * > ffloors ; // 3D floors in this sector
TArray < lightlist_t > lightlist ; // 3D light list
TArray < sector_t * > attached ; // 3D floors attached to this sector
} XFloor ;
TArray < vertex_t * > vertices ;
void Serialize ( FArchive & arc ) ;
} ;
struct FTransform
{
// killough 3/7/98: floor and ceiling texture offsets
fixed_t xoffs , yoffs ;
// [RH] floor and ceiling texture scales
fixed_t xscale , yscale ;
// [RH] floor and ceiling texture rotation
angle_t angle ;
// base values
fixed_t base_angle , base_yoffs ;
} ;
struct secspecial_t
{
FNameNoInit damagetype ; // [RH] Means-of-death for applied damage
int damageamount ; // [RH] Damage to do while standing on floor
short special ;
short damageinterval ; // Interval for damage application
short leakydamage ; // chance of leaking through radiation suit
int Flags ;
secspecial_t ( )
{
Clear ( ) ;
}
void Clear ( )
{
memset ( this , 0 , sizeof ( * this ) ) ;
}
} ;
FArchive & operator < < ( FArchive & arc , secspecial_t & p ) ;
struct sector_t
{
// Member functions
bool IsLinked ( sector_t * other , bool ceiling ) const ;
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double FindLowestFloorSurrounding ( vertex_t * * v ) const ;
double FindHighestFloorSurrounding ( vertex_t * * v ) const ;
double FindNextHighestFloor ( vertex_t * * v ) const ;
double FindNextLowestFloor ( vertex_t * * v ) const ;
double FindLowestCeilingSurrounding ( vertex_t * * v ) const ; // jff 2/04/98
double FindHighestCeilingSurrounding ( vertex_t * * v ) const ; // jff 2/04/98
double FindNextLowestCeiling ( vertex_t * * v ) const ; // jff 2/04/98
double FindNextHighestCeiling ( vertex_t * * v ) const ; // jff 2/04/98
double FindShortestTextureAround ( ) const ; // jff 2/04/98
double FindShortestUpperAround ( ) const ; // jff 2/04/98
sector_t * FindModelFloorSector ( double floordestheight ) const ; // jff 2/04/98
sector_t * FindModelCeilingSector ( double floordestheight ) const ; // jff 2/04/98
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int FindMinSurroundingLight ( int max ) const ;
sector_t * NextSpecialSector ( int type , sector_t * prev ) const ; // [RH]
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double FindLowestCeilingPoint ( vertex_t * * v ) const ;
double FindHighestFloorPoint ( vertex_t * * v ) const ;
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void AdjustFloorClip ( ) const ;
void SetColor ( int r , int g , int b , int desat ) ;
void SetFade ( int r , int g , int b ) ;
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void ClosestPoint ( const DVector2 & pos , DVector2 & out ) const ;
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int GetFloorLight ( ) const ;
int GetCeilingLight ( ) const ;
sector_t * GetHeightSec ( ) const ;
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double GetFriction ( int plane = sector_t : : floor , double * movefac = NULL ) const ;
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DInterpolation * SetInterpolation ( int position , bool attach ) ;
ASkyViewpoint * GetSkyBox ( int which ) ;
void CheckPortalPlane ( int plane ) ;
enum
{
floor ,
ceiling
} ;
struct splane
{
FTransform xform ;
int Flags ;
int Light ;
fixed_t alpha ;
FTextureID Texture ;
fixed_t TexZ ;
} ;
splane planes [ 2 ] ;
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void SetXOffset ( int pos , double o )
{
planes [ pos ] . xform . xoffs = FLOAT2FIXED ( o ) ;
}
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void AddXOffset ( int pos , double o )
{
planes [ pos ] . xform . xoffs + = FLOAT2FIXED ( o ) ;
}
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fixed_t GetXOffset ( int pos ) const
{
return planes [ pos ] . xform . xoffs ;
}
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double GetXOffsetF ( int pos ) const
{
return FIXED2DBL ( planes [ pos ] . xform . xoffs ) ;
}
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void SetYOffset ( int pos , double o )
{
planes [ pos ] . xform . yoffs = FLOAT2FIXED ( o ) ;
}
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void AddYOffset ( int pos , double o )
{
planes [ pos ] . xform . yoffs + = FLOAT2FIXED ( o ) ;
}
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fixed_t GetYOffset ( int pos , bool addbase = true ) const
{
if ( ! addbase )
{
return planes [ pos ] . xform . yoffs ;
}
else
{
return planes [ pos ] . xform . yoffs + planes [ pos ] . xform . base_yoffs ;
}
}
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double GetYOffsetF ( int pos , bool addbase = true ) const
{
if ( ! addbase )
{
return FIXED2DBL ( planes [ pos ] . xform . yoffs ) ;
}
else
{
return FIXED2DBL ( planes [ pos ] . xform . yoffs + planes [ pos ] . xform . base_yoffs ) ;
}
}
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void SetXScale ( int pos , double o )
{
planes [ pos ] . xform . xscale = FLOAT2FIXED ( o ) ;
}
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fixed_t GetXScale ( int pos ) const
{
return planes [ pos ] . xform . xscale ;
}
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double GetXScaleF ( int pos ) const
{
return FIXED2DBL ( planes [ pos ] . xform . xscale ) ;
}
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void SetYScale ( int pos , double o )
{
planes [ pos ] . xform . yscale = FLOAT2FIXED ( o ) ;
}
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fixed_t GetYScale ( int pos ) const
{
return planes [ pos ] . xform . yscale ;
}
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double GetYScaleF ( int pos ) const
{
return FIXED2DBL ( planes [ pos ] . xform . yscale ) ;
}
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void SetAngle ( int pos , DAngle o )
{
planes [ pos ] . xform . angle = o . BAMs ( ) ;
}
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angle_t GetAngle ( int pos , bool addbase = true ) const
{
if ( ! addbase )
{
return planes [ pos ] . xform . angle ;
}
else
{
return planes [ pos ] . xform . angle + planes [ pos ] . xform . base_angle ;
}
}
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DAngle GetAngleF ( int pos , bool addbase = true ) const
{
if ( ! addbase )
{
return ANGLE2DBL ( planes [ pos ] . xform . angle ) ;
}
else
{
return ANGLE2DBL ( planes [ pos ] . xform . angle + planes [ pos ] . xform . base_angle ) ;
}
}
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void SetBase ( int pos , double y , DAngle o )
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{
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planes [ pos ] . xform . base_yoffs = FLOAT2FIXED ( y ) ;
planes [ pos ] . xform . base_angle = o . BAMs ( ) ;
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}
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void SetAlpha ( int pos , double o )
{
planes [ pos ] . alpha = FLOAT2FIXED ( o ) ;
}
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fixed_t GetAlpha ( int pos ) const
{
return planes [ pos ] . alpha ;
}
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double GetAlphaF ( int pos ) const
{
return FIXED2DBL ( planes [ pos ] . alpha ) ;
}
int GetFlags ( int pos ) const
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{
return planes [ pos ] . Flags ;
}
void ChangeFlags ( int pos , int And , int Or )
{
planes [ pos ] . Flags & = ~ And ;
planes [ pos ] . Flags | = Or ;
}
int GetPlaneLight ( int pos ) const
{
return planes [ pos ] . Light ;
}
void SetPlaneLight ( int pos , int level )
{
planes [ pos ] . Light = level ;
}
FTextureID GetTexture ( int pos ) const
{
return planes [ pos ] . Texture ;
}
void SetTexture ( int pos , FTextureID tex , bool floorclip = true )
{
FTextureID old = planes [ pos ] . Texture ;
planes [ pos ] . Texture = tex ;
if ( floorclip & & pos = = floor & & tex ! = old ) AdjustFloorClip ( ) ;
}
fixed_t GetPlaneTexZ ( int pos ) const
{
return planes [ pos ] . TexZ ;
}
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double GetPlaneTexZF ( int pos ) const
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{
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return FIXED2DBL ( planes [ pos ] . TexZ ) ;
}
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void SetPlaneTexZ ( int pos , double val , bool dirtify = false ) // This mainly gets used by init code. The only place where it must set the vertex to dirty is the interpolation code.
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{
planes [ pos ] . TexZ = FLOAT2FIXED ( val ) ;
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if ( dirtify ) SetAllVerticesDirty ( ) ;
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}
void ChangePlaneTexZ ( int pos , double val )
{
planes [ pos ] . TexZ + = FLOAT2FIXED ( val ) ;
}
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static inline short ClampLight ( int level )
{
return ( short ) clamp ( level , SHRT_MIN , SHRT_MAX ) ;
}
void ChangeLightLevel ( int newval )
{
lightlevel = ClampLight ( lightlevel + newval ) ;
}
void SetLightLevel ( int newval )
{
lightlevel = ClampLight ( newval ) ;
}
int GetLightLevel ( ) const
{
return lightlevel ;
}
secplane_t & GetSecPlane ( int pos )
{
return pos = = floor ? floorplane : ceilingplane ;
}
bool isSecret ( ) const
{
return ! ! ( Flags & SECF_SECRET ) ;
}
bool wasSecret ( ) const
{
return ! ! ( Flags & SECF_WASSECRET ) ;
}
void ClearSecret ( )
{
Flags & = ~ SECF_SECRET ;
}
void ClearSpecial ( )
{
// clears all variables that originate from 'special'. Used for sector type transferring thinkers
special = 0 ;
damageamount = 0 ;
damageinterval = 0 ;
damagetype = NAME_None ;
leakydamage = 0 ;
Flags & = ~ SECF_SPECIALFLAGS ;
}
bool PortalBlocksView ( int plane )
{
if ( SkyBoxes [ plane ] = = NULL ) return true ;
if ( SkyBoxes [ plane ] - > special1 ! = SKYBOX_LINKEDPORTAL ) return false ;
return ! ! ( planes [ plane ] . Flags & ( PLANEF_NORENDER | PLANEF_DISABLED | PLANEF_OBSTRUCTED ) ) ;
}
bool PortalBlocksSight ( int plane )
{
if ( SkyBoxes [ plane ] = = NULL | | SkyBoxes [ plane ] - > special1 ! = SKYBOX_LINKEDPORTAL ) return true ;
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return ! ! ( planes [ plane ] . Flags & ( PLANEF_NORENDER | PLANEF_NOPASS | PLANEF_DISABLED | PLANEF_OBSTRUCTED ) ) ;
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}
bool PortalBlocksMovement ( int plane )
{
if ( SkyBoxes [ plane ] = = NULL | | SkyBoxes [ plane ] - > special1 ! = SKYBOX_LINKEDPORTAL ) return true ;
return ! ! ( planes [ plane ] . Flags & ( PLANEF_NOPASS | PLANEF_DISABLED | PLANEF_OBSTRUCTED ) ) ;
}
bool PortalBlocksSound ( int plane )
{
if ( SkyBoxes [ plane ] = = NULL | | SkyBoxes [ plane ] - > special1 ! = SKYBOX_LINKEDPORTAL ) return true ;
return ! ! ( planes [ plane ] . Flags & ( PLANEF_BLOCKSOUND | PLANEF_DISABLED | PLANEF_OBSTRUCTED ) ) ;
}
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bool PortalIsLinked ( int plane )
{
return ( SkyBoxes [ plane ] ! = NULL & & SkyBoxes [ plane ] - > special1 = = SKYBOX_LINKEDPORTAL ) ;
}
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// These may only be called if the portal has been validated
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DVector2 FloorDisplacement ( )
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{
return Displacements . getOffset ( PortalGroup , SkyBoxes [ sector_t : : floor ] - > Sector - > PortalGroup ) ;
}
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DVector2 CeilingDisplacement ( )
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{
return Displacements . getOffset ( PortalGroup , SkyBoxes [ sector_t : : ceiling ] - > Sector - > PortalGroup ) ;
}
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void SetVerticesDirty ( )
{
for ( unsigned i = 0 ; i < e - > vertices . Size ( ) ; i + + ) e - > vertices [ i ] - > dirty = true ;
}
void SetAllVerticesDirty ( )
{
SetVerticesDirty ( ) ;
for ( unsigned i = 0 ; i < e - > FakeFloor . Sectors . Size ( ) ; i + + ) e - > FakeFloor . Sectors [ i ] - > SetVerticesDirty ( ) ;
for ( unsigned i = 0 ; i < e - > XFloor . attached . Size ( ) ; i + + ) e - > XFloor . attached [ i ] - > SetVerticesDirty ( ) ;
}
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int GetTerrain ( int pos ) const ;
void TransferSpecial ( sector_t * model ) ;
void GetSpecial ( secspecial_t * spec ) ;
void SetSpecial ( const secspecial_t * spec ) ;
bool PlaneMoving ( int pos ) ;
// Portal-aware height calculation
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double HighestCeilingAt ( const DVector2 & a , sector_t * * resultsec = NULL ) ;
double LowestFloorAt ( const DVector2 & a , sector_t * * resultsec = NULL ) ;
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double HighestCeilingAt ( AActor * a , sector_t * * resultsec = NULL )
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{
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return HighestCeilingAt ( a - > Pos ( ) , resultsec ) ;
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}
double LowestFloorAt ( AActor * a , sector_t * * resultsec = NULL )
{
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return LowestFloorAt ( a - > Pos ( ) , resultsec ) ;
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}
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double NextHighestCeilingAt ( double x , double y , double bottomz , double topz , int flags = 0 , sector_t * * resultsec = NULL , F3DFloor * * resultffloor = NULL ) ;
double NextLowestFloorAt ( double x , double y , double z , int flags = 0 , double steph = 0 , sector_t * * resultsec = NULL , F3DFloor * * resultffloor = NULL ) ;
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// Member variables
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double CenterFloor ( ) const { return floorplane . ZatPoint ( centerspot ) ; }
double CenterCeiling ( ) const { return ceilingplane . ZatPoint ( centerspot ) ; }
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// [RH] store floor and ceiling planes instead of heights
secplane_t floorplane , ceilingplane ;
// [RH] give floor and ceiling even more properties
FDynamicColormap * ColorMap ; // [RH] Per-sector colormap
TObjPtr < AActor > SoundTarget ;
short special ;
short lightlevel ;
short seqType ; // this sector's sound sequence
int sky ;
FNameNoInit SeqName ; // Sound sequence name. Setting seqType non-negative will override this.
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DVector2 centerspot ; // origin for any sounds played by the sector
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int validcount ; // if == validcount, already checked
AActor * thinglist ; // list of mobjs in sector
// killough 8/28/98: friction is a sector property, not an mobj property.
// these fields used to be in AActor, but presented performance problems
// when processed as mobj properties. Fix is to make them sector properties.
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double friction , movefactor ;
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int terrainnum [ 2 ] ;
// thinker_t for reversable actions
TObjPtr < DSectorEffect > floordata ; // jff 2/22/98 make thinkers on
TObjPtr < DSectorEffect > ceilingdata ; // floors, ceilings, lighting,
TObjPtr < DSectorEffect > lightingdata ; // independent of one another
enum
{
CeilingMove ,
FloorMove ,
CeilingScroll ,
FloorScroll
} ;
TObjPtr < DInterpolation > interpolations [ 4 ] ;
BYTE soundtraversed ; // 0 = untraversed, 1,2 = sndlines -1
// jff 2/26/98 lockout machinery for stairbuilding
SBYTE stairlock ; // -2 on first locked -1 after thinker done 0 normally
SWORD prevsec ; // -1 or number of sector for previous step
SWORD nextsec ; // -1 or number of next step sector
short linecount ;
struct line_t * * lines ; // [linecount] size
// killough 3/7/98: support flat heights drawn at another sector's heights
sector_t * heightsec ; // other sector, or NULL if no other sector
DWORD bottommap , midmap , topmap ; // killough 4/4/98: dynamic colormaps
// [RH] these can also be blend values if
// the alpha mask is non-zero
// list of mobjs that are at least partially in the sector
// thinglist is a subset of touching_thinglist
struct msecnode_t * touching_thinglist ; // phares 3/14/98
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double gravity ; // [RH] Sector gravity (1.0 is normal)
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FNameNoInit damagetype ; // [RH] Means-of-death for applied damage
int damageamount ; // [RH] Damage to do while standing on floor
short damageinterval ; // Interval for damage application
short leakydamage ; // chance of leaking through radiation suit
WORD ZoneNumber ; // [RH] Zone this sector belongs to
WORD MoreFlags ; // [RH] Internal sector flags
DWORD Flags ; // Sector flags
// [RH] Action specials for sectors. Like Skull Tag, but more
// flexible in a Bloody way. SecActTarget forms a list of actors
// joined by their tracer fields. When a potential sector action
// occurs, SecActTarget's TriggerAction method is called.
TObjPtr < ASectorAction > SecActTarget ;
// [RH] The sky box to render for this sector. NULL means use a
// regular sky.
TObjPtr < AActor > SkyBoxes [ 2 ] ;
int PortalGroup ;
int sectornum ; // for comparing sector copies
extsector_t * e ; // This stores data that requires construction/destruction. Such data must not be copied by R_FakeFlat.
// GL only stuff starts here
float reflect [ 2 ] ;
bool transdoor ; // For transparent door hacks
fixed_t transdoorheight ; // for transparent door hacks
int subsectorcount ; // list of subsectors
subsector_t * * subsectors ;
FPortal * portals [ 2 ] ; // floor and ceiling portals
FLightNode * lighthead ;
enum
{
vbo_fakefloor = floor + 2 ,
vbo_fakeceiling = ceiling + 2 ,
} ;
int vboindex [ 4 ] ; // VBO indices of the 4 planes this sector uses during rendering
fixed_t vboheight [ 2 ] ; // Last calculated height for the 2 planes of this actual sector
int vbocount [ 2 ] ; // Total count of vertices belonging to this sector's planes
float GetReflect ( int pos ) { return gl_plane_reflection_i ? reflect [ pos ] : 0 ; }
bool VBOHeightcheck ( int pos ) const { return vboheight [ pos ] = = GetPlaneTexZ ( pos ) ; }
enum
{
INVALIDATE_PLANES = 1 ,
INVALIDATE_OTHER = 2
} ;
} ;
FArchive & operator < < ( FArchive & arc , sector_t : : splane & p ) ;
struct ReverbContainer ;
struct zone_t
{
ReverbContainer * Environment ;
} ;
//
// The SideDef.
//
class DBaseDecal ;
enum
{
WALLF_ABSLIGHTING = 1 , // Light is absolute instead of relative
WALLF_NOAUTODECALS = 2 , // Do not attach impact decals to this wall
WALLF_NOFAKECONTRAST = 4 , // Don't do fake contrast for this wall in side_t::GetLightLevel
WALLF_SMOOTHLIGHTING = 8 , // Similar to autocontrast but applies to all angles.
WALLF_CLIP_MIDTEX = 16 , // Like the line counterpart, but only for this side.
WALLF_WRAP_MIDTEX = 32 , // Like the line counterpart, but only for this side.
WALLF_POLYOBJ = 64 , // This wall belongs to a polyobject.
WALLF_LIGHT_FOG = 128 , // This wall's Light is used even in fog.
} ;
struct side_t
{
enum ETexpart
{
top = 0 ,
mid = 1 ,
bottom = 2
} ;
struct part
{
fixed_t xoffset ;
fixed_t yoffset ;
fixed_t xscale ;
fixed_t yscale ;
FTextureID texture ;
TObjPtr < DInterpolation > interpolation ;
//int Light;
} ;
sector_t * sector ; // Sector the SideDef is facing.
DBaseDecal * AttachedDecals ; // [RH] Decals bound to the wall
part textures [ 3 ] ;
line_t * linedef ;
//DWORD linenum;
DWORD LeftSide , RightSide ; // [RH] Group walls into loops
WORD TexelLength ;
SWORD Light ;
BYTE Flags ;
int Index ; // needed to access custom UDMF fields which are stored in loading order.
int GetLightLevel ( bool foggy , int baselight , bool is3dlight = false , int * pfakecontrast_usedbygzdoom = NULL ) const ;
void SetLight ( SWORD l )
{
Light = l ;
}
FTextureID GetTexture ( int which ) const
{
return textures [ which ] . texture ;
}
void SetTexture ( int which , FTextureID tex )
{
textures [ which ] . texture = tex ;
}
void SetTextureXOffset ( int which , fixed_t offset )
{
textures [ which ] . xoffset = offset ;
}
void SetTextureXOffset ( fixed_t offset )
{
textures [ top ] . xoffset =
textures [ mid ] . xoffset =
textures [ bottom ] . xoffset = offset ;
}
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void SetTextureXOffset ( int which , double offset )
{
textures [ which ] . xoffset = FLOAT2FIXED ( offset ) ;
}
void SetTextureXOffset ( double offset )
{
textures [ top ] . xoffset =
textures [ mid ] . xoffset =
textures [ bottom ] . xoffset = FLOAT2FIXED ( offset ) ;
}
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fixed_t GetTextureXOffset ( int which ) const
{
return textures [ which ] . xoffset ;
}
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double GetTextureXOffsetF ( int which ) const
{
return FIXED2DBL ( textures [ which ] . xoffset ) ;
}
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void AddTextureXOffset ( int which , fixed_t delta )
{
textures [ which ] . xoffset + = delta ;
}
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void AddTextureXOffset ( int which , double delta )
{
textures [ which ] . xoffset + = FLOAT2FIXED ( delta ) ;
}
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void SetTextureYOffset ( int which , fixed_t offset )
{
textures [ which ] . yoffset = offset ;
}
void SetTextureYOffset ( fixed_t offset )
{
textures [ top ] . yoffset =
textures [ mid ] . yoffset =
textures [ bottom ] . yoffset = offset ;
}
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void SetTextureYOffset ( int which , double offset )
{
textures [ which ] . yoffset = FLOAT2FIXED ( offset ) ;
}
void SetTextureYOffset ( double offset )
{
textures [ top ] . yoffset =
textures [ mid ] . yoffset =
textures [ bottom ] . yoffset = FLOAT2FIXED ( offset ) ;
}
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fixed_t GetTextureYOffset ( int which ) const
{
return textures [ which ] . yoffset ;
}
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double GetTextureYOffsetF ( int which ) const
{
return FIXED2DBL ( textures [ which ] . yoffset ) ;
}
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void AddTextureYOffset ( int which , fixed_t delta )
{
textures [ which ] . yoffset + = delta ;
}
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void AddTextureYOffset ( int which , double delta )
{
textures [ which ] . yoffset + = FLOAT2FIXED ( delta ) ;
}
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void SetTextureXScale ( int which , fixed_t scale )
{
textures [ which ] . xscale = scale = = 0 ? FRACUNIT : scale ;
}
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void SetTextureXScale ( int which , double scale )
{
textures [ which ] . xscale = scale = = 0 ? FRACUNIT : FLOAT2FIXED ( scale ) ;
}
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void SetTextureXScale ( fixed_t scale )
{
textures [ top ] . xscale = textures [ mid ] . xscale = textures [ bottom ] . xscale = scale = = 0 ? FRACUNIT : scale ;
}
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void SetTextureXScale ( double scale )
{
textures [ top ] . xscale = textures [ mid ] . xscale = textures [ bottom ] . xscale = scale = = 0 ? FRACUNIT : FLOAT2FIXED ( scale ) ;
}
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fixed_t GetTextureXScale ( int which ) const
{
return textures [ which ] . xscale ;
}
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void MultiplyTextureXScale ( int which , double delta )
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{
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textures [ which ] . xscale = fixed_t ( textures [ which ] . xscale * delta ) ;
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}
void SetTextureYScale ( int which , fixed_t scale )
{
textures [ which ] . yscale = scale = = 0 ? FRACUNIT : scale ;
}
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void SetTextureYScale ( int which , double scale )
{
textures [ which ] . yscale = scale = = 0 ? FRACUNIT : FLOAT2FIXED ( scale ) ;
}
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void SetTextureYScale ( fixed_t scale )
{
textures [ top ] . yscale = textures [ mid ] . yscale = textures [ bottom ] . yscale = scale = = 0 ? FRACUNIT : scale ;
}
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void SetTextureYScale ( double scale )
{
textures [ top ] . yscale = textures [ mid ] . yscale = textures [ bottom ] . yscale = scale = = 0 ? FRACUNIT : FLOAT2FIXED ( scale ) ;
}
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fixed_t GetTextureYScale ( int which ) const
{
return textures [ which ] . yscale ;
}
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double GetTextureYScaleF ( int which ) const
{
return FIXED2DBL ( textures [ which ] . yscale ) ;
}
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void MultiplyTextureYScale ( int which , double delta )
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{
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textures [ which ] . yscale = fixed_t ( textures [ which ] . yscale * delta ) ;
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}
DInterpolation * SetInterpolation ( int position ) ;
void StopInterpolation ( int position ) ;
vertex_t * V1 ( ) const ;
vertex_t * V2 ( ) const ;
//For GL
FLightNode * lighthead ; // all blended lights that may affect this wall
seg_t * * segs ; // all segs belonging to this sidedef in ascending order. Used for precise rendering
int numsegs ;
} ;
FArchive & operator < < ( FArchive & arc , side_t : : part & p ) ;
struct line_t
{
vertex_t * v1 , * v2 ; // vertices, from v1 to v2
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private :
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fixed_t dx , dy ; // precalculated v2 - v1 for side checking
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public :
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DWORD flags ;
DWORD activation ; // activation type
int special ;
fixed_t Alpha ; // <--- translucency (0=invisibile, FRACUNIT=opaque)
int args [ 5 ] ; // <--- hexen-style arguments (expanded to ZDoom's full width)
side_t * sidedef [ 2 ] ;
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double bbox [ 4 ] ; // bounding box, for the extent of the LineDef.
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sector_t * frontsector , * backsector ;
int validcount ; // if == validcount, already checked
int locknumber ; // [Dusk] lock number for special
unsigned portalindex ;
TObjPtr < ASkyViewpoint > skybox ;
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DVector2 Delta ( ) const
{
return { FIXED2DBL ( dx ) , FIXED2DBL ( dy ) } ;
}
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void setDelta ( fixed_t x , fixed_t y )
{
dx = x ;
dy = y ;
}
void setDelta ( double x , double y )
{
dx = FLOAT2FIXED ( x ) ;
dy = FLOAT2FIXED ( y ) ;
}
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void setAlpha ( double a )
{
Alpha = FLOAT2FIXED ( a ) ;
}
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FLinePortal * getPortal ( ) const
{
return portalindex > = linePortals . Size ( ) ? ( FLinePortal * ) NULL : & linePortals [ portalindex ] ;
}
// returns true if the portal is crossable by actors
bool isLinePortal ( ) const
{
return portalindex > = linePortals . Size ( ) ? false : ! ! ( linePortals [ portalindex ] . mFlags & PORTF_PASSABLE ) ;
}
// returns true if the portal needs to be handled by the renderer
bool isVisualPortal ( ) const
{
return portalindex > = linePortals . Size ( ) ? false : ! ! ( linePortals [ portalindex ] . mFlags & PORTF_VISIBLE ) ;
}
line_t * getPortalDestination ( ) const
{
return portalindex > = linePortals . Size ( ) ? ( line_t * ) NULL : linePortals [ portalindex ] . mDestination ;
}
int getPortalAlignment ( ) const
{
return portalindex > = linePortals . Size ( ) ? 0 : linePortals [ portalindex ] . mAlign ;
}
} ;
// phares 3/14/98
//
// Sector list node showing all sectors an object appears in.
//
// There are two threads that flow through these nodes. The first thread
// starts at touching_thinglist in a sector_t and flows through the m_snext
// links to find all mobjs that are entirely or partially in the sector.
// The second thread starts at touching_sectorlist in a AActor and flows
// through the m_tnext links to find all sectors a thing touches. This is
// useful when applying friction or push effects to sectors. These effects
// can be done as thinkers that act upon all objects touching their sectors.
// As an mobj moves through the world, these nodes are created and
// destroyed, with the links changed appropriately.
//
// For the links, NULL means top or end of list.
struct msecnode_t
{
sector_t * m_sector ; // a sector containing this object
AActor * m_thing ; // this object
struct msecnode_t * m_tprev ; // prev msecnode_t for this thing
struct msecnode_t * m_tnext ; // next msecnode_t for this thing
struct msecnode_t * m_sprev ; // prev msecnode_t for this sector
struct msecnode_t * m_snext ; // next msecnode_t for this sector
bool visited ; // killough 4/4/98, 4/7/98: used in search algorithms
} ;
struct FPolyNode ;
struct FMiniBSP ;
//
// The LineSeg.
//
struct seg_t
{
vertex_t * v1 ;
vertex_t * v2 ;
side_t * sidedef ;
line_t * linedef ;
// Sector references. Could be retrieved from linedef, too.
sector_t * frontsector ;
sector_t * backsector ; // NULL for one-sided lines
seg_t * PartnerSeg ;
subsector_t * Subsector ;
float sidefrac ; // relative position of seg's ending vertex on owning sidedef
} ;
struct glsegextra_t
{
DWORD PartnerSeg ;
subsector_t * Subsector ;
} ;
extern seg_t * segs ;
//
// A SubSector.
// References a Sector.
// Basically, this is a list of LineSegs indicating the visible walls that
// define (all or some) sides of a convex BSP leaf.
//
enum
{
SSECF_DEGENERATE = 1 ,
SSECF_DRAWN = 2 ,
SSECF_POLYORG = 4 ,
} ;
struct FPortalCoverage
{
DWORD * subsectors ;
int sscount ;
} ;
struct subsector_t
{
sector_t * sector ;
FPolyNode * polys ;
FMiniBSP * BSP ;
seg_t * firstline ;
sector_t * render_sector ;
DWORD numlines ;
int flags ;
void BuildPolyBSP ( ) ;
// subsector related GL data
FLightNode * lighthead ; // Light nodes (blended and additive)
int validcount ;
short mapsection ;
char hacked ; // 1: is part of a render hack
// 2: has one-sided walls
FPortalCoverage portalcoverage [ 2 ] ;
} ;
//
// BSP node.
//
struct node_t
{
// Partition line.
fixed_t x ;
fixed_t y ;
fixed_t dx ;
fixed_t dy ;
fixed_t bbox [ 2 ] [ 4 ] ; // Bounding box for each child.
float len ;
union
{
void * children [ 2 ] ; // If bit 0 is set, it's a subsector.
int intchildren [ 2 ] ; // Used by nodebuilder.
} ;
} ;
// An entire BSP tree.
struct FMiniBSP
{
bool bDirty ;
TArray < node_t > Nodes ;
TArray < seg_t > Segs ;
TArray < subsector_t > Subsectors ;
TArray < vertex_t > Verts ;
} ;
//
// OTHER TYPES
//
typedef BYTE lighttable_t ; // This could be wider for >8 bit display.
// This encapsulates the fields of vissprite_t that can be altered by AlterWeaponSprite
struct visstyle_t
{
lighttable_t * colormap ;
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float Alpha ;
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FRenderStyle RenderStyle ;
} ;
//----------------------------------------------------------------------------------
//
// The playsim can use different nodes than the renderer so this is
// not the same as R_PointInSubsector
//
//----------------------------------------------------------------------------------
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subsector_t * P_PointInSubsector ( double x , double y ) ;
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inline sector_t * P_PointInSector ( const DVector2 & pos )
{
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return P_PointInSubsector ( pos . X , pos . Y ) - > sector ;
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}
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inline sector_t * P_PointInSector ( double X , double Y )
{
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return P_PointInSubsector ( X , Y ) - > sector ;
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}
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inline DVector3 AActor : : PosRelative ( int portalgroup ) const
{
return Pos ( ) + Displacements . getOffset ( Sector - > PortalGroup , portalgroup ) ;
}
inline DVector3 AActor : : PosRelative ( const AActor * other ) const
{
return Pos ( ) + Displacements . getOffset ( Sector - > PortalGroup , other - > Sector - > PortalGroup ) ;
}
inline DVector3 AActor : : PosRelative ( sector_t * sec ) const
{
return Pos ( ) + Displacements . getOffset ( Sector - > PortalGroup , sec - > PortalGroup ) ;
}
inline DVector3 AActor : : PosRelative ( line_t * line ) const
{
return Pos ( ) + Displacements . getOffset ( Sector - > PortalGroup , line - > frontsector - > PortalGroup ) ;
}
inline DVector3 PosRelative ( const DVector3 & pos , line_t * line , sector_t * refsec = NULL )
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{
return pos + Displacements . getOffset ( refsec - > PortalGroup , line - > frontsector - > PortalGroup ) ;
}
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inline void AActor : : ClearInterpolation ( )
{
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Prev = Pos ( ) ;
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PrevAngles = Angles ;
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if ( Sector ) PrevPortalGroup = Sector - > PortalGroup ;
else PrevPortalGroup = 0 ;
}
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inline bool FBoundingBox : : inRange ( const line_t * ld ) const
{
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return Left ( ) < ld - > bbox [ BOXRIGHT ] & &
Right ( ) > ld - > bbox [ BOXLEFT ] & &
Top ( ) > ld - > bbox [ BOXBOTTOM ] & &
Bottom ( ) < ld - > bbox [ BOXTOP ] ;
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}
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# endif