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//-----------------------------------------------------------------------------
//
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// Copyright 1993-1996 id Software
// Copyright 1994-1996 Raven Software
// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
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//
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// This program 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 3 of the License, or
// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// 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, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
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//
// DESCRIPTION:
// Refresh/rendering module, shared data struct definitions.
//
//-----------------------------------------------------------------------------
# ifndef __R_DEFS_H__
# define __R_DEFS_H__
# include "doomdef.h"
# include "templates.h"
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# include "m_bbox.h"
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# include "dobjgc.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.
struct FLightNode ;
struct FGLSection ;
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class FSerializer ;
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struct FSectorPortalGroup ;
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struct FSectorPortal ;
struct FLinePortal ;
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struct seg_t ;
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struct sector_t ;
class AActor ;
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# define MAXWIDTH 12000
# define MAXHEIGHT 5000
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const uint16_t NO_INDEX = 0xffffu ;
const uint32_t NO_SIDE = 0xffffffffu ;
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// Silhouette, needed for clipping Segs (mainly)
// and sprites representing things.
enum
{
SIL_NONE ,
SIL_BOTTOM ,
SIL_TOP ,
SIL_BOTH
} ;
struct FDisplacement ;
//
// 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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uint32_t flags ;
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} ;
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struct vertex_t
{
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DVector2 p ;
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void set ( fixed_t x , fixed_t y )
{
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p . X = x / 65536. ;
p . Y = y / 65536. ;
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}
void set ( double x , double y )
{
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p . X = x ;
p . Y = y ;
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}
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void set ( const DVector2 & pos )
{
p = pos ;
}
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double fX ( ) const
{
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return p . X ;
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}
double fY ( ) const
{
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return p . Y ;
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}
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fixed_t fixX ( ) const
{
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return FLOAT2FIXED ( p . X ) ;
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}
fixed_t fixY ( ) const
{
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return FLOAT2FIXED ( p . Y ) ;
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}
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DVector2 fPos ( ) const
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{
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return p ;
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}
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int Index ( ) const ;
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void RecalcVertexHeights ( ) ;
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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 ( )
{
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p = { 0 , 0 } ;
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angletime = 0 ;
viewangle = 0 ;
dirty = true ;
numheights = numsectors = 0 ;
sectors = NULL ;
heightlist = NULL ;
}
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~ vertex_t ( )
{
if ( sectors ! = nullptr ) delete [ ] sectors ;
if ( heightlist ! = nullptr ) delete [ ] heightlist ;
}
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bool operator = = ( const vertex_t & other )
{
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return p = = other . p ;
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}
bool operator ! = ( const vertex_t & other )
{
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return p ! = other . p ;
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}
void clear ( )
{
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p . Zero ( ) ;
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}
angle_t GetClipAngle ( ) ;
} ;
// Forward of LineDefs, for Sectors.
struct line_t ;
class player_t ;
class FScanner ;
class FBitmap ;
struct FCopyInfo ;
class DInterpolation ;
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 ;
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IntVal = ( int ) strtoll ( val . GetChars ( ) , NULL , 0 ) ;
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FloatVal = strtod ( val . GetChars ( ) , NULL ) ;
StringVal = val ;
return * this ;
}
} ;
class FUDMFKeys : public TArray < FUDMFKey >
{
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bool mSorted = false ;
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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
} ;
struct secplane_t
{
// 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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DVector3 normal ;
double D , negiC ; // negative iC because that also saves a negation in all methods using this.
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public :
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friend FSerializer & Serialize ( FSerializer & arc , const char * key , secplane_t & p , secplane_t * def ) ;
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void set ( double aa , double bb , double cc , double dd )
{
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normal . X = aa ;
normal . Y = bb ;
normal . Z = cc ;
D = dd ;
negiC = - 1 / cc ;
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}
void setD ( double dd )
{
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D = dd ;
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}
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double fC ( ) const
{
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return normal . Z ;
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}
double fD ( ) const
{
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return D ;
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}
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bool isSlope ( ) const
{
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return ! normal . XY ( ) . isZero ( ) ;
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}
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DVector3 Normal ( ) const
{
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return normal ;
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}
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// Returns < 0 : behind; == 0 : on; > 0 : in front
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int PointOnSide ( const DVector3 & pos ) const
{
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double v = ( normal | pos ) + 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
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double Zat0 ( ) const
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{
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return negiC * D ;
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}
// 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.
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// Returns the value of z at (x,y) as a double
double ZatPoint ( double x , double y ) const
{
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return ( D + normal . X * x + normal . Y * y ) * negiC ;
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}
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double ZatPoint ( const DVector2 & pos ) const
{
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return ( D + normal . X * pos . X + normal . Y * pos . Y ) * negiC ;
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}
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double ZatPoint ( const FVector2 & pos ) const
{
return ( D + normal . X * pos . X + normal . Y * pos . Y ) * negiC ;
}
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double ZatPoint ( const vertex_t * v ) const
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{
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return ( D + normal . X * v - > fX ( ) + normal . Y * v - > fY ( ) ) * negiC ;
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}
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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 ( dist + normal . X * v - > fX ( ) + normal . Y * v - > fY ( ) ) * negiC ;
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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 ( )
{
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normal = - normal ;
D = - D ;
negiC = - negiC ;
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}
// Returns true if 2 planes are the same
bool operator = = ( const secplane_t & other ) const
{
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return normal = = other . normal & & D = = other . D ;
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}
// Returns true if 2 planes are different
bool operator ! = ( const secplane_t & other ) const
{
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return normal ! = other . normal | | D ! = other . D ;
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}
// 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 - hdiff * normal . Z ;
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}
// Moves a plane up/down by hdiff units
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double GetChangedHeight ( double hdiff ) const
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{
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return D - hdiff * normal . Z ;
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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 ( D - oldd ) * negiC ;
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}
// Returns how much this plane's height would change if d were set to oldd
double HeightDiff ( double oldd , double newd ) const
{
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return ( newd - oldd ) * negiC ;
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}
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double PointToDist ( const DVector2 & xy , double z ) const
{
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return - ( normal . X * xy . X + normal . Y * xy . Y + normal . Z * z ) ;
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}
double PointToDist ( const vertex_t * v , double z ) const
{
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return - ( normal . X * v - > fX ( ) + normal . Y * v - > fY ( ) + normal . Z * z ) ;
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}
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void SetAtHeight ( double height , int ceiling )
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{
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normal . X = normal . Y = 0 ;
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if ( ceiling )
{
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normal . Z = - 1 ;
negiC = 1 ;
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D = height ;
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}
else
{
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normal . Z = 1 ;
negiC = - 1 ;
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D = - height ;
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}
}
bool CopyPlaneIfValid ( secplane_t * dest , const secplane_t * opp ) const ;
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inline double ZatPoint ( const AActor * ac ) const ;
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} ;
# include "p_3dfloors.h"
struct subsector_t ;
struct sector_t ;
struct side_t ;
extern bool gl_plane_reflection_i ;
// 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.
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PLANEF_LINKED = 256 // plane is flagged as a linked portal
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} ;
// 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
} ;
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.
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SECF_NOATTACK = 2048 , // monsters cannot start attacks in this sector.
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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 ;
} ;
struct FTransform
{
// killough 3/7/98: floor and ceiling texture offsets
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double xOffs , yOffs , baseyOffs ;
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// [RH] floor and ceiling texture scales
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double xScale , yScale ;
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// [RH] floor and ceiling texture rotation
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DAngle Angle , baseAngle ;
finline bool operator = = ( const FTransform & other ) const
{
return xOffs = = other . xOffs & & yOffs + baseyOffs = = other . yOffs + other . baseyOffs & &
xScale = = other . xScale & & yScale = = other . yScale & & Angle + baseAngle = = other . Angle + other . baseAngle ;
}
finline bool operator ! = ( const FTransform & other ) const
{
return ! ( * this = = other ) ;
}
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} ;
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 ) ) ;
}
} ;
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FSerializer & Serialize ( FSerializer & arc , const char * key , secspecial_t & spec , secspecial_t * def ) ;
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enum class EMoveResult { ok , crushed , pastdest } ;
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struct sector_t
{
// Member functions
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private :
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bool MoveAttached ( int crush , double move , int floorOrCeiling , bool resetfailed , bool instant = false ) ;
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public :
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EMoveResult MoveFloor ( double speed , double dest , int crush , int direction , bool hexencrush , bool instant = false ) ;
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EMoveResult MoveCeiling ( double speed , double dest , int crush , int direction , bool hexencrush ) ;
inline EMoveResult MoveFloor ( double speed , double dest , int direction )
{
return MoveFloor ( speed , dest , - 1 , direction , false ) ;
}
inline EMoveResult MoveCeiling ( double speed , double dest , int direction )
{
return MoveCeiling ( speed , dest , - 1 , direction , false ) ;
}
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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 RemoveForceField ( ) ;
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int Index ( ) 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 SetFogDensity ( int dens ) ;
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void SetSpecialColor ( int num , int r , int g , int b ) ;
void SetSpecialColor ( int num , PalEntry rgb ) ;
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void ClosestPoint ( const DVector2 & pos , DVector2 & out ) const ;
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int GetFloorLight ( ) const ;
int GetCeilingLight ( ) const ;
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sector_t * GetHeightSec ( ) const
{
return ( MoreFlags & SECF_IGNOREHEIGHTSEC ) ? nullptr : heightsec ;
}
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double GetFriction ( int plane = sector_t : : floor , double * movefac = NULL ) const ;
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bool TriggerSectorActions ( AActor * thing , int activation ) ;
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DInterpolation * SetInterpolation ( int position , bool attach ) ;
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FSectorPortal * ValidatePortal ( int which ) ;
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void CheckPortalPlane ( int plane ) ;
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int CheckSpriteGlow ( int lightlevel , const DVector3 & pos ) ;
bool GetWallGlow ( float * topglowcolor , float * bottomglowcolor ) ;
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enum
{
floor ,
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ceiling ,
// only used for specialcolors array
walltop ,
wallbottom ,
sprites
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} ;
struct splane
{
FTransform xform ;
int Flags ;
int Light ;
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double alpha ;
double TexZ ;
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PalEntry GlowColor ;
float GlowHeight ;
FTextureID Texture ;
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} ;
splane planes [ 2 ] ;
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void SetXOffset ( int pos , double o )
{
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planes [ pos ] . xform . xOffs = o ;
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}
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void AddXOffset ( int pos , double o )
{
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planes [ pos ] . xform . xOffs + = o ;
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}
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double GetXOffset ( int pos ) const
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{
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return planes [ pos ] . xform . xOffs ;
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}
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void SetYOffset ( int pos , double o )
{
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planes [ pos ] . xform . yOffs = o ;
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}
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void AddYOffset ( int pos , double o )
{
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planes [ pos ] . xform . yOffs + = o ;
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}
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double GetYOffset ( int pos , bool addbase = true ) const
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{
if ( ! addbase )
{
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return planes [ pos ] . xform . yOffs ;
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}
else
{
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return planes [ pos ] . xform . yOffs + planes [ pos ] . xform . baseyOffs ;
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}
}
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void SetXScale ( int pos , double o )
{
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planes [ pos ] . xform . xScale = o ;
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}
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double GetXScale ( int pos ) const
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{
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return planes [ pos ] . xform . xScale ;
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}
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void SetYScale ( int pos , double o )
{
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planes [ pos ] . xform . yScale = o ;
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}
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double GetYScale ( int pos ) const
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{
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return planes [ pos ] . xform . yScale ;
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}
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void SetAngle ( int pos , DAngle o )
{
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planes [ pos ] . xform . Angle = o ;
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}
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DAngle GetAngle ( int pos , bool addbase = true ) const
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{
if ( ! addbase )
{
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return planes [ pos ] . xform . Angle ;
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}
else
{
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return planes [ pos ] . xform . Angle + planes [ pos ] . xform . baseAngle ;
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}
}
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void SetBase ( int pos , double y , DAngle o )
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{
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planes [ pos ] . xform . baseyOffs = y ;
planes [ pos ] . xform . baseAngle = o ;
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}
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void SetAlpha ( int pos , double o )
{
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planes [ pos ] . alpha = o ;
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}
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double GetAlpha ( int pos ) const
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{
return planes [ pos ] . alpha ;
}
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int GetFlags ( int pos ) const
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{
return planes [ pos ] . Flags ;
}
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// like the previous one but masks out all flags which are not relevant for rendering.
int GetVisFlags ( int pos ) const
{
return planes [ pos ] . Flags & ~ ( PLANEF_BLOCKED | PLANEF_NOPASS | PLANEF_BLOCKSOUND | PLANEF_LINKED ) ;
}
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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 ;
}
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double GetGlowHeight ( int pos )
{
return planes [ pos ] . GlowHeight ;
}
PalEntry GetGlowColor ( int pos )
{
return planes [ pos ] . GlowColor ;
}
void SetGlowHeight ( int pos , float height )
{
planes [ pos ] . GlowHeight = height ;
}
void SetGlowColor ( int pos , PalEntry color )
{
planes [ pos ] . GlowColor = color ;
}
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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 ( ) ;
}
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double GetPlaneTexZ ( int pos ) const
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{
return 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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{
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planes [ pos ] . TexZ = val ;
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if ( dirtify ) SetAllVerticesDirty ( ) ;
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}
void ChangePlaneTexZ ( int pos , double val )
{
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planes [ pos ] . TexZ + = val ;
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}
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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 ;
}
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inline bool PortalBlocksView ( int plane ) ;
inline bool PortalBlocksSight ( int plane ) ;
inline bool PortalBlocksMovement ( int plane ) ;
inline bool PortalBlocksSound ( int plane ) ;
inline bool PortalIsLinked ( int plane ) ;
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void ClearPortal ( int plane )
{
Portals [ plane ] = 0 ;
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portals [ plane ] = nullptr ;
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}
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FSectorPortal * GetPortal ( int plane ) ;
double GetPortalPlaneZ ( int plane ) ;
DVector2 GetPortalDisplacement ( int plane ) ;
int GetPortalType ( int plane ) ;
int GetOppositePortalGroup ( int plane ) ;
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void SetVerticesDirty ( )
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{
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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inline double HighestCeilingAt ( AActor * a , sector_t * * resultsec = NULL ) ;
inline double LowestFloorAt ( AActor * a , sector_t * * resultsec = NULL ) ;
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bool isClosed ( ) const
{
return floorplane . Normal ( ) = = - ceilingplane . Normal ( ) & & floorplane . D = = - ceilingplane . D ;
}
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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
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PalEntry SpecialColors [ 5 ] ;
FColormap Colormap ;
private :
FDynamicColormap * _ColorMap ; // [RH] Per-sector colormap
public :
// just a helper for refactoring
FDynamicColormap * GetColorMap ( )
{
return _ColorMap ;
}
void CopyColors ( sector_t * other )
{
memcpy ( SpecialColors , other - > SpecialColors , sizeof ( SpecialColors ) ) ;
Colormap = other - > Colormap ;
_ColorMap = other - > _ColorMap ;
}
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TObjPtr < AActor * > SoundTarget ;
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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
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TObjPtr < DSectorEffect * > floordata ; // jff 2/22/98 make thinkers on
TObjPtr < DSectorEffect * > ceilingdata ; // floors, ceilings, lighting,
TObjPtr < DSectorEffect * > lightingdata ; // independent of one another
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enum
{
CeilingMove ,
FloorMove ,
CeilingScroll ,
FloorScroll
} ;
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TObjPtr < DInterpolation * > interpolations [ 4 ] ;
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int prevsec ; // -1 or number of sector for previous step
int nextsec ; // -1 or number of next step sector
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uint8_t soundtraversed ; // 0 = untraversed, 1,2 = sndlines -1
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// jff 2/26/98 lockout machinery for stairbuilding
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int8_t stairlock ; // -2 on first locked -1 after thinker done 0 normally
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TStaticPointedArray < line_t * > Lines ;
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// killough 3/7/98: support flat heights drawn at another sector's heights
sector_t * heightsec ; // other sector, or NULL if no other sector
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FLightNode * lighthead ;
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uint32_t bottommap , midmap , topmap ; // killough 4/4/98: dynamic colormaps
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// [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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struct msecnode_t * sectorportal_thinglist ; // for cross-portal rendering.
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struct msecnode_t * touching_renderthings ; // this is used to allow wide things to be rendered not only from their main sector.
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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
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uint16_t ZoneNumber ; // [RH] Zone this sector belongs to
uint16_t MoreFlags ; // [RH] Internal sector flags
uint32_t Flags ; // Sector flags
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// [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.
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TObjPtr < AActor * > SecActTarget ;
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// [RH] The portal or skybox to render for this sector.
unsigned Portals [ 2 ] ;
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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
int subsectorcount ; // list of subsectors
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double transdoorheight ; // for transparent door hacks
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subsector_t * * subsectors ;
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FSectorPortalGroup * portals [ 2 ] ; // floor and ceiling portals
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enum
{
vbo_fakefloor = floor + 2 ,
vbo_fakeceiling = ceiling + 2 ,
} ;
int vboindex [ 4 ] ; // VBO indices of the 4 planes this sector uses during rendering
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double vboheight [ 2 ] ; // Last calculated height for the 2 planes of this actual sector
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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 ) ; }
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FSectorPortalGroup * GetPortalGroup ( int plane ) { return portals [ plane ] ; }
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enum
{
INVALIDATE_PLANES = 1 ,
INVALIDATE_OTHER = 2
} ;
} ;
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
{
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double xOffset ;
double yOffset ;
double xScale ;
double yScale ;
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TObjPtr < DInterpolation * > interpolation ;
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FTextureID texture ;
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void InitFrom ( const part & other )
{
if ( texture . isNull ( ) ) texture = other . texture ;
if ( 0.0 = = xOffset ) xOffset = other . xOffset ;
if ( 0.0 = = yOffset ) yOffset = other . yOffset ;
if ( 1.0 = = xScale & & 0.0 ! = other . xScale ) xScale = other . xScale ;
if ( 1.0 = = yScale & & 0.0 ! = other . yScale ) yScale = other . yScale ;
}
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} ;
sector_t * sector ; // Sector the SideDef is facing.
DBaseDecal * AttachedDecals ; // [RH] Decals bound to the wall
part textures [ 3 ] ;
line_t * linedef ;
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uint32_t LeftSide , RightSide ; // [RH] Group walls into loops
uint16_t TexelLength ;
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int16_t Light ;
uint8_t Flags ;
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int UDMFIndex ; // needed to access custom UDMF fields which are stored in loading order.
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FLightNode * lighthead ; // all dynamic lights that may affect this wall
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int GetLightLevel ( bool foggy , int baselight , bool is3dlight = false , int * pfakecontrast_usedbygzdoom = NULL ) const ;
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void SetLight ( int16_t l )
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{
Light = l ;
}
FTextureID GetTexture ( int which ) const
{
return textures [ which ] . texture ;
}
void SetTexture ( int which , FTextureID tex )
{
textures [ which ] . texture = tex ;
}
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void SetTextureXOffset ( int which , double offset )
{
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textures [ which ] . xOffset = offset ; ;
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}
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2016-03-30 09:25:02 +00:00
void SetTextureXOffset ( double offset )
{
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textures [ top ] . xOffset =
textures [ mid ] . xOffset =
textures [ bottom ] . xOffset = offset ;
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}
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2016-04-23 08:55:55 +00:00
double GetTextureXOffset ( int which ) const
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{
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return textures [ which ] . xOffset ;
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}
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void AddTextureXOffset ( int which , double delta )
{
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textures [ which ] . xOffset + = delta ;
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}
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void SetTextureYOffset ( int which , double offset )
{
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textures [ which ] . yOffset = offset ;
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}
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void SetTextureYOffset ( double offset )
{
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textures [ top ] . yOffset =
textures [ mid ] . yOffset =
textures [ bottom ] . yOffset = offset ;
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}
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double GetTextureYOffset ( int which ) const
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{
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return textures [ which ] . yOffset ;
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}
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void AddTextureYOffset ( int which , double delta )
{
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textures [ which ] . yOffset + = delta ;
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}
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void SetTextureXScale ( int which , double scale )
{
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textures [ which ] . xScale = scale = = 0 ? 1. : scale ;
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}
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void SetTextureXScale ( double scale )
{
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textures [ top ] . xScale = textures [ mid ] . xScale = textures [ bottom ] . xScale = scale = = 0 ? 1. : scale ;
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}
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double GetTextureXScale ( int which ) const
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{
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return textures [ which ] . xScale ;
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}
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void MultiplyTextureXScale ( int which , double delta )
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{
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textures [ which ] . xScale * = delta ;
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}
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void SetTextureYScale ( int which , double scale )
{
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textures [ which ] . yScale = scale = = 0 ? 1. : scale ;
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}
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void SetTextureYScale ( double scale )
{
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textures [ top ] . yScale = textures [ mid ] . yScale = textures [ bottom ] . yScale = scale = = 0 ? 1. : scale ;
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}
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double GetTextureYScale ( int which ) const
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{
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return textures [ which ] . yScale ;
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}
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void MultiplyTextureYScale ( int which , double delta )
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{
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textures [ which ] . yScale * = delta ;
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}
DInterpolation * SetInterpolation ( int position ) ;
void StopInterpolation ( int position ) ;
vertex_t * V1 ( ) const ;
vertex_t * V2 ( ) const ;
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int Index ( ) const ;
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//For GL
seg_t * * segs ; // all segs belonging to this sidedef in ascending order. Used for precise rendering
int numsegs ;
} ;
struct line_t
{
vertex_t * v1 , * v2 ; // vertices, from v1 to v2
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DVector2 delta ; // precalculated v2 - v1 for side checking
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uint32_t flags ;
uint32_t activation ; // activation type
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int special ;
int args [ 5 ] ; // <--- hexen-style arguments (expanded to ZDoom's full width)
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double alpha ; // <--- translucency (0=invisibile, FRACUNIT=opaque)
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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 ;
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unsigned portaltransferred ;
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DVector2 Delta ( ) const
{
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return delta ;
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}
void setDelta ( double x , double y )
{
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delta = { x , y } ;
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}
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void setAlpha ( double a )
{
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alpha = a ;
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}
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FSectorPortal * GetTransferredPortal ( ) ;
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inline FLinePortal * getPortal ( ) const ;
inline bool isLinePortal ( ) const ;
inline bool isVisualPortal ( ) const ;
inline line_t * getPortalDestination ( ) const ;
inline int getPortalAlignment ( ) const ;
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int Index ( ) const ;
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} ;
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inline vertex_t * side_t : : V1 ( ) const
{
return this = = linedef - > sidedef [ 0 ] ? linedef - > v1 : linedef - > v2 ;
}
inline vertex_t * side_t : : V2 ( ) const
{
return this = = linedef - > sidedef [ 0 ] ? linedef - > v2 : linedef - > v1 ;
}
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// 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
} ;
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// use the same memory layout as msecnode_t so both can be used from the same freelist.
struct portnode_t
{
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FLinePortal * m_sector ; // a portal containing this object (no, this isn't a sector, but if we want to use templates it needs the same variable names as msecnode_t.)
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AActor * m_thing ; // this object
struct portnode_t * m_tprev ; // prev msecnode_t for this thing
struct portnode_t * m_tnext ; // next msecnode_t for this thing
struct portnode_t * m_sprev ; // prev msecnode_t for this portal
struct portnode_t * m_snext ; // next msecnode_t for this portal
bool visited ;
} ;
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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
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int Index ( ) const ;
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} ;
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//extern seg_t *segs;
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//
// 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
{
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uint32_t * subsectors ;
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int sscount ;
} ;
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void BuildPortalCoverage ( FPortalCoverage * coverage , subsector_t * subsector , const DVector2 & displacement ) ;
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struct subsector_t
{
sector_t * sector ;
FPolyNode * polys ;
FMiniBSP * BSP ;
seg_t * firstline ;
sector_t * render_sector ;
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uint32_t numlines ;
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uint16_t flags ;
uint16_t sectorindex ;
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// subsector related GL data
FLightNode * lighthead ; // Light nodes (blended and additive)
int validcount ;
short mapsection ;
char hacked ; // 1: is part of a render hack
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void BuildPolyBSP ( ) ;
int Index ( ) const ;
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// 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 ;
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union
{
float bbox [ 2 ] [ 4 ] ; // Bounding box for each child.
fixed_t nb_bbox [ 2 ] [ 4 ] ; // Used by nodebuilder.
} ;
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float len ;
union
{
void * children [ 2 ] ; // If bit 0 is set, it's a subsector.
int intchildren [ 2 ] ; // Used by nodebuilder.
} ;
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int Index ( ) const ;
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} ;
// 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
//
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typedef uint8_t lighttable_t ; // This could be wider for >8 bit display.
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//----------------------------------------------------------------------------------
//
// 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 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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inline void FColormap : : CopyFrom3DLight ( lightlist_t * light )
{
CopyLight ( light - > extra_colormap ) ;
if ( light - > caster & & ( light - > caster - > flags & FF_FADEWALLS ) & & light - > extra_colormap . FadeColor ! = 0 )
{
CopyFog ( light - > extra_colormap ) ;
}
}
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# endif