- removed most global references to the tag manager by routing most access to FLevelocals.

This commit is contained in:
Christoph Oelckers 2019-01-24 01:40:09 +01:00
parent 9f8dd66189
commit 7e9340f3b7
33 changed files with 291 additions and 262 deletions

View File

@ -1150,7 +1150,7 @@ void FParser::SF_ObjSector(void)
}
t_return.type = svt_int;
t_return.value.i = mo ? tagManager.GetFirstSectorTag(mo->Sector) : 0; // nullptr check
t_return.value.i = mo ? Level->GetFirstSectorTag(mo->Sector) : 0; // nullptr check
}
//==========================================================================
@ -1859,7 +1859,7 @@ void FParser::SF_FadeLight(void)
destlevel = intvalue(t_argv[1]);
speed = t_argc>2 ? intvalue(t_argv[2]) : 1;
FSectorTagIterator it(sectag);
auto it = Level->GetSectorTagIterator(sectag);
while ((i = it.Next()) >= 0)
{
if (!Level->sectors[i].lightingdata) Create<DLightLevel>(&Level->sectors[i],destlevel,speed);
@ -2097,7 +2097,7 @@ void FParser::SF_LineTrigger()
maplinedef_t mld;
mld.special=intvalue(t_argv[0]);
mld.tag=t_argc > 1 ? intvalue(t_argv[1]) : 0;
P_TranslateLineDef(&line, &mld);
Level->TranslateLineDef(&line, &mld);
P_ExecuteSpecial(line.special, NULL, Script->trigger, false,
line.args[0],line.args[1],line.args[2],line.args[3],line.args[4]);
}
@ -2157,7 +2157,7 @@ void FParser::SF_SetLineBlocking(void)
{
blocking=blocks[blocking];
int tag=intvalue(t_argv[0]);
FLineIdIterator itr(tag);
auto itr = Level->GetLineIdIterator(tag);
int i;
while ((i = itr.Next()) >= 0)
{
@ -2180,7 +2180,7 @@ void FParser::SF_SetLineMonsterBlocking(void)
int blocking = intvalue(t_argv[1]) ? (int)ML_BLOCKMONSTERS : 0;
int tag=intvalue(t_argv[0]);
FLineIdIterator itr(tag);
auto itr = Level->GetLineIdIterator(tag);
int i;
while ((i = itr.Next()) >= 0)
{
@ -2237,7 +2237,7 @@ void FParser::SF_SetLineTexture(void)
texture = stringvalue(t_argv[3]);
texturenum = TexMan.GetTextureID(texture, ETextureType::Wall, FTextureManager::TEXMAN_Overridable);
FLineIdIterator itr(tag);
auto itr = Level->GetLineIdIterator(tag);
while ((i = itr.Next()) >= 0)
{
// bad sidedef, Hexen just SEGV'd here!
@ -2257,7 +2257,7 @@ void FParser::SF_SetLineTexture(void)
int sections = intvalue(t_argv[3]);
// set all sectors with tag
FLineIdIterator itr(tag);
auto itr = Level->GetLineIdIterator(tag);
while ((i = itr.Next()) >= 0)
{
side_t *sided = Level->lines[i].sidedef[side];
@ -3792,7 +3792,7 @@ void FParser::SF_KillInSector()
while ((mo=it.Next()))
{
if (mo->flags3&MF3_ISMONSTER && tagManager.SectorHasTag(mo->Sector, tag)) P_DamageMobj(mo, NULL, NULL, 1000000, NAME_Massacre);
if (mo->flags3&MF3_ISMONSTER && Level->SectorHasTag(mo->Sector, tag)) P_DamageMobj(mo, NULL, NULL, 1000000, NAME_Massacre);
}
}
}
@ -3814,7 +3814,7 @@ void FParser::SF_SetLineTrigger()
id=intvalue(t_argv[0]);
spec=intvalue(t_argv[1]);
if (t_argc>2) tag=intvalue(t_argv[2]);
FLineIdIterator itr(id);
auto itr = Level->GetLineIdIterator(id);
while ((i = itr.Next()) >= 0)
{
maplinedef_t mld;
@ -3822,7 +3822,7 @@ void FParser::SF_SetLineTrigger()
mld.tag = tag;
mld.flags = 0;
int f = Level->lines[i].flags;
P_TranslateLineDef(&Level->lines[i], &mld);
Level->TranslateLineDef(&Level->lines[i], &mld);
Level->lines[i].flags = (Level->lines[i].flags & (ML_MONSTERSCANACTIVATE | ML_REPEAT_SPECIAL | ML_SPAC_MASK | ML_FIRSTSIDEONLY)) |
(f & ~(ML_MONSTERSCANACTIVATE | ML_REPEAT_SPECIAL | ML_SPAC_MASK | ML_FIRSTSIDEONLY));

View File

@ -456,7 +456,7 @@ bool DFraggleThinker::wait_finished(DRunningScript *script)
case wt_tagwait:
{
int secnum;
FSectorTagIterator itr(script->wait_data);
auto itr = level.GetSectorTagIterator(script->wait_data);
while ((secnum = itr.Next()) >= 0)
{
sector_t *sec = &level.sectors[secnum];

View File

@ -254,7 +254,7 @@ enum ELevelFlags : unsigned int
struct FSpecialAction
{
FName Type; // this is initialized before the actors...
uint8_t Action;
int Action;
int Args[5];
};

View File

@ -117,6 +117,8 @@ struct FLevelLocals : public FLevelData
bool CheckIfExitIsGood(AActor *self, level_info_t *newmap);
void FormatMapName(FString &mapname, const char *mapnamecolor);
void ClearAllSubsectorLinks();
void TranslateLineDef (line_t *ld, maplinedef_t *mld, int lineindexforid = -1);
FSectorTagIterator GetSectorTagIterator(int tag)
{
return FSectorTagIterator(tag);
@ -154,10 +156,40 @@ struct FLevelLocals : public FLevelData
{
return tagManager.SectorHasTag(sector, tag);
}
int GetFirstSectorTag(const sector_t *sect) const
{
return tagManager.GetFirstSectorTag(sect);
}
int GetFirstSectorTag(int i) const
{
return tagManager.GetFirstSectorTag(i);
}
int GetFirstLineId(const line_t *sect) const
{
return tagManager.GetFirstLineID(sect);
}
bool LineHasId(int line, int tag)
{
return tagManager.LineHasID(line, tag);
}
bool LineHasId(line_t *line, int tag)
{
return tagManager.LineHasID(line, tag);
}
int FindFirstSectorFromTag(int tag)
{
auto it = GetSectorTagIterator(tag);
return it.Next();
}
int FindFirstLineFromID(int tag)
{
auto it = GetLineIdIterator(tag);
return it.Next();
}
sector_t *PointInSector(const DVector2 &pos)
{
return P_PointInSector(pos);

View File

@ -50,7 +50,7 @@
#include "maploader.h"
static void parseLinedef(FScanner &sc, TMap<int, EDLinedef> &EDLines)
void MapLoader::parseEDLinedef(FScanner &sc, TMap<int, EDLinedef> &EDLines)
{
EDLinedef ld;
bool argsset = false;
@ -159,7 +159,7 @@ static void parseLinedef(FScanner &sc, TMap<int, EDLinedef> &EDLines)
maplinedef_t mld;
mld.special = -ld.special;
mld.tag = ld.tag;
P_TranslateLineDef(&line, &mld);
Level->TranslateLineDef(&line, &mld);
ld.special = line.special;
ld.activation = line.activation;
ld.flags = (ld.flags & ~(ML_REPEAT_SPECIAL | ML_FIRSTSIDEONLY)) | (line.flags & (ML_REPEAT_SPECIAL | ML_FIRSTSIDEONLY));
@ -529,7 +529,7 @@ void MapLoader::InitED()
{
if (sc.Compare("linedef"))
{
parseLinedef(sc, EDLines);
parseEDLinedef(sc, EDLines);
}
else if (sc.Compare("mapthing"))
{

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@ -1749,7 +1749,7 @@ void MapLoader::LoadLineDefs (MapData * map)
mld->special = LittleShort(mld->special);
mld->tag = LittleShort(mld->tag);
mld->flags = LittleShort(mld->flags);
P_TranslateLineDef (ld, mld, -1);
Level->TranslateLineDef (ld, mld, -1);
// do not assign the tag for Extradata lines.
if (ld->special != Static_Init || (ld->args[1] != Init_EDLine && ld->args[1] != Init_EDSector))
{
@ -2753,7 +2753,7 @@ void MapLoader::GroupLines (bool buildmap)
{
if (sector->Lines.Count == 0)
{
Printf ("Sector %i (tag %i) has no lines\n", i, tagManager.GetFirstSectorTag(Index(sector)));
Printf ("Sector %i (tag %i) has no lines\n", i, Level->GetFirstSectorTag(Index(sector)));
// 0 the sector's tag so that no specials can use it
tagManager.RemoveSectorTags(i);
}
@ -3241,7 +3241,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
CopySlopes();
// Spawn 3d floors - must be done before spawning things so it can't be done in P_SpawnSpecials
P_Spawn3DFloors();
Spawn3DFloors();
SpawnThings(position);

View File

@ -141,6 +141,7 @@ private:
void ProcessEDMapthing(FMapThing *mt, int recordnum);
void ProcessEDLinedef(line_t *line, int recordnum);
void ProcessEDSector(sector_t *sec, int recordnum);
void parseEDLinedef(FScanner &sc, TMap<int, EDLinedef> &EDLines);
// Polyobjects
void InitSideLists();
@ -189,6 +190,8 @@ private:
void SetupFloorPortal (AActor *point);
void SetupCeilingPortal (AActor *point);
void TranslateTeleportThings();
int Set3DFloor(line_t * line, int param, int param2, int alpha);
void Spawn3DFloors ();
void SetTexture(side_t *side, int position, const char *name, FMissingTextureTracker &track);
void SetTexture(sector_t *sector, int index, int position, const char *name, FMissingTextureTracker &track, bool truncate);

View File

@ -53,7 +53,7 @@ void MapLoader::SlopeLineToPoint (int lineid, const DVector3 &pos, bool slopeCei
{
int linenum;
FLineIdIterator itr(lineid);
auto itr = Level->GetLineIdIterator(lineid);
while ((linenum = itr.Next()) >= 0)
{
const line_t *line = &Level->lines[linenum];
@ -123,7 +123,7 @@ void MapLoader::CopyPlane (int tag, sector_t *dest, bool copyCeil)
sector_t *source;
int secnum;
secnum = P_FindFirstSectorFromTag (tag);
secnum = Level->FindFirstSectorFromTag (tag);
if (secnum == -1)
{
return;

View File

@ -792,7 +792,7 @@ public:
mld.flags = 0;
mld.special = th->special;
mld.tag = th->args[0];
P_TranslateLineDef(&ld, &mld);
Level->TranslateLineDef(&ld, &mld);
th->special = ld.special;
memcpy(th->args, ld.args, sizeof (ld.args));
}
@ -1139,7 +1139,7 @@ public:
memset(&mld, 0, sizeof(mld));
mld.special = ld->special;
mld.tag = ld->args[0];
P_TranslateLineDef(ld, &mld);
Level->TranslateLineDef(ld, &mld);
ld->flags = saved | (ld->flags&(ML_MONSTERSCANACTIVATE|ML_REPEAT_SPECIAL|ML_FIRSTSIDEONLY));
}
if (passuse && (ld->activation & SPAC_Use))

View File

@ -46,6 +46,7 @@
#include "p_spec.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "maploader/maploader.h"
//==========================================================================
//
@ -200,105 +201,6 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
}
}
//==========================================================================
//
// Creates all 3D floors defined by one linedef
//
//==========================================================================
static int P_Set3DFloor(line_t * line, int param, int param2, int alpha)
{
int s;
int flags;
int tag = line->args[0];
sector_t * sec = line->frontsector, *ss;
FSectorTagIterator itr(tag);
while ((s = itr.Next()) >= 0)
{
ss = &level.sectors[s];
if (param == 0)
{
flags = FF_EXISTS | FF_RENDERALL | FF_SOLID | FF_INVERTSECTOR;
alpha = 255;
for (auto l: sec->Lines)
{
if (l->special == Sector_SetContents && l->frontsector == sec)
{
alpha = clamp<int>(l->args[1], 0, 100);
if (l->args[2] & 1) flags &= ~FF_SOLID;
if (l->args[2] & 2) flags |= FF_SEETHROUGH;
if (l->args[2] & 4) flags |= FF_SHOOTTHROUGH;
if (l->args[2] & 8) flags |= FF_ADDITIVETRANS;
if (alpha != 100) flags |= FF_TRANSLUCENT;//|FF_BOTHPLANES|FF_ALLSIDES;
if (l->args[0])
{
// Yes, Vavoom's 3D-floor definitions suck!
// The content list changed in r1783 of Vavoom to be unified
// among all its supported games, so it has now ten different
// values instead of just five.
static uint32_t vavoomcolors[] = { VC_EMPTY,
VC_WATER, VC_LAVA, VC_NUKAGE, VC_SLIME, VC_HELLSLIME,
VC_BLOOD, VC_SLUDGE, VC_HAZARD, VC_BOOMWATER };
flags |= FF_SWIMMABLE | FF_BOTHPLANES | FF_ALLSIDES | FF_FLOOD;
l->frontsector->Colormap.FadeColor = vavoomcolors[l->args[0]] & VC_COLORMASK;
l->frontsector->Colormap.FogDensity = 0;
}
alpha = (alpha * 255) / 100;
break;
}
}
}
else if (param == 4)
{
flags = FF_EXISTS | FF_RENDERPLANES | FF_INVERTPLANES | FF_NOSHADE | FF_FIX;
if (param2 & 1) flags |= FF_SEETHROUGH; // marker for allowing missing texture checks
alpha = 255;
}
else
{
static const int defflags[] = { 0,
FF_SOLID,
FF_SWIMMABLE | FF_BOTHPLANES | FF_ALLSIDES | FF_SHOOTTHROUGH | FF_SEETHROUGH,
FF_SHOOTTHROUGH | FF_SEETHROUGH,
};
flags = defflags[param & 3] | FF_EXISTS | FF_RENDERALL;
if (param & 4) flags |= FF_ALLSIDES | FF_BOTHPLANES;
if (param & 16) flags ^= FF_SEETHROUGH;
if (param & 32) flags ^= FF_SHOOTTHROUGH;
if (param2 & 1) flags |= FF_NOSHADE;
if (param2 & 2) flags |= FF_DOUBLESHADOW;
if (param2 & 4) flags |= FF_FOG;
if (param2 & 8) flags |= FF_THINFLOOR;
if (param2 & 16) flags |= FF_UPPERTEXTURE;
if (param2 & 32) flags |= FF_LOWERTEXTURE;
if (param2 & 64) flags |= FF_ADDITIVETRANS | FF_TRANSLUCENT;
// if flooding is used the floor must be non-solid and is automatically made shootthrough and seethrough
if ((param2 & 128) && !(flags & FF_SOLID)) flags |= FF_FLOOD | FF_SEETHROUGH | FF_SHOOTTHROUGH;
if (param2 & 512) flags |= FF_FADEWALLS;
if (param2&1024) flags |= FF_RESET;
FTextureID tex = line->sidedef[0]->GetTexture(side_t::top);
if (!tex.Exists() && alpha < 255)
{
alpha = -tex.GetIndex();
}
alpha = clamp(alpha, 0, 255);
if (alpha == 0) flags &= ~(FF_RENDERALL | FF_BOTHPLANES | FF_ALLSIDES);
else if (alpha != 255) flags |= FF_TRANSLUCENT;
}
P_Add3DFloor(ss, sec, line, flags, alpha);
}
// To be 100% safe this should be done even if the alpha by texture value isn't used.
if (!line->sidedef[0]->GetTexture(side_t::top).isValid())
line->sidedef[0]->SetTexture(side_t::top, FNullTextureID());
return 1;
}
//==========================================================================
//
// P_PlayerOnSpecial3DFloor
@ -876,31 +778,129 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
}
}
//==========================================================================
//
// Creates all 3D floors defined by one linedef
//
//==========================================================================
int MapLoader::Set3DFloor(line_t * line, int param, int param2, int alpha)
{
int s;
int flags;
int tag = line->args[0];
sector_t * sec = line->frontsector, *ss;
auto itr = Level->GetSectorTagIterator(tag);
while ((s = itr.Next()) >= 0)
{
ss = &Level->sectors[s];
if (param == 0)
{
flags = FF_EXISTS | FF_RENDERALL | FF_SOLID | FF_INVERTSECTOR;
alpha = 255;
for (auto l: sec->Lines)
{
if (l->special == Sector_SetContents && l->frontsector == sec)
{
alpha = clamp<int>(l->args[1], 0, 100);
if (l->args[2] & 1) flags &= ~FF_SOLID;
if (l->args[2] & 2) flags |= FF_SEETHROUGH;
if (l->args[2] & 4) flags |= FF_SHOOTTHROUGH;
if (l->args[2] & 8) flags |= FF_ADDITIVETRANS;
if (alpha != 100) flags |= FF_TRANSLUCENT;//|FF_BOTHPLANES|FF_ALLSIDES;
if (l->args[0])
{
// Yes, Vavoom's 3D-floor definitions suck!
// The content list changed in r1783 of Vavoom to be unified
// among all its supported games, so it has now ten different
// values instead of just five.
static uint32_t vavoomcolors[] = { VC_EMPTY,
VC_WATER, VC_LAVA, VC_NUKAGE, VC_SLIME, VC_HELLSLIME,
VC_BLOOD, VC_SLUDGE, VC_HAZARD, VC_BOOMWATER };
flags |= FF_SWIMMABLE | FF_BOTHPLANES | FF_ALLSIDES | FF_FLOOD;
l->frontsector->Colormap.FadeColor = vavoomcolors[l->args[0]] & VC_COLORMASK;
l->frontsector->Colormap.FogDensity = 0;
}
alpha = (alpha * 255) / 100;
break;
}
}
}
else if (param == 4)
{
flags = FF_EXISTS | FF_RENDERPLANES | FF_INVERTPLANES | FF_NOSHADE | FF_FIX;
if (param2 & 1) flags |= FF_SEETHROUGH; // marker for allowing missing texture checks
alpha = 255;
}
else
{
static const int defflags[] = { 0,
FF_SOLID,
FF_SWIMMABLE | FF_BOTHPLANES | FF_ALLSIDES | FF_SHOOTTHROUGH | FF_SEETHROUGH,
FF_SHOOTTHROUGH | FF_SEETHROUGH,
};
flags = defflags[param & 3] | FF_EXISTS | FF_RENDERALL;
if (param & 4) flags |= FF_ALLSIDES | FF_BOTHPLANES;
if (param & 16) flags ^= FF_SEETHROUGH;
if (param & 32) flags ^= FF_SHOOTTHROUGH;
if (param2 & 1) flags |= FF_NOSHADE;
if (param2 & 2) flags |= FF_DOUBLESHADOW;
if (param2 & 4) flags |= FF_FOG;
if (param2 & 8) flags |= FF_THINFLOOR;
if (param2 & 16) flags |= FF_UPPERTEXTURE;
if (param2 & 32) flags |= FF_LOWERTEXTURE;
if (param2 & 64) flags |= FF_ADDITIVETRANS | FF_TRANSLUCENT;
// if flooding is used the floor must be non-solid and is automatically made shootthrough and seethrough
if ((param2 & 128) && !(flags & FF_SOLID)) flags |= FF_FLOOD | FF_SEETHROUGH | FF_SHOOTTHROUGH;
if (param2 & 512) flags |= FF_FADEWALLS;
if (param2&1024) flags |= FF_RESET;
FTextureID tex = line->sidedef[0]->GetTexture(side_t::top);
if (!tex.Exists() && alpha < 255)
{
alpha = -tex.GetIndex();
}
alpha = clamp(alpha, 0, 255);
if (alpha == 0) flags &= ~(FF_RENDERALL | FF_BOTHPLANES | FF_ALLSIDES);
else if (alpha != 255) flags |= FF_TRANSLUCENT;
}
P_Add3DFloor(ss, sec, line, flags, alpha);
}
// To be 100% safe this should be done even if the alpha by texture value isn't used.
if (!line->sidedef[0]->GetTexture(side_t::top).isValid())
line->sidedef[0]->SetTexture(side_t::top, FNullTextureID());
return 1;
}
//==========================================================================
//
// Spawns 3D floors
//
//==========================================================================
void P_Spawn3DFloors (void)
void MapLoader::Spawn3DFloors ()
{
static int flagvals[] = {512, 2+512, 512+1024};
for (auto &line : level.lines)
for (auto &line : Level->lines)
{
switch(line.special)
{
case ExtraFloor_LightOnly:
if (line.args[1] < 0 || line.args[1] > 2) line.args[1] = 0;
if (line.args[0] != 0)
P_Set3DFloor(&line, 3, flagvals[line.args[1]], 0);
Set3DFloor(&line, 3, flagvals[line.args[1]], 0);
break;
case Sector_Set3DFloor:
// The flag high-byte/line id is only needed in Hexen format.
// UDMF can set both of these parameters without any restriction of the usable values.
// In Doom format the translators can take full integers for the tag and the line ID always is the same as the tag.
if (level.maptype == MAPTYPE_HEXEN)
if (Level->maptype == MAPTYPE_HEXEN)
{
if (line.args[1]&8)
{
@ -912,7 +912,7 @@ void P_Spawn3DFloors (void)
line.args[4]=0;
}
}
P_Set3DFloor(&line, line.args[1]&~8, line.args[2], line.args[3]);
Set3DFloor(&line, line.args[1]&~8, line.args[2], line.args[3]);
break;
default:
@ -922,7 +922,7 @@ void P_Spawn3DFloors (void)
line.args[0] = line.args[1] = line.args[2] = line.args[3] = line.args[4] = 0;
}
for (auto &sec : level.sectors)
for (auto &sec : Level->sectors)
{
P_Recalculate3DFloors(&sec);
}

View File

@ -149,7 +149,7 @@ void P_Attach3dMidtexLinesToSector(sector_t *sector, int lineid, int tag, bool c
if (tag == 0)
{
FLineIdIterator itr(lineid);
auto itr = level.GetLineIdIterator(lineid);
int line;
while ((line = itr.Next()) >= 0)
{
@ -165,13 +165,13 @@ void P_Attach3dMidtexLinesToSector(sector_t *sector, int lineid, int tag, bool c
}
else
{
FSectorTagIterator it(tag);
auto it = level.GetSectorTagIterator(tag);
int sec;
while ((sec = it.Next()) >= 0)
{
for (auto ln : level.sectors[sec].Lines)
{
if (lineid != 0 && !tagManager.LineHasID(ln, lineid)) continue;
if (lineid != 0 && !level.LineHasId(ln, lineid)) continue;
if (ln->frontsector == NULL || ln->backsector == NULL || !(ln->flags & ML_3DMIDTEX))
{

View File

@ -1838,7 +1838,7 @@ DPlaneWatcher::DPlaneWatcher (AActor *it, line_t *line, int lineSide, bool ceili
Args[2] = arg2;
Args[3] = arg3;
Args[4] = arg4;
secnum = P_FindFirstSectorFromTag (tag);
secnum = level.FindFirstSectorFromTag (tag);
if (secnum >= 0)
{
secplane_t plane;
@ -3609,7 +3609,7 @@ do_count:
if (actor->health > 0 &&
(kind == NULL || actor->IsA (kind)))
{
if (tag == -1 || tagManager.SectorHasTag(actor->Sector, tag))
if (tag == -1 || level.SectorHasTag(actor->Sector, tag))
{
// Don't count items in somebody's inventory
if (actor->IsMapActor())
@ -3628,7 +3628,7 @@ do_count:
if (actor->health > 0 &&
(kind == NULL || actor->IsA (kind)))
{
if (tag == -1 || tagManager.SectorHasTag(actor->Sector, tag))
if (tag == -1 || level.SectorHasTag(actor->Sector, tag))
{
// Don't count items in somebody's inventory
if (actor->IsMapActor())
@ -3664,7 +3664,7 @@ void DLevelScript::ChangeFlat (int tag, int name, bool floorOrCeiling)
flat = TexMan.GetTextureID(flatname, ETextureType::Flat, FTextureManager::TEXMAN_Overridable);
FSectorTagIterator it(tag);
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
int pos = floorOrCeiling? sector_t::ceiling : sector_t::floor;
@ -3696,7 +3696,7 @@ void DLevelScript::SetLineTexture (int lineid, int side, int position, int name)
texture = TexMan.GetTextureID(texname, ETextureType::Wall, FTextureManager::TEXMAN_Overridable);
FLineIdIterator itr(lineid);
auto itr = level.GetLineIdIterator(lineid);
while ((linenum = itr.Next()) >= 0)
{
side_t *sidedef;
@ -4802,7 +4802,7 @@ int DLevelScript::SideFromID(int id, int side)
}
else
{
int line = P_FindFirstLineFromID(id);
int line = level.FindFirstLineFromID(id);
if (line == -1) return -1;
if (level.lines[line].sidedef[side] == NULL) return -1;
return level.lines[line].sidedef[side]->UDMFIndex;
@ -4818,7 +4818,7 @@ int DLevelScript::LineFromID(int id)
}
else
{
return P_FindFirstLineFromID(id);
return level.FindFirstLineFromID(id);
}
}
@ -5304,10 +5304,10 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args)
return 0; // Not implemented yet
case ACSF_GetSectorUDMFInt:
return GetUDMFInt(UDMF_Sector, P_FindFirstSectorFromTag(args[0]), level.Behaviors.LookupString(args[1]));
return GetUDMFInt(UDMF_Sector, level.FindFirstSectorFromTag(args[0]), level.Behaviors.LookupString(args[1]));
case ACSF_GetSectorUDMFFixed:
return DoubleToACS(GetUDMFFloat(UDMF_Sector, P_FindFirstSectorFromTag(args[0]), level.Behaviors.LookupString(args[1])));
return DoubleToACS(GetUDMFFloat(UDMF_Sector, level.FindFirstSectorFromTag(args[0]), level.Behaviors.LookupString(args[1])));
case ACSF_GetSideUDMFInt:
return GetUDMFInt(UDMF_Side, SideFromID(args[0], args[1]), level.Behaviors.LookupString(args[2]));
@ -5639,7 +5639,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args)
int space = args[2] < CHAN_FLOOR || args[2] > CHAN_INTERIOR ? CHAN_FULLHEIGHT : args[2];
if (seqname != NULL)
{
FSectorTagIterator it(args[0]);
auto it = level.GetSectorTagIterator(args[0]);
int s;
while ((s = it.Next()) >= 0)
{
@ -6187,7 +6187,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
if (argCount >= 2)
{
int line;
FLineIdIterator itr(args[0]);
auto itr = level.GetLineIdIterator(args[0]);
while ((line = itr.Next()) >= 0)
{
level.lines[line].activation = args[1];
@ -6198,7 +6198,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
case ACSF_GetLineActivation:
if (argCount > 0)
{
int line = P_FindFirstLineFromID(args[0]);
int line = level.FindFirstLineFromID(args[0]);
return line >= 0 ? level.lines[line].activation : 0;
}
break;
@ -6411,7 +6411,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
case ACSF_SetSectorDamage:
if (argCount >= 2)
{
FSectorTagIterator it(args[0]);
auto it = level.GetSectorTagIterator(args[0]);
int s;
while ((s = it.Next()) >= 0)
{
@ -6431,7 +6431,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
if (args[1] == sector_t::floor || args[1] == sector_t::ceiling)
{
int terrain = P_FindTerrain(level.Behaviors.LookupString(args[2]));
FSectorTagIterator it(args[0]);
auto it = level.GetSectorTagIterator(args[0]);
int s;
while ((s = it.Next()) >= 0)
{
@ -6572,7 +6572,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
float height = float(args[5]);
if (args[2] == -1) color = -1;
FSectorTagIterator it(args[0]);
auto it = level.GetSectorTagIterator(args[0]);
int s;
while ((s = it.Next()) >= 0)
{
@ -6584,7 +6584,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
case ACSF_SetFogDensity:
{
FSectorTagIterator it(args[0]);
auto it = level.GetSectorTagIterator(args[0]);
int s;
int d = clamp(args[1]/2, 0, 255);
while ((s = it.Next()) >= 0)
@ -6644,7 +6644,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
case ACSF_GetSectorHealth:
{
int part = args[1];
FSectorTagIterator it(args[0]);
auto it = level.GetSectorTagIterator(args[0]);
int s = it.Next();
if (s < 0)
return 0;
@ -6670,7 +6670,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
case ACSF_GetLineHealth:
{
FLineIdIterator it(args[0]);
auto it = level.GetLineIdIterator(args[0]);
int l = it.Next();
if (l < 0)
return 0;
@ -6687,7 +6687,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
case ACSF_GetLineX:
case ACSF_GetLineY:
{
FLineIdIterator it(args[0]);
auto it = level.GetLineIdIterator(args[0]);
int lineno = it.Next();
if (lineno < 0) return 0;
DVector2 delta = level.lines[lineno].Delta();
@ -6803,7 +6803,7 @@ int DLevelScript::RunScript ()
// state running
{
int secnum;
FSectorTagIterator it(statedata);
auto it = level.GetSectorTagIterator(statedata);
while ((secnum = it.Next()) >= 0)
{
if (level.sectors[secnum].floordata || level.sectors[secnum].ceilingdata)
@ -8911,7 +8911,7 @@ scriptwait:
{
int lineno;
FLineIdIterator itr(STACK(2));
auto itr = level.GetLineIdIterator(STACK(2));
while ((lineno = itr.Next()) >= 0)
{
auto &line = level.lines[lineno];
@ -8948,7 +8948,7 @@ scriptwait:
{
int line;
FLineIdIterator itr(STACK(2));
auto itr = level.GetLineIdIterator(STACK(2));
while ((line = itr.Next()) >= 0)
{
if (STACK(1))
@ -8974,7 +8974,7 @@ scriptwait:
arg0 = -FName(level.Behaviors.LookupString(arg0));
}
FLineIdIterator itr(STACK(7));
auto itr = level.GetLineIdIterator(STACK(7));
while ((linenum = itr.Next()) >= 0)
{
line_t *line = &level.lines[linenum];
@ -9450,9 +9450,9 @@ scriptwait:
double z = 0;
if (tag != 0)
secnum = P_FindFirstSectorFromTag (tag);
secnum = level.FindFirstSectorFromTag (tag);
else
secnum = P_PointInSector (x, y)->sectornum;
secnum = level.PointInSector (DVector2(x, y))->sectornum;
if (secnum >= 0)
{
@ -9472,7 +9472,7 @@ scriptwait:
case PCD_GETSECTORLIGHTLEVEL:
{
int secnum = P_FindFirstSectorFromTag (STACK(1));
int secnum = level.FindFirstSectorFromTag (STACK(1));
int z = -1;
if (secnum >= 0)

View File

@ -3288,7 +3288,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LineEffect)
if ((oldjunk.special = special)) // Linedef type
{
oldjunk.tag = tag; // Sector tag for linedef
P_TranslateLineDef(&junk, &oldjunk); // Turn into native type
level.TranslateLineDef(&junk, &oldjunk); // Turn into native type
res = !!P_ExecuteSpecial(junk.special, NULL, self, false, junk.args[0],
junk.args[1], junk.args[2], junk.args[3], junk.args[4]);
if (res && !(junk.flags & ML_REPEAT_SPECIAL)) // If only once,
@ -4828,7 +4828,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckTerrain)
}
else if (sec->special == Scroll_StrifeCurrent)
{
int anglespeed = tagManager.GetFirstSectorTag(sec) - 100;
int anglespeed = level.GetFirstSectorTag(sec) - 100;
double speed = (anglespeed % 10) / 16.;
DAngle an = (anglespeed / 10) * (360 / 8.);
self->Thrust(an, speed);

View File

@ -520,7 +520,7 @@ bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
}
// affects all sectors with the same tag as the linedef
FSectorTagIterator it(tag);
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
rtn |= P_CreateCeiling(&level.sectors[secnum], type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
@ -592,7 +592,7 @@ bool EV_CeilingCrushStop (int tag, bool remove)
bool EV_StopCeiling(int tag, line_t *line)
{
int sec;
FSectorTagIterator it(tag, line);
auto it = level.GetSectorTagIterator(tag, line);
while ((sec = it.Next()) >= 0)
{
if (level.sectors[sec].ceilingdata)

View File

@ -490,7 +490,7 @@ bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing,
else
{ // [RH] Remote door
FSectorTagIterator it(tag);
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sec = &level.sectors[secnum];
@ -787,7 +787,7 @@ bool EV_SlidingDoor (line_t *line, AActor *actor, int tag, int speed, int delay,
return false;
}
FSectorTagIterator it(tag);
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sec = &level.sectors[secnum];

View File

@ -532,7 +532,7 @@ bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
bool rtn = false;
// check if a manual trigger; if so do just the sector on the backside
FSectorTagIterator it(tag, line);
auto it = level.GetSectorTagIterator(tag, line);
while ((secnum = it.Next()) >= 0)
{
rtn |= P_CreateFloor(&level.sectors[secnum], floortype, line, speed, height, crush, change, hexencrush, hereticlower);
@ -551,7 +551,7 @@ bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
bool EV_FloorCrushStop (int tag, line_t *line)
{
int secnum;
FSectorTagIterator it(tag, line);
auto it = level.GetSectorTagIterator(tag, line);
while ((secnum = it.Next()) >= 0)
{
sector_t *sec = &level.sectors[secnum];
@ -571,7 +571,7 @@ bool EV_FloorCrushStop (int tag, line_t *line)
bool EV_StopFloor(int tag, line_t *line)
{
int sec;
FSectorTagIterator it(tag, line);
auto it = level.GetSectorTagIterator(tag, line);
while ((sec = it.Next()) >= 0)
{
if (level.sectors[sec].floordata)
@ -619,7 +619,7 @@ bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
persteptime = int(stairsize / speed);
// check if a manual trigger, if so do just the sector on the backside
FSectorTagIterator itr(tag, line);
auto itr = level.GetSectorTagIterator(tag, line);
// The compatibility mode doesn't work with a hashing algorithm.
// It needs the original linear search method. This was broken in Boom.
bool compatible = tag != 0 && (i_compatflags & COMPATF_STAIRINDEX);
@ -794,7 +794,7 @@ bool EV_DoDonut (int tag, line_t *line, double pillarspeed, double slimespeed)
rtn = false;
FSectorTagIterator itr(tag, line);
auto itr = level.GetSectorTagIterator(tag, line);
while ((secnum = itr.Next()) >= 0)
{
s1 = &level.sectors[secnum]; // s1 is pillar's sector
@ -1011,7 +1011,7 @@ bool EV_DoElevator (line_t *line, DElevator::EElevator elevtype,
secnum = -1;
rtn = false;
FSectorTagIterator itr(tag, line);
auto itr = level.GetSectorTagIterator(tag, line);
// act on all sectors with the same tag as the triggering linedef
while ((secnum = itr.Next()) >= 0)
@ -1106,7 +1106,7 @@ bool EV_DoChange (line_t *line, EChange changetype, int tag)
rtn = false;
// change all sectors with the same tag as the linedef
FSectorTagIterator it(tag);
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sec = &level.sectors[secnum];
@ -1320,7 +1320,7 @@ bool EV_StartWaggle (int tag, line_t *line, int height, int speed, int offset,
retCode = false;
FSectorTagIterator itr(tag, line);
auto itr = level.GetSectorTagIterator(tag, line);
while ((sectorIndex = itr.Next()) >= 0)
{

View File

@ -327,7 +327,7 @@ DFlicker::DFlicker (sector_t *sector, int upper, int lower)
void EV_StartLightFlickering (int tag, int upper, int lower)
{
int secnum;
FSectorTagIterator it(tag);
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
Create<DFlicker> (&level.sectors[secnum], upper, lower);
@ -504,7 +504,7 @@ DStrobe::DStrobe (sector_t *sector, int utics, int ltics, bool inSync)
void EV_StartLightStrobing (int tag, int upper, int lower, int utics, int ltics)
{
int secnum;
FSectorTagIterator it(tag);
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sec = &level.sectors[secnum];
@ -518,7 +518,7 @@ void EV_StartLightStrobing (int tag, int upper, int lower, int utics, int ltics)
void EV_StartLightStrobing (int tag, int utics, int ltics)
{
int secnum;
FSectorTagIterator it(tag);
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sec = &level.sectors[secnum];
@ -540,7 +540,7 @@ void EV_StartLightStrobing (int tag, int utics, int ltics)
void EV_TurnTagLightsOff (int tag)
{
int secnum;
FSectorTagIterator it(tag);
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sector = &level.sectors[secnum];
@ -569,7 +569,7 @@ void EV_TurnTagLightsOff (int tag)
void EV_LightTurnOn (int tag, int bright)
{
int secnum;
FSectorTagIterator it(tag);
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sector = &level.sectors[secnum];
@ -622,7 +622,7 @@ void EV_LightTurnOnPartway (int tag, double frac)
// Search all sectors for ones with same tag as activating line
int secnum;
FSectorTagIterator it(tag);
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *temp, *sector = &level.sectors[secnum];
@ -658,7 +658,7 @@ void EV_LightTurnOnPartway (int tag, double frac)
void EV_LightChange (int tag, int value)
{
int secnum;
FSectorTagIterator it(tag);
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
level.sectors[secnum].SetLightLevel(level.sectors[secnum].lightlevel + value);
@ -824,7 +824,7 @@ void EV_StartLightGlowing (int tag, int upper, int lower, int tics)
lower = temp;
}
FSectorTagIterator it(tag);
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sec = &level.sectors[secnum];
@ -844,7 +844,7 @@ void EV_StartLightGlowing (int tag, int upper, int lower, int tics)
void EV_StartLightFading (int tag, int value, int tics)
{
int secnum;
FSectorTagIterator it(tag);
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sec = &level.sectors[secnum];
@ -990,7 +990,7 @@ void EV_StopLightEffect (int tag)
while ((effect = iterator.Next()) != NULL)
{
if (tagManager.SectorHasTag(effect->GetSector(), tag))
if (level.SectorHasTag(effect->GetSector(), tag))
{
effect->Destroy();
}

View File

@ -288,7 +288,7 @@ static void RemoveTaggedSectors(extsector_t::linked::plane &scrollplane, int tag
{
for(int i = scrollplane.Sectors.Size()-1; i>=0; i--)
{
if (tagManager.SectorHasTag(scrollplane.Sectors[i].Sector, tag))
if (level.SectorHasTag(scrollplane.Sectors[i].Sector, tag))
{
scrollplane.Sectors.Delete(i);
}
@ -327,7 +327,7 @@ bool P_AddSectorLinks(sector_t *control, int tag, INTBOOL ceiling, int movetype)
if (movetype > 0)
{
int sec;
FSectorTagIterator itr(tag);
auto itr = level.GetSectorTagIterator(tag);
while ((sec = itr.Next()) >= 0)
{
// Don't attach to self (but allow attaching to this sector's oposite plane.
@ -360,7 +360,7 @@ void P_AddSectorLinksByID(sector_t *control, int id, INTBOOL ceiling)
{
extsector_t::linked::plane &scrollplane = ceiling? control->e->Linked.Ceiling : control->e->Linked.Floor;
FLineIdIterator itr(id);
auto itr = level.GetLineIdIterator(id);
int line;
while ((line = itr.Next()) >= 0)
{

View File

@ -1520,7 +1520,7 @@ FUNC(LS_Thing_Destroy)
while (actor)
{
AActor *temp = iterator.Next ();
if (actor->flags & MF_SHOOTABLE && tagManager.SectorHasTag(actor->Sector, arg2))
if (actor->flags & MF_SHOOTABLE && Level->SectorHasTag(actor->Sector, arg2))
P_DamageMobj (actor, NULL, it, arg1 ? TELEFRAG_DAMAGE : actor->health, NAME_None);
actor = temp;
}
@ -1533,7 +1533,7 @@ FUNC(LS_Thing_Destroy)
while (actor)
{
AActor *temp = iterator.Next ();
if (actor->flags & MF_SHOOTABLE && (arg2 == 0 || tagManager.SectorHasTag(actor->Sector, arg2)))
if (actor->flags & MF_SHOOTABLE && (arg2 == 0 || Level->SectorHasTag(actor->Sector, arg2)))
P_DamageMobj (actor, NULL, it, arg1 ? TELEFRAG_DAMAGE : actor->health, NAME_None);
actor = temp;
}
@ -2194,7 +2194,7 @@ FUNC(LS_Sector_ChangeSound)
return false;
rtn = false;
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
while ((secNum = itr.Next()) >= 0)
{
Level->sectors[secNum].seqType = arg1;
@ -2213,7 +2213,7 @@ FUNC(LS_Sector_ChangeFlags)
return false;
rtn = false;
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
// exclude protected flags
arg1 &= ~SECF_NOMODIFY;
arg2 &= ~SECF_NOMODIFY;
@ -2262,7 +2262,7 @@ FUNC(LS_Sector_SetTranslucent)
if (arg0 != 0)
{
int secnum;
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
while ((secnum = itr.Next()) >= 0)
{
Level->sectors[secnum].SetAlpha(arg1, clamp(arg2, 0, 255) / 255.);
@ -2278,7 +2278,7 @@ FUNC(LS_Sector_SetLink)
{
if (arg0 != 0) // control tag == 0 is for static initialization and must not be handled here
{
int control = P_FindFirstSectorFromTag(arg0);
int control = level.FindFirstSectorFromTag(arg0);
if (control >= 0)
{
return P_AddSectorLinks(&Level->sectors[control], arg1, arg2, arg3);
@ -2379,7 +2379,7 @@ FUNC(LS_Sector_SetDamage)
// problems by adding an unwanted constructor.
// Since it doesn't really matter whether the type is translated
// here or in P_PlayerInSpecialSector I think it's the best solution.
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
@ -2418,7 +2418,7 @@ FUNC(LS_Sector_SetGravity)
arg2 = 99;
gravity = (double)arg1 + (double)arg2 * 0.01;
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
Level->sectors[secnum].gravity = gravity;
@ -2429,7 +2429,7 @@ FUNC(LS_Sector_SetGravity)
FUNC(LS_Sector_SetColor)
// Sector_SetColor (tag, r, g, b, desaturate)
{
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
@ -2442,7 +2442,7 @@ FUNC(LS_Sector_SetColor)
FUNC(LS_Sector_SetFade)
// Sector_SetFade (tag, r, g, b)
{
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
@ -2457,7 +2457,7 @@ FUNC(LS_Sector_SetCeilingPanning)
double xofs = arg1 + arg2 / 100.;
double yofs = arg3 + arg4 / 100.;
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
@ -2473,7 +2473,7 @@ FUNC(LS_Sector_SetFloorPanning)
double xofs = arg1 + arg2 / 100.;
double yofs = arg3 + arg4 / 100.;
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
@ -2494,7 +2494,7 @@ FUNC(LS_Sector_SetFloorScale)
if (yscale)
yscale = 1. / yscale;
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
@ -2517,7 +2517,7 @@ FUNC(LS_Sector_SetCeilingScale)
if (yscale)
yscale = 1. / yscale;
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
@ -2539,7 +2539,7 @@ FUNC(LS_Sector_SetFloorScale2)
if (yscale)
yscale = 1. / yscale;
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
@ -2561,7 +2561,7 @@ FUNC(LS_Sector_SetCeilingScale2)
if (yscale)
yscale = 1. / yscale;
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
@ -2579,7 +2579,7 @@ FUNC(LS_Sector_SetRotation)
DAngle ceiling = (double)arg2;
DAngle floor = (double)arg1;
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
@ -2594,7 +2594,7 @@ FUNC(LS_Line_AlignCeiling)
{
bool ret = 0;
FLineIdIterator itr(arg0);
auto itr = Level->GetLineIdIterator(arg0);
int line;
while ((line = itr.Next()) >= 0)
{
@ -2608,7 +2608,7 @@ FUNC(LS_Line_AlignFloor)
{
bool ret = 0;
FLineIdIterator itr(arg0);
auto itr = Level->GetLineIdIterator(arg0);
int line;
while ((line = itr.Next()) >= 0)
{
@ -2627,7 +2627,7 @@ FUNC(LS_Line_SetTextureOffset)
if (arg0 == 0 || arg3 < 0 || arg3 > 1)
return false;
FLineIdIterator itr(arg0);
auto itr = Level->GetLineIdIterator(arg0);
int line;
while ((line = itr.Next()) >= 0)
{
@ -2682,7 +2682,7 @@ FUNC(LS_Line_SetTextureScale)
if (arg0 == 0 || arg3 < 0 || arg3 > 1)
return false;
FLineIdIterator itr(arg0);
auto itr = Level->GetLineIdIterator(arg0);
int line;
while ((line = itr.Next()) >= 0)
{
@ -2756,7 +2756,7 @@ FUNC(LS_Line_SetBlocking)
if (arg2 & 1) clearflags |= flagtrans[i];
}
FLineIdIterator itr(arg0);
auto itr = Level->GetLineIdIterator(arg0);
int line;
while ((line = itr.Next()) >= 0)
{
@ -2788,7 +2788,7 @@ FUNC(LS_Line_SetAutomapFlags)
if (arg2 & 1) clearflags |= flagtrans[i];
}
FLineIdIterator itr(arg0);
auto itr = Level->GetLineIdIterator(arg0);
int line;
while ((line = itr.Next()) >= 0)
{
@ -2803,7 +2803,7 @@ FUNC(LS_Line_SetAutomapStyle)
{
if (arg1 < AMLS_COUNT && arg1 >= 0)
{
FLineIdIterator itr(arg0);
auto itr = Level->GetLineIdIterator(arg0);
int line;
while ((line = itr.Next()) >= 0)
{
@ -3103,7 +3103,7 @@ FUNC(LS_SetPlayerProperty)
FUNC(LS_TranslucentLine)
// TranslucentLine (id, amount, type)
{
FLineIdIterator itr(arg0);
auto itr = Level->GetLineIdIterator(arg0);
int linenum;
while ((linenum = itr.Next()) >= 0)
{
@ -3233,7 +3233,7 @@ FUNC(LS_ClearForceField)
{
bool rtn = false;
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
@ -3409,7 +3409,7 @@ FUNC(LS_Sector_SetPlaneReflection)
// Sector_SetPlaneReflection (tag, floor, ceiling)
{
int secnum;
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
while ((secnum = itr.Next()) >= 0)
{
@ -3450,7 +3450,7 @@ FUNC(LS_Sector_SetFloorGlow)
int secnum;
PalEntry color(arg2, arg3, arg4);
if (arg1 < 0) color = -1; // negative height invalidates the glow.
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
while ((secnum = itr.Next()) >= 0)
{
@ -3467,7 +3467,7 @@ FUNC(LS_Sector_SetCeilingGlow)
int secnum;
PalEntry color(arg2, arg3, arg4);
if (arg1 < 0) color = -1; // negative height invalidates the glow.
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
while ((secnum = itr.Next()) >= 0)
{
@ -3481,7 +3481,7 @@ FUNC(LS_Sector_SetCeilingGlow)
FUNC(LS_Line_SetHealth)
// Line_SetHealth(id, health)
{
FLineIdIterator itr(arg0);
auto itr = Level->GetLineIdIterator(arg0);
int l;
if (arg1 < 0)
@ -3500,7 +3500,7 @@ FUNC(LS_Line_SetHealth)
FUNC(LS_Sector_SetHealth)
// Sector_SetHealth(id, part, health)
{
FSectorTagIterator itr(arg0);
auto itr = Level->GetSectorTagIterator(arg0);
int s;
if (arg2 < 0)

View File

@ -3776,7 +3776,7 @@ void AActor::Tick ()
}
else if (scrolltype == Scroll_StrifeCurrent)
{ // Strife scroll special
int anglespeed = tagManager.GetFirstSectorTag(sec) - 100;
int anglespeed = level.GetFirstSectorTag(sec) - 100;
double carryspeed = (anglespeed % 10) / (16 * CARRYFACTOR);
DAngle angle = ((anglespeed / 10) * 45.);
scrollv += angle.ToVector(carryspeed);

View File

@ -218,7 +218,7 @@ bool EV_DoPillar (DPillar::EPillar type, line_t *line, int tag,
bool rtn = false;
// check if a manual trigger; if so do just the sector on the backside
FSectorTagIterator itr(tag, line);
auto itr = level.GetSectorTagIterator(tag, line);
while ((secnum = itr.Next()) >= 0)
{
sec = &level.sectors[secnum];

View File

@ -244,7 +244,7 @@ bool EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type, double height,
// [RH] If tag is zero, use the sector on the back side
// of the activating line (if any).
FSectorTagIterator itr(tag, line);
auto itr = level.GetSectorTagIterator(tag, line);
while ((secnum = itr.Next()) >= 0)
{
sec = &level.sectors[secnum];

View File

@ -175,7 +175,7 @@ DPusher::DPusher (DPusher::EPusher type, line_t *l, int magnitude, int angle,
int DPusher::CheckForSectorMatch (EPusher type, int tag)
{
if (m_Type == type && tagManager.SectorHasTag(m_Affectee, tag))
if (m_Type == type && level.SectorHasTag(m_Affectee, tag))
return m_Affectee;
else
return -1;
@ -444,7 +444,7 @@ void AdjustPusher (int tag, int magnitude, int angle, bool wind)
int secnum;
// Now create pushers for any sectors that don't already have them.
FSectorTagIterator itr(tag);
auto itr = level.GetSectorTagIterator(tag);
while ((secnum = itr.Next()) >= 0)
{
unsigned int i;

View File

@ -648,7 +648,7 @@ void SetWallScroller (FLevelLocals *Level, int id, int sidechoice, double dx, do
{
auto wall = scroller->GetWall ();
if (wall != nullptr && tagManager.LineHasID(wall->linedef, id) && wall->linedef->sidedef[sidechoice] == wall && Where == scroller->GetScrollParts())
if (wall != nullptr && Level->LineHasId(wall->linedef, id) && wall->linedef->sidedef[sidechoice] == wall && Where == scroller->GetScrollParts())
{
scroller->Destroy ();
}
@ -669,7 +669,7 @@ void SetWallScroller (FLevelLocals *Level, int id, int sidechoice, double dx, do
if (wall != nullptr)
{
auto line = wall->linedef;
if (tagManager.LineHasID(line, id) && line->sidedef[sidechoice] == wall && Where == scroll->GetScrollParts())
if (Level->LineHasId(line, id) && line->sidedef[sidechoice] == wall && Where == scroll->GetScrollParts())
{
scroll->SetRate(dx, dy);
Collection.Push(scroll);
@ -682,7 +682,7 @@ void SetWallScroller (FLevelLocals *Level, int id, int sidechoice, double dx, do
int linenum;
// Now create scrollers for any walls that don't already have them.
FLineIdIterator itr(id);
auto itr = Level->GetLineIdIterator(id);
while ((linenum = itr.Next()) >= 0)
{
side_t *side = Level->lines[linenum].sidedef[sidechoice];

View File

@ -275,6 +275,7 @@ void FLevelLocals::ClearLevelData()
}
ClearPortals();
tagManager.Clear();
SpotState = nullptr;
ACSThinker = nullptr;
FraggleScriptThinker = nullptr;
@ -341,7 +342,6 @@ void P_FreeLevelData ()
level.ClearAllSubsectorLinks(); // can't be done as part of the polyobj deletion process.
SN_StopAllSequences ();
DThinker::DestroyAllThinkers ();
tagManager.Clear();
level.Behaviors.UnloadModules ();

View File

@ -157,7 +157,6 @@ struct line_t;
struct maplinedef_t;
void P_LoadTranslator(const char *lumpname);
void P_TranslateLineDef (line_t *ld, maplinedef_t *mld, int lineindexforid = -1);
int P_TranslateSectorSpecial (int);
int GetUDMFInt(int type, int index, FName key);

View File

@ -201,9 +201,9 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, DVe
!repeat && // only non-repeatable triggers
(special<Generic_Floor || special>Generic_Crusher) && // not for Boom's generalized linedefs
special && // not for lines without a special
tagManager.LineHasID(line, line->args[0]) && // Safety check: exclude edited UDMF linedefs or ones that don't map the tag to args[0]
level.LineHasId(line, line->args[0]) && // Safety check: exclude edited UDMF linedefs or ones that don't map the tag to args[0]
line->args[0] && // only if there's a tag (which is stored in the first arg)
P_FindFirstSectorFromTag (line->args[0]) == -1) // only if no sector is tagged to this linedef
level.FindFirstSectorFromTag (line->args[0]) == -1) // only if no sector is tagged to this linedef
{
P_ChangeSwitchTexture (line->sidedef[0], repeat, special);
line->special = 0;
@ -516,7 +516,7 @@ static void DoSectorDamage(AActor *actor, sector_t *sec, int amount, FName type,
void P_SectorDamage(FLevelLocals *Level, int tag, int amount, FName type, PClassActor *protectClass, int flags)
{
FSectorTagIterator itr(tag);
auto itr = Level->GetSectorTagIterator(tag);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
@ -751,13 +751,13 @@ DLightTransfer::DLightTransfer (sector_t *srcSec, int target, bool copyFloor)
auto Level = &level;
if (copyFloor)
{
FSectorTagIterator itr(target);
auto itr = Level->GetSectorTagIterator(target);
while ((secnum = itr.Next()) >= 0)
Level->sectors[secnum].ChangeFlags(sector_t::floor, 0, PLANEF_ABSLIGHTING);
}
else
{
FSectorTagIterator itr(target);
auto itr = Level->GetSectorTagIterator(target);
while ((secnum = itr.Next()) >= 0)
Level->sectors[secnum].ChangeFlags(sector_t::ceiling, 0, PLANEF_ABSLIGHTING);
}
@ -782,13 +782,13 @@ void DLightTransfer::DoTransfer (int llevel, int target, bool floor)
auto Level = &level;
if (floor)
{
FSectorTagIterator itr(target);
auto itr = Level->GetSectorTagIterator(target);
while ((secnum = itr.Next()) >= 0)
Level->sectors[secnum].SetPlaneLight(sector_t::floor, llevel);
}
else
{
FSectorTagIterator itr(target);
auto itr = Level->GetSectorTagIterator(target);
while ((secnum = itr.Next()) >= 0)
Level->sectors[secnum].SetPlaneLight(sector_t::ceiling, llevel);
}
@ -850,8 +850,8 @@ DWallLightTransfer::DWallLightTransfer (sector_t *srcSec, int target, uint8_t fl
wallflags = WALLF_ABSLIGHTING | WALLF_NOFAKECONTRAST;
}
FLineIdIterator itr(target);
auto Level = &level;
auto itr = Level->GetLineIdIterator(target);
while ((linenum = itr.Next()) >= 0)
{
if (flags & WLF_SIDE1 && Level->lines[linenum].sidedef[0] != NULL)
@ -883,7 +883,7 @@ void DWallLightTransfer::DoTransfer (short lightlevel, int target, uint8_t flags
int linenum;
auto Level = &level;
FLineIdIterator itr(target);
auto itr = Level->GetLineIdIterator(target);
while ((linenum = itr.Next()) >= 0)
{
line_t *line = &Level->lines[linenum];

View File

@ -371,7 +371,7 @@ int FSectorTagIterator::NextCompat(bool compat, int start)
for (unsigned i = start + 1; i < level.sectors.Size(); i++)
{
if (tagManager.SectorHasTag(i, searchtag)) return i;
if (level.SectorHasTag(i, searchtag)) return i;
}
return -1;
}

View File

@ -13,6 +13,7 @@ struct FTagItem
class FSectorTagIterator;
class FLineIdIterator;
struct FLevelLocals;
class FTagManager
{
@ -21,8 +22,12 @@ class FTagManager
TAG_HASH_SIZE = 256
};
// Only the iterators and the map loader, including its helpers may access this. Everything else should go through FLevelLocals's interface.
friend class FSectorTagIterator;
friend class FLineIdIterator;
friend class MapLoader;
friend struct FLevelLocals;
friend class UDMFParser;
TArray<FTagItem> allTags;
TArray<FTagItem> allIDs;
@ -41,7 +46,6 @@ class FTagManager
return sect >= 0 && sect < (int)startForLine.Size() && startForLine[sect] >= 0;
}
public:
void Clear()
{
allTags.Clear();
@ -63,6 +67,7 @@ public:
bool LineHasID(const line_t *line, int id) const;
void HashTags();
public: // The ones below are called by functions that cannot be declared as friend.
void AddSectorTag(int sector, int tag);
void AddLineID(int line, int tag);
void RemoveSectorTags(int sect);
@ -75,6 +80,7 @@ extern FTagManager tagManager;
class FSectorTagIterator
{
friend struct FLevelLocals;
protected:
int searchtag;
int start;
@ -104,7 +110,6 @@ protected:
}
}
public:
FSectorTagIterator(int tag)
{
Init(tag);
@ -115,38 +120,27 @@ public:
{
Init(tag, line);
}
public:
int Next();
int NextCompat(bool compat, int secnum);
};
class FLineIdIterator
{
friend struct FLevelLocals;
protected:
int searchtag;
int start;
public:
FLineIdIterator(int id)
{
searchtag = id;
start = tagManager.IDHashFirst[((unsigned int)id) % FTagManager::TAG_HASH_SIZE];
}
public:
int Next();
};
inline int P_FindFirstSectorFromTag(int tag)
{
FSectorTagIterator it(tag);
return it.Next();
}
inline int P_FindFirstLineFromID(int tag)
{
FLineIdIterator it(tag);
return it.Next();
}
#endif

View File

@ -254,7 +254,7 @@ static AActor *SelectTeleDest (int tid, int tag, bool norandom)
int count = 0;
while ( (searcher = iterator.Next ()) )
{
if (tag == 0 || tagManager.SectorHasTag(searcher->Sector, tag))
if (tag == 0 || level.SectorHasTag(searcher->Sector, tag))
{
count++;
}
@ -293,7 +293,7 @@ static AActor *SelectTeleDest (int tid, int tag, bool norandom)
while (count > 0)
{
searcher = iterator.Next ();
if (tag == 0 || tagManager.SectorHasTag(searcher->Sector, tag))
if (tag == 0 || level.SectorHasTag(searcher->Sector, tag))
{
count--;
}
@ -306,7 +306,7 @@ static AActor *SelectTeleDest (int tid, int tag, bool norandom)
{
int secnum;
FSectorTagIterator itr(tag);
auto itr = level.GetSectorTagIterator(tag);
while ((secnum = itr.Next()) >= 0)
{
// Scanning the snext links of things in the sector will not work, because
@ -430,7 +430,7 @@ bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBO
if (side || thing->flags2 & MF2_NOTELEPORT || !line || line->sidedef[1] == NULL)
return false;
FLineIdIterator itr(id);
auto itr = level.GetLineIdIterator(id);
while ((i = itr.Next()) >= 0)
{
if (line->Index() == i)
@ -718,7 +718,7 @@ bool EV_TeleportSector (int tag, int source_tid, int dest_tid, bool fog, int gro
int secnum;
secnum = -1;
FSectorTagIterator itr(tag);
auto itr = level.GetSectorTagIterator(tag);
while ((secnum = itr.Next()) >= 0)
{
msecnode_t *node;

View File

@ -56,7 +56,7 @@ typedef enum
PushMany,
} triggertype_e;
void P_TranslateLineDef (line_t *ld, maplinedef_t *mld, int lineindexforid)
void FLevelLocals::TranslateLineDef (line_t *ld, maplinedef_t *mld, int lineindexforid)
{
uint32_t special = mld->special;
short tag = mld->tag;

View File

@ -208,7 +208,7 @@ static line_t *FindDestination(line_t *src, int tag)
if (tag)
{
int lineno = -1;
FLineIdIterator it(tag);
auto it = level.GetLineIdIterator(tag);
while ((lineno = it.Next()) >= 0)
{
@ -305,11 +305,11 @@ void P_SpawnLinePortal(line_t* line)
{
// EE-style portals require that the first line ID is identical and the first arg of the two linked linedefs are 0 and 1 respectively.
int mytag = tagManager.GetFirstLineID(line);
int mytag = level.GetFirstLineId(line);
for (auto &ln : level.lines)
{
if (tagManager.GetFirstLineID(&ln) == mytag && ln.args[0] == 1 && ln.special == Line_SetPortal)
if (level.GetFirstLineId(&ln) == mytag && ln.args[0] == 1 && ln.special == Line_SetPortal)
{
line->portalindex = level.linePortals.Reserve(1);
FLinePortal *port = &level.linePortals.Last();
@ -483,7 +483,7 @@ bool P_ChangePortal(line_t *ln, int thisid, int destid)
int lineno;
if (thisid == 0) return ChangePortalLine(ln, destid);
FLineIdIterator it(thisid);
auto it = level.GetLineIdIterator(thisid);
bool res = false;
while ((lineno = it.Next()) >= 0)
{

View File

@ -271,6 +271,7 @@ static int ParseStandardProperty(FScanner &scanner, UMapEntry *mape)
scanner.MustGetValue(false);
int tag = scanner.Number;
// allow no 0-tag specials here, unless a level exit.
#pragma message("Fixme: This needs to be evaluated at run time")
if (tag != 0 || special == 11 || special == 51 || special == 52 || special == 124)
{
FSpecialAction & bossact = mape->BossActions[mape->BossActions.Reserve(1)];
@ -278,7 +279,7 @@ static int ParseStandardProperty(FScanner &scanner, UMapEntry *mape)
maplinedef_t mld;
mld.special = special;
mld.tag = tag;
P_TranslateLineDef(&line, &mld);
//level.TranslateLineDef(&line, &mld);
bossact = { type, (uint8_t)line.special, {line.args[0], line.args[1],line.args[2],line.args[3],line.args[4]} };
}
}
@ -473,4 +474,4 @@ void CommitUMapinfo(level_info_t *defaultinfo)
// All done. If we get here again, start fresh.
Maps.Clear();
Maps.ShrinkToFit();
}
}