mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-02 00:42:08 +00:00
c880b26d98
This should for now conclude actor class scriptification. The remaining ten classes with the exception of MorphedMonster are all too essential or too closely tied to engine feature so they should remain native.
1546 lines
36 KiB
C++
1546 lines
36 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Refresh/rendering module, shared data struct definitions.
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//
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//-----------------------------------------------------------------------------
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#ifndef __R_DEFS_H__
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#define __R_DEFS_H__
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#include "doomdef.h"
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#include "templates.h"
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#include "memarena.h"
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#include "m_bbox.h"
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// Some more or less basic data types
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// we depend on.
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#include "m_fixed.h"
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// We rely on the thinker data struct
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// to handle sound origins in sectors.
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// SECTORS do store MObjs anyway.
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#include "actor.h"
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struct FLightNode;
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struct FGLSection;
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struct FPortal;
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struct seg_t;
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#include "dthinker.h"
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#define MAXWIDTH 5760
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#define MAXHEIGHT 3600
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const WORD NO_INDEX = 0xffffu;
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const DWORD NO_SIDE = 0xffffffffu;
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// Silhouette, needed for clipping Segs (mainly)
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// and sprites representing things.
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enum
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{
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SIL_NONE,
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SIL_BOTTOM,
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SIL_TOP,
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SIL_BOTH
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};
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namespace swrenderer { extern size_t MaxDrawSegs; }
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struct FDisplacement;
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//
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// INTERNAL MAP TYPES
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// used by play and refresh
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//
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//
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// Your plain vanilla vertex.
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// Note: transformed values not buffered locally,
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// like some DOOM-alikes ("wt", "WebView") did.
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//
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enum
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{
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VERTEXFLAG_ZCeilingEnabled = 0x01,
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VERTEXFLAG_ZFloorEnabled = 0x02
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};
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struct vertexdata_t
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{
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double zCeiling, zFloor;
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DWORD flags;
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};
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#ifdef USE_FLOAT
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typedef float vtype;
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#elif !defined USE_FIXED
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typedef double vtype;
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#endif
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struct vertex_t
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{
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DVector2 p;
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void set(fixed_t x, fixed_t y)
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{
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p.X = x / 65536.;
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p.Y = y / 65536.;
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}
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void set(double x, double y)
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{
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p.X = x;
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p.Y = y;
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}
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void set(const DVector2 &pos)
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{
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p = pos;
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}
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double fX() const
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{
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return p.X;
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}
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double fY() const
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{
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return p.Y;
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}
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fixed_t fixX() const
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{
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return FLOAT2FIXED(p.X);
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}
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fixed_t fixY() const
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{
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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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angle_t viewangle; // precalculated angle for clipping
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int angletime; // recalculation time for view angle
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bool dirty; // something has changed and needs to be recalculated
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int numheights;
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int numsectors;
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sector_t ** sectors;
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float * heightlist;
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vertex_t()
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{
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p = { 0,0 };
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angletime = 0;
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viewangle = 0;
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dirty = true;
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numheights = numsectors = 0;
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sectors = NULL;
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heightlist = NULL;
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}
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~vertex_t()
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{
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if (sectors != nullptr) delete[] sectors;
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if (heightlist != nullptr) delete[] heightlist;
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}
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bool operator== (const vertex_t &other)
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{
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return p == other.p;
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}
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bool operator!= (const vertex_t &other)
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{
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return p != other.p;
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}
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void clear()
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{
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p.Zero();
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}
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angle_t GetClipAngle();
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};
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// Forward of LineDefs, for Sectors.
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struct line_t;
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class player_t;
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class FScanner;
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class FBitmap;
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struct FCopyInfo;
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class DInterpolation;
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enum
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{
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UDMF_Line,
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UDMF_Side,
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UDMF_Sector,
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UDMF_Thing
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};
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struct FUDMFKey
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{
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enum
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{
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UDMF_Int,
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UDMF_Float,
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UDMF_String
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};
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FName Key;
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int Type;
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int IntVal;
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double FloatVal;
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FString StringVal;
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FUDMFKey()
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{
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}
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FUDMFKey& operator =(int val)
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{
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Type = UDMF_Int;
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IntVal = val;
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FloatVal = val;
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StringVal = "";
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return *this;
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}
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FUDMFKey& operator =(double val)
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{
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Type = UDMF_Float;
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IntVal = int(val);
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FloatVal = val;
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StringVal = "";
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return *this;
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}
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FUDMFKey& operator =(const FString &val)
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{
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Type = UDMF_String;
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IntVal = strtol(val.GetChars(), NULL, 0);
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FloatVal = strtod(val.GetChars(), NULL);
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StringVal = val;
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return *this;
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}
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};
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class FUDMFKeys : public TArray<FUDMFKey>
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{
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bool mSorted = false;
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public:
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void Sort();
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FUDMFKey *Find(FName key);
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};
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//
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// The SECTORS record, at runtime.
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// Stores things/mobjs.
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//
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class DSectorEffect;
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struct sector_t;
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struct FRemapTable;
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enum
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{
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SECSPAC_Enter = 1, // Trigger when player enters
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SECSPAC_Exit = 2, // Trigger when player exits
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SECSPAC_HitFloor = 4, // Trigger when player hits floor
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SECSPAC_HitCeiling = 8, // Trigger when player hits ceiling
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SECSPAC_Use = 16, // Trigger when player uses
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SECSPAC_UseWall = 32, // Trigger when player uses a wall
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SECSPAC_EyesDive = 64, // Trigger when player eyes go below fake floor
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SECSPAC_EyesSurface = 128, // Trigger when player eyes go above fake floor
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SECSPAC_EyesBelowC = 256, // Trigger when player eyes go below fake ceiling
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SECSPAC_EyesAboveC = 512, // Trigger when player eyes go above fake ceiling
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SECSPAC_HitFakeFloor= 1024, // Trigger when player hits fake floor
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};
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struct secplane_t
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{
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// the plane is defined as a*x + b*y + c*z + d = 0
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// ic is 1/c, for faster Z calculations
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//private:
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DVector3 normal;
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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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{
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normal.X = aa;
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normal.Y = bb;
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normal.Z = cc;
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D = dd;
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negiC = -1 / cc;
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}
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void setD(double dd)
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{
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D = dd;
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}
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double fC() const
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{
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return normal.Z;
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}
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double fD() const
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{
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return D;
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}
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bool isSlope() const
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{
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return !normal.XY().isZero();
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}
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DVector3 Normal() const
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{
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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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{
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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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}
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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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}
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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
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double ZatPoint (double x, double y) const
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{
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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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{
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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
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{
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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 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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double ZatPoint(const AActor *ac) const
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{
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return (D + normal.X*ac->X() + normal.Y*ac->Y()) * 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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}
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// Flips the plane's vertical orientiation, so that if it pointed up,
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// it will point down, and vice versa.
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void FlipVert ()
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{
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normal = -normal;
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D = -D;
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negiC = -negiC;
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}
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// Returns true if 2 planes are the same
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bool operator== (const secplane_t &other) const
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{
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return normal == other.normal && D == other.D;
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}
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// Returns true if 2 planes are different
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bool operator!= (const secplane_t &other) const
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{
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return normal != other.normal || D != other.D;
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}
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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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}
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// Moves a plane up/down by hdiff units
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double GetChangedHeight(double hdiff)
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{
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return D - hdiff * normal.Z;
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}
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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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}
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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, double newd) const
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{
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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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{
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return -(normal.X * xy.X + normal.Y * xy.Y + normal.Z * z);
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}
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double PointToDist(const vertex_t *v, double z) const
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{
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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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{
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normal.Z = -1;
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negiC = 1;
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D = height;
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}
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else
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{
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normal.Z = 1;
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negiC = -1;
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D = -height;
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}
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}
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bool CopyPlaneIfValid (secplane_t *dest, const secplane_t *opp) const;
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};
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#include "p_3dfloors.h"
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struct subsector_t;
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struct sector_t;
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struct side_t;
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extern bool gl_plane_reflection_i;
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// Ceiling/floor flags
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enum
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{
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PLANEF_ABSLIGHTING = 1, // floor/ceiling light is absolute, not relative
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PLANEF_BLOCKED = 2, // can not be moved anymore.
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PLANEF_ADDITIVE = 4, // rendered additive
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// linked portal stuff
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PLANEF_NORENDER = 8,
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PLANEF_NOPASS = 16,
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PLANEF_BLOCKSOUND = 32,
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PLANEF_DISABLED = 64,
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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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};
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// Internal sector flags
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enum
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{
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SECF_FAKEFLOORONLY = 2, // when used as heightsec in R_FakeFlat, only copies floor
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SECF_CLIPFAKEPLANES = 4, // as a heightsec, clip planes to target sector's planes
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SECF_NOFAKELIGHT = 8, // heightsec does not change lighting
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SECF_IGNOREHEIGHTSEC= 16, // heightsec is only for triggering sector actions
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SECF_UNDERWATER = 32, // sector is underwater
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SECF_FORCEDUNDERWATER= 64, // sector is forced to be underwater
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SECF_UNDERWATERMASK = 32+64,
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SECF_DRAWN = 128, // sector has been drawn at least once
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SECF_HIDDEN = 256, // Do not draw on textured automap
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};
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enum
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{
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SECF_SILENT = 1, // actors in sector make no noise
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SECF_NOFALLINGDAMAGE= 2, // No falling damage in this sector
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SECF_FLOORDROP = 4, // all actors standing on this floor will remain on it when it lowers very fast.
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SECF_NORESPAWN = 8, // players can not respawn in this sector
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SECF_FRICTION = 16, // sector has friction enabled
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SECF_PUSH = 32, // pushers enabled
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SECF_SILENTMOVE = 64, // Sector movement makes mo sound (Eternity got this so this may be useful for an extended cross-port standard.)
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SECF_DMGTERRAINFX = 128, // spawns terrain splash when inflicting damage
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SECF_ENDGODMODE = 256, // getting damaged by this sector ends god mode
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SECF_ENDLEVEL = 512, // ends level when health goes below 10
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SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
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SECF_WASSECRET = 1 << 30, // a secret that was discovered
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SECF_SECRET = 1 << 31, // a secret sector
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SECF_DAMAGEFLAGS = SECF_ENDGODMODE|SECF_ENDLEVEL|SECF_DMGTERRAINFX|SECF_HAZARD,
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SECF_NOMODIFY = SECF_SECRET|SECF_WASSECRET, // not modifiable by Sector_ChangeFlags
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SECF_SPECIALFLAGS = SECF_DAMAGEFLAGS|SECF_FRICTION|SECF_PUSH, // these flags originate from 'special and must be transferrable by floor thinkers
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};
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enum
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{
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PL_SKYFLAT = 0x40000000
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};
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struct FDynamicColormap;
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struct FLinkedSector
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{
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sector_t *Sector;
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int Type;
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};
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// this substructure contains a few sector properties that are stored in dynamic arrays
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// These must not be copied by R_FakeFlat etc. or bad things will happen.
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struct extsector_t
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{
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// Boom sector transfer information
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struct fakefloor
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{
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TArray<sector_t *> Sectors;
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} FakeFloor;
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// 3DMIDTEX information
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struct midtex
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{
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struct plane
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{
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TArray<sector_t *> AttachedSectors; // all sectors containing 3dMidtex lines attached to this sector
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TArray<line_t *> AttachedLines; // all 3dMidtex lines attached to this sector
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} Floor, Ceiling;
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} Midtex;
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// Linked sector information
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struct linked
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{
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struct plane
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{
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TArray<FLinkedSector> Sectors;
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} Floor, Ceiling;
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} Linked;
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// 3D floors
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struct xfloor
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{
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TDeletingArray<F3DFloor *> ffloors; // 3D floors in this sector
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TArray<lightlist_t> lightlist; // 3D light list
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TArray<sector_t*> attached; // 3D floors attached to this sector
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} XFloor;
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TArray<vertex_t *> vertices;
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};
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|
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struct FTransform
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{
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// 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;
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|
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finline bool operator == (const FTransform &other) const
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|
{
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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);
|
|
}
|
|
|
|
};
|
|
|
|
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));
|
|
}
|
|
};
|
|
|
|
FSerializer &Serialize(FSerializer &arc, const char *key, secspecial_t &spec, secspecial_t *def);
|
|
|
|
enum class EMoveResult { ok, crushed, pastdest };
|
|
|
|
struct sector_t
|
|
{
|
|
// Member functions
|
|
|
|
private:
|
|
bool MoveAttached(int crush, double move, int floorOrCeiling, bool resetfailed, bool instant = false);
|
|
public:
|
|
EMoveResult MoveFloor(double speed, double dest, int crush, int direction, bool hexencrush, bool instant = false);
|
|
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);
|
|
}
|
|
|
|
bool IsLinked(sector_t *other, bool ceiling) const;
|
|
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
|
|
int FindMinSurroundingLight (int max) const;
|
|
sector_t *NextSpecialSector (int type, sector_t *prev) const; // [RH]
|
|
double FindLowestCeilingPoint(vertex_t **v) const;
|
|
double FindHighestFloorPoint(vertex_t **v) const;
|
|
void RemoveForceField();
|
|
int Index() const;
|
|
|
|
void AdjustFloorClip () const;
|
|
void SetColor(int r, int g, int b, int desat);
|
|
void SetFade(int r, int g, int b);
|
|
void ClosestPoint(const DVector2 &pos, DVector2 &out) const;
|
|
int GetFloorLight () const;
|
|
int GetCeilingLight () const;
|
|
sector_t *GetHeightSec() const;
|
|
double GetFriction(int plane = sector_t::floor, double *movefac = NULL) const;
|
|
bool TriggerSectorActions(AActor *thing, int activation);
|
|
|
|
DInterpolation *SetInterpolation(int position, bool attach);
|
|
|
|
FSectorPortal *ValidatePortal(int which);
|
|
void CheckPortalPlane(int plane);
|
|
|
|
enum
|
|
{
|
|
floor,
|
|
ceiling
|
|
};
|
|
|
|
struct splane
|
|
{
|
|
FTransform xform;
|
|
int Flags;
|
|
int Light;
|
|
double alpha;
|
|
double TexZ;
|
|
PalEntry GlowColor;
|
|
float GlowHeight;
|
|
FTextureID Texture;
|
|
};
|
|
|
|
|
|
splane planes[2];
|
|
|
|
void SetXOffset(int pos, double o)
|
|
{
|
|
planes[pos].xform.xOffs = o;
|
|
}
|
|
|
|
void AddXOffset(int pos, double o)
|
|
{
|
|
planes[pos].xform.xOffs += o;
|
|
}
|
|
|
|
double GetXOffset(int pos) const
|
|
{
|
|
return planes[pos].xform.xOffs;
|
|
}
|
|
|
|
void SetYOffset(int pos, double o)
|
|
{
|
|
planes[pos].xform.yOffs = o;
|
|
}
|
|
|
|
void AddYOffset(int pos, double o)
|
|
{
|
|
planes[pos].xform.yOffs += o;
|
|
}
|
|
|
|
double GetYOffset(int pos, bool addbase = true) const
|
|
{
|
|
if (!addbase)
|
|
{
|
|
return planes[pos].xform.yOffs;
|
|
}
|
|
else
|
|
{
|
|
return planes[pos].xform.yOffs + planes[pos].xform.baseyOffs;
|
|
}
|
|
}
|
|
|
|
void SetXScale(int pos, double o)
|
|
{
|
|
planes[pos].xform.xScale = o;
|
|
}
|
|
|
|
double GetXScale(int pos) const
|
|
{
|
|
return planes[pos].xform.xScale;
|
|
}
|
|
|
|
void SetYScale(int pos, double o)
|
|
{
|
|
planes[pos].xform.yScale = o;
|
|
}
|
|
|
|
double GetYScale(int pos) const
|
|
{
|
|
return planes[pos].xform.yScale;
|
|
}
|
|
|
|
void SetAngle(int pos, DAngle o)
|
|
{
|
|
planes[pos].xform.Angle = o;
|
|
}
|
|
|
|
DAngle GetAngle(int pos, bool addbase = true) const
|
|
{
|
|
if (!addbase)
|
|
{
|
|
return planes[pos].xform.Angle;
|
|
}
|
|
else
|
|
{
|
|
return planes[pos].xform.Angle + planes[pos].xform.baseAngle;
|
|
}
|
|
}
|
|
|
|
void SetBase(int pos, double y, DAngle o)
|
|
{
|
|
planes[pos].xform.baseyOffs = y;
|
|
planes[pos].xform.baseAngle = o;
|
|
}
|
|
|
|
void SetAlpha(int pos, double o)
|
|
{
|
|
planes[pos].alpha = o;
|
|
}
|
|
|
|
double GetAlpha(int pos) const
|
|
{
|
|
return planes[pos].alpha;
|
|
}
|
|
|
|
int GetFlags(int pos) const
|
|
{
|
|
return planes[pos].Flags;
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
void ChangeFlags(int pos, int And, int Or)
|
|
{
|
|
planes[pos].Flags &= ~And;
|
|
planes[pos].Flags |= Or;
|
|
}
|
|
|
|
int GetPlaneLight(int pos) const
|
|
{
|
|
return planes[pos].Light;
|
|
}
|
|
|
|
void SetPlaneLight(int pos, int level)
|
|
{
|
|
planes[pos].Light = level;
|
|
}
|
|
|
|
FTextureID GetTexture(int pos) const
|
|
{
|
|
return planes[pos].Texture;
|
|
}
|
|
|
|
void SetTexture(int pos, FTextureID tex, bool floorclip = true)
|
|
{
|
|
FTextureID old = planes[pos].Texture;
|
|
planes[pos].Texture = tex;
|
|
if (floorclip && pos == floor && tex != old) AdjustFloorClip();
|
|
}
|
|
|
|
double GetPlaneTexZ(int pos) const
|
|
{
|
|
return planes[pos].TexZ;
|
|
}
|
|
|
|
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.
|
|
{
|
|
planes[pos].TexZ = val;
|
|
if (dirtify) SetAllVerticesDirty();
|
|
}
|
|
|
|
void ChangePlaneTexZ(int pos, double val)
|
|
{
|
|
planes[pos].TexZ += val;
|
|
}
|
|
|
|
static inline short ClampLight(int level)
|
|
{
|
|
return (short)clamp(level, SHRT_MIN, SHRT_MAX);
|
|
}
|
|
|
|
void ChangeLightLevel(int newval)
|
|
{
|
|
lightlevel = ClampLight(lightlevel + newval);
|
|
}
|
|
|
|
void SetLightLevel(int newval)
|
|
{
|
|
lightlevel = ClampLight(newval);
|
|
}
|
|
|
|
int GetLightLevel() const
|
|
{
|
|
return lightlevel;
|
|
}
|
|
|
|
secplane_t &GetSecPlane(int pos)
|
|
{
|
|
return pos == floor? floorplane:ceilingplane;
|
|
}
|
|
|
|
bool isSecret() const
|
|
{
|
|
return !!(Flags & SECF_SECRET);
|
|
}
|
|
|
|
bool wasSecret() const
|
|
{
|
|
return !!(Flags & SECF_WASSECRET);
|
|
}
|
|
|
|
void ClearSecret()
|
|
{
|
|
Flags &= ~SECF_SECRET;
|
|
}
|
|
|
|
void ClearSpecial()
|
|
{
|
|
// clears all variables that originate from 'special'. Used for sector type transferring thinkers
|
|
special = 0;
|
|
damageamount = 0;
|
|
damageinterval = 0;
|
|
damagetype = NAME_None;
|
|
leakydamage = 0;
|
|
Flags &= ~SECF_SPECIALFLAGS;
|
|
}
|
|
|
|
bool PortalBlocksView(int plane)
|
|
{
|
|
if (GetPortalType(plane) != PORTS_LINKEDPORTAL) return false;
|
|
return !!(planes[plane].Flags & (PLANEF_NORENDER | PLANEF_DISABLED | PLANEF_OBSTRUCTED));
|
|
}
|
|
|
|
bool PortalBlocksSight(int plane)
|
|
{
|
|
return PLANEF_LINKED != (planes[plane].Flags & (PLANEF_NORENDER | PLANEF_NOPASS | PLANEF_DISABLED | PLANEF_OBSTRUCTED | PLANEF_LINKED));
|
|
}
|
|
|
|
bool PortalBlocksMovement(int plane)
|
|
{
|
|
return PLANEF_LINKED != (planes[plane].Flags & (PLANEF_NOPASS | PLANEF_DISABLED | PLANEF_OBSTRUCTED | PLANEF_LINKED));
|
|
}
|
|
|
|
bool PortalBlocksSound(int plane)
|
|
{
|
|
return PLANEF_LINKED != (planes[plane].Flags & (PLANEF_BLOCKSOUND | PLANEF_DISABLED | PLANEF_OBSTRUCTED | PLANEF_LINKED));
|
|
}
|
|
|
|
bool PortalIsLinked(int plane)
|
|
{
|
|
return (GetPortalType(plane) == PORTS_LINKEDPORTAL);
|
|
}
|
|
|
|
void ClearPortal(int plane)
|
|
{
|
|
Portals[plane] = 0;
|
|
portals[plane] = nullptr;
|
|
}
|
|
|
|
FSectorPortal *GetPortal(int plane);
|
|
double GetPortalPlaneZ(int plane);
|
|
DVector2 GetPortalDisplacement(int plane);
|
|
int GetPortalType(int plane);
|
|
int GetOppositePortalGroup(int plane);
|
|
|
|
void SetVerticesDirty()
|
|
{
|
|
for (unsigned i = 0; i < e->vertices.Size(); i++) e->vertices[i]->dirty = true;
|
|
}
|
|
|
|
void SetAllVerticesDirty()
|
|
{
|
|
SetVerticesDirty();
|
|
for (unsigned i = 0; i < e->FakeFloor.Sectors.Size(); i++) e->FakeFloor.Sectors[i]->SetVerticesDirty();
|
|
for (unsigned i = 0; i < e->XFloor.attached.Size(); i++) e->XFloor.attached[i]->SetVerticesDirty();
|
|
}
|
|
|
|
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
|
|
double HighestCeilingAt(const DVector2 &a, sector_t **resultsec = NULL);
|
|
double LowestFloorAt(const DVector2 &a, sector_t **resultsec = NULL);
|
|
|
|
|
|
double HighestCeilingAt(AActor *a, sector_t **resultsec = NULL)
|
|
{
|
|
return HighestCeilingAt(a->Pos(), resultsec);
|
|
}
|
|
|
|
double LowestFloorAt(AActor *a, sector_t **resultsec = NULL)
|
|
{
|
|
return LowestFloorAt(a->Pos(), resultsec);
|
|
}
|
|
|
|
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);
|
|
|
|
// Member variables
|
|
double CenterFloor() const { return floorplane.ZatPoint(centerspot); }
|
|
double CenterCeiling() const { return ceilingplane.ZatPoint(centerspot); }
|
|
|
|
// [RH] store floor and ceiling planes instead of heights
|
|
secplane_t floorplane, ceilingplane;
|
|
|
|
// [RH] give floor and ceiling even more properties
|
|
FDynamicColormap *ColorMap; // [RH] Per-sector colormap
|
|
|
|
|
|
TObjPtr<AActor> SoundTarget;
|
|
|
|
short special;
|
|
short lightlevel;
|
|
short seqType; // this sector's sound sequence
|
|
|
|
int sky;
|
|
FNameNoInit SeqName; // Sound sequence name. Setting seqType non-negative will override this.
|
|
|
|
DVector2 centerspot; // origin for any sounds played by the sector
|
|
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.
|
|
double friction, movefactor;
|
|
|
|
int terrainnum[2];
|
|
|
|
// thinker_t for reversable actions
|
|
TObjPtr<DSectorEffect> floordata; // jff 2/22/98 make thinkers on
|
|
TObjPtr<DSectorEffect> ceilingdata; // floors, ceilings, lighting,
|
|
TObjPtr<DSectorEffect> lightingdata; // independent of one another
|
|
|
|
enum
|
|
{
|
|
CeilingMove,
|
|
FloorMove,
|
|
CeilingScroll,
|
|
FloorScroll
|
|
};
|
|
TObjPtr<DInterpolation> interpolations[4];
|
|
|
|
int prevsec; // -1 or number of sector for previous step
|
|
int nextsec; // -1 or number of next step sector
|
|
BYTE soundtraversed; // 0 = untraversed, 1,2 = sndlines -1
|
|
// jff 2/26/98 lockout machinery for stairbuilding
|
|
SBYTE stairlock; // -2 on first locked -1 after thinker done 0 normally
|
|
|
|
TStaticPointedArray<line_t *> Lines;
|
|
|
|
// killough 3/7/98: support flat heights drawn at another sector's heights
|
|
sector_t *heightsec; // other sector, or NULL if no other sector
|
|
|
|
DWORD bottommap, midmap, topmap; // killough 4/4/98: dynamic colormaps
|
|
// [RH] these can also be blend values if
|
|
// the alpha mask is non-zero
|
|
|
|
// list of mobjs that are at least partially in the sector
|
|
// thinglist is a subset of touching_thinglist
|
|
struct msecnode_t *touching_thinglist; // phares 3/14/98
|
|
struct msecnode_t *sectorportal_thinglist; // for cross-portal rendering.
|
|
struct msecnode_t *touching_renderthings; // this is used to allow wide things to be rendered not only from their main sector.
|
|
|
|
double gravity; // [RH] Sector gravity (1.0 is normal)
|
|
FNameNoInit damagetype; // [RH] Means-of-death for applied damage
|
|
int damageamount; // [RH] Damage to do while standing on floor
|
|
short damageinterval; // Interval for damage application
|
|
short leakydamage; // chance of leaking through radiation suit
|
|
|
|
WORD ZoneNumber; // [RH] Zone this sector belongs to
|
|
WORD MoreFlags; // [RH] Internal sector flags
|
|
DWORD Flags; // Sector flags
|
|
|
|
// [RH] Action specials for sectors. Like Skull Tag, but more
|
|
// flexible in a Bloody way. SecActTarget forms a list of actors
|
|
// joined by their tracer fields. When a potential sector action
|
|
// occurs, SecActTarget's TriggerAction method is called.
|
|
TObjPtr<AActor> SecActTarget;
|
|
|
|
// [RH] The portal or skybox to render for this sector.
|
|
unsigned Portals[2];
|
|
int PortalGroup;
|
|
|
|
int sectornum; // for comparing sector copies
|
|
|
|
extsector_t * e; // This stores data that requires construction/destruction. Such data must not be copied by R_FakeFlat.
|
|
|
|
// GL only stuff starts here
|
|
float reflect[2];
|
|
|
|
bool transdoor; // For transparent door hacks
|
|
int subsectorcount; // list of subsectors
|
|
double transdoorheight; // for transparent door hacks
|
|
subsector_t ** subsectors;
|
|
FPortal * portals[2]; // floor and ceiling portals
|
|
FLightNode * lighthead;
|
|
|
|
enum
|
|
{
|
|
vbo_fakefloor = floor+2,
|
|
vbo_fakeceiling = ceiling+2,
|
|
};
|
|
|
|
int vboindex[4]; // VBO indices of the 4 planes this sector uses during rendering
|
|
double vboheight[2]; // Last calculated height for the 2 planes of this actual sector
|
|
int vbocount[2]; // Total count of vertices belonging to this sector's planes
|
|
|
|
float GetReflect(int pos) { return gl_plane_reflection_i? reflect[pos] : 0; }
|
|
bool VBOHeightcheck(int pos) const { return vboheight[pos] == GetPlaneTexZ(pos); }
|
|
FPortal *GetGLPortal(int plane) { return portals[plane]; }
|
|
|
|
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
|
|
{
|
|
double xOffset;
|
|
double yOffset;
|
|
double xScale;
|
|
double yScale;
|
|
FTextureID texture;
|
|
TObjPtr<DInterpolation> interpolation;
|
|
//int Light;
|
|
};
|
|
|
|
sector_t* sector; // Sector the SideDef is facing.
|
|
DBaseDecal* AttachedDecals; // [RH] Decals bound to the wall
|
|
part textures[3];
|
|
line_t *linedef;
|
|
//DWORD linenum;
|
|
DWORD LeftSide, RightSide; // [RH] Group walls into loops
|
|
WORD TexelLength;
|
|
SWORD Light;
|
|
BYTE Flags;
|
|
int UDMFIndex; // needed to access custom UDMF fields which are stored in loading order.
|
|
|
|
int GetLightLevel (bool foggy, int baselight, bool is3dlight=false, int *pfakecontrast_usedbygzdoom=NULL) const;
|
|
|
|
void SetLight(SWORD l)
|
|
{
|
|
Light = l;
|
|
}
|
|
|
|
FTextureID GetTexture(int which) const
|
|
{
|
|
return textures[which].texture;
|
|
}
|
|
void SetTexture(int which, FTextureID tex)
|
|
{
|
|
textures[which].texture = tex;
|
|
}
|
|
|
|
void SetTextureXOffset(int which, double offset)
|
|
{
|
|
textures[which].xOffset = offset;;
|
|
}
|
|
|
|
void SetTextureXOffset(double offset)
|
|
{
|
|
textures[top].xOffset =
|
|
textures[mid].xOffset =
|
|
textures[bottom].xOffset = offset;
|
|
}
|
|
|
|
double GetTextureXOffset(int which) const
|
|
{
|
|
return textures[which].xOffset;
|
|
}
|
|
|
|
void AddTextureXOffset(int which, double delta)
|
|
{
|
|
textures[which].xOffset += delta;
|
|
}
|
|
|
|
void SetTextureYOffset(int which, double offset)
|
|
{
|
|
textures[which].yOffset = offset;
|
|
}
|
|
|
|
void SetTextureYOffset(double offset)
|
|
{
|
|
textures[top].yOffset =
|
|
textures[mid].yOffset =
|
|
textures[bottom].yOffset = offset;
|
|
}
|
|
|
|
double GetTextureYOffset(int which) const
|
|
{
|
|
return textures[which].yOffset;
|
|
}
|
|
|
|
void AddTextureYOffset(int which, double delta)
|
|
{
|
|
textures[which].yOffset += delta;
|
|
}
|
|
|
|
void SetTextureXScale(int which, double scale)
|
|
{
|
|
textures[which].xScale = scale == 0 ? 1. : scale;
|
|
}
|
|
|
|
void SetTextureXScale(double scale)
|
|
{
|
|
textures[top].xScale = textures[mid].xScale = textures[bottom].xScale = scale == 0 ? 1. : scale;
|
|
}
|
|
|
|
double GetTextureXScale(int which) const
|
|
{
|
|
return textures[which].xScale;
|
|
}
|
|
|
|
void MultiplyTextureXScale(int which, double delta)
|
|
{
|
|
textures[which].xScale *= delta;
|
|
}
|
|
|
|
void SetTextureYScale(int which, double scale)
|
|
{
|
|
textures[which].yScale = scale == 0 ? 1. : scale;
|
|
}
|
|
|
|
void SetTextureYScale(double scale)
|
|
{
|
|
textures[top].yScale = textures[mid].yScale = textures[bottom].yScale = scale == 0 ? 1. : scale;
|
|
}
|
|
|
|
double GetTextureYScale(int which) const
|
|
{
|
|
return textures[which].yScale;
|
|
}
|
|
|
|
void MultiplyTextureYScale(int which, double delta)
|
|
{
|
|
textures[which].yScale *= delta;
|
|
}
|
|
|
|
DInterpolation *SetInterpolation(int position);
|
|
void StopInterpolation(int position);
|
|
|
|
vertex_t *V1() const;
|
|
vertex_t *V2() const;
|
|
|
|
int Index() const;
|
|
|
|
//For GL
|
|
FLightNode * lighthead; // all blended lights that may affect this wall
|
|
|
|
seg_t **segs; // all segs belonging to this sidedef in ascending order. Used for precise rendering
|
|
int numsegs;
|
|
|
|
};
|
|
|
|
struct line_t
|
|
{
|
|
vertex_t *v1, *v2; // vertices, from v1 to v2
|
|
DVector2 delta; // precalculated v2 - v1 for side checking
|
|
uint32_t flags;
|
|
uint32_t activation; // activation type
|
|
int special;
|
|
int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width)
|
|
double alpha; // <--- translucency (0=invisibile, FRACUNIT=opaque)
|
|
side_t *sidedef[2];
|
|
double bbox[4]; // bounding box, for the extent of the LineDef.
|
|
sector_t *frontsector, *backsector;
|
|
int validcount; // if == validcount, already checked
|
|
int locknumber; // [Dusk] lock number for special
|
|
unsigned portalindex;
|
|
unsigned portaltransferred;
|
|
|
|
DVector2 Delta() const
|
|
{
|
|
return delta;
|
|
}
|
|
|
|
void setDelta(double x, double y)
|
|
{
|
|
delta = { x, y };
|
|
}
|
|
|
|
void setAlpha(double a)
|
|
{
|
|
alpha = a;
|
|
}
|
|
|
|
FSectorPortal *GetTransferredPortal();
|
|
|
|
FLinePortal *getPortal() const
|
|
{
|
|
return portalindex >= linePortals.Size() ? (FLinePortal*)NULL : &linePortals[portalindex];
|
|
}
|
|
|
|
// returns true if the portal is crossable by actors
|
|
bool isLinePortal() const
|
|
{
|
|
return portalindex >= linePortals.Size() ? false : !!(linePortals[portalindex].mFlags & PORTF_PASSABLE);
|
|
}
|
|
|
|
// returns true if the portal needs to be handled by the renderer
|
|
bool isVisualPortal() const
|
|
{
|
|
return portalindex >= linePortals.Size() ? false : !!(linePortals[portalindex].mFlags & PORTF_VISIBLE);
|
|
}
|
|
|
|
line_t *getPortalDestination() const
|
|
{
|
|
return portalindex >= linePortals.Size() ? (line_t*)NULL : linePortals[portalindex].mDestination;
|
|
}
|
|
|
|
int getPortalAlignment() const
|
|
{
|
|
return portalindex >= linePortals.Size() ? 0 : linePortals[portalindex].mAlign;
|
|
}
|
|
|
|
int Index() const;
|
|
};
|
|
|
|
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;
|
|
}
|
|
|
|
// 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
|
|
};
|
|
|
|
// use the same memory layout as msecnode_t so both can be used from the same freelist.
|
|
struct portnode_t
|
|
{
|
|
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.)
|
|
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;
|
|
};
|
|
|
|
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
|
|
};
|
|
|
|
extern seg_t *segs;
|
|
|
|
|
|
//
|
|
// A SubSector.
|
|
// References a Sector.
|
|
// Basically, this is a list of LineSegs indicating the visible walls that
|
|
// define (all or some) sides of a convex BSP leaf.
|
|
//
|
|
|
|
enum
|
|
{
|
|
SSECF_DEGENERATE = 1,
|
|
SSECF_DRAWN = 2,
|
|
SSECF_POLYORG = 4,
|
|
};
|
|
|
|
struct FPortalCoverage
|
|
{
|
|
DWORD * subsectors;
|
|
int sscount;
|
|
};
|
|
|
|
struct subsector_t
|
|
{
|
|
sector_t *sector;
|
|
FPolyNode *polys;
|
|
FMiniBSP *BSP;
|
|
seg_t *firstline;
|
|
sector_t *render_sector;
|
|
DWORD numlines;
|
|
int flags;
|
|
|
|
void BuildPolyBSP();
|
|
// subsector related GL data
|
|
FLightNode * lighthead; // Light nodes (blended and additive)
|
|
int validcount;
|
|
short mapsection;
|
|
char hacked; // 1: is part of a render hack
|
|
// 2: has one-sided walls
|
|
FPortalCoverage portalcoverage[2];
|
|
};
|
|
|
|
|
|
|
|
|
|
//
|
|
// BSP node.
|
|
//
|
|
struct node_t
|
|
{
|
|
// Partition line.
|
|
fixed_t x;
|
|
fixed_t y;
|
|
fixed_t dx;
|
|
fixed_t dy;
|
|
union
|
|
{
|
|
float bbox[2][4]; // Bounding box for each child.
|
|
fixed_t nb_bbox[2][4]; // Used by nodebuilder.
|
|
};
|
|
float len;
|
|
union
|
|
{
|
|
void *children[2]; // If bit 0 is set, it's a subsector.
|
|
int intchildren[2]; // Used by nodebuilder.
|
|
};
|
|
};
|
|
|
|
|
|
// An entire BSP tree.
|
|
|
|
struct FMiniBSP
|
|
{
|
|
bool bDirty;
|
|
|
|
TArray<node_t> Nodes;
|
|
TArray<seg_t> Segs;
|
|
TArray<subsector_t> Subsectors;
|
|
TArray<vertex_t> Verts;
|
|
};
|
|
|
|
|
|
|
|
//
|
|
// OTHER TYPES
|
|
//
|
|
|
|
typedef BYTE lighttable_t; // This could be wider for >8 bit display.
|
|
|
|
// This encapsulates the fields of vissprite_t that can be altered by AlterWeaponSprite
|
|
struct visstyle_t
|
|
{
|
|
bool Invert;
|
|
float Alpha;
|
|
ERenderStyle RenderStyle;
|
|
};
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
//
|
|
// The playsim can use different nodes than the renderer so this is
|
|
// not the same as R_PointInSubsector
|
|
//
|
|
//----------------------------------------------------------------------------------
|
|
subsector_t *P_PointInSubsector(double x, double y);
|
|
|
|
inline sector_t *P_PointInSector(const DVector2 &pos)
|
|
{
|
|
return P_PointInSubsector(pos.X, pos.Y)->sector;
|
|
}
|
|
|
|
inline sector_t *P_PointInSector(double X, double Y)
|
|
{
|
|
return P_PointInSubsector(X, Y)->sector;
|
|
}
|
|
|
|
inline DVector3 AActor::PosRelative(int portalgroup) const
|
|
{
|
|
return Pos() + Displacements.getOffset(Sector->PortalGroup, portalgroup);
|
|
}
|
|
|
|
inline DVector3 AActor::PosRelative(const AActor *other) const
|
|
{
|
|
return Pos() + Displacements.getOffset(Sector->PortalGroup, other->Sector->PortalGroup);
|
|
}
|
|
|
|
inline DVector3 AActor::PosRelative(sector_t *sec) const
|
|
{
|
|
return Pos() + Displacements.getOffset(Sector->PortalGroup, sec->PortalGroup);
|
|
}
|
|
|
|
inline DVector3 AActor::PosRelative(line_t *line) const
|
|
{
|
|
return Pos() + Displacements.getOffset(Sector->PortalGroup, line->frontsector->PortalGroup);
|
|
}
|
|
|
|
inline DVector3 PosRelative(const DVector3 &pos, line_t *line, sector_t *refsec = NULL)
|
|
{
|
|
return pos + Displacements.getOffset(refsec->PortalGroup, line->frontsector->PortalGroup);
|
|
}
|
|
|
|
|
|
inline void AActor::ClearInterpolation()
|
|
{
|
|
Prev = Pos();
|
|
PrevAngles = Angles;
|
|
if (Sector) PrevPortalGroup = Sector->PortalGroup;
|
|
else PrevPortalGroup = 0;
|
|
}
|
|
|
|
inline bool FBoundingBox::inRange(const line_t *ld) const
|
|
{
|
|
return Left() < ld->bbox[BOXRIGHT] &&
|
|
Right() > ld->bbox[BOXLEFT] &&
|
|
Top() > ld->bbox[BOXBOTTOM] &&
|
|
Bottom() < ld->bbox[BOXTOP];
|
|
}
|
|
|
|
|
|
|
|
#endif
|