#pragma once #include "g_level.h" #include "r_defs.h" struct FLevelLocals { void Tick (); void AddScroller (int secnum); BYTE md5[16]; // for savegame validation. If the MD5 does not match the savegame won't be loaded. int time; // time in the hub int maptime; // time in the map int totaltime; // time in the game int starttime; int partime; int sucktime; level_info_t *info; int cluster; int clusterflags; int levelnum; int lumpnum; FString LevelName; FString MapName; // the lump name (E1M1, MAP01, etc) FString NextMap; // go here when using the regular exit FString NextSecretMap; // map to go to when used secret exit EMapType maptype; TStaticArray vertexes; TStaticArray sectors; TStaticArray lines; TStaticArray sides; TArray sectorPortals; DWORD flags; DWORD flags2; DWORD flags3; DWORD fadeto; // The color the palette fades to (usually black) DWORD outsidefog; // The fog for sectors with sky ceilings FString Music; int musicorder; int cdtrack; unsigned int cdid; FTextureID skytexture1; FTextureID skytexture2; float skyspeed1; // Scrolling speed of sky textures, in pixels per ms float skyspeed2; int total_secrets; int found_secrets; int total_items; int found_items; int total_monsters; int killed_monsters; double gravity; double aircontrol; double airfriction; int airsupply; int DefaultEnvironment; // Default sound environment. TArray Scrolls; // NULL if no DScrollers in this level SBYTE WallVertLight; // Light diffs for vert/horiz walls SBYTE WallHorizLight; bool FromSnapshot; // The current map was restored from a snapshot double teamdamage; bool IsJumpingAllowed() const; bool IsCrouchingAllowed() const; bool IsFreelookAllowed() const; }; extern FLevelLocals level; inline int vertex_t::Index() const { return int(this - &level.vertexes[0]); } inline int side_t::Index() const { return int(this - &level.sides[0]); } inline int line_t::Index() const { return int(this - &level.lines[0]); } inline FSectorPortal *line_t::GetTransferredPortal() { return portaltransferred >= level.sectorPortals.Size() ? (FSectorPortal*)nullptr : &level.sectorPortals[portaltransferred]; } inline int sector_t::Index() const { return int(this - &level.sectors[0]); } inline FSectorPortal *sector_t::GetPortal(int plane) { return &level.sectorPortals[Portals[plane]]; } inline double sector_t::GetPortalPlaneZ(int plane) { return level.sectorPortals[Portals[plane]].mPlaneZ; } inline DVector2 sector_t::GetPortalDisplacement(int plane) { return level.sectorPortals[Portals[plane]].mDisplacement; } inline int sector_t::GetPortalType(int plane) { return level.sectorPortals[Portals[plane]].mType; } inline int sector_t::GetOppositePortalGroup(int plane) { return level.sectorPortals[Portals[plane]].mDestination->PortalGroup; }