#pragma once #include "g_level.h" #include "r_defs.h" #include "portal.h" struct FLevelLocals { void Tick (); void AddScroller (int secnum); uint8_t 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 FString F1Pic; EMapType maptype; TStaticArray vertexes; TStaticArray sectors; TStaticArray lines; TStaticArray sides; TArray sectorPortals; uint32_t flags; uint32_t flags2; uint32_t flags3; uint32_t fadeto; // The color the palette fades to (usually black) uint32_t outsidefog; // The fog for sectors with sky ceilings uint32_t hazardcolor; // what color strife hazard blends the screen color as uint32_t hazardflash; // what color strife hazard flashes the screen color as 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 int8_t WallVertLight; // Light diffs for vert/horiz walls int8_t WallHorizLight; bool FromSnapshot; // The current map was restored from a snapshot double teamdamage; // former OpenGL-exclusive properties that should also be usable by the true color software renderer. int fogdensity; int outsidefogdensity; int skyfog; 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; } inline bool sector_t::PortalBlocksView(int plane) { if (GetPortalType(plane) != PORTS_LINKEDPORTAL) return false; return !!(planes[plane].Flags & (PLANEF_NORENDER | PLANEF_DISABLED | PLANEF_OBSTRUCTED)); } inline bool sector_t::PortalBlocksSight(int plane) { return PLANEF_LINKED != (planes[plane].Flags & (PLANEF_NORENDER | PLANEF_NOPASS | PLANEF_DISABLED | PLANEF_OBSTRUCTED | PLANEF_LINKED)); } inline bool sector_t::PortalBlocksMovement(int plane) { return PLANEF_LINKED != (planes[plane].Flags & (PLANEF_NOPASS | PLANEF_DISABLED | PLANEF_OBSTRUCTED | PLANEF_LINKED)); } inline bool sector_t::PortalBlocksSound(int plane) { return PLANEF_LINKED != (planes[plane].Flags & (PLANEF_BLOCKSOUND | PLANEF_DISABLED | PLANEF_OBSTRUCTED | PLANEF_LINKED)); } inline bool sector_t::PortalIsLinked(int plane) { return (GetPortalType(plane) == PORTS_LINKEDPORTAL); } inline FLinePortal *line_t::getPortal() const { return portalindex >= linePortals.Size() ? (FLinePortal*)NULL : &linePortals[portalindex]; } // returns true if the portal is crossable by actors inline bool line_t::isLinePortal() const { return portalindex >= linePortals.Size() ? false : !!(linePortals[portalindex].mFlags & PORTF_PASSABLE); } // returns true if the portal needs to be handled by the renderer inline bool line_t::isVisualPortal() const { return portalindex >= linePortals.Size() ? false : !!(linePortals[portalindex].mFlags & PORTF_VISIBLE); } inline line_t *line_t::getPortalDestination() const { return portalindex >= linePortals.Size() ? (line_t*)NULL : linePortals[portalindex].mDestination; } inline int line_t::getPortalAlignment() const { return portalindex >= linePortals.Size() ? 0 : linePortals[portalindex].mAlign; }