mirror of
https://github.com/ZDoom/gzdoom.git
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1578 lines
37 KiB
C++
1578 lines
37 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 <forward_list>
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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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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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private:
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DVector2 p;
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public:
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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()
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{
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return { p.X, p.Y };
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}
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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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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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class ASectorAction : public AActor
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{
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DECLARE_CLASS (ASectorAction, AActor)
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public:
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ASectorAction (bool activatedByUse = false);
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void Destroy () override;
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void BeginPlay ();
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void Activate (AActor *source);
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void Deactivate (AActor *source);
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bool TriggerAction(AActor *triggerer, int activationType);
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bool CanTrigger (AActor *triggerer) const;
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bool IsActivatedByUse() const;
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protected:
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virtual bool DoTriggerAction(AActor *triggerer, int activationType);
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bool CheckTrigger(AActor *triggerer) const;
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private:
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bool ActivatedByUse;
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};
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class ASkyViewpoint;
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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;
|
|
|
|
// [RH] floor and ceiling texture scales
|
|
double xScale, yScale;
|
|
|
|
// [RH] floor and ceiling texture rotation
|
|
DAngle Angle, baseAngle;
|
|
|
|
finline bool operator == (const FTransform &other) const
|
|
{
|
|
return xOffs == other.xOffs && yOffs + baseyOffs == other.yOffs + other.baseyOffs &&
|
|
xScale == other.xScale && yScale == other.yScale && Angle + baseAngle == other.Angle + other.baseAngle;
|
|
}
|
|
finline bool operator != (const FTransform &other) const
|
|
{
|
|
return !(*this == other);
|
|
}
|
|
|
|
};
|
|
|
|
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();
|
|
|
|
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;
|
|
|
|
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)
|
|
{
|
|
return §orPortals[Portals[plane]];
|
|
}
|
|
|
|
double GetPortalPlaneZ(int plane)
|
|
{
|
|
return sectorPortals[Portals[plane]].mPlaneZ;
|
|
}
|
|
|
|
DVector2 GetPortalDisplacement(int plane)
|
|
{
|
|
return sectorPortals[Portals[plane]].mDisplacement;
|
|
}
|
|
|
|
int GetPortalType(int plane)
|
|
{
|
|
return sectorPortals[Portals[plane]].mType;
|
|
}
|
|
|
|
int GetOppositePortalGroup(int plane)
|
|
{
|
|
return sectorPortals[Portals[plane]].mDestination->PortalGroup;
|
|
}
|
|
|
|
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
|
|
|
|
short linecount;
|
|
struct line_t **lines; // [linecount] size
|
|
|
|
// 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 *render_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<ASectorAction> 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 Index; // 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;
|
|
|
|
//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()
|
|
{
|
|
return portaltransferred >= sectorPortals.Size() ? (FSectorPortal*)NULL : §orPortals[portaltransferred];
|
|
}
|
|
|
|
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;
|
|
}
|
|
};
|
|
|
|
// 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_portal; // a portal containing this object
|
|
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
|
|
};
|
|
|
|
struct glsegextra_t
|
|
{
|
|
DWORD PartnerSeg;
|
|
subsector_t *Subsector;
|
|
};
|
|
|
|
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.
|
|
struct FSWColormap;
|
|
|
|
// This encapsulates the fields of vissprite_t that can be altered by AlterWeaponSprite
|
|
struct visstyle_t
|
|
{
|
|
int ColormapNum; // Which colormap is rendered
|
|
FSWColormap *BaseColormap; // Base colormap used together with ColormapNum
|
|
lighttable_t *colormap; // [SP] Restored from GZDoom - will this work?
|
|
float Alpha;
|
|
FRenderStyle 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
|