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https://github.com/ZDoom/gzdoom.git
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c58f5095d9
This did no longer sort sprites in the same position reliably since the feature to render sprites which only partially are inside a sector was added. With this, sprites in the same position are no longer guaranteed to be added to the render list in sequence. Fixed by adding an 'order' field to AActor which gets incremented with each spawned actor and reset when a new level is started. The software renderer will also need a variation of this fix but its data no longer has access to the defining actor when being sorted, so a bit more work is needed here.
358 lines
No EOL
10 KiB
C
358 lines
No EOL
10 KiB
C
/*
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** g_levellocals.h
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** The static data for a level
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2005-2017 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#pragma once
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#include "doomdata.h"
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#include "g_level.h"
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#include "r_defs.h"
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#include "r_sky.h"
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#include "portal.h"
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#include "p_blockmap.h"
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#include "p_local.h"
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#include "p_destructible.h"
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#include "r_data/r_sections.h"
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#include "r_data/r_canvastexture.h"
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struct FLevelData
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{
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TArray<vertex_t> vertexes;
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TArray<sector_t> sectors;
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TArray<line_t*> linebuffer; // contains the line lists for the sectors.
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TArray<line_t> lines;
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TArray<side_t> sides;
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TArray<seg_t> segs;
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TArray<subsector_t> subsectors;
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TArray<node_t> nodes;
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TArray<subsector_t> gamesubsectors;
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TArray<node_t> gamenodes;
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node_t *headgamenode;
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TArray<uint8_t> rejectmatrix;
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TArray<zone_t> Zones;
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TArray<FSectorPortal> sectorPortals;
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TArray<FLinePortal> linePortals;
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// Portal information.
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FDisplacementTable Displacements;
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FPortalBlockmap PortalBlockmap;
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TArray<FLinePortal*> linkedPortals; // only the linked portals, this is used to speed up looking for them in P_CollectConnectedGroups.
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TArray<FSectorPortalGroup *> portalGroups;
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TArray<FLinePortalSpan> linePortalSpans;
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FSectionContainer sections;
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FCanvasTextureInfo canvasTextureInfo;
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// [ZZ] Destructible geometry information
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TMap<int, FHealthGroup> healthGroups;
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FBlockmap blockmap;
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// These are copies of the loaded map data that get used by the savegame code to skip unaltered fields
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// Without such a mechanism the savegame format would become too slow and large because more than 80-90% are normally still unaltered.
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TArray<sector_t> loadsectors;
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TArray<line_t> loadlines;
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TArray<side_t> loadsides;
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// Maintain single and multi player starting spots.
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TArray<FPlayerStart> deathmatchstarts;
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FPlayerStart playerstarts[MAXPLAYERS];
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TArray<FPlayerStart> AllPlayerStarts;
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};
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struct FLevelLocals : public FLevelData
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{
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void Tick();
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void Mark();
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void AddScroller(int secnum);
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void SetInterMusic(const char *nextmap);
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void SetMusicVolume(float v);
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uint8_t md5[16]; // for savegame validation. If the MD5 does not match the savegame won't be loaded.
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int time; // time in the hub
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int maptime; // time in the map
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int totaltime; // time in the game
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int starttime;
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int partime;
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int sucktime;
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uint32_t spawnindex;
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level_info_t *info;
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int cluster;
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int clusterflags;
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int levelnum;
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int lumpnum;
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FString LevelName;
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FString MapName; // the lump name (E1M1, MAP01, etc)
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FString NextMap; // go here when using the regular exit
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FString NextSecretMap; // map to go to when used secret exit
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FString F1Pic;
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EMapType maptype;
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uint64_t ShaderStartTime = 0; // tell the shader system when we started the level (forces a timer restart)
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static const int BODYQUESIZE = 32;
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TObjPtr<AActor*> bodyque[BODYQUESIZE];
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int bodyqueslot;
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int NumMapSections;
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uint32_t flags;
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uint32_t flags2;
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uint32_t flags3;
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uint32_t fadeto; // The color the palette fades to (usually black)
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uint32_t outsidefog; // The fog for sectors with sky ceilings
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uint32_t hazardcolor; // what color strife hazard blends the screen color as
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uint32_t hazardflash; // what color strife hazard flashes the screen color as
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FString Music;
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int musicorder;
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int cdtrack;
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unsigned int cdid;
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FTextureID skytexture1;
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FTextureID skytexture2;
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float skyspeed1; // Scrolling speed of sky textures, in pixels per ms
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float skyspeed2;
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int total_secrets;
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int found_secrets;
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int total_items;
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int found_items;
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int total_monsters;
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int killed_monsters;
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double gravity;
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double aircontrol;
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double airfriction;
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int airsupply;
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int DefaultEnvironment; // Default sound environment.
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TArray<DVector2> Scrolls; // NULL if no DScrollers in this level
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int8_t WallVertLight; // Light diffs for vert/horiz walls
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int8_t WallHorizLight;
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bool FromSnapshot; // The current map was restored from a snapshot
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bool HasHeightSecs; // true if some Transfer_Heights effects are present in the map. If this is false, some checks in the renderer can be shortcut.
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bool HasDynamicLights; // Another render optimization for maps with no lights at all.
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double teamdamage;
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// former OpenGL-exclusive properties that should also be usable by the true color software renderer.
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int fogdensity;
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int outsidefogdensity;
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int skyfog;
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FName deathsequence;
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float pixelstretch;
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float MusicVolume;
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// Hardware render stuff that can either be set via CVAR or MAPINFO
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ELightMode lightmode;
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bool brightfog;
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bool lightadditivesurfaces;
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bool notexturefill;
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bool IsJumpingAllowed() const;
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bool IsCrouchingAllowed() const;
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bool IsFreelookAllowed() const;
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node_t *HeadNode() const
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{
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return nodes.Size() == 0 ? nullptr : &nodes[nodes.Size() - 1];
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}
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node_t *HeadGamenode() const
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{
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return headgamenode;
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}
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// Returns true if level is loaded from saved game or is being revisited as a part of a hub
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bool IsReentering() const
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{
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return savegamerestore
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|| (info != nullptr && info->Snapshot.mBuffer != nullptr && info->isValid());
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}
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bool isSoftwareLighting() const
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{
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return lightmode >= ELightMode::ZDoomSoftware;
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}
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bool isDarkLightMode() const
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{
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return !!((int)lightmode & (int)ELightMode::Doom);
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}
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void SetFallbackLightMode()
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{
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lightmode = ELightMode::Doom;
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}
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};
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#ifndef NO_DEFINE_LEVEL
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extern FLevelLocals level;
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inline int vertex_t::Index() const
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{
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return int(this - &level.vertexes[0]);
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}
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inline int side_t::Index() const
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{
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return int(this - &level.sides[0]);
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}
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inline int line_t::Index() const
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{
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return int(this - &level.lines[0]);
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}
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inline int seg_t::Index() const
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{
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return int(this - &level.segs[0]);
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}
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inline int subsector_t::Index() const
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{
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return int(this - &level.subsectors[0]);
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}
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inline int node_t::Index() const
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{
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return int(this - &level.nodes[0]);
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}
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inline FSectorPortal *line_t::GetTransferredPortal()
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{
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return portaltransferred >= level.sectorPortals.Size() ? (FSectorPortal*)nullptr : &level.sectorPortals[portaltransferred];
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}
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inline int sector_t::Index() const
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{
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return int(this - &level.sectors[0]);
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}
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inline FSectorPortal *sector_t::GetPortal(int plane)
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{
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return &level.sectorPortals[Portals[plane]];
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}
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inline double sector_t::GetPortalPlaneZ(int plane)
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{
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return level.sectorPortals[Portals[plane]].mPlaneZ;
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}
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inline DVector2 sector_t::GetPortalDisplacement(int plane)
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{
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return level.sectorPortals[Portals[plane]].mDisplacement;
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}
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inline int sector_t::GetPortalType(int plane)
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{
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return level.sectorPortals[Portals[plane]].mType;
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}
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inline int sector_t::GetOppositePortalGroup(int plane)
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{
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return level.sectorPortals[Portals[plane]].mDestination->PortalGroup;
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}
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inline bool sector_t::PortalBlocksView(int plane)
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{
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if (GetPortalType(plane) != PORTS_LINKEDPORTAL) return false;
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return !!(planes[plane].Flags & (PLANEF_NORENDER | PLANEF_DISABLED | PLANEF_OBSTRUCTED));
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}
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inline bool sector_t::PortalBlocksSight(int plane)
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{
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return PLANEF_LINKED != (planes[plane].Flags & (PLANEF_NORENDER | PLANEF_NOPASS | PLANEF_DISABLED | PLANEF_OBSTRUCTED | PLANEF_LINKED));
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}
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inline bool sector_t::PortalBlocksMovement(int plane)
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{
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return PLANEF_LINKED != (planes[plane].Flags & (PLANEF_NOPASS | PLANEF_DISABLED | PLANEF_OBSTRUCTED | PLANEF_LINKED));
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}
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inline bool sector_t::PortalBlocksSound(int plane)
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{
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return PLANEF_LINKED != (planes[plane].Flags & (PLANEF_BLOCKSOUND | PLANEF_DISABLED | PLANEF_OBSTRUCTED | PLANEF_LINKED));
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}
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inline bool sector_t::PortalIsLinked(int plane)
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{
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return (GetPortalType(plane) == PORTS_LINKEDPORTAL);
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}
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inline FLinePortal *line_t::getPortal() const
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{
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return portalindex >= level.linePortals.Size() ? (FLinePortal*)NULL : &level.linePortals[portalindex];
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}
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// returns true if the portal is crossable by actors
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inline bool line_t::isLinePortal() const
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{
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return portalindex >= level.linePortals.Size() ? false : !!(level.linePortals[portalindex].mFlags & PORTF_PASSABLE);
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}
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// returns true if the portal needs to be handled by the renderer
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inline bool line_t::isVisualPortal() const
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{
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return portalindex >= level.linePortals.Size() ? false : !!(level.linePortals[portalindex].mFlags & PORTF_VISIBLE);
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}
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inline line_t *line_t::getPortalDestination() const
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{
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return portalindex >= level.linePortals.Size() ? (line_t*)NULL : level.linePortals[portalindex].mDestination;
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}
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inline int line_t::getPortalAlignment() const
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{
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return portalindex >= level.linePortals.Size() ? 0 : level.linePortals[portalindex].mAlign;
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}
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inline bool line_t::hitSkyWall(AActor* mo) const
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{
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return backsector &&
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backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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mo->Z() >= backsector->ceilingplane.ZatPoint(mo->PosRelative(this));
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}
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#endif |