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https://github.com/ZDoom/gzdoom.git
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835 lines
26 KiB
C++
835 lines
26 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 "po_man.h"
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#include "p_acs.h"
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#include "p_tags.h"
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#include "p_spec.h"
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#include "actor.h"
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#include "b_bot.h"
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#include "p_effect.h"
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#include "d_player.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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#include "r_data/r_interpolate.h"
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//============================================================================
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//
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// This is used to mark processed portals for some collection functions.
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//
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//============================================================================
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struct FPortalBits
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{
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TArray<uint32_t> data;
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void setSize(int num)
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{
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data.Resize((num + 31) / 32);
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clear();
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}
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void clear()
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{
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memset(&data[0], 0, data.Size() * sizeof(uint32_t));
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}
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void setBit(int group)
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{
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data[group >> 5] |= (1 << (group & 31));
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}
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int getBit(int group)
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{
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return data[group >> 5] & (1 << (group & 31));
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}
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};
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class DACSThinker;
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class DFraggleThinker;
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class DSpotState;
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class DSeqNode;
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struct FStrifeDialogueNode;
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class DAutomapBase;
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struct wbstartstruct_t;
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class DSectorMarker;
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struct FTranslator;
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struct EventManager;
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typedef TMap<int, int> FDialogueIDMap; // maps dialogue IDs to dialogue array index (for ACS)
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typedef TMap<FName, int> FDialogueMap; // maps actor class names to dialogue array index
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typedef TMap<int, FUDMFKeys> FUDMFKeyMap;
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struct FLevelLocals
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{
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void *level;
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void *Level; // bug catchers.
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FLevelLocals();
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~FLevelLocals();
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void *operator new(size_t blocksize)
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{
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// Null the allocated memory before running the constructor.
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// If we later allocate secondary levels they need to behave exactly like a global variable, i.e. start nulled.
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auto block = ::operator new(blocksize);
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memset(block, 0, blocksize);
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return block;
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}
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friend class MapLoader;
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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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void ClearLevelData();
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void ClearPortals();
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bool CheckIfExitIsGood(AActor *self, level_info_t *newmap);
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void FormatMapName(FString &mapname, const char *mapnamecolor);
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void ClearAllSubsectorLinks();
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void TranslateLineDef (line_t *ld, maplinedef_t *mld, int lineindexforid = -1);
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int TranslateSectorSpecial(int special);
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bool IsTIDUsed(int tid);
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int FindUniqueTID(int start_tid, int limit);
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int GetConversation(int conv_id);
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int GetConversation(FName classname);
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void SetConversation(int convid, PClassActor *Class, int dlgindex);
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int FindNode (const FStrifeDialogueNode *node);
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int GetInfighting();
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void SetCompatLineOnSide(bool state);
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int GetCompatibility(int mask);
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int GetCompatibility2(int mask);
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void ApplyCompatibility();
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void ApplyCompatibility2();
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void Init();
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private:
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line_t *FindPortalDestination(line_t *src, int tag);
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void BuildPortalBlockmap();
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void UpdatePortal(FLinePortal *port);
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void CollectLinkedPortals();
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void CreateLinkedPortals();
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bool ChangePortalLine(line_t *line, int destid);
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void AddDisplacementForPortal(FSectorPortal *portal);
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void AddDisplacementForPortal(FLinePortal *portal);
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bool ConnectPortalGroups();
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void SerializePlayers(FSerializer &arc, bool skipload);
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void CopyPlayer(player_t *dst, player_t *src, const char *name);
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void ReadOnePlayer(FSerializer &arc, bool skipload);
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void ReadMultiplePlayers(FSerializer &arc, int numPlayers, int numPlayersNow, bool skipload);
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void SerializeSounds(FSerializer &arc);
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public:
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void SnapshotLevel();
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void UnSnapshotLevel(bool hubLoad);
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void FinalizePortals();
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bool ChangePortal(line_t *ln, int thisid, int destid);
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unsigned GetSkyboxPortal(AActor *actor);
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unsigned GetPortal(int type, int plane, sector_t *orgsec, sector_t *destsec, const DVector2 &displacement);
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unsigned GetStackPortal(AActor *point, int plane);
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DVector2 GetPortalOffsetPosition(double x, double y, double dx, double dy);
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bool CollectConnectedGroups(int startgroup, const DVector3 &position, double upperz, double checkradius, FPortalGroupArray &out);
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void ActivateInStasisPlat(int tag);
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bool CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag, double speed, double speed2, double height, int crush, int silent, int change, DCeiling::ECrushMode hexencrush);
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void ActivateInStasisCeiling(int tag);
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bool CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line, double speed, double height, int crush, int change, bool hexencrush, bool hereticlower);
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void DoDeferedScripts();
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void AdjustPusher(int tag, int magnitude, int angle, bool wind);
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int Massacre(bool baddies = false, FName cls = NAME_None);
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AActor *SpawnMapThing(FMapThing *mthing, int position);
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AActor *SpawnMapThing(int index, FMapThing *mt, int position);
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AActor *SpawnPlayer(FPlayerStart *mthing, int playernum, int flags = 0);
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void StartLightning();
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void ForceLightning(int mode);
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void ClearDynamic3DFloorData();
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void WorldDone(void);
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void AirControlChanged();
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AActor *SelectTeleDest(int tid, int tag, bool norandom);
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bool AlignFlat(int linenum, int side, int fc);
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void ReplaceTextures(const char *fromname, const char *toname, int flags);
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bool EV_Thing_Spawn(int tid, AActor *source, int type, DAngle angle, bool fog, int newtid);
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bool EV_Thing_Move(int tid, AActor *source, int mapspot, bool fog);
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bool EV_Thing_Projectile(int tid, AActor *source, int type, const char *type_name, DAngle angle,
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double speed, double vspeed, int dest, AActor *forcedest, int gravity, int newtid, bool leadTarget);
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int EV_Thing_Damage(int tid, AActor *whofor0, int amount, FName type);
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bool EV_DoPlat(int tag, line_t *line, DPlat::EPlatType type, double height, double speed, int delay, int lip, int change);
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void EV_StopPlat(int tag, bool remove);
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bool EV_DoPillar(DPillar::EPillar type, line_t *line, int tag, double speed, double height, double height2, int crush, bool hexencrush);
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bool EV_DoDoor(DDoor::EVlDoor type, line_t *line, AActor *thing, int tag, double speed, int delay, int lock, int lightTag, bool boomgen = false, int topcountdown = 0);
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bool EV_SlidingDoor(line_t *line, AActor *thing, int tag, int speed, int delay, DAnimatedDoor::EADType type);
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bool EV_DoCeiling(DCeiling::ECeiling type, line_t *line, int tag, double speed, double speed2, double height, int crush, int silent, int change, DCeiling::ECrushMode hexencrush = DCeiling::ECrushMode::crushDoom);
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bool EV_CeilingCrushStop(int tag, bool remove);
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bool EV_StopCeiling(int tag, line_t *line);
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bool EV_BuildStairs(int tag, DFloor::EStair type, line_t *line, double stairsize, double speed, int delay, int reset, int igntxt, int usespecials);
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bool EV_DoFloor(DFloor::EFloor floortype, line_t *line, int tag, double speed, double height, int crush, int change, bool hexencrush, bool hereticlower = false);
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bool EV_FloorCrushStop(int tag, line_t *line);
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bool EV_StopFloor(int tag, line_t *line);
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bool EV_DoDonut(int tag, line_t *line, double pillarspeed, double slimespeed);
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bool EV_DoElevator(line_t *line, DElevator::EElevator type, double speed, double height, int tag);
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bool EV_StartWaggle(int tag, line_t *line, int height, int speed, int offset, int timer, bool ceiling);
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bool EV_DoChange(line_t *line, EChange changetype, int tag);
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void EV_StartLightFlickering(int tag, int upper, int lower);
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void EV_StartLightStrobing(int tag, int upper, int lower, int utics, int ltics);
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void EV_StartLightStrobing(int tag, int utics, int ltics);
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void EV_TurnTagLightsOff(int tag);
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void EV_LightTurnOn(int tag, int bright);
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void EV_LightTurnOnPartway(int tag, double frac);
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void EV_LightChange(int tag, int value);
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void EV_StartLightGlowing(int tag, int upper, int lower, int tics);
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void EV_StartLightFading(int tag, int value, int tics);
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void EV_StopLightEffect(int tag);
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bool EV_Teleport(int tid, int tag, line_t *line, int side, AActor *thing, int flags);
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bool EV_SilentLineTeleport(line_t *line, int side, AActor *thing, int id, INTBOOL reverse);
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bool EV_TeleportOther(int other_tid, int dest_tid, bool fog);
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bool EV_TeleportGroup(int group_tid, AActor *victim, int source_tid, int dest_tid, bool moveSource, bool fog);
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bool EV_TeleportSector(int tag, int source_tid, int dest_tid, bool fog, int group_tid);
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void RecalculateDrawnSubsectors();
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FSerializer &SerializeSubsectors(FSerializer &arc, const char *key);
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void SpawnExtraPlayers();
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void Serialize(FSerializer &arc, bool hubload);
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DThinker *FirstThinker (int statnum);
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// g_Game
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void PlayerReborn (int player);
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bool CheckSpot (int playernum, FPlayerStart *mthing);
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void DoReborn (int playernum, bool freshbot);
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void QueueBody (AActor *body);
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double PlayersRangeFromSpot (FPlayerStart *spot);
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FPlayerStart *SelectFarthestDeathmatchSpot (size_t selections);
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FPlayerStart *SelectRandomDeathmatchSpot (int playernum, unsigned int selections);
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void DeathMatchSpawnPlayer (int playernum);
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FPlayerStart *PickPlayerStart(int playernum, int flags = 0);
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bool DoCompleted(FString nextlevel, wbstartstruct_t &wminfo);
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void StartTravel();
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int FinishTravel();
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void ChangeLevel(const char *levelname, int position, int flags, int nextSkill = -1);
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const char *GetSecretExitMap();
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void ExitLevel(int position, bool keepFacing);
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void SecretExitLevel(int position);
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void DoLoadLevel(const FString &nextmapname, int position, bool autosave, bool newGame);
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void DeleteAllAttachedLights();
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void RecreateAllAttachedLights();
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private:
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// Work data for CollectConnectedGroups.
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FPortalBits processMask;
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TArray<FLinePortal*> foundPortals;
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TArray<int> groupsToCheck;
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public:
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FSectorTagIterator GetSectorTagIterator(int tag)
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{
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return FSectorTagIterator(tagManager, tag);
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}
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FSectorTagIterator GetSectorTagIterator(int tag, line_t *line)
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{
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return FSectorTagIterator(tagManager, tag, line);
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}
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FLineIdIterator GetLineIdIterator(int tag)
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{
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return FLineIdIterator(tagManager, tag);
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}
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template<class T> TThinkerIterator<T> GetThinkerIterator(FName subtype = NAME_None, int statnum = MAX_STATNUM+1)
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{
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if (subtype == NAME_None) return TThinkerIterator<T>(this, statnum);
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else return TThinkerIterator<T>(this, subtype, statnum);
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}
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template<class T> TThinkerIterator<T> GetThinkerIterator(FName subtype, int statnum, AActor *prev)
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{
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return TThinkerIterator<T>(this, subtype, statnum, prev);
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}
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FActorIterator GetActorIterator(int tid)
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{
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return FActorIterator(TIDHash, tid);
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}
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FActorIterator GetActorIterator(int tid, AActor *start)
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{
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return FActorIterator(TIDHash, tid, start);
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}
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NActorIterator GetActorIterator(FName type, int tid)
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{
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return NActorIterator(TIDHash, type, tid);
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}
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AActor *SingleActorFromTID(int tid, AActor *defactor)
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{
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return tid == 0 ? defactor : GetActorIterator(tid).Next();
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}
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bool SectorHasTags(sector_t *sector)
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{
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return tagManager.SectorHasTags(sector);
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}
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bool SectorHasTag(sector_t *sector, int tag)
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{
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return tagManager.SectorHasTag(sector, tag);
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}
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bool SectorHasTag(int sector, int tag)
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{
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return tagManager.SectorHasTag(sector, tag);
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}
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int GetFirstSectorTag(const sector_t *sect) const
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{
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return tagManager.GetFirstSectorTag(sect);
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}
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int GetFirstSectorTag(int i) const
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{
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return tagManager.GetFirstSectorTag(i);
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}
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int GetFirstLineId(const line_t *sect) const
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{
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return tagManager.GetFirstLineID(sect);
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}
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bool LineHasId(int line, int tag)
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{
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return tagManager.LineHasID(line, tag);
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}
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bool LineHasId(line_t *line, int tag)
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{
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return tagManager.LineHasID(line, tag);
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}
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int FindFirstSectorFromTag(int tag)
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{
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auto it = GetSectorTagIterator(tag);
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return it.Next();
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}
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int FindFirstLineFromID(int tag)
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{
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auto it = GetLineIdIterator(tag);
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return it.Next();
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}
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int isFrozen()
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{
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return frozenstate;
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}
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private: // The engine should never ever access subsectors of the game nodes. This is only needed for actually implementing PointInSector.
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subsector_t *PointInSubsector(double x, double y);
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public:
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sector_t *PointInSectorBuggy(double x, double y);
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subsector_t *PointInRenderSubsector (fixed_t x, fixed_t y);
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sector_t *PointInSector(const DVector2 &pos)
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{
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return PointInSubsector(pos.X, pos.Y)->sector;
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}
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sector_t *PointInSector(double x, double y)
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{
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return PointInSubsector(x, y)->sector;
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}
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subsector_t *PointInRenderSubsector (const DVector2 &pos)
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{
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return PointInRenderSubsector(FloatToFixed(pos.X), FloatToFixed(pos.Y));
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}
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FPolyObj *GetPolyobj (int polyNum)
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{
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auto index = Polyobjects.FindEx([=](const auto &poly) { return poly.tag == polyNum; });
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return index == Polyobjects.Size()? nullptr : &Polyobjects[index];
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}
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void ClearTIDHashes ()
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{
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memset(TIDHash, 0, sizeof(TIDHash));
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}
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bool CheckReject(sector_t *s1, sector_t *s2)
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{
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if (rejectmatrix.Size() > 0)
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{
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int pnum = int(s1->Index()) * sectors.Size() + int(s2->Index());
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return !(rejectmatrix[pnum >> 3] & (1 << (pnum & 7)));
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}
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return true;
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}
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DThinker *CreateThinker(PClass *cls, int statnum = STAT_DEFAULT)
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{
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DThinker *thinker = static_cast<DThinker*>(cls->CreateNew());
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assert(thinker->IsKindOf(RUNTIME_CLASS(DThinker)));
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thinker->ObjectFlags |= OF_JustSpawned;
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Thinkers.Link(thinker, statnum);
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thinker->Level = this;
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return thinker;
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}
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template<typename T, typename... Args>
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T* CreateThinker(Args&&... args)
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{
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auto thinker = static_cast<T*>(CreateThinker(RUNTIME_CLASS(T), T::DEFAULT_STAT));
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thinker->Construct(std::forward<Args>(args)...);
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return thinker;
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}
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void SetMusic()
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{
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if (cdtrack == 0 || !S_ChangeCDMusic(cdtrack, cdid))
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S_ChangeMusic(Music, musicorder);
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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<subsector_t*> subsectorbuffer; // contains the subsector 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 *> segbuffer; // contains the seg links for the sidedefs.
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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<FPolyObj> Polyobjects;
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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.
|
|
TArray<FSectorPortalGroup *> portalGroups;
|
|
TArray<FLinePortalSpan> linePortalSpans;
|
|
FSectionContainer sections;
|
|
FCanvasTextureInfo canvasTextureInfo;
|
|
EventManager *localEventManager = nullptr;
|
|
|
|
// [ZZ] Destructible geometry information
|
|
TMap<int, FHealthGroup> healthGroups;
|
|
|
|
FBlockmap blockmap;
|
|
TArray<polyblock_t *> PolyBlockMap;
|
|
FUDMFKeyMap UDMFKeys[4];
|
|
|
|
// These are copies of the loaded map data that get used by the savegame code to skip unaltered fields
|
|
// Without such a mechanism the savegame format would become too slow and large because more than 80-90% are normally still unaltered.
|
|
TArray<sector_t> loadsectors;
|
|
TArray<line_t> loadlines;
|
|
TArray<side_t> loadsides;
|
|
|
|
// Maintain single and multi player starting spots.
|
|
TArray<FPlayerStart> deathmatchstarts;
|
|
FPlayerStart playerstarts[MAXPLAYERS];
|
|
TArray<FPlayerStart> AllPlayerStarts;
|
|
|
|
FBehaviorContainer Behaviors;
|
|
AActor *TIDHash[128];
|
|
|
|
TArray<FStrifeDialogueNode *> StrifeDialogues;
|
|
FDialogueIDMap DialogueRoots;
|
|
FDialogueMap ClassRoots;
|
|
FCajunMaster BotInfo;
|
|
|
|
int ii_compatflags = 0;
|
|
int ii_compatflags2 = 0;
|
|
int ib_compatflags = 0;
|
|
int i_compatflags = 0;
|
|
int i_compatflags2 = 0;
|
|
|
|
DSectorMarker *SectorMarker;
|
|
|
|
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;
|
|
uint32_t spawnindex;
|
|
|
|
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;
|
|
FTranslator *Translator;
|
|
EMapType maptype;
|
|
FTagManager tagManager;
|
|
FInterpolator interpolator;
|
|
|
|
uint64_t ShaderStartTime = 0; // tell the shader system when we started the level (forces a timer restart)
|
|
|
|
static const int BODYQUESIZE = 32;
|
|
TObjPtr<AActor*> bodyque[BODYQUESIZE];
|
|
TObjPtr<DAutomapBase*> automap = nullptr;
|
|
int bodyqueslot;
|
|
|
|
// For now this merely points to the global player array, but with this in place, access to this array can be moved over to the level.
|
|
// As things progress each level needs to be able to point to different players, even if they are just null if the second level is merely a skybox or camera target.
|
|
// But even if it got a real player, the level will not own it - the player merely links to the level.
|
|
// This should also be made a real object eventually.
|
|
player_t *Players[MAXPLAYERS];
|
|
|
|
// This is to allow refactoring without refactoring the data right away.
|
|
bool PlayerInGame(int pnum)
|
|
{
|
|
return playeringame[pnum];
|
|
}
|
|
|
|
// This needs to be done better, but for now it should be good enough.
|
|
bool PlayerInGame(player_t *player)
|
|
{
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (player == Players[i]) return PlayerInGame(i);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
int PlayerNum(player_t *player)
|
|
{
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (player == Players[i]) return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
bool isPrimaryLevel() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Gets the console player without having the calling code be aware of the level's state.
|
|
player_t *GetConsolePlayer() const
|
|
{
|
|
return isPrimaryLevel()? Players[consoleplayer] : nullptr;
|
|
}
|
|
|
|
bool isConsolePlayer(AActor *mo) const
|
|
{
|
|
auto p = GetConsolePlayer();
|
|
if (!p) return false;
|
|
return p->mo == mo;
|
|
}
|
|
|
|
bool isCamera(AActor *mo) const
|
|
{
|
|
auto p = GetConsolePlayer();
|
|
if (!p) return false;
|
|
return p->camera == mo;
|
|
}
|
|
|
|
int NumMapSections;
|
|
|
|
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;
|
|
|
|
double sky1pos, sky2pos;
|
|
float hw_sky1pos, hw_sky2pos;
|
|
bool skystretch;
|
|
|
|
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.
|
|
|
|
DSeqNode *SequenceListHead;
|
|
|
|
// [RH] particle globals
|
|
uint32_t ActiveParticles;
|
|
uint32_t InactiveParticles;
|
|
TArray<particle_t> Particles;
|
|
TArray<uint16_t> ParticlesInSubsec;
|
|
FThinkerCollection Thinkers;
|
|
|
|
TArray<DVector2> 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
|
|
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.
|
|
bool HasDynamicLights; // Another render optimization for maps with no lights at all.
|
|
int frozenstate;
|
|
|
|
double teamdamage;
|
|
|
|
// former OpenGL-exclusive properties that should also be usable by the true color software renderer.
|
|
int fogdensity;
|
|
int outsidefogdensity;
|
|
int skyfog;
|
|
|
|
FName deathsequence;
|
|
float pixelstretch;
|
|
float MusicVolume;
|
|
|
|
// Hardware render stuff that can either be set via CVAR or MAPINFO
|
|
ELightMode lightMode;
|
|
bool brightfog;
|
|
bool lightadditivesurfaces;
|
|
bool notexturefill;
|
|
int ImpactDecalCount;
|
|
|
|
FDynamicLight *lights;
|
|
|
|
// links to global game objects
|
|
TArray<TObjPtr<AActor *>> CorpseQueue;
|
|
TObjPtr<DFraggleThinker *> FraggleScriptThinker = nullptr;
|
|
TObjPtr<DACSThinker*> ACSThinker = nullptr;
|
|
|
|
TObjPtr<DSpotState *> SpotState = nullptr;
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool IsJumpingAllowed() const
|
|
{
|
|
if (dmflags & DF_NO_JUMP)
|
|
return false;
|
|
if (dmflags & DF_YES_JUMP)
|
|
return true;
|
|
return !(flags & LEVEL_JUMP_NO);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool IsCrouchingAllowed() const
|
|
{
|
|
if (dmflags & DF_NO_CROUCH)
|
|
return false;
|
|
if (dmflags & DF_YES_CROUCH)
|
|
return true;
|
|
return !(flags & LEVEL_CROUCH_NO);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool IsFreelookAllowed() const
|
|
{
|
|
if (dmflags & DF_NO_FREELOOK)
|
|
return false;
|
|
if (dmflags & DF_YES_FREELOOK)
|
|
return true;
|
|
return !(flags & LEVEL_FREELOOK_NO);
|
|
}
|
|
|
|
node_t *HeadNode() const
|
|
{
|
|
return nodes.Size() == 0 ? nullptr : &nodes[nodes.Size() - 1];
|
|
}
|
|
node_t *HeadGamenode() const
|
|
{
|
|
return headgamenode;
|
|
}
|
|
|
|
// Returns true if level is loaded from saved game or is being revisited as a part of a hub
|
|
bool IsReentering() const
|
|
{
|
|
return savegamerestore
|
|
|| (info != nullptr && info->Snapshot.mBuffer != nullptr && info->isValid());
|
|
}
|
|
};
|
|
|
|
|
|
extern FLevelLocals level;
|
|
extern FLevelLocals *primaryLevel; // level for which to display the user interface. This will always be the one the current consoleplayer is in.
|
|
extern FLevelLocals *currentVMLevel;
|
|
|
|
inline FSectorPortal *line_t::GetTransferredPortal()
|
|
{
|
|
auto Level = GetLevel();
|
|
return portaltransferred >= Level->sectorPortals.Size() ? (FSectorPortal*)nullptr : &Level->sectorPortals[portaltransferred];
|
|
}
|
|
|
|
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 FLevelLocals *line_t::GetLevel() const
|
|
{
|
|
return frontsector->Level;
|
|
}
|
|
inline FLinePortal *line_t::getPortal() const
|
|
{
|
|
return portalindex >= GetLevel()->linePortals.Size() ? (FLinePortal*)nullptr : &GetLevel()->linePortals[portalindex];
|
|
}
|
|
|
|
// returns true if the portal is crossable by actors
|
|
inline bool line_t::isLinePortal() const
|
|
{
|
|
return portalindex >= GetLevel()->linePortals.Size() ? false : !!(GetLevel()->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 >= GetLevel()->linePortals.Size() ? false : !!(GetLevel()->linePortals[portalindex].mFlags & PORTF_VISIBLE);
|
|
}
|
|
|
|
inline line_t *line_t::getPortalDestination() const
|
|
{
|
|
return portalindex >= GetLevel()->linePortals.Size() ? (line_t*)nullptr : GetLevel()->linePortals[portalindex].mDestination;
|
|
}
|
|
|
|
inline int line_t::getPortalAlignment() const
|
|
{
|
|
return portalindex >= GetLevel()->linePortals.Size() ? 0 : GetLevel()->linePortals[portalindex].mAlign;
|
|
}
|
|
|
|
inline bool line_t::hitSkyWall(AActor* mo) const
|
|
{
|
|
return backsector &&
|
|
backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
|
|
mo->Z() >= backsector->ceilingplane.ZatPoint(mo->PosRelative(this));
|
|
}
|
|
|
|
// This must later be extended to return an array with all levels.
|
|
// It is meant for code that needs to iterate over all levels to make some global changes, e.g. configuation CCMDs.
|
|
inline TArrayView<FLevelLocals *> AllLevels()
|
|
{
|
|
return TArrayView<FLevelLocals *>(&primaryLevel, 1);
|
|
}
|