qzdoom/src/g_levellocals.h

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/*
** g_levellocals.h
** The static data for a level
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2005-2017 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#pragma once
#include "doomdata.h"
#include "g_level.h"
#include "r_defs.h"
#include "r_sky.h"
#include "portal.h"
#include "p_blockmap.h"
#include "p_local.h"
#include "po_man.h"
#include "p_acs.h"
#include "p_tags.h"
#include "actor.h"
#include "p_destructible.h"
#include "r_data/r_sections.h"
#include "r_data/r_canvastexture.h"
class DACSThinker;
class DFraggleThinker;
class DSpotState;
struct FStrifeDialogueNode;
typedef TMap<int, int> FDialogueIDMap; // maps dialogue IDs to dialogue array index (for ACS)
typedef TMap<FName, int> FDialogueMap; // maps actor class names to dialogue array index
struct FLevelData
{
TArray<vertex_t> vertexes;
TArray<sector_t> sectors;
TArray<line_t*> linebuffer; // contains the line lists for the sectors.
TArray<subsector_t*> subsectorbuffer; // contains the subsector lists for the sectors.
TArray<line_t> lines;
TArray<side_t> sides;
TArray<seg_t *> segbuffer; // contains the seg links for the sidedefs.
TArray<seg_t> segs;
TArray<subsector_t> subsectors;
TArray<node_t> nodes;
TArray<subsector_t> gamesubsectors;
TArray<node_t> gamenodes;
node_t *headgamenode;
TArray<uint8_t> rejectmatrix;
TArray<zone_t> Zones;
TArray<FPolyObj> Polyobjects;
TArray<FSectorPortal> sectorPortals;
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TArray<FLinePortal> linePortals;
// Portal information.
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FDisplacementTable Displacements;
FPortalBlockmap PortalBlockmap;
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;
// [ZZ] Destructible geometry information
TMap<int, FHealthGroup> healthGroups;
FBlockmap blockmap;
TArray<polyblock_t *> PolyBlockMap;
// 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;
FTagManager tagManager;
AActor *TIDHash[128];
TArray<FStrifeDialogueNode *> StrifeDialogues;
FDialogueIDMap DialogueRoots;
FDialogueMap ClassRoots;
};
struct FLevelLocals : public FLevelData
{
void Tick();
void Mark();
void AddScroller(int secnum);
void SetInterMusic(const char *nextmap);
void SetMusicVolume(float v);
void ClearLevelData();
void ClearPortals();
bool CheckIfExitIsGood(AActor *self, level_info_t *newmap);
void FormatMapName(FString &mapname, const char *mapnamecolor);
void ClearAllSubsectorLinks();
void TranslateLineDef (line_t *ld, maplinedef_t *mld, int lineindexforid = -1);
bool IsTIDUsed(int tid);
int FindUniqueTID(int start_tid, int limit);
int GetConversation(int conv_id);
int GetConversation(FName classname);
void SetConversation(int convid, PClassActor *Class, int dlgindex);
int FindNode (const FStrifeDialogueNode *node);
FSectorTagIterator GetSectorTagIterator(int tag)
{
return FSectorTagIterator(tagManager, tag);
}
FSectorTagIterator GetSectorTagIterator(int tag, line_t *line)
{
return FSectorTagIterator(tagManager, tag, line);
}
FLineIdIterator GetLineIdIterator(int tag)
{
return FLineIdIterator(tagManager, tag);
}
template<class T> TThinkerIterator<T> GetThinkerIterator(FName subtype = NAME_None)
{
if (subtype == NAME_None) return TThinkerIterator<T>();
else return TThinkerIterator<T>(subtype);
}
FActorIterator GetActorIterator(int tid)
{
return FActorIterator(TIDHash, tid);
}
FActorIterator GetActorIterator(int tid, AActor *start)
{
return FActorIterator(TIDHash, tid, start);
}
NActorIterator GetActorIterator(FName type, int tid)
{
return NActorIterator(TIDHash, type, tid);
}
bool SectorHasTags(sector_t *sector)
{
return tagManager.SectorHasTags(sector);
}
bool SectorHasTag(sector_t *sector, int tag)
{
return tagManager.SectorHasTag(sector, tag);
}
bool SectorHasTag(int sector, int tag)
{
return tagManager.SectorHasTag(sector, tag);
}
int GetFirstSectorTag(const sector_t *sect) const
{
return tagManager.GetFirstSectorTag(sect);
}
int GetFirstSectorTag(int i) const
{
return tagManager.GetFirstSectorTag(i);
}
int GetFirstLineId(const line_t *sect) const
{
return tagManager.GetFirstLineID(sect);
}
bool LineHasId(int line, int tag)
{
return tagManager.LineHasID(line, tag);
}
bool LineHasId(line_t *line, int tag)
{
return tagManager.LineHasID(line, tag);
}
int FindFirstSectorFromTag(int tag)
{
auto it = GetSectorTagIterator(tag);
return it.Next();
}
int FindFirstLineFromID(int tag)
{
auto it = GetLineIdIterator(tag);
return it.Next();
}
sector_t *PointInSector(const DVector2 &pos)
{
return P_PointInSector(pos);
}
FPolyObj *GetPolyobj (int polyNum)
{
auto index = Polyobjects.FindEx([=](const auto &poly) { return poly.tag == polyNum; });
return index == Polyobjects.Size()? nullptr : &Polyobjects[index];
}
void ClearTIDHashes ()
{
memset(TIDHash, 0, sizeof(TIDHash));
}
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;
EMapType maptype;
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];
int bodyqueslot;
int NumMapSections;
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uint32_t flags;
uint32_t flags2;
uint32_t flags3;
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uint32_t fadeto; // The color the palette fades to (usually black)
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
uint32_t hazardflash; // what color strife hazard flashes the screen color as
FString Music;
int musicorder;
int cdtrack;
unsigned int cdid;
FTextureID skytexture1;
FTextureID skytexture2;
float skyspeed1; // Scrolling speed of sky textures, in pixels per ms
float skyspeed2;
int total_secrets;
int found_secrets;
int total_items;
int found_items;
int total_monsters;
int killed_monsters;
double gravity;
double aircontrol;
double airfriction;
int airsupply;
int DefaultEnvironment; // Default sound environment.
TArray<DVector2> Scrolls; // NULL if no DScrollers in this level
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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.
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;
bool IsCrouchingAllowed() const;
bool IsFreelookAllowed() const;
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node_t *HeadNode() const
{
return nodes.Size() == 0 ? nullptr : &nodes[nodes.Size() - 1];
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}
node_t *HeadGamenode() const
{
return headgamenode;
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}
// 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());
}
};
#ifndef NO_DEFINE_LEVEL
extern FLevelLocals level;
inline FSectorPortal *line_t::GetTransferredPortal()
{
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 FLinePortal *line_t::getPortal() const
{
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return portalindex >= level.linePortals.Size() ? (FLinePortal*)NULL : &level.linePortals[portalindex];
}
// returns true if the portal is crossable by actors
inline bool line_t::isLinePortal() const
{
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return portalindex >= level.linePortals.Size() ? false : !!(level.linePortals[portalindex].mFlags & PORTF_PASSABLE);
}
// returns true if the portal needs to be handled by the renderer
inline bool line_t::isVisualPortal() const
{
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return portalindex >= level.linePortals.Size() ? false : !!(level.linePortals[portalindex].mFlags & PORTF_VISIBLE);
}
inline line_t *line_t::getPortalDestination() const
{
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return portalindex >= level.linePortals.Size() ? (line_t*)NULL : level.linePortals[portalindex].mDestination;
}
inline int line_t::getPortalAlignment() const
{
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return portalindex >= level.linePortals.Size() ? 0 : level.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));
}
#endif