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 "p_spec.h"
#include "actor.h"
#include "p_effect.h"
#include "d_player.h"
#include "p_destructible.h"
#include "r_data/r_sections.h"
#include "r_data/r_canvastexture.h"
#include "r_data/r_interpolate.h"
//============================================================================
//
// This is used to mark processed portals for some collection functions.
//
//============================================================================
struct FPortalBits
{
TArray<uint32_t> data;
void setSize(int num)
{
data.Resize((num + 31) / 32);
clear();
}
void clear()
{
memset(&data[0], 0, data.Size() * sizeof(uint32_t));
}
void setBit(int group)
{
data[group >> 5] |= (1 << (group & 31));
}
int getBit(int group)
{
return data[group >> 5] & (1 << (group & 31));
}
};
class DACSThinker;
class DFraggleThinker;
class DSpotState;
class DSeqNode;
struct FStrifeDialogueNode;
class DAutomapBase;
struct wbstartstruct_t;
class DSectorMarker;
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
typedef TMap<int, FUDMFKeys> FUDMFKeyMap;
struct FLevelLocals
{
void *level;
void *Level; // bug catchers.
FLevelLocals() : Behaviors(this), tagManager(this)
{
// Make sure that these point to the right data all the time.
// This will be needed for as long as it takes to completely separate global UI state from per-level play state.
for (int i = 0; i < MAXPLAYERS; i++)
{
Players[i] = &players[i];
}
}
friend class MapLoader;
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);
int GetInfighting();
void SetCompatLineOnSide(bool state);
void Init();
private:
line_t *FindPortalDestination(line_t *src, int tag);
void BuildPortalBlockmap();
void UpdatePortal(FLinePortal *port);
void CollectLinkedPortals();
void CreateLinkedPortals();
bool ChangePortalLine(line_t *line, int destid);
void AddDisplacementForPortal(FSectorPortal *portal);
void AddDisplacementForPortal(FLinePortal *portal);
bool ConnectPortalGroups();
public:
void SnapshotLevel();
void UnSnapshotLevel(bool hubLoad);
void FinalizePortals();
bool ChangePortal(line_t *ln, int thisid, int destid);
unsigned GetSkyboxPortal(AActor *actor);
unsigned GetPortal(int type, int plane, sector_t *orgsec, sector_t *destsec, const DVector2 &displacement);
unsigned GetStackPortal(AActor *point, int plane);
DVector2 GetPortalOffsetPosition(double x, double y, double dx, double dy);
bool CollectConnectedGroups(int startgroup, const DVector3 &position, double upperz, double checkradius, FPortalGroupArray &out);
void ActivateInStasisPlat(int tag);
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);
void ActivateInStasisCeiling(int tag);
bool CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line, double speed, double height, int crush, int change, bool hexencrush, bool hereticlower);
void DoDeferedScripts();
void AdjustPusher(int tag, int magnitude, int angle, bool wind);
int Massacre(bool baddies = false, FName cls = NAME_None);
AActor *SpawnMapThing(FMapThing *mthing, int position);
AActor *SpawnMapThing(int index, FMapThing *mt, int position);
AActor *SpawnPlayer(FPlayerStart *mthing, int playernum, int flags = 0);
void StartLightning();
void ForceLightning(int mode);
void ClearDynamic3DFloorData();
void WorldDone(void);
void AirControlChanged();
AActor *SelectTeleDest(int tid, int tag, bool norandom);
bool AlignFlat(int linenum, int side, int fc);
void ReplaceTextures(const char *fromname, const char *toname, int flags);
bool EV_Thing_Spawn(int tid, AActor *source, int type, DAngle angle, bool fog, int newtid);
bool EV_Thing_Move(int tid, AActor *source, int mapspot, bool fog);
bool EV_Thing_Projectile(int tid, AActor *source, int type, const char *type_name, DAngle angle,
double speed, double vspeed, int dest, AActor *forcedest, int gravity, int newtid, bool leadTarget);
int EV_Thing_Damage(int tid, AActor *whofor0, int amount, FName type);
bool EV_DoPlat(int tag, line_t *line, DPlat::EPlatType type, double height, double speed, int delay, int lip, int change);
void EV_StopPlat(int tag, bool remove);
bool EV_DoPillar(DPillar::EPillar type, line_t *line, int tag, double speed, double height, double height2, int crush, bool hexencrush);
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);
bool EV_SlidingDoor(line_t *line, AActor *thing, int tag, int speed, int delay, DAnimatedDoor::EADType type);
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);
bool EV_CeilingCrushStop(int tag, bool remove);
bool EV_StopCeiling(int tag, line_t *line);
bool EV_BuildStairs(int tag, DFloor::EStair type, line_t *line, double stairsize, double speed, int delay, int reset, int igntxt, int usespecials);
bool EV_DoFloor(DFloor::EFloor floortype, line_t *line, int tag, double speed, double height, int crush, int change, bool hexencrush, bool hereticlower = false);
bool EV_FloorCrushStop(int tag, line_t *line);
bool EV_StopFloor(int tag, line_t *line);
bool EV_DoDonut(int tag, line_t *line, double pillarspeed, double slimespeed);
bool EV_DoElevator(line_t *line, DElevator::EElevator type, double speed, double height, int tag);
bool EV_StartWaggle(int tag, line_t *line, int height, int speed, int offset, int timer, bool ceiling);
bool EV_DoChange(line_t *line, EChange changetype, int tag);
void EV_StartLightFlickering(int tag, int upper, int lower);
void EV_StartLightStrobing(int tag, int upper, int lower, int utics, int ltics);
void EV_StartLightStrobing(int tag, int utics, int ltics);
void EV_TurnTagLightsOff(int tag);
void EV_LightTurnOn(int tag, int bright);
void EV_LightTurnOnPartway(int tag, double frac);
void EV_LightChange(int tag, int value);
void EV_StartLightGlowing(int tag, int upper, int lower, int tics);
void EV_StartLightFading(int tag, int value, int tics);
void EV_StopLightEffect(int tag);
bool EV_Teleport(int tid, int tag, line_t *line, int side, AActor *thing, int flags);
bool EV_SilentLineTeleport(line_t *line, int side, AActor *thing, int id, INTBOOL reverse);
bool EV_TeleportOther(int other_tid, int dest_tid, bool fog);
bool EV_TeleportGroup(int group_tid, AActor *victim, int source_tid, int dest_tid, bool moveSource, bool fog);
bool EV_TeleportSector(int tag, int source_tid, int dest_tid, bool fog, int group_tid);
void RecalculateDrawnSubsectors();
FSerializer &SerializeSubsectors(FSerializer &arc, const char *key);
void SpawnExtraPlayers();
void Serialize(FSerializer &arc, bool hubload);
DThinker *FirstThinker (int statnum);
// g_Game
void PlayerReborn (int player);
bool CheckSpot (int playernum, FPlayerStart *mthing);
void DoReborn (int playernum, bool freshbot);
void QueueBody (AActor *body);
double PlayersRangeFromSpot (FPlayerStart *spot);
FPlayerStart *SelectFarthestDeathmatchSpot (size_t selections);
FPlayerStart *SelectRandomDeathmatchSpot (int playernum, unsigned int selections);
void DeathMatchSpawnPlayer (int playernum);
FPlayerStart *PickPlayerStart(int playernum, int flags = 0);
bool DoCompleted(FString nextlevel, wbstartstruct_t &wminfo);
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void StartTravel();
int FinishTravel();
void ChangeLevel(const char *levelname, int position, int flags, int nextSkill = -1);
const char *GetSecretExitMap();
void ExitLevel(int position, bool keepFacing);
void SecretExitLevel(int position);
void DoLoadLevel(const FString &nextmapname, int position, bool autosave, bool newGame);
void DeleteAllAttachedLights();
void RecreateAllAttachedLights();
private:
// Work data for CollectConnectedGroups.
FPortalBits processMask;
TArray<FLinePortal*> foundPortals;
TArray<int> groupsToCheck;
public:
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, int statnum = MAX_STATNUM+1)
{
if (subtype == NAME_None) return TThinkerIterator<T>(statnum);
else return TThinkerIterator<T>(subtype, statnum);
}
template<class T> TThinkerIterator<T> GetThinkerIterator(FName subtype, int statnum, AActor *prev)
{
return TThinkerIterator<T>(subtype, statnum, prev);
}
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);
}
AActor *SingleActorFromTID(int tid, AActor *defactor)
{
return tid == 0 ? defactor : GetActorIterator(tid).Next();
}
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();
}
int isFrozen()
{
return frozenstate;
}
private: // The engine should never ever access subsectors of the game nodes. This is only needed for actually implementing PointInSector.
subsector_t *PointInSubsector(double x, double y);
public:
sector_t *PointInSectorBuggy(double x, double y);
subsector_t *PointInRenderSubsector (fixed_t x, fixed_t y);
sector_t *PointInSector(const DVector2 &pos)
{
return PointInSubsector(pos.X, pos.Y)->sector;
}
sector_t *PointInSector(double x, double y)
{
return PointInSubsector(x, y)->sector;
}
subsector_t *PointInRenderSubsector (const DVector2 &pos)
{
return PointInRenderSubsector(FloatToFixed(pos.X), FloatToFixed(pos.Y));
}
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));
}
bool CheckReject(sector_t *s1, sector_t *s2)
{
if (rejectmatrix.Size() > 0)
{
int pnum = int(s1->Index()) * sectors.Size() + int(s2->Index());
return !(rejectmatrix[pnum >> 3] & (1 << (pnum & 7)));
}
return true;
}
DThinker *CreateThinker(PClass *cls, int statnum = STAT_DEFAULT)
{
DThinker *thinker = static_cast<DThinker*>(cls->CreateNew());
assert(thinker->IsKindOf(RUNTIME_CLASS(DThinker)));
thinker->ObjectFlags |= OF_JustSpawned;
DThinker::FreshThinkers[statnum].AddTail(thinker);
thinker->Level = this;
return thinker;
}
template<typename T, typename... Args>
T* CreateThinker(Args&&... args)
{
auto thinker = static_cast<T*>(CreateThinker(RUNTIME_CLASS(T), T::DEFAULT_STAT));
thinker->Construct(std::forward<Args>(args)...);
return thinker;
}
void SetMusic()
{
if (cdtrack == 0 || !S_ChangeCDMusic(cdtrack, cdid))
S_ChangeMusic(Music, musicorder);
}
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;
TArray<FLinePortal> linePortals;
// Portal information.
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;
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;
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;
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,
// but even then the level will not own the player - 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;
}
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;
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.
int ActiveSequences;
DSeqNode *SequenceListHead;
// [RH] particle globals
uint32_t ActiveParticles;
uint32_t InactiveParticles;
TArray<particle_t> Particles;
TArray<uint16_t> ParticlesInSubsec;
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.
uint8_t 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;
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());
}
};
extern FLevelLocals level;
extern FLevelLocals *currentUILevel; // level for which to display the user interface. This will always be the one the current consoleplayer is in.
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 *>(&currentUILevel, 1);
}