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https://github.com/ZDoom/qzdoom.git
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5666e4c805
Now with proper separation of software rendering logic from the main part of the class.
337 lines
9.7 KiB
C
337 lines
9.7 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 FLevelLocals
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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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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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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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static const int BODYQUESIZE = 32;
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TObjPtr<AActor*> bodyque[BODYQUESIZE];
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int bodyqueslot;
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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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int NumMapSections;
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TArray<zone_t> Zones;
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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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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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int 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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};
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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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