qzdoom/src/g_levellocals.h
Christoph Oelckers ba0b42465d - changed shadowmap setup so that the AABB tree is owned and controlled by the map, not the renderer.
Needed to properly separate game logic from backend implementation, the shadowmap had both in the same object thanks to the old setup.
2020-04-26 18:54:43 +02:00

838 lines
26 KiB
C++

/*
** 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 "b_bot.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"
#include "hwrenderer/dynlights/doom_aabbtree.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;
struct FTranslator;
struct EventManager;
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();
~FLevelLocals();
void *operator new(size_t blocksize)
{
// Null the allocated memory before running the constructor.
// If we later allocate secondary levels they need to behave exactly like a global variable, i.e. start nulled.
auto block = ::operator new(blocksize);
memset(block, 0, blocksize);
return block;
}
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);
int TranslateSectorSpecial(int special);
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);
int GetCompatibility(int mask);
int GetCompatibility2(int mask);
void ApplyCompatibility();
void ApplyCompatibility2();
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();
void SerializePlayers(FSerializer &arc, bool skipload);
void CopyPlayer(player_t *dst, player_t *src, const char *name);
void ReadOnePlayer(FSerializer &arc, bool skipload);
void ReadMultiplePlayers(FSerializer &arc, int numPlayers, int numPlayersNow, bool skipload);
void SerializeSounds(FSerializer &arc);
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);
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>(this, statnum);
else return TThinkerIterator<T>(this, subtype, statnum);
}
template<class T> TThinkerIterator<T> GetThinkerIterator(FName subtype, int statnum, AActor *prev)
{
return TThinkerIterator<T>(this, 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;
Thinkers.Link(thinker, statnum);
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();
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;
EventManager *localEventManager = nullptr;
DoomLevelAABBTree* aabbTree = 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 AuthorName;
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 max_velocity;
double avg_velocity;
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);
}