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gamemap.h
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gamemap.h
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/**
* @file gamemap.h
* Gamemap. @ingroup map
*
* @authors Copyright © 2003-2012 Jaakko Keränen <jaakko.keranen@iki.fi>
* @authors Copyright © 2006-2012 Daniel Swanson <danij@dengine.net>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version. This program is distributed in the hope that it
* will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
* Public License for more details. You should have received a copy of the GNU
* General Public License along with this program; if not, write to the Free
* Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA
* 02110-1301 USA</small>
*/
#ifndef LIBDENG_GAMEMAP_H
#define LIBDENG_GAMEMAP_H
/// Size of Blockmap blocks in map units. Must be an integer power of two.
#define MAPBLOCKUNITS (128)
typedef struct gamemap_s {
Uri* uri;
char uniqueId[256];
float bBox[4];
uint numVertexes;
vertex_t* vertexes;
uint numHEdges;
HEdge* hedges;
uint numSectors;
sector_t* sectors;
uint numSubsectors;
subsector_t* subsectors;
uint numNodes;
node_t* nodes;
uint numLineDefs;
linedef_t* lineDefs;
uint numSideDefs;
sidedef_t* sideDefs;
uint numPolyObjs;
polyobj_t** polyObjs;
gameobjdata_t gameObjData;
watchedplanelist_t watchedPlaneList;
surfacelist_t movingSurfaceList;
surfacelist_t decoratedSurfaceList;
surfacelist_t glowingSurfaceList;
Blockmap* mobjBlockmap;
Blockmap* polyobjBlockmap;
Blockmap* lineDefBlockmap;
Blockmap* subsectorBlockmap;
nodepile_t mobjNodes, lineNodes; // All kinds of wacky links.
nodeindex_t* lineLinks; // Indices to roots.
float globalGravity; // Gravity for the current map.
int ambientLightLevel; // Ambient lightlevel for the current map.
} GameMap;
/**
* This ID is the name of the lump tag that marks the beginning of map
* data, e.g. "MAP03" or "E2M8".
*/
const Uri* GameMap_Uri(GameMap* map);
/// @return The old 'unique' identifier of the map.
const char* GameMap_OldUniqueId(GameMap* map);
void GameMap_Bounds(GameMap* map, float* min, float* max);
/**
* Retrieve the map-global ambient light level.
*
* @param map GameMap instance.
* @return Ambient light level.
*/
int GameMap_AmbientLightLevel(GameMap* map);
/**
* Lookup a Vertex by its unique index.
*
* @param map GameMap instance.
* @param idx Unique index of the vertex.
* @return Pointer to Vertex with this index else @c NULL if @a idx is not valid.
*/
vertex_t* GameMap_Vertex(GameMap* map, uint idx);
/**
* Lookup a LineDef by its unique index.
*
* @param map GameMap instance.
* @param idx Unique index of the linedef.
* @return Pointer to LineDef with this index else @c NULL if @a idx is not valid.
*/
linedef_t* GameMap_LineDef(GameMap* map, uint idx);
/**
* Lookup a SideDef by its unique index.
*
* @param map GameMap instance.
* @param idx Unique index of the sidedef.
* @return Pointer to SideDef with this index else @c NULL if @a idx is not valid.
*/
sidedef_t* GameMap_SideDef(GameMap* map, uint idx);
/**
* Lookup a Sector by its unique index.
*
* @param map GameMap instance.
* @param idx Unique index of the sector.
* @return Pointer to Sector with this index else @c NULL if @a idx is not valid.
*/
sector_t* GameMap_Sector(GameMap* map, uint idx);
/**
* Lookup a Subsector by its unique index.
*
* @param map GameMap instance.
* @param idx Unique index of the subsector.
* @return Pointer to Subsector with this index else @c NULL if @a idx is not valid.
*/
subsector_t* GameMap_Subsector(GameMap* map, uint idx);
/**
* Lookup a HEdge by its unique index.
*
* @param map GameMap instance.
* @param idx Unique index of the hedge.
* @return Pointer to HEdge with this index else @c NULL if @a idx is not valid.
*/
HEdge* GameMap_HEdge(GameMap* map, uint idx);
/**
* Lookup a Node by its unique index.
*
* @param map GameMap instance.
* @param idx Unique index of the node.
* @return Pointer to Node with this index else @c NULL if @a idx is not valid.
*/
node_t* GameMap_Node(GameMap* map, uint idx);
/**
* Lookup the unique index for @a vertex.
*
* @param map GameMap instance.
* @param vtx Vertex to lookup.
* @return Unique index for the Vertex else @c -1 if not present.
*/
int GameMap_VertexIndex(GameMap* map, vertex_t* vtx);
/**
* Lookup the unique index for @a lineDef.
*
* @param map GameMap instance.
* @param line LineDef to lookup.
* @return Unique index for the LineDef else @c -1 if not present.
*/
int GameMap_LineDefIndex(GameMap* map, linedef_t* line);
/**
* Lookup the unique index for @a sideDef.
*
* @param map GameMap instance.
* @param side SideDef to lookup.
* @return Unique index for the SideDef else @c -1 if not present.
*/
int GameMap_SideDefIndex(GameMap* map, sidedef_t* side);
/**
* Lookup the unique index for @a sector.
*
* @param map GameMap instance.
* @param sector Sector to lookup.
* @return Unique index for the Sector else @c -1 if not present.
*/
int GameMap_SectorIndex(GameMap* map, sector_t* sector);
/**
* Lookup the unique index for @a subsector.
*
* @param map GameMap instance.
* @param subsector Subsector to lookup.
* @return Unique index for the Subsector else @c -1 if not present.
*/
int GameMap_SubsectorIndex(GameMap* map, subsector_t* subsector);
/**
* Lookup the unique index for @a hedge.
*
* @param map GameMap instance.
* @param hedge HEdge to lookup.
* @return Unique index for the HEdge else @c -1 if not present.
*/
int GameMap_HEdgeIndex(GameMap* map, HEdge* hedge);
/**
* Lookup the unique index for @a node.
*
* @param map GameMap instance.
* @param node Node to lookup.
* @return Unique index for the Node else @c -1 if not present.
*/
int GameMap_NodeIndex(GameMap* map, node_t* node);
/**
* Retrieve the number of Vertex instances owned by this.
*
* @param map GameMap instance.
* @return Number Vertexes.
*/
uint GameMap_VertexCount(GameMap* map);
/**
* Retrieve the number of LineDef instances owned by this.
*
* @param map GameMap instance.
* @return Number LineDef.
*/
uint GameMap_LineDefCount(GameMap* map);
/**
* Retrieve the number of SideDef instances owned by this.
*
* @param map GameMap instance.
* @return Number SideDef.
*/
uint GameMap_SideDefCount(GameMap* map);
/**
* Retrieve the number of Sector instances owned by this.
*
* @param map GameMap instance.
* @return Number Sector.
*/
uint GameMap_SectorCount(GameMap* map);
/**
* Retrieve the number of Subsector instances owned by this.
*
* @param map GameMap instance.
* @return Number Subsector.
*/
uint GameMap_SubsectorCount(GameMap* map);
/**
* Retrieve the number of HEdge instances owned by this.
*
* @param map GameMap instance.
* @return Number HEdge.
*/
uint GameMap_HEdgeCount(GameMap* map);
/**
* Retrieve the number of Node instances owned by this.
*
* @param map GameMap instance.
* @return Number Node.
*/
uint GameMap_NodeCount(GameMap* map);
/**
* Retrieve the number of Polyobj instances owned by this.
*
* @param map GameMap instance.
* @return Number Polyobj.
*/
uint GameMap_PolyobjCount(GameMap* map);
/**
* Lookup a Polyobj in the map by unique ID.
*
* @param map GameMap instance.
* @param id Unique identifier of the Polyobj to be found.
* @return Found Polyobj instance else @c NULL.
*/
polyobj_t* GameMap_PolyobjByID(GameMap* map, uint id);
/**
* Lookup a Polyobj in the map by tag.
*
* @param map GameMap instance.
* @param tag Tag associated with the Polyobj to be found.
* @return Found Polyobj instance else @c NULL.
*/
polyobj_t* GameMap_PolyobjByTag(GameMap* map, int tag);
/**
* Lookup a Polyobj in the map by origin.
*
* @param map GameMap instance.
* @param tag Tag associated with the Polyobj to be found.
* @return Found Polyobj instance else @c NULL.
*/
polyobj_t* GameMap_PolyobjByOrigin(GameMap* map, void* ddMobjBase);
/**
* Initialize all Polyobjs in the map. To be called after map load.
*
* @param map GameMap instance.
*/
void GameMap_InitPolyobjs(GameMap* map);
/**
* Initialize the node piles and link rings. To be called after map load.
*
* @param map GameMap instance.
*/
void GameMap_InitNodePiles(GameMap* map);
/**
* Construct an initial (empty) Mobj Blockmap for this map.
*
* @param min Minimal coordinates for the map.
* @param max Maximal coordinates for the map.
*/
void GameMap_InitMobjBlockmap(GameMap* map, const_pvec2_t min, const_pvec2_t max);
void GameMap_LinkMobjInBlockmap(GameMap* map, struct mobj_s* mo);
boolean GameMap_UnlinkMobjInBlockmap(GameMap* map, struct mobj_s* mo);
int GameMap_IterateCellMobjs(GameMap* map, const uint coords[2],
int (*callback) (struct mobj_s*, void*), void* paramaters);
int GameMap_IterateCellBlockMobjs(GameMap* map, const GridmapBlock* blockCoords,
int (*callback) (struct mobj_s*, void*), void* paramaters);
/**
* Construct an initial (empty) LineDef Blockmap for this map.
*
* @param min Minimal coordinates for the map.
* @param max Maximal coordinates for the map.
*/
void GameMap_InitLineDefBlockmap(GameMap* map, const_pvec2_t min, const_pvec2_t max);
void GameMap_LinkLineDefInBlockmap(GameMap* map, linedef_t* lineDef);
int GameMap_IterateCellLineDefs(GameMap* map, const uint coords[2],
int (*callback) (linedef_t*, void*), void* paramaters);
int GameMap_IterateCellBlockLineDefs(GameMap* map, const GridmapBlock* blockCoords,
int (*callback) (linedef_t*, void*), void* paramaters);
/**
* Construct an initial (empty) Subsector Blockmap for this map.
*
* @param min Minimal coordinates for the map.
* @param max Maximal coordinates for the map.
*/
void GameMap_InitSubsectorBlockmap(GameMap* map, const_pvec2_t min, const_pvec2_t max);
void GameMap_LinkSubsectorInBlockmap(GameMap* map, subsector_t* subsector);
int GameMap_IterateCellSubsectors(GameMap* map, const uint coords[2],
sector_t* sector, const AABoxf* box, int localValidCount,
int (*callback) (subsector_t*, void*), void* paramaters);
int GameMap_IterateCellBlockSubsectors(GameMap* map, const GridmapBlock* blockCoords,
sector_t* sector, const AABoxf* box, int localValidCount,
int (*callback) (subsector_t*, void*), void* paramaters);
/**
* Construct an initial (empty) Polyobj Blockmap for this map.
*
* @param min Minimal coordinates for the map.
* @param max Maximal coordinates for the map.
*/
void GameMap_InitPolyobjBlockmap(GameMap* map, const_pvec2_t min, const_pvec2_t max);
void GameMap_LinkPolyobjInBlockmap(GameMap* map, polyobj_t* po);
void GameMap_UnlinkPolyobjInBlockmap(GameMap* map, polyobj_t* po);
int GameMap_IterateCellPolyobjs(GameMap* map, const uint coords[2],
int (*callback) (polyobj_t*, void*), void* paramaters);
int GameMap_IterateCellBlockPolyobjs(GameMap* map, const GridmapBlock* blockCoords,
int (*callback) (polyobj_t*, void*), void* paramaters);
int GameMap_IterateCellPolyobjLineDefs(GameMap* map, const uint coords[2],
int (*callback) (linedef_t*, void*), void* paramaters);
int GameMap_IterateCellBlockPolyobjLineDefs(GameMap* map, const GridmapBlock* blockCoords,
int (*callback) (linedef_t*, void*), void* paramaters);
/**
* Determine the BSP leaf (subsector) on the back side of the BS partition that
* lies in front of the specified point within the map's coordinate space.
*
* @note Always returns a valid subsector although the point may not actually lay
* within it (however it is on the same side of the space parition)!
*
* @param map GameMap instance.
* @param x X coordinate of the point to test.
* @param y Y coordinate of the point to test.
* @return Subsector instance for that BSP node's leaf.
*/
subsector_t* GameMap_SubsectorAtPoint(GameMap* map, float point[2]);
subsector_t* GameMap_SubsectorAtPointXY(GameMap* map, float x, float y);
#endif /// LIBDENG_GAMEMAP_H