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gamemap.h
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gamemap.h
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/**
* @file gamemap.h
* Gamemap. @ingroup map
*
* @authors Copyright © 2003-2013 Jaakko Keränen <jaakko.keranen@iki.fi>
* @authors Copyright © 2006-2013 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
#ifndef __cplusplus
# error "map/gamemap.h requires C++"
#endif
#include "p_maptypes.h"
#include "p_particle.h"
#include "plane.h"
#include <EntityDatabase>
#include <de/mathutil.h>
struct thinkerlist_s;
struct clmoinfo_s;
struct generators_s;
/// @todo Remove me.
struct blockmap_s;
/**
* The client mobjs are stored into a hash for quickly locating a ClMobj by its identifier.
*/
#define CLIENT_MOBJ_HASH_SIZE (256)
typedef struct cmhash_s {
struct clmoinfo_s *first, *last;
} cmhash_t;
#define CLIENT_MAX_MOVERS 1024 // Definitely enough!
typedef enum {
CPT_FLOOR,
CPT_CEILING
} clplanetype_t;
struct clplane_s;
struct clpolyobj_s;
typedef struct skyfix_s {
coord_t height;
} skyfix_t;
class GameMap
{
public:
Uri* uri;
char uniqueId[256];
AABoxd aaBox;
struct thinkers_s {
int idtable[2048]; // 65536 bits telling which IDs are in use.
unsigned short iddealer;
size_t numLists;
struct thinkerlist_s** lists;
boolean inited;
} thinkers;
struct generators_s* generators;
// Client only data:
cmhash_t clMobjHash[CLIENT_MOBJ_HASH_SIZE];
struct clplane_s* clActivePlanes[CLIENT_MAX_MOVERS];
struct clpolyobj_s* clActivePolyobjs[CLIENT_MAX_MOVERS];
// End client only data.
de::MapElementList<Vertex> vertexes;
de::MapElementList<Sector> sectors;
de::MapElementList<LineDef> lineDefs;
de::MapElementList<SideDef> sideDefs;
uint numPolyObjs;
Polyobj** polyObjs;
de::MapElement* bsp;
/// BSP object LUTs:
uint numHEdges;
HEdge** hedges;
uint numBspLeafs;
BspLeaf** bspLeafs;
uint numBspNodes;
BspNode** bspNodes;
EntityDatabase* entityDatabase;
PlaneSet trackedPlanes;
SurfaceSet scrollingSurfaces_;
SurfaceSet decoratedSurfaces_;
SurfaceSet glowingSurfaces_;
struct blockmap_s* mobjBlockmap;
struct blockmap_s* polyobjBlockmap;
struct blockmap_s* lineDefBlockmap;
struct blockmap_s* bspLeafBlockmap;
nodepile_t mobjNodes, lineNodes; // All kinds of wacky links.
nodeindex_t* lineLinks; // Indices to roots.
coord_t globalGravity; // The defined gravity for this map.
coord_t effectiveGravity; // The effective gravity for this map.
int ambientLightLevel; // Ambient lightlevel for the current map.
skyfix_t skyFix[2]; // [floor, ceiling]
/// Current LOS trace state.
/// @todo Refactor to support concurrent traces.
TraceOpening traceOpening;
divline_t traceLOS;
public:
GameMap();
virtual ~GameMap();
uint vertexCount() const { return vertexes.size(); }
uint sectorCount() const { return sectors.size(); }
uint sideDefCount() const { return sideDefs.size(); }
uint lineDefCount() const { return lineDefs.size(); }
/**
* Returns the set of scrolling surfaces for the map.
*/
SurfaceSet &scrollingSurfaces();
/**
* Returns the set of decorated surfaces for the map.
*/
SurfaceSet &decoratedSurfaces();
/**
* Returns the set of glowing surfaces for the map.
*/
SurfaceSet &glowingSurfaces();
};
/**
* Change the global "current" map.
*/
void P_SetCurrentMap(GameMap* map);
/**
* 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, coord_t* min, coord_t* max);
/**
* Retrieve the current effective gravity multiplier for this map.
*
* @param map GameMap instance.
* @return Effective gravity multiplier for this map.
*/
coord_t GameMap_Gravity(GameMap* map);
/**
* Change the effective gravity multiplier for this map.
*
* @param map GameMap instance.
* @param gravity New gravity multiplier.
* @return Same as @a map for caller convenience.
*/
GameMap* GameMap_SetGravity(GameMap* map, coord_t gravity);
/**
* Return the effective gravity multiplier to that originally defined for this map.
*
* @param map GameMap instance.
* @return Same as @a map for caller convenience.
*/
GameMap* GameMap_RestoreGravity(GameMap* map);
/**
* Retrieve an immutable copy of the LOS trace line.
*
* @param map GameMap instance.
*/
const divline_t* GameMap_TraceLOS(GameMap* map);
/**
* Retrieve an immutable copy of the LOS TraceOpening state.
*
* @param map GameMap instance.
*/
const TraceOpening* GameMap_TraceOpening(GameMap* map);
/**
* Update the TraceOpening state for according to the opening defined by the
* inner-minimal planes heights which intercept @a linedef
*
* If @a lineDef is not owned by the map this is a no-op.
*
* @param map GameMap instance.
* @param lineDef LineDef to configure the opening for.
*/
void GameMap_SetTraceOpening(GameMap* map, LineDef* lineDef);
/**
* Retrieve the map-global ambient light level.
*
* @param map GameMap instance.
* @return Ambient light level.
*/
int GameMap_AmbientLightLevel(GameMap* map);
coord_t GameMap_SkyFix(GameMap* map, boolean ceiling);
#define GameMap_SkyFixCeiling(m) GameMap_SkyFix((m), true)
#define GameMap_SkyFixFloor(m) GameMap_SkyFix((m), false)
GameMap* GameMap_SetSkyFix(GameMap* map, boolean ceiling, coord_t height);
#define GameMap_SetSkyFixCeiling(m, h) GameMap_SetSkyFix((m), true, (h))
#define GameMap_SetSkyFixFloor(m, h) GameMap_SetSkyFix((m), false, (h))
/**
* Fixing the sky means that for adjacent sky sectors the lower sky
* ceiling is lifted to match the upper sky. The raising only affects
* rendering, it has no bearing on gameplay.
*/
void GameMap_InitSkyFix(GameMap* map);
void GameMap_UpdateSkyFixForSector(GameMap* map, Sector* sec);
/**
* 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* 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* 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* 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* GameMap_Sector(GameMap* map, uint idx);
/**
* Lookup a Sector in the map by origin.
*
* @param map GameMap instance.
* @param ddMobjBase ddmobj_base_t to search for.
*
* @return Found Sector instance else @c NULL.
*/
Sector* GameMap_SectorByBase(GameMap* map, const void* ddMobjBase);
/**
* Lookup a Surface in the map by origin.
*
* @param map GameMap instance.
* @param ddMobjBase ddmobj_base_t to search for.
*
* @return Found Surface instance else @c NULL.
*/
Surface* GameMap_SurfaceByBase(GameMap* map, const void* ddMobjBase);
/**
* Lookup a BspLeaf by its unique index.
*
* @param map GameMap instance.
* @param idx Unique index of the bsp leaf.
* @return Pointer to BspLeaf with this index else @c NULL if @a idx is not valid.
*/
BspLeaf* GameMap_BspLeaf(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 BspNode by its unique index.
*
* @param map GameMap instance.
* @param idx Unique index of the bsp node.
* @return Pointer to BspNode with this index else @c NULL if @a idx is not valid.
*/
BspNode* GameMap_BspNode(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 const *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 const *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 const *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 const *sector);
/**
* Lookup the unique index for @a bspLeaf.
*
* @param map GameMap instance.
* @param bspLeaf BspLeaf to lookup.
* @return Unique index for the BspLeaf else @c -1 if not present.
*/
int GameMap_BspLeafIndex(GameMap* map, BspLeaf const *bspLeaf);
/**
* 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 const *hedge);
/**
* Lookup the unique index for @a node.
*
* @param map GameMap instance.
* @param bspNode BspNode to lookup.
* @return Unique index for the BspNode else @c -1 if not present.
*/
int GameMap_BspNodeIndex(GameMap* map, BspNode const *bspNode);
/**
* 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 BspLeaf instances owned by this.
*
* @param map GameMap instance.
* @return Number BspLeaf.
*/
uint GameMap_BspLeafCount(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 BspNode instances owned by this.
*
* @param map GameMap instance.
* @return Number BspNode.
*/
uint GameMap_BspNodeCount(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* 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* GameMap_PolyobjByTag(GameMap* map, int tag);
/**
* Lookup a Polyobj in the map by origin.
*
* @param map GameMap instance.
* @param ddMobjBase ddmobj_base_t to search for.
*
* @return Found Polyobj instance else @c NULL.
*/
Polyobj* GameMap_PolyobjByBase(GameMap* map, void* ddMobjBase);
/**
* Have the thinker lists been initialized yet?
* @param map GameMap instance.
*/
boolean GameMap_ThinkerListInited(GameMap* map);
/**
* Init the thinker lists.
*
* @param map GameMap instance.
* @param flags @c 0x1 = Init public thinkers.
* @c 0x2 = Init private (engine-internal) thinkers.
*/
void GameMap_InitThinkerLists(GameMap* map, byte flags);
/**
* Iterate the list of thinkers making a callback for each.
*
* @param map GameMap instance.
* @param thinkFunc If not @c NULL, only make a callback for thinkers
* whose function matches this.
* @param flags Thinker filter flags.
* @param callback The callback to make. Iteration will continue
* until a callback returns a non-zero value.
* @param context Passed to the callback function.
*/
int GameMap_IterateThinkers(GameMap* map, thinkfunc_t thinkFunc, byte flags,
int (*callback) (thinker_t* th, void*), void* context);
/**
* @param map GameMap instance.
* @param thinker Thinker to be added.
* @param makePublic @c true = @a thinker will be visible publically
* via the Doomsday public API thinker interface(s).
*/
void GameMap_ThinkerAdd(GameMap* map, thinker_t* thinker, boolean makePublic);
/**
* Deallocation is lazy -- it will not actually be freed until its
* thinking turn comes up.
*
* @param map GameMap instance.
*/
void GameMap_ThinkerRemove(GameMap* map, thinker_t* thinker);
/**
* Locates a mobj by it's unique identifier in the map.
*
* @param map GameMap instance.
* @param id Unique id of the mobj to lookup.
*/
struct mobj_s* GameMap_MobjByID(GameMap* map, int id);
/**
* @param map GameMap instance.
* @param id Thinker id to test.
*/
boolean GameMap_IsUsedMobjID(GameMap* map, thid_t id);
/**
* @param map GameMap instance.
* @param id New thinker id.
* @param inUse In-use state of @a id. @c true = the id is in use.
*/
void GameMap_SetMobjID(GameMap* map, thid_t id, boolean inUse);
/**
* @param map GameMap instance.
*/
void GameMap_InitClMobjs(GameMap* map);
/**
* To be called when the client is shut down.
*/
void GameMap_DestroyClMobjs(GameMap* map);
/**
* Deletes hidden, unpredictable or nulled mobjs for which we have not received
* updates in a while.
*
* @param map GameMap instance.
*/
void GameMap_ExpireClMobjs(GameMap* map);
/**
* Reset the client status. To be called when the map changes.
*
* @param map GameMap instance.
*/
void GameMap_ClMobjReset(GameMap* map);
/**
* Iterate the client mobj hash, exec the callback on each. Abort if callback
* returns @c false.
*
* @param map GameMap instance.
* @param callback Function to callback for each client mobj.
* @param context Data pointer passed to the callback.
*
* @return If the callback returns @c false.
*/
boolean GameMap_ClMobjIterator(GameMap* map, boolean (*callback) (struct mobj_s*, void*), void* context);
/**
* Allocate a new client-side plane mover.
*
* @param map GameMap instance.
* @return The new mover or @c NULL if arguments are invalid.
*/
struct clplane_s* GameMap_NewClPlane(GameMap* map, uint sectornum, clplanetype_t type,
coord_t dest, float speed);
/**
* Retrieve a pointer to the Generators collection for this map.
* If no collection has yet been constructed a new empty collection will be
* initialized as a result of this call.
*
* @param map GameMap instance.
* @return Generators collection for this map.
*/
struct generators_s* GameMap_Generators(GameMap* map);
/**
* Retrieve a pointer to the tracked plane list for this map.
*
* @param map GameMap instance.
* @return List of tracked planes.
*/
PlaneSet* GameMap_TrackedPlanes(GameMap* map);
/**
* 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);
/**
* Link the specified @a mobj in any internal data structures for bookkeeping purposes.
* Should be called AFTER mobj translation to (re-)insert the mobj.
*
* @param map GameMap instance.
* @param mobj Mobj to be linked.
*/
void GameMap_LinkMobj(GameMap* map, struct mobj_s* mobj);
/**
* Unlink the specified @a mobj from any internal data structures for bookkeeping purposes.
* Should be called BEFORE mobj translation to extract the mobj.
*
* @param map GameMap instance.
* @param mobj Mobj to be unlinked.
*/
boolean GameMap_UnlinkMobj(GameMap* map, struct mobj_s* mobj);
int GameMap_MobjsBoxIterator(GameMap* map, const AABoxd* box,
int (*callback) (struct mobj_s*, void*), void* parameters);
/**
* Link the specified @a lineDef in any internal data structures for bookkeeping purposes.
*
* @param map GameMap instance.
* @param lineDef LineDef to be linked.
*/
void GameMap_LinkLineDef(GameMap* map, LineDef* lineDef);
int GameMap_LineDefIterator(GameMap* map, int (*callback) (LineDef*, void*), void* parameters);
int GameMap_LineDefsBoxIterator(GameMap* map, const AABoxd* box,
int (*callback) (LineDef*, void*), void* parameters);
int GameMap_PolyobjLinesBoxIterator(GameMap* map, const AABoxd* box,
int (*callback) (LineDef*, void*), void* parameters);
/**
* LineDefs and Polyobj LineDefs (note Polyobj LineDefs are iterated first).
*
* @note validCount should be incremented before calling this to begin a new logical traversal.
* Otherwise LineDefs marked with a validCount equal to this will be skipped over (can
* be used to avoid processing a LineDef multiple times during complex / non-linear traversals.
*/
int GameMap_AllLineDefsBoxIterator(GameMap* map, const AABoxd* box,
int (*callback) (LineDef*, void*), void* parameters);
/**
* Link the specified @a bspLeaf in internal data structures for bookkeeping purposes.
*
* @param map GameMap instance.
* @param bspLeaf BspLeaf to be linked.
*/
void GameMap_LinkBspLeaf(GameMap* map, BspLeaf* bspLeaf);
int GameMap_BspLeafsBoxIterator(GameMap* map, const AABoxd* box, Sector* sector,
int (*callback) (BspLeaf*, void*), void* parameters);
int GameMap_BspLeafIterator(GameMap* map, int (*callback) (BspLeaf*, void*), void* parameters);
/**
* Link the specified @a polyobj in any internal data structures for bookkeeping purposes.
* Should be called AFTER Polyobj rotation and/or translation to (re-)insert the polyobj.
*
* @param map GameMap instance.
* @param polyobj Polyobj to be linked.
*/
void GameMap_LinkPolyobj(GameMap* map, Polyobj* polyobj);
/**
* Unlink the specified @a polyobj from any internal data structures for bookkeeping purposes.
* Should be called BEFORE Polyobj rotation and/or translation to extract the polyobj.
*
* @param map GameMap instance.
* @param polyobj Polyobj to be unlinked.
*/
void GameMap_UnlinkPolyobj(GameMap* map, Polyobj* polyobj);
/**
* @note validCount should be incremented before calling this to begin a new logical traversal.
* Otherwise LineDefs marked with a validCount equal to this will be skipped over (can
* be used to avoid processing a LineDef multiple times during complex / non-linear traversals.
*/
int GameMap_PolyobjsBoxIterator(GameMap* map, const AABoxd* box,
int (*callback) (struct polyobj_s*, void*), void* parameters);
int GameMap_PolyobjIterator(GameMap* map, int (*callback) (Polyobj*, void*), void* parameters);
int GameMap_VertexIterator(GameMap* map, int (*callback) (Vertex*, void*), void* parameters);
int GameMap_SideDefIterator(GameMap* map, int (*callback) (SideDef*, void*), void* parameters);
int GameMap_SectorIterator(GameMap* map, int (*callback)(Sector *, void *), void* parameters);
int GameMap_HEdgeIterator(GameMap* map, int (*callback) (HEdge*, void*), void* parameters);
int GameMap_BspNodeIterator(GameMap* map, int (*callback) (BspNode*, void*), void* parameters);
/**
* Traces a line between @a from and @a to, making a callback for each
* interceptable object linked within Blockmap cells which cover the path this
* defines.
*/
int GameMap_PathTraverse2(GameMap* map, coord_t const from[2], coord_t const to[2],
int flags, traverser_t callback, void* parameters);
int GameMap_PathTraverse(GameMap* map, coord_t const from[2], coord_t const to[2],
int flags, traverser_t callback/* void* parameters=NULL*/);
int GameMap_PathXYTraverse2(GameMap* map, coord_t fromX, coord_t fromY, coord_t toX, coord_t toY,
int flags, traverser_t callback, void* parameters);
int GameMap_PathXYTraverse(GameMap* map, coord_t fromX, coord_t fromY, coord_t toX, coord_t toY,
int flags, traverser_t callback);
/**
* Determine the BSP leaf 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 BspLeaf although the point may not actually lay
* within it (however it is on the same side of the space partition)!
*
* @param map GameMap instance.
* @param x X coordinate of the point to test.
* @param y Y coordinate of the point to test.
* @return BspLeaf instance for that BSP node's leaf.
*/
BspLeaf* GameMap_BspLeafAtPointXY(GameMap* map, coord_t x, coord_t y);
/**
* @copybrief GameMap_BspLeafAtPointXY()
* @param map GameMap instance.
* @param point XY coordinates of the point to test.
* @return BspLeaf instance for that BSP node's leaf.
*/
BspLeaf* GameMap_BspLeafAtPoint(GameMap* map, coord_t const point[2]);
/**
* Private member functions:
*/
/**
* Construct an initial (empty) Mobj Blockmap for this map.
*
* @param map GameMap instance.
* @param min Minimal coordinates for the map.
* @param max Maximal coordinates for the map.
*/
void GameMap_InitMobjBlockmap(GameMap* map, const_pvec2d_t min, const_pvec2d_t max);
/**
* Construct an initial (empty) LineDef Blockmap for this map.
*
* @param map GameMap instance.
* @param min Minimal coordinates for the map.
* @param max Maximal coordinates for the map.
*/
void GameMap_InitLineDefBlockmap(GameMap* map, const_pvec2d_t min, const_pvec2d_t max);
/**
* Construct an initial (empty) BspLeaf Blockmap for this map.
*
* @param map GameMap instance.
* @param min Minimal coordinates for the map.
* @param max Maximal coordinates for the map.
*/
void GameMap_InitBspLeafBlockmap(GameMap* map, const_pvec2d_t min, const_pvec2d_t max);
/**
* Construct an initial (empty) Polyobj Blockmap for this map.
*
* @param map GameMap instance.
* @param min Minimal coordinates for the map.
* @param max Maximal coordinates for the map.
*/
void GameMap_InitPolyobjBlockmap(GameMap* map, const_pvec2d_t min, const_pvec2d_t max);
// The current map.
DENG_EXTERN_C GameMap* theMap;
#endif /// LIBDENG_GAMEMAP_H