/
gamemap.h
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gamemap.h
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/** @file gamemap.h Gamemap.
*
* @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
#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)
/**
* @ingroup map
*/
typedef struct cmhash_s {
struct clmoinfo_s *first, *last;
} cmhash_t;
#define CLIENT_MAX_MOVERS 1024 // Definitely enough!
/**
* @ingroup map
*/
typedef enum {
CPT_FLOOR,
CPT_CEILING
} clplanetype_t;
struct clplane_s;
struct clpolyobj_s;
/**
* @ingroup map
*/
typedef struct skyfix_s {
coord_t height;
} skyfix_t;
/**
* @ingroup map
*/
class GameMap
{
public:
typedef QList<Vertex *> Vertexes;
typedef QList<Sector *> Sectors;
typedef QList<LineDef *> Lines;
typedef QList<SideDef *> SideDefs;
typedef QList<HEdge *> HEdges;
typedef QList<BspNode *> BspNodes;
typedef QList<BspLeaf *> BspLeafs;
public:
Uri *uri;
char uniqueId[256];
AABoxd aaBox;
struct thinkers_s {
int idtable[2048]; // 65536 bits telling which IDs are in use.
ushort iddealer;
size_t numLists;
struct thinkerlist_s **lists;
boolean inited;
} thinkers;
// 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.
Vertexes _vertexes;
Sectors _sectors;
Lines _lines;
SideDefs _sideDefs;
uint numPolyObjs;
Polyobj **polyObjs;
de::MapElement *_bspRoot;
/// BSP object LUTs:
HEdges hedges;
BspNodes bspNodes;
BspLeafs bspLeafs;
EntityDatabase *entityDatabase;
private:
struct generators_s *_generators;
PlaneSet _trackedPlanes;
SurfaceSet _scrollingSurfaces;
#ifdef __CLIENT__
SurfaceSet _decoratedSurfaces;
SurfaceSet _glowingSurfaces;
#endif
public:
struct blockmap_s *mobjBlockmap;
struct blockmap_s *polyobjBlockmap;
struct blockmap_s *lineBlockmap;
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();
Vertexes const &vertexes() const { return _vertexes; }
inline uint vertexCount() const { return vertexes().size(); }
SideDefs const &sideDefs() const { return _sideDefs; }
inline uint sideDefCount() const { return sideDefs().size(); }
Lines const &lines() const { return _lines; }
inline uint lineCount() const { return lines().size(); }
Sectors const §ors() const { return _sectors; }
inline uint sectorCount() const { return sectors().size(); }
/**
* Returns the root element for the map's BSP tree.
*/
de::MapElement *bspRoot() const;
uint hedgeCount() const { return hedges.count(); }
uint bspNodeCount() const { return bspNodes.count(); }
uint bspLeafCount() const { return bspLeafs.count(); }
/**
* 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 point XY coordinates of the point to test.
*
* @return BspLeaf instance for that BSP node's leaf.
*/
BspLeaf *bspLeafAtPoint(const_pvec2d_t point);
/**
* @copybrief bspLeafAtPoint()
* @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.
*/
inline BspLeaf *bspLeafAtPoint(coord_t x, coord_t y) {
coord_t point[2] = { x, y };
return bspLeafAtPoint(point);
}
/**
* Traces a line of sight.
*
* @param from World position, trace origin coordinates.
* @param to World position, trace target coordinates.
* @param flags Line Sight Flags (LS_*) @ref lineSightFlags
*
* @return @c true if the traverser function returns @c true
* for all visited lines.
*/
bool lineOfSight(const_pvec3d_t from, const_pvec3d_t to, coord_t bottomSlope,
coord_t topSlope, int flags);
/**
* Link the specified @a bspLeaf in internal data structures for
* bookkeeping purposes.
*
* @todo Does this really need to be public? -ds
*
* @param bspLeaf BspLeaf to be linked.
*/
void linkBspLeaf(BspLeaf &bspLeaf);
/**
* Link the specified @a line in any internal data structures for
* bookkeeping purposes.
*
* @todo Does this really need to be public? -ds
*
* @param line Line to be linked.
*/
void linkLine(LineDef &line);
/**
* 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 mobj Mobj to be linked.
*/
void linkMobj(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 mobj Mobj to be unlinked.
*/
bool unlinkMobj(struct mobj_s &mobj);
/**
* 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 polyobj Polyobj to be linked.
*/
void linkPolyobj(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 polyobj Polyobj to be unlinked.
*/
void unlinkPolyobj(Polyobj &polyobj);
/**
* Retrieve a pointer to the Generators collection for the map. If no collection
* has yet been constructed a new empty collection will be initialized.
*
* @return Generators collection for the map.
*/
struct generators_s *generators();
#ifdef __CLIENT__
/**
* Returns the set of decorated surfaces for the map.
*/
SurfaceSet /*const*/ &decoratedSurfaces();
/**
* Returns the set of glowing surfaces for the map.
*/
SurfaceSet /*const*/ &glowingSurfaces();
#endif // __CLIENT__
/**
* $smoothmatoffset: interpolate the visual offset.
*/
void lerpScrollingSurfaces(bool resetNextViewer = false);
/**
* $smoothmatoffset: Roll the surface material offset tracker buffers.
*/
void updateScrollingSurfaces();
/**
* Returns the set of scrolling surfaces for the map.
*/
SurfaceSet /*const*/ &scrollingSurfaces();
/**
* $smoothplane: interpolate the visual offset.
*/
void lerpTrackedPlanes(bool resetNextViewer = false);
/**
* $smoothplane: Roll the height tracker buffers.
*/
void updateTrackedPlanes();
/**
* Returns the set of tracked planes for the map.
*/
PlaneSet /*const*/ &trackedPlanes();
public: ///@ todo make private:
/**
* @pre Axis-aligned bounding boxes of all Sectors must be initialized.
*/
void updateBounds();
void addSurfaceToLists(Surface &suf);
#ifdef __CLIENT__
void buildSurfaceLists();
#endif
/**
* To be called in response to a Material property changing which may
* require updating any map surfaces which are presently using it.
*
* @todo Replace with a de::Observers-based mechanism.
*/
void updateSurfacesOnMaterialChange(Material &material);
};
/**
* 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".
*/
Uri const *GameMap_Uri(GameMap *map);
/// @return The old 'unique' identifier of the map.
char const *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.
*/
divline_t const *GameMap_TraceLOS(GameMap *map);
/**
* Retrieve an immutable copy of the LOS TraceOpening state.
*
* @param map GameMap instance.
*/
TraceOpening const *GameMap_TraceOpening(GameMap *map);
/**
* Update the TraceOpening state for according to the opening defined by the
* inner-minimal planes heights which intercept @a line
*
* If @a line is not owned by the map this is a no-op.
*
* @param map GameMap instance.
* @param line Map line to configure the opening for.
*/
void GameMap_SetTraceOpening(GameMap *map, LineDef *line);
/**
* 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 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 it's sound emitter.
*
* @param map GameMap instance.
* @param soundEmitter ddmobj_base_t to search for.
*
* @return Found Sector instance else @c NULL.
*/
Sector *GameMap_SectorBySoundEmitter(GameMap *map, void const *soundEmitter);
/**
* Lookup a Surface in the map by it's sound emitter.
*
* @param map GameMap instance.
* @param soundEmitter ddmobj_base_t to search for.
*
* @return Found Surface instance else @c NULL.
*/
Surface *GameMap_SurfaceBySoundEmitter(GameMap* map, void const *soundEmitter);
/**
* 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 line.
*
* @param map GameMap instance.
* @param line Line to lookup.
* @return Unique index for the Line 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);
/**
* 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);
int GameMap_MobjsBoxIterator(GameMap *map, AABoxd const *box,
int (*callback) (struct mobj_s *, void *), void *parameters);
int GameMap_LineDefsBoxIterator(GameMap *map, AABoxd const *box,
int (*callback) (LineDef *, void *), void *parameters);
int GameMap_PolyobjLinesBoxIterator(GameMap *map, AABoxd const *box,
int (*callback) (LineDef *, void *), void *parameters);
/**
* Lines and Polyobj Lines (note Polyobj Lines are iterated first).
*
* @note validCount should be incremented before calling this to begin a new logical traversal.
* Otherwise Lines marked with a validCount equal to this will be skipped over (can
* be used to avoid processing a Line multiple times during complex / non-linear traversals.
*/
int GameMap_AllLineDefsBoxIterator(GameMap *map, AABoxd const *box,
int (*callback) (LineDef *, void *), void *parameters);
int GameMap_BspLeafsBoxIterator(GameMap *map, AABoxd const *box, Sector *sector,
int (*callback) (BspLeaf *, void *), void *parameters);
/**
* @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, AABoxd const *box,
int (*callback) (struct polyobj_s *, void *), void *parameters);
int GameMap_PolyobjIterator(GameMap *map, int (*callback) (Polyobj *, 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_PathTraverse(GameMap *map, const_pvec2d_t from, const_pvec2d_t to,
int flags, traverser_t callback, void *parameters = 0);
inline int GameMap_PathTraverse(GameMap *map, coord_t fromX, coord_t fromY,
coord_t toX, coord_t toY, int flags, traverser_t callback, void *parameters = 0)
{
coord_t from[2] = { fromX, fromY };
coord_t to[2] = { toX, toY };
return GameMap_PathTraverse(map, from, to, flags, callback, parameters);
}
/**
* 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