/* ** g_level.h ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** 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. **--------------------------------------------------------------------------- ** */ #ifndef __G_LEVEL_H__ #define __G_LEVEL_H__ #include "doomtype.h" #include "doomdef.h" //#include "autosegs.h" #include "sc_man.h" struct level_info_t; struct cluster_info_t; class FScanner; #if defined(_MSC_VER) #pragma data_seg(".yreg$u") #pragma data_seg() #define MSVC_YSEG __declspec(allocate(".yreg$u")) #define GCC_YSEG #else #define MSVC_YSEG #define GCC_YSEG __attribute__((section(SECTION_YREG))) #endif struct FMapInfoParser { enum EFormatType { FMT_Unknown, FMT_Old, FMT_New }; FScanner sc; int format_type; bool HexenHack; FMapInfoParser(int format = FMT_Unknown) { format_type = format; HexenHack = false; } bool ParseLookupName(FString &dest); void ParseMusic(FString &name, int &order); void ParseLumpOrTextureName(char *name); void ParseLumpOrTextureName(FString &name); void ParseCluster(); void ParseNextMap(char *mapname); level_info_t *ParseMapHeader(level_info_t &defaultinfo); void ParseMapDefinition(level_info_t &leveldef); void ParseGameInfo(); void ParseEpisodeInfo (); void ParseSkill (); void ParseMapInfo (int lump, level_info_t &gamedefaults, level_info_t &defaultinfo); void ParseOpenBrace(); bool ParseCloseBrace(); bool CheckAssign(); void ParseAssign(); void MustParseAssign(); void ParseComma(); bool CheckNumber(); bool CheckFloat(); void SkipToNext(); void CheckEndOfFile(const char *block); }; #define DEFINE_MAP_OPTION(name, old) \ static void MapOptHandler_##name(FMapInfoParser &parse, level_info_t *info); \ static FMapOptInfo MapOpt_##name = \ { #name, MapOptHandler_##name, old }; \ MSVC_YSEG FMapOptInfo *mapopt_##name GCC_YSEG = &MapOpt_##name; \ static void MapOptHandler_##name(FMapInfoParser &parse, level_info_t *info) struct FMapOptInfo { const char *name; void (*handler) (FMapInfoParser &parse, level_info_t *levelinfo); bool old; }; enum ELevelFlags { LEVEL_NOINTERMISSION = 0x00000001, LEVEL_NOINVENTORYBAR = 0x00000002, // This effects Doom only, since it's the only one without a standard inventory bar. LEVEL_DOUBLESKY = 0x00000004, LEVEL_HASFADETABLE = 0x00000008, // Level uses Hexen's fadetable mapinfo to get fog LEVEL_MAP07SPECIAL = 0x00000010, LEVEL_BRUISERSPECIAL = 0x00000020, LEVEL_CYBORGSPECIAL = 0x00000040, LEVEL_SPIDERSPECIAL = 0x00000080, LEVEL_SPECLOWERFLOOR = 0x00000100, LEVEL_SPECOPENDOOR = 0x00000200, LEVEL_SPECLOWERFLOORTOHIGHEST= 0x00000300, LEVEL_SPECACTIONSMASK = 0x00000300, LEVEL_MONSTERSTELEFRAG = 0x00000400, LEVEL_ACTOWNSPECIAL = 0x00000800, LEVEL_SNDSEQTOTALCTRL = 0x00001000, LEVEL_FORCENOSKYSTRETCH = 0x00002000, LEVEL_CROUCH_NO = 0x00004000, LEVEL_JUMP_NO = 0x00008000, LEVEL_FREELOOK_NO = 0x00010000, LEVEL_FREELOOK_YES = 0x00020000, // The absence of both of the following bits means that this level does not // use falling damage (though damage can be forced with dmflags,. LEVEL_FALLDMG_ZD = 0x00040000, // Level uses ZDoom's falling damage LEVEL_FALLDMG_HX = 0x00080000, // Level uses Hexen's falling damage LEVEL_HEADSPECIAL = 0x00100000, // Heretic episode 1/4 LEVEL_MINOTAURSPECIAL = 0x00200000, // Heretic episode 2/5 LEVEL_SORCERER2SPECIAL = 0x00400000, // Heretic episode 3 LEVEL_SPECKILLMONSTERS = 0x00800000, LEVEL_STARTLIGHTNING = 0x01000000, // Automatically start lightning LEVEL_FILTERSTARTS = 0x02000000, // Apply mapthing filtering to player starts LEVEL_LOOKUPLEVELNAME = 0x04000000, // Level name is the name of a language string LEVEL_HEXENFORMAT = 0x08000000, // Level uses the Hexen map format LEVEL_SWAPSKIES = 0x10000000, // Used by lightning LEVEL_NOALLIES = 0x20000000, // i.e. Inside Strife's front base LEVEL_CHANGEMAPCHEAT = 0x40000000, // Don't display cluster messages LEVEL_VISITED = 0x80000000, // Used for intermission map // The flags QWORD is now split into 2 DWORDs LEVEL2_DEATHSLIDESHOW = 0x00000001, // Slideshow on death LEVEL2_ALLMAP = 0x00000002, // The player picked up a map on this level LEVEL2_LAXMONSTERACTIVATION = 0x00000004, // Monsters can open doors depending on the door speed LEVEL2_LAXACTIVATIONMAPINFO = 0x00000008, // LEVEL_LAXMONSTERACTIVATION is not a default. LEVEL2_MISSILESACTIVATEIMPACT = 0x00000010, // Missiles are the activators of SPAC_IMPACT events, not their shooters LEVEL2_FROZEN = 0x00000020, // Game is frozen by a TimeFreezer LEVEL2_KEEPFULLINVENTORY = 0x00000040, // doesn't reduce the amount of inventory items to 1 LEVEL2_MUSICDEFINED = 0x00000080, // a marker to disable the $map command in SNDINFO for this map LEVEL2_MONSTERFALLINGDAMAGE = 0x00000100, LEVEL2_CLIPMIDTEX = 0x00000200, LEVEL2_WRAPMIDTEX = 0x00000400, LEVEL2_CHECKSWITCHRANGE = 0x00000800, LEVEL2_PAUSE_MUSIC_IN_MENUS = 0x00001000, LEVEL2_TOTALINFIGHTING = 0x00002000, LEVEL2_NOINFIGHTING = 0x00004000, LEVEL2_NOMONSTERS = 0x00008000, LEVEL2_INFINITE_FLIGHT = 0x00010000, LEVEL2_ALLOWRESPAWN = 0x00020000, LEVEL2_FORCETEAMPLAYON = 0x00040000, LEVEL2_FORCETEAMPLAYOFF = 0x00080000, LEVEL2_CONV_SINGLE_UNFREEZE = 0x00100000, LEVEL2_RAILINGHACK = 0x00200000, // but UDMF requires them to be separate to have more control LEVEL2_DUMMYSWITCHES = 0x00400000, LEVEL2_HEXENHACK = 0x00800000, // Level was defined in a Hexen style MAPINFO LEVEL2_SMOOTHLIGHTING = 0x01000000, // Level uses the smooth lighting feature. LEVEL2_POLYGRIND = 0x02000000, // Polyobjects grind corpses to gibs. LEVEL2_RESETINVENTORY = 0x04000000, // Resets player inventory when starting this level (unless in a hub) }; struct acsdefered_t; struct FSpecialAction { FName Type; // this is initialized before the actors... BYTE Action; int Args[5]; // must allow 16 bit tags for 666 & 667! }; class FCompressedMemFile; class DScroller; class FScanner; struct level_info_t; struct FOptionalMapinfoData { FOptionalMapinfoData *Next; FName identifier; FOptionalMapinfoData() { Next = NULL; identifier = NAME_None; } virtual ~FOptionalMapinfoData() {} virtual FOptionalMapinfoData *Clone() const = 0; }; struct FOptionalMapinfoDataPtr { FOptionalMapinfoData *Ptr; FOptionalMapinfoDataPtr() throw() : Ptr(NULL) {} ~FOptionalMapinfoDataPtr() { if (Ptr!=NULL) delete Ptr; } FOptionalMapinfoDataPtr(const FOptionalMapinfoDataPtr &p) throw() : Ptr(p.Ptr->Clone()) {} FOptionalMapinfoDataPtr &operator= (FOptionalMapinfoDataPtr &p) throw() { Ptr = p.Ptr->Clone(); return *this; } }; typedef TMap FOptData; struct level_info_t { int levelnum; char mapname[9]; char pname[9]; char nextmap[11]; // The endsequence string is 10 chars so we need more space here char secretmap[11]; char skypic1[9]; char skypic2[9]; char fadetable[9]; char f1[9]; char bordertexture[9]; char mapbg[9]; int cluster; int partime; int sucktime; DWORD flags; DWORD flags2; FString Music; FString LevelName; SBYTE WallVertLight, WallHorizLight; int musicorder; FCompressedMemFile *snapshot; DWORD snapshotVer; struct acsdefered_t *defered; float skyspeed1; float skyspeed2; DWORD fadeto; DWORD outsidefog; int cdtrack; unsigned int cdid; float gravity; float aircontrol; int WarpTrans; int airsupply; DWORD compatflags; DWORD compatmask; FString Translator; // for converting Doom-format linedef and sector types. int DefaultEnvironment; // Default sound environment for the map. // Redirection: If any player is carrying the specified item, then // you go to the RedirectMap instead of this one. FName RedirectType; char RedirectMap[9]; FString EnterPic; FString ExitPic; FString InterMusic; int intermusicorder; FString SoundInfo; FString SndSeq; float teamdamage; FOptData optdata; TArray specialactions; level_info_t() { Reset(); } ~level_info_t() { ClearSnapshot(); ClearDefered(); } void Reset(); bool isValid(); FString LookupLevelName (); void ClearSnapshot(); void ClearDefered(); level_info_t *CheckLevelRedirect (); template T *GetOptData(FName id, bool create = true) { FOptionalMapinfoDataPtr *pdat = optdata.CheckKey(id); if (pdat != NULL) { return static_cast(pdat->Ptr); } else if (create) { T *newobj = new T; optdata[id].Ptr = newobj; return newobj; } else return NULL; } }; // [RH] These get zeroed every tic and are updated by thinkers. struct FSectorScrollValues { fixed_t ScrollX, ScrollY; }; struct FLevelLocals { void Tick (); void AddScroller (DScroller *, int secnum); int time; // time in the hub int maptime; // time in the map int totaltime; // time in the game int starttime; int partime; int sucktime; level_info_t *info; int cluster; int clusterflags; int levelnum; int lumpnum; FString LevelName; char mapname[256]; // the lump name (E1M1, MAP01, etc) char nextmap[11]; // go here when using the regular exit char secretmap[11]; // map to go to when used secret exit DWORD flags; DWORD flags2; DWORD fadeto; // The color the palette fades to (usually black) DWORD outsidefog; // The fog for sectors with sky ceilings FString Music; int musicorder; int cdtrack; unsigned int cdid; char skypic1[9]; char skypic2[9]; float skyspeed1; // Scrolling speed of sky textures, in pixels per ms float skyspeed2; int total_secrets; int found_secrets; int total_items; int found_items; int total_monsters; int killed_monsters; float gravity; fixed_t aircontrol; fixed_t airfriction; int airsupply; int DefaultEnvironment; // Default sound environment. FSectorScrollValues *Scrolls; // NULL if no DScrollers in this level SBYTE WallVertLight; // Light diffs for vert/horiz walls SBYTE WallHorizLight; bool FromSnapshot; // The current map was restored from a snapshot float teamdamage; bool IsJumpingAllowed() const; bool IsCrouchingAllowed() const; bool IsFreelookAllowed() const; }; enum EndTypes { END_Pic, END_Pic1, END_Pic2, END_Pic3, END_Bunny, END_Cast, END_Demon, END_Underwater, END_Chess, END_Strife, END_BuyStrife, END_TitleScreen }; struct EndSequence { BYTE EndType; bool Advanced; bool MusicLooping; bool PlayTheEnd; FString PicName; FString PicName2; FString Music; EndSequence(); }; extern TArray EndSequences; struct cluster_info_t { int cluster; FString FinaleFlat; FString ExitText; FString EnterText; FString MessageMusic; int musicorder; int flags; int cdtrack; FString ClusterName; unsigned int cdid; void Reset(); }; // Cluster flags #define CLUSTER_HUB 0x00000001 // Cluster uses hub behavior #define CLUSTER_EXITTEXTINLUMP 0x00000002 // Exit text is the name of a lump #define CLUSTER_ENTERTEXTINLUMP 0x00000004 // Enter text is the name of a lump #define CLUSTER_FINALEPIC 0x00000008 // Finale "flat" is actually a full-sized image #define CLUSTER_LOOKUPEXITTEXT 0x00000010 // Exit text is the name of a language string #define CLUSTER_LOOKUPENTERTEXT 0x00000020 // Enter text is the name of a language string #define CLUSTER_LOOKUPNAME 0x00000040 // Name is the name of a language string #define CLUSTER_LOOKUPCLUSTERNAME 0x00000080 // Cluster name is the name of a language string extern FLevelLocals level; extern TArray wadlevelinfos; extern TArray wadclusterinfos; extern bool savegamerestore; // mapname will be changed if it is a valid warptrans bool CheckWarpTransMap (FString &mapname, bool substitute); void G_InitNew (const char *mapname, bool bTitleLevel); // Can be called by the startup code or M_Responder. // A normal game starts at map 1, // but a warp test can start elsewhere void G_DeferedInitNew (const char *mapname, int skill = -1); void G_ExitLevel (int position, bool keepFacing); void G_SecretExitLevel (int position); const char *G_GetExitMap(); const char *G_GetSecretExitMap(); void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int nextSkill=-1, bool nointermission=false, bool resetinventory=false, bool nomonsters=false); void G_SetForEndGame (char *nextmap); void G_StartTravel (); void G_FinishTravel (); void G_DoLoadLevel (int position, bool autosave); void G_InitLevelLocals (void); void G_AirControlChanged (); cluster_info_t *FindClusterInfo (int cluster); level_info_t *FindLevelInfo (const char *mapname); level_info_t *FindLevelByNum (int num); level_info_t *CheckLevelRedirect (level_info_t *info); FString CalcMapName (int episode, int level); void G_ParseMapInfo (const char *basemapinfo); void G_ClearSnapshots (void); void P_RemoveDefereds (); void G_SnapshotLevel (void); void G_UnSnapshotLevel (bool keepPlayers); struct PNGHandle; void G_ReadSnapshots (PNGHandle *png); void G_WriteSnapshots (FILE *file); enum ESkillProperty { SKILLP_AmmoFactor, SKILLP_DropAmmoFactor, SKILLP_DamageFactor, SKILLP_FastMonsters, SKILLP_Respawn, SKILLP_RespawnLimit, SKILLP_Aggressiveness, SKILLP_DisableCheats, SKILLP_AutoUseHealth, SKILLP_SpawnFilter, SKILLP_EasyBossBrain, SKILLP_ACSReturn, SKILLP_MonsterHealth, SKILLP_FriendlyHealth, SKILLP_NoPain }; int G_SkillProperty(ESkillProperty prop); const char * G_SkillName(); typedef TMap SkillMenuNames; typedef TMap SkillActorReplacement; struct FSkillInfo { FName Name; fixed_t AmmoFactor, DoubleAmmoFactor, DropAmmoFactor; fixed_t DamageFactor; bool FastMonsters; bool DisableCheats; bool AutoUseHealth; bool EasyBossBrain; int RespawnCounter; int RespawnLimit; fixed_t Aggressiveness; int SpawnFilter; int ACSReturn; FString MenuName; FString PicName; SkillMenuNames MenuNamesForPlayerClass; bool MustConfirm; FString MustConfirmText; char Shortcut; FString TextColor; SkillActorReplacement Replace; SkillActorReplacement Replaced; fixed_t MonsterHealth; fixed_t FriendlyHealth; bool NoPain; FSkillInfo() {} FSkillInfo(const FSkillInfo &other) { operator=(other); } FSkillInfo &operator=(const FSkillInfo &other); int GetTextColor() const; void SetReplacement(FName a, FName b); FName GetReplacement(FName a); void SetReplacedBy(FName b, FName a); FName GetReplacedBy(FName b); }; extern TArray AllSkills; extern int DefaultSkill; #endif //__G_LEVEL_H__