gzdoom-gles/src/g_level.h
Christoph Oelckers 14fc5516a8 - Extended ACS's 'n' print format specifier to allow printing some other info than the player's name.
It will use negative indices for this. Currently supported strings are level name, level lump name and
  skill name.
- Extended skill definitions so that printable name and image lump name are separate fields so that a 
  printable name can be specified for Doom, too.


SVN r2294 (trunk)
2010-04-20 11:03:31 +00:00

593 lines
16 KiB
C++

/*
** 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_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<FName, FOptionalMapinfoDataPtr> 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<FSpecialAction> 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<class T>
T *GetOptData(FName id, bool create = true)
{
FOptionalMapinfoDataPtr *pdat = optdata.CheckKey(id);
if (pdat != NULL)
{
return static_cast<T*>(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<EndSequence> 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<level_info_t> wadlevelinfos;
extern TArray<cluster_info_t> 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<FName, FString> SkillMenuNames;
typedef TMap<FName, FName> 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<FSkillInfo> AllSkills;
extern int DefaultSkill;
#endif //__G_LEVEL_H__