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082042818b
This is necessary because otherwise the level data cannot be serialized before the actors.
642 lines
17 KiB
C++
642 lines
17 KiB
C++
/*
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** g_level.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __G_LEVEL_H__
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#define __G_LEVEL_H__
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#include "doomtype.h"
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#include "doomdef.h"
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#include "sc_man.h"
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#include "s_sound.h"
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#include "textures/textures.h"
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struct level_info_t;
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struct cluster_info_t;
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class FScanner;
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#if defined(_MSC_VER)
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#pragma section(".yreg$u",read)
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#define MSVC_YSEG __declspec(allocate(".yreg$u"))
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#define GCC_YSEG
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#else
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#define MSVC_YSEG
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#define GCC_YSEG __attribute__((section(SECTION_YREG))) __attribute__((used))
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#endif
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struct FIntermissionDescriptor;
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struct FIntermissionAction;
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struct FMapInfoParser
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{
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enum EFormatType
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{
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FMT_Unknown,
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FMT_Old,
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FMT_New
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};
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FScanner sc;
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int format_type;
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bool HexenHack;
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FMapInfoParser(int format = FMT_Unknown)
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{
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format_type = format;
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HexenHack = false;
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}
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bool ParseLookupName(FString &dest);
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void ParseMusic(FString &name, int &order);
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//void ParseLumpOrTextureName(char *name);
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void ParseLumpOrTextureName(FString &name);
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void ParseCluster();
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void ParseNextMap(FString &mapname);
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level_info_t *ParseMapHeader(level_info_t &defaultinfo);
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void ParseMapDefinition(level_info_t &leveldef);
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void ParseGameInfo();
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void ParseEpisodeInfo ();
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void ParseSkill ();
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void ParseMapInfo (int lump, level_info_t &gamedefaults, level_info_t &defaultinfo);
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void ParseOpenBrace();
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bool ParseCloseBrace();
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bool CheckAssign();
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void ParseAssign();
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void MustParseAssign();
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void ParseComma();
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bool CheckNumber();
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bool CheckFloat();
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void SkipToNext();
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void CheckEndOfFile(const char *block);
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void ParseIntermissionAction(FIntermissionDescriptor *Desc);
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void ParseIntermission();
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void ParseDoomEdNums();
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void ParseSpawnNums();
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void ParseConversationIDs();
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void ParseAMColors(bool);
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FName CheckEndSequence();
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FName ParseEndGame();
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};
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#define DEFINE_MAP_OPTION(name, old) \
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static void MapOptHandler_##name(FMapInfoParser &parse, level_info_t *info); \
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static FMapOptInfo MapOpt_##name = \
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{ #name, MapOptHandler_##name, old }; \
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MSVC_YSEG FMapOptInfo *mapopt_##name GCC_YSEG = &MapOpt_##name; \
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static void MapOptHandler_##name(FMapInfoParser &parse, level_info_t *info)
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struct FMapOptInfo
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{
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const char *name;
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void (*handler) (FMapInfoParser &parse, level_info_t *levelinfo);
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bool old;
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};
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enum ELevelFlags : unsigned int
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{
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LEVEL_NOINTERMISSION = 0x00000001,
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LEVEL_NOINVENTORYBAR = 0x00000002, // This effects Doom only, since it's the only one without a standard inventory bar.
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LEVEL_DOUBLESKY = 0x00000004,
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LEVEL_HASFADETABLE = 0x00000008, // Level uses Hexen's fadetable mapinfo to get fog
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LEVEL_MAP07SPECIAL = 0x00000010,
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LEVEL_BRUISERSPECIAL = 0x00000020,
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LEVEL_CYBORGSPECIAL = 0x00000040,
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LEVEL_SPIDERSPECIAL = 0x00000080,
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LEVEL_SPECLOWERFLOOR = 0x00000100,
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LEVEL_SPECOPENDOOR = 0x00000200,
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LEVEL_SPECLOWERFLOORTOHIGHEST=0x00000300,
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LEVEL_SPECACTIONSMASK = 0x00000300,
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LEVEL_MONSTERSTELEFRAG = 0x00000400,
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LEVEL_ACTOWNSPECIAL = 0x00000800,
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LEVEL_SNDSEQTOTALCTRL = 0x00001000,
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LEVEL_FORCENOSKYSTRETCH = 0x00002000,
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LEVEL_CROUCH_NO = 0x00004000,
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LEVEL_JUMP_NO = 0x00008000,
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LEVEL_FREELOOK_NO = 0x00010000,
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LEVEL_FREELOOK_YES = 0x00020000,
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// The absence of both of the following bits means that this level does not
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// use falling damage (though damage can be forced with dmflags,.
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LEVEL_FALLDMG_ZD = 0x00040000, // Level uses ZDoom's falling damage
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LEVEL_FALLDMG_HX = 0x00080000, // Level uses Hexen's falling damage
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LEVEL_HEADSPECIAL = 0x00100000, // Heretic episode 1/4
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LEVEL_MINOTAURSPECIAL = 0x00200000, // Heretic episode 2/5
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LEVEL_SORCERER2SPECIAL = 0x00400000, // Heretic episode 3
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LEVEL_SPECKILLMONSTERS = 0x00800000,
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LEVEL_STARTLIGHTNING = 0x01000000, // Automatically start lightning
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LEVEL_FILTERSTARTS = 0x02000000, // Apply mapthing filtering to player starts
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LEVEL_LOOKUPLEVELNAME = 0x04000000, // Level name is the name of a language string
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LEVEL_USEPLAYERSTARTZ = 0x08000000, // Use the Z position of player starts
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LEVEL_SWAPSKIES = 0x10000000, // Used by lightning
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LEVEL_NOALLIES = 0x20000000, // i.e. Inside Strife's front base
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LEVEL_CHANGEMAPCHEAT = 0x40000000, // Don't display cluster messages
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LEVEL_VISITED = 0x80000000, // Used for intermission map
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// The flags QWORD is now split into 2 DWORDs
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LEVEL2_RANDOMPLAYERSTARTS = 0x00000001, // Select single player starts randomnly (no voodoo dolls)
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LEVEL2_ALLMAP = 0x00000002, // The player picked up a map on this level
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LEVEL2_LAXMONSTERACTIVATION = 0x00000004, // Monsters can open doors depending on the door speed
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LEVEL2_LAXACTIVATIONMAPINFO = 0x00000008, // LEVEL_LAXMONSTERACTIVATION is not a default.
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LEVEL2_MISSILESACTIVATEIMPACT=0x00000010, // Missiles are the activators of SPAC_IMPACT events, not their shooters
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LEVEL2_FROZEN = 0x00000020, // Game is frozen by a TimeFreezer
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LEVEL2_KEEPFULLINVENTORY = 0x00000040, // doesn't reduce the amount of inventory items to 1
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LEVEL2_PRERAISEWEAPON = 0x00000080, // players should spawn with their weapons fully raised (but not when respawning it multiplayer)
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LEVEL2_MONSTERFALLINGDAMAGE = 0x00000100,
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LEVEL2_CLIPMIDTEX = 0x00000200,
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LEVEL2_WRAPMIDTEX = 0x00000400,
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LEVEL2_CHECKSWITCHRANGE = 0x00000800,
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LEVEL2_PAUSE_MUSIC_IN_MENUS = 0x00001000,
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LEVEL2_TOTALINFIGHTING = 0x00002000,
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LEVEL2_NOINFIGHTING = 0x00004000,
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LEVEL2_NOMONSTERS = 0x00008000,
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LEVEL2_INFINITE_FLIGHT = 0x00010000,
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LEVEL2_ALLOWRESPAWN = 0x00020000,
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LEVEL2_FORCETEAMPLAYON = 0x00040000,
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LEVEL2_FORCETEAMPLAYOFF = 0x00080000,
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LEVEL2_CONV_SINGLE_UNFREEZE = 0x00100000,
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LEVEL2_RAILINGHACK = 0x00200000, // but UDMF requires them to be separate to have more control
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LEVEL2_DUMMYSWITCHES = 0x00400000,
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LEVEL2_HEXENHACK = 0x00800000, // Level was defined in a Hexen style MAPINFO
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LEVEL2_SMOOTHLIGHTING = 0x01000000, // Level uses the smooth lighting feature.
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LEVEL2_POLYGRIND = 0x02000000, // Polyobjects grind corpses to gibs.
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LEVEL2_RESETINVENTORY = 0x04000000, // Resets player inventory when starting this level (unless in a hub)
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LEVEL2_RESETHEALTH = 0x08000000, // Resets player health when starting this level (unless in a hub)
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LEVEL2_NOSTATISTICS = 0x10000000, // This level should not have statistics collected
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LEVEL2_ENDGAME = 0x20000000, // This is an epilogue level that cannot be quit.
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LEVEL2_NOAUTOSAVEHINT = 0x40000000, // tell the game that an autosave for this level does not need to be kept
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LEVEL2_FORGETSTATE = 0x80000000, // forget this map's state in a hub
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// More flags!
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LEVEL3_FORCEFAKECONTRAST = 0x00000001, // forces fake contrast even with fog enabled
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};
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struct acsdefered_t;
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struct FSpecialAction
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{
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FName Type; // this is initialized before the actors...
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BYTE Action;
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int Args[5]; // must allow 16 bit tags for 666 & 667!
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};
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class FCompressedMemFile;
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class DScroller;
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class FScanner;
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struct level_info_t;
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struct FOptionalMapinfoData
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{
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FOptionalMapinfoData *Next;
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FName identifier;
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FOptionalMapinfoData() { Next = NULL; identifier = NAME_None; }
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virtual ~FOptionalMapinfoData() {}
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virtual FOptionalMapinfoData *Clone() const = 0;
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};
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struct FOptionalMapinfoDataPtr
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{
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FOptionalMapinfoData *Ptr;
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FOptionalMapinfoDataPtr() throw() : Ptr(NULL) {}
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~FOptionalMapinfoDataPtr() { if (Ptr!=NULL) delete Ptr; }
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FOptionalMapinfoDataPtr(const FOptionalMapinfoDataPtr &p) throw() : Ptr(p.Ptr->Clone()) {}
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FOptionalMapinfoDataPtr &operator= (FOptionalMapinfoDataPtr &p) throw() { Ptr = p.Ptr->Clone(); return *this; }
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};
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typedef TMap<FName, FOptionalMapinfoDataPtr> FOptData;
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typedef TMap<int, FName> FMusicMap;
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enum EMapType
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{
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MAPTYPE_UNKNOWN = 0,
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MAPTYPE_DOOM,
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MAPTYPE_HEXEN,
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MAPTYPE_BUILD,
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MAPTYPE_UDMF // This does not distinguish between namespaces.
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};
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struct level_info_t
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{
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int levelnum;
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FString MapName;
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FString NextMap;
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FString NextSecretMap;
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FString PName;
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FString SkyPic1;
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FString SkyPic2;
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FString FadeTable;
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FString F1Pic;
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FString BorderTexture;
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FString MapBackground;
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int cluster;
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int partime;
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int sucktime;
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DWORD flags;
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DWORD flags2;
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DWORD flags3;
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FString Music;
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FString LevelName;
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SBYTE WallVertLight, WallHorizLight;
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int musicorder;
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FCompressedMemFile *snapshot;
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DWORD snapshotVer;
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struct acsdefered_t *defered;
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float skyspeed1;
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float skyspeed2;
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DWORD fadeto;
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DWORD outsidefog;
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int cdtrack;
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unsigned int cdid;
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double gravity;
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double aircontrol;
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int WarpTrans;
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int airsupply;
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DWORD compatflags, compatflags2;
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DWORD compatmask, compatmask2;
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FString Translator; // for converting Doom-format linedef and sector types.
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int DefaultEnvironment; // Default sound environment for the map.
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FName Intermission;
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FName deathsequence;
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FName slideshow;
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// Redirection: If any player is carrying the specified item, then
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// you go to the RedirectMap instead of this one.
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FName RedirectType;
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FString RedirectMapName;
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FString EnterPic;
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FString ExitPic;
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FString InterMusic;
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int intermusicorder;
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FString SoundInfo;
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FString SndSeq;
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double teamdamage;
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FOptData optdata;
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FMusicMap MusicMap;
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TArray<FSpecialAction> specialactions;
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TArray<FSoundID> PrecacheSounds;
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TArray<FString> PrecacheTextures;
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level_info_t()
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{
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Reset();
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}
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~level_info_t()
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{
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ClearSnapshot();
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ClearDefered();
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}
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void Reset();
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bool isValid();
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FString LookupLevelName ();
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void ClearSnapshot();
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void ClearDefered();
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level_info_t *CheckLevelRedirect ();
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template<class T>
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T *GetOptData(FName id, bool create = true)
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{
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FOptionalMapinfoDataPtr *pdat = optdata.CheckKey(id);
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if (pdat != NULL)
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{
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return static_cast<T*>(pdat->Ptr);
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}
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else if (create)
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{
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T *newobj = new T;
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optdata[id].Ptr = newobj;
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return newobj;
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}
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else return NULL;
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}
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};
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// [RH] These get zeroed every tic and are updated by thinkers.
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struct FSectorScrollValues
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{
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DVector2 Scroll;
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};
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struct FLevelLocals
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{
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void Tick ();
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void AddScroller (int secnum);
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int time; // time in the hub
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int maptime; // time in the map
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int totaltime; // time in the game
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int starttime;
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int partime;
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int sucktime;
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level_info_t *info;
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int cluster;
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int clusterflags;
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int levelnum;
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int lumpnum;
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FString LevelName;
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FString MapName; // the lump name (E1M1, MAP01, etc)
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FString NextMap; // go here when using the regular exit
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FString NextSecretMap; // map to go to when used secret exit
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EMapType maptype;
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DWORD flags;
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DWORD flags2;
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DWORD flags3;
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DWORD fadeto; // The color the palette fades to (usually black)
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DWORD outsidefog; // The fog for sectors with sky ceilings
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FString Music;
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int musicorder;
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int cdtrack;
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unsigned int cdid;
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FTextureID skytexture1;
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FTextureID skytexture2;
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float skyspeed1; // Scrolling speed of sky textures, in pixels per ms
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float skyspeed2;
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int total_secrets;
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int found_secrets;
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int total_items;
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int found_items;
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int total_monsters;
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int killed_monsters;
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double gravity;
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double aircontrol;
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double airfriction;
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int airsupply;
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int DefaultEnvironment; // Default sound environment.
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FSectorScrollValues *Scrolls; // NULL if no DScrollers in this level
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SBYTE WallVertLight; // Light diffs for vert/horiz walls
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SBYTE WallHorizLight;
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bool FromSnapshot; // The current map was restored from a snapshot
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double teamdamage;
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bool IsJumpingAllowed() const;
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bool IsCrouchingAllowed() const;
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bool IsFreelookAllowed() const;
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};
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struct cluster_info_t
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{
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int cluster;
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FString FinaleFlat;
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FString ExitText;
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FString EnterText;
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FString MessageMusic;
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int musicorder;
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int flags;
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int cdtrack;
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FString ClusterName;
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unsigned int cdid;
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void Reset();
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};
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// Cluster flags
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#define CLUSTER_HUB 0x00000001 // Cluster uses hub behavior
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#define CLUSTER_EXITTEXTINLUMP 0x00000002 // Exit text is the name of a lump
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#define CLUSTER_ENTERTEXTINLUMP 0x00000004 // Enter text is the name of a lump
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#define CLUSTER_FINALEPIC 0x00000008 // Finale "flat" is actually a full-sized image
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#define CLUSTER_LOOKUPEXITTEXT 0x00000010 // Exit text is the name of a language string
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#define CLUSTER_LOOKUPENTERTEXT 0x00000020 // Enter text is the name of a language string
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#define CLUSTER_LOOKUPNAME 0x00000040 // Name is the name of a language string
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#define CLUSTER_LOOKUPCLUSTERNAME 0x00000080 // Cluster name is the name of a language string
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extern FLevelLocals level;
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extern TArray<level_info_t> wadlevelinfos;
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extern TArray<cluster_info_t> wadclusterinfos;
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extern bool savegamerestore;
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// mapname will be changed if it is a valid warptrans
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bool CheckWarpTransMap (FString &mapname, bool substitute);
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void G_InitNew (const char *mapname, bool bTitleLevel);
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// Can be called by the startup code or M_Responder.
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// A normal game starts at map 1,
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// but a warp test can start elsewhere
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void G_DeferedInitNew (const char *mapname, int skill = -1);
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struct FGameStartup;
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void G_DeferedInitNew (FGameStartup *gs);
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void G_ExitLevel (int position, bool keepFacing);
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void G_SecretExitLevel (int position);
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const char *G_GetExitMap();
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const char *G_GetSecretExitMap();
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enum
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{
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CHANGELEVEL_KEEPFACING = 1,
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CHANGELEVEL_RESETINVENTORY = 2,
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CHANGELEVEL_NOMONSTERS = 4,
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CHANGELEVEL_CHANGESKILL = 8,
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CHANGELEVEL_NOINTERMISSION = 16,
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CHANGELEVEL_RESETHEALTH = 32,
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CHANGELEVEL_PRERAISEWEAPON = 64,
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};
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|
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void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill=-1);
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void G_StartTravel ();
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|
void G_FinishTravel ();
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|
|
|
void G_DoLoadLevel (int position, bool autosave);
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|
|
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void G_InitLevelLocals (void);
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|
|
|
void G_AirControlChanged ();
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|
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cluster_info_t *FindClusterInfo (int cluster);
|
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level_info_t *FindLevelInfo (const char *mapname, bool allowdefault=true);
|
|
level_info_t *FindLevelByNum (int num);
|
|
level_info_t *CheckLevelRedirect (level_info_t *info);
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|
|
|
FString CalcMapName (int episode, int level);
|
|
|
|
void G_ParseMapInfo (FString 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);
|
|
void G_ClearHubInfo();
|
|
|
|
enum ESkillProperty
|
|
{
|
|
SKILLP_FastMonsters,
|
|
SKILLP_Respawn,
|
|
SKILLP_RespawnLimit,
|
|
SKILLP_DisableCheats,
|
|
SKILLP_AutoUseHealth,
|
|
SKILLP_SpawnFilter,
|
|
SKILLP_EasyBossBrain,
|
|
SKILLP_ACSReturn,
|
|
SKILLP_NoPain,
|
|
SKILLP_EasyKey,
|
|
SKILLP_SlowMonsters,
|
|
SKILLP_Infight,
|
|
};
|
|
enum EFSkillProperty // floating point properties
|
|
{
|
|
SKILLP_AmmoFactor,
|
|
SKILLP_DropAmmoFactor,
|
|
SKILLP_ArmorFactor,
|
|
SKILLP_HealthFactor,
|
|
SKILLP_DamageFactor,
|
|
SKILLP_Aggressiveness,
|
|
SKILLP_MonsterHealth,
|
|
SKILLP_FriendlyHealth,
|
|
};
|
|
|
|
int G_SkillProperty(ESkillProperty prop);
|
|
double G_SkillProperty(EFSkillProperty prop);
|
|
const char * G_SkillName();
|
|
|
|
typedef TMap<FName, FString> SkillMenuNames;
|
|
|
|
typedef TMap<FName, FName> SkillActorReplacement;
|
|
|
|
struct FSkillInfo
|
|
{
|
|
FName Name;
|
|
double AmmoFactor, DoubleAmmoFactor, DropAmmoFactor;
|
|
double DamageFactor;
|
|
double ArmorFactor;
|
|
double HealthFactor;
|
|
|
|
bool FastMonsters;
|
|
bool SlowMonsters;
|
|
bool DisableCheats;
|
|
bool AutoUseHealth;
|
|
|
|
bool EasyBossBrain;
|
|
bool EasyKey;
|
|
int RespawnCounter;
|
|
int RespawnLimit;
|
|
double Aggressiveness;
|
|
int SpawnFilter;
|
|
int ACSReturn;
|
|
FString MenuName;
|
|
FString PicName;
|
|
SkillMenuNames MenuNamesForPlayerClass;
|
|
bool MustConfirm;
|
|
FString MustConfirmText;
|
|
char Shortcut;
|
|
FString TextColor;
|
|
SkillActorReplacement Replace;
|
|
SkillActorReplacement Replaced;
|
|
double MonsterHealth;
|
|
double FriendlyHealth;
|
|
bool NoPain;
|
|
int Infighting;
|
|
|
|
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;
|
|
|
|
struct FEpisode
|
|
{
|
|
FString mEpisodeName;
|
|
FString mEpisodeMap;
|
|
FString mPicName;
|
|
char mShortcut;
|
|
bool mNoSkill;
|
|
};
|
|
|
|
extern TArray<FEpisode> AllEpisodes;
|
|
|
|
|
|
#endif //__G_LEVEL_H__
|