2016-03-01 15:47:10 +00:00
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//-----------------------------------------------------------------------------
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//
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2017-04-17 11:33:19 +00:00
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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2016-03-01 15:47:10 +00:00
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//
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2017-04-17 11:33:19 +00:00
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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2016-03-01 15:47:10 +00:00
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//
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2017-04-17 11:33:19 +00:00
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// This program is distributed in the hope that it will be useful,
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2016-03-01 15:47:10 +00:00
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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2017-04-17 11:33:19 +00:00
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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2016-03-01 15:47:10 +00:00
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//
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// DESCRIPTION:
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// all external data is defined here
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// most of the data is loaded into different structures at run time
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// some internal structures shared by many modules are here
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//
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//-----------------------------------------------------------------------------
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#ifndef __DOOMDATA__
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#define __DOOMDATA__
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// The most basic types we use, portability.
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#include "doomtype.h"
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2016-03-20 11:13:00 +00:00
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#include "vectors.h"
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2016-03-01 15:47:10 +00:00
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// Some global defines, that configure the game.
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#include "doomdef.h"
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#include "m_swap.h"
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//
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// Map level types.
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// The following data structures define the persistent format
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// used in the lumps of the WAD files.
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//
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// Lump order in a map WAD: each map needs a couple of lumps
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// to provide a complete scene geometry description.
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enum
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{
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ML_LABEL, // A separator, name, ExMx or MAPxx
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ML_THINGS, // Monsters, items
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ML_LINEDEFS, // LineDefs, from editing
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ML_SIDEDEFS, // SideDefs, from editing
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ML_VERTEXES, // Vertices, edited and BSP splits generated
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ML_SEGS, // LineSegs, from LineDefs split by BSP
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ML_SSECTORS, // SubSectors, list of LineSegs
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ML_NODES, // BSP nodes
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ML_SECTORS, // Sectors, from editing
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ML_REJECT, // LUT, sector-sector visibility
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ML_BLOCKMAP, // LUT, motion clipping, walls/grid element
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ML_BEHAVIOR, // [RH] Hexen-style scripts. If present, THINGS
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// and LINEDEFS are also Hexen-style.
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ML_CONVERSATION, // Strife dialog (only for TEXTMAP format)
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2021-09-24 06:51:48 +00:00
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ML_LIGHTMAP, // ZDRay generated lightmap
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2016-03-01 15:47:10 +00:00
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ML_MAX,
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// [RH] These are compressed (and extended) nodes. They combine the data from
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// vertexes, segs, ssectors, and nodes into a single lump.
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ML_ZNODES = ML_NODES,
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ML_GLZNODES = ML_SSECTORS,
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// for text map format
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ML_TEXTMAP = ML_THINGS,
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};
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// A single Vertex.
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struct mapvertex_t
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{
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2017-03-08 17:47:52 +00:00
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int16_t x, y;
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2016-03-01 15:47:10 +00:00
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};
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// A SideDef, defining the visual appearance of a wall,
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// by setting textures and offsets.
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struct mapsidedef_t
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{
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2017-03-08 17:47:52 +00:00
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int16_t textureoffset;
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int16_t rowoffset;
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2016-03-01 15:47:10 +00:00
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char toptexture[8];
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char bottomtexture[8];
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char midtexture[8];
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2017-03-08 17:47:52 +00:00
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int16_t sector; // Front sector, towards viewer.
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2016-03-01 15:47:10 +00:00
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};
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struct intmapsidedef_t
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{
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FString toptexture;
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FString bottomtexture;
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FString midtexture;
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};
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// A LineDef, as used for editing, and as input to the BSP builder.
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struct maplinedef_t
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{
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2017-03-08 17:47:52 +00:00
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uint16_t v1;
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uint16_t v2;
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uint16_t flags;
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2017-05-04 21:52:16 +00:00
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uint16_t special;
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2017-03-08 17:47:52 +00:00
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int16_t tag;
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uint16_t sidenum[2]; // sidenum[1] will be -1 if one sided
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2016-03-01 15:47:10 +00:00
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} ;
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// [RH] Hexen-compatible LineDef.
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struct maplinedef2_t
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{
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2017-03-08 17:47:52 +00:00
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uint16_t v1;
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uint16_t v2;
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uint16_t flags;
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uint8_t special;
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uint8_t args[5];
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uint16_t sidenum[2];
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2016-03-01 15:47:10 +00:00
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} ;
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//
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// LineDef attributes.
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//
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2021-06-28 18:17:08 +00:00
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enum ELineFlags : uint32_t
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2016-03-01 15:47:10 +00:00
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{
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ML_BLOCKING =0x00000001, // solid, is an obstacle
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ML_BLOCKMONSTERS =0x00000002, // blocks monsters only
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ML_TWOSIDED =0x00000004, // backside will not be present at all if not two sided
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// If a texture is pegged, the texture will have
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// the end exposed to air held constant at the
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// top or bottom of the texture (stairs or pulled
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// down things) and will move with a height change
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// of one of the neighbor sectors.
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// Unpegged textures always have the first row of
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// the texture at the top pixel of the line for both
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// top and bottom textures (use next to windows).
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ML_DONTPEGTOP = 0x00000008, // upper texture unpegged
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ML_DONTPEGBOTTOM = 0x00000010, // lower texture unpegged
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ML_SECRET = 0x00000020, // don't map as two sided: IT'S A SECRET!
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ML_SOUNDBLOCK = 0x00000040, // don't let sound cross two of these
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ML_DONTDRAW = 0x00000080, // don't draw on the automap
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ML_MAPPED = 0x00000100, // set if already drawn in automap
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ML_REPEAT_SPECIAL = 0x00000200, // special is repeatable
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2019-01-29 18:28:22 +00:00
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// 0x400, 0x800 and 0x1000 are ML_SPAC_MASK, they can be used for internal things but not for real map flags.
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2016-03-01 15:47:10 +00:00
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ML_ADDTRANS = 0x00000400, // additive translucency (can only be set internally)
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2019-01-29 18:28:22 +00:00
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ML_COMPATSIDE = 0x00000800, // for compatible PointOnLineSide checks. Using the global compatibility check would be a bit expensive for this check.
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2016-03-01 15:47:10 +00:00
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// Extended flags
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2020-01-10 22:31:21 +00:00
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ML_NOSKYWALLS = 0x00001000, // Don't draw sky above or below walls
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2016-03-01 15:47:10 +00:00
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ML_MONSTERSCANACTIVATE = 0x00002000, // [RH] Monsters (as well as players) can activate the line
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ML_BLOCK_PLAYERS = 0x00004000,
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ML_BLOCKEVERYTHING = 0x00008000, // [RH] Line blocks everything
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ML_ZONEBOUNDARY = 0x00010000,
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ML_RAILING = 0x00020000,
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ML_BLOCK_FLOATERS = 0x00040000,
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ML_CLIP_MIDTEX = 0x00080000, // Automatic for every Strife line
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ML_WRAP_MIDTEX = 0x00100000,
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ML_3DMIDTEX = 0x00200000,
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ML_CHECKSWITCHRANGE = 0x00400000,
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ML_FIRSTSIDEONLY = 0x00800000, // activated only when crossed from front side
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ML_BLOCKPROJECTILE = 0x01000000,
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ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
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ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
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ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
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ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
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2018-05-19 06:31:22 +00:00
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ML_REVEALED = 0x20000000, // set if revealed in automap
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2020-01-10 22:31:21 +00:00
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ML_DRAWFULLHEIGHT = 0x40000000, // Draw the full height of the upper/lower sections
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2016-03-07 20:58:34 +00:00
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ML_PORTALCONNECT = 0x80000000, // for internal use only: This line connects to a sector with a linked portal (used to speed up sight checks.)
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2021-06-28 18:17:08 +00:00
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// Flag words may not exceed 32 bit due to VM limitations.
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ML2_BLOCKLANDMONSTERS = 0x1, // MBF21
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2016-03-01 15:47:10 +00:00
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};
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// Special activation types
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enum SPAC
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{
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SPAC_Cross = 1<<0, // when player crosses line
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SPAC_Use = 1<<1, // when player uses line
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SPAC_MCross = 1<<2, // when monster crosses line
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SPAC_Impact = 1<<3, // when projectile hits line
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SPAC_Push = 1<<4, // when player pushes line
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SPAC_PCross = 1<<5, // when projectile crosses line
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SPAC_UseThrough = 1<<6, // when player uses line (doesn't block)
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// SPAC_PTOUCH is mapped to SPAC_PCross|SPAC_Impact
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SPAC_AnyCross = 1<<7, // when anything without the MF2_TELEPORT flag crosses the line
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SPAC_MUse = 1<<8, // monsters can use
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SPAC_MPush = 1<<9, // monsters can push
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SPAC_UseBack = 1<<10, // Can be used from the backside
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2018-10-28 22:08:38 +00:00
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SPAC_Damage = 1<<11, // [ZZ] when linedef receives damage
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SPAC_Death = 1<<12, // [ZZ] when linedef receives damage and has 0 health
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2016-03-01 15:47:10 +00:00
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SPAC_PlayerActivate = (SPAC_Cross|SPAC_Use|SPAC_Impact|SPAC_Push|SPAC_AnyCross|SPAC_UseThrough|SPAC_UseBack),
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};
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enum EMapLineFlags // These are flags that use different values internally
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{
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// For Hexen format maps
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ML_SPAC_SHIFT = 10,
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ML_SPAC_MASK = 0x1c00, // Hexen's activator mask.
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// [RH] BOOM's ML_PASSUSE flag (conflicts with ML_REPEATSPECIAL)
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ML_PASSUSE_BOOM = 0x0200,
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ML_3DMIDTEX_ETERNITY = 0x0400,
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// If this bit is set, then all non-original-Doom bits are cleared when
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// translating the line. Only applies when playing Doom with Doom-format maps.
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// Hexen format maps and the other games are not affected by this.
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ML_RESERVED_ETERNITY = 0x0800,
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// [RH] Extra flags for Strife
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ML_RAILING_STRIFE = 0x0200,
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ML_BLOCK_FLOATERS_STRIFE = 0x0400,
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ML_TRANSPARENT_STRIFE = 0x0800,
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ML_TRANSLUCENT_STRIFE = 0x1000,
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};
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static inline int GET_SPAC (int flags)
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{
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return (flags&ML_SPAC_MASK) >> ML_SPAC_SHIFT;
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}
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// Sector definition, from editing
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struct mapsector_t
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{
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2017-03-08 17:47:52 +00:00
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int16_t floorheight;
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int16_t ceilingheight;
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2016-03-01 15:47:10 +00:00
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char floorpic[8];
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char ceilingpic[8];
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2017-03-08 17:47:52 +00:00
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int16_t lightlevel;
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int16_t special;
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int16_t tag;
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2016-03-01 15:47:10 +00:00
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};
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// SubSector, as generated by BSP
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struct mapsubsector_t
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{
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2017-03-08 17:47:52 +00:00
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uint16_t numsegs;
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uint16_t firstseg; // index of first one, segs are stored sequentially
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2016-03-01 15:47:10 +00:00
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};
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#pragma pack(1)
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struct mapsubsector4_t
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{
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2017-03-08 17:47:52 +00:00
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uint16_t numsegs;
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2017-03-08 17:50:37 +00:00
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uint32_t firstseg; // index of first one, segs are stored sequentially
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2016-03-01 15:47:10 +00:00
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};
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#pragma pack()
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// LineSeg, generated by splitting LineDefs
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// using partition lines selected by BSP builder.
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struct mapseg_t
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{
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2017-03-08 17:47:52 +00:00
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uint16_t v1;
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uint16_t v2;
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2017-03-08 17:50:37 +00:00
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int16_t angle;
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2017-03-08 17:47:52 +00:00
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uint16_t linedef;
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2017-03-08 17:50:37 +00:00
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int16_t side;
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int16_t offset;
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2016-03-01 15:47:10 +00:00
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int V1() { return LittleShort(v1); }
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int V2() { return LittleShort(v2); }
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};
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struct mapseg4_t
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{
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2017-03-03 18:35:08 +00:00
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int32_t v1;
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int32_t v2;
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2017-03-08 17:50:37 +00:00
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int16_t angle;
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2017-03-08 17:47:52 +00:00
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uint16_t linedef;
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2017-03-08 17:50:37 +00:00
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int16_t side;
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int16_t offset;
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2016-03-01 15:47:10 +00:00
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int V1() { return LittleLong(v1); }
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int V2() { return LittleLong(v2); }
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};
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// BSP node structure.
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// Indicate a leaf.
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struct mapnode_t
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{
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enum
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{
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NF_SUBSECTOR = 0x8000,
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NF_LUMPOFFSET = 0
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};
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2017-03-08 17:50:37 +00:00
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int16_t x,y,dx,dy; // partition line
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int16_t bbox[2][4]; // bounding box for each child
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2016-03-01 15:47:10 +00:00
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// If NF_SUBSECTOR is or'ed in, it's a subsector,
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// else it's a node of another subtree.
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2017-03-08 17:47:52 +00:00
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uint16_t children[2];
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2016-03-01 15:47:10 +00:00
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2017-03-08 17:50:37 +00:00
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uint32_t Child(int num) { return LittleShort(children[num]); }
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2016-03-01 15:47:10 +00:00
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};
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struct mapnode4_t
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{
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enum
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{
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NF_SUBSECTOR = 0x80000000,
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NF_LUMPOFFSET = 8
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|
|
|
};
|
2017-03-08 17:50:37 +00:00
|
|
|
int16_t x,y,dx,dy; // partition line
|
|
|
|
int16_t bbox[2][4]; // bounding box for each child
|
2016-03-01 15:47:10 +00:00
|
|
|
// If NF_SUBSECTOR is or'ed in, it's a subsector,
|
|
|
|
// else it's a node of another subtree.
|
2017-03-08 17:50:37 +00:00
|
|
|
uint32_t children[2];
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2017-03-08 17:50:37 +00:00
|
|
|
uint32_t Child(int num) { return LittleLong(children[num]); }
|
2016-03-01 15:47:10 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Thing definition, position, orientation and type,
|
|
|
|
// plus skill/visibility flags and attributes.
|
|
|
|
struct mapthing_t
|
|
|
|
{
|
2017-03-08 17:50:37 +00:00
|
|
|
int16_t x;
|
|
|
|
int16_t y;
|
|
|
|
int16_t angle;
|
|
|
|
int16_t type;
|
|
|
|
int16_t options;
|
2016-03-01 15:47:10 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
// [RH] Hexen-compatible MapThing.
|
|
|
|
struct mapthinghexen_t
|
|
|
|
{
|
2017-03-08 17:50:37 +00:00
|
|
|
int16_t thingid;
|
|
|
|
int16_t x;
|
|
|
|
int16_t y;
|
|
|
|
int16_t z;
|
|
|
|
int16_t angle;
|
|
|
|
int16_t type;
|
2017-03-08 17:47:52 +00:00
|
|
|
uint16_t flags;
|
|
|
|
uint8_t special;
|
|
|
|
uint8_t args[5];
|
2016-03-01 15:47:10 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
struct FDoomEdEntry;
|
|
|
|
|
|
|
|
// Internal representation of a mapthing
|
|
|
|
struct FMapThing
|
|
|
|
{
|
|
|
|
int thingid;
|
2016-03-23 11:21:52 +00:00
|
|
|
DVector3 pos;
|
2017-03-08 17:47:52 +00:00
|
|
|
int16_t angle;
|
|
|
|
uint16_t SkillFilter;
|
|
|
|
uint16_t ClassFilter;
|
|
|
|
int16_t EdNum;
|
2016-03-01 15:47:10 +00:00
|
|
|
FDoomEdEntry *info;
|
2017-03-08 17:50:37 +00:00
|
|
|
uint32_t flags;
|
2016-03-01 15:47:10 +00:00
|
|
|
int special;
|
|
|
|
int args[5];
|
|
|
|
int Conversation;
|
2016-03-20 23:51:19 +00:00
|
|
|
double Gravity;
|
2016-03-21 11:18:46 +00:00
|
|
|
double Alpha;
|
2017-03-08 17:50:37 +00:00
|
|
|
uint32_t fillcolor;
|
2022-06-15 20:15:36 +00:00
|
|
|
FVector2 Scale;
|
2017-02-27 23:59:09 +00:00
|
|
|
double Health;
|
2016-03-01 15:47:10 +00:00
|
|
|
int score;
|
2017-03-08 17:47:52 +00:00
|
|
|
int16_t pitch;
|
|
|
|
int16_t roll;
|
2017-03-08 17:50:37 +00:00
|
|
|
uint32_t RenderStyle;
|
2016-03-01 15:47:10 +00:00
|
|
|
int FloatbobPhase;
|
2018-01-09 20:30:45 +00:00
|
|
|
int friendlyseeblocks;
|
2018-08-18 23:14:15 +00:00
|
|
|
FName arg0str;
|
2016-03-01 15:47:10 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// [RH] MapThing flags.
|
|
|
|
|
|
|
|
enum EMapThingFlags
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
MTF_EASY = 0x0001, // The skill flags are no longer used directly.
|
|
|
|
MTF_MEDIUM = 0x0002,
|
|
|
|
MTF_HARD = 0x0004,
|
|
|
|
*/
|
|
|
|
|
|
|
|
MTF_SKILLMASK = 0x0007,
|
|
|
|
MTF_SKILLSHIFT = 1, // Skill bits will be shifted 1 bit to the left to make room
|
|
|
|
// for a bit representing the lowest skill (sk_baby)
|
|
|
|
|
|
|
|
MTF_AMBUSH = 0x0008, // Thing is deaf
|
|
|
|
MTF_DORMANT = 0x0010, // Thing is dormant (use Thing_Activate)
|
|
|
|
/*
|
|
|
|
MTF_FIGHTER = 0x0020, // The class flags are no longer used directly.
|
|
|
|
MTF_CLERIC = 0x0040,
|
|
|
|
MTF_MAGE = 0x0080,
|
|
|
|
*/
|
|
|
|
MTF_CLASS_MASK = 0x00e0,
|
|
|
|
MTF_CLASS_SHIFT = 5,
|
|
|
|
|
|
|
|
MTF_SINGLE = 0x0100, // Thing appears in single-player games
|
|
|
|
MTF_COOPERATIVE = 0x0200, // Thing appears in cooperative games
|
|
|
|
MTF_DEATHMATCH = 0x0400, // Thing appears in deathmatch games
|
|
|
|
|
|
|
|
MTF_SHADOW = 0x0800,
|
|
|
|
MTF_ALTSHADOW = 0x1000,
|
|
|
|
MTF_FRIENDLY = 0x2000,
|
|
|
|
MTF_STANDSTILL = 0x4000,
|
|
|
|
MTF_STRIFESOMETHING = 0x8000,
|
|
|
|
|
|
|
|
MTF_SECRET = 0x080000, // Secret pickup
|
|
|
|
MTF_NOINFIGHTING = 0x100000,
|
2020-04-25 02:16:06 +00:00
|
|
|
MTF_NOCOUNT = 0x200000, // Removes COUNTKILL/COUNTITEM
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
// BOOM and DOOM compatible versions of some of the above
|
|
|
|
|
|
|
|
BTF_NOTSINGLE = 0x0010, // (TF_COOPERATIVE|TF_DEATHMATCH)
|
|
|
|
BTF_NOTDEATHMATCH = 0x0020, // (TF_SINGLE|TF_COOPERATIVE)
|
|
|
|
BTF_NOTCOOPERATIVE = 0x0040, // (TF_SINGLE|TF_DEATHMATCH)
|
|
|
|
BTF_FRIENDLY = 0x0080, // MBF friendly monsters
|
|
|
|
BTF_BADEDITORCHECK = 0x0100, // for detecting bad (Mac) editors
|
|
|
|
|
|
|
|
// Strife thing flags
|
|
|
|
|
|
|
|
STF_STANDSTILL = 0x0008,
|
|
|
|
STF_AMBUSH = 0x0020,
|
|
|
|
STF_FRIENDLY = 0x0040,
|
|
|
|
STF_SHADOW = 0x0100,
|
|
|
|
STF_ALTSHADOW = 0x0200,
|
|
|
|
};
|
|
|
|
|
|
|
|
// A simplified mapthing for player starts
|
|
|
|
struct FPlayerStart
|
|
|
|
{
|
2016-03-21 23:06:58 +00:00
|
|
|
DVector3 pos;
|
2017-03-08 17:47:52 +00:00
|
|
|
int16_t angle, type;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2019-06-21 05:52:25 +00:00
|
|
|
FPlayerStart() = default;
|
2016-03-01 15:47:10 +00:00
|
|
|
FPlayerStart(const FMapThing *mthing, int pnum)
|
2016-03-23 11:21:52 +00:00
|
|
|
: pos(mthing->pos),
|
2016-03-01 15:47:10 +00:00
|
|
|
angle(mthing->angle),
|
|
|
|
type(pnum)
|
|
|
|
{ }
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
#endif // __DOOMDATA__
|