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https://github.com/ZDoom/gzdoom.git
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2e5257d347
to a map they've previously been to. This is analagous to enter scripts, but whereas enter scripts execute only the first time a player enters a map, return scripts execute all but the first time. - Improved map scrolling when rotation is on and follow mode is off. SVN r742 (trunk)
433 lines
13 KiB
C
433 lines
13 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 "m_fixed.h"
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#include "tarray.h"
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#include "name.h"
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#define NUM_WORLDVARS 256
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#define NUM_GLOBALVARS 64
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#define LEVEL_NOINTERMISSION UCONST64(0x00000001)
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#define LEVEL_NOINVENTORYBAR UCONST64(0x00000002) // This effects Doom only, since it's the only one without a standard inventory bar.
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#define LEVEL_DOUBLESKY UCONST64(0x00000004)
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#define LEVEL_HASFADETABLE UCONST64(0x00000008) // Level uses Hexen's fadetable mapinfo to get fog
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#define LEVEL_MAP07SPECIAL UCONST64(0x00000010)
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#define LEVEL_BRUISERSPECIAL UCONST64(0x00000020)
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#define LEVEL_CYBORGSPECIAL UCONST64(0x00000040)
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#define LEVEL_SPIDERSPECIAL UCONST64(0x00000080)
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#define LEVEL_SPECLOWERFLOOR UCONST64(0x00000100)
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#define LEVEL_SPECOPENDOOR UCONST64(0x00000200)
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#define LEVEL_SPECACTIONSMASK UCONST64(0x00000300)
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#define LEVEL_MONSTERSTELEFRAG UCONST64(0x00000400)
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#define LEVEL_ACTOWNSPECIAL UCONST64(0x00000800)
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#define LEVEL_SNDSEQTOTALCTRL UCONST64(0x00001000)
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#define LEVEL_FORCENOSKYSTRETCH UCONST64(0x00002000)
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#define LEVEL_JUMP_NO UCONST64(0x00004000)
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#define LEVEL_JUMP_YES UCONST64(0x00008000)
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#define LEVEL_FREELOOK_NO UCONST64(0x00010000)
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#define LEVEL_FREELOOK_YES UCONST64(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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#define LEVEL_FALLDMG_ZD UCONST64(0x00040000) // Level uses ZDoom's falling damage
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#define LEVEL_FALLDMG_HX UCONST64(0x00080000) // Level uses Hexen's falling damage
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#define LEVEL_HEADSPECIAL UCONST64(0x00100000) // Heretic episode 1/4
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#define LEVEL_MINOTAURSPECIAL UCONST64(0x00200000) // Heretic episode 2/5
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#define LEVEL_SORCERER2SPECIAL UCONST64(0x00400000) // Heretic episode 3
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#define LEVEL_SPECKILLMONSTERS UCONST64(0x00800000)
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#define LEVEL_STARTLIGHTNING UCONST64(0x01000000) // Automatically start lightning
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#define LEVEL_FILTERSTARTS UCONST64(0x02000000) // Apply mapthing filtering to player starts
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#define LEVEL_LOOKUPLEVELNAME UCONST64(0x04000000) // Level name is the name of a language string
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#define LEVEL_HEXENFORMAT UCONST64(0x08000000) // Level uses the Hexen map format
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#define LEVEL_SWAPSKIES UCONST64(0x10000000) // Used by lightning
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#define LEVEL_NOALLIES UCONST64(0x20000000) // i.e. Inside Strife's front base
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#define LEVEL_CHANGEMAPCHEAT UCONST64(0x40000000) // Don't display cluster messages
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#define LEVEL_VISITED UCONST64(0x80000000) // Used for intermission map
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#define LEVEL_DEATHSLIDESHOW UCONST64(0x100000000) // Slideshow on death
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#define LEVEL_ALLMAP UCONST64(0x200000000) // The player picked up a map on this level
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#define LEVEL_LAXMONSTERACTIVATION UCONST64(0x400000000) // Monsters can open doors depending on the door speed
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#define LEVEL_LAXACTIVATIONMAPINFO UCONST64(0x800000000) // LEVEL_LAXMONSTERACTIVATION is not a default.
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#define LEVEL_MISSILESACTIVATEIMPACT UCONST64(0x1000000000) // Missiles are the activators of SPAC_IMPACT events, not their shooters
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#define LEVEL_FROZEN UCONST64(0x2000000000) // Game is frozen by a TimeFreezer
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#define LEVEL_KEEPFULLINVENTORY UCONST64(0x4000000000) // doesn't reduce the amount of inventory items to 1
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#define LEVEL_MUSICDEFINED UCONST64(0x8000000000) // a marker to disable the $map command in SNDINFO for this map
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#define LEVEL_MONSTERFALLINGDAMAGE UCONST64(0x10000000000)
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#define LEVEL_CLIPMIDTEX UCONST64(0x20000000000)
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#define LEVEL_WRAPMIDTEX UCONST64(0x40000000000)
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#define LEVEL_CROUCH_NO UCONST64(0x80000000000)
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#define LEVEL_CROUCH_YES UCONST64(0x100000000000)
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#define LEVEL_PAUSE_MUSIC_IN_MENUS UCONST64(0x200000000000)
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#define LEVEL_TOTALINFIGHTING UCONST64(0x400000000000)
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#define LEVEL_NOINFIGHTING UCONST64(0x800000000000)
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#define LEVEL_NOMONSTERS UCONST64(0x1000000000000)
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#define LEVEL_INFINITE_FLIGHT UCONST64(0x2000000000000)
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#define LEVEL_ALLOWRESPAWN UCONST64(0x4000000000000)
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#define LEVEL_FORCETEAMPLAYON UCONST64(0x8000000000000)
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#define LEVEL_FORCETEAMPLAYOFF UCONST64(0x10000000000000)
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struct acsdefered_s;
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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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WORD Args[5]; // must allow 16 bit tags for 666 & 667!
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FSpecialAction *Next;
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};
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struct level_info_s
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{
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char mapname[9];
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int levelnum;
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char pname[9];
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char nextmap[9];
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char secretmap[9];
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char skypic1[9];
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int cluster;
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int partime;
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int sucktime;
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QWORD flags;
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char *music;
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char *level_name;
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char fadetable[9];
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SBYTE WallVertLight, WallHorizLight;
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const char *f1;
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// TheDefaultLevelInfo initializes everything above this line.
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int musicorder;
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FCompressedMemFile *snapshot;
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DWORD snapshotVer;
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struct acsdefered_s *defered;
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char skypic2[9];
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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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float gravity;
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float aircontrol;
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int WarpTrans;
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int airsupply;
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DWORD compatflags;
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DWORD compatmask;
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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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char RedirectMap[9];
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char enterpic[9];
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char exitpic[9];
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char *intermusic;
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int intermusicorder;
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char soundinfo[9];
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char sndseq[9];
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char bordertexture[9];
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int fogdensity;
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int outsidefogdensity;
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int skyfog;
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FSpecialAction * specialactions;
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float teamdamage;
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};
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typedef struct level_info_s level_info_t;
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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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fixed_t ScrollX, ScrollY;
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};
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struct level_locals_s
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{
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void Tick ();
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void AddScroller (DScroller *, 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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char level_name[64]; // the descriptive name (Outer Base, etc)
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char mapname[256]; // the server name (base1, etc)
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char nextmap[9]; // go here when fraglimit is hit
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char secretmap[9]; // map to go to when used secret exit
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QWORD flags;
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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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char *music;
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int musicorder;
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int cdtrack;
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unsigned int cdid;
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char skypic1[9];
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char skypic2[9];
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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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float gravity;
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fixed_t aircontrol;
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fixed_t airfriction;
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int airsupply;
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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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const char *f1;
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float 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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typedef struct level_locals_s level_locals_t;
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enum EndTypes
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{
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END_Pic,
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END_Pic1,
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END_Pic2,
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END_Pic3,
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END_Bunny,
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END_Cast,
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END_Demon,
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END_Underwater,
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END_Chess,
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END_Strife,
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END_BuyStrife
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};
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struct EndSequence
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{
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BYTE EndType;
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char PicName[9];
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};
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extern TArray<EndSequence> EndSequences;
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struct cluster_info_s
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{
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int cluster;
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char finaleflat[9];
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char *exittext;
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char *entertext;
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char *messagemusic;
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int musicorder;
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int flags;
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int cdtrack;
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char *clustername;
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unsigned int cdid;
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};
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typedef struct cluster_info_s cluster_info_t;
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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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extern level_locals_t level;
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extern TArray<level_info_t> wadlevelinfos;
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extern SDWORD ACS_WorldVars[NUM_WORLDVARS];
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extern SDWORD ACS_GlobalVars[NUM_GLOBALVARS];
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struct InitIntToZero
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{
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void Init(int &v)
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{
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v = 0;
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}
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};
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typedef TMap<SDWORD, SDWORD, THashTraits<SDWORD>, InitIntToZero> FWorldGlobalArray;
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extern FWorldGlobalArray ACS_WorldArrays[NUM_WORLDVARS];
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extern FWorldGlobalArray ACS_GlobalArrays[NUM_GLOBALVARS];
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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 (char mapname[9], 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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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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void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int nextSkill=-1,
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bool nointermission=false, bool resetinventory=false, bool nomonsters=false);
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void G_SetForEndGame (char *nextmap);
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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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void G_InitLevelLocals (void);
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void G_AirControlChanged ();
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void G_MakeEpisodes (void);
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const char *G_MaybeLookupLevelName (level_info_t *level);
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cluster_info_t *FindClusterInfo (int cluster);
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level_info_t *FindLevelInfo (const char *mapname);
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level_info_t *FindLevelByNum (int num);
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level_info_t *CheckLevelRedirect (level_info_t *info);
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char *CalcMapName (int episode, int level);
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void G_ParseMapInfo (void);
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void G_UnloadMapInfo ();
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void G_ClearSnapshots (void);
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void G_SnapshotLevel (void);
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void G_UnSnapshotLevel (bool keepPlayers);
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struct PNGHandle;
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void G_ReadSnapshots (PNGHandle *png);
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void G_WriteSnapshots (FILE *file);
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enum ESkillProperty
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{
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SKILLP_AmmoFactor,
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SKILLP_DamageFactor,
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SKILLP_FastMonsters,
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SKILLP_Respawn,
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SKILLP_RespawnLimit,
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SKILLP_Aggressiveness,
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SKILLP_DisableCheats,
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SKILLP_AutoUseHealth,
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SKILLP_SpawnFilter,
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SKILLP_EasyBossBrain,
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SKILLP_ACSReturn
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};
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int G_SkillProperty(ESkillProperty prop);
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typedef TMap<FName, FString> SkillMenuNames;
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struct FSkillInfo
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{
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FName Name;
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fixed_t AmmoFactor, DoubleAmmoFactor;
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fixed_t DamageFactor;
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bool FastMonsters;
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bool DisableCheats;
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bool AutoUseHealth;
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bool EasyBossBrain;
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int RespawnCounter;
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int RespawnLimit;
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fixed_t Aggressiveness;
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int SpawnFilter;
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int ACSReturn;
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FString MenuName;
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SkillMenuNames MenuNamesForPlayerClass;
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bool MenuNameIsLump;
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bool MustConfirm;
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FString MustConfirmText;
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char Shortcut;
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FString TextColor;
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FSkillInfo() {}
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FSkillInfo(const FSkillInfo &other)
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{
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operator=(other);
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}
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FSkillInfo &operator=(const FSkillInfo &other);
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int GetTextColor() const;
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};
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extern TArray<FSkillInfo> AllSkills;
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#endif //__G_LEVEL_H__
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