gzdoom/src/g_level.h
Randy Heit 2e5257d347 - Added the ACS script type "return". These are executed by players who return
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)
2008-02-13 02:29:49 +00:00

433 lines
13 KiB
C

/*
** g_level.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __G_LEVEL_H__
#define __G_LEVEL_H__
#include "doomtype.h"
#include "doomdef.h"
#include "m_fixed.h"
#include "tarray.h"
#include "name.h"
#define NUM_WORLDVARS 256
#define NUM_GLOBALVARS 64
#define LEVEL_NOINTERMISSION UCONST64(0x00000001)
#define LEVEL_NOINVENTORYBAR UCONST64(0x00000002) // This effects Doom only, since it's the only one without a standard inventory bar.
#define LEVEL_DOUBLESKY UCONST64(0x00000004)
#define LEVEL_HASFADETABLE UCONST64(0x00000008) // Level uses Hexen's fadetable mapinfo to get fog
#define LEVEL_MAP07SPECIAL UCONST64(0x00000010)
#define LEVEL_BRUISERSPECIAL UCONST64(0x00000020)
#define LEVEL_CYBORGSPECIAL UCONST64(0x00000040)
#define LEVEL_SPIDERSPECIAL UCONST64(0x00000080)
#define LEVEL_SPECLOWERFLOOR UCONST64(0x00000100)
#define LEVEL_SPECOPENDOOR UCONST64(0x00000200)
#define LEVEL_SPECACTIONSMASK UCONST64(0x00000300)
#define LEVEL_MONSTERSTELEFRAG UCONST64(0x00000400)
#define LEVEL_ACTOWNSPECIAL UCONST64(0x00000800)
#define LEVEL_SNDSEQTOTALCTRL UCONST64(0x00001000)
#define LEVEL_FORCENOSKYSTRETCH UCONST64(0x00002000)
#define LEVEL_JUMP_NO UCONST64(0x00004000)
#define LEVEL_JUMP_YES UCONST64(0x00008000)
#define LEVEL_FREELOOK_NO UCONST64(0x00010000)
#define LEVEL_FREELOOK_YES UCONST64(0x00020000)
// The absence of both of the following bits means that this level does not
// use falling damage (though damage can be forced with dmflags).
#define LEVEL_FALLDMG_ZD UCONST64(0x00040000) // Level uses ZDoom's falling damage
#define LEVEL_FALLDMG_HX UCONST64(0x00080000) // Level uses Hexen's falling damage
#define LEVEL_HEADSPECIAL UCONST64(0x00100000) // Heretic episode 1/4
#define LEVEL_MINOTAURSPECIAL UCONST64(0x00200000) // Heretic episode 2/5
#define LEVEL_SORCERER2SPECIAL UCONST64(0x00400000) // Heretic episode 3
#define LEVEL_SPECKILLMONSTERS UCONST64(0x00800000)
#define LEVEL_STARTLIGHTNING UCONST64(0x01000000) // Automatically start lightning
#define LEVEL_FILTERSTARTS UCONST64(0x02000000) // Apply mapthing filtering to player starts
#define LEVEL_LOOKUPLEVELNAME UCONST64(0x04000000) // Level name is the name of a language string
#define LEVEL_HEXENFORMAT UCONST64(0x08000000) // Level uses the Hexen map format
#define LEVEL_SWAPSKIES UCONST64(0x10000000) // Used by lightning
#define LEVEL_NOALLIES UCONST64(0x20000000) // i.e. Inside Strife's front base
#define LEVEL_CHANGEMAPCHEAT UCONST64(0x40000000) // Don't display cluster messages
#define LEVEL_VISITED UCONST64(0x80000000) // Used for intermission map
#define LEVEL_DEATHSLIDESHOW UCONST64(0x100000000) // Slideshow on death
#define LEVEL_ALLMAP UCONST64(0x200000000) // The player picked up a map on this level
#define LEVEL_LAXMONSTERACTIVATION UCONST64(0x400000000) // Monsters can open doors depending on the door speed
#define LEVEL_LAXACTIVATIONMAPINFO UCONST64(0x800000000) // LEVEL_LAXMONSTERACTIVATION is not a default.
#define LEVEL_MISSILESACTIVATEIMPACT UCONST64(0x1000000000) // Missiles are the activators of SPAC_IMPACT events, not their shooters
#define LEVEL_FROZEN UCONST64(0x2000000000) // Game is frozen by a TimeFreezer
#define LEVEL_KEEPFULLINVENTORY UCONST64(0x4000000000) // doesn't reduce the amount of inventory items to 1
#define LEVEL_MUSICDEFINED UCONST64(0x8000000000) // a marker to disable the $map command in SNDINFO for this map
#define LEVEL_MONSTERFALLINGDAMAGE UCONST64(0x10000000000)
#define LEVEL_CLIPMIDTEX UCONST64(0x20000000000)
#define LEVEL_WRAPMIDTEX UCONST64(0x40000000000)
#define LEVEL_CROUCH_NO UCONST64(0x80000000000)
#define LEVEL_CROUCH_YES UCONST64(0x100000000000)
#define LEVEL_PAUSE_MUSIC_IN_MENUS UCONST64(0x200000000000)
#define LEVEL_TOTALINFIGHTING UCONST64(0x400000000000)
#define LEVEL_NOINFIGHTING UCONST64(0x800000000000)
#define LEVEL_NOMONSTERS UCONST64(0x1000000000000)
#define LEVEL_INFINITE_FLIGHT UCONST64(0x2000000000000)
#define LEVEL_ALLOWRESPAWN UCONST64(0x4000000000000)
#define LEVEL_FORCETEAMPLAYON UCONST64(0x8000000000000)
#define LEVEL_FORCETEAMPLAYOFF UCONST64(0x10000000000000)
struct acsdefered_s;
struct FSpecialAction
{
FName Type; // this is initialized before the actors...
BYTE Action;
WORD Args[5]; // must allow 16 bit tags for 666 & 667!
FSpecialAction *Next;
};
struct level_info_s
{
char mapname[9];
int levelnum;
char pname[9];
char nextmap[9];
char secretmap[9];
char skypic1[9];
int cluster;
int partime;
int sucktime;
QWORD flags;
char *music;
char *level_name;
char fadetable[9];
SBYTE WallVertLight, WallHorizLight;
const char *f1;
// TheDefaultLevelInfo initializes everything above this line.
int musicorder;
FCompressedMemFile *snapshot;
DWORD snapshotVer;
struct acsdefered_s *defered;
char skypic2[9];
float skyspeed1;
float skyspeed2;
DWORD fadeto;
DWORD outsidefog;
int cdtrack;
unsigned int cdid;
float gravity;
float aircontrol;
int WarpTrans;
int airsupply;
DWORD compatflags;
DWORD compatmask;
// Redirection: If any player is carrying the specified item, then
// you go to the RedirectMap instead of this one.
FName RedirectType;
char RedirectMap[9];
char enterpic[9];
char exitpic[9];
char *intermusic;
int intermusicorder;
char soundinfo[9];
char sndseq[9];
char bordertexture[9];
int fogdensity;
int outsidefogdensity;
int skyfog;
FSpecialAction * specialactions;
float teamdamage;
};
typedef struct level_info_s level_info_t;
// [RH] These get zeroed every tic and are updated by thinkers.
struct FSectorScrollValues
{
fixed_t ScrollX, ScrollY;
};
struct level_locals_s
{
void Tick ();
void AddScroller (DScroller *, int secnum);
int time; // time in the hub
int maptime; // time in the map
int totaltime; // time in the game
int starttime;
int partime;
int sucktime;
level_info_t *info;
int cluster;
int clusterflags;
int levelnum;
int lumpnum;
char level_name[64]; // the descriptive name (Outer Base, etc)
char mapname[256]; // the server name (base1, etc)
char nextmap[9]; // go here when fraglimit is hit
char secretmap[9]; // map to go to when used secret exit
QWORD flags;
DWORD fadeto; // The color the palette fades to (usually black)
DWORD outsidefog; // The fog for sectors with sky ceilings
char *music;
int musicorder;
int cdtrack;
unsigned int cdid;
char skypic1[9];
char skypic2[9];
float skyspeed1; // Scrolling speed of sky textures, in pixels per ms
float skyspeed2;
int total_secrets;
int found_secrets;
int total_items;
int found_items;
int total_monsters;
int killed_monsters;
float gravity;
fixed_t aircontrol;
fixed_t airfriction;
int airsupply;
FSectorScrollValues *Scrolls; // NULL if no DScrollers in this level
SBYTE WallVertLight; // Light diffs for vert/horiz walls
SBYTE WallHorizLight;
bool FromSnapshot; // The current map was restored from a snapshot
const char *f1;
float teamdamage;
bool IsJumpingAllowed() const;
bool IsCrouchingAllowed() const;
bool IsFreelookAllowed() const;
};
typedef struct level_locals_s level_locals_t;
enum EndTypes
{
END_Pic,
END_Pic1,
END_Pic2,
END_Pic3,
END_Bunny,
END_Cast,
END_Demon,
END_Underwater,
END_Chess,
END_Strife,
END_BuyStrife
};
struct EndSequence
{
BYTE EndType;
char PicName[9];
};
extern TArray<EndSequence> EndSequences;
struct cluster_info_s
{
int cluster;
char finaleflat[9];
char *exittext;
char *entertext;
char *messagemusic;
int musicorder;
int flags;
int cdtrack;
char *clustername;
unsigned int cdid;
};
typedef struct cluster_info_s cluster_info_t;
// Cluster flags
#define CLUSTER_HUB 0x00000001 // Cluster uses hub behavior
#define CLUSTER_EXITTEXTINLUMP 0x00000002 // Exit text is the name of a lump
#define CLUSTER_ENTERTEXTINLUMP 0x00000004 // Enter text is the name of a lump
#define CLUSTER_FINALEPIC 0x00000008 // Finale "flat" is actually a full-sized image
#define CLUSTER_LOOKUPEXITTEXT 0x00000010 // Exit text is the name of a language string
#define CLUSTER_LOOKUPENTERTEXT 0x00000020 // Enter text is the name of a language string
extern level_locals_t level;
extern TArray<level_info_t> wadlevelinfos;
extern SDWORD ACS_WorldVars[NUM_WORLDVARS];
extern SDWORD ACS_GlobalVars[NUM_GLOBALVARS];
struct InitIntToZero
{
void Init(int &v)
{
v = 0;
}
};
typedef TMap<SDWORD, SDWORD, THashTraits<SDWORD>, InitIntToZero> FWorldGlobalArray;
extern FWorldGlobalArray ACS_WorldArrays[NUM_WORLDVARS];
extern FWorldGlobalArray ACS_GlobalArrays[NUM_GLOBALVARS];
extern bool savegamerestore;
// mapname will be changed if it is a valid warptrans
bool CheckWarpTransMap (char mapname[9], bool substitute);
void G_InitNew (const char *mapname, bool bTitleLevel);
// Can be called by the startup code or M_Responder.
// A normal game starts at map 1,
// but a warp test can start elsewhere
void G_DeferedInitNew (const char *mapname, int skill = -1);
void G_ExitLevel (int position, bool keepFacing);
void G_SecretExitLevel (int position);
const char *G_GetExitMap();
const char *G_GetSecretExitMap();
void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int nextSkill=-1,
bool nointermission=false, bool resetinventory=false, bool nomonsters=false);
void G_SetForEndGame (char *nextmap);
void G_StartTravel ();
void G_FinishTravel ();
void G_DoLoadLevel (int position, bool autosave);
void G_InitLevelLocals (void);
void G_AirControlChanged ();
void G_MakeEpisodes (void);
const char *G_MaybeLookupLevelName (level_info_t *level);
cluster_info_t *FindClusterInfo (int cluster);
level_info_t *FindLevelInfo (const char *mapname);
level_info_t *FindLevelByNum (int num);
level_info_t *CheckLevelRedirect (level_info_t *info);
char *CalcMapName (int episode, int level);
void G_ParseMapInfo (void);
void G_UnloadMapInfo ();
void G_ClearSnapshots (void);
void G_SnapshotLevel (void);
void G_UnSnapshotLevel (bool keepPlayers);
struct PNGHandle;
void G_ReadSnapshots (PNGHandle *png);
void G_WriteSnapshots (FILE *file);
enum ESkillProperty
{
SKILLP_AmmoFactor,
SKILLP_DamageFactor,
SKILLP_FastMonsters,
SKILLP_Respawn,
SKILLP_RespawnLimit,
SKILLP_Aggressiveness,
SKILLP_DisableCheats,
SKILLP_AutoUseHealth,
SKILLP_SpawnFilter,
SKILLP_EasyBossBrain,
SKILLP_ACSReturn
};
int G_SkillProperty(ESkillProperty prop);
typedef TMap<FName, FString> SkillMenuNames;
struct FSkillInfo
{
FName Name;
fixed_t AmmoFactor, DoubleAmmoFactor;
fixed_t DamageFactor;
bool FastMonsters;
bool DisableCheats;
bool AutoUseHealth;
bool EasyBossBrain;
int RespawnCounter;
int RespawnLimit;
fixed_t Aggressiveness;
int SpawnFilter;
int ACSReturn;
FString MenuName;
SkillMenuNames MenuNamesForPlayerClass;
bool MenuNameIsLump;
bool MustConfirm;
FString MustConfirmText;
char Shortcut;
FString TextColor;
FSkillInfo() {}
FSkillInfo(const FSkillInfo &other)
{
operator=(other);
}
FSkillInfo &operator=(const FSkillInfo &other);
int GetTextColor() const;
};
extern TArray<FSkillInfo> AllSkills;
#endif //__G_LEVEL_H__