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https://github.com/ZDoom/gzdoom.git
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970c168b13
- removed more dead code.
446 lines
11 KiB
C++
446 lines
11 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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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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#include "vectors.h"
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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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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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short x, y;
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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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short textureoffset;
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short rowoffset;
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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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short sector; // Front sector, towards viewer.
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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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WORD v1;
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WORD v2;
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WORD flags;
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short special;
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short tag;
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WORD sidenum[2]; // sidenum[1] will be -1 if one sided
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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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WORD v1;
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WORD v2;
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WORD flags;
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BYTE special;
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BYTE args[5];
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WORD sidenum[2];
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} ;
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//
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// LineDef attributes.
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//
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enum ELineFlags : unsigned
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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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ML_ADDTRANS = 0x00000400, // additive translucency (can only be set internally)
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// Extended flags
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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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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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};
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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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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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short floorheight;
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short ceilingheight;
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char floorpic[8];
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char ceilingpic[8];
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short lightlevel;
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short special;
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short tag;
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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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WORD numsegs;
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WORD firstseg; // index of first one, segs are stored sequentially
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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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WORD numsegs;
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DWORD firstseg; // index of first one, segs are stored sequentially
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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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WORD v1;
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WORD v2;
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SWORD angle;
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WORD linedef;
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SWORD side;
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SWORD offset;
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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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SDWORD v1;
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SDWORD v2;
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SWORD angle;
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WORD linedef;
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SWORD side;
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SWORD offset;
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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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SWORD x,y,dx,dy; // partition line
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SWORD bbox[2][4]; // bounding box for each child
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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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WORD children[2];
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DWORD Child(int num) { return LittleShort(children[num]); }
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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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};
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SWORD x,y,dx,dy; // partition line
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SWORD bbox[2][4]; // bounding box for each child
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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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DWORD children[2];
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DWORD Child(int num) { return LittleLong(children[num]); }
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};
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// Thing definition, position, orientation and type,
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// plus skill/visibility flags and attributes.
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struct mapthing_t
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{
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SWORD x;
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SWORD y;
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SWORD angle;
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SWORD type;
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SWORD options;
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};
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// [RH] Hexen-compatible MapThing.
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struct mapthinghexen_t
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{
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SWORD thingid;
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SWORD x;
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SWORD y;
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SWORD z;
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SWORD angle;
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SWORD type;
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WORD flags;
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BYTE special;
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BYTE args[5];
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};
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struct FDoomEdEntry;
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// Internal representation of a mapthing
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struct FMapThing
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{
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int thingid;
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DVector3 pos;
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short angle;
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WORD SkillFilter;
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WORD ClassFilter;
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short EdNum;
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FDoomEdEntry *info;
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DWORD flags;
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int special;
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int args[5];
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int Conversation;
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double Gravity;
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double Alpha;
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DWORD fillcolor;
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DVector2 Scale;
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int health;
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int score;
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short pitch;
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short roll;
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DWORD RenderStyle;
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int FloatbobPhase;
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};
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// [RH] MapThing flags.
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enum EMapThingFlags
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{
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/*
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MTF_EASY = 0x0001, // The skill flags are no longer used directly.
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MTF_MEDIUM = 0x0002,
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MTF_HARD = 0x0004,
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*/
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MTF_SKILLMASK = 0x0007,
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MTF_SKILLSHIFT = 1, // Skill bits will be shifted 1 bit to the left to make room
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// for a bit representing the lowest skill (sk_baby)
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MTF_AMBUSH = 0x0008, // Thing is deaf
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MTF_DORMANT = 0x0010, // Thing is dormant (use Thing_Activate)
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/*
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MTF_FIGHTER = 0x0020, // The class flags are no longer used directly.
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MTF_CLERIC = 0x0040,
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MTF_MAGE = 0x0080,
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*/
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MTF_CLASS_MASK = 0x00e0,
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MTF_CLASS_SHIFT = 5,
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MTF_SINGLE = 0x0100, // Thing appears in single-player games
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MTF_COOPERATIVE = 0x0200, // Thing appears in cooperative games
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MTF_DEATHMATCH = 0x0400, // Thing appears in deathmatch games
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MTF_SHADOW = 0x0800,
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MTF_ALTSHADOW = 0x1000,
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MTF_FRIENDLY = 0x2000,
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MTF_STANDSTILL = 0x4000,
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MTF_STRIFESOMETHING = 0x8000,
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MTF_SECRET = 0x080000, // Secret pickup
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MTF_NOINFIGHTING = 0x100000,
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// BOOM and DOOM compatible versions of some of the above
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BTF_NOTSINGLE = 0x0010, // (TF_COOPERATIVE|TF_DEATHMATCH)
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BTF_NOTDEATHMATCH = 0x0020, // (TF_SINGLE|TF_COOPERATIVE)
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BTF_NOTCOOPERATIVE = 0x0040, // (TF_SINGLE|TF_DEATHMATCH)
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BTF_FRIENDLY = 0x0080, // MBF friendly monsters
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BTF_BADEDITORCHECK = 0x0100, // for detecting bad (Mac) editors
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// Strife thing flags
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STF_STANDSTILL = 0x0008,
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STF_AMBUSH = 0x0020,
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STF_FRIENDLY = 0x0040,
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STF_SHADOW = 0x0100,
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STF_ALTSHADOW = 0x0200,
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};
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// A simplified mapthing for player starts
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struct FPlayerStart
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{
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DVector3 pos;
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short angle, type;
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FPlayerStart() { }
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FPlayerStart(const FMapThing *mthing, int pnum)
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: pos(mthing->pos),
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angle(mthing->angle),
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type(pnum)
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{ }
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};
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// Player spawn spots for deathmatch.
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extern TArray<FPlayerStart> deathmatchstarts;
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// Player spawn spots.
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extern FPlayerStart playerstarts[MAXPLAYERS];
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extern TArray<FPlayerStart> AllPlayerStarts;
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#endif // __DOOMDATA__
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