mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-28 14:52:01 +00:00
970c168b13
- removed more dead code.
446 lines
11 KiB
C++
446 lines
11 KiB
C++
// Emacs style mode select -*- C++ -*-
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Id:$
|
|
//
|
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
|
//
|
|
// This source is available for distribution and/or modification
|
|
// only under the terms of the DOOM Source Code License as
|
|
// published by id Software. All rights reserved.
|
|
//
|
|
// The source is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
|
|
// for more details.
|
|
//
|
|
// DESCRIPTION:
|
|
// all external data is defined here
|
|
// most of the data is loaded into different structures at run time
|
|
// some internal structures shared by many modules are here
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#ifndef __DOOMDATA__
|
|
#define __DOOMDATA__
|
|
|
|
// The most basic types we use, portability.
|
|
#include "doomtype.h"
|
|
#include "vectors.h"
|
|
|
|
// Some global defines, that configure the game.
|
|
#include "doomdef.h"
|
|
#include "m_swap.h"
|
|
|
|
//
|
|
// Map level types.
|
|
// The following data structures define the persistent format
|
|
// used in the lumps of the WAD files.
|
|
//
|
|
|
|
// Lump order in a map WAD: each map needs a couple of lumps
|
|
// to provide a complete scene geometry description.
|
|
enum
|
|
{
|
|
ML_LABEL, // A separator, name, ExMx or MAPxx
|
|
ML_THINGS, // Monsters, items
|
|
ML_LINEDEFS, // LineDefs, from editing
|
|
ML_SIDEDEFS, // SideDefs, from editing
|
|
ML_VERTEXES, // Vertices, edited and BSP splits generated
|
|
ML_SEGS, // LineSegs, from LineDefs split by BSP
|
|
ML_SSECTORS, // SubSectors, list of LineSegs
|
|
ML_NODES, // BSP nodes
|
|
ML_SECTORS, // Sectors, from editing
|
|
ML_REJECT, // LUT, sector-sector visibility
|
|
ML_BLOCKMAP, // LUT, motion clipping, walls/grid element
|
|
ML_BEHAVIOR, // [RH] Hexen-style scripts. If present, THINGS
|
|
// and LINEDEFS are also Hexen-style.
|
|
ML_CONVERSATION, // Strife dialog (only for TEXTMAP format)
|
|
ML_MAX,
|
|
|
|
// [RH] These are compressed (and extended) nodes. They combine the data from
|
|
// vertexes, segs, ssectors, and nodes into a single lump.
|
|
ML_ZNODES = ML_NODES,
|
|
ML_GLZNODES = ML_SSECTORS,
|
|
|
|
// for text map format
|
|
ML_TEXTMAP = ML_THINGS,
|
|
};
|
|
|
|
|
|
// A single Vertex.
|
|
struct mapvertex_t
|
|
{
|
|
short x, y;
|
|
};
|
|
|
|
// A SideDef, defining the visual appearance of a wall,
|
|
// by setting textures and offsets.
|
|
struct mapsidedef_t
|
|
{
|
|
short textureoffset;
|
|
short rowoffset;
|
|
char toptexture[8];
|
|
char bottomtexture[8];
|
|
char midtexture[8];
|
|
short sector; // Front sector, towards viewer.
|
|
};
|
|
|
|
struct intmapsidedef_t
|
|
{
|
|
FString toptexture;
|
|
FString bottomtexture;
|
|
FString midtexture;
|
|
};
|
|
|
|
|
|
// A LineDef, as used for editing, and as input to the BSP builder.
|
|
struct maplinedef_t
|
|
{
|
|
WORD v1;
|
|
WORD v2;
|
|
WORD flags;
|
|
short special;
|
|
short tag;
|
|
WORD sidenum[2]; // sidenum[1] will be -1 if one sided
|
|
|
|
} ;
|
|
|
|
// [RH] Hexen-compatible LineDef.
|
|
struct maplinedef2_t
|
|
{
|
|
WORD v1;
|
|
WORD v2;
|
|
WORD flags;
|
|
BYTE special;
|
|
BYTE args[5];
|
|
WORD sidenum[2];
|
|
} ;
|
|
|
|
|
|
//
|
|
// LineDef attributes.
|
|
//
|
|
|
|
enum ELineFlags : unsigned
|
|
{
|
|
ML_BLOCKING =0x00000001, // solid, is an obstacle
|
|
ML_BLOCKMONSTERS =0x00000002, // blocks monsters only
|
|
ML_TWOSIDED =0x00000004, // backside will not be present at all if not two sided
|
|
|
|
// If a texture is pegged, the texture will have
|
|
// the end exposed to air held constant at the
|
|
// top or bottom of the texture (stairs or pulled
|
|
// down things) and will move with a height change
|
|
// of one of the neighbor sectors.
|
|
// Unpegged textures always have the first row of
|
|
// the texture at the top pixel of the line for both
|
|
// top and bottom textures (use next to windows).
|
|
|
|
ML_DONTPEGTOP = 0x00000008, // upper texture unpegged
|
|
ML_DONTPEGBOTTOM = 0x00000010, // lower texture unpegged
|
|
ML_SECRET = 0x00000020, // don't map as two sided: IT'S A SECRET!
|
|
ML_SOUNDBLOCK = 0x00000040, // don't let sound cross two of these
|
|
ML_DONTDRAW = 0x00000080, // don't draw on the automap
|
|
ML_MAPPED = 0x00000100, // set if already drawn in automap
|
|
ML_REPEAT_SPECIAL = 0x00000200, // special is repeatable
|
|
|
|
ML_ADDTRANS = 0x00000400, // additive translucency (can only be set internally)
|
|
|
|
// Extended flags
|
|
ML_MONSTERSCANACTIVATE = 0x00002000, // [RH] Monsters (as well as players) can activate the line
|
|
ML_BLOCK_PLAYERS = 0x00004000,
|
|
ML_BLOCKEVERYTHING = 0x00008000, // [RH] Line blocks everything
|
|
ML_ZONEBOUNDARY = 0x00010000,
|
|
ML_RAILING = 0x00020000,
|
|
ML_BLOCK_FLOATERS = 0x00040000,
|
|
ML_CLIP_MIDTEX = 0x00080000, // Automatic for every Strife line
|
|
ML_WRAP_MIDTEX = 0x00100000,
|
|
ML_3DMIDTEX = 0x00200000,
|
|
ML_CHECKSWITCHRANGE = 0x00400000,
|
|
ML_FIRSTSIDEONLY = 0x00800000, // activated only when crossed from front side
|
|
ML_BLOCKPROJECTILE = 0x01000000,
|
|
ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
|
|
ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
|
|
ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
|
|
ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
|
|
|
|
ML_PORTALCONNECT = 0x80000000, // for internal use only: This line connects to a sector with a linked portal (used to speed up sight checks.)
|
|
};
|
|
|
|
|
|
// Special activation types
|
|
enum SPAC
|
|
{
|
|
SPAC_Cross = 1<<0, // when player crosses line
|
|
SPAC_Use = 1<<1, // when player uses line
|
|
SPAC_MCross = 1<<2, // when monster crosses line
|
|
SPAC_Impact = 1<<3, // when projectile hits line
|
|
SPAC_Push = 1<<4, // when player pushes line
|
|
SPAC_PCross = 1<<5, // when projectile crosses line
|
|
SPAC_UseThrough = 1<<6, // when player uses line (doesn't block)
|
|
// SPAC_PTOUCH is mapped to SPAC_PCross|SPAC_Impact
|
|
SPAC_AnyCross = 1<<7, // when anything without the MF2_TELEPORT flag crosses the line
|
|
SPAC_MUse = 1<<8, // monsters can use
|
|
SPAC_MPush = 1<<9, // monsters can push
|
|
SPAC_UseBack = 1<<10, // Can be used from the backside
|
|
|
|
SPAC_PlayerActivate = (SPAC_Cross|SPAC_Use|SPAC_Impact|SPAC_Push|SPAC_AnyCross|SPAC_UseThrough|SPAC_UseBack),
|
|
};
|
|
|
|
enum EMapLineFlags // These are flags that use different values internally
|
|
{
|
|
// For Hexen format maps
|
|
ML_SPAC_SHIFT = 10,
|
|
ML_SPAC_MASK = 0x1c00, // Hexen's activator mask.
|
|
|
|
// [RH] BOOM's ML_PASSUSE flag (conflicts with ML_REPEATSPECIAL)
|
|
ML_PASSUSE_BOOM = 0x0200,
|
|
ML_3DMIDTEX_ETERNITY = 0x0400,
|
|
|
|
// If this bit is set, then all non-original-Doom bits are cleared when
|
|
// translating the line. Only applies when playing Doom with Doom-format maps.
|
|
// Hexen format maps and the other games are not affected by this.
|
|
ML_RESERVED_ETERNITY = 0x0800,
|
|
|
|
// [RH] Extra flags for Strife
|
|
ML_RAILING_STRIFE = 0x0200,
|
|
ML_BLOCK_FLOATERS_STRIFE = 0x0400,
|
|
ML_TRANSPARENT_STRIFE = 0x0800,
|
|
ML_TRANSLUCENT_STRIFE = 0x1000,
|
|
};
|
|
|
|
|
|
static inline int GET_SPAC (int flags)
|
|
{
|
|
return (flags&ML_SPAC_MASK) >> ML_SPAC_SHIFT;
|
|
}
|
|
|
|
|
|
|
|
// Sector definition, from editing
|
|
struct mapsector_t
|
|
{
|
|
short floorheight;
|
|
short ceilingheight;
|
|
char floorpic[8];
|
|
char ceilingpic[8];
|
|
short lightlevel;
|
|
short special;
|
|
short tag;
|
|
};
|
|
|
|
// SubSector, as generated by BSP
|
|
struct mapsubsector_t
|
|
{
|
|
WORD numsegs;
|
|
WORD firstseg; // index of first one, segs are stored sequentially
|
|
};
|
|
|
|
#pragma pack(1)
|
|
struct mapsubsector4_t
|
|
{
|
|
WORD numsegs;
|
|
DWORD firstseg; // index of first one, segs are stored sequentially
|
|
};
|
|
#pragma pack()
|
|
|
|
// LineSeg, generated by splitting LineDefs
|
|
// using partition lines selected by BSP builder.
|
|
struct mapseg_t
|
|
{
|
|
WORD v1;
|
|
WORD v2;
|
|
SWORD angle;
|
|
WORD linedef;
|
|
SWORD side;
|
|
SWORD offset;
|
|
|
|
int V1() { return LittleShort(v1); }
|
|
int V2() { return LittleShort(v2); }
|
|
};
|
|
|
|
struct mapseg4_t
|
|
{
|
|
SDWORD v1;
|
|
SDWORD v2;
|
|
SWORD angle;
|
|
WORD linedef;
|
|
SWORD side;
|
|
SWORD offset;
|
|
|
|
int V1() { return LittleLong(v1); }
|
|
int V2() { return LittleLong(v2); }
|
|
};
|
|
|
|
|
|
|
|
// BSP node structure.
|
|
|
|
// Indicate a leaf.
|
|
|
|
struct mapnode_t
|
|
{
|
|
enum
|
|
{
|
|
NF_SUBSECTOR = 0x8000,
|
|
NF_LUMPOFFSET = 0
|
|
};
|
|
SWORD x,y,dx,dy; // partition line
|
|
SWORD bbox[2][4]; // bounding box for each child
|
|
// If NF_SUBSECTOR is or'ed in, it's a subsector,
|
|
// else it's a node of another subtree.
|
|
WORD children[2];
|
|
|
|
DWORD Child(int num) { return LittleShort(children[num]); }
|
|
};
|
|
|
|
|
|
struct mapnode4_t
|
|
{
|
|
enum
|
|
{
|
|
NF_SUBSECTOR = 0x80000000,
|
|
NF_LUMPOFFSET = 8
|
|
};
|
|
SWORD x,y,dx,dy; // partition line
|
|
SWORD bbox[2][4]; // bounding box for each child
|
|
// If NF_SUBSECTOR is or'ed in, it's a subsector,
|
|
// else it's a node of another subtree.
|
|
DWORD children[2];
|
|
|
|
DWORD Child(int num) { return LittleLong(children[num]); }
|
|
};
|
|
|
|
|
|
|
|
// Thing definition, position, orientation and type,
|
|
// plus skill/visibility flags and attributes.
|
|
struct mapthing_t
|
|
{
|
|
SWORD x;
|
|
SWORD y;
|
|
SWORD angle;
|
|
SWORD type;
|
|
SWORD options;
|
|
};
|
|
|
|
// [RH] Hexen-compatible MapThing.
|
|
struct mapthinghexen_t
|
|
{
|
|
SWORD thingid;
|
|
SWORD x;
|
|
SWORD y;
|
|
SWORD z;
|
|
SWORD angle;
|
|
SWORD type;
|
|
WORD flags;
|
|
BYTE special;
|
|
BYTE args[5];
|
|
};
|
|
|
|
struct FDoomEdEntry;
|
|
|
|
// Internal representation of a mapthing
|
|
struct FMapThing
|
|
{
|
|
int thingid;
|
|
DVector3 pos;
|
|
short angle;
|
|
WORD SkillFilter;
|
|
WORD ClassFilter;
|
|
short EdNum;
|
|
FDoomEdEntry *info;
|
|
DWORD flags;
|
|
int special;
|
|
int args[5];
|
|
int Conversation;
|
|
double Gravity;
|
|
double Alpha;
|
|
DWORD fillcolor;
|
|
DVector2 Scale;
|
|
int health;
|
|
int score;
|
|
short pitch;
|
|
short roll;
|
|
DWORD RenderStyle;
|
|
int FloatbobPhase;
|
|
};
|
|
|
|
|
|
// [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,
|
|
|
|
// 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
|
|
{
|
|
DVector3 pos;
|
|
short angle, type;
|
|
|
|
FPlayerStart() { }
|
|
FPlayerStart(const FMapThing *mthing, int pnum)
|
|
: pos(mthing->pos),
|
|
angle(mthing->angle),
|
|
type(pnum)
|
|
{ }
|
|
};
|
|
// Player spawn spots for deathmatch.
|
|
extern TArray<FPlayerStart> deathmatchstarts;
|
|
|
|
// Player spawn spots.
|
|
extern FPlayerStart playerstarts[MAXPLAYERS];
|
|
extern TArray<FPlayerStart> AllPlayerStarts;
|
|
|
|
|
|
#endif // __DOOMDATA__
|