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https://github.com/ZDoom/gzdoom.git
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f2451ff44b
The damage done by polyobjects can now be changed by altering the health value of the start spots. A health of 1 (Default) is the default damage of 3, anything above 1 is instant death, and negative health values are the exact damage the polyobject does with every collision with an actor.
322 lines
9.3 KiB
C++
322 lines
9.3 KiB
C++
#pragma once
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#include "nodebuild.h"
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#include "g_levellocals.h"
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#include "files.h"
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struct FStrifeDialogueNode;
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struct FStrifeDialogueReply;
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struct Response;
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struct EDMapthing
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{
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int recordnum;
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int tid;
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int type;
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double height;
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int args[5];
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uint16_t skillfilter;
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uint32_t flags;
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};
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struct EDLinedef
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{
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int recordnum;
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int special;
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int tag;
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int id;
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int args[5];
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double alpha;
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uint32_t flags;
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uint32_t activation;
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};
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struct EDSector
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{
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int recordnum;
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uint32_t flags;
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uint32_t flagsRemove;
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uint32_t flagsAdd;
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int damageamount;
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int damageinterval;
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FName damagetype;
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uint8_t leaky;
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uint8_t leakyadd;
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uint8_t leakyremove;
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int floorterrain;
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int ceilingterrain;
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uint32_t color;
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uint32_t damageflags;
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uint32_t damageflagsAdd;
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uint32_t damageflagsRemove;
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bool flagsSet;
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bool damageflagsSet;
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bool colorSet;
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// colormaptop//bottom cannot be used because ZDoom has no corresponding properties.
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double xoffs[2], yoffs[2];
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DAngle angle[2];
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uint32_t portalflags[2];
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double Overlayalpha[2];
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};
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struct sidei_t // [RH] Only keep BOOM sidedef init stuff around for init
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{
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union
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{
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// Used when unpacking sidedefs and assigning
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// properties based on linedefs.
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struct
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{
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short tag, special;
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short alpha;
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uint32_t map;
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} a;
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// Used when grouping sidedefs into loops.
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struct
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{
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uint32_t first, next;
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char lineside;
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} b;
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};
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};
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struct FMissingCount
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{
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int Count = 0;
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};
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typedef TMap<FString,FMissingCount> FMissingTextureTracker;
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struct FLevelLocals;
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struct MapData;
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class MapLoader
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{
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friend class UDMFParser;
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friend class USDFParser;
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void *level; // this is to hide the global variable and produce an error for referencing it.
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public:
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FLevelLocals *Level;
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private:
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int firstglvertex; // helpers for loading GL nodes from GWA files.
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bool format5;
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TMap<unsigned, unsigned> MapThingsUserDataIndex; // from mapthing idx -> user data idx
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TArray<FUDMFKey> MapThingsUserData;
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int sidecount = 0;
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TArray<int> linemap;
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TArray<sidei_t> sidetemp;
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public: // for the scripted compatibility system these two members need to be public.
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TArray<FMapThing> MapThingsConverted;
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bool ForceNodeBuild = false;
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// This needs to be public to fetch this from DLevelPostProcessor native functions
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TArray<vertexdata_t> vertexdatas;
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private:
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// Extradata loader
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TMap<int, EDLinedef> EDLines;
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TMap<int, EDSector> EDSectors;
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TMap<int, EDMapthing> EDThings;
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// Polyobject init
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TArray<int32_t> KnownPolySides;
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FName CheckCompatibility(MapData *map);
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void PostProcessLevel(FName checksum);
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// Slopes
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void SlopeLineToPoint(int lineid, const DVector3 &pos, bool slopeCeil);
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void CopyPlane(int tag, sector_t *dest, bool copyCeil);
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void CopyPlane(int tag, const DVector2 &pos, bool copyCeil);
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void SetSlope(secplane_t *plane, bool setCeil, int xyangi, int zangi, const DVector3 &pos);
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void VavoomSlope(sector_t * sec, int id, const DVector3 &pos, int which);
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void SetSlopesFromVertexHeights(FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable);
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void AlignPlane(sector_t *sec, line_t *line, int which);
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// Extradata
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void InitED();
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void ProcessEDMapthing(FMapThing *mt, int recordnum);
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void ProcessEDLinedef(line_t *line, int recordnum);
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void ProcessEDSector(sector_t *sec, int recordnum);
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void parseEDLinedef(FScanner &sc, TMap<int, EDLinedef> &EDLines);
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// Polyobjects
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void InitSideLists();
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void IterFindPolySides(FPolyObj *po, side_t *side);
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void SpawnPolyobj(int index, int tag, int type, int damage);
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void TranslateToStartSpot(int tag, const DVector2 &origin);
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void InitPolyBlockMap(void);
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// GL nodes
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int checkGLVertex(int num);
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int checkGLVertex3(int num);
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int CheckForMissingSegs();
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bool LoadGLVertexes(FileReader &lump);
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bool LoadGLSegs(FileReader &lump);
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bool LoadGLSubsectors(FileReader &lump);
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bool LoadNodes(FileReader &lump);
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bool DoLoadGLNodes(FileReader * lumps);
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void CreateCachedNodes(MapData *map);
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// Render info
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void PrepareSectorData();
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void PrepareTransparentDoors(sector_t * sector);
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void InitVertexData();
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void GetSideVertices(int sdnum, DVector2 *v1, DVector2 *v2);
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void PrepareSegs();
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void FloodSectorStacks();
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void InitRenderInfo();
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void FixMinisegReferences();
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void FixHoles();
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void ReportUnpairedMinisegs();
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void CalcIndices();
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// Strife dialogue
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void LoadStrifeConversations (MapData *map, const char *mapname);
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bool LoadScriptFile (const char *name, bool include, int type);
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bool LoadScriptFile(const char *name, int lumpnum, FileReader &lump, int numnodes, bool include, int type);
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FStrifeDialogueNode *ReadRetailNode (const char *name, FileReader &lump, uint32_t &prevSpeakerType);
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FStrifeDialogueNode *ReadTeaserNode (const char *name, FileReader &lump, uint32_t &prevSpeakerType);
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void ParseReplies (const char *name, int pos, FStrifeDialogueReply **replyptr, Response *responses);
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bool ParseUSDF(int lumpnum, FileReader &lump, int lumplen);
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// Specials
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void SpawnSpecials();
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void InitSectorSpecial(sector_t *sector, int special);
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void SpawnLights(sector_t *sector);
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void CreateScroller(EScroll type, double dx, double dy, sector_t *sect, side_t* side, int accel, EScrollPos scrollpos = EScrollPos::scw_all, int scrollmode = 15/*SCROLL_All*/);
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void SpawnScrollers();
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void SpawnFriction();
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void SpawnPushers();
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AActor *GetPushThing (int s);
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void SpawnPortal(line_t *line, int sectortag, int plane, int bytealpha, int linked);
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void CopyPortal(int sectortag, int plane, unsigned pnum, double alpha, bool tolines);
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void SetPortal(sector_t *sector, int plane, unsigned pnum, double alpha);
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void SpawnLinePortal(line_t* line);
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void SetupPortals();
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void SpawnSkybox(AActor *origin);
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void SetupFloorPortal (AActor *point);
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void SetupCeilingPortal (AActor *point);
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void TranslateTeleportThings();
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int Set3DFloor(line_t * line, int param, int param2, int alpha);
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void Spawn3DFloors ();
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void SetTexture(side_t *side, int position, const char *name, FMissingTextureTracker &track);
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void SetTexture(side_t* side, int position, const FString& name, FMissingTextureTracker& track)
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{
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SetTexture(side, position, name.GetChars(), track);
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}
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void SetTexture(sector_t *sector, int index, int position, const char *name, FMissingTextureTracker &track, bool truncate);
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void SetTexture(side_t *side, int position, uint32_t *blend, const char *name);
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void SetTextureNoErr(side_t *side, int position, uint32_t *color, const char *name, bool *validcolor, bool isFog);
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void FloodZone(sector_t *sec, int zonenum);
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void LoadGLZSegs(FileReader &data, int type);
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void LoadZSegs(FileReader &data);
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void LoadZNodes(FileReader &data, int glnodes);
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void SetLineID(int i, line_t *ld);
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void SaveLineSpecial(line_t *ld);
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void FinishLoadingLineDef(line_t *ld, int alpha);
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void SetSideNum(side_t **sidenum_p, uint16_t sidenum);
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void AllocateSideDefs(MapData *map, int count);
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void ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmapsidedef_t *msd, int special, int tag, short *alpha, FMissingTextureTracker &missingtex);
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void SetMapThingUserData(AActor *actor, unsigned udi);
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void CreateBlockMap();
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void PO_Init(void);
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// During map init the items' own Index functions should not be used.
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inline int Index(vertex_t *v) const
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{
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return int(v - &Level->vertexes[0]);
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}
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inline int Index(side_t *v) const
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{
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return int(v - &Level->sides[0]);
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}
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inline int Index(line_t *v) const
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{
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return int(v - &Level->lines[0]);
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}
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inline int Index(seg_t *v) const
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{
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return int(v - &Level->segs[0]);
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}
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inline int Index(subsector_t *v) const
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{
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return int(v - &Level->subsectors[0]);
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}
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inline int Index(node_t *v) const
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{
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return int(v - &Level->nodes[0]);
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}
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inline int Index(sector_t *v) const
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{
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return int(v - &Level->sectors[0]);
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}
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public:
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void LoadMapinfoACSLump();
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void ProcessEDSectors();
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void FloodZones();
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void LoadVertexes(MapData * map);
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bool LoadExtendedNodes(FileReader &dalump, uint32_t id);
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template<class segtype> bool LoadSegs(MapData * map);
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template<class subsectortype, class segtype> bool LoadSubsectors(MapData * map);
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template<class nodetype, class subsectortype> bool LoadNodes(MapData * map);
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bool LoadGLNodes(MapData * map);
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bool CheckCachedNodes(MapData *map);
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bool CheckNodes(MapData * map, bool rebuilt, int buildtime);
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bool CheckForGLNodes();
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void LoadSectors(MapData *map, FMissingTextureTracker &missingtex);
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void LoadThings(MapData * map);
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void LoadThings2(MapData * map);
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void SpawnThings(int position);
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void FinishLoadingLineDefs();
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void LoadLineDefs(MapData * map);
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void LoadLineDefs2(MapData * map);
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void LoopSidedefs(bool firstloop);
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void LoadSideDefs2(MapData *map, FMissingTextureTracker &missingtex);
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void LoadBlockMap(MapData * map);
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void LoadReject(MapData * map, bool junk);
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void LoadBehavior(MapData * map);
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void GetPolySpots(MapData * map, TArray<FNodeBuilder::FPolyStart> &spots, TArray<FNodeBuilder::FPolyStart> &anchors);
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void GroupLines(bool buildmap);
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void ParseTextMap(MapData *map, FMissingTextureTracker &missingtex);
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void SummarizeMissingTextures(const FMissingTextureTracker &missing);
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void SetRenderSector();
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void SpawnSlopeMakers(FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable);
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void SetSlopes();
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void CopySlopes();
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void SetSubsectorLightmap(const LightmapSurface &surface);
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void SetSideLightmap(const LightmapSurface &surface);
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void LoadLightmap(MapData *map);
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void LoadLevel(MapData *map, const char *lumpname, int position);
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MapLoader(FLevelLocals *lev)
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{
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Level = lev;
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}
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};
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