mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 17:21:24 +00:00
df138fe4f9
- merged all places where secrets are credited into one common function. - added the Doom64 COUNTSECRET actor flag. - fixed: AInventory::CreateCopy did not clear the COUNTITEM flag. - fixed: Dropping an item did not increase the item count but the dropped item could still have the COUNTITEM flag. Now this flag gets cleared when the item gets picked up so that dropped items don't count a second time. SVN r2826 (trunk)
409 lines
11 KiB
C++
409 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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// 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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// 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
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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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};
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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_TRANSLUCENT_STRIFE = 0x1000,
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ML_RAILING_STRIFE = 0x0200,
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ML_BLOCK_FLOATERS_STRIFE = 0x0400,
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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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SWORD flags;
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BYTE special;
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BYTE args[5];
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};
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class FArchive;
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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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fixed_t x;
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fixed_t y;
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fixed_t z;
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short angle;
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short type;
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WORD SkillFilter;
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WORD ClassFilter;
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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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void Serialize (FArchive &);
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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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// Player spawn spots for deathmatch.
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extern TArray<FMapThing> deathmatchstarts;
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// Player spawn spots.
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extern FMapThing playerstarts[MAXPLAYERS];
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#endif // __DOOMDATA__
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