qzdoom-gpl/src/doomdata.h
2015-11-29 11:28:26 +01:00

447 lines
12 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"
// 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
{
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
};
// 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;
SWORD flags;
BYTE special;
BYTE args[5];
};
class FArchive;
struct FDoomEdEntry;
// Internal representation of a mapthing
struct FMapThing
{
int thingid;
fixed_t x;
fixed_t y;
fixed_t z;
short angle;
WORD SkillFilter;
WORD ClassFilter;
short EdNum;
FDoomEdEntry *info;
DWORD flags;
int special;
int args[5];
int Conversation;
fixed_t gravity;
fixed_t alpha;
DWORD fillcolor;
fixed_t scaleX;
fixed_t scaleY;
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
{
fixed_t x, y, z;
short angle, type;
FPlayerStart() { }
FPlayerStart(const FMapThing *mthing, int pnum)
: x(mthing->x), y(mthing->y), z(mthing->z),
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__