2019-02-01 18:20:58 +00:00
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/*
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** g_level.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __G_LEVEL_H__
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#define __G_LEVEL_H__
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#include "doomtype.h"
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#include "vectors.h"
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#include "sc_man.h"
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#include "resourcefiles/file_zip.h"
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struct level_info_t;
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struct cluster_info_t;
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class FSerializer;
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#if defined(_MSC_VER)
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#pragma section(".yreg$u",read)
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#define MSVC_YSEG __declspec(allocate(".yreg$u"))
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#define GCC_YSEG
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#else
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#define MSVC_YSEG
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#define GCC_YSEG __attribute__((section(SECTION_YREG))) __attribute__((used))
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#endif
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// The structure used to control scripts between maps
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struct acsdefered_t
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{
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enum EType
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{
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defexecute,
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defexealways,
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defsuspend,
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defterminate
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} type;
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int script;
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int args[3];
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int playernum;
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};
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FSerializer &Serialize(FSerializer &arc, const char *key, acsdefered_t &defer, acsdefered_t *def);
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struct FIntermissionDescriptor;
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struct FIntermissionAction;
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struct FMapInfoParser
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{
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enum EFormatType
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{
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FMT_Unknown,
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FMT_Old,
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FMT_New
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};
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FScanner sc;
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int format_type;
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bool HexenHack;
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FMapInfoParser(int format = FMT_Unknown)
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{
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format_type = format;
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HexenHack = false;
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}
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bool ParseLookupName(FString &dest);
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void ParseMusic(FString &name, int &order);
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//void ParseLumpOrTextureName(char *name);
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void ParseLumpOrTextureName(FString &name);
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void ParseExitText(FName formap, level_info_t *info);
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void ParseExitMusic(FName formap, level_info_t *info);
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void ParseExitBackdrop(FName formap, level_info_t *info, bool ispic);
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void ParseCluster();
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void ParseNextMap(FString &mapname);
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level_info_t *ParseMapHeader(level_info_t &defaultinfo);
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void ParseMapDefinition(level_info_t &leveldef);
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void ParseGameInfo();
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void ParseEpisodeInfo ();
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void ParseSkill ();
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void ParseMapInfo (int lump, level_info_t &gamedefaults, level_info_t &defaultinfo);
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void ParseOpenBrace();
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bool ParseCloseBrace();
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bool CheckAssign();
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void ParseAssign();
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void MustParseAssign();
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void ParseComma();
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bool CheckNumber();
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bool CheckFloat();
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void SkipToNext();
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void CheckEndOfFile(const char *block);
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void ParseIntermissionAction(FIntermissionDescriptor *Desc);
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void ParseIntermission();
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void ParseDoomEdNums();
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void ParseSpawnNums();
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void ParseConversationIDs();
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void ParseAMColors(bool);
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FName CheckEndSequence();
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FName ParseEndGame();
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void ParseDamageDefinition();
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};
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#define DEFINE_MAP_OPTION(name, old) \
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static void MapOptHandler_##name(FMapInfoParser &parse, level_info_t *info); \
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static FMapOptInfo MapOpt_##name = \
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{ #name, MapOptHandler_##name, old }; \
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MSVC_YSEG FMapOptInfo *mapopt_##name GCC_YSEG = &MapOpt_##name; \
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static void MapOptHandler_##name(FMapInfoParser &parse, level_info_t *info)
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struct FMapOptInfo
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{
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const char *name;
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void (*handler) (FMapInfoParser &parse, level_info_t *levelinfo);
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bool old;
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};
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enum ELevelFlags : unsigned int
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{
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LEVEL_NOINTERMISSION = 0x00000001,
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LEVEL_NOINVENTORYBAR = 0x00000002, // This effects Doom only, since it's the only one without a standard inventory bar.
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LEVEL_DOUBLESKY = 0x00000004,
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LEVEL_HASFADETABLE = 0x00000008, // Level uses Hexen's fadetable mapinfo to get fog
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LEVEL_MAP07SPECIAL = 0x00000010,
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LEVEL_BRUISERSPECIAL = 0x00000020,
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LEVEL_CYBORGSPECIAL = 0x00000040,
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LEVEL_SPIDERSPECIAL = 0x00000080,
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LEVEL_SPECLOWERFLOOR = 0x00000100,
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LEVEL_SPECOPENDOOR = 0x00000200,
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LEVEL_SPECLOWERFLOORTOHIGHEST=0x00000300,
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LEVEL_SPECACTIONSMASK = 0x00000300,
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LEVEL_MONSTERSTELEFRAG = 0x00000400,
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LEVEL_ACTOWNSPECIAL = 0x00000800,
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LEVEL_SNDSEQTOTALCTRL = 0x00001000,
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LEVEL_FORCETILEDSKY = 0x00002000,
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LEVEL_CROUCH_NO = 0x00004000,
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LEVEL_JUMP_NO = 0x00008000,
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LEVEL_FREELOOK_NO = 0x00010000,
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LEVEL_FREELOOK_YES = 0x00020000,
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// The absence of both of the following bits means that this level does not
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// use falling damage (though damage can be forced with dmflags,.
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LEVEL_FALLDMG_ZD = 0x00040000, // Level uses ZDoom's falling damage
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LEVEL_FALLDMG_HX = 0x00080000, // Level uses Hexen's falling damage
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LEVEL_HEADSPECIAL = 0x00100000, // Heretic episode 1/4
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LEVEL_MINOTAURSPECIAL = 0x00200000, // Heretic episode 2/5
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LEVEL_SORCERER2SPECIAL = 0x00400000, // Heretic episode 3
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LEVEL_SPECKILLMONSTERS = 0x00800000,
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LEVEL_STARTLIGHTNING = 0x01000000, // Automatically start lightning
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LEVEL_FILTERSTARTS = 0x02000000, // Apply mapthing filtering to player starts
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LEVEL_LOOKUPLEVELNAME = 0x04000000, // Level name is the name of a language string
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LEVEL_USEPLAYERSTARTZ = 0x08000000, // Use the Z position of player starts
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LEVEL_SWAPSKIES = 0x10000000, // Used by lightning
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LEVEL_NOALLIES = 0x20000000, // i.e. Inside Strife's front base
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LEVEL_CHANGEMAPCHEAT = 0x40000000, // Don't display cluster messages
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LEVEL_VISITED = 0x80000000, // Used for intermission map
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// The flags uint64_t is now split into 2 DWORDs
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LEVEL2_RANDOMPLAYERSTARTS = 0x00000001, // Select single player starts randomnly (no voodoo dolls)
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LEVEL2_ALLMAP = 0x00000002, // The player picked up a map on this level
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LEVEL2_LAXMONSTERACTIVATION = 0x00000004, // Monsters can open doors depending on the door speed
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LEVEL2_LAXACTIVATIONMAPINFO = 0x00000008, // LEVEL_LAXMONSTERACTIVATION is not a default.
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LEVEL2_MISSILESACTIVATEIMPACT=0x00000010, // Missiles are the activators of SPAC_IMPACT events, not their shooters
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2019-02-08 19:04:45 +00:00
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// = 0x00000020, // unused
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2019-02-01 18:20:58 +00:00
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LEVEL2_KEEPFULLINVENTORY = 0x00000040, // doesn't reduce the amount of inventory items to 1
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LEVEL2_PRERAISEWEAPON = 0x00000080, // players should spawn with their weapons fully raised (but not when respawning it multiplayer)
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LEVEL2_MONSTERFALLINGDAMAGE = 0x00000100,
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LEVEL2_CLIPMIDTEX = 0x00000200,
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LEVEL2_WRAPMIDTEX = 0x00000400,
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LEVEL2_CHECKSWITCHRANGE = 0x00000800,
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LEVEL2_PAUSE_MUSIC_IN_MENUS = 0x00001000,
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LEVEL2_TOTALINFIGHTING = 0x00002000,
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LEVEL2_NOINFIGHTING = 0x00004000,
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LEVEL2_NOMONSTERS = 0x00008000,
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LEVEL2_INFINITE_FLIGHT = 0x00010000,
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LEVEL2_ALLOWRESPAWN = 0x00020000,
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LEVEL2_FORCETEAMPLAYON = 0x00040000,
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LEVEL2_FORCETEAMPLAYOFF = 0x00080000,
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LEVEL2_CONV_SINGLE_UNFREEZE = 0x00100000,
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2019-03-25 23:38:54 +00:00
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// = 0x00200000, // unused, was LEVEL2_RAILINGHACK
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2019-02-01 18:20:58 +00:00
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LEVEL2_DUMMYSWITCHES = 0x00400000,
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LEVEL2_HEXENHACK = 0x00800000, // Level was defined in a Hexen style MAPINFO
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LEVEL2_SMOOTHLIGHTING = 0x01000000, // Level uses the smooth lighting feature.
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LEVEL2_POLYGRIND = 0x02000000, // Polyobjects grind corpses to gibs.
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LEVEL2_RESETINVENTORY = 0x04000000, // Resets player inventory when starting this level (unless in a hub)
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LEVEL2_RESETHEALTH = 0x08000000, // Resets player health when starting this level (unless in a hub)
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LEVEL2_NOSTATISTICS = 0x10000000, // This level should not have statistics collected
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LEVEL2_ENDGAME = 0x20000000, // This is an epilogue level that cannot be quit.
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LEVEL2_NOAUTOSAVEHINT = 0x40000000, // tell the game that an autosave for this level does not need to be kept
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LEVEL2_FORGETSTATE = 0x80000000, // forget this map's state in a hub
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// More flags!
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LEVEL3_FORCEFAKECONTRAST = 0x00000001, // forces fake contrast even with fog enabled
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LEVEL3_REMOVEITEMS = 0x00000002, // kills all INVBAR items on map change.
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LEVEL3_ATTENUATE = 0x00000004, // attenuate lights?
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LEVEL3_NOLIGHTFADE = 0x00000008, // no light fading to black.
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LEVEL3_NOCOLOREDSPRITELIGHTING = 0x00000010, // draw sprites only with color-less light
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LEVEL3_EXITNORMALUSED = 0x00000020,
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LEVEL3_EXITSECRETUSED = 0x00000040,
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LEVEL3_FORCEWORLDPANNING = 0x00000080, // Forces the world panning flag for all textures, even those without it explicitly set.
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};
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struct FSpecialAction
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{
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FName Type; // this is initialized before the actors...
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int Action;
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int Args[5];
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};
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class DScroller;
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class FScanner;
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struct level_info_t;
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typedef TMap<int, FName> FMusicMap;
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enum EMapType : int
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{
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MAPTYPE_UNKNOWN = 0,
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MAPTYPE_DOOM,
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MAPTYPE_HEXEN,
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MAPTYPE_BUILD,
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MAPTYPE_UDMF // This does not distinguish between namespaces.
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};
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struct FExitText
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{
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enum EDefined
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{
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DEF_TEXT = 1,
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DEF_MUSIC = 2,
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DEF_BACKDROP = 4,
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DEF_LOOKUP = 8,
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DEF_PIC = 16
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};
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int16_t mDefined = 0;
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int16_t mOrder = -1;
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FString mText;
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FString mMusic;
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FString mBackdrop;
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FExitText(int def = 0, int order = -1, const FString &text = "", const FString &backdrop = "", const FString &music = "")
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: mDefined(int16_t(def)), mOrder(int16_t(order)), mText(text), mMusic(music), mBackdrop(backdrop)
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{
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}
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};
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struct level_info_t
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{
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int levelnum;
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FString MapName;
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FString NextMap;
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FString NextSecretMap;
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FString PName;
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FString SkyPic1;
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FString SkyPic2;
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FString FadeTable;
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FString F1Pic;
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FString BorderTexture;
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FString MapBackground;
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TMap<FName, FExitText> ExitMapTexts;
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int cluster;
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int partime;
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int sucktime;
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int32_t flags;
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uint32_t flags2;
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uint32_t flags3;
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FString Music;
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FString LevelName;
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int8_t WallVertLight, WallHorizLight;
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int musicorder;
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FCompressedBuffer Snapshot;
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TArray<acsdefered_t> deferred;
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float skyspeed1;
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float skyspeed2;
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uint32_t fadeto;
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uint32_t outsidefog;
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int cdtrack;
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unsigned int cdid;
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double gravity;
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double aircontrol;
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int WarpTrans;
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int airsupply;
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uint32_t compatflags, compatflags2;
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uint32_t compatmask, compatmask2;
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FString Translator; // for converting Doom-format linedef and sector types.
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int DefaultEnvironment; // Default sound environment for the map.
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FName Intermission;
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FName deathsequence;
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FName slideshow;
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uint32_t hazardcolor;
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uint32_t hazardflash;
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int fogdensity;
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int outsidefogdensity;
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int skyfog;
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float pixelstretch;
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// Redirection: If any player is carrying the specified item, then
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// you go to the RedirectMap instead of this one.
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FName RedirectType;
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FString RedirectMapName;
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|
FString EnterPic;
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|
FString ExitPic;
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|
FString InterMusic;
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|
int intermusicorder;
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TMap <FName, std::pair<FString, int> > MapInterMusic;
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FString SoundInfo;
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FString SndSeq;
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double teamdamage;
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FMusicMap MusicMap;
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TArray<FSpecialAction> specialactions;
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TArray<int> PrecacheSounds;
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TArray<FString> PrecacheTextures;
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TArray<FName> PrecacheClasses;
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TArray<FString> EventHandlers;
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ELightMode lightmode;
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int8_t brightfog;
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int8_t lightadditivesurfaces;
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int8_t notexturefill;
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FVector3 skyrotatevector;
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|
FVector3 skyrotatevector2;
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|
FString EDName;
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|
FString acsName;
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|
bool fs_nocheckposition;
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|
level_info_t()
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|
|
|
{
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|
|
|
Reset();
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|
|
|
}
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|
|
~level_info_t()
|
|
|
|
{
|
|
|
|
Snapshot.Clean();
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|
|
|
ClearDefered();
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|
|
|
}
|
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|
|
void Reset();
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|
|
|
bool isValid();
|
- allow the language table to supersede the title patches, if appropriate
For the Doom IWADs the provided font looks almost identical to the characters used on the title patches. So, for any level name that got replaced in some language, it will now check if the retrieved name comes from the default table, and if not, ignore the title patch and print the name with the specified font.
This also required removing the 'en' label from the default table, because with this present, the text would always be picked from 'en' instead of 'default'. Since 'en' and 'default' had the same contents, in any English locale the 'default' table was never hit, so this won't make any difference for the texts being chosen.
Last but not least, wminfo has been made a local variable in G_DoCompleted. There were two places where this was accessed from outside the summary screen or its setup code, and both were incorrect.
2019-02-14 23:29:24 +00:00
|
|
|
FString LookupLevelName (uint32_t *langtable = nullptr);
|
2019-02-01 18:20:58 +00:00
|
|
|
void ClearDefered()
|
|
|
|
{
|
|
|
|
deferred.Clear();
|
|
|
|
}
|
|
|
|
level_info_t *CheckLevelRedirect ();
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
struct cluster_info_t
|
|
|
|
{
|
|
|
|
int cluster;
|
|
|
|
FString FinaleFlat;
|
|
|
|
FString ExitText;
|
|
|
|
FString EnterText;
|
|
|
|
FString MessageMusic;
|
|
|
|
int musicorder;
|
|
|
|
int flags;
|
|
|
|
int cdtrack;
|
|
|
|
FString ClusterName;
|
|
|
|
unsigned int cdid;
|
|
|
|
|
|
|
|
void Reset();
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
// Cluster flags
|
2019-02-11 00:33:09 +00:00
|
|
|
enum
|
|
|
|
{
|
|
|
|
CLUSTER_HUB = 0x00000001, // Cluster uses hub behavior
|
|
|
|
CLUSTER_EXITTEXTINLUMP = 0x00000002, // Exit text is the name of a lump
|
|
|
|
CLUSTER_ENTERTEXTINLUMP = 0x00000004, // Enter text is the name of a lump
|
|
|
|
CLUSTER_FINALEPIC = 0x00000008, // Finale "flat" is actually a full-sized image
|
|
|
|
CLUSTER_LOOKUPEXITTEXT = 0x00000010, // Exit text is the name of a language string
|
|
|
|
CLUSTER_LOOKUPENTERTEXT = 0x00000020, // Enter text is the name of a language string
|
|
|
|
CLUSTER_LOOKUPNAME = 0x00000040, // Name is the name of a language string
|
|
|
|
CLUSTER_LOOKUPCLUSTERNAME = 0x00000080, // Cluster name is the name of a language string
|
|
|
|
CLUSTER_ALLOWINTERMISSION = 0x00000100 // Allow intermissions between levels in a hub.
|
|
|
|
};
|
2019-02-01 18:20:58 +00:00
|
|
|
|
|
|
|
extern TArray<level_info_t> wadlevelinfos;
|
|
|
|
|
|
|
|
// mapname will be changed if it is a valid warptrans
|
|
|
|
bool CheckWarpTransMap (FString &mapname, bool substitute);
|
|
|
|
|
|
|
|
cluster_info_t *FindClusterInfo (int cluster);
|
|
|
|
level_info_t *FindLevelInfo (const char *mapname, bool allowdefault=true);
|
|
|
|
level_info_t *FindLevelByNum (int num);
|
|
|
|
level_info_t *CheckLevelRedirect (level_info_t *info);
|
|
|
|
|
|
|
|
FString CalcMapName (int episode, int level);
|
|
|
|
|
|
|
|
void G_ParseMapInfo (FString basemapinfo);
|
|
|
|
|
|
|
|
enum ESkillProperty
|
|
|
|
{
|
|
|
|
SKILLP_FastMonsters,
|
|
|
|
SKILLP_Respawn,
|
|
|
|
SKILLP_RespawnLimit,
|
|
|
|
SKILLP_DisableCheats,
|
|
|
|
SKILLP_AutoUseHealth,
|
|
|
|
SKILLP_SpawnFilter,
|
|
|
|
SKILLP_EasyBossBrain,
|
|
|
|
SKILLP_ACSReturn,
|
|
|
|
SKILLP_NoPain,
|
|
|
|
SKILLP_EasyKey,
|
|
|
|
SKILLP_SlowMonsters,
|
|
|
|
SKILLP_Infight,
|
|
|
|
SKILLP_PlayerRespawn,
|
|
|
|
};
|
|
|
|
enum EFSkillProperty // floating point properties
|
|
|
|
{
|
|
|
|
SKILLP_AmmoFactor,
|
|
|
|
SKILLP_DropAmmoFactor,
|
|
|
|
SKILLP_ArmorFactor,
|
|
|
|
SKILLP_HealthFactor,
|
|
|
|
SKILLP_DamageFactor,
|
|
|
|
SKILLP_Aggressiveness,
|
|
|
|
SKILLP_MonsterHealth,
|
|
|
|
SKILLP_FriendlyHealth,
|
|
|
|
SKILLP_KickbackFactor,
|
|
|
|
};
|
|
|
|
|
|
|
|
int G_SkillProperty(ESkillProperty prop);
|
|
|
|
double G_SkillProperty(EFSkillProperty prop);
|
|
|
|
const char * G_SkillName();
|
|
|
|
|
|
|
|
typedef TMap<FName, FString> SkillMenuNames;
|
|
|
|
|
|
|
|
typedef TMap<FName, FName> SkillActorReplacement;
|
|
|
|
|
|
|
|
struct FSkillInfo
|
|
|
|
{
|
|
|
|
FName Name = NAME_None;
|
|
|
|
double AmmoFactor, DoubleAmmoFactor, DropAmmoFactor;
|
|
|
|
double DamageFactor;
|
|
|
|
double ArmorFactor;
|
|
|
|
double HealthFactor;
|
|
|
|
double KickbackFactor;
|
|
|
|
|
|
|
|
bool FastMonsters;
|
|
|
|
bool SlowMonsters;
|
|
|
|
bool DisableCheats;
|
|
|
|
bool AutoUseHealth;
|
|
|
|
|
|
|
|
bool EasyBossBrain;
|
|
|
|
bool EasyKey;
|
|
|
|
bool NoMenu;
|
|
|
|
int RespawnCounter;
|
|
|
|
int RespawnLimit;
|
|
|
|
double Aggressiveness;
|
|
|
|
int SpawnFilter;
|
|
|
|
int ACSReturn;
|
|
|
|
FString MenuName;
|
|
|
|
FString PicName;
|
|
|
|
SkillMenuNames MenuNamesForPlayerClass;
|
|
|
|
bool MustConfirm;
|
|
|
|
FString MustConfirmText;
|
|
|
|
char Shortcut;
|
|
|
|
FString TextColor;
|
|
|
|
SkillActorReplacement Replace;
|
|
|
|
SkillActorReplacement Replaced;
|
|
|
|
double MonsterHealth;
|
|
|
|
double FriendlyHealth;
|
|
|
|
bool NoPain;
|
|
|
|
int Infighting;
|
|
|
|
bool PlayerRespawn;
|
|
|
|
|
|
|
|
FSkillInfo() {}
|
|
|
|
FSkillInfo(const FSkillInfo &other)
|
|
|
|
{
|
|
|
|
operator=(other);
|
|
|
|
}
|
|
|
|
FSkillInfo &operator=(const FSkillInfo &other);
|
|
|
|
int GetTextColor() const;
|
|
|
|
|
|
|
|
void SetReplacement(FName a, FName b);
|
|
|
|
FName GetReplacement(FName a);
|
|
|
|
void SetReplacedBy(FName b, FName a);
|
|
|
|
FName GetReplacedBy(FName b);
|
|
|
|
};
|
|
|
|
|
|
|
|
extern TArray<FSkillInfo> AllSkills;
|
|
|
|
extern int DefaultSkill;
|
|
|
|
|
|
|
|
struct FEpisode
|
|
|
|
{
|
|
|
|
FString mEpisodeName;
|
|
|
|
FString mEpisodeMap;
|
|
|
|
FString mPicName;
|
|
|
|
char mShortcut;
|
|
|
|
bool mNoSkill;
|
|
|
|
};
|
|
|
|
|
|
|
|
extern TArray<FEpisode> AllEpisodes;
|
|
|
|
|
|
|
|
int ParseUMapInfo(int lumpnum);
|
|
|
|
void CommitUMapinfo(level_info_t *defaultinfo);
|
|
|
|
|
|
|
|
|
|
|
|
#endif //__G_LEVEL_H__
|