qzdoom/src/g_level.h

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/*
** g_level.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __G_LEVEL_H__
#define __G_LEVEL_H__
#include "doomtype.h"
#include "doomdef.h"
#include "m_fixed.h"
#include "tarray.h"
#include "name.h"
#define NUM_WORLDVARS 256
#define NUM_GLOBALVARS 64
#define LEVEL_NOINTERMISSION UCONST64(0x00000001)
#define LEVEL_NOINVENTORYBAR UCONST64(0x00000002) // This effects Doom only, since it's the only one without a standard inventory bar.
#define LEVEL_DOUBLESKY UCONST64(0x00000004)
#define LEVEL_HASFADETABLE UCONST64(0x00000008) // Level uses Hexen's fadetable mapinfo to get fog
#define LEVEL_MAP07SPECIAL UCONST64(0x00000010)
#define LEVEL_BRUISERSPECIAL UCONST64(0x00000020)
#define LEVEL_CYBORGSPECIAL UCONST64(0x00000040)
#define LEVEL_SPIDERSPECIAL UCONST64(0x00000080)
#define LEVEL_SPECLOWERFLOOR UCONST64(0x00000100)
#define LEVEL_SPECOPENDOOR UCONST64(0x00000200)
#define LEVEL_SPECACTIONSMASK UCONST64(0x00000300)
#define LEVEL_MONSTERSTELEFRAG UCONST64(0x00000400)
#define LEVEL_ACTOWNSPECIAL UCONST64(0x00000800)
#define LEVEL_SNDSEQTOTALCTRL UCONST64(0x00001000)
#define LEVEL_FORCENOSKYSTRETCH UCONST64(0x00002000)
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
#define LEVEL_CROUCH_NO UCONST64(0x00004000)
#define LEVEL_JUMP_NO UCONST64(0x00008000)
#define LEVEL_FREELOOK_NO UCONST64(0x00010000)
#define LEVEL_FREELOOK_YES UCONST64(0x00020000)
// The absence of both of the following bits means that this level does not
// use falling damage (though damage can be forced with dmflags).
#define LEVEL_FALLDMG_ZD UCONST64(0x00040000) // Level uses ZDoom's falling damage
#define LEVEL_FALLDMG_HX UCONST64(0x00080000) // Level uses Hexen's falling damage
#define LEVEL_HEADSPECIAL UCONST64(0x00100000) // Heretic episode 1/4
#define LEVEL_MINOTAURSPECIAL UCONST64(0x00200000) // Heretic episode 2/5
#define LEVEL_SORCERER2SPECIAL UCONST64(0x00400000) // Heretic episode 3
#define LEVEL_SPECKILLMONSTERS UCONST64(0x00800000)
#define LEVEL_STARTLIGHTNING UCONST64(0x01000000) // Automatically start lightning
#define LEVEL_FILTERSTARTS UCONST64(0x02000000) // Apply mapthing filtering to player starts
#define LEVEL_LOOKUPLEVELNAME UCONST64(0x04000000) // Level name is the name of a language string
#define LEVEL_HEXENFORMAT UCONST64(0x08000000) // Level uses the Hexen map format
#define LEVEL_SWAPSKIES UCONST64(0x10000000) // Used by lightning
#define LEVEL_NOALLIES UCONST64(0x20000000) // i.e. Inside Strife's front base
#define LEVEL_CHANGEMAPCHEAT UCONST64(0x40000000) // Don't display cluster messages
#define LEVEL_VISITED UCONST64(0x80000000) // Used for intermission map
#define LEVEL_DEATHSLIDESHOW UCONST64(0x100000000) // Slideshow on death
#define LEVEL_ALLMAP UCONST64(0x200000000) // The player picked up a map on this level
#define LEVEL_LAXMONSTERACTIVATION UCONST64(0x400000000) // Monsters can open doors depending on the door speed
#define LEVEL_LAXACTIVATIONMAPINFO UCONST64(0x800000000) // LEVEL_LAXMONSTERACTIVATION is not a default.
#define LEVEL_MISSILESACTIVATEIMPACT UCONST64(0x1000000000) // Missiles are the activators of SPAC_IMPACT events, not their shooters
#define LEVEL_FROZEN UCONST64(0x2000000000) // Game is frozen by a TimeFreezer
#define LEVEL_KEEPFULLINVENTORY UCONST64(0x4000000000) // doesn't reduce the amount of inventory items to 1
#define LEVEL_MUSICDEFINED UCONST64(0x8000000000) // a marker to disable the $map command in SNDINFO for this map
#define LEVEL_MONSTERFALLINGDAMAGE UCONST64(0x10000000000)
#define LEVEL_CLIPMIDTEX UCONST64(0x20000000000)
#define LEVEL_WRAPMIDTEX UCONST64(0x40000000000)
2006-04-27 15:12:17 +00:00
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
#define LEVEL_CHECKSWITCHRANGE UCONST64(0x80000000000)
2006-05-14 14:30:13 +00:00
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
#define LEVEL_PAUSE_MUSIC_IN_MENUS UCONST64(0x100000000000)
#define LEVEL_TOTALINFIGHTING UCONST64(0x200000000000)
#define LEVEL_NOINFIGHTING UCONST64(0x400000000000)
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
#define LEVEL_NOMONSTERS UCONST64(0x800000000000)
#define LEVEL_INFINITE_FLIGHT UCONST64(0x1000000000000)
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
#define LEVEL_ALLOWRESPAWN UCONST64(0x2000000000000)
#define LEVEL_FORCETEAMPLAYON UCONST64(0x4000000000000)
#define LEVEL_FORCETEAMPLAYOFF UCONST64(0x8000000000000)
#define LEVEL_CONV_SINGLE_UNFREEZE UCONST64(0x10000000000000)
#define LEVEL_RAILINGHACK UCONST64(0x20000000000000) // but UDMF requires them to be separate to have more control
#define LEVEL_DUMMYSWITCHES UCONST64(0x40000000000000)
struct acsdefered_s;
struct FSpecialAction
{
FName Type; // this is initialized before the actors...
BYTE Action;
int Args[5]; // must allow 16 bit tags for 666 & 667!
FSpecialAction *Next;
};
struct level_info_t
{
char mapname[9];
int levelnum;
char pname[9];
char nextmap[9];
char secretmap[9];
char skypic1[9];
int cluster;
int partime;
int sucktime;
QWORD flags;
char *music;
char *level_name;
char fadetable[9];
SBYTE WallVertLight, WallHorizLight;
char f1[9];
// TheDefaultLevelInfo initializes everything above this line.
int musicorder;
FCompressedMemFile *snapshot;
DWORD snapshotVer;
struct acsdefered_s *defered;
char skypic2[9];
float skyspeed1;
float skyspeed2;
DWORD fadeto;
DWORD outsidefog;
int cdtrack;
unsigned int cdid;
float gravity;
float aircontrol;
int WarpTrans;
int airsupply;
DWORD compatflags;
DWORD compatmask;
char *translator; // for converting Doom-format linedef and sector types.
// Redirection: If any player is carrying the specified item, then
// you go to the RedirectMap instead of this one.
FName RedirectType;
char RedirectMap[9];
char *enterpic;
char *exitpic;
char *intermusic;
int intermusicorder;
char *soundinfo;
char *sndseq;
char bordertexture[9];
int fogdensity;
int outsidefogdensity;
int skyfog;
FSpecialAction * specialactions;
float teamdamage;
};
// [RH] These get zeroed every tic and are updated by thinkers.
struct FSectorScrollValues
{
fixed_t ScrollX, ScrollY;
};
struct FLevelLocals
{
void Tick ();
void AddScroller (DScroller *, int secnum);
2006-04-11 16:27:41 +00:00
int time; // time in the hub
int maptime; // time in the map
int totaltime; // time in the game
int starttime;
int partime;
int sucktime;
level_info_t *info;
int cluster;
int clusterflags;
int levelnum;
int lumpnum;
char level_name[64]; // the descriptive name (Outer Base, etc)
char mapname[256]; // the server name (base1, etc)
char nextmap[9]; // go here when fraglimit is hit
char secretmap[9]; // map to go to when used secret exit
QWORD flags;
DWORD fadeto; // The color the palette fades to (usually black)
DWORD outsidefog; // The fog for sectors with sky ceilings
char *music;
int musicorder;
int cdtrack;
unsigned int cdid;
char skypic1[9];
char skypic2[9];
float skyspeed1; // Scrolling speed of sky textures, in pixels per ms
float skyspeed2;
int total_secrets;
int found_secrets;
int total_items;
int found_items;
int total_monsters;
int killed_monsters;
float gravity;
fixed_t aircontrol;
fixed_t airfriction;
int airsupply;
FSectorScrollValues *Scrolls; // NULL if no DScrollers in this level
SBYTE WallVertLight; // Light diffs for vert/horiz walls
SBYTE WallHorizLight;
bool FromSnapshot; // The current map was restored from a snapshot
float teamdamage;
bool IsJumpingAllowed() const;
bool IsCrouchingAllowed() const;
bool IsFreelookAllowed() const;
};
enum EndTypes
{
END_Pic,
END_Pic1,
END_Pic2,
END_Pic3,
END_Bunny,
END_Cast,
END_Demon,
END_Underwater,
END_Chess,
END_Strife,
END_BuyStrife
};
struct EndSequence
{
BYTE EndType;
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
bool Advanced;
bool MusicLooping;
bool PlayTheEnd;
char PicName[9];
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
char PicName2[9];
FString Music;
};
extern TArray<EndSequence> EndSequences;
struct cluster_info_s
{
int cluster;
char finaleflat[9];
char *exittext;
char *entertext;
char *messagemusic;
int musicorder;
int flags;
int cdtrack;
2006-04-11 16:27:41 +00:00
char *clustername;
unsigned int cdid;
};
typedef struct cluster_info_s cluster_info_t;
// Cluster flags
#define CLUSTER_HUB 0x00000001 // Cluster uses hub behavior
#define CLUSTER_EXITTEXTINLUMP 0x00000002 // Exit text is the name of a lump
#define CLUSTER_ENTERTEXTINLUMP 0x00000004 // Enter text is the name of a lump
#define CLUSTER_FINALEPIC 0x00000008 // Finale "flat" is actually a full-sized image
#define CLUSTER_LOOKUPEXITTEXT 0x00000010 // Exit text is the name of a language string
#define CLUSTER_LOOKUPENTERTEXT 0x00000020 // Enter text is the name of a language string
#define CLUSTER_LOOKUPNAME 0x00000040 // Name is the name of a language string
extern FLevelLocals level;
extern TArray<level_info_t> wadlevelinfos;
extern SDWORD ACS_WorldVars[NUM_WORLDVARS];
extern SDWORD ACS_GlobalVars[NUM_GLOBALVARS];
struct InitIntToZero
{
void Init(int &v)
{
v = 0;
}
};
typedef TMap<SDWORD, SDWORD, THashTraits<SDWORD>, InitIntToZero> FWorldGlobalArray;
extern FWorldGlobalArray ACS_WorldArrays[NUM_WORLDVARS];
extern FWorldGlobalArray ACS_GlobalArrays[NUM_GLOBALVARS];
extern bool savegamerestore;
// mapname will be changed if it is a valid warptrans
bool CheckWarpTransMap (char mapname[9], bool substitute);
void G_InitNew (const char *mapname, bool bTitleLevel);
// Can be called by the startup code or M_Responder.
// A normal game starts at map 1,
// but a warp test can start elsewhere
void G_DeferedInitNew (const char *mapname, int skill = -1);
void G_ExitLevel (int position, bool keepFacing);
void G_SecretExitLevel (int position);
const char *G_GetExitMap();
const char *G_GetSecretExitMap();
void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int nextSkill=-1,
bool nointermission=false, bool resetinventory=false, bool nomonsters=false);
void G_SetForEndGame (char *nextmap);
void G_StartTravel ();
void G_FinishTravel ();
void G_DoLoadLevel (int position, bool autosave);
void G_InitLevelLocals (void);
void G_AirControlChanged ();
const char *G_MaybeLookupLevelName (level_info_t *level);
cluster_info_t *FindClusterInfo (int cluster);
level_info_t *FindLevelInfo (const char *mapname);
level_info_t *FindLevelByNum (int num);
level_info_t *CheckLevelRedirect (level_info_t *info);
char *CalcMapName (int episode, int level);
void G_ParseMapInfo (void);
void G_UnloadMapInfo ();
void G_ClearSnapshots (void);
void G_SnapshotLevel (void);
void G_UnSnapshotLevel (bool keepPlayers);
struct PNGHandle;
void G_ReadSnapshots (PNGHandle *png);
void G_WriteSnapshots (FILE *file);
enum ESkillProperty
{
SKILLP_AmmoFactor,
SKILLP_DamageFactor,
SKILLP_FastMonsters,
SKILLP_Respawn,
SKILLP_RespawnLimit,
SKILLP_Aggressiveness,
SKILLP_DisableCheats,
SKILLP_AutoUseHealth,
SKILLP_SpawnFilter,
SKILLP_EasyBossBrain,
SKILLP_ACSReturn
};
int G_SkillProperty(ESkillProperty prop);
typedef TMap<FName, FString> SkillMenuNames;
struct FSkillInfo
{
FName Name;
fixed_t AmmoFactor, DoubleAmmoFactor;
fixed_t DamageFactor;
bool FastMonsters;
bool DisableCheats;
bool AutoUseHealth;
bool EasyBossBrain;
int RespawnCounter;
int RespawnLimit;
fixed_t Aggressiveness;
int SpawnFilter;
int ACSReturn;
FString MenuName;
SkillMenuNames MenuNamesForPlayerClass;
bool MenuNameIsLump;
bool MustConfirm;
FString MustConfirmText;
char Shortcut;
FString TextColor;
FSkillInfo() {}
FSkillInfo(const FSkillInfo &other)
{
operator=(other);
}
FSkillInfo &operator=(const FSkillInfo &other);
int GetTextColor() const;
};
extern TArray<FSkillInfo> AllSkills;
#endif //__G_LEVEL_H__