qzdoom/src/g_level.h

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/*
** g_level.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2005 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 0x00000001
#define LEVEL_NOINVENTORYBAR 0x00000002 // This effects Doom only, since it's the only one without a standard inventory bar.
#define LEVEL_DOUBLESKY 0x00000004
#define LEVEL_HASFADETABLE 0x00000008 // Level uses Hexen's fadetable mapinfo to get fog
#define LEVEL_MAP07SPECIAL 0x00000010
#define LEVEL_BRUISERSPECIAL 0x00000020
#define LEVEL_CYBORGSPECIAL 0x00000040
#define LEVEL_SPIDERSPECIAL 0x00000080
#define LEVEL_SPECLOWERFLOOR 0x00000100
#define LEVEL_SPECOPENDOOR 0x00000200
#define LEVEL_SPECACTIONSMASK 0x00000300
#define LEVEL_MONSTERSTELEFRAG 0x00000400
#define LEVEL_ACTOWNSPECIAL 0x00000800
#define LEVEL_SNDSEQTOTALCTRL 0x00001000
#define LEVEL_FORCENOSKYSTRETCH 0x00002000
#define LEVEL_JUMP_NO 0x00004000
#define LEVEL_JUMP_YES 0x00008000
#define LEVEL_FREELOOK_NO 0x00010000
#define LEVEL_FREELOOK_YES 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 0x00040000 // Level uses ZDoom's falling damage
#define LEVEL_FALLDMG_HX 0x00080000 // Level uses Hexen's falling damage
#define LEVEL_HEADSPECIAL 0x00100000 // Heretic episode 1/4
#define LEVEL_MINOTAURSPECIAL 0x00200000 // Heretic episode 2/5
#define LEVEL_SORCERER2SPECIAL 0x00400000 // Heretic episode 3
#define LEVEL_SPECKILLMONSTERS 0x00800000
#define LEVEL_STARTLIGHTNING 0x01000000 // Automatically start lightning
#define LEVEL_FILTERSTARTS 0x02000000 // Apply mapthing filtering to player starts
#define LEVEL_LOOKUPLEVELNAME 0x04000000 // Level name is the name of a language string
#define LEVEL_HEXENFORMAT 0x08000000 // Level uses the Hexen map format
#define LEVEL_SWAPSKIES 0x10000000 // Used by lightning
#define LEVEL_NOALLIES 0x20000000 // i.e. Inside Strife's front base
#define LEVEL_CHANGEMAPCHEAT 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_ADDITIVE_SCROLLERS UCONST64(0x1000000000) // scrollers add their momentum instead of averaging it
#define LEVEL_CAVERNS_OF_DARKNESS UCONST64(0x2000000000) // to translate the special sector types of CoD.
#define LEVEL_KEEPFULLINVENTORY UCONST64(0x4000000000) // doesn't reduce the amount of inventory items to 1
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#define LEVEL_MONSTERFALLINGDAMAGE UCONST64(0x10000000000)
struct acsdefered_s;
class FBehavior;
struct FSpecialAction
{
name Type; // this is initialized before the actors...
BYTE Action;
WORD Args[5]; // must allow 16 bit tags for 666 & 667!
FSpecialAction *Next;
};
struct level_info_s
{
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;
int musicorder;
FCompressedMemFile *snapshot;
DWORD snapshotVer;
struct acsdefered_s *defered;
char skypic2[9];
fixed_t skyspeed1;
fixed_t skyspeed2;
DWORD fadeto;
DWORD outsidefog;
int cdtrack;
unsigned int cdid;
float gravity;
float aircontrol;
int WarpTrans;
int airsupply;
// Redirection: If any player is carrying the specified item, then
// you go to the RedirectMap instead of this one.
const TypeInfo *RedirectType;
char RedirectMap[9];
char enterpic[9];
char exitpic[9];
char intermusic[9];
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char soundinfo[9];
char sndseq[9];
FSpecialAction * specialactions;
};
typedef struct level_info_s level_info_t;
// [RH] These get zeroed every tic and are updated by thinkers.
struct FSectorScrollValues
{
fixed_t ScrollX, ScrollY;
};
struct level_locals_s
{
void Tick ();
void AddScroller (DScroller *, int secnum);
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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[9]; // 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];
fixed_t skyspeed1; // Scrolling speed of first sky texture
fixed_t 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;
FBehavior *behavior;
FSectorScrollValues *Scrolls; // NULL if no DScrollers in this level
SBYTE WallVertLight; // Light diffs for vert/horiz walls
SBYTE WallHorizLight;
};
typedef struct level_locals_s level_locals_t;
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;
char PicName[9];
};
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;
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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
extern level_locals_t level;
extern level_info_t *wadlevelinfos;
extern int numwadlevelinfos;
extern SDWORD ACS_WorldVars[NUM_WORLDVARS];
extern SDWORD ACS_GlobalVars[NUM_GLOBALVARS];
extern TAutoGrowArray<SDWORD> ACS_WorldArrays[NUM_WORLDVARS];
extern TAutoGrowArray<SDWORD> 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 (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 (char *mapname);
void G_ExitLevel (int position, bool keepFacing);
void G_SecretExitLevel (int position);
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 ();
void G_MakeEpisodes (void);
const char *G_MaybeLookupLevelName (level_info_t *level);
cluster_info_t *FindClusterInfo (int cluster);
level_info_t *FindLevelInfo (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_ClearSnapshots (void);
void G_SnapshotLevel (void);
void G_UnSnapshotLevel (bool keepPlayers);
struct PNGHandle;
void G_ReadSnapshots (PNGHandle *png);
void G_WriteSnapshots (FILE *file);
#endif //__G_LEVEL_H__