/* ** 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 #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) struct acsdefered_s; class FBehavior; struct FSpecialAction { FName 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. FName RedirectType; char RedirectMap[9]; char enterpic[9]; char exitpic[9]; char intermusic[9]; 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); 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 EndSequences; struct cluster_info_s { int cluster; char finaleflat[9]; char *exittext; char *entertext; char *messagemusic; int musicorder; int flags; int cdtrack; 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 TArray wadlevelinfos; extern SDWORD ACS_WorldVars[NUM_WORLDVARS]; extern SDWORD ACS_GlobalVars[NUM_GLOBALVARS]; extern TAutoGrowArray ACS_WorldArrays[NUM_WORLDVARS]; extern TAutoGrowArray 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_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); #endif //__G_LEVEL_H__