qzdoom/src/p_setup.h
Christoph Oelckers 96d328de9b - removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
2017-04-17 13:33:19 +02:00

176 lines
4 KiB
C

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Setup a game, startup stuff.
//
//-----------------------------------------------------------------------------
#ifndef __P_SETUP__
#define __P_SETUP__
#include "resourcefiles/resourcefile.h"
#include "doomdata.h"
struct MapData
{
struct MapLump
{
char Name[8];
FileReader *Reader;
} MapLumps[ML_MAX];
bool HasBehavior;
bool Encrypted;
bool isText;
bool InWad;
int lumpnum;
FileReader * file;
FResourceFile * resource;
MapData()
{
memset(MapLumps, 0, sizeof(MapLumps));
file = NULL;
resource = NULL;
lumpnum = -1;
HasBehavior = false;
Encrypted = false;
isText = false;
InWad = false;
}
~MapData()
{
for (unsigned int i = 0;i < ML_MAX;++i)
delete MapLumps[i].Reader;
delete resource;
resource = NULL;
}
void Seek(unsigned int lumpindex)
{
if (lumpindex<countof(MapLumps))
{
file = MapLumps[lumpindex].Reader;
file->Seek(0, SEEK_SET);
}
}
void Read(unsigned int lumpindex, void * buffer, int size = -1)
{
if (lumpindex<countof(MapLumps))
{
if (size == -1) size = MapLumps[lumpindex].Reader->GetLength();
Seek(lumpindex);
file->Read(buffer, size);
}
}
uint32_t Size(unsigned int lumpindex)
{
if (lumpindex<countof(MapLumps) && MapLumps[lumpindex].Reader)
{
return MapLumps[lumpindex].Reader->GetLength();
}
return 0;
}
void GetChecksum(uint8_t cksum[16]);
};
MapData * P_OpenMapData(const char * mapname, bool justcheck);
bool P_CheckMapData(const char * mapname);
// NOT called by W_Ticker. Fixme. [RH] Is that bad?
//
// [RH] The only parameter used is mapname, so I removed playermask and skill.
// On September 1, 1998, I added the position to indicate which set
// of single-player start spots should be spawned in the level.
void P_SetupLevel (const char *mapname, int position);
void P_FreeLevelData();
void P_FreeExtraLevelData();
// Called by startup code.
void P_Init (void);
struct line_t;
struct maplinedef_t;
void P_LoadTranslator(const char *lumpname);
void P_TranslateLineDef (line_t *ld, maplinedef_t *mld, int lineindexforid = -1);
int P_TranslateSectorSpecial (int);
int GetUDMFInt(int type, int index, FName key);
double GetUDMFFloat(int type, int index, FName key);
bool P_LoadGLNodes(MapData * map);
bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime);
bool P_CheckForGLNodes();
void P_SetRenderSector();
struct sidei_t // [RH] Only keep BOOM sidedef init stuff around for init
{
union
{
// Used when unpacking sidedefs and assigning
// properties based on linedefs.
struct
{
short tag, special;
short alpha;
uint32_t map;
} a;
// Used when grouping sidedefs into loops.
struct
{
uint32_t first, next;
char lineside;
} b;
};
};
extern sidei_t *sidetemp;
extern bool hasglnodes;
struct FMissingCount
{
FMissingCount() : Count(0) {}
int Count;
};
typedef TMap<FString,FMissingCount> FMissingTextureTracker;
// Record of user data for UDMF maps
struct FMapThingUserData
{
FName Property;
int Value;
};
extern TMap<unsigned,unsigned> MapThingsUserDataIndex; // from mapthing idx -> user data idx
extern TArray<FMapThingUserData> MapThingsUserData;
#endif