qzdoom/src/doomdata.h
Christoph Oelckers 56e2db38fd - Use FName instead of FString to store arg0str in FMapThing.
This is because FMapThing gets memset to 0 and changing that would cause more work than it is worth to keep the string. The only thing it is used for is the color for dynamic lights and those do not need case sensitivity so a name will just do as well, but require less adjustments elsewhere.
2018-01-21 09:10:04 +01:00

448 lines
12 KiB
C

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1994-1996 Raven 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:
// all external data is defined here
// most of the data is loaded into different structures at run time
// some internal structures shared by many modules are here
//
//-----------------------------------------------------------------------------
#ifndef __DOOMDATA__
#define __DOOMDATA__
// The most basic types we use, portability.
#include "doomtype.h"
#include "vectors.h"
// Some global defines, that configure the game.
#include "doomdef.h"
#include "m_swap.h"
//
// Map level types.
// The following data structures define the persistent format
// used in the lumps of the WAD files.
//
// Lump order in a map WAD: each map needs a couple of lumps
// to provide a complete scene geometry description.
enum
{
ML_LABEL, // A separator, name, ExMx or MAPxx
ML_THINGS, // Monsters, items
ML_LINEDEFS, // LineDefs, from editing
ML_SIDEDEFS, // SideDefs, from editing
ML_VERTEXES, // Vertices, edited and BSP splits generated
ML_SEGS, // LineSegs, from LineDefs split by BSP
ML_SSECTORS, // SubSectors, list of LineSegs
ML_NODES, // BSP nodes
ML_SECTORS, // Sectors, from editing
ML_REJECT, // LUT, sector-sector visibility
ML_BLOCKMAP, // LUT, motion clipping, walls/grid element
ML_BEHAVIOR, // [RH] Hexen-style scripts. If present, THINGS
// and LINEDEFS are also Hexen-style.
ML_CONVERSATION, // Strife dialog (only for TEXTMAP format)
ML_MAX,
// [RH] These are compressed (and extended) nodes. They combine the data from
// vertexes, segs, ssectors, and nodes into a single lump.
ML_ZNODES = ML_NODES,
ML_GLZNODES = ML_SSECTORS,
// for text map format
ML_TEXTMAP = ML_THINGS,
};
// A single Vertex.
struct mapvertex_t
{
int16_t x, y;
};
// A SideDef, defining the visual appearance of a wall,
// by setting textures and offsets.
struct mapsidedef_t
{
int16_t textureoffset;
int16_t rowoffset;
char toptexture[8];
char bottomtexture[8];
char midtexture[8];
int16_t sector; // Front sector, towards viewer.
};
struct intmapsidedef_t
{
FString toptexture;
FString bottomtexture;
FString midtexture;
};
// A LineDef, as used for editing, and as input to the BSP builder.
struct maplinedef_t
{
uint16_t v1;
uint16_t v2;
uint16_t flags;
uint16_t special;
int16_t tag;
uint16_t sidenum[2]; // sidenum[1] will be -1 if one sided
} ;
// [RH] Hexen-compatible LineDef.
struct maplinedef2_t
{
uint16_t v1;
uint16_t v2;
uint16_t flags;
uint8_t special;
uint8_t args[5];
uint16_t sidenum[2];
} ;
//
// LineDef attributes.
//
enum ELineFlags : unsigned
{
ML_BLOCKING =0x00000001, // solid, is an obstacle
ML_BLOCKMONSTERS =0x00000002, // blocks monsters only
ML_TWOSIDED =0x00000004, // backside will not be present at all if not two sided
// If a texture is pegged, the texture will have
// the end exposed to air held constant at the
// top or bottom of the texture (stairs or pulled
// down things) and will move with a height change
// of one of the neighbor sectors.
// Unpegged textures always have the first row of
// the texture at the top pixel of the line for both
// top and bottom textures (use next to windows).
ML_DONTPEGTOP = 0x00000008, // upper texture unpegged
ML_DONTPEGBOTTOM = 0x00000010, // lower texture unpegged
ML_SECRET = 0x00000020, // don't map as two sided: IT'S A SECRET!
ML_SOUNDBLOCK = 0x00000040, // don't let sound cross two of these
ML_DONTDRAW = 0x00000080, // don't draw on the automap
ML_MAPPED = 0x00000100, // set if already drawn in automap
ML_REPEAT_SPECIAL = 0x00000200, // special is repeatable
ML_ADDTRANS = 0x00000400, // additive translucency (can only be set internally)
// Extended flags
ML_MONSTERSCANACTIVATE = 0x00002000, // [RH] Monsters (as well as players) can activate the line
ML_BLOCK_PLAYERS = 0x00004000,
ML_BLOCKEVERYTHING = 0x00008000, // [RH] Line blocks everything
ML_ZONEBOUNDARY = 0x00010000,
ML_RAILING = 0x00020000,
ML_BLOCK_FLOATERS = 0x00040000,
ML_CLIP_MIDTEX = 0x00080000, // Automatic for every Strife line
ML_WRAP_MIDTEX = 0x00100000,
ML_3DMIDTEX = 0x00200000,
ML_CHECKSWITCHRANGE = 0x00400000,
ML_FIRSTSIDEONLY = 0x00800000, // activated only when crossed from front side
ML_BLOCKPROJECTILE = 0x01000000,
ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
ML_PORTALCONNECT = 0x80000000, // for internal use only: This line connects to a sector with a linked portal (used to speed up sight checks.)
};
// Special activation types
enum SPAC
{
SPAC_Cross = 1<<0, // when player crosses line
SPAC_Use = 1<<1, // when player uses line
SPAC_MCross = 1<<2, // when monster crosses line
SPAC_Impact = 1<<3, // when projectile hits line
SPAC_Push = 1<<4, // when player pushes line
SPAC_PCross = 1<<5, // when projectile crosses line
SPAC_UseThrough = 1<<6, // when player uses line (doesn't block)
// SPAC_PTOUCH is mapped to SPAC_PCross|SPAC_Impact
SPAC_AnyCross = 1<<7, // when anything without the MF2_TELEPORT flag crosses the line
SPAC_MUse = 1<<8, // monsters can use
SPAC_MPush = 1<<9, // monsters can push
SPAC_UseBack = 1<<10, // Can be used from the backside
SPAC_PlayerActivate = (SPAC_Cross|SPAC_Use|SPAC_Impact|SPAC_Push|SPAC_AnyCross|SPAC_UseThrough|SPAC_UseBack),
};
enum EMapLineFlags // These are flags that use different values internally
{
// For Hexen format maps
ML_SPAC_SHIFT = 10,
ML_SPAC_MASK = 0x1c00, // Hexen's activator mask.
// [RH] BOOM's ML_PASSUSE flag (conflicts with ML_REPEATSPECIAL)
ML_PASSUSE_BOOM = 0x0200,
ML_3DMIDTEX_ETERNITY = 0x0400,
// If this bit is set, then all non-original-Doom bits are cleared when
// translating the line. Only applies when playing Doom with Doom-format maps.
// Hexen format maps and the other games are not affected by this.
ML_RESERVED_ETERNITY = 0x0800,
// [RH] Extra flags for Strife
ML_RAILING_STRIFE = 0x0200,
ML_BLOCK_FLOATERS_STRIFE = 0x0400,
ML_TRANSPARENT_STRIFE = 0x0800,
ML_TRANSLUCENT_STRIFE = 0x1000,
};
static inline int GET_SPAC (int flags)
{
return (flags&ML_SPAC_MASK) >> ML_SPAC_SHIFT;
}
// Sector definition, from editing
struct mapsector_t
{
int16_t floorheight;
int16_t ceilingheight;
char floorpic[8];
char ceilingpic[8];
int16_t lightlevel;
int16_t special;
int16_t tag;
};
// SubSector, as generated by BSP
struct mapsubsector_t
{
uint16_t numsegs;
uint16_t firstseg; // index of first one, segs are stored sequentially
};
#pragma pack(1)
struct mapsubsector4_t
{
uint16_t numsegs;
uint32_t firstseg; // index of first one, segs are stored sequentially
};
#pragma pack()
// LineSeg, generated by splitting LineDefs
// using partition lines selected by BSP builder.
struct mapseg_t
{
uint16_t v1;
uint16_t v2;
int16_t angle;
uint16_t linedef;
int16_t side;
int16_t offset;
int V1() { return LittleShort(v1); }
int V2() { return LittleShort(v2); }
};
struct mapseg4_t
{
int32_t v1;
int32_t v2;
int16_t angle;
uint16_t linedef;
int16_t side;
int16_t offset;
int V1() { return LittleLong(v1); }
int V2() { return LittleLong(v2); }
};
// BSP node structure.
// Indicate a leaf.
struct mapnode_t
{
enum
{
NF_SUBSECTOR = 0x8000,
NF_LUMPOFFSET = 0
};
int16_t x,y,dx,dy; // partition line
int16_t bbox[2][4]; // bounding box for each child
// If NF_SUBSECTOR is or'ed in, it's a subsector,
// else it's a node of another subtree.
uint16_t children[2];
uint32_t Child(int num) { return LittleShort(children[num]); }
};
struct mapnode4_t
{
enum
{
NF_SUBSECTOR = 0x80000000,
NF_LUMPOFFSET = 8
};
int16_t x,y,dx,dy; // partition line
int16_t bbox[2][4]; // bounding box for each child
// If NF_SUBSECTOR is or'ed in, it's a subsector,
// else it's a node of another subtree.
uint32_t children[2];
uint32_t Child(int num) { return LittleLong(children[num]); }
};
// Thing definition, position, orientation and type,
// plus skill/visibility flags and attributes.
struct mapthing_t
{
int16_t x;
int16_t y;
int16_t angle;
int16_t type;
int16_t options;
};
// [RH] Hexen-compatible MapThing.
struct mapthinghexen_t
{
int16_t thingid;
int16_t x;
int16_t y;
int16_t z;
int16_t angle;
int16_t type;
uint16_t flags;
uint8_t special;
uint8_t args[5];
};
struct FDoomEdEntry;
// Internal representation of a mapthing
struct FMapThing
{
int thingid;
DVector3 pos;
int16_t angle;
uint16_t SkillFilter;
uint16_t ClassFilter;
int16_t EdNum;
FDoomEdEntry *info;
uint32_t flags;
int special;
int args[5];
int Conversation;
double Gravity;
double Alpha;
uint32_t fillcolor;
DVector2 Scale;
double Health;
int score;
int16_t pitch;
int16_t roll;
uint32_t RenderStyle;
int FloatbobPhase;
int friendlyseeblocks;
FNameNoInit arg0str;
};
// [RH] MapThing flags.
enum EMapThingFlags
{
/*
MTF_EASY = 0x0001, // The skill flags are no longer used directly.
MTF_MEDIUM = 0x0002,
MTF_HARD = 0x0004,
*/
MTF_SKILLMASK = 0x0007,
MTF_SKILLSHIFT = 1, // Skill bits will be shifted 1 bit to the left to make room
// for a bit representing the lowest skill (sk_baby)
MTF_AMBUSH = 0x0008, // Thing is deaf
MTF_DORMANT = 0x0010, // Thing is dormant (use Thing_Activate)
/*
MTF_FIGHTER = 0x0020, // The class flags are no longer used directly.
MTF_CLERIC = 0x0040,
MTF_MAGE = 0x0080,
*/
MTF_CLASS_MASK = 0x00e0,
MTF_CLASS_SHIFT = 5,
MTF_SINGLE = 0x0100, // Thing appears in single-player games
MTF_COOPERATIVE = 0x0200, // Thing appears in cooperative games
MTF_DEATHMATCH = 0x0400, // Thing appears in deathmatch games
MTF_SHADOW = 0x0800,
MTF_ALTSHADOW = 0x1000,
MTF_FRIENDLY = 0x2000,
MTF_STANDSTILL = 0x4000,
MTF_STRIFESOMETHING = 0x8000,
MTF_SECRET = 0x080000, // Secret pickup
MTF_NOINFIGHTING = 0x100000,
// BOOM and DOOM compatible versions of some of the above
BTF_NOTSINGLE = 0x0010, // (TF_COOPERATIVE|TF_DEATHMATCH)
BTF_NOTDEATHMATCH = 0x0020, // (TF_SINGLE|TF_COOPERATIVE)
BTF_NOTCOOPERATIVE = 0x0040, // (TF_SINGLE|TF_DEATHMATCH)
BTF_FRIENDLY = 0x0080, // MBF friendly monsters
BTF_BADEDITORCHECK = 0x0100, // for detecting bad (Mac) editors
// Strife thing flags
STF_STANDSTILL = 0x0008,
STF_AMBUSH = 0x0020,
STF_FRIENDLY = 0x0040,
STF_SHADOW = 0x0100,
STF_ALTSHADOW = 0x0200,
};
// A simplified mapthing for player starts
struct FPlayerStart
{
DVector3 pos;
int16_t angle, type;
FPlayerStart() { }
FPlayerStart(const FMapThing *mthing, int pnum)
: pos(mthing->pos),
angle(mthing->angle),
type(pnum)
{ }
};
#endif // __DOOMDATA__