qzdoom/src/p_setup.h
Randy Heit e434ccc3f6 - Add support for user variables on things in UDMF maps. If you include an actor's user variable
in its UDMF thing definition, that user variable will be set to the desired value for that
  actor when the map is loaded.

SVN r4140 (trunk)
2013-02-17 00:23:58 +00:00

172 lines
3.8 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// 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);
}
}
DWORD Size(unsigned int lumpindex)
{
if (lumpindex<countof(MapLumps) && MapLumps[lumpindex].Reader)
{
return MapLumps[lumpindex].Reader->GetLength();
}
return 0;
}
void GetChecksum(BYTE cksum[16]);
};
MapData * P_OpenMapData(const char * mapname);
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 (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 P_TranslateSectorSpecial (int);
int GetUDMFInt(int type, int index, const char *key);
fixed_t GetUDMFFixed(int type, int index, const char *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;
DWORD map;
} a;
// Used when grouping sidedefs into loops.
struct
{
DWORD first, next;
char lineside;
} b;
};
};
extern sidei_t *sidetemp;
extern bool hasglnodes;
extern struct glsegextra_t *glsegextras;
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