mirror of
https://github.com/ZDoom/qzdoom.git
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176 lines
4.3 KiB
C++
176 lines
4.3 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// Setup a game, startup stuff.
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//
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//-----------------------------------------------------------------------------
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#ifndef __P_SETUP__
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#define __P_SETUP__
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#include "resourcefiles/resourcefile.h"
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#include "doomdata.h"
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#include "r_defs.h"
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#include "nodebuild.h"
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struct MapData
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{
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private:
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struct ResourceHolder
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{
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FResourceFile *data = nullptr;
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~ResourceHolder()
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{
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delete data;
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}
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ResourceHolder &operator=(FResourceFile *other) { data = other; return *this; }
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FResourceFile *operator->() { return data; }
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operator FResourceFile *() const { return data; }
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};
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// The order of members here is important
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// Resource should be destructed after MapLumps as readers may share FResourceLump objects
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// For example, this is the case when map .wad is loaded from .pk3 file
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ResourceHolder resource;
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struct MapLump
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{
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char Name[8] = { 0 };
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FileReader Reader;
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} MapLumps[ML_MAX];
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FileReader nofile;
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public:
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bool HasBehavior = false;
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bool Encrypted = false;
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bool isText = false;
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bool InWad = false;
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int lumpnum = -1;
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/*
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void Seek(unsigned int lumpindex)
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{
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if (lumpindex<countof(MapLumps))
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{
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file = &MapLumps[lumpindex].Reader;
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file->Seek(0, FileReader::SeekSet);
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}
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}
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*/
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FileReader &Reader(unsigned int lumpindex)
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{
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if (lumpindex < countof(MapLumps))
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{
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auto &file = MapLumps[lumpindex].Reader;
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file.Seek(0, FileReader::SeekSet);
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return file;
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}
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return nofile;
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}
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void Read(unsigned int lumpindex, void * buffer, int size = -1)
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{
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if (lumpindex<countof(MapLumps))
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{
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if (size == -1) size = Size(lumpindex);
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if (size > 0)
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{
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auto &file = MapLumps[lumpindex].Reader;
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file.Seek(0, FileReader::SeekSet);
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file.Read(buffer, size);
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}
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}
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}
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TArray<uint8_t> Read(unsigned lumpindex)
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{
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TArray<uint8_t> buffer(Size(lumpindex), true);
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Read(lumpindex, buffer.Data(), (int)buffer.Size());
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return buffer;
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}
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uint32_t Size(unsigned int lumpindex)
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{
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if (lumpindex<countof(MapLumps) && MapLumps[lumpindex].Reader.isOpen())
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{
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return (uint32_t)MapLumps[lumpindex].Reader.GetLength();
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}
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return 0;
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}
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bool CheckName(unsigned int lumpindex, const char *name)
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{
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if (lumpindex < countof(MapLumps))
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{
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return !strnicmp(MapLumps[lumpindex].Name, name, 8);
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}
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return false;
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}
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void GetChecksum(uint8_t cksum[16]);
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friend class MapLoader;
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friend MapData *P_OpenMapData(const char * mapname, bool justcheck);
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};
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MapData * P_OpenMapData(const char * mapname, bool justcheck);
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bool P_CheckMapData(const char * mapname);
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// NOT called by W_Ticker. Fixme. [RH] Is that bad?
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//
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// [RH] The only parameter used is mapname, so I removed playermask and skill.
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// On September 1, 1998, I added the position to indicate which set
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// of single-player start spots should be spawned in the level.
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void P_SetupLevel (const char *mapname, int position, bool newGame);
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void P_FreeLevelData();
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// Called by startup code.
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void P_Init (void);
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struct line_t;
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struct maplinedef_t;
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void P_LoadTranslator(const char *lumpname);
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void P_TranslateLineDef (line_t *ld, maplinedef_t *mld, int lineindexforid = -1);
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int P_TranslateSectorSpecial (int);
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int GetUDMFInt(int type, int index, FName key);
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double GetUDMFFloat(int type, int index, FName key);
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FString GetUDMFString(int type, int index, FName key);
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void FixMinisegReferences();
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void FixHoles();
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void ReportUnpairedMinisegs();
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// To be moved to maploader later!
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extern TArray<FMapThing> MapThingsConverted;
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extern bool ForceNodeBuild;
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#endif
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