qzdoom/src/p_setup.h
2018-12-28 15:30:23 +01:00

176 lines
4.3 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"
#include "r_defs.h"
#include "nodebuild.h"
struct MapData
{
private:
struct ResourceHolder
{
FResourceFile *data = nullptr;
~ResourceHolder()
{
delete data;
}
ResourceHolder &operator=(FResourceFile *other) { data = other; return *this; }
FResourceFile *operator->() { return data; }
operator FResourceFile *() const { return data; }
};
// The order of members here is important
// Resource should be destructed after MapLumps as readers may share FResourceLump objects
// For example, this is the case when map .wad is loaded from .pk3 file
ResourceHolder resource;
struct MapLump
{
char Name[8] = { 0 };
FileReader Reader;
} MapLumps[ML_MAX];
FileReader nofile;
public:
bool HasBehavior = false;
bool Encrypted = false;
bool isText = false;
bool InWad = false;
int lumpnum = -1;
/*
void Seek(unsigned int lumpindex)
{
if (lumpindex<countof(MapLumps))
{
file = &MapLumps[lumpindex].Reader;
file->Seek(0, FileReader::SeekSet);
}
}
*/
FileReader &Reader(unsigned int lumpindex)
{
if (lumpindex < countof(MapLumps))
{
auto &file = MapLumps[lumpindex].Reader;
file.Seek(0, FileReader::SeekSet);
return file;
}
return nofile;
}
void Read(unsigned int lumpindex, void * buffer, int size = -1)
{
if (lumpindex<countof(MapLumps))
{
if (size == -1) size = Size(lumpindex);
if (size > 0)
{
auto &file = MapLumps[lumpindex].Reader;
file.Seek(0, FileReader::SeekSet);
file.Read(buffer, size);
}
}
}
TArray<uint8_t> Read(unsigned lumpindex)
{
TArray<uint8_t> buffer(Size(lumpindex), true);
Read(lumpindex, buffer.Data(), (int)buffer.Size());
return buffer;
}
uint32_t Size(unsigned int lumpindex)
{
if (lumpindex<countof(MapLumps) && MapLumps[lumpindex].Reader.isOpen())
{
return (uint32_t)MapLumps[lumpindex].Reader.GetLength();
}
return 0;
}
bool CheckName(unsigned int lumpindex, const char *name)
{
if (lumpindex < countof(MapLumps))
{
return !strnicmp(MapLumps[lumpindex].Name, name, 8);
}
return false;
}
void GetChecksum(uint8_t cksum[16]);
friend class MapLoader;
friend MapData *P_OpenMapData(const char * mapname, bool justcheck);
};
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, bool newGame);
void P_FreeLevelData();
// 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);
FString GetUDMFString(int type, int index, FName key);
void FixMinisegReferences();
void FixHoles();
void ReportUnpairedMinisegs();
// To be moved to maploader later!
extern TArray<FMapThing> MapThingsConverted;
extern bool ForceNodeBuild;
#endif