//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #pragma once #include "mapstructs.h" BEGIN_BLD_NS enum { kAttrMove = 0x0001, // is affected by movement physics kAttrGravity = 0x0002, // is affected by gravity kAttrFalling = 0x0004, // in z motion kAttrAiming = 0x0008, kAttrRespawn = 0x0010, kAttrFree = 0x0020, kAttrSmoke = 0x0100, // receives tsprite smoke/steam }; #pragma pack(push, 1) struct AISTATE; struct MAPSIGNATURE { char signature[4]; int16_t version; }; struct MAPHEADER { int32_t x; // x int32_t y; // y int32_t z; // z int16_t ang; // ang int16_t sect; // sect int16_t pskybits; // pskybits int32_t visibility; // visibility int32_t mattid; // song id, Matt uint8_t parallax; // parallaxtype int32_t revision; // map revision int16_t numsectors; // numsectors int16_t numwalls; // numwalls int16_t numsprites; // numsprites }; struct MAPHEADER2 { char name[64]; int numxsprites; // xsprite size int numxwalls; // xwall size int numxsectors; // xsector size uint8_t pad[52]; }; #pragma pack(pop) extern bool drawtile2048, encrypted; extern MAPHEADER2 byte_19AE44; extern int gVisibility; extern int gMapRev, gMattId, gSkyCount; extern const char *gItemText[]; extern const char *gAmmoText[]; extern const char *gWeaponText[]; template void GetSpriteExtents(T const * const pSprite, int *top, int *bottom) { *top = *bottom = pSprite->z; if ((pSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_FLOOR) { int height = tileHeight(pSprite->picnum); int center = height / 2 + tileTopOffset(pSprite->picnum); *top -= (pSprite->yrepeat << 2)*center; *bottom += (pSprite->yrepeat << 2)*(height - center); } } struct BloodSpawnSpriteDef : public SpawnSpriteDef { TArray xspr; }; DBloodActor* InsertSprite(sectortype* pSector, int nStat); int DeleteSprite(DBloodActor* actor); unsigned int dbReadMapCRC(const char *pPath); void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sectortype** pSector, unsigned int* pCRC, BloodSpawnSpriteDef& sprites); END_BLD_NS