/* ** g_level.h ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #ifndef __G_LEVEL_H__ #define __G_LEVEL_H__ #include "autosegs.h" #include "vectors.h" #include "sc_man.h" #include "file_zip.h" struct SpawnRec { PClassActor* cls; int basetex, brokentex; FSoundID breaksound; int8_t fullbright, clipdist; int16_t flags; }; using SpawnMap = TMap; inline SpawnMap spawnMap; inline PClassActor* GetSpawnType(int spawnnum) { auto info = spawnMap.CheckKey(spawnnum); if (info) { return static_cast(info->cls); } return nullptr; } struct BreakWallRec { FTextureID brokentex; FSoundID breaksound; VMFunction* handler; int flags; }; using BreakWallMap = TMap; inline BreakWallMap breakWallMap; inline BreakWallMap breakCeilingMap; struct FMapInfoParser { FScanner sc; bool Internal; MapRecord* defaultinfoptr; FMapInfoParser(FScanner* parent = nullptr) : sc(parent? &parent->GetSymbols() : nullptr) { } bool CheckLegacyMapDefinition(FString& mapname); bool ParseLookupName(FString &dest); void ParseMusic(FString &name, int &order); void ParseLumpOrTextureName(FString &name); void ParseCutscene(CutsceneDef& cdef); void ParseCluster(); void ParseMapName(FString &mapname); MapRecord *ParseMapHeader(MapRecord &defaultinfo); void ParseMapDefinition(MapRecord &leveldef); void ParseEpisodeInfo (); void ParseCutsceneInfo(); void ParseGameInfo(); void ParseSpawnClasses(); void ParseBreakWall(); void ParseBreakCeiling(); void ParseTextureFlags(); void ParseSurfaceTypes(); void ParseSwitches(); void ParseConstants(); void ParseMapInfo (int lump, MapRecord &gamedefaults, MapRecord &defaultinfo); void ParseOpenBrace(); bool ParseCloseBrace(); bool CheckAssign(); void ParseAssign(); void MustParseAssign(); void ParseComma(); bool CheckNumber(); bool CheckFloat(); void SkipToNext(); void CheckEndOfFile(const char *block); }; #if defined(_MSC_VER) #pragma section(SECTION_YREG,read) #define MSVC_YSEG __declspec(allocate(SECTION_YREG)) #define GCC_YSEG #else #define MSVC_YSEG #define GCC_YSEG __attribute__((section(SECTION_YREG))) __attribute__((used)) #endif #define DEFINE_MAP_OPTION(name, old) \ static void MapOptHandler_##name(FMapInfoParser &parse, MapRecord *info); \ static FMapOptInfo MapOpt_##name = \ { #name, MapOptHandler_##name, old }; \ MSVC_YSEG FMapOptInfo *mapopt_##name GCC_YSEG = &MapOpt_##name; \ static void MapOptHandler_##name(FMapInfoParser &parse, MapRecord *info) struct FMapOptInfo { const char *name; void (*handler) (FMapInfoParser &parse, MapRecord *levelinfo); bool old; }; void G_ParseMapInfo(); #endif //__G_LEVEL_H__