1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222
|
// 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:
// all external data is defined here
// most of the data is loaded into different structures at run time
// some internal structures shared by many modules are here
//
//-----------------------------------------------------------------------------
#ifndef __DOOMDATA__
#define __DOOMDATA__
// The most basic types we use, portability.
#include "doomtype.h"
// Some global defines, that configure the game.
#include "doomdef.h"
//
// Map level types.
// The following data structures define the persistent format
// used in the lumps of the WAD files.
//
// Lump order in a map WAD: each map needs a couple of lumps
// to provide a complete scene geometry description.
enum
{
ML_LABEL, // A separator, name, ExMx or MAPxx
ML_THINGS, // Monsters, items..
ML_LINEDEFS, // LineDefs, from editing
ML_SIDEDEFS, // SideDefs, from editing
ML_VERTEXES, // Vertices, edited and BSP splits generated
ML_SEGS, // LineSegs, from LineDefs split by BSP
ML_SSECTORS, // SubSectors, list of LineSegs
ML_NODES, // BSP nodes
ML_SECTORS, // Sectors, from editing
ML_REJECT, // LUT, sector-sector visibility
ML_BLOCKMAP // LUT, motion clipping, walls/grid element
};
// A single Vertex.
typedef struct
{
short x;
short y;
} mapvertex_t;
// A SideDef, defining the visual appearance of a wall,
// by setting textures and offsets.
typedef struct
{
short textureoffset;
short rowoffset;
char toptexture[8];
char bottomtexture[8];
char midtexture[8];
// Front sector, towards viewer.
short sector;
} mapsidedef_t;
// A LineDef, as used for editing, and as input
// to the BSP builder.
typedef struct
{
short v1;
short v2;
short flags;
short special;
short tag;
// sidenum[1] will be -1 if one sided
short sidenum[2];
} maplinedef_t;
//
// LineDef attributes.
//
// Solid, is an obstacle.
#define ML_BLOCKING 1
// Blocks monsters only.
#define ML_BLOCKMONSTERS 2
// Backside will not be present at all
// if not two sided.
#define ML_TWOSIDED 4
// If a texture is pegged, the texture will have
// the end exposed to air held constant at the
// top or bottom of the texture (stairs or pulled
// down things) and will move with a height change
// of one of the neighbor sectors.
// Unpegged textures allways have the first row of
// the texture at the top pixel of the line for both
// top and bottom textures (use next to windows).
// upper texture unpegged
#define ML_DONTPEGTOP 8
// lower texture unpegged
#define ML_DONTPEGBOTTOM 16
// In AutoMap: don't map as two sided: IT'S A SECRET!
#define ML_SECRET 32
// Sound rendering: don't let sound cross two of these.
#define ML_SOUNDBLOCK 64
// Don't draw on the automap at all.
#define ML_DONTDRAW 128
// Set if already seen, thus drawn in automap.
#define ML_MAPPED 256
// Sector definition, from editing.
typedef struct
{
short floorheight;
short ceilingheight;
char floorpic[8];
char ceilingpic[8];
short lightlevel;
short special;
short tag;
} mapsector_t;
// SubSector, as generated by BSP.
typedef struct
{
short numsegs;
// Index of first one, segs are stored sequentially.
short firstseg;
} mapsubsector_t;
// LineSeg, generated by splitting LineDefs
// using partition lines selected by BSP builder.
typedef struct
{
short v1;
short v2;
short angle;
short linedef;
short side;
short offset;
} mapseg_t;
// BSP node structure.
// Indicate a leaf.
#define NF_SUBSECTOR 0x8000
typedef struct
{
// Partition line from (x,y) to x+dx,y+dy)
short x;
short y;
short dx;
short dy;
// Bounding box for each child,
// clip against view frustum.
short bbox[2][4];
// If NF_SUBSECTOR its a subsector,
// else it's a node of another subtree.
unsigned short children[2];
} mapnode_t;
// Thing definition, position, orientation and type,
// plus skill/visibility flags and attributes.
typedef struct
{
short x;
short y;
short angle;
short type;
short options;
} mapthing_t;
#endif // __DOOMDATA__
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------
|