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298 | serge | 1 | // Emacs style mode select -*- C++ -*- |
2 | //----------------------------------------------------------------------------- |
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3 | // |
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4 | // $Id:$ |
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5 | // |
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6 | // Copyright (C) 1993-1996 by id Software, Inc. |
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7 | // |
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8 | // This source is available for distribution and/or modification |
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9 | // only under the terms of the DOOM Source Code License as |
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10 | // published by id Software. All rights reserved. |
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11 | // |
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12 | // The source is distributed in the hope that it will be useful, |
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13 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License |
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15 | // for more details. |
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16 | // |
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17 | // DESCRIPTION: |
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18 | // all external data is defined here |
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19 | // most of the data is loaded into different structures at run time |
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20 | // some internal structures shared by many modules are here |
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21 | // |
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22 | //----------------------------------------------------------------------------- |
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23 | |||
24 | #ifndef __DOOMDATA__ |
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25 | #define __DOOMDATA__ |
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26 | |||
27 | // The most basic types we use, portability. |
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28 | #include "doomtype.h" |
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29 | |||
30 | // Some global defines, that configure the game. |
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31 | #include "doomdef.h" |
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32 | |||
33 | |||
34 | |||
35 | // |
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36 | // Map level types. |
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37 | // The following data structures define the persistent format |
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38 | // used in the lumps of the WAD files. |
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39 | // |
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40 | |||
41 | // Lump order in a map WAD: each map needs a couple of lumps |
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42 | // to provide a complete scene geometry description. |
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43 | enum |
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44 | { |
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45 | ML_LABEL, // A separator, name, ExMx or MAPxx |
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46 | ML_THINGS, // Monsters, items.. |
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47 | ML_LINEDEFS, // LineDefs, from editing |
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48 | ML_SIDEDEFS, // SideDefs, from editing |
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49 | ML_VERTEXES, // Vertices, edited and BSP splits generated |
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50 | ML_SEGS, // LineSegs, from LineDefs split by BSP |
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51 | ML_SSECTORS, // SubSectors, list of LineSegs |
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52 | ML_NODES, // BSP nodes |
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53 | ML_SECTORS, // Sectors, from editing |
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54 | ML_REJECT, // LUT, sector-sector visibility |
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55 | ML_BLOCKMAP // LUT, motion clipping, walls/grid element |
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56 | }; |
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57 | |||
58 | |||
59 | // A single Vertex. |
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60 | typedef struct |
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61 | { |
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62 | short x; |
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63 | short y; |
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64 | } mapvertex_t; |
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65 | |||
66 | |||
67 | // A SideDef, defining the visual appearance of a wall, |
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68 | // by setting textures and offsets. |
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69 | typedef struct |
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70 | { |
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71 | short textureoffset; |
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72 | short rowoffset; |
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73 | char toptexture[8]; |
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74 | char bottomtexture[8]; |
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75 | char midtexture[8]; |
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76 | // Front sector, towards viewer. |
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77 | short sector; |
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78 | } mapsidedef_t; |
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79 | |||
80 | |||
81 | |||
82 | // A LineDef, as used for editing, and as input |
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83 | // to the BSP builder. |
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84 | typedef struct |
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85 | { |
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86 | short v1; |
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87 | short v2; |
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88 | short flags; |
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89 | short special; |
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90 | short tag; |
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91 | // sidenum[1] will be -1 if one sided |
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92 | short sidenum[2]; |
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93 | } maplinedef_t; |
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94 | |||
95 | |||
96 | // |
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97 | // LineDef attributes. |
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98 | // |
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99 | |||
100 | // Solid, is an obstacle. |
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101 | #define ML_BLOCKING 1 |
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102 | |||
103 | // Blocks monsters only. |
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104 | #define ML_BLOCKMONSTERS 2 |
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105 | |||
106 | // Backside will not be present at all |
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107 | // if not two sided. |
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108 | #define ML_TWOSIDED 4 |
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109 | |||
110 | // If a texture is pegged, the texture will have |
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111 | // the end exposed to air held constant at the |
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112 | // top or bottom of the texture (stairs or pulled |
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113 | // down things) and will move with a height change |
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114 | // of one of the neighbor sectors. |
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115 | // Unpegged textures allways have the first row of |
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116 | // the texture at the top pixel of the line for both |
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117 | // top and bottom textures (use next to windows). |
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118 | |||
119 | // upper texture unpegged |
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120 | #define ML_DONTPEGTOP 8 |
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121 | |||
122 | // lower texture unpegged |
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123 | #define ML_DONTPEGBOTTOM 16 |
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124 | |||
125 | // In AutoMap: don't map as two sided: IT'S A SECRET! |
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126 | #define ML_SECRET 32 |
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127 | |||
128 | // Sound rendering: don't let sound cross two of these. |
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129 | #define ML_SOUNDBLOCK 64 |
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130 | |||
131 | // Don't draw on the automap at all. |
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132 | #define ML_DONTDRAW 128 |
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133 | |||
134 | // Set if already seen, thus drawn in automap. |
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135 | #define ML_MAPPED 256 |
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136 | |||
137 | |||
138 | |||
139 | |||
140 | // Sector definition, from editing. |
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141 | typedef struct |
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142 | { |
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143 | short floorheight; |
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144 | short ceilingheight; |
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145 | char floorpic[8]; |
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146 | char ceilingpic[8]; |
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147 | short lightlevel; |
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148 | short special; |
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149 | short tag; |
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150 | } mapsector_t; |
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151 | |||
152 | // SubSector, as generated by BSP. |
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153 | typedef struct |
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154 | { |
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155 | short numsegs; |
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156 | // Index of first one, segs are stored sequentially. |
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157 | short firstseg; |
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158 | } mapsubsector_t; |
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159 | |||
160 | |||
161 | // LineSeg, generated by splitting LineDefs |
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162 | // using partition lines selected by BSP builder. |
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163 | typedef struct |
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164 | { |
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165 | short v1; |
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166 | short v2; |
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167 | short angle; |
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168 | short linedef; |
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169 | short side; |
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170 | short offset; |
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171 | } mapseg_t; |
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172 | |||
173 | |||
174 | |||
175 | // BSP node structure. |
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176 | |||
177 | // Indicate a leaf. |
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178 | #define NF_SUBSECTOR 0x8000 |
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179 | |||
180 | typedef struct |
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181 | { |
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182 | // Partition line from (x,y) to x+dx,y+dy) |
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183 | short x; |
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184 | short y; |
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185 | short dx; |
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186 | short dy; |
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187 | |||
188 | // Bounding box for each child, |
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189 | // clip against view frustum. |
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190 | short bbox[2][4]; |
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191 | |||
192 | // If NF_SUBSECTOR its a subsector, |
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193 | // else it's a node of another subtree. |
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194 | unsigned short children[2]; |
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195 | |||
196 | } mapnode_t; |
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197 | |||
198 | |||
199 | |||
200 | |||
201 | // Thing definition, position, orientation and type, |
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202 | // plus skill/visibility flags and attributes. |
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203 | typedef struct |
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204 | { |
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205 | short x; |
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206 | short y; |
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207 | short angle; |
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208 | short type; |
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209 | short options; |
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210 | } mapthing_t; |
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211 | |||
212 | |||
213 | |||
214 | |||
215 | |||
216 | #endif // __DOOMDATA__ |
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217 | //----------------------------------------------------------------------------- |
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218 | // |
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219 | // $Log:$ |
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220 | // |
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221 | //----------------------------------------------------------------------------- |
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222 |