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325 serge 1
// Emacs style mode select   -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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//  all external data is defined here
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//  most of the data is loaded into different structures at run time
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//  some internal structures shared by many modules are here
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//
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//-----------------------------------------------------------------------------
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#ifndef __DOOMDATA__
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#define __DOOMDATA__
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// The most basic types we use, portability.
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#include "doomtype.h"
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// Some global defines, that configure the game.
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#include "doomdef.h"
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//
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// Map level types.
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// The following data structures define the persistent format
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// used in the lumps of the WAD files.
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//
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// Lump order in a map WAD: each map needs a couple of lumps
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// to provide a complete scene geometry description.
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enum
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{
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  ML_LABEL,             // A separator, name, ExMx or MAPxx
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  ML_THINGS,            // Monsters, items..
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  ML_LINEDEFS,          // LineDefs, from editing
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  ML_SIDEDEFS,          // SideDefs, from editing
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  ML_VERTEXES,          // Vertices, edited and BSP splits generated
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  ML_SEGS,              // LineSegs, from LineDefs split by BSP
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  ML_SSECTORS,          // SubSectors, list of LineSegs
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  ML_NODES,             // BSP nodes
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  ML_SECTORS,           // Sectors, from editing
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  ML_REJECT,            // LUT, sector-sector visibility
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  ML_BLOCKMAP           // LUT, motion clipping, walls/grid element
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};
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// A single Vertex.
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typedef struct
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{
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  short         x;
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  short         y;
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} mapvertex_t;
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// A SideDef, defining the visual appearance of a wall,
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// by setting textures and offsets.
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typedef struct
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{
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  short         textureoffset;
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  short         rowoffset;
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  char          toptexture[8];
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  char          bottomtexture[8];
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  char          midtexture[8];
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  // Front sector, towards viewer.
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  short         sector;
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} mapsidedef_t;
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// A LineDef, as used for editing, and as input
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// to the BSP builder.
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typedef struct
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{
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  short         v1;
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  short         v2;
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  short         flags;
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  short         special;
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  short         tag;
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  // sidenum[1] will be -1 if one sided
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  short         sidenum[2];
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} maplinedef_t;
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//
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// LineDef attributes.
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//
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// Solid, is an obstacle.
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#define ML_BLOCKING             1
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// Blocks monsters only.
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#define ML_BLOCKMONSTERS        2
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// Backside will not be present at all
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//  if not two sided.
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#define ML_TWOSIDED             4
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// If a texture is pegged, the texture will have
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// the end exposed to air held constant at the
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// top or bottom of the texture (stairs or pulled
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// down things) and will move with a height change
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// of one of the neighbor sectors.
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// Unpegged textures allways have the first row of
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// the texture at the top pixel of the line for both
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// top and bottom textures (use next to windows).
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// upper texture unpegged
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#define ML_DONTPEGTOP           8
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// lower texture unpegged
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#define ML_DONTPEGBOTTOM        16
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// In AutoMap: don't map as two sided: IT'S A SECRET!
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#define ML_SECRET               32
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// Sound rendering: don't let sound cross two of these.
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#define ML_SOUNDBLOCK           64
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// Don't draw on the automap at all.
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#define ML_DONTDRAW             128
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// Set if already seen, thus drawn in automap.
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#define ML_MAPPED               256
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// Sector definition, from editing.
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typedef struct
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{
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  short         floorheight;
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  short         ceilingheight;
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  char          floorpic[8];
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  char          ceilingpic[8];
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  short         lightlevel;
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  short         special;
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  short         tag;
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} mapsector_t;
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// SubSector, as generated by BSP.
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typedef struct
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{
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  short         numsegs;
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  // Index of first one, segs are stored sequentially.
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  short         firstseg;
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} mapsubsector_t;
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// LineSeg, generated by splitting LineDefs
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// using partition lines selected by BSP builder.
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typedef struct
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{
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  short         v1;
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  short         v2;
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  short         angle;
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  short         linedef;
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  short         side;
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  short         offset;
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} mapseg_t;
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// BSP node structure.
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// Indicate a leaf.
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#define NF_SUBSECTOR    0x8000
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typedef struct
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{
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  // Partition line from (x,y) to x+dx,y+dy)
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  short         x;
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  short         y;
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  short         dx;
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  short         dy;
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  // Bounding box for each child,
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  // clip against view frustum.
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  short         bbox[2][4];
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  // If NF_SUBSECTOR its a subsector,
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  // else it's a node of another subtree.
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  unsigned short        children[2];
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} mapnode_t;
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// Thing definition, position, orientation and type,
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// plus skill/visibility flags and attributes.
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typedef struct
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{
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    short               x;
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    short               y;
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    short               angle;
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    short               type;
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    short               options;
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} mapthing_t;
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#endif                  // __DOOMDATA__
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//-----------------------------------------------------------------------------
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//
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// $Log:$
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//
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//-----------------------------------------------------------------------------
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