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- // 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__
- //-----------------------------------------------------------------------------
- //
- // $Log:$
- //
- //-----------------------------------------------------------------------------
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