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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #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__
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