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- /* Emacs style mode select -*- C++ -*-
- *-----------------------------------------------------------------------------
- *
- *
- * PrBoom: a Doom port merged with LxDoom and LSDLDoom
- * based on BOOM, a modified and improved DOOM engine
- * Copyright (C) 1999 by
- * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
- * Copyright (C) 1999-2000 by
- * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
- * Copyright 2005, 2006 by
- * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
- *
- * This program 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 2
- * of the License, or (at your option) any later version.
- *
- * This program 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 this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
- * 02111-1307, USA.
- *
- * 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 "config.h"
- #include "doomtype.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
- };
- #ifdef _MSC_VER // proff: This is the same as __attribute__ ((packed)) in GNUC
- #pragma pack(push)
- #pragma pack(1)
- #endif //_MSC_VER
- // A single Vertex.
- typedef struct {
- short x,y;
- } PACKEDATTR 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];
- short sector; // Front sector, towards viewer.
- } PACKEDATTR mapsidedef_t;
- // A LineDef, as used for editing, and as input to the BSP builder.
- typedef struct {
- unsigned short v1;
- unsigned short v2;
- unsigned short flags;
- short special;
- short tag;
- // proff 07/23/2006 - support more than 32768 sidedefs
- // use the unsigned value and special case the -1
- // sidenum[1] will be -1 (NO_INDEX) if one sided
- unsigned short sidenum[2];
- } PACKEDATTR maplinedef_t;
- #define NO_INDEX ((unsigned short)-1)
- //
- // LineDef attributes.
- //
- // Solid, is an obstacle.
- #define ML_BLOCKING 1
- // Blocks monsters only.
- #define ML_BLOCKMONSTERS 2
- // Backside will not be drawn 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 always 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
- //jff 3/21/98 Set if line absorbs use by player
- //allow multiple push/switch triggers to be used on one push
- #define ML_PASSUSE 512
- // Sector definition, from editing.
- typedef struct {
- short floorheight;
- short ceilingheight;
- char floorpic[8];
- char ceilingpic[8];
- short lightlevel;
- short special;
- short tag;
- } PACKEDATTR mapsector_t;
- // SubSector, as generated by BSP.
- typedef struct {
- unsigned short numsegs;
- unsigned short firstseg; // Index of first one; segs are stored sequentially.
- } PACKEDATTR mapsubsector_t;
- // LineSeg, generated by splitting LineDefs
- // using partition lines selected by BSP builder.
- typedef struct {
- unsigned short v1;
- unsigned short v2;
- short angle;
- unsigned short linedef;
- short side;
- short offset;
- } PACKEDATTR mapseg_t;
- // BSP node structure.
- // Indicate a leaf.
- #define NF_SUBSECTOR 0x8000
- typedef struct {
- short x; // Partition line from (x,y) to x+dx,y+dy)
- 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];
- } PACKEDATTR 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;
- } PACKEDATTR mapthing_t;
- #ifdef _MSC_VER
- #pragma pack(pop)
- #endif //_MSC_VER
- #endif // __DOOMDATA__
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