ref: 8b889145135d10b38de9ddb7b411532407c658cc
dir: /src/heretic/doomdata.h/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2005-2014 Simon Howard // // 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. // // DoomData.h // all external data is defined here // most of the data is loaded into different structures at run time #ifndef __DOOMDATA__ #define __DOOMDATA__ #include "doomtype.h" /* =============================================================================== map level types =============================================================================== */ // lump order in a map wad enum { ML_LABEL, ML_THINGS, ML_LINEDEFS, ML_SIDEDEFS, ML_VERTEXES, ML_SEGS, ML_SSECTORS, ML_NODES, ML_SECTORS, ML_REJECT, ML_BLOCKMAP }; typedef PACKED_STRUCT ( { short x, y; }) mapvertex_t; typedef PACKED_STRUCT ( { short textureoffset; short rowoffset; char toptexture[8], bottomtexture[8], midtexture[8]; short sector; // on viewer's side }) mapsidedef_t; typedef PACKED_STRUCT ( { short v1, v2; short flags; short special, tag; short sidenum[2]; // sidenum[1] will be -1 if one sided }) maplinedef_t; #define ML_BLOCKING 1 #define ML_BLOCKMONSTERS 2 #define ML_TWOSIDED 4 // backside will not be present at all // if not two sided // 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 (windows) #define ML_DONTPEGTOP 8 #define ML_DONTPEGBOTTOM 16 #define ML_SECRET 32 // don't map as two sided: IT'S A SECRET! #define ML_SOUNDBLOCK 64 // don't let sound cross two of these #define ML_DONTDRAW 128 // don't draw on the automap #define ML_MAPPED 256 // set if allready drawn in automap typedef PACKED_STRUCT ( { short floorheight, ceilingheight; char floorpic[8], ceilingpic[8]; short lightlevel; short special, tag; }) mapsector_t; typedef PACKED_STRUCT ( { short numsegs; short firstseg; // segs are stored sequentially }) mapsubsector_t; typedef PACKED_STRUCT ( { short v1, v2; short angle; short linedef, side; short offset; }) mapseg_t; #define NF_SUBSECTOR 0x8000 typedef PACKED_STRUCT ( { short x, y, dx, dy; // partition line short bbox[2][4]; // bounding box for each child unsigned short children[2]; // if NF_SUBSECTOR its a subsector }) mapnode_t; typedef PACKED_STRUCT ( { short x, y; short angle; short type; short options; }) mapthing_t; #define MTF_EASY 1 #define MTF_NORMAL 2 #define MTF_HARD 4 #define MTF_AMBUSH 8 /* =============================================================================== texture definition =============================================================================== */ typedef PACKED_STRUCT ( { short originx; short originy; short patch; short stepdir; short colormap; }) mappatch_t; typedef PACKED_STRUCT ( { char name[8]; boolean masked; short width; short height; int obsolete; short patchcount; mappatch_t patches[1]; }) maptexture_t; /* =============================================================================== graphics =============================================================================== */ // a pic is an unmasked block of pixels typedef struct { byte width, height; byte data; } pic_t; /* =============================================================================== status =============================================================================== */ #endif // __DOOMDATA__