ref: 5c8be8caf0daf5d92338aacbe8f2dd7ed59dde97
dir: /sys/src/games/doom/doomdata.h/
// 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" #pragma pack on // // 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; #pragma pack off #endif // __DOOMDATA__ //----------------------------------------------------------------------------- // // $Log:$ // //-----------------------------------------------------------------------------