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// Emacs style mode select   -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// 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.
//
// 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"

#include "rockmacros.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,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 {
   short v1;
   short v2;
   short flags;
   short special;
   short tag;
   short sidenum[2];  // sidenum[1] will be -1 if one sided
} PACKEDATTR 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

//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 {
   short v1;
   short v2;
   short angle;
   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;



#endif   // __DOOMDATA__