forked from KolibriOS/kolibrios
223 lines
4.7 KiB
C
223 lines
4.7 KiB
C
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// all external data is defined here
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// most of the data is loaded into different structures at run time
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// some internal structures shared by many modules are here
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//
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//-----------------------------------------------------------------------------
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#ifndef __DOOMDATA__
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#define __DOOMDATA__
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// The most basic types we use, portability.
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#include "doomtype.h"
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// Some global defines, that configure the game.
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#include "doomdef.h"
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//
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// Map level types.
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// The following data structures define the persistent format
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// used in the lumps of the WAD files.
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//
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// Lump order in a map WAD: each map needs a couple of lumps
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// to provide a complete scene geometry description.
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enum
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{
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ML_LABEL, // A separator, name, ExMx or MAPxx
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ML_THINGS, // Monsters, items..
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ML_LINEDEFS, // LineDefs, from editing
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ML_SIDEDEFS, // SideDefs, from editing
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ML_VERTEXES, // Vertices, edited and BSP splits generated
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ML_SEGS, // LineSegs, from LineDefs split by BSP
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ML_SSECTORS, // SubSectors, list of LineSegs
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ML_NODES, // BSP nodes
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ML_SECTORS, // Sectors, from editing
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ML_REJECT, // LUT, sector-sector visibility
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ML_BLOCKMAP // LUT, motion clipping, walls/grid element
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};
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// A single Vertex.
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typedef struct
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{
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short x;
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short y;
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} mapvertex_t;
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// A SideDef, defining the visual appearance of a wall,
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// by setting textures and offsets.
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typedef struct
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{
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short textureoffset;
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short rowoffset;
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char toptexture[8];
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char bottomtexture[8];
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char midtexture[8];
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// Front sector, towards viewer.
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short sector;
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} mapsidedef_t;
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// A LineDef, as used for editing, and as input
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// to the BSP builder.
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typedef struct
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{
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short v1;
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short v2;
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short flags;
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short special;
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short tag;
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// sidenum[1] will be -1 if one sided
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short sidenum[2];
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} maplinedef_t;
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//
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// LineDef attributes.
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//
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// Solid, is an obstacle.
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#define ML_BLOCKING 1
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// Blocks monsters only.
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#define ML_BLOCKMONSTERS 2
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// Backside will not be present at all
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// if not two sided.
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#define ML_TWOSIDED 4
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// If a texture is pegged, the texture will have
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// the end exposed to air held constant at the
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// top or bottom of the texture (stairs or pulled
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// down things) and will move with a height change
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// of one of the neighbor sectors.
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// Unpegged textures allways have the first row of
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// the texture at the top pixel of the line for both
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// top and bottom textures (use next to windows).
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// upper texture unpegged
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#define ML_DONTPEGTOP 8
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// lower texture unpegged
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#define ML_DONTPEGBOTTOM 16
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// In AutoMap: don't map as two sided: IT'S A SECRET!
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#define ML_SECRET 32
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// Sound rendering: don't let sound cross two of these.
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#define ML_SOUNDBLOCK 64
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// Don't draw on the automap at all.
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#define ML_DONTDRAW 128
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// Set if already seen, thus drawn in automap.
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#define ML_MAPPED 256
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// Sector definition, from editing.
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typedef struct
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{
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short floorheight;
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short ceilingheight;
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char floorpic[8];
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char ceilingpic[8];
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short lightlevel;
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short special;
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short tag;
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} mapsector_t;
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// SubSector, as generated by BSP.
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typedef struct
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{
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short numsegs;
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// Index of first one, segs are stored sequentially.
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short firstseg;
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} mapsubsector_t;
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// LineSeg, generated by splitting LineDefs
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// using partition lines selected by BSP builder.
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typedef struct
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{
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short v1;
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short v2;
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short angle;
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short linedef;
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short side;
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short offset;
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} mapseg_t;
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// BSP node structure.
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// Indicate a leaf.
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#define NF_SUBSECTOR 0x8000
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typedef struct
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{
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// Partition line from (x,y) to x+dx,y+dy)
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short x;
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short y;
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short dx;
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short dy;
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// Bounding box for each child,
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// clip against view frustum.
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short bbox[2][4];
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// If NF_SUBSECTOR its a subsector,
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// else it's a node of another subtree.
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unsigned short children[2];
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} mapnode_t;
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// Thing definition, position, orientation and type,
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// plus skill/visibility flags and attributes.
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typedef struct
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{
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short x;
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short y;
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short angle;
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short type;
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short options;
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} mapthing_t;
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#endif // __DOOMDATA__
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//-----------------------------------------------------------------------------
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//
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// $Log:$
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//
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//-----------------------------------------------------------------------------
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