hexen/Hexen Source/XDDEFS.H

232 lines
4.6 KiB
C

//**************************************************************************
//**
//** xddefs.h : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: xddefs.h,v $
//** $Revision: 1.4 $
//** $Date: 95/08/11 10:22:08 $
//** $Author: bgokey $
//**
//**************************************************************************
#ifndef __XDDEFS__
#define __XDDEFS__
#ifndef __BYTEBOOL__
#define __BYTEBOOL__
typedef enum {false, true} boolean;
typedef unsigned char byte;
#endif
//--------------------------------------------------------------------------
//
// 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,
ML_BEHAVIOR
};
typedef struct
{
short x;
short y;
} mapvertex_t;
typedef struct
{
short textureoffset;
short rowoffset;
char toptexture[8];
char bottomtexture[8];
char midtexture[8];
short sector; // on viewer's side
} mapsidedef_t;
typedef struct
{
short v1;
short v2;
short flags;
byte special;
byte arg1;
byte arg2;
byte arg3;
byte arg4;
byte arg5;
short sidenum[2]; // sidenum[1] will be -1 if one sided
} maplinedef_t;
#define ML_BLOCKING 0x0001
#define ML_BLOCKMONSTERS 0x0002
#define ML_TWOSIDED 0x0004
#define ML_DONTPEGTOP 0x0008
#define ML_DONTPEGBOTTOM 0x0010
#define ML_SECRET 0x0020 // don't map as two sided: IT'S A SECRET!
#define ML_SOUNDBLOCK 0x0040 // don't let sound cross two of these
#define ML_DONTDRAW 0x0080 // don't draw on the automap
#define ML_MAPPED 0x0100 // set if already drawn in automap
#define ML_REPEAT_SPECIAL 0x0200 // special is repeatable
#define ML_SPAC_SHIFT 10
#define ML_SPAC_MASK 0x1c00
#define GET_SPAC(flags) ((flags&ML_SPAC_MASK)>>ML_SPAC_SHIFT)
// Special activation types
#define SPAC_CROSS 0 // when player crosses line
#define SPAC_USE 1 // when player uses line
#define SPAC_MCROSS 2 // when monster crosses line
#define SPAC_IMPACT 3 // when projectile hits line
#define SPAC_PUSH 4 // when player/monster pushes line
#define SPAC_PCROSS 5 // when projectile crosses line
typedef struct
{
short floorheight;
short ceilingheight;
char floorpic[8];
char ceilingpic[8];
short lightlevel;
short special;
short tag;
} mapsector_t;
typedef struct
{
short numsegs;
short firstseg; // segs are stored sequentially
} mapsubsector_t;
typedef struct
{
short v1;
short v2;
short angle;
short linedef;
short side;
short offset;
} mapseg_t;
enum
{ // bbox coordinates
BOXTOP,
BOXBOTTOM,
BOXLEFT,
BOXRIGHT
};
#define NF_SUBSECTOR 0x8000
typedef 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 struct
{
short tid;
short x;
short y;
short height;
short angle;
short type;
short options;
byte special;
byte arg1;
byte arg2;
byte arg3;
byte arg4;
byte arg5;
} mapthing_t;
#define MTF_EASY 1
#define MTF_NORMAL 2
#define MTF_HARD 4
#define MTF_AMBUSH 8
#define MTF_DORMANT 16
#define MTF_FIGHTER 32
#define MTF_CLERIC 64
#define MTF_MAGE 128
#define MTF_GSINGLE 256
#define MTF_GCOOP 512
#define MTF_GDEATHMATCH 1024
//--------------------------------------------------------------------------
//
// Texture definition
//
//--------------------------------------------------------------------------
typedef struct
{
short originx;
short originy;
short patch;
short stepdir;
short colormap;
} mappatch_t;
typedef struct
{
char name[8];
boolean masked;
short width;
short height;
void **columndirectory; // OBSOLETE
short patchcount;
mappatch_t patches[1];
} maptexture_t;
//--------------------------------------------------------------------------
//
// Graphics
//
//--------------------------------------------------------------------------
// posts are runs of non masked source pixels
typedef struct
{
byte topdelta; // -1 is the last post in a column
byte length;
// length data bytes follows
} post_t;
// column_t is a list of 0 or more post_t, (byte)-1 terminated
typedef post_t column_t;
// a patch holds one or more columns
// patches are used for sprites and all masked pictures
typedef struct
{
short width; // bounding box size
short height;
short leftoffset; // pixels to the left of origin
short topoffset; // pixels below the origin
int columnofs[8]; // only [width] used
// the [0] is &columnofs[width]
} patch_t;
// a pic is an unmasked block of pixels
typedef struct
{
byte width,height;
byte data;
} pic_t;
#endif // __XDDEFS__