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f07585191b
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215 lines
5.1 KiB
C
215 lines
5.1 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file doomdata.h
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/// \brief all external data is defined here
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///
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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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#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, MAPxx
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ML_THINGS, // Enemies, rings, monitors, scenery, etc.
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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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// Reverse gravity flag for objects.
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#define MTF_OBJECTFLIP 2
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// Special flag used with certain objects.
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#define MTF_OBJECTSPECIAL 4
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// Deaf monsters/do not react to sound.
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#define MTF_AMBUSH 8
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// Do not use bit five or after, as they are used for object z-offsets.
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#if defined(_MSC_VER)
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#pragma pack(1)
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#endif
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// A single Vertex.
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typedef struct
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{
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INT16 x, y;
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}ATTRPACK 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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INT16 textureoffset, rowoffset;
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char toptexture[8], bottomtexture[8], midtexture[8];
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// Front sector, towards viewer.
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INT16 sector;
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} ATTRPACK 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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INT16 v1, v2;
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INT16 flags;
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INT16 special;
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INT16 tag;
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// sidenum[1] will be 0xffff if one sided
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UINT16 sidenum[2];
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} ATTRPACK 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_IMPASSIBLE 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 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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#define ML_EFFECT1 32
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// Don't let Knuckles climb on this line
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#define ML_NOCLIMB 64
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#define ML_EFFECT2 128
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#define ML_EFFECT3 256
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#define ML_EFFECT4 512
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#define ML_EFFECT5 1024
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// New ones to disable lines for characters
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#define ML_NOSONIC 2048
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#define ML_NOTAILS 4096
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#define ML_NOKNUX 8192
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#define ML_NETONLY 14336 // all of the above
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// Bounce off walls!
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#define ML_BOUNCY 16384
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#define ML_TFERLINE 32768
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// Sector definition, from editing.
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typedef struct
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{
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INT16 floorheight;
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INT16 ceilingheight;
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char floorpic[8];
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char ceilingpic[8];
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INT16 lightlevel;
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INT16 special;
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INT16 tag;
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} ATTRPACK 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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UINT16 numsegs;
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// Index of first one, segs are stored sequentially.
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UINT16 firstseg;
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} ATTRPACK 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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INT16 v1, v2;
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INT16 angle;
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INT16 linedef;
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INT16 side;
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INT16 offset;
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} ATTRPACK 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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INT16 x, y;
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INT16 dx, dy;
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// Bounding box for each child, clip against view frustum.
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INT16 bbox[2][4];
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// If NF_SUBSECTOR it's a subsector, else it's a node of another subtree.
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UINT16 children[2];
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} ATTRPACK mapnode_t;
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#if defined(_MSC_VER)
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#pragma pack()
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#endif
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// Thing definition, position, orientation and type,
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// plus visibility flags and attributes.
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typedef struct
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{
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INT16 x, y;
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INT16 angle;
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UINT16 type;
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UINT16 options;
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INT16 z;
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UINT8 extrainfo;
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struct mobj_s *mobj;
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} mapthing_t;
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#define ZSHIFT 4
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extern const char *Color_Names[MAXSKINCOLORS];
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extern const UINT8 Color_Opposite[MAXSKINCOLORS*2];
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#define NUMMAPS 1035
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#endif // __DOOMDATA__
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