SRB2/src/doomdata.h
2020-01-25 09:52:13 +01:00

218 lines
5.2 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2019 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file doomdata.h
/// \brief 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"
//
// 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, MAPxx
ML_THINGS, // Enemies, rings, monitors, scenery, etc.
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
};
// Extra flag for objects.
#define MTF_EXTRA 1
// Reverse gravity flag for objects.
#define MTF_OBJECTFLIP 2
// Special flag used with certain objects.
#define MTF_OBJECTSPECIAL 4
// Deaf monsters/do not react to sound.
#define MTF_AMBUSH 8
// Do not use bit five or after, as they are used for object z-offsets.
#if defined(_MSC_VER)
#pragma pack(1)
#endif
// A single Vertex.
typedef struct
{
INT16 x, y;
}ATTRPACK mapvertex_t;
// A SideDef, defining the visual appearance of a wall,
// by setting textures and offsets.
typedef struct
{
INT16 textureoffset, rowoffset;
char toptexture[8], bottomtexture[8], midtexture[8];
// Front sector, towards viewer.
INT16 sector;
} ATTRPACK mapsidedef_t;
// A LineDef, as used for editing, and as input
// to the BSP builder.
typedef struct
{
INT16 v1, v2;
INT16 flags;
INT16 special;
INT16 tag;
// sidenum[1] will be 0xffff if one sided
UINT16 sidenum[2];
} ATTRPACK maplinedef_t;
//
// LineDef attributes.
//
// Solid, is an obstacle.
#define ML_IMPASSIBLE 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
#define ML_EFFECT1 32
// Don't let Knuckles climb on this line
#define ML_NOCLIMB 64
#define ML_EFFECT2 128
#define ML_EFFECT3 256
#define ML_EFFECT4 512
#define ML_EFFECT5 1024
#define ML_NETONLY 2048 // Apply effect only in netgames
#define ML_NONET 4096 // Apply effect only in single player games
#define ML_EFFECT6 8192
// Bounce off walls!
#define ML_BOUNCY 16384
#define ML_TFERLINE 32768
// Sector definition, from editing.
typedef struct
{
INT16 floorheight;
INT16 ceilingheight;
char floorpic[8];
char ceilingpic[8];
INT16 lightlevel;
INT16 special;
INT16 tag;
} ATTRPACK mapsector_t;
// SubSector, as generated by BSP.
typedef struct
{
UINT16 numsegs;
// Index of first one, segs are stored sequentially.
UINT16 firstseg;
} ATTRPACK mapsubsector_t;
// LineSeg, generated by splitting LineDefs
// using partition lines selected by BSP builder.
typedef struct
{
INT16 v1, v2;
INT16 angle;
INT16 linedef;
INT16 side;
INT16 offset;
} ATTRPACK mapseg_t;
// BSP node structure.
// Indicate a leaf.
#define NF_SUBSECTOR 0x8000
typedef struct
{
// Partition line from (x,y) to x+dx,y+dy)
INT16 x, y;
INT16 dx, dy;
// Bounding box for each child, clip against view frustum.
INT16 bbox[2][4];
// If NF_SUBSECTOR it's a subsector, else it's a node of another subtree.
UINT16 children[2];
} ATTRPACK mapnode_t;
#if defined(_MSC_VER)
#pragma pack()
#endif
// Thing definition, position, orientation and type,
// plus visibility flags and attributes.
typedef struct
{
INT16 x, y;
INT16 angle;
UINT16 type;
UINT16 options;
INT16 z;
UINT8 extrainfo;
INT16 tag;
struct mobj_s *mobj;
} mapthing_t;
#define ZSHIFT 4
extern const UINT8 Color_Index[MAXTRANSLATIONS-1][16];
extern const char *Color_Names[MAXSKINCOLORS + NUMSUPERCOLORS];
extern const UINT8 Color_Opposite[MAXSKINCOLORS - 1][2];
#define NUMMAPS 1035
#endif // __DOOMDATA__