gzdoom-gles/src/doomdata.h

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code 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 "m_swap.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
ML_BEHAVIOR, // [RH] Hexen-style scripts. If present, THINGS
// and LINEDEFS are also Hexen-style.
ML_CONVERSATION, // Strife dialog (only for TEXTMAP format)
ML_MAX,
// [RH] These are compressed (and extended) nodes. They combine the data from
// vertexes, segs, ssectors, and nodes into a single lump.
ML_ZNODES = ML_NODES,
ML_GLZNODES = ML_SSECTORS,
// for text map format
ML_TEXTMAP = ML_THINGS,
};
// A single Vertex.
typedef struct
{
short x, y;
} 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.
} mapsidedef_t;
// A LineDef, as used for editing, and as input to the BSP builder.
struct maplinedef_t
{
WORD v1;
WORD v2;
WORD flags;
short special;
short tag;
WORD sidenum[2]; // sidenum[1] will be -1 if one sided
} ;
// [RH] Hexen-compatible LineDef.
struct maplinedef2_t
{
WORD v1;
WORD v2;
WORD flags;
BYTE special;
BYTE args[5];
WORD sidenum[2];
} ;
//
// LineDef attributes.
//
#define ML_BLOCKING 0x0001 // solid, is an obstacle
#define ML_BLOCKMONSTERS 0x0002 // blocks monsters only
#define ML_TWOSIDED 0x0004 // backside will not be present at all if not two sided
// 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 always have the first row of
// the texture at the top pixel of the line for both
// top and bottom textures (use next to windows).
#define ML_DONTPEGTOP 0x0008 // upper texture unpegged
#define ML_DONTPEGBOTTOM 0x0010 // lower texture unpegged
#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 // Hexen's activator mask. These flags are no longer used.
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
#define ML_ADDTRANS 0x400 // additive translucency (can only be set internally)
// Extended flags
#define ML_MONSTERSCANACTIVATE 0x00002000 // [RH] Monsters (as well as players) can active the line
#define ML_BLOCK_PLAYERS 0x00004000
#define ML_BLOCKEVERYTHING 0x00008000 // [RH] Line blocks everything
#define ML_ZONEBOUNDARY 0x00010000
#define ML_RAILING 0x00020000
#define ML_BLOCK_FLOATERS 0x00040000
#define ML_CLIP_MIDTEX 0x00080000 // Automatic for every Strife line
#define ML_WRAP_MIDTEX 0x00100000
#define ML_3DMIDTEX 0x00200000
#define ML_CHECKSWITCHRANGE 0x00400000
#define ML_FIRSTSIDEONLY 0x00800000 // activated only when crossed from front side
static inline int GET_SPAC (int flags)
{
return (flags&ML_SPAC_MASK) >> ML_SPAC_SHIFT;
}
// Special activation types
enum SPAC
{
SPAC_Cross = 1<<0, // when player crosses line
SPAC_Use = 1<<1, // when player uses line
SPAC_MCross = 1<<2, // when monster crosses line
SPAC_Impact = 1<<3, // when projectile hits line
SPAC_Push = 1<<4, // when player pushes line
SPAC_PCross = 1<<5, // when projectile crosses line
SPAC_UseThrough = 1<<6, // when player uses line (doesn't block)
// SPAC_PTOUCH is mapped to SPAC_PCross|SPAC_Impact
SPAC_AnyCross = 1<<7, // when anything without the MF2_TELEPORT flag crosses the line
SPAC_MUse = 1<<8, // monsters can use
SPAC_MPush = 1<<9, // monsters can push
SPAC_PlayerActivate = (SPAC_Cross|SPAC_Use|SPAC_Impact|SPAC_Push|SPAC_AnyCross|SPAC_UseThrough),
};
// [RH] BOOM's ML_PASSUSE flag (conflicts with ML_REPEATSPECIAL)
#define ML_PASSUSE_BOOM 0x0200
#define ML_3DMIDTEX_ETERNITY 0x0400
// If this bit is set, then all non-original-Doom bits are cleared when
// translating the line. Only applies when playing Doom with Doom-format maps.
// Hexen format maps and the other games are not affected by this.
#define ML_RESERVED_ETERNITY 0x0800
// [RH] Extra flags for Strife compatibility
#define ML_TRANSLUCENT_STRIFE 0x1000
#define ML_RAILING_STRIFE 0x0200
#define ML_BLOCK_FLOATERS_STRIFE 0x0400
// Sector definition, from editing
typedef struct
{
short floorheight;
short ceilingheight;
char floorpic[8];
char ceilingpic[8];
short lightlevel;
short special;
short tag;
} mapsector_t;
// SubSector, as generated by BSP
typedef struct
{
WORD numsegs;
WORD firstseg; // index of first one, segs are stored sequentially
} mapsubsector_t;
// LineSeg, generated by splitting LineDefs
// using partition lines selected by BSP builder.
typedef struct
{
WORD v1;
WORD v2;
short angle;
WORD linedef;
short side;
short offset;
} mapseg_t;
// BSP node structure.
// Indicate a leaf.
#define NF_SUBSECTOR 0x8000
typedef struct
{
short x,y,dx,dy; // partition line
short bbox[2][4]; // bounding box for each child
// If NF_SUBSECTOR is or'ed in, it's a subsector,
// else it's a node of another subtree.
unsigned short children[2];
} 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;
} mapthing_t;
// [RH] Hexen-compatible MapThing.
typedef struct
{
unsigned short thingid;
short x;
short y;
short z;
short angle;
short type;
short flags;
BYTE special;
BYTE args[5];
} mapthinghexen_t;
// Internal representation of a mapthing
struct FMapThing
{
int thingid;
fixed_t x;
fixed_t y;
fixed_t z;
short angle;
short type;
WORD SkillFilter;
WORD ClassFilter;
DWORD flags;
int special;
int args[5];
void Serialize (FArchive &);
};
// [RH] MapThing flags.
/*
#define MTF_EASY 0x0001 // Thing will appear on easy skill setting
#define MTF_MEDIUM 0x0002 // Thing will appear on medium skill setting
#define MTF_HARD 0x0004 // Thing will appear on hard skill setting
#define MTF_AMBUSH 0x0008 // Thing is deaf
*/
#define MTF_DORMANT 0x0010 // Thing is dormant (use Thing_Activate)
/*
#define MTF_FIGHTER 0x0020
#define MTF_CLERIC 0x0040
#define MTF_MAGE 0x0080
*/
#define MTF_CLASS_MASK 0x00e0
#define MTF_CLASS_SHIFT 5
#define MTF_SINGLE 0x0100 // Thing appears in single-player games
#define MTF_COOPERATIVE 0x0200 // Thing appears in cooperative games
#define MTF_DEATHMATCH 0x0400 // Thing appears in deathmatch games
#define MTF_SHADOW 0x0800
#define MTF_ALTSHADOW 0x1000
#define MTF_FRIENDLY 0x2000
#define MTF_STANDSTILL 0x4000
#define MTF_STRIFESOMETHING 0x8000
// BOOM and DOOM compatible versions of some of the above
#define BTF_NOTSINGLE 0x0010 // (TF_COOPERATIVE|TF_DEATHMATCH)
#define BTF_NOTDEATHMATCH 0x0020 // (TF_SINGLE|TF_COOPERATIVE)
#define BTF_NOTCOOPERATIVE 0x0040 // (TF_SINGLE|TF_DEATHMATCH)
#define BTF_FRIENDLY 0x0080 // MBF friendly monsters
#define BTF_BADEDITORCHECK 0x0100 // for detecting bad (Mac) editors
// Strife thing flags
#define STF_STANDSTILL 0x0008
#define STF_AMBUSH 0x0020
#define STF_FRIENDLY 0x0040
#define STF_SHADOW 0x0100
#define STF_ALTSHADOW 0x0200
//--------------------------------------------------------------------------
//
// Texture definition
//
//--------------------------------------------------------------------------
//
// Each texture is composed of one or more patches, with patches being lumps
// stored in the WAD. The lumps are referenced by number, and patched into
// the rectangular texture space using origin and possibly other attributes.
//
typedef struct
{
SWORD originx;
SWORD originy;
SWORD patch;
SWORD stepdir;
SWORD colormap;
} mappatch_t;
//
// A wall texture is a list of patches which are to be combined in a
// predefined order.
//
typedef struct
{
BYTE name[8];
WORD Flags; // [RH] Was unused
BYTE ScaleX; // [RH] Scaling (8 is normal)
BYTE ScaleY; // [RH] Same as above
SWORD width;
SWORD height;
BYTE columndirectory[4]; // OBSOLETE
SWORD patchcount;
mappatch_t patches[1];
} maptexture_t;
#define MAPTEXF_WORLDPANNING 0x8000
// [RH] Just for documentation purposes, here's what I think the
// Strife versions of the above two structures are:
typedef struct
{
SWORD originx;
SWORD originy;
SWORD patch;
} strifemappatch_t;
//
// A wall texture is a list of patches which are to be combined in a
// predefined order.
//
typedef struct
{
BYTE name[8];
WORD Flags; // [RH] Was unused
BYTE ScaleX; // [RH] Scaling (8 is normal)
BYTE ScaleY; // [RH] Same as above
SWORD width;
SWORD height;
SWORD patchcount;
strifemappatch_t patches[1];
} strifemaptexture_t;
#endif // __DOOMDATA__