// 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" // // 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_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 }; // 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. typedef struct { WORD v1; WORD v2; WORD flags; short special; short tag; WORD sidenum[2]; // sidenum[1] will be -1 if one sided } maplinedef_t; // [RH] Hexen-compatible LineDef. typedef struct { WORD v1; WORD v2; WORD flags; BYTE special; BYTE args[5]; WORD sidenum[2]; } maplinedef2_t; // // 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 static inline int GET_SPAC (int flags) { return (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 #define SPAC_USETHROUGH 6 // SPAC_USE, but passes it through #define SPAC_PTOUCH 7 // when a projectiles crosses or hits line #define SPAC_OTHERCROSS 8 // [RH] Not a real activation type. Here for compatibility. // [RH] BOOM's ML_PASSUSE flag (conflicts with ML_REPEATSPECIAL) #define ML_PASSUSE_BOOM 0x0200 // [RH] In case I feel like it, here it is... #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 // 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 // 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 MapThing { unsigned short thingid; short x; short y; short z; short angle; short type; short flags; BYTE special; BYTE args[5]; void Serialize (FArchive &); } mapthing2_t; // [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_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__