wadext/wadext.h

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#include <stdint.h>
enum ExtractOpt
{
NO_CONVERT_GFX=1,
DO_HERETIC_PAL=2,
DO_HEXEN_PAL=4,
DO_STRIFE=8,
DO_STRIP=16, // strip map lumps ZDoom does not need (nodes, blockmap, reject)
NO_CONVERT_SND = 32,
};
//--------------------------------------------------------------------------
//
// 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
{
short originx;
short originy;
short patch;
short stepdir;
short colormap;
} mappatch_t;
//
// A wall texture is a list of patches which are to be combined in a
// predefined order.
//
typedef struct
{
char name[8];
uint16_t Flags; // [RH] Was unused
uint8_t ScaleX; // [RH] Scaling (8 is normal)
uint8_t ScaleY; // [RH] Same as above
short width;
short height;
uint8_t columndirectory[4]; // OBSOLETE
short 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
{
short originx;
short originy;
short patch;
} strifemappatch_t;
//
// A wall texture is a list of patches which are to be combined in a
// predefined order.
//
typedef struct
{
char name[8];
uint16_t Flags; // [RH] Was nused
uint8_t ScaleX; // [RH] Scaling (8 is normal)
uint8_t ScaleY; // [RH] Same as above
short width;
short height;
short patchcount;
strifemappatch_t patches[1];
} strifemaptexture_t;