zdbsp/doomdata.h
Randy Heit 732d9bc710 - Added a new node format (ZGL3/XGL3) which allows node splitters to have fractional precision.
This can only happen with UDMF, and since UDMF is restricted to GL nodes, there's no need for a
  non-GL version of these nodes.
- Added additional debug output.
- Remove the outdated zdbsp.vcproj project file.

SVN r3981 (trunk)
2012-12-07 06:19:25 +00:00

274 lines
4.2 KiB
C

#ifndef __DOOMDATA_H__
#define __DOOMDATA_H__
#ifdef _MSC_VER
#pragma once
#endif
#include "tarray.h"
enum
{
BOXTOP, BOXBOTTOM, BOXLEFT, BOXRIGHT
};
struct UDMFKey
{
const char *key;
const char *value;
};
struct MapVertex
{
short x, y;
};
struct WideVertex
{
fixed_t x, y;
int index;
};
struct MapSideDef
{
short textureoffset;
short rowoffset;
char toptexture[8];
char bottomtexture[8];
char midtexture[8];
WORD sector;
};
struct IntSideDef
{
// the first 5 values are only used for binary format maps
short textureoffset;
short rowoffset;
char toptexture[8];
char bottomtexture[8];
char midtexture[8];
int sector;
TArray<UDMFKey> props;
};
struct MapLineDef
{
WORD v1;
WORD v2;
short flags;
short special;
short tag;
WORD sidenum[2];
};
struct MapLineDef2
{
WORD v1;
WORD v2;
short flags;
unsigned char special;
unsigned char args[5];
WORD sidenum[2];
};
struct IntLineDef
{
DWORD v1;
DWORD v2;
int flags;
int special;
int args[5];
DWORD sidenum[2];
TArray<UDMFKey> props;
};
struct MapSector
{
short floorheight;
short ceilingheight;
char floorpic[8];
char ceilingpic[8];
short lightlevel;
short special;
short tag;
};
struct IntSector
{
// none of the sector properties are used by the node builder
// so there's no need to store them in their expanded form for
// UDMF. Just storing the UDMF keys and leaving the binary fields
// empty is enough
MapSector data;
TArray<UDMFKey> props;
};
struct MapSubsector
{
WORD numlines;
WORD firstline;
};
struct MapSubsectorEx
{
DWORD numlines;
DWORD firstline;
};
struct MapSeg
{
WORD v1;
WORD v2;
WORD angle;
WORD linedef;
short side;
short offset;
};
struct MapSegEx
{
DWORD v1;
DWORD v2;
WORD angle;
WORD linedef;
short side;
short offset;
};
struct MapSegGL
{
WORD v1;
WORD v2;
WORD linedef;
WORD side;
WORD partner;
};
struct MapSegGLEx
{
DWORD v1;
DWORD v2;
DWORD linedef;
WORD side;
DWORD partner;
};
#define NF_SUBSECTOR 0x8000
#define NFX_SUBSECTOR 0x80000000
struct MapNode
{
short x,y,dx,dy;
short bbox[2][4];
WORD children[2];
};
struct MapNodeExO
{
short x,y,dx,dy;
short bbox[2][4];
DWORD children[2];
};
struct MapNodeEx
{
int x,y,dx,dy;
short bbox[2][4];
DWORD children[2];
};
struct MapThing
{
short x;
short y;
short angle;
short type;
short flags;
};
struct MapThing2
{
unsigned short thingid;
short x;
short y;
short z;
short angle;
short type;
short flags;
char special;
char args[5];
};
struct IntThing
{
unsigned short thingid;
fixed_t x; // full precision coordinates for UDMF support
fixed_t y;
// everything else is not needed or has no extended form in UDMF
short z;
short angle;
short type;
short flags;
char special;
char args[5];
TArray<UDMFKey> props;
};
struct IntVertex
{
TArray<UDMFKey> props;
};
struct FLevel
{
FLevel ();
~FLevel ();
WideVertex *Vertices; int NumVertices;
TArray<IntVertex> VertexProps;
TArray<IntSideDef> Sides;
TArray<IntLineDef> Lines;
TArray<IntSector> Sectors;
TArray<IntThing> Things;
MapSubsectorEx *Subsectors; int NumSubsectors;
MapSegEx *Segs; int NumSegs;
MapNodeEx *Nodes; int NumNodes;
WORD *Blockmap; int BlockmapSize;
BYTE *Reject; int RejectSize;
MapSubsectorEx *GLSubsectors; int NumGLSubsectors;
MapSegGLEx *GLSegs; int NumGLSegs;
MapNodeEx *GLNodes; int NumGLNodes;
WideVertex *GLVertices; int NumGLVertices;
BYTE *GLPVS; int GLPVSSize;
int NumOrgVerts;
DWORD *OrgSectorMap; int NumOrgSectors;
fixed_t MinX, MinY, MaxX, MaxY;
TArray<UDMFKey> props;
void FindMapBounds ();
void RemoveExtraLines ();
void RemoveExtraSides ();
void RemoveExtraSectors ();
int NumSides() const { return Sides.Size(); }
int NumLines() const { return Lines.Size(); }
int NumSectors() const { return Sectors.Size(); }
int NumThings() const { return Things.Size(); }
};
const int BLOCKSIZE = 128;
const int BLOCKFRACSIZE = BLOCKSIZE<<FRACBITS;
const int BLOCKBITS = 7;
const int BLOCKFRACBITS = FRACBITS+7;
#endif //__DOOMDATA_H__