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-// Emacs style mode select -*- C++ -*-
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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
-};
-
-
-// A single Vertex.
-typedef struct
-{
- short x;
- short y;
-} PACKEDATTR 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];
- // Front sector, towards viewer.
- short sector;
-} PACKEDATTR mapsidedef_t;
-
-
-
-// A LineDef, as used for editing, and as input
-// to the BSP builder.
-typedef struct
-{
- short v1;
- short v2;
- short flags;
- short special;
- short tag;
- // sidenum[1] will be -1 if one sided
- short sidenum[2];
-} PACKEDATTR maplinedef_t;
-
-
-//
-// LineDef attributes.
-//
-
-// Solid, is an obstacle.
-#define ML_BLOCKING 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
-
-// In AutoMap: don't map as two sided: IT'S A SECRET!
-#define ML_SECRET 32
-
-// Sound rendering: don't let sound cross two of these.
-#define ML_SOUNDBLOCK 64
-
-// Don't draw on the automap at all.
-#define ML_DONTDRAW 128
-
-// Set if already seen, thus drawn in automap.
-#define ML_MAPPED 256
-
-
-
-
-// Sector definition, from editing.
-typedef struct
-{
- short floorheight;
- short ceilingheight;
- char floorpic[8];
- char ceilingpic[8];
- short lightlevel;
- short special;
- short tag;
-} PACKEDATTR mapsector_t;
-
-// SubSector, as generated by BSP.
-typedef struct
-{
- short numsegs;
- // Index of first one, segs are stored sequentially.
- short firstseg;
-} PACKEDATTR mapsubsector_t;
-
-
-// LineSeg, generated by splitting LineDefs
-// using partition lines selected by BSP builder.
-typedef struct
-{
- short v1;
- short v2;
- short angle;
- short linedef;
- short side;
- short offset;
-} PACKEDATTR mapseg_t;
-
-
-
-// BSP node structure.
-
-// Indicate a leaf.
-#define NF_SUBSECTOR 0x8000
-
-typedef struct
-{
- // Partition line from (x,y) to x+dx,y+dy)
- short x;
- short y;
- short dx;
- short dy;
-
- // Bounding box for each child,
- // clip against view frustum.
- short bbox[2][4];
-
- // If NF_SUBSECTOR its a subsector,
- // else it's a node of another subtree.
- unsigned short children[2];
-
-} PACKEDATTR 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;
-} PACKEDATTR mapthing_t;
-
-
-
-
-
-#endif // __DOOMDATA__