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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
//
// 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.
//
//-----------------------------------------------------------------------------
#ifndef __XDDEFS__
#define __XDDEFS__
#include "doomtype.h"
#include "v_patch.h"
//--------------------------------------------------------------------------
//
// Map level types
//
//--------------------------------------------------------------------------
// lump order in a map wad
enum
{
ML_LABEL,
ML_THINGS,
ML_LINEDEFS,
ML_SIDEDEFS,
ML_VERTEXES,
ML_SEGS,
ML_SSECTORS,
ML_NODES,
ML_SECTORS,
ML_REJECT,
ML_BLOCKMAP,
ML_BEHAVIOR
};
typedef struct
{
short x;
short y;
} mapvertex_t;
typedef struct
{
short textureoffset;
short rowoffset;
char toptexture[8];
char bottomtexture[8];
char midtexture[8];
short sector; // on viewer's side
} mapsidedef_t;
typedef struct
{
short v1;
short v2;
short flags;
byte special;
byte arg1;
byte arg2;
byte arg3;
byte arg4;
byte arg5;
short sidenum[2]; // sidenum[1] will be -1 if one sided
} maplinedef_t;
#define ML_BLOCKING 0x0001
#define ML_BLOCKMONSTERS 0x0002
#define ML_TWOSIDED 0x0004
#define ML_DONTPEGTOP 0x0008
#define ML_DONTPEGBOTTOM 0x0010
#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
#define GET_SPAC(flags) ((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
typedef struct
{
short floorheight;
short ceilingheight;
char floorpic[8];
char ceilingpic[8];
short lightlevel;
short special;
short tag;
} mapsector_t;
typedef struct
{
short numsegs;
short firstseg; // segs are stored sequentially
} mapsubsector_t;
typedef struct
{
short v1;
short v2;
short angle;
short linedef;
short side;
short offset;
} mapseg_t;
#define NF_SUBSECTOR 0x8000
typedef struct
{
short x, y, dx, dy; // partition line
short bbox[2][4]; // bounding box for each child
unsigned short children[2]; // if NF_SUBSECTOR its a subsector
} mapnode_t;
typedef struct
{
short tid;
short x;
short y;
short height;
short angle;
short type;
short options;
byte special;
byte arg1;
byte arg2;
byte arg3;
byte arg4;
byte arg5;
} mapthing_t;
#define MTF_EASY 1
#define MTF_NORMAL 2
#define MTF_HARD 4
#define MTF_AMBUSH 8
#define MTF_DORMANT 16
#define MTF_FIGHTER 32
#define MTF_CLERIC 64
#define MTF_MAGE 128
#define MTF_GSINGLE 256
#define MTF_GCOOP 512
#define MTF_GDEATHMATCH 1024
//--------------------------------------------------------------------------
//
// Texture definition
//
//--------------------------------------------------------------------------
typedef struct
{
short originx;
short originy;
short patch;
short stepdir;
short colormap;
} mappatch_t;
typedef struct
{
char name[8];
boolean masked;
short width;
short height;
void **columndirectory; // OBSOLETE
short patchcount;
mappatch_t patches[1];
} maptexture_t;
//--------------------------------------------------------------------------
//
// Graphics
//
//--------------------------------------------------------------------------
// a pic is an unmasked block of pixels
typedef struct
{
byte width, height;
byte data;
} pic_t;
#endif // __XDDEFS__
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