Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
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358
src/doomdata.h
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358
src/doomdata.h
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// all external data is defined here
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// most of the data is loaded into different structures at run time
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// some internal structures shared by many modules are here
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//
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//-----------------------------------------------------------------------------
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#ifndef __DOOMDATA__
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#define __DOOMDATA__
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// The most basic types we use, portability.
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#include "doomtype.h"
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// Some global defines, that configure the game.
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#include "doomdef.h"
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//
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// Map level types.
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// The following data structures define the persistent format
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// used in the lumps of the WAD files.
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//
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// Lump order in a map WAD: each map needs a couple of lumps
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// to provide a complete scene geometry description.
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enum
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{
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ML_LABEL, // A separator, name, ExMx or MAPxx
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ML_THINGS, // Monsters, items
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ML_LINEDEFS, // LineDefs, from editing
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ML_SIDEDEFS, // SideDefs, from editing
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ML_VERTEXES, // Vertices, edited and BSP splits generated
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ML_SEGS, // LineSegs, from LineDefs split by BSP
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ML_SSECTORS, // SubSectors, list of LineSegs
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ML_NODES, // BSP nodes
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ML_SECTORS, // Sectors, from editing
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ML_REJECT, // LUT, sector-sector visibility
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ML_BLOCKMAP, // LUT, motion clipping, walls/grid element
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ML_BEHAVIOR, // [RH] Hexen-style scripts. If present, THINGS
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// and LINEDEFS are also Hexen-style.
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// [RH] These are compressed (and extended) nodes. They combine the data from
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// vertexes, segs, ssectors, and nodes into a single lump.
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ML_ZNODES = ML_NODES,
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ML_GLZNODES = ML_SSECTORS
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};
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// A single Vertex.
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typedef struct
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{
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short x, y;
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} mapvertex_t;
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// A SideDef, defining the visual appearance of a wall,
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// by setting textures and offsets.
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typedef struct
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{
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short textureoffset;
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short rowoffset;
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char toptexture[8];
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char bottomtexture[8];
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char midtexture[8];
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short sector; // Front sector, towards viewer.
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} mapsidedef_t;
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// A LineDef, as used for editing, and as input to the BSP builder.
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typedef struct
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{
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WORD v1;
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WORD v2;
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WORD flags;
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short special;
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short tag;
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WORD sidenum[2]; // sidenum[1] will be -1 if one sided
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} maplinedef_t;
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// [RH] Hexen-compatible LineDef.
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typedef struct
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{
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WORD v1;
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WORD v2;
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WORD flags;
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byte special;
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byte args[5];
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WORD sidenum[2];
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} maplinedef2_t;
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//
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// LineDef attributes.
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//
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#define ML_BLOCKING 0x0001 // solid, is an obstacle
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#define ML_BLOCKMONSTERS 0x0002 // blocks monsters only
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#define ML_TWOSIDED 0x0004 // backside will not be present at all if not two sided
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// If a texture is pegged, the texture will have
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// the end exposed to air held constant at the
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// top or bottom of the texture (stairs or pulled
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// down things) and will move with a height change
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// of one of the neighbor sectors.
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// Unpegged textures always have the first row of
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// the texture at the top pixel of the line for both
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// top and bottom textures (use next to windows).
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#define ML_DONTPEGTOP 0x0008 // upper texture unpegged
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#define ML_DONTPEGBOTTOM 0x0010 // lower texture unpegged
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#define ML_SECRET 0x0020 // don't map as two sided: IT'S A SECRET!
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#define ML_SOUNDBLOCK 0x0040 // don't let sound cross two of these
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#define ML_DONTDRAW 0x0080 // don't draw on the automap
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#define ML_MAPPED 0x0100 // set if already drawn in automap
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#define ML_REPEAT_SPECIAL 0x0200 // special is repeatable
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#define ML_SPAC_SHIFT 10
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#define ML_SPAC_MASK 0x1c00
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static inline int GET_SPAC (int flags)
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{
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return (flags&ML_SPAC_MASK) >> ML_SPAC_SHIFT;
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}
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// Special activation types
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#define SPAC_CROSS 0 // when player crosses line
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#define SPAC_USE 1 // when player uses line
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#define SPAC_MCROSS 2 // when monster crosses line
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#define SPAC_IMPACT 3 // when projectile hits line
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#define SPAC_PUSH 4 // when player/monster pushes line
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#define SPAC_PCROSS 5 // when projectile crosses line
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#define SPAC_USETHROUGH 6 // SPAC_USE, but passes it through
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#define SPAC_PTOUCH 7 // when a projectiles crosses or hits line
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#define SPAC_OTHERCROSS 8 // [RH] Not a real activation type. Here for compatibility.
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// [RH] Monsters (as well as players) can active the line
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#define ML_MONSTERSCANACTIVATE 0x2000
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// [RH] BOOM's ML_PASSUSE flag (conflicts with ML_REPEATSPECIAL)
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#define ML_PASSUSE_BOOM 0x0200
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// [RH] In case I feel like it, here it is...
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#define ML_3DMIDTEX_ETERNITY 0x0400
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// [RH] Line blocks everything
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#define ML_BLOCKEVERYTHING 0x8000
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// [RH] Extra flags for Strife compatibility
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// The first set are as they exist in Strife maps.
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// The second set are what they get translated into.
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#define ML_TRANSLUCENT_STRIFE 0x1000
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#define ML_RAILING_STRIFE 0x0200
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#define ML_BLOCK_FLOATERS_STRIFE 0x0400
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#define ML_RAILING 0x20000
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#define ML_BLOCK_FLOATERS 0x40000
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#define ML_CLIP_MIDTEX 0x80000 // Automatic for every Strife line
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// Sector definition, from editing
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typedef struct
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{
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short floorheight;
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short ceilingheight;
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char floorpic[8];
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char ceilingpic[8];
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short lightlevel;
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short special;
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short tag;
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} mapsector_t;
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// SubSector, as generated by BSP
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typedef struct
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{
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WORD numsegs;
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WORD firstseg; // index of first one, segs are stored sequentially
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} mapsubsector_t;
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// LineSeg, generated by splitting LineDefs
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// using partition lines selected by BSP builder.
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typedef struct
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{
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WORD v1;
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WORD v2;
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short angle;
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WORD linedef;
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short side;
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short offset;
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} mapseg_t;
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// BSP node structure.
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// Indicate a leaf.
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#define NF_SUBSECTOR 0x8000
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typedef struct
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{
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short x,y,dx,dy; // partition line
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short bbox[2][4]; // bounding box for each child
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// If NF_SUBSECTOR is or'ed in, it's a subsector,
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// else it's a node of another subtree.
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unsigned short children[2];
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} mapnode_t;
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// Thing definition, position, orientation and type,
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// plus skill/visibility flags and attributes.
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typedef struct
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{
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short x;
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short y;
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short angle;
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short type;
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short options;
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} mapthing_t;
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// [RH] Hexen-compatible MapThing.
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typedef struct MapThing
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{
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unsigned short thingid;
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short x;
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short y;
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short z;
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short angle;
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short type;
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short flags;
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byte special;
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byte args[5];
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void Serialize (FArchive &);
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} mapthing2_t;
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// [RH] MapThing flags.
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/*
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#define MTF_EASY 0x0001 // Thing will appear on easy skill setting
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#define MTF_MEDIUM 0x0002 // Thing will appear on medium skill setting
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#define MTF_HARD 0x0004 // Thing will appear on hard skill setting
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#define MTF_AMBUSH 0x0008 // Thing is deaf
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*/
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#define MTF_DORMANT 0x0010 // Thing is dormant (use Thing_Activate)
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#define MTF_FIGHTER 0x0020
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#define MTF_CLERIC 0x0040
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#define MTF_MAGE 0x0080
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#define MTF_SINGLE 0x0100 // Thing appears in single-player games
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#define MTF_COOPERATIVE 0x0200 // Thing appears in cooperative games
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#define MTF_DEATHMATCH 0x0400 // Thing appears in deathmatch games
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#define MTF_SHADOW 0x0800
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#define MTF_ALTSHADOW 0x1000
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#define MTF_FRIENDLY 0x2000
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#define MTF_STANDSTILL 0x4000
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#define MTF_STRIFESOMETHING 0x8000
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// BOOM and DOOM compatible versions of some of the above
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#define BTF_NOTSINGLE 0x0010 // (TF_COOPERATIVE|TF_DEATHMATCH)
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#define BTF_NOTDEATHMATCH 0x0020 // (TF_SINGLE|TF_COOPERATIVE)
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#define BTF_NOTCOOPERATIVE 0x0040 // (TF_SINGLE|TF_DEATHMATCH)
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#define BTF_FRIENDLY 0x0080 // MBF friendly monsters
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#define BTF_BADEDITORCHECK 0x0100 // for detecting bad (Mac) editors
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// Strife thing flags
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#define STF_STANDSTILL 0x0008
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#define STF_AMBUSH 0x0020
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#define STF_FRIENDLY 0x0040
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#define STF_SHADOW 0x0100
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#define STF_ALTSHADOW 0x0200
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//--------------------------------------------------------------------------
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//
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// Texture definition
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//
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//--------------------------------------------------------------------------
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//
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// Each texture is composed of one or more patches, with patches being lumps
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// stored in the WAD. The lumps are referenced by number, and patched into
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// the rectangular texture space using origin and possibly other attributes.
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//
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typedef struct
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{
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short originx;
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short originy;
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short patch;
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short stepdir;
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short colormap;
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} mappatch_t;
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//
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// A wall texture is a list of patches which are to be combined in a
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// predefined order.
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//
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typedef struct
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{
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char name[8];
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WORD Flags; // [RH] Was unused
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BYTE ScaleX; // [RH] Scaling (8 is normal)
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BYTE ScaleY; // [RH] Same as above
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short width;
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short height;
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byte columndirectory[4]; // OBSOLETE
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short patchcount;
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mappatch_t patches[1];
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} maptexture_t;
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#define MAPTEXF_WORLDPANNING 0x8000
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// [RH] Just for documentation purposes, here's what I think the
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// Strife versions of the above two structures are:
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typedef struct
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{
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short originx;
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short originy;
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short patch;
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} strifemappatch_t;
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//
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// A wall texture is a list of patches which are to be combined in a
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// predefined order.
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//
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typedef struct
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{
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char name[8];
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WORD Flags; // [RH] Was nused
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BYTE ScaleX; // [RH] Scaling (8 is normal)
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BYTE ScaleY; // [RH] Same as above
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short width;
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short height;
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short patchcount;
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strifemappatch_t patches[1];
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} strifemaptexture_t;
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#endif // __DOOMDATA__
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