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The DOOM Classic for iPhone 1.0 source as released on November 3, 2009
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code/prboom/doomdata.h
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204
code/prboom/doomdata.h
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/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom: a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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* Copyright 2005, 2006 by
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* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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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 "config.h"
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#include "doomtype.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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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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};
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#ifdef _MSC_VER // proff: This is the same as __attribute__ ((packed)) in GNUC
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#pragma pack(push)
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#pragma pack(1)
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#endif //_MSC_VER
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// A single Vertex.
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typedef struct {
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short x,y;
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} PACKEDATTR 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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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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} PACKEDATTR 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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unsigned short v1;
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unsigned short v2;
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unsigned short flags;
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short special;
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short tag;
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// proff 07/23/2006 - support more than 32768 sidedefs
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// use the unsigned value and special case the -1
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// sidenum[1] will be -1 (NO_INDEX) if one sided
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unsigned short sidenum[2];
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} PACKEDATTR maplinedef_t;
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#define NO_INDEX ((unsigned short)-1)
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//
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// LineDef attributes.
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//
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// Solid, is an obstacle.
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#define ML_BLOCKING 1
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// Blocks monsters only.
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#define ML_BLOCKMONSTERS 2
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// Backside will not be drawn if not two sided.
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#define ML_TWOSIDED 4
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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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// upper texture unpegged
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#define ML_DONTPEGTOP 8
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// lower texture unpegged
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#define ML_DONTPEGBOTTOM 16
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// In AutoMap: don't map as two sided: IT'S A SECRET!
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#define ML_SECRET 32
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// Sound rendering: don't let sound cross two of these.
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#define ML_SOUNDBLOCK 64
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// Don't draw on the automap at all.
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#define ML_DONTDRAW 128
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// Set if already seen, thus drawn in automap.
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#define ML_MAPPED 256
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//jff 3/21/98 Set if line absorbs use by player
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//allow multiple push/switch triggers to be used on one push
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#define ML_PASSUSE 512
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// Sector definition, from editing.
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typedef struct {
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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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} PACKEDATTR mapsector_t;
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// SubSector, as generated by BSP.
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typedef struct {
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unsigned short numsegs;
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unsigned short firstseg; // Index of first one; segs are stored sequentially.
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} PACKEDATTR 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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unsigned short v1;
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unsigned short v2;
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short angle;
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unsigned short linedef;
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short side;
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short offset;
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} PACKEDATTR 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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short x; // Partition line from (x,y) to x+dx,y+dy)
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short y;
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short dx;
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short dy;
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// Bounding box for each child, clip against view frustum.
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short bbox[2][4];
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// If NF_SUBSECTOR its a subsector, else it's a node of another subtree.
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unsigned short children[2];
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} PACKEDATTR 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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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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} PACKEDATTR mapthing_t;
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#ifdef _MSC_VER
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#pragma pack(pop)
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#endif //_MSC_VER
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#endif // __DOOMDATA__
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