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D!Zone (Collector's Edition)
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bsp11x
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structs.h
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C/C++ Source or Header
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1994-12-06
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4KB
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134 lines
/*- Doom Structures .. Colin Reed 1994 -------------------------------------*/
struct wad_header /* Linked wad files list.*/
{
char type[4];
long int num_entries;
long int dir_start;
};
struct directory /* The directory entry header*/
{
long int start;
long int length;
char name[8];
};
struct Block
{
short minx;
short miny;
short xblocks;
short yblocks;
};
/*- The level structures ---------------------------------------------------*/
struct Thing
{
short xpos; /* x position */
short ypos; /* y position */
short angle; /* facing angle */
short type; /* thing type */
short when; /* appears when? */
};
struct Vertex
{
short int x; /* X coordinate */
short int y; /* Y coordinate */
};
struct LineDef
{
short int start; /* from this vertex ... */
short int end; /* ... to this vertex */
short int flags; /* see NAMES.C for more info */
short int type; /* see NAMES.C for more info */
short int tag; /* crossing this linedef activates the sector with the same tag */
short int sidedef1; /* sidedef */
short int sidedef2; /* only if this line adjoins 2 sectors */
};
struct SideDef
{
short int xoff; /* X offset for texture */
short int yoff; /* Y offset for texture */
char tex1[8]; /* texture name for the part above */
char tex2[8]; /* texture name for the part below */
char tex3[8]; /* texture name for the regular part */
short int sector; /* adjacent sector */
};
struct Sector
{
short int floorh; /* floor height */
short int ceilh; /* ceiling height */
char floort[8];/* floor texture */
char ceilt[8]; /* ceiling texture */
short int light; /* light level (0-255) */
short int special; /* special behaviour (0 = normal, 9 = secret, ...) */
short int tag; /* sector activated by a linedef with the same tag */
};
/*--------------------------------------------------------------------------*/
/* These are the structure used for creating the NODE bsp tree.
/*--------------------------------------------------------------------------*/
struct Seg
{
short int start; /* from this vertex ... */
short int end; /* ... to this vertex */
unsigned short angle;/* angle (0 = east, 16384 = north, ...) */
short int linedef; /* linedef that this seg goes along*/
short int flip; /* true if not the same direction as linedef */
unsigned short dist; /* distance from starting point */
struct Seg *next;
};
struct Pseg
{
short int start; /* from this vertex ... */
short int end; /* ... to this vertex */
unsigned short angle;/* angle (0 = east, 16384 = north, ...) */
short int linedef; /* linedef that this seg goes along*/
short int flip; /* true if not the same direction as linedef */
unsigned short dist; /* distance from starting point */
};
struct Node
{
short int x, y; /* starting point*/
short int dx, dy; /* offset to ending point*/
short int maxy1, miny1, minx1, maxx1; /* bounding rectangle 1*/
short int maxy2, miny2, minx2, maxx2; /* bounding rectangle 2*/
short int chright, chleft; /* Node or SSector (if high bit is set)*/
struct Node *nextr,*nextl;
short int node_num; /* starting at 0 (but reversed when done)*/
};
struct Pnode
{
short int x, y; /* starting point*/
short int dx, dy; /* offset to ending point*/
short int maxy1, miny1, minx1, maxx1; /* bounding rectangle 1*/
short int maxy2, miny2, minx2, maxx2; /* bounding rectangle 2*/
short int chright, chleft; /* Node or SSector (if high bit is set)*/
};
struct SSector
{
short int num; /* number of Segs in this Sub-Sector */
short int first; /* first Seg */
};
struct splitter
{
short int halfx;
short int halfy;
short int halfsx;
short int halfsy;
};
/*--------------------------------------------------------------------------*/