/*****************************************************************************/
/* D2K: A Doom Source Port for the 21st Century                              */
/*                                                                           */
/* Copyright (C) 2014: See COPYRIGHT file                                    */
/*                                                                           */
/* This file is part of D2K.                                                 */
/*                                                                           */
/* D2K 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.                                                            */
/*                                                                           */
/* D2K 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 D2K.  If not, see <http://www.gnu.org/licenses/>.                    */
/*                                                                           */
/*****************************************************************************/


#ifndef P_DEFS_H__
#define P_DEFS_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
};

#ifdef _MSC_VER // proff: This is the same as __attribute__ ((packed)) in GNUC
#pragma pack(push)
#pragma pack(1)
#endif //_MSC_VER

// A single Vertex.
typedef struct {
  short x,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];
  short sector;  // Front sector, towards viewer.
} PACKEDATTR mapsidedef_t;

// A LineDef, as used for editing, and as input to the BSP builder.

typedef struct {
  unsigned short v1;
  unsigned short v2;
  unsigned short flags;
  short special;
  short tag;
  // proff 07/23/2006 - support more than 32768 sidedefs
  // use the unsigned value and special case the -1
  // sidenum[1] will be -1 (NO_INDEX) if one sided
  unsigned short sidenum[2];
} PACKEDATTR maplinedef_t;

#define NO_INDEX ((unsigned short)-1)

//
// LineDef attributes.
//

// Solid, is an obstacle.
#define ML_BLOCKING             1

// Blocks monsters only.
#define ML_BLOCKMONSTERS        2

// Backside will not be drawn 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 always 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

//jff 3/21/98 Set if line absorbs use by player
//allow multiple push/switch triggers to be used on one push
#define ML_PASSUSE      512

// 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 {
  unsigned short numsegs;
  unsigned short firstseg;    // Index of first one; segs are stored sequentially.
} PACKEDATTR mapsubsector_t;

typedef struct {
  unsigned short numsegs;
  int firstseg;
} PACKEDATTR mapsubsector_v4_t;

typedef struct {
  unsigned int numsegs;
} PACKEDATTR mapsubsector_znod_t;

// LineSeg, generated by splitting LineDefs
// using partition lines selected by BSP builder.
typedef struct {
  unsigned short v1;
  unsigned short v2;
  short angle;
  unsigned short linedef;
  short side;
  short offset;
} PACKEDATTR mapseg_t;

typedef struct {
  int v1;
  int v2;
  unsigned short angle;
  unsigned short linedef;
  short side;
  unsigned short offset;
} PACKEDATTR mapseg_v4_t;

typedef struct {
  unsigned int v1, v2;
  unsigned short linedef;
  unsigned char side;
} PACKEDATTR mapseg_znod_t;


// BSP node structure.

// Indicate a leaf.
// e6y: support for extended nodes
#define NF_SUBSECTOR    0x80000000

typedef struct {
  short x;  // Partition line from (x,y) to x+dx,y+dy)
  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;

typedef struct {
  short x;  // Partition line from (x,y) to x+dx,y+dy)
  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.
  int children[2];
} PACKEDATTR mapnode_v4_t;

typedef struct {
  short x;  // Partition line from (x,y) to x+dx,y+dy)
  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.
  int children[2];
} PACKEDATTR mapnode_znod_t;

// Thing definition, position, orientation and type,
// plus skill/visibility flags and attributes.
typedef struct mapthing_s {
  short x;
  short y;
  short angle;
  short type;
  short options;
} PACKEDATTR mapthing_t;

#ifdef _MSC_VER
#pragma pack(pop)
#endif //_MSC_VER

#endif

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