//------------------------------------------------------------------------------
//
//  Portal Adventure - 2nd PGD Challenge: The Journey
//  Copyright (C) 2012 by Jim Valavanis
//
//  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.
//
//------------------------------------------------------------------------------
//  E-Mail: jimmyvalavanis@yahoo.gr - jvalavanis@gmail.com
//------------------------------------------------------------------------------

{$I portal.inc}

unit mapdata;

interface

uses
// Some global defines, that configure the game.
  gamedef,
// char8_t
  w_wad;

//-----------------------------------------------------------------------------

type
//
// 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.
  maplumpdesc_t = (
    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
    ML_CODE       // JVAL: script goes here
  );

  mapvertex_t = record
    x : smallint;
    y : smallint;
  end;
  Pmapvertex_t = ^mapvertex_t;

// A SideDef, defining the visual appearance of a wall,
// by setting textures and offsets.
  mapsidedef_t = record
    textureoffset: smallint;
    rowoffset: smallint;
    toptexture: char8_t;
    bottomtexture: char8_t;
    midtexture: char8_t;
  // Front sector, towards viewer.
    sector : smallint;
  end;
  Pmapsidedef_t = ^mapsidedef_t;

// A LineDef, as used for editing, and as input
// to the BSP builder.
  maplinedef_t = record
    v1: smallint;
    v2: smallint;
    flags: smallint;
    special: smallint;
    tag: smallint;
  // sidenum[1] will be -1 if one sided
    sidenum: array[0..1] of smallint;
  end;
  Pmaplinedef_t = ^maplinedef_t;

//
// LineDef attributes.
//

const
// Solid, is an obstacle.
  ML_BLOCKING = 1;

// Blocks monsters only.
  ML_BLOCKMONSTERS = 2;

// Backside will not be present at all
//  if not two sided.
  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 allways 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
  ML_DONTPEGTOP = 8;

// lower texture unpegged
  ML_DONTPEGBOTTOM = 16;

// In AutoMap: don't map as two sided: IT'S A SECRET!
  ML_SECRET = 32;

// Sound rendering: don't let sound cross two of these.
  ML_SOUNDBLOCK = 64;

// Don't draw on the automap at all.
  ML_DONTDRAW = 128;

// Set if already seen, thus drawn in automap.
  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
  ML_PASSUSE = 512;

type
// Sector definition, from editing.
  mapsector_t = record
    floorheight: smallint;
    ceilingheight: smallint;
    floorpic: char8_t;
    ceilingpic: char8_t;
    lightlevel: smallint;
    special: smallint;
    tag: smallint;
  end;
  Pmapsector_t = ^mapsector_t;

// SubSector, as generated by BSP.
  mapsubsector_t = record
    numsegs: smallint;
  // Index of first one, segs are stored sequentially.
    firstseg: smallint;
  end;
  Pmapsubsector_t = ^mapsubsector_t;

// LineSeg, generated by splitting LineDefs
// using partition lines selected by BSP builder.
  mapseg_t = record
    v1: smallint;
    v2: smallint;
    angle: smallint;
    linedef: smallint;
    side: smallint;
    offset: smallint;
  end;
  Pmapseg_t = ^mapseg_t;

// BSP node structure.

// Indicate a leaf.
const
  NF_SUBSECTOR = $8000;

type
  mapnode_t = record
  // Partition line from (x,y) to x+dx,y+dy)
    x: smallint;
    y: smallint;
    dx: smallint;
    dy: smallint;

  // Bounding box for each child,
  // clip against view frustum.
    bbox: packed array[0..1] of packed array[0..3] of smallint;

  // If NF_SUBSECTOR its a subsector,
  // else it's a node of another subtree.
    children: packed array[0..1] of word;
  end;
  Pmapnode_t = ^mapnode_t;

// Thing definition, position, orientation and type,
// plus skill/visibility flags and attributes.
  mapthing_t = record
    x: smallint;
    y: smallint;
    angle: smallint;
    _type: word;
    options: smallint;
  end;
  Pmapthing_t = ^mapthing_t;

implementation

end.

