3D Loading and unloading of maps
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3D Loading and unloading of maps
Routines for loading maps are handled here. This code differs from the MAP code by handling the raw 3D information about a map. It knows about vertixes, wall segments, objects on the map, and any of the 'raw' information about the world needed for rendering. At the heart of it, it is loading DOOM PWAD/IWAD maps since Deep 95 was used to make the maps.
- See Also
- http://www.amuletsandarmor.com/AALicense.txt
#define OBJECT_TYPE_LIGHT 924 |
#define SOUND_CRICKETS 3014 |
#define SOUND_ELECTRICITY 3001 |
#define SOUND_FIREPLACE 3008 |
#define SOUND_LAVA_BOIL 3011 |
#define SOUND_MACHINE_BUZZ 3000 |
#define SOUND_RUMBLE 3010 |
#define SOUND_SHORELINE 3016 |
#define SOUND_STREAM 3003 |
#define SOUND_TELEPORTER 3006 |
#define SOUND_TELEPORTER2 3002 |
#define SOUND_TUBE_HUM 3015 |
#define SOUND_WARM_HUM 3012 |
#define SOUND_WATER_DRIP 3018 |
#define SOUND_WATER_FALL 3007 |
#define SOUND_WATER_FOUNTAIN 3019 |
#define SOUND_WIND_HARD 3004 |
#define SOUND_WIND_SOFT 3004 |
#define SPECIAL_OBJECT_ACID_SECTOR 1543 |
#define SPECIAL_OBJECT_AREA_SOUND_CRICKETS 1533 |
#define SPECIAL_OBJECT_AREA_SOUND_ELECTRICITY 1517 |
#define SPECIAL_OBJECT_AREA_SOUND_FIREPLACE 1509 |
#define SPECIAL_OBJECT_AREA_SOUND_HUM 1532 |
#define SPECIAL_OBJECT_AREA_SOUND_LAVA 1510 |
#define SPECIAL_OBJECT_AREA_SOUND_LAVA_BOIL 1530 |
#define SPECIAL_OBJECT_AREA_SOUND_MACHINE_BUZZ 1528 |
#define SPECIAL_OBJECT_AREA_SOUND_RUMBLE 1508 |
#define SPECIAL_OBJECT_AREA_SOUND_SHORELINE 1535 |
#define SPECIAL_OBJECT_AREA_SOUND_STREAM 1513 |
#define SPECIAL_OBJECT_AREA_SOUND_TELEPORTER 1516 |
#define SPECIAL_OBJECT_AREA_SOUND_TELEPORTER2 1529 |
#define SPECIAL_OBJECT_AREA_SOUND_TUBE_HUM 1534 |
#define SPECIAL_OBJECT_AREA_SOUND_WARM_HUM 1531 |
#define SPECIAL_OBJECT_AREA_SOUND_WATER_DRIP 1536 |
#define SPECIAL_OBJECT_AREA_SOUND_WATER_FALL 1514 |
#define SPECIAL_OBJECT_AREA_SOUND_WATER_FOUNTAIN 1515 |
#define SPECIAL_OBJECT_AREA_SOUND_WIND_HARD 1512 |
#define SPECIAL_OBJECT_AREA_SOUND_WIND_SOFT 1511 |
#define SPECIAL_OBJECT_DEPTH 1521 |
#define SPECIAL_OBJECT_DIRT_SECTOR 1503 |
#define SPECIAL_OBJECT_DOOR 1500 |
View3dResolveSpecialObjects is used to actually create all the
#define SPECIAL_OBJECT_DOOR_REQUIRE_ITEM 1527 |
#define SPECIAL_OBJECT_FLOW_FAST 1525 |
#define SPECIAL_OBJECT_FLOW_MEDIUM 1524 |
#define SPECIAL_OBJECT_FLOW_SLOW 1523 |
#define SPECIAL_OBJECT_FLOW_WALL_DOWN1 1540 |
#define SPECIAL_OBJECT_FLOW_WALL_DOWN2 1541 |
#define SPECIAL_OBJECT_FLOW_WALL_DOWN3 1542 |
#define SPECIAL_OBJECT_FLOW_WALL_UP1 1537 |
#define SPECIAL_OBJECT_FLOW_WALL_UP2 1538 |
#define SPECIAL_OBJECT_FLOW_WALL_UP3 1539 |
#define SPECIAL_OBJECT_GENERATOR 1502 |
#define SPECIAL_OBJECT_GLASS_CEILING 1520 |
#define SPECIAL_OBJECT_GLOW 1526 |
#define SPECIAL_OBJECT_ICE_SECTOR 1504 |
#define SPECIAL_OBJECT_LAVA_SECTOR 1506 |
#define SPECIAL_OBJECT_LEVEL_LINK 1518 |
#define SPECIAL_OBJECT_LEVEL_LINK_PLACE 1519 |
#define SPECIAL_OBJECT_LOCK_DOOR 1501 |
#define SPECIAL_OBJECT_MUD_SECTOR 1507 |
#define SPECIAL_OBJECT_SECTOR_ANIMATION 1522 |
#define SPECIAL_OBJECT_WATER_SECTOR 1505 |
ILoadSectorInfo reads in all the accompany information data that
View3dLoadMap loads into memory a precompiled map that contains all walls, sectors, lines, things, etc.
IDumpData() ;
View3dUnloadMap unallocates any memory used by the current map.