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diff --git a/doc/bugs.htm b/doc/bugs.htm new file mode 100644 index 0000000..92e5262 --- /dev/null +++ b/doc/bugs.htm @@ -0,0 +1,40 @@ +<html> + +<head> +<meta name="GENERATOR" content="vim"> +<title>viDOOM - Free Software DOOM editor</title> +</head> + +<body> + +<h1 align="center">Bugs</h1> + +<p>If you find any additional bugs please try and send as much +information (including a surefire way of repeating the problem if +possible) <a href="mailto:ianc@noddybox.demon.co.uk">here</a>. +Include the VERSION file from the distribution with your message. +If the problem is more likely to be platform specific (e.g. a bug +in the screen or file handling) please contact the following +people:<a name="CONTACTS"></a></p> + +<table border="1" cellpadding="10"> + <tr> + <td valign="top" nowrap><strong>DJGPP/DOS</strong></td> + <td valign="top"><a + href="mailto:ianc@noddybox.demon.co.uk">ianc@noddybox.demon.co.uk</a><br> + <strong>Note</strong>: messages with <strong>any sort</strong> + of attachment will not be accepted.</td> + </tr> +</table> + +<p>Also check the <a href="sys.htm">system dependent +documentation</a> to see if there is any bugs specific to your +system.</p> + +<hr> + +<p><a href="index.htm">Back to index</a></p> + +<p><tt>$Id$</tt></p> +</body> +</html> diff --git a/doc/building.htm b/doc/building.htm new file mode 100644 index 0000000..69814a6 --- /dev/null +++ b/doc/building.htm @@ -0,0 +1,88 @@ +<html> + +<head> +<meta name="GENERATOR" content="vim"> +<title>viDOOM - Free Software DOOM editor</title> +</head> + +<body> + +<h1 align="center">Building</h1> + +<p>This part of the documentation simply expands <u>slightly</u> +on the contents of the README in the source distribution.</p> + +<hr> + +<h2>Notes</h2> + +<p>Note that the viDOOM makefile expects the <strong>include</strong> +command to be honoured.</p> + +<hr> + +<h2>Instructions</h2> + +<h3>Step 1</h3> + +<p>Edit the makefile.</p> + +<h3>Step 2</h3> + +<p>Change the following line to the name of your platform:</p> + +<blockquote> + <p><tt>MAKEPLAT=djgpp</tt></p> +</blockquote> + +<p>The following platforms are currently supported:</p> + +<blockquote> + <p><strong>DJGPP - </strong>Protected-mode 32-bit MSDOS + (Windows 9x / MSDOS + DPMI)</p> +</blockquote> + +<h3>Step 3</h3> + +<p>If you are going to use the install script, then update the +following line:</p> + +<blockquote> + <p><tt>INSTALLDIR=C:/viDOOM</tt></p> +</blockquote> + +<p>so it points to the directory where you wish it to be +installed.</p> + +<h3>Step 4</h3> + +<p>Set the MKDS to the directory separator for this platform. +This is used so that the makefile can safely access +sub directories:</p> + +<blockquote> + <p><tt>MKDS=/</tt></p> +</blockquote> + +<h3>Step 5</h3> + +<p>If you wish to build the debug version remove the comment +(hash character - #) from the start of the following line:</p> + +<blockquote> + <p><tt>DEBUG=-DDEBUG</tt></p> +</blockquote> + +<h3>Step 6</h3> + +<p>To make viDOOM simply invoke the make program for your system. +To install viDOOM invoke the make program for your system, +telling it to build the rule <strong>install</strong>.</p> + +<hr width="99%"> + +<p><a href="index.htm">Back to the index</a></p> + +<p><tt>$Id: building.htm,v 1.5 2000/08/13 00:35:59 dosuser Exp dosuser $ </tt></p> +</body> +</html> diff --git a/doc/changelog.htm b/doc/changelog.htm new file mode 100644 index 0000000..8fd333c --- /dev/null +++ b/doc/changelog.htm @@ -0,0 +1,64 @@ +<html> + +<head> +<meta name="GENERATOR" content="vim"> +<title>viDOOM - Free Software DOOM editor</title> +</head> + +<body> + +<h1 align="center">Changelog</h1> + +<p>Below is a list of the major features added or bugs fixed in +each release:</p> + +<table border="1" cellpadding="3" width="100%"> + <tr> + <td valign="top"><b>Version</b> </td> + <td valign="top"><b>Date</b> </td> + <td valign="top"><b>Changes</b> </td> + </tr> + <tr> + <td valign="top" nowrap>0.01</td> + <td valign="top" nowrap>05/08/2000</td> + <td valign="top">Initial release</td> + </tr> + <tr> + <td valign="top" nowrap>0.02</td> + <td valign="top" nowrap>13/08/2000</td> + <td valign="top"><ol> + <li>Fixed bug in step creation</li> + <li>Added functionality to allow the selection of + overlapping objects</li> + </ol> + </td> + </tr> + <tr> + <td valign="top" nowrap>0.03</td> + <td valign="top" nowrap>Not yet completed</td> + <td valign="top"><ol> + <li>Fixed embarrassingly bad file pointer leaks.</li> + <li>Added conditional directives to config file.</li> + <li>Altered some configuration so that thing flags, + etc, can be different in HEXEN and DOOM mode.</li> + <li>Added support for generalised linedefs and sector + types.</li> + <li>Added support for ZDOOM HEXEN maps.</li> + <li>Added support for editting the MAPINFO lump for + ZDOOM levels.</li> + <li>Support for editting a SCRIPTS lump and + generating the HEXEN BEAHVIOR.</li> + <li>Fixed a small memory leak when closing a WAD + file.</li> + </ol> + </td> + </tr> +</table> + +<hr> + +<p><a href="index.htm">Back to index</a></p> + +<p><tt>$Id$</tt></p> +</body> +</html> diff --git a/doc/djgpp.htm b/doc/djgpp.htm new file mode 100644 index 0000000..1d53547 --- /dev/null +++ b/doc/djgpp.htm @@ -0,0 +1,58 @@ +<html> + +<head> +<meta name="GENERATOR" content="vim"> +<title>viDOOM - Free Software DOOM editor</title> +</head> + +<body> + +<h1 align="center">DJGPP</h1> + +<ul> + <li><a href="#GUI">GUI</a></li> + <li><a href="#BUGS">Known bugs and problems</a></li> +</ul> + +<hr> + +<h2><a name="GUI"></a>GUI</h2> + +<p>Hopefully the GUI employed is fairly self explanatory. All the +dialogs (apart from the file viewing one used to view the license +and node builder outputs - and that's read only anyway) have an <strong>OK</strong> +and <strong>Cancel</strong> button which behave as you would +expect.</p> + +<p>All the dialogs, apart from the text editor (used for editing +the MAPINFO lump in ZDoom mode) can be cancelled by pressing the +ESCAPE key. On all dialogs the TAB key will give the focus to +different objects on the dialog for keyboard control. Note that +the file viewer does not currently honour keyboard controls (ie. +you cannot use cursor keys, page up, etc to navigate the file).</p> + +<p>Note that if the yes/no question box is cancelled with the ESCAPE key, it +is taken as <b>No</b>.</p> + +<hr> + +<h2><a name="BUGS"></a>Known bugs and problems</h2> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><strong>External Commands</strong></td> + <td valign="top">On some PCs there has been occasions + where running external commands (e.g. the node builder) + fails for no apparent reason. If this does happen on your + system, then you must disable the command via the + VIDOOM.INI file and run it seperately outside of viDOOM.</td> + </tr> +</table> + +<hr> + +<p><a href="index.htm">Back to index</a></p> + +<p><tt>$Id$</tt></p> +</body> +</html> diff --git a/doc/ed_ex1.gif b/doc/ed_ex1.gif Binary files differnew file mode 100755 index 0000000..49f03f7 --- /dev/null +++ b/doc/ed_ex1.gif diff --git a/doc/ed_ex2.gif b/doc/ed_ex2.gif Binary files differnew file mode 100755 index 0000000..e50d72f --- /dev/null +++ b/doc/ed_ex2.gif diff --git a/doc/ed_ex3.gif b/doc/ed_ex3.gif Binary files differnew file mode 100755 index 0000000..c68be6a --- /dev/null +++ b/doc/ed_ex3.gif diff --git a/doc/ed_l_hex.gif b/doc/ed_l_hex.gif Binary files differnew file mode 100755 index 0000000..044078d --- /dev/null +++ b/doc/ed_l_hex.gif diff --git a/doc/ed_line.gif b/doc/ed_line.gif Binary files differnew file mode 100755 index 0000000..094e0d4 --- /dev/null +++ b/doc/ed_line.gif diff --git a/doc/ed_lninf.gif b/doc/ed_lninf.gif Binary files differnew file mode 100755 index 0000000..f663393 --- /dev/null +++ b/doc/ed_lninf.gif diff --git a/doc/ed_merge.gif b/doc/ed_merge.gif Binary files differnew file mode 100755 index 0000000..806d808 --- /dev/null +++ b/doc/ed_merge.gif diff --git a/doc/ed_multi.gif b/doc/ed_multi.gif Binary files differnew file mode 100755 index 0000000..207a96e --- /dev/null +++ b/doc/ed_multi.gif diff --git a/doc/ed_sect.gif b/doc/ed_sect.gif Binary files differnew file mode 100755 index 0000000..5d8f9b4 --- /dev/null +++ b/doc/ed_sect.gif diff --git a/doc/ed_step.gif b/doc/ed_step.gif Binary files differnew file mode 100755 index 0000000..58285e3 --- /dev/null +++ b/doc/ed_step.gif diff --git a/doc/ed_t_hx1.gif b/doc/ed_t_hx1.gif Binary files differnew file mode 100755 index 0000000..d6d0dee --- /dev/null +++ b/doc/ed_t_hx1.gif diff --git a/doc/ed_t_hx2.gif b/doc/ed_t_hx2.gif Binary files differnew file mode 100755 index 0000000..61ed203 --- /dev/null +++ b/doc/ed_t_hx2.gif diff --git a/doc/ed_thing.gif b/doc/ed_thing.gif Binary files differnew file mode 100755 index 0000000..af4785a --- /dev/null +++ b/doc/ed_thing.gif diff --git a/doc/ed_vert.gif b/doc/ed_vert.gif Binary files differnew file mode 100755 index 0000000..eaf5a0f --- /dev/null +++ b/doc/ed_vert.gif diff --git a/doc/editing.htm b/doc/editing.htm new file mode 100755 index 0000000..a276a86 --- /dev/null +++ b/doc/editing.htm @@ -0,0 +1,1603 @@ +<html> + +<head> +<meta name="GENERATOR" content="vim"> +<title>viDOOM - Free Software DOOM editor</title> +</head> + +<body> + +<h1 align="center">Editing</h1> + +<h2 align="left">Index</h2> + +<p align="left">This page is split up into the following +sections:</p> + +<ul> + <li><a href="#THE_BASICS">The Basics</a> </li> + <li><a href="#BASIC_MOUSE">Basic Mouse Operation</a> </li> + <li><a href="#GENERAL_KEY">General Key Commands</a> </li> + <li><a href="#SECTOR_MODE">Sector Edit Mode</a><ul> + <li><a href="#SECTOR_DISPLAY">Display</a></li> + <li><a href="#SECTOR_KEYS">Extra Keys</a></li> + <li><a href="#SECTOR_INSERT">Insertion</a></li> + <li><a href="#SECTOR_DELETE">Deletion</a></li> + <li><a href="#SECTOR_POPUP">Popup Menu</a></li> + </ul> + </li> + <li><a href="#LINEDEF_MODE">Linedef Edit Mode</a><ul> + <li><a href="#LINEDEF_DISPLAY">Display</a></li> + <li><a href="#LINEDEF_KEYS">Extra Keys</a></li> + <li><a href="#LINEDEF_INSERT">Insertion</a></li> + <li><a href="#LINEDEF_DELETE">Deletion</a></li> + <li><a href="#LINEDEF_POPUP">Popup Menu</a></li> + <li><a href="#SIDEDEF_MENU">Sidedef Menu</a></li> + <li><a href="#STAIR_CREATION">Stair creation</a></li> + </ul> + </li> + <li><a href="#THING_MODE">Thing Edit Mode</a><ul> + <li><a href="#THING_DISPLAY">Display</a></li> + <li><a href="#THING_KEYS">Extra Keys</a></li> + <li><a href="#THING_INSERT">Insertion</a></li> + <li><a href="#THING_DELETE">Deletion</a></li> + <li><a href="#THING_POPUP">Popup Menu</a></li> + </ul> + </li> + <li><a href="#VERTEX_MODE">Vertex Edit Mode</a><ul> + <li><a href="#VERTEX_DISPLAY">Display</a></li> + <li><a href="#VERTEX_KEYS">Extra Keys</a></li> + <li><a href="#VERTEX_INSERT">Insertion</a></li> + <li><a href="#VERTEX_DELETE">Deletion</a></li> + <li><a href="#VERTEX_POPUP">Popup Menu</a></li> + </ul> + </li> + <li><a href="#MULTI_MODE">Multiple Edit Mode</a><ul> + <li><a href="#MULTI_DISPLAY">Display</a></li> + <li><a href="#MULTI_OPERATION">Operation</a></li> + <li><a href="#MULTI_POPUP">Popup menu</a></li> + </ul> + </li> + <li><a href="#MERGE_MAP">Merging Maps</a></li> + <li><a href="#LUMP_EDIT">Lump Editing</a></li> +</ul> + +<hr> + +<h2 align="left">The Basics<a name="THE_BASICS"></a></h2> + +<p align="left">Once you start editing in viDOOM you should be +greeted by a screen similar to the following (no prizes for +guessing the map number):</p> + +<p align="left"><img src="ed_sect.gif" width="640" height="480"></p> + +<p>At the top of the screen is a title bar which shows the +following information, going from left to right:</p> + +<ul> + <li>The edit mode. This is either 'Sector', 'Linedef', + 'Thing' or 'Vertex'.</li> + <li>The position of the mouse pointer in the map.</li> + <li>The current scale</li> + <li>Whether movements are locked to the current grid scale.</li> + <li>The grid scale. The first number indicate the grid scale + that objects are snapped to. The second number indicates + how big the graphical grid displayed is (the blue lines + in the picture above). This second number changes + automatically as the display is zoomed in and out.</li> + <li>Below this is a line where specific edit modes can show + extra information.</li> +</ul> + +<p>Note that the information bar at the top of the screen will +also indicate what format the level you're editing is in. If the +background to the title bar is blue, this map is in the original +DOOM format. If the background is red then the map is in the +extended HEXEN format.</p> + +<p>The main central part of the screen is made up the map being +edited.</p> + +<p>Spread around the bottom of the screen are information boxes +that display details of the object the mouse pointer is currently +over. The size and information in these boxes changes with the +edit mode.</p> + +<hr> + +<h2>Basic Mouse Operation<a name="BASIC_MOUSE"></a></h2> + +<p>The mouse acts in exactly the same way, independent of the +mode. </p> + +<p>Moving the mouse over an object will change it's colour, +indicating it can be selected. Simply left click over an object +to select it. If the control key is pressed while selecting the +object the object is selected in addition to any others currently +selected.</p> + +<p>If the shift key is pressed then while the left button is held +down a selection rectangle can be dragged out. Any objects within +this box once the button is released will be selected (DOOM map +designers note - in this instance objects are selected in order +from the lowest numbered object up). If the control key is +pressed along with the shift key then the objects in the box are +selected in addition to any others currently selected.</p> + +<p>On pressing the right button a pop-up menu is displayed. If no +objects are currently selected then the menu just has the insert +option. If objects are selected when pressing the right mouse +button (please see the <a href="overview.htm#HOVER_SELECT">overview</a> +to see how the right button can also be made to select objects +the pointer is currently over) then a menu is shown with options +specific to each edit mode.</p> + +<p>If the left mouse button is pressed without the control key +and the pointer is not over any object then the current selection +is cleared.</p> + +<p>If the mouse has a middle button then this can be used to move +objects once they have been selected. This basically a short cut +for pressing the right button then selecting the 'Move' option.</p> + +<hr> + +<h2>General Key Commands<a name="GENERAL_KEY"></a></h2> + +<p>There are a number of key commands that are common to all edit +modes in viDOOM. These are as follows:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap>F1</td> + <td valign="top">General Help (key commands and mouse + usage).</td> + </tr> + <tr> + <td valign="top" nowrap>F2</td> + <td valign="top">Help specific to the current edit mode</td> + </tr> + <tr> + <td valign="top" nowrap>Escape</td> + <td valign="top">Finish Editing</td> + </tr> + <tr> + <td valign="top" nowrap>Cursor Keys</td> + <td valign="top">Move the map display</td> + </tr> + <tr> + <td valign="top" nowrap>Shift + Cursor Keys</td> + <td valign="top">Move the map display quickly</td> + </tr> + <tr> + <td valign="top" nowrap>Ctrl + Cursor Keys</td> + <td valign="top">Move the map by one pixel (i.e. by + whatever value the scale is currently set to).</td> + </tr> + <tr> + <td valign="top" nowrap>Page Up/Down</td> + <td valign="top">Zoom in/out</td> + </tr> + <tr> + <td valign="top" nowrap>Q/W</td> + <td valign="top">Alert the grid lock scale</td> + </tr> + <tr> + <td valign="top" nowrap>G</td> + <td valign="top">Switch grid lines on/off</td> + </tr> + <tr> + <td valign="top" nowrap>X</td> + <td valign="top">Switch grid snapping on/off</td> + </tr> + <tr> + <td valign="top" nowrap>Tab/Shift Tab</td> + <td valign="top">Go to next/previous edit mode</td> + </tr> + <tr> + <td valign="top" nowrap>V</td> + <td valign="top"><a href="#VERTEX_MODE">VERTEX edit mode</a></td> + </tr> + <tr> + <td valign="top" nowrap>L</td> + <td valign="top"><a href="#LINEDEF_MODE">LINEDEF edit + mode</a></td> + </tr> + <tr> + <td valign="top" nowrap>S</td> + <td valign="top"><a href="#SECTOR_MODE">SECTOR edit mode</a></td> + </tr> + <tr> + <td valign="top" nowrap>T</td> + <td valign="top"><a href="#THING_MODE">THING edit mode</a></td> + </tr> + <tr> + <td valign="top" nowrap>C</td> + <td valign="top"><a href="#MULTI_MODE">MULTI edit mode</a></td> + </tr> + <tr> + <td valign="top" nowrap>HOME</td> + <td valign="top"><a href="#LUMP_EDIT">Lump edit menu</a>. + Note that this only applies when the game type is ZDoom.</td> + </tr> + <tr> + <td valign="top" nowrap>F9</td> + <td valign="top">Deselect all objects</td> + </tr> + <tr> + <td valign="top" nowrap>Shift + F9</td> + <td valign="top">Invert current selection</td> + </tr> + <tr> + <td valign="top" nowrap>F10</td> + <td valign="top">Select all objects</td> + </tr> + <tr> + <td valign="top" nowrap>Shift + F10</td> + <td valign="top">Select all objects with a specific type + (not applicable to VERTEX objects).<p>Note that if the + map is in HEXEN format, then this will select special + actions, rather than types for LINEDEFS. Likewise, when + in THING edit mode you will be asked whether to search + for a THING's type or it's special action.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap>Ctrl + F10</td> + <td valign="top">Select one object at the current + position. This is mainly useful for THING and VERTEX + where it may not be possible to select objects that are + overlaid one another.<p>When pressed if there are more + than one object at the current position a list will be + displayed with object numbers (and perhaps some extra + identifying information). Selecting one of the objects + from this list will select that object, whereas + cancelling the list leaves the current selection as is.</p> + <p>Note that it may not be possible to see the selected + object in it's selected colours if it is not on top of + the stack of overlapping objects. </p> + <p>Also bear in mind, that though sectors can be moved so + they overlap, and these can be picked using this method, + a DOOM level should never have overlapping sectors. + Unless you want the Cyberdemon to come and take you away + in the night. </p> + </td> + </tr> + <tr> + <td valign="top" nowrap>Alt + F10</td> + <td valign="top">As above, but any selected object is + selected in addition to the objects currently selected.</td> + </tr> + <tr> + <td valign="top" nowrap>F11/Shift + F11</td> + <td valign="top">Locate the next or previous selected + object and display it in the centre of the screen.</td> + </tr> + <tr> + <td valign="top" nowrap>Delete</td> + <td valign="top">Delete the selected objects <sup><sup>Note + 1</sup></sup></td> + </tr> + <tr> + <td valign="top" nowrap>Insert</td> + <td valign="top">Insert a new object</td> + </tr> + <tr> + <td valign="top" nowrap>F3</td> + <td valign="top">Merge a map. See the <a + href="#MERGE_MAP">merge map</a> section for details.</td> + </tr> + <tr> + <td valign="top" nowrap>F4</td> + <td valign="top">Move selected objects</td> + </tr> + <tr> + <td valign="top" nowrap>F5</td> + <td valign="top">Rotate selected objects <sup><sup>Note 2</sup></sup></td> + </tr> + <tr> + <td valign="top" nowrap>[</td> + <td valign="top">Rotate selected objects 5° to the left <sup><sup>Note + 2</sup></sup></td> + </tr> + <tr> + <td valign="top" nowrap>]</td> + <td valign="top">Rotate selected objects 5° to the right + <sup><sup>Note 2</sup></sup></td> + </tr> + <tr> + <td valign="top" nowrap>F6</td> + <td valign="top">Scale selected objects <sup><sup>Note 2</sup></sup></td> + </tr> + <tr> + <td valign="top" nowrap>{</td> + <td valign="top">Scale selected objects by 90% <sup><sup>Note + 2</sup></sup></td> + </tr> + <tr> + <td valign="top" nowrap>}</td> + <td valign="top">Scale selected objects by 110% <sup><sup>Note + 2</sup></sup></td> + </tr> + <tr> + <td valign="top" nowrap>F7</td> + <td valign="top">Set tag number for this object (only + applicable to SECTOR and LINEDEF objects).</td> + </tr> + <tr> + <td valign="top" nowrap>Shift + F7</td> + <td valign="top">Select objects with a specific tag + number (only applicable to SECTOR and LINEDEF objects).</td> + </tr> + <tr> + <td valign="top" nowrap>F8</td> + <td valign="top">Locate a certain object and display in + the centre of the screen</td> + </tr> + <tr> + <td valign="top" nowrap>Shift + F8</td> + <td valign="top">Locate a certain object, display in the + centre of the screen and select it.</td> + </tr> + <tr> + <td valign="top" nowrap>R</td> + <td valign="top">Redraw the map display. Handy for + refreshing selected objects in SECTOR mode.</td> + </tr> +</table> + +<p><strong>Note 1:</strong> In viDOOM it is not permissible to +delete objects that are still in use by other objects, i.e. it is +impossible to delete a vertex that is still used as one of the +anchor points for a linedef - the linedef must be deleted first.</p> + +<p><strong>Note 2:</strong> When scaling or rotating multiple +objects the objects are rotated/scaled around the centre of the +imaginary box enclosing all the selected objects. Also grid +locking is not honoured in this mode.</p> + +<hr> + +<h2><a name="SECTOR_MODE"></a>Sector Edit Mode</h2> + +<p>For a basic description of a SECTOR see the <a +href="glossary.htm#SECTOR">glossary</a>.</p> + +<h3><a name="SECTOR_DISPLAY"></a>Display in Sector Mode</h3> + +<p>When in sector mode the display will look like this:</p> + +<p><img src="ed_sect.gif" width="640" height="480"></p> + +<p>When in this mode sectors are drawn in red, vertexes are not +shown and things are drawn as a cross just to indicate their +position.</p> + +<p>At the bottom of the screen is a box which shows the details +of the sector the pointer is currently over.</p> + +<p>Also note that if the tag highlighting mode is enabled any +linedefs that have a tag number matching the one for the sector +the pointer is over will be drawn in white. Note that the +highlighted linedef will not appear if is in a sector that's +selected and highlighted.</p> + +<h3><a name="SECTOR_KEYS"></a>Extra Keys in Sector Mode</h3> + +<p>The following extra keys can be used while in sector mode. +Keys that work on selected sectors will temporarily select the +sector the pointer is over if no sectors are selected.</p> + +<table border="1" cellpadding="3"> + <tr> + <td>H</td> + <td>Toggle the tag highlighting mode on an off. See the <a + href="#SECTOR_DISPLAY">display</a> section for an example + of what this does.</td> + </tr> + <tr> + <td valign="top" nowrap>M</td> + <td valign="top">Change sector move mode. See <a + href="overview.htm#SECTOR_MOVE">overview</a> for details.</td> + </tr> + <tr> + <td valign="top" nowrap>, (comma)</td> + <td valign="top">Decrease selected sectors floor height + by 8</td> + </tr> + <tr> + <td valign="top" nowrap>. (period)</td> + <td valign="top">Increase selected sectors floor height + by 8</td> + </tr> + <tr> + <td valign="top" nowrap><</td> + <td valign="top">Decrease selected sectors ceiling height + by 8</td> + </tr> + <tr> + <td valign="top" nowrap>></td> + <td valign="top">Increase selected sectors ceiling height + by 8</td> + </tr> + <tr> + <td valign="top" nowrap>-</td> + <td valign="top">Decrease selected sectors lighting level + by 16</td> + </tr> + <tr> + <td valign="top" nowrap>+</td> + <td valign="top">Increase selected sectors lighting level + by 16</td> + </tr> +</table> + +<h3><a name="SECTOR_INSERT"></a>Sector Insertion</h3> + +<p>When you insert a sector a popup menu is displayed where you +can select a type of sector to create.</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><strong>Create unbound sector</strong></td> + <td valign="top">This will create a sector that is + unbound to any linedefs/sidedefs. It will have a normal + type as defined in the <a + href="overview.htm#NORMAL_TYPES">config file</a>, a tag + of zero and a floor height, ceiling height and light + level as defined in the <a + href="overview.htm#DEFAULT_SECTOR_LIGHT_ETC">config file</a>. + The floor and ceiling flats will be set to the <a + href="overview.htm#EMPTY_TEXTURE_NAME">empty texture name</a>. + After it's creation the sector number will be displayed + onscreen.<p>Note that no further editing of the sector + can take place until some sidedefs/linedefs have been + manually bound to the sector, as the sector cannot be + visibly selected until they have.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><strong>Create polygon</strong></td> + <td valign="top">On selecting this you will be asked for + the number of sides to the polygon (3-64). After entering + this a cross hair will be displayed. Press the left mouse + button when the cross hair is over the point where you + want the centre of the sector. Then the sector will be + drawn and you can drag it into shape (defining it's size + and rotation) using the mouse. Note that when defining + the centre and size/rotation that grid snapping can be + toggled on/off and the usual zoom in/out and map + positioning cursor keys are active.<p>You will be asked + then for the following information:</p> + <ul> + <li>A <a href="overview.htm#LINEDEF_CLASSES">class</a> + and <a href="overview.htm#LINEDEF_TYPES">type</a> + of linedef (e.g. scrolling walls, normal, + switches) out of those defined in the config + file. Note that for an HEXEN format map a special + action will be asked for instead.</li> + <li>The new sectors floor height, ceiling height and + light level. If the sector is being defined + inside another sector that sectors floor, ceiling + and light level will already be in the dialog + when it appears. Otherwise the <a + href="overview.htm#DEFAULT_SECTOR_LIGHT_ETC">default</a> + values will be used.</li> + <li>A further linedef type that defines the linedef's + flags, as defined in the <a + href="overview.htm#LINEDEF_DEFAULTS">config file</a>.</li> + <li>The style in which the sector should be painted + as defined in the <a + href="overview.htm#SECTOR_STYLES">config file</a>.</li> + <li>If the sector is being defined within another + sector you will be asked if you wish make the + right sidedef point outwards from the new sector.</li> + </ul> + </td> + </tr> +</table> + +<h3><a name="SECTOR_DELETE"></a>Sector Deletion</h3> + +<p>It is not possible to directly delete a sector in viDOOM as it +religiously enforces the fact that objects cannot be deleted if +other objects are still bound to them. And once all the linedefs +bound to a sector have been deleted, the sector is no longer +selectable! However, when saving, any sectors that have no +bounding linedefs will be automatically deleted.</p> + +<h3><a name="SECTOR_POPUP"></a>Sector Popup Menu</h3> + +<p>On selecting sectors and pressing the right mouse button to +get the sector popup menu the following options will be +presented:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><strong>Change type</strong></td> + <td valign="top">Changes the sector type. The <a + href="overview.htm#SECTOR_CLASSES">classes</a> and their <a + href="overview.htm#SECTOR_TYPES">sector types</a> are + defined in the config file.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change generalised type</strong></td> + <td valign="top">If any generalised sector types have + been defined in the config file, this option allows you + to set them.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Set type to value</strong></td> + <td valign="top">Simply allows you to enter any number to + set the sector type too.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change floor height</strong></td> + <td valign="top">Change the height of the floor of the + selected sectors.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change ceiling height</strong></td> + <td valign="top">Change the height of the ceiling of the + selected sectors.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change light level</strong></td> + <td valign="top">Alter the light level of the sectors.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change tag</strong></td> + <td valign="top">Alter the tag value of the sectors.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change floor</strong></td> + <td valign="top">Shows a picklist of the flats from which + the floor texture can be selected.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change ceiling</strong></td> + <td valign="top">Shows a picklist of the flats from which + the ceiling texture can be selected.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Paint sector in style</strong></td> + <td valign="top">Paints the sector using the textures + described as being a style in the <a + href="overview.htm#SECTOR_STYLES">config file</a>.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Move</strong></td> + <td valign="top">Move the selected sectors.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Delete</strong></td> + <td valign="top">Delete the selected sectors. This just + always shows a reminder that empty sectors will be + deleted when the map is saved.</td> + </tr> +</table> + +<hr> + +<h2><a name="LINEDEF_MODE"></a>Linedef Edit Mode</h2> + +<p>For a basic description of a LINEDEF see the <a +href="glossary.htm#LINEDEF">glossary</a>.</p> + +<h3><a name="LINEDEF_DISPLAY"></a>Display in Linedef Mode</h3> + +<p>When in linedef mode the display will look like this:</p> + +<p><img src="ed_line.gif" width="640" height="480"></p> + +<p>When in this mode linedefs are just drawn as grey lines with a +normal indicating which side is the 'right' side of the linedef. +Vertexes are not shown and things are drawn as a cross just to +indicate their position..</p> + +<p>At the bottom of the screen are three boxes which shows the +details of the linedef the pointer is currently over, and any +associated right and left sidedef. Note that in the screenshot +above the type of linedef is show as the hex number and the <a +href="overview.htm#LINEDEF_CLASSES">class</a> of linedef. This +can be altered in the <a +href="overview.htm#SHOW_FULL_LINEDEF_INFO">config</a> file so +that the linedef type is show as as it's hex number and the name +defined for the linedef <a href="overview.htm#LINEDEF_TYPES">type</a> +in the config file if you are using a display with an higher +resolution. An example of the alterative info for the same +linedef is shown below.</p> + +<p><img src="ed_lninf.gif" width="396" height="72"></p> + +<p>Also note this if the tag highlight mode is on then if the +linedef the pointer is over has a non-zero tag number any sectors +with the same tag number are highlighted in white. E.g. in the +display above the pointer is over a linedef set to teleport, the +tag indicating which sector the teleported object will arrive in. +The sector above and to the right of the line has this tag and is +highlighted. Note that only linedefs not already selected in the +highlighted sector will be highlighted.</p> + +<p>Note that in HEXEN maps the showing of full linedef info +switch is ignored, and the full action special name shown. In +addition to this the special arguments are displayed:</p> + +<p><img src="ed_l_hex.gif" width="274" height="110"></p> + +<p>Note that in this mode the tag highlighting will be based on +any special action arguments called "tag".</p> + +<h3><a name="LINEDEF_KEYS"></a>Extra Keys in Linedef Mode</h3> + +<p>The following extra keys can be used while in linedef mode.</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap>H</td> + <td valign="top">Toggle the tag highlighting mode on an + off. See the <a href="#LINEDEF_DISPLAY">display</a> + section for an example of what this does.</td> + </tr> + <tr> + <td valign="top" nowrap>F12</td> + <td valign="top">Check the currently selected linedefs. + It checks and prompts for the following things:<ul> + <li>Removal of lower textures on 1-sided linedefs.<br> + This check can be disabled in the <a + href="overview.htm#CHECK_LINE_1SIDE_LOWER">config + file</a>.</li> + <li>Removal of upper textures on 1-sided linedefs.<br> + This check can be disabled in the <a + href="overview.htm#CHECK_LINE_1SIDE_UPPER">config + file</a>.</li> + <li>Addition of missing middle textures on 1-sided + linedefs.<br> + This check can be disabled in the <a + href="overview.htm#CHECK_LINE_1SIDE_MIDDLE">config + file</a>.</li> + <li>Removal of all textures on 2-sided linedefs where + both sides of the linedef are in the same sector.<br> + This check can be disabled in the <a + href="overview.htm#CHECK_LINE_2SIDE_SAME_SECTOR">config + file</a>.</li> + <li>Removal of middle textures on 2-sided linedefs.<br> + This check can be disabled in the <a + href="overview.htm#CHECK_LINE_2SIDE_MIDDLE">config + file</a>.</li> + <li>Addition of lower textures on 2-sided linedefs + where the floor heights are different on either + side. In this test the lower texture will be + removed if the floor heights are not different.<br> + This check can be disabled in the <a + href="overview.htm#CHECK_LINE_2SIDE_LOWER">config + file</a>.</li> + <li>Addition of upper textures on 2-sided linedefs + where the ceiling heights are different on either + side. In this test the upper texture will be + removed if the ceiling heights are not different.<br> + This check can be disabled in the <a + href="overview.htm#CHECK_LINE_2SIDE_UPPER">config + file</a>.</li> + </ul> + <p><strong>Note:</strong> When prompted whether to fix a + problem, you can either elect to say <strong>Yes</strong>, + <strong>No</strong>, <strong>Yes to All </strong>or <strong>No + to All</strong>. If you select either <strong>No to All</strong> + or <strong>Yes to All</strong> then it applies to <em>all</em> + further answers in <em>all</em> of the different tests.</p> + <p>Whenever textures are to be added viDOOM will display + the picklist to request what texture to paint, unless the + LINEDEF_CHECK_DEFAULT section in the <a + href="overview.htm#LINEDEF_CHECK_DEFAULT">config</a> file + is set up.</p> + <p><strong>Important Note:</strong> That it may not be + advisable to use this on all linedefs if there are lots + of lifts in the level. viDOOM (due to wanting to remain + completely config file driven for types) is unable to + realise that some textures that look like they shouldn't + be there will come into play when the lift is activated. + This may be changed in the future so that sidedefs that + are pointing into a sector tagged to a linedef of a + specified class are not checked.</p> + </td> + </tr> +</table> + +<h3><a name="LINEDEF_INSERT"></a>Linedef Insertion</h3> + +<p>When inserting a new linedef you will be asked for 2 vertices +to link together. You will then be asked for the linedef type +(from the list defined in the <a +href="overview.htm#LINEDEF_DEFAULTS">config file</a>) and the +middle texture for it. Note that the linedef is created bound to +sector zero. This must be manually changed if it is wrong.</p> + +<h3><a name="LINEDEF_DELETE"></a>Linedef Deletion</h3> + +<p>Linedefs can be safely deleted from the map at any time.</p> + +<h3><a name="LINEDEF_POPUP"></a>Linedef Popup Menu</h3> + +<p>On selecting things and pressing the right mouse button to get +the thing popup menu the following options will be presented:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><strong>Change linedef type<br> + (Doom only)</strong></td> + <td valign="top">Change the type of the selected + linedefs. On selecting this a list will appear so a class + of linedef can be selected (classes are defined in the <a + href="overview.htm#LINEDEF_CLASSES">config file</a>). + Once the class has been selected the a picklist will + appear from which a type of linedef from that class can + be selected. The types are also defined in the <a + href="overview.htm#LINEDEF_TYPES">config file</a>.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Set Generalised linedef<br> + (Doom only)</strong></td> + <td valign="top">If any generalised linedef types have + been defined in the config file, this option allows you + to set them.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Set type to value<br> + (Doom only)</strong></td> + <td valign="top">Allows the linedef type to be set to an + arbitrary value.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change special action<br> + (Hexen only)</strong></td> + <td valign="top">Change the special action of the + selected linedefs. On selecting this a list will appear + so a class of special can be selected (classes are + defined in the <a + href="overview.htm#HEXEN_ACTION_SPECIAL_CLASSES">config + file</a>). Once the class has been selected the a + picklist will appear from which a type of special action + from that class can be selected. The types are also + defined in the <a + href="overview.htm#HEXEN_ACTION_SPECIALS">config file</a>.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Set special action args<br> + (Hexen only)</strong></td> + <td valign="top">Change the arguments for the selected + linedefs. If all the linedefs are of the same special + action type then the arguments are entered once and set + for all the selected linedefs. If the special actions are + different you are asked if you want to set them all + individually.<p>If you select <strong>yes</strong> then + the argument setting dialog is displayed for each + selected linedef in turn. If <strong>no</strong> is + selected then the first selected linedef is used to work + out what args to ask for, and all selected linedefs have + their arguments set to those.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><strong>Set special action to + value<br> + (Hexen only)</strong></td> + <td valign="top">Allows the linedef special action to be + set to an arbitrary value.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Clear special action args<br> + (Hexen only)</strong></td> + <td valign="top">Clears all the special action arguments + to zero in the selected linedefs.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Set ranged special action + args<br> + (Hexen only)</strong></td> + <td valign="top">Change the arguments for the selected + linedefs, allowing the values to be modified for each + linedef. If all the linedefs are not of the same special + action type then you are asked if you want to continue.<p>If + you select <strong>yes</strong>, or all the linedefs are + of the same special action, then the arguments for the + first line are displayed and can be editted to the + initial values. After this the dialog is redisplayed for + you to enter how much the arguments should change by for + each subsequent line. Once this is entered the arguments + are applied.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change linedef flags</strong></td> + <td valign="top">Allows the flags of the selected + linedefs to be changed. On selecting this a dialog will + appear allowing any of flags (as defined by the <a + href="overview.htm#LINEDEF_FLAGS">config file</a>) to to + toggled on or off.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Swap sides</strong></td> + <td valign="top">Swaps the sides of the linedef, so that + the linedef points in the other direction. Note that on + two sided linedefs the sidedefs are re-arranged so that + the texturing and sector numbers on the sides of the + linedef are not switched.<p>viDOOM will not swap + one-sided by default. Once a one-sided linedef is + detected a question box is displayed to say whether you + want to swap one-sided linedefs (either all or just this + one) or skip them (again either all or this one).</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><strong>Split line</strong></td> + <td valign="top">Splits the selected linedefs in the + middle.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Select trail from this + linedef</strong></td> + <td valign="top">Selects a trail from the last selected + linedef, staying within the same sector as the one on the + linedefs right sidedef, until the starting point is found + again or there are no more linedefs in the same + direction.<p>Note that this behaves differently if the + starting point is a 2-sided line wholly within one sector + - only 2-sided linedefs wholly within the sector too + connected from this one are selected.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><strong>Join linedefs with steps</strong></td> + <td valign="top">Allows two selected linedefs to be + joined with steps. See the <a href="#STAIR_CREATION">Stair + creation</a> section for details.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Right Sidedef</strong></td> + <td valign="top">This will display a sub menu for + operation for the right sidedef. See the <a + href="#SIDEDEF_MENU">Sidedef menu</a> for details.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Left Sidedef</strong></td> + <td valign="top">This will display a sub menu for + operation for the left sidedef. See the <a + href="#SIDEDEF_MENU">Sidedef menu</a> for details.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change tag<br> + (Doom only)</strong></td> + <td valign="top">Change the tag number for the selected + linedefs.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Move</strong></td> + <td valign="top">Move the selected linedefs.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Delete</strong></td> + <td valign="top">Delete the selected linedefs.</td> + </tr> +</table> + +<h3><a name="SIDEDEF_MENU"></a>Sidedef Menu</h3> + +<p>On selecting the <strong>Right sidedef</strong> or <strong>Left +sidedef</strong> options above the following options can be +chosen.</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><strong>Change upper texture</strong></td> + <td valign="top">Alter the upper texture on the selected + sidedef.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change middle texture</strong></td> + <td valign="top">Alter the middle texture on the selected + sidedef.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change lower texture</strong></td> + <td valign="top">Alter the lower texture on the selected + sidedef.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change textures to any + value</strong></td> + <td valign="top">Displays a dialog where the texture + names can be entered manually. This is mainly of use to + set texture names to the special values ZDoom supports on + linedefs that describe fog colours and so on.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change texture offset</strong></td> + <td valign="top">Sets the texture offset for the selected + sidedef.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Adjust texture offset</strong></td> + <td valign="top">Adjusts the texture offset for the + selected sidedefs. ie. Entering '10' for X and '-10' for + Y will add 10 to all the X offsets and subtract 10 from + all the Y offsets.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change sector</strong></td> + <td valign="top">Alters the sector number the sidedef is + linked with.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Align textures</strong></td> + <td valign="top">Aligns the linedefs textures in the + selected sidedef. Note that when doing this the widest + texture out of the upper, middle and lower textures are + used to calculate the offsets. Also note that the + linedefs are aligned in the order they were selected, so + ensure you selected them in the order they appear.<p>Remember + that if doing the same set of linedefs then the order + should be reversed when doing the left sidedef over the + right sidedef.</p> + </td> + </tr> +</table> + +<h3><a name="STAIR_CREATION"></a>Stair creation</h3> + +<p>This joins the two selected linedefs with steps. Before +starting this option a couple of caveats should be noted:</p> + +<ul> + <li>Lines must be non-zero in length and not share any + vertices.</li> + <li>viDOOM assumes that the steps join up the left sidedef of + the linedefs together. This will generally be the case + anyway, and if it isn't remember to <strong>Swap sides</strong> + on the linedefs as required before starting (the sides + can be swapped back once the steps have been defined).</li> + <li>If the linedefs already have a left sidedef, this will be + deleted in preference for the new one facing onto the new + sectors.</li> + <li>Not too much error checking goes on. If you do define the + most bizarre looking steps you've never seen on an + automap before, there is a fair chance they won't work + when you play them.</li> + <li>If the steps pass through a sector, it must be the same + sector.</li> +</ul> + +<p>i.e. the following two examples are OK, L1 and L2 can be +joined with stairs:</p> + +<p><img src="ed_ex1.gif" width="204" height="97"></p> + +<p><img src="ed_ex2.gif" width="204" height="97"></p> + +<p>But the following example, where stairs would cross both +sectors S3 and S4 is not allowed:</p> + +<p><img src="ed_ex3.gif" width="204" height="97"></p> + +<p>(Actually, it would be allowed, but wouldn't look too nice +when you played the level...)</p> + +<p>Having got the excuses over with we can now go onto the +process involved with creating the steps. On selecting this +option you will be presented with a display like the following:</p> + +<p><img src="ed_step.gif" width="640" height="480"></p> + +<p>As can be seen the steps have been drawn and their are a +couple of help boxes displayed. The box in the lower left of the +screen shows the following information:</p> + +<ul> + <li>No of steps</li> + <li>The difference in floor height between each step</li> + <li>The difference in ceiling height between each step</li> + <li>The step drawing mode (<strong>Straight</strong> or <strong>Curve</strong> + mode).</li> + <li>Which side is being moved when in <strong>Curve</strong> + mode.</li> +</ul> + +<p>On the left is a box giving a quick help on the following +keys:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap>+</td> + <td valign="top">Increase the number of steps in the + staircase (maximum 128)</td> + </tr> + <tr> + <td valign="top" nowrap>- </td> + <td valign="top">Decrease the number of steps in the + staircase (minimum 1)</td> + </tr> + <tr> + <td valign="top" nowrap>C</td> + <td valign="top">Change between <strong>Straight</strong> + and <strong>Curve</strong> drawing mode. In straight mode + straight lines are drawn between the linked vertices on + the two linedefs. In curve mode a curve is defined + between the two points by moving the pointer.</td> + </tr> + <tr> + <td valign="top" nowrap>S</td> + <td valign="top">Swaps between the two walls when + defining the curve of the walls in <strong>curve</strong> + mode.</td> + </tr> + <tr> + <td valign="top" nowrap>R</td> + <td valign="top">Swap which vertices are paired up from + the two linedefs. For instance in the example above + switching the vertices would give the stairs a butterfly + shape rather than corridor seen above.<br> + Obviously, the butterfly effect is <b>not</b> what is + wanted...</td> + </tr> +</table> + +<p>After moving the stairs to the position you want you can press +ESC to cancel the process or press a mouse button to lock the +stairs in position and carry on with the creation.</p> + +<p>At this point you will be asked if the ceiling should also be +stepped. Selecting <strong>No</strong> means that the ceiling +will stay at a constant height (the highest ceiling height out of +the two linedef's sectors), otherwise the ceiling will be stepped +accordingly.</p> + +<p>Now the steps are created. Note that in the created steps the +pegging modes defined for the sector style the stairs will be +painted in is ignored and pegging modes and Y texture offsets +will be set appropriately to line up textures on the sides of the +steps.</p> + +<hr> + +<h2><a name="THING_MODE"></a>Thing Edit Mode</h2> + +<p>For a basic description of a THING see the <a +href="glossary.htm#THING">glossary</a>.</p> + +<h3><a name="THING_DISPLAY"></a>Display in Thing Mode</h3> + +<p>When in thing mode the display will look like this:</p> + +<p><img src="ed_thing.gif" width="640" height="480"></p> + +<p>When in this mode linedefs are just drawn as grey lines, +vertexes are not shown and things are drawn as a circle +(indicating their size within the game - like the Spider +Mastermind above) with an arrow indicating their direction. Note +different classes of things are drawn in different colours (these +colour to class pairing are defined in the <a +href="overview.htm#THING_CLASSES">config file</a>).</p> + +<p>At the bottom of the screen is a box which shows the details +of the thing the pointer is currently over. When editing Hexen +maps this will shows extra information for the thing ID, Z +position and special actions:</p> + +<p><img src="ed_t_hx1.gif" width="338" height="90"></p> + +<p><img src="ed_t_hx2.gif" width="273" height="90"></p> + +<h3><a name="THING_KEYS"></a>Extra Keys in Thing Mode</h3> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap>, (comma)</td> + <td valign="top">Rotate the selected things angles + anticlockwise.</td> + </tr> + <tr> + <td valign="top" nowrap>. (period)</td> + <td valign="top">Rotate the selected things angles + clockwise.</td> + </tr> + <tr> + <td valign="top" nowrap><</td> + <td valign="top">Decrement the Z co-ord. This only + applies when the map is in Hexen format.</td> + </tr> + <tr> + <td valign="top" nowrap>></td> + <td valign="top">Increment the Z co-ord. This only + applies when the map is in Hexen format.</td> + </tr> +</table> + +<h3><a name="THING_INSERT"></a>Thing Insertion</h3> + +<p>When inserting a new thing into the map, the thing will be +inserted at the current pointer position using the values (type, +angle and flags) used when a thing was last edited. e.g.</p> + +<ul> + <li>Insert a new thing.</li> + <li>Select the new thing and change it's type to be a + Cyberdemon (see the <a href="#THING_POPUP">Popup Menu</a> + for how to do this).</li> + <li>All newly inserted things will now be Cyberdemons, until + a further edit is made.</li> +</ul> + +<h3><a name="THING_DELETE"></a>Thing Deletion</h3> + +<p>Things can be safely deleted from the map at any time.</p> + +<h3><a name="THING_POPUP"></a>Thing Popup Menu</h3> + +<p>On selecting things and pressing the right mouse button to get +the thing popup menu the following options will be presented:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><strong>Change type</strong></td> + <td valign="top">Change the type of the selected things. + On selecting this a list will appear so a class of thing + can be selected (classes are defined in the <a + href="overview.htm#THING_CLASSES">config file</a>). Once + the class has been selected the a picklist will appear + from which a type of thing from that class can be + selected. The types are also defined in the <a + href="overview.htm#THING_TYPES">config file</a>.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Set type to value</strong></td> + <td valign="top">Allows the type of the selected things + to be set to any arbitrary value.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change special action<br> + (Hexen only)</strong></td> + <td valign="top" rowspan="5">These options select and set + the special action details for the selected things. This + operates identically to the <a href="#LINEDEF_POPUP">linedef + special action selection</a>.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Set special action to + value<br> + (Hexen only)</strong></td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change special action + args<br> + (Hexen only)</strong></td> + </tr> + <tr> + <td valign="top" nowrap><strong>Clear special action args<br> + (Hexen only)</strong></td> + </tr> + <tr> + <td valign="top" nowrap><strong>Set ranged special action + args<br> + (Hexen only)</strong></td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change flags</strong></td> + <td valign="top">Allows the flags of the selected things + to be changed. On selecting this a dialog will appear + allowing any of flags (as defined by the <a + href="overview.htm#THING_FLAGS">config file</a>) to to + toggled on or off.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change angle</strong></td> + <td valign="top">Allows the angle of the selected things + to be changed. On selecting this a dialog will appear + allowing any of 8 major compass points to be selected.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Change angle to value<br> + (Hexen only)</strong></td> + <td valign="top">Allows the angle of the selected things + to be changed to an arbitrary value. This is used to set + the angle field to a Polyobject number.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Set Z Position<br> + (Hexen only)</strong></td> + <td valign="top">Sets the Z position of the selected + things.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Set thing ID<br> + (Hexen only)</strong></td> + <td valign="top">Sets the thing ID of the selected + things.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Snap</strong></td> + <td valign="top">Snaps the selected things to the current + grid.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Move</strong></td> + <td valign="top">Move the selected things. Follow the + on-screen prompts for details on how to move the things + or cancel the operation.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Delete</strong></td> + <td valign="top">Delete the selected things.</td> + </tr> +</table> + +<hr> + +<h2><a name="VERTEX_MODE"></a>Vertex Edit Mode</h2> + +<p>For a basic description of a VERTEX see the <a +href="glossary.htm#VERTEX">glossary</a>.</p> + +<h3><a name="VERTEX_DISPLAY"></a>Display in Vertex Mode</h3> + +<p>When in vertex mode the display will look like this:</p> + +<p><img src="ed_vert.gif" width="640" height="480"></p> + +<p>When in this mode linedefs are drawn as grey arrows, the arrow +direction corresponding to direction of the linedef - i.e. the +right side of the linedef is on the right side of the arrow. +Vertices are displayed as white points with a grey selection box +around them.</p> + +<p>At the bottom of the Cyber demons is a box which shows the +details of the vertex the pointer is currently over.</p> + +<h3><a name="VERTEX_KEYS"></a>Extra Keys in Vertex Mode</h3> + +<p>The following extra keys can be used while in linedef mode.</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap>F12</td> + <td valign="top">Goes through all the vertices and delete + ones that are not bound to a linedef.</td> + </tr> +</table> + +<h3><a name="VERTEX_INSERT"></a>Vertex Insertion</h3> + +<p>Inserting a vertex simply inserts a new vertex unbound to any +linedefs at the pointer location.</p> + +<h3><a name="VERTEX_DELETE"></a>Vertex Deletion</h3> + +<p>Vertices can only be deleted if they are not bound to any +linedefs. Linedefs must be <a href="#LINEDEF_DELETE">deleted</a> +before you can delete the vertex.</p> + +<h3><a name="VERTEX_POPUP"></a>Vertex Popup Menu</h3> + +<p>On selecting vertices and pressing the right mouse button to +get the vertex popup menu the following options will be +presented:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><strong>Chain selected vertices</strong></td> + <td valign="top">Selecting this object will create + linedefs linking the currently selected vertices. Note + that the linedefs will be created such the the first + selected vertex is connected to the vertex selected, the + vertex selected second to the vertex selected third and + so on.<p>On selecting this option you will be first + prompted to selected a <a + href="overview.htm#LINEDEF_CLASSES">class</a> and <a + href="overview.htm#LINEDEF_TYPES">type</a> of linedef + (e.g. scrolling walls, normal, switches) out of those + defined in the config file. Following this you will be + asked for a further linedef type that defines the + linedef's flags, as defined in the <a + href="overview.htm#LINEDEF_DEFAULTS">config file</a>.</p> + <p>If the selected linedef type is one sided and the <a + href="overview.htm#ASK_MIDDLE_ON_2SIDED">config file + options</a> are set accordingly a middle texture for the + linedefs will be requested. After this you will be asked + if you wish to connect the last vertex to the first one + and the linedefs will be created and any textures aligned + on them.</p> + <p><strong>Tip:</strong> One thing this option is very + useful for is creating pillars and the such like inside + sectors. Insert new vertexes (with the <a + href="overview.htm#INSERT_SELECT">insert select</a> + option in the config file enabled) in the shape you want + in an <strong><u>anti-clockwise</u></strong> direction. + Then select this option and a one-sided linedef type and + the result will be a column in the room.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><strong>Chain selected vertices + into a sector</strong></td> + <td valign="top">Selecting this object will create + linedefs linking the currently selected vertices and bind + the linedefs to a newly created sector. Note that the + linedefs will be created such the the first selected + vertex is connected to the vertex selected, the vertex + selected second to the vertex selected third and so on. + It is important for this option to operate as described + below that the vertices are selected in a <strong><u>clockwise</u></strong> + direction.<p>You will be asked then for the following + information:</p> + <ul> + <li>A <a href="overview.htm#LINEDEF_CLASSES">class</a> + and <a href="overview.htm#LINEDEF_TYPES">type</a> + of linedef (e.g. scrolling walls, normal, + switches) out of those defined in the config + file.</li> + <li>The new sectors floor height, ceiling height and + light level.</li> + <li>A further linedef type that defines the linedef's + flags, as defined in the <a + href="overview.htm#LINEDEF_DEFAULTS">config file</a>.</li> + <li>The style in which the sector should be painted + as defined in the <a + href="overview.htm#SECTOR_STYLES">config file</a>.</li> + <li>If the sector is being defined within another + sector you will be asked if you wish make the + right sidedef point outwards from the sector. + This is useful as things like teleport linedefs + only work if you cross from the right side to the + left side of the linedef. For this part to work + as described the vertices must have been selected + in a <strong><u>clockwise</u></strong>order.</li> + </ul> + <p><strong>Tip:</strong> If you select vertices that are + bound to linedefs in another sector, once the creation of + the sector has been completed viDOOM will ask you if you + want to merge the new linedef from the new sector with + the old one.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><strong>Merge selected vertices</strong></td> + <td valign="top">The vertices selected second, third and + so on are deleted and all references to those vertices in + linedefs changed to the be the first selected vertex. + After doing this viDOOM will see if any linedefs are now + using the same vertex pair to define their position and + you can elect to merge these.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Snap</strong></td> + <td valign="top">Snaps the selected vertices to the + current grid.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Move</strong></td> + <td valign="top">Move the selected vertices. Follow the + on-screen prompts for details on how to move the vertices + or cancel the operation.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Delete</strong></td> + <td valign="top">Delete the selected vertices.</td> + </tr> +</table> + +<hr> + +<h2><a name="MULTI_MODE"></a>Multi Edit Mode</h2> + +<h2><a name="MULTI_DISPLAY"></a>Display</h2> + +<p>When in multi mode the display will look like this:</p> + +<p><img src="ed_multi.gif" width="640" height="480"></p> + +<p>When in this mode linedefs are drawn as grey arrows, the arrow +direction corresponding to direction of the linedef - i.e. the +right side of the linedef is on the right side of the arrow. +Vertices are displayed as white points with a grey selection box +around them.</p> + +<p>Things are drawn as a circle (indicating their size within the +game) with an arrow indicating their direction. Note different +classes of things are drawn in different colours (these colour to +class pairing are defined in the <a +href="overview.htm#THING_CLASSES">config file</a>)</p> + +<p>At the bottom of the vertexes is a box which shows what object +type (vertex or thing) the pointer is currently over and it's +number.</p> + +<h2><a name="MULTI_OPERATION"></a>Operation</h2> + +<p>Multi selection mode is given just as a way of manipulating +things and vertexes, allowing them to be moved, rotated and +scaled in unison. Note that linedefs and sectors are not +selectable as these are inherently moved just by moving the +vertices.</p> + +<p>All keys are honoured in multi selection mode, but keys for +insertion and deletion are ignored. Also the locate object number +keys (F8 and Shift + F8) are ignored.</p> + +<h3><a name="MULTI_POPUP"></a>Multi Edit Popup Menu</h3> + +<p>On selecting vertices and things and pressing the right mouse +button to get the multi edit popup menu the following options +will be presented:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><strong>Snap</strong></td> + <td valign="top">Snap the selected things and vertices to + the current grid.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Rotate</strong></td> + <td valign="top">Rotate the selected things and vertices + around their common centre.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Scale</strong></td> + <td valign="top">Rotate the selected things and vertices + around their common centre.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Move</strong></td> + <td valign="top">Moves the selected things and vertices.</td> + </tr> +</table> + +<hr> + +<h2><a name="MERGE_MAP"></a>Merging Maps</h2> + +<p>Pressing F3 in any edit mode will allow a different map to be +merged in with the currently edited map.</p> + +<p>First you will be asked if you wish to temporarily load a PWAD +and load the first map from it (note that the 'first' map means +MAP01 if editing DOOM II maps, and E1M1 if editing DOOM maps). If +you select <strong>Yes</strong> then you will be prompted for a +PWAD file to read. If you select <strong>No</strong> you will be +asked for a level to load from the currently loaded WADs.</p> + +<p><strong>Tip:</strong> The idea of this question is that you +can save PWAD files with a structure you wish to re-use in +multiple maps as the first map. Any linedefs in this map that +have a left sidedef bound to sector number -1 will have the +sector number reset to the sector in which the merged structure +has been placed. Note that if you do insert structures this way +and don't opt to have floors/ceilings automatically adjusted then +it is generally a good idea to check the sidedefs to make sure +they have all their necessary upper/lower textures.</p> + +<p>After choosing the map to merge in, a vector display +representing the linedefs from the map that can be moved around +the screen with the mouse is displayed as shown in the screen +below.</p> + +<p><img src="ed_merge.gif" width="640" height="480"></p> + +<p>On the bottom left is a box giving a quick help on the +following keys:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap>, (comma)</td> + <td valign="top">Rotate the map 1° to the left.</td> + </tr> + <tr> + <td valign="top" nowrap>. (period)</td> + <td valign="top">Rotate the map 1° to the right.</td> + </tr> + <tr> + <td valign="top" nowrap><</td> + <td valign="top">Rotate the map 10° to the left.</td> + </tr> + <tr> + <td valign="top" nowrap>></td> + <td valign="top">Rotate the map 10° to the right.</td> + </tr> +</table> + +<p>Pressing ESC will cancel the operation while pressing a mouse +button will place the map where it currently is.</p> + +<p>If the merged map is assumed to be a structure (i.e. it has +left sidedefs whose sector fields are set to -1) you are then +asked whether you wish to adjust the floor heights. If you do +select to adjust them then the sector that is in the middle of +the merged in WAD has it's floor height taken. The floors and +ceilings are adjusted in the new sectors so that the lowest floor +is at the same height as the surrounding floor, but the +difference in heights between the new sectors themselves are +maintained. After this you are asked whether to adjust the +ceiling heights. If you do the ceiling height of the same sector +is taken and the new sector's ceilings adjusted to match the +surrounding ceiling (note that ceilings will not be moved if +moving them places them lower than the floor).</p> + +<p>You will then be asked whether tags within the map should stay +as they are or be adjusted so that they are different from tags +used in the map being edited. After this the map will be inserted +and then a notice displayed showing by how much the various +objects in the merged map where adjusted.</p> + +<hr> + +<h2><a name="LUMP_EDIT"></a>Lump Editing</h2> + +<p>Pressing the HOME key provides you with the lump editing menu. +This menu is different depending on whether the map you are +editting is a DOOM format map or an HEXEN format map.</p> + +<h3>Doom</h3> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><strong>Edit MAPINFO</strong></td> + <td valign="top">This option only appears if the ability + to edit the MAPINFO lump is enabled in the <a + href="overview.htm#MAPINFO_LUMP">config</a> file. On + selecting this option the loaded MAPINFO lump is + displayed in the text editor for editing.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Switch to HEXEN mode</strong></td> + <td valign="top">This switches a DOOM map to an HEXEN + map.<p><strong>NOTE:</strong> Take heed of the displayed + warning. viDOOM makes no pretence at doing a proper + conversion - special actions, arguments, thing IDs and so + on are simply zeroed.</p> + </td> + </tr> +</table> + +<h3>Hexen</h3> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><strong>Edit MAPINFO</strong></td> + <td valign="top">This option only appears if the ability + to edit the MAPINFO lump is enabled in the <a + href="overview.htm#MAPINFO_LUMP">config</a> file. On + selecting this option the loaded MAPINFO lump is + displayed in the text editor for editing.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Edit SCRIPTS</strong></td> + <td valign="top">This displays the SCRIPTS lump from the + current map in the text editor for changing.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Create BEHAVIOR</strong></td> + <td valign="top">Creates the BEHAVIOR lump from the + SCRIPTS. The ACS compiler must be <a + href="overview.htm#ACC">configured</a> for this to work. + Depending on other <a href="overview.htm#ACS_ALWAYS_VIEW">configuration</a> + the output from the compilation will always be shown, or + just when an error occurs. Note that the current BEHAVIOR + lump is not replaced if an error occurs.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>Switch to DOOM mode</strong></td> + <td valign="top">This switches an HEXEN map to a DOOM + map.<p><strong>NOTE:</strong> Take heed of the displayed + warning. viDOOM makes no pretence at doing a proper + conversion - linedef types will be wrong and any entered + SCRIPTS will be lost.</p> + </td> + </tr> +</table> + +<hr> + +<p><a href="index.htm">Back to index</a></p> + +<p><tt>$Id$</tt></p> +</body> +</html> diff --git a/doc/glossary.htm b/doc/glossary.htm new file mode 100644 index 0000000..c0dc89f --- /dev/null +++ b/doc/glossary.htm @@ -0,0 +1,152 @@ +<html> + +<head> +<meta name="GENERATOR" content="vim"> +<title>viDOOM - Free Software DOOM editor</title> +</head> + +<body> + +<h1 align="center">Glossary</h1> + +<p>It is assumed that some knowledge of DOOM is known by the +reader, but in case here are some general terms that are used in +the documentation. </p> + +<h2>DOOM</h2> + +<p>If you're unsure what this is, you've probably come to the +wrong place by accident.</p> + +<h2><a name="WAD">WAD</a></h2> + +<p>A WAD file is the name given to the files used to define the +graphics, sound, music and maps that make up a game of DOOM. WAD +files are split into two different types, <a href="#IWAD">IWAD</a> +and <a href="#PWAD">PWAD</a> files. </p> + +<h2><a name="IWAD">IWAD</a></h2> + +<p>An IWAD file is is the 'Internal WAD' file. The IWAD file is +the main <a href="#WAD">WAD</a> file as supplied by id Software. +Note that only id Software are meant to produce IWAD files. </p> + +<h2><a name="PWAD">PWAD</a></h2> + +<p>An PWAD file is is the 'Patch WAD' file. This WAD file is read +in by the game after the IWAD file, and an entries in it replace +entries defined in the IWAD file. So for instance a PWAD file +that has an entry for the first <a href="#MAP">MAP</a> will mean +that DOOM will read the first map from the PWAD file, rather than +it's own IWAD file. </p> + +<p>Hmmmm.... Sure I could have explained that better. </p> + +<h2><a name="LUMP"></a>LUMP</h2> + +<p>A lump is an entry in a <a href="#WAD">WAD</a> file. For +instance a <a href="#MAP">MAP</a> is made up of a number of +lumps, one defining the <a href="#SECTOR">sectors</a> for the +map, another the <a href="#THING">things</a>, and so on.</p> + +<h2><a name="MAP">MAP</a></h2> + +<p>A map is taken to mean a DOOM level. Note there is two naming +conventions for maps, <b>E</b><b><i>x</i></b><b>M</b><b><i>y</i></b> +(where <i>x</i> is the episode number, and <i>y</i> the map +number in that episode) used in DOOM and Ultimate DOOM, and <b>MAP</b><b><i>nn</i></b> +(where <i>nn</i> is a number between 01 and 32) used in DOOM 2 +and Final Doom. </p> + +<p>A map is made up of a number of different elements, namely <a +href="#SECTOR">sectors</a>, <a href="#LINEDEF">linedefs</a>, <a +href="#SIDEDEF">sidedefs</a>, <a href="#THING">things</a> and <a +href="#VERTEX">vertexes</a>. Following are some (very) basic +definitions for these things, but you would be better reading the +<a href="thanks.htm#DOOMSPEC">Unofficial DOOM specs</a> for more +accurate definitions. </p> + +<p>MAPs generated in viDOOM must be built with a <a href="#BSP">Node +Builder</a> before they can be used in DOOM. </p> + +<p>Also note that viDOOM supports two different map formats. The +original one, as used in DOOM and DOOM 2, and the extended <a +href="#HEXEN">HEXEN</a> format supported by ZDoom.</p> + +<h2><a name="VERTEX">VERTEX</a></h2> + +<p>A vertex is simply an X,Y co-ordinate in the DOOM world. </p> + +<h2><a name="THING">THING</a></h2> + +<p>Things are all the different objects on the DOOM map that are +not the actual walls and doors. All the monsters, weapons, ammo, +non-wall based scenery and even your starting point and teleport +locations are all counted as THINGS in DOOM. </p> + +<h2><a name="LINEDEF">LINEDEF</a></h2> + +<p>A LINEDEF is a line that connects two <a href="#VERTEX">vertexes</a>. +A LINEDEF at it's most basic is used to make up the walls that +make up the DOOM levels. A LINEDEF must <i>always</i> have a +right <a href="#SIDEDEF">SIDEDEF</a> associated with it. 2 sided +LINEDEFS will also have a left SIDEDEF associated with it. </p> + +<p>In addition special types of LINEDEF can be used so that when +the player crosses or activates them actions happen in the DOOM +world - lighting changes, teleportation happens, doors open, +levels are exited and so on. </p> + +<h2><a name="SIDEDEF">SIDEDEF</a></h2> + +<p>A SIDEDEF is basically used to describe the <a href="#TEXTURE">textures</a> +that are painted upon a <a href="#LINEDEF">LINEDEF</a>. </p> + +<h2><a name="SECTOR">SECTOR</a></h2> + +<p>Though technically incorrect, it is simplest to picture a +SECTOR as an object enclosed by <a href="#LINEDEF">LINEDEFS</a>. +A sector is used to define the floor and ceiling heights and <a +href="#FLAT">flats</a> used to draw the floor and ceiling, in +addition to the lighting for that area. </p> + +<h2><a name="TEXTURE">TEXTURE</a></h2> + +<p>A texture is the graphics used to paint the walls in DOOM. </p> + +<h2><a name="FLAT">FLAT</a></h2> + +<p>A flat is the graphics used to paint the floors and ceiling in +DOOM. </p> + +<h2><a name="BSP">Node Builder</a></h2> + +<p>Does some of the nastier work of level building by creating +the extra information over and above the parts mentioned in <a +href="#MAP">MAPS</a> so that DOOM can actually understand the +level data enough to play it. Note that if you are to edit <a +href="#HEXEN">HEXEN</a> levels you will need a node builder that +understands the different data structures used.</p> + +<p><a href="thanks.htm#BSP">BSP</a> is perhaps the best known of +these, and the one that was used all through viDOOM's initial +development. When developing the HEXEN edit mode for ZDoom <a +href="thanks.htm#WARM">WARM</a> was used.</p> + +<h2><a name="HEXEN"></a>HEXEN</h2> + +<p>HEXEN is a game by Raven software that uses the DOOM graphics +engine. The WAD format for this is slightly different to DOOM, +having a BEHAVIOR <a href="#LUMP">lump</a> for each MAP and +different formats for <a href="#THING">THINGS</a> and <a +href="#LINEDEF">LINEDEFS</a>.</p> + +<p>ZDoom supports this format.</p> + +<hr width="99%"> + +<p><a href="index.htm">Back to index</a></p> + +<p><tt>$Id$ </tt></p> +</body> +</html> diff --git a/doc/index.htm b/doc/index.htm new file mode 100644 index 0000000..d701e9e --- /dev/null +++ b/doc/index.htm @@ -0,0 +1,45 @@ +<html> + +<head> +<meta name="GENERATOR" content="vim"> +<title>viDOOM - Free Software DOOM editor</title> +</head> + +<body> + +<h1 align="center">viDOOM 0.03</h1> + +<p align="center">"... but what I talk about is DOOM, +because in the end, DOOM is all that counts."<br> +The Dark Half - <i>Stephen King</i> </p> + +<p align="center">viDOOM is released as free software under the +GNU General License. See <a href="license.htm">licence</a> for +details. </p> + +<hr> + +<h2>Index</h2> + +<ol> + <li><a href="thanks.htm">Acknowledgements and thanks</a> </li> + <li><a href="glossary.htm">Simple glossary</a> </li> + <li><a href="overview.htm">Overview (Configuration, etc)</a> </li> + <li><a href="mainmenu.htm">Main menu</a> </li> + <li><a href="editing.htm">Editing</a></li> + <li><a href="sys.htm">System dependent documentation</a></li> + <li><a href="porting.htm">Porting</a> </li> + <li><a href="bugs.htm">Bug Reports</a></li> + <li><a href="building.htm">Building</a> (only needs to be + read for the source distribution)</li> + <li><a href="changelog.htm">Changelog</a></li> +</ol> + +<hr width="99%"> + +<p><a href="http://www.noddybox.demon.co.uk/vidoom">viDOOM home +page</a></p> + +<p><tt>$Id$</tt></p> +</body> +</html> diff --git a/doc/license.htm b/doc/license.htm new file mode 100644 index 0000000..e7ba3e2 --- /dev/null +++ b/doc/license.htm @@ -0,0 +1,360 @@ +<html> + +<head> +<meta name="GENERATOR" content="vim"> +<title>viDOOM - Free Software DOOM editor</title> +</head> + +<body> + +<pre> + GNU GENERAL PUBLIC LICENSE + Version 2, June 1991 + + Copyright (C) 1989, 1991 Free Software Foundation, Inc. + 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The licenses for most software are designed to take away your +freedom to share and change it. By contrast, the GNU General Public +License is intended to guarantee your freedom to share and change free +software--to make sure the software is free for all its users. This +General Public License applies to most of the Free Software +Foundation's software and to any other program whose authors commit to +using it. (Some other Free Software Foundation software is covered by +the GNU Library General Public License instead.) You can apply it to +your programs, too. + + When we speak of free software, we are referring to freedom, not +price. Our General Public Licenses are designed to make sure that you +have the freedom to distribute copies of free software (and charge for +this service if you wish), that you receive source code or can get it +if you want it, that you can change the software or use pieces of it +in new free programs; and that you know you can do these things. + + To protect your rights, we need to make restrictions that forbid +anyone to deny you these rights or to ask you to surrender the rights. +These restrictions translate to certain responsibilities for you if you +distribute copies of the software, or if you modify it. + + For example, if you distribute copies of such a program, whether +gratis or for a fee, you must give the recipients all the rights that +you have. You must make sure that they, too, receive or can get the +source code. And you must show them these terms so they know their +rights. + + We protect your rights with two steps: (1) copyright the software, and +(2) offer you this license which gives you legal permission to copy, +distribute and/or modify the software. + + Also, for each author's protection and ours, we want to make certain +that everyone understands that there is no warranty for this free +software. If the software is modified by someone else and passed on, we +want its recipients to know that what they have is not the original, so +that any problems introduced by others will not reflect on the original +authors' reputations. + + Finally, any free program is threatened constantly by software +patents. We wish to avoid the danger that redistributors of a free +program will individually obtain patent licenses, in effect making the +program proprietary. To prevent this, we have made it clear that any +patent must be licensed for everyone's free use or not licensed at all. + + The precise terms and conditions for copying, distribution and +modification follow. + + GNU GENERAL PUBLIC LICENSE + TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION + + 0. This License applies to any program or other work which contains +a notice placed by the copyright holder saying it may be distributed +under the terms of this General Public License. The "Program", below, +refers to any such program or work, and a "work based on the Program" +means either the Program or any derivative work under copyright law: +that is to say, a work containing the Program or a portion of it, +either verbatim or with modifications and/or translated into another +language. (Hereinafter, translation is included without limitation in +the term "modification".) Each licensee is addressed as "you". + +Activities other than copying, distribution and modification are not +covered by this License; they are outside its scope. The act of +running the Program is not restricted, and the output from the Program +is covered only if its contents constitute a work based on the +Program (independent of having been made by running the Program). +Whether that is true depends on what the Program does. + + 1. You may copy and distribute verbatim copies of the Program's +source code as you receive it, in any medium, provided that you +conspicuously and appropriately publish on each copy an appropriate +copyright notice and disclaimer of warranty; keep intact all the +notices that refer to this License and to the absence of any warranty; +and give any other recipients of the Program a copy of this License +along with the Program. + +You may charge a fee for the physical act of transferring a copy, and +you may at your option offer warranty protection in exchange for a fee. + + 2. You may modify your copy or copies of the Program or any portion +of it, thus forming a work based on the Program, and copy and +distribute such modifications or work under the terms of Section 1 +above, provided that you also meet all of these conditions: + + a) You must cause the modified files to carry prominent notices + stating that you changed the files and the date of any change. + + b) You must cause any work that you distribute or publish, that in + whole or in part contains or is derived from the Program or any + part thereof, to be licensed as a whole at no charge to all third + parties under the terms of this License. + + c) If the modified program normally reads commands interactively + when run, you must cause it, when started running for such + interactive use in the most ordinary way, to print or display an + announcement including an appropriate copyright notice and a + notice that there is no warranty (or else, saying that you provide + a warranty) and that users may redistribute the program under + these conditions, and telling the user how to view a copy of this + License. (Exception: if the Program itself is interactive but + does not normally print such an announcement, your work based on + the Program is not required to print an announcement.) + +These requirements apply to the modified work as a whole. If +identifiable sections of that work are not derived from the Program, +and can be reasonably considered independent and separate works in +themselves, then this License, and its terms, do not apply to those +sections when you distribute them as separate works. But when you +distribute the same sections as part of a whole which is a work based +on the Program, the distribution of the whole must be on the terms of +this License, whose permissions for other licensees extend to the +entire whole, and thus to each and every part regardless of who wrote it. + +Thus, it is not the intent of this section to claim rights or contest +your rights to work written entirely by you; rather, the intent is to +exercise the right to control the distribution of derivative or +collective works based on the Program. + +In addition, mere aggregation of another work not based on the Program +with the Program (or with a work based on the Program) on a volume of +a storage or distribution medium does not bring the other work under +the scope of this License. + + 3. You may copy and distribute the Program (or a work based on it, +under Section 2) in object code or executable form under the terms of +Sections 1 and 2 above provided that you also do one of the following: + + a) Accompany it with the complete corresponding machine-readable + source code, which must be distributed under the terms of Sections + 1 and 2 above on a medium customarily used for software interchange; or, + + b) Accompany it with a written offer, valid for at least three + years, to give any third party, for a charge no more than your + cost of physically performing source distribution, a complete + machine-readable copy of the corresponding source code, to be + distributed under the terms of Sections 1 and 2 above on a medium + customarily used for software interchange; or, + + c) Accompany it with the information you received as to the offer + to distribute corresponding source code. (This alternative is + allowed only for noncommercial distribution and only if you + received the program in object code or executable form with such + an offer, in accord with Subsection b above.) + +The source code for a work means the preferred form of the work for +making modifications to it. For an executable work, complete source +code means all the source code for all modules it contains, plus any +associated interface definition files, plus the scripts used to +control compilation and installation of the executable. However, as a +special exception, the source code distributed need not include +anything that is normally distributed (in either source or binary +form) with the major components (compiler, kernel, and so on) of the +operating system on which the executable runs, unless that component +itself accompanies the executable. + +If distribution of executable or object code is made by offering +access to copy from a designated place, then offering equivalent +access to copy the source code from the same place counts as +distribution of the source code, even though third parties are not +compelled to copy the source along with the object code. + + 4. You may not copy, modify, sublicense, or distribute the Program +except as expressly provided under this License. Any attempt +otherwise to copy, modify, sublicense or distribute the Program is +void, and will automatically terminate your rights under this License. +However, parties who have received copies, or rights, from you under +this License will not have their licenses terminated so long as such +parties remain in full compliance. + + 5. You are not required to accept this License, since you have not +signed it. However, nothing else grants you permission to modify or +distribute the Program or its derivative works. These actions are +prohibited by law if you do not accept this License. Therefore, by +modifying or distributing the Program (or any work based on the +Program), you indicate your acceptance of this License to do so, and +all its terms and conditions for copying, distributing or modifying +the Program or works based on it. + + 6. Each time you redistribute the Program (or any work based on the +Program), the recipient automatically receives a license from the +original licensor to copy, distribute or modify the Program subject to +these terms and conditions. You may not impose any further +restrictions on the recipients' exercise of the rights granted herein. +You are not responsible for enforcing compliance by third parties to +this License. + + 7. If, as a consequence of a court judgment or allegation of patent +infringement or for any other reason (not limited to patent issues), +conditions are imposed on you (whether by court order, agreement or +otherwise) that contradict the conditions of this License, they do not +excuse you from the conditions of this License. If you cannot +distribute so as to satisfy simultaneously your obligations under this +License and any other pertinent obligations, then as a consequence you +may not distribute the Program at all. For example, if a patent +license would not permit royalty-free redistribution of the Program by +all those who receive copies directly or indirectly through you, then +the only way you could satisfy both it and this License would be to +refrain entirely from distribution of the Program. + +If any portion of this section is held invalid or unenforceable under +any particular circumstance, the balance of the section is intended to +apply and the section as a whole is intended to apply in other +circumstances. + +It is not the purpose of this section to induce you to infringe any +patents or other property right claims or to contest validity of any +such claims; this section has the sole purpose of protecting the +integrity of the free software distribution system, which is +implemented by public license practices. Many people have made +generous contributions to the wide range of software distributed +through that system in reliance on consistent application of that +system; it is up to the author/donor to decide if he or she is willing +to distribute software through any other system and a licensee cannot +impose that choice. + +This section is intended to make thoroughly clear what is believed to +be a consequence of the rest of this License. + + 8. If the distribution and/or use of the Program is restricted in +certain countries either by patents or by copyrighted interfaces, the +original copyright holder who places the Program under this License +may add an explicit geographical distribution limitation excluding +those countries, so that distribution is permitted only in or among +countries not thus excluded. In such case, this License incorporates +the limitation as if written in the body of this License. + + 9. The Free Software Foundation may publish revised and/or new versions +of the General Public License from time to time. Such new versions will +be similar in spirit to the present version, but may differ in detail to +address new problems or concerns. + +Each version is given a distinguishing version number. If the Program +specifies a version number of this License which applies to it and "any +later version", you have the option of following the terms and conditions +either of that version or of any later version published by the Free +Software Foundation. If the Program does not specify a version number of +this License, you may choose any version ever published by the Free Software +Foundation. + + 10. If you wish to incorporate parts of the Program into other free +programs whose distribution conditions are different, write to the author +to ask for permission. For software which is copyrighted by the Free +Software Foundation, write to the Free Software Foundation; we sometimes +make exceptions for this. Our decision will be guided by the two goals +of preserving the free status of all derivatives of our free software and +of promoting the sharing and reuse of software generally. + + NO WARRANTY + + 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY +FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN +OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES +PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED +OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS +TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE +PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, +REPAIR OR CORRECTION. + + 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING +WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR +REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, +INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING +OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED +TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY +YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER +PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE +POSSIBILITY OF SUCH DAMAGES. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +convey the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + <one line to give the program's name and a brief idea of what it does.> + Copyright (C) 19yy <name of author> + + 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 + + +Also add information on how to contact you by electronic and paper mail. + +If the program is interactive, make it output a short notice like this +when it starts in an interactive mode: + + Gnomovision version 69, Copyright (C) 19yy name of author + Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, the commands you use may +be called something other than `show w' and `show c'; they could even be +mouse-clicks or menu items--whatever suits your program. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the program, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the program + `Gnomovision' (which makes passes at compilers) written by James Hacker. + + <signature of Ty Coon>, 1 April 1989 + Ty Coon, President of Vice + +This General Public License does not permit incorporating your program into +proprietary programs. If your program is a subroutine library, you may +consider it more useful to permit linking proprietary applications with the +library. If this is what you want to do, use the GNU Library General +Public License instead of this License. +</pre> + + +<hr width="99%"> + +<p><a href="index.htm">Back to index</a></p> + +<p><tt>$Id: license.htm,v 1.1 2000/07/13 15:05:48 dosuser Exp dosuser $</tt></p> +</body> +</html> diff --git a/doc/mainmenu.htm b/doc/mainmenu.htm new file mode 100644 index 0000000..fb8b498 --- /dev/null +++ b/doc/mainmenu.htm @@ -0,0 +1,177 @@ +<html> + +<head> +<meta name="GENERATOR" content="vim"> +<title>viDOOM - Free Software DOOM editor</title> +</head> + +<body> + +<h1 align="center">Main Menu</h1> + +<p>Depending on the setting in <a href="overview.htm#GAME_ASK">configuration</a> +starting viDOOM you may be asked to pick the game type to edit. +Pick one of the games from the menu, or if the menu is cancelled +the <a href="overview.htm#GAME_TYPE">default game type</a> will +be used.</p> + +<p>After this you will be presented with the main menu containing +the following options.</p> + +<h3>Edit The Current Level</h3> + +<blockquote> + <p>Edit the current level. See <a href="editing.htm">editing</a> + for details.</p> +</blockquote> + +<h3>Load Level from open WADs</h3> + +<blockquote> + <p>Selects a level to load from the open IWAD and PWAD files. + Note that the level is loaded from the <strong>most recent</strong> + WAD file opened that holds a map for the selected level. If + you already have a level open for editing and the <strong>Edit + The Current Level</strong> option has been used then + confirmation will be asked before allowing you to proceed. + This warning can be disabled in the INI file (see <a + href="overview.htm#MAP_CLEAR">overview</a>).</p> +</blockquote> + +<blockquote> + <p>If you are editing for ZDOOM and the <a + href="overview.htm#MAPINFO_LUMP">mapinfo_lump</a> option has + been switched on, if there is a MAPINFO.WAD file in the <a + href="overview.htm#PWAD_DIR">PWAD directory</a> it will be + loaded in as well for editing.</p> +</blockquote> + +<h3>Save Current Level</h3> + +<blockquote> + <p>Saves the map you are currently editing into a <a + href="glossary.htm#PWAD">PWAD</a> file. This PWAD will <strong>only</strong> + contain the map, and nothing else. So if you have loaded the + map from a PWAD that contains any other information (e.g. + music, extra sounds, graphics patches) it is not a good idea + to save over the original PWAD file. If the saved PWAD + filename matches a PWAD that is already loaded, after saving + the open PWAD will be closed and then re-opened. This could + be important to note as the saved PWAD will now be at the top + of the open PWADs.</p> +</blockquote> + +<blockquote> + <p>If you are editing for ZDOOM and the <a + href="overview.htm#MAPINFO_LUMP">mapinfo_lump</a> option has + been switched on, a MAPINFO.WAD file will be generated in the + <a href="overview.htm#PWAD_DIR">PWAD directory</a>.</p> +</blockquote> + +<blockquote> + <p>Note that the saved map must be built with a <a + href="glossary.htm#BSP">node builder</a> before it can be + played in DOOM if the <a href="overview.htm#NODE_BUILDER">node + building section in the config file</a> has not been set up.</p> +</blockquote> + +<blockquote> + <p><strong>Important note: </strong>While saving viDOOM will + remove any deleted objects from the map, delete any sectors + that do no have linedefs attached to them and vertices that + are not in use. This is worth remembering as objects <em>will</em> + be renumbered if any have been deleted so that they fit + together contiguously after saving.</p> +</blockquote> + +<h3>Create New Empty Level</h3> + +<blockquote> + <p>Creates a completely empty level for editing. If you + already have a level open for editing and the <strong>Edit + The Current Level</strong> option has been used then + confirmation will be asked before allowing you to proceed. + This warning can be disabled in the INI file (see <a + href="overview.htm#MAP_CLEAR">overview</a>).</p> +</blockquote> + +<blockquote> + <p>If you are editing for ZDOOM and the <a + href="overview.htm#MAPINFO_LUMP">mapinfo_lump</a> option has + been switched on, if there is a MAPINFO.WAD file in the <a + href="overview.htm#PWAD_DIR">PWAD directory</a> it will be + loaded in as well for editing.</p> +</blockquote> + +<h3>Change Current Level Name</h3> + +<blockquote> + <p>Allows the map to be assigned to a different map number. + See the <a href="glossary.htm#MAP">glossary</a> for some + extra info on map/level numbers.</p> +</blockquote> + +<h3>Open PWAD file</h3> + +<blockquote> + <p>Allows a PWAD file to be opened.</p> +</blockquote> + +<h3>Close PWAD file</h3> + +<blockquote> + <p>Closes one of the currently open PWAD files. Note that + viDOOM will not let you unload the <a + href="glossary.htm#IWAD">IWAD</a> opened at startup.</p> +</blockquote> + +<h3>Preview Level</h3> + +<blockquote> + <p>Allows a level to be previewed without disturbing the + level currently being edited. Note that the preview is <em>very</em> + basic with linedefs shown as grey lines, vertexes as white + pixels and things as red blobs. While in the preview press F1 + for help on controlling the display.</p> +</blockquote> + +<h3>List entries in WAD directory</h3> + +<blockquote> + <p>This will list all the lumps defined in the directory of + the loaded IWAD and any loaded PWAD files. The entires will + be displayed in a picklist window.</p> +</blockquote> + +<h3>About viDOOM</h3> + +<blockquote> + <p>See who was responsible for this.</p> +</blockquote> + +<h3>View License</h3> + +<blockquote> + <p>View the license you must accept if you are to run viDOOM. + The license is repeated <a href="license.htm">here</a> in the + documentation. Don't worry, it's only the GNU public license, + and not anything nasty.</p> +</blockquote> + +<h3>Quit</h3> + +<blockquote> + <p>Exit viDOOM. If you have a level open for editing and the <strong>Edit + The Current Level</strong> option has been used then + confirmation will be asked before allowing you to proceed. + This warning can be disabled in the INI file (see <a + href="overview.htm#MAP_EXIT">overview</a>).</p> +</blockquote> + +<hr> + +<p><a href="index.htm">Back to index</a></p> + +<p><tt>$Id$</tt></p> +</body> +</html> diff --git a/doc/overview.htm b/doc/overview.htm new file mode 100644 index 0000000..aeec434 --- /dev/null +++ b/doc/overview.htm @@ -0,0 +1,1164 @@ +<html> + +<head> +<meta name="GENERATOR" content="vim"> +<title>viDOOM - Free Software DOOM editor</title> +</head> + +<body> + +<h1 align="center">viDOOM Overview</h1> + +<ul> + <li><a href="#INTRODUCTION">Introduction</a></li> + <li><a href="#WHY_BOTHER">Why bother?</a></li> + <li><a href="#SUPPORTED_SYSTEMS">Supported systems</a></li> + <li>Configuration<ul> + <li><a href="#ENVIRONMENT">Environment</a></li> + <li><a href="#VIDOOM_INI">VIDOOM.INI</a></li> + <li><a href="#CONFIG_FILE">Config file</a></li> + </ul> + </li> +</ul> + +<hr> + +<h2><a name="INTRODUCTION"></a>Introduction</h2> + +<p>viDOOM is a Free Software DOOM editor. It supports the +following <a href="http://www.idsoftware.com">id</a> produced +games: </p> + +<ul> + <li>Doom</li> + <li>The Ultimate Doom</li> + <li>Doom 2 - Hell On Earth</li> + <li>Final Doom</li> +</ul> + +<p>Note that in accordance with id software's wishes you are only +allowed to generate edited levels for the game if you have a +full, registered version of the game.</p> + +<p>viDOOM is fully configurable through config files, so it can +be expanded to accommodate the BOOM and ZDOOM extensions. Well, +once I've found out the slight difference in format of WAD file +that seems to accompany them too.</p> + +<hr> + +<h2><a name="WHY_BOTHER"></a>Why bother?</h2> + +<p>Good question. Anyone who has ever used them will know there +are a number of very good DOOM editors available (links to lots +of them can be found at <a href="http://www.doomworld.com">Doomworld</a> +and all good FTP servers). </p> + +<p>However, I always felt a bit clumsy using them, and in true +hacker fashion I decided writing one I could use would be easier +then reading the instructions for the others. Hence viDOOM.</p> + +<p>I reasonably like the way viDOOM works, so I release it on the +off chance other people may too. </p> + +<hr> + +<h2><a name="SUPPORTED_SYSTEMS"></a>Supported systems</h2> + +<p>As with most Free Software viDOOM is primarily distributed as +source code. The source is fairly ANSI C compliant, and therefore +the core of viDOOM should compile on all operating systems. The +current distribution includes the hardware dependent routines for +the following platforms: </p> + +<ul> + <li>Protected-mode 32-bit MSDOS (Windows 9x / MSDOS + DPMI)</li> +</ul> + +<hr> + +<h2><a name="ENVIRONMENT"></a>Environment</h2> + +<p>If defined in the environment, the value of <b><tt>VIDOOM_DIR</tt></b> +will be made the current directory as soon as viDOOM starts. This +is important as the following initialisation files are expected +to be in the current directory when viDOOM starts.</p> + +<p><b>Note:</b><br> +How this environment is set will differ from system. Basically +viDOOM just calls the C library <tt>getenv()</tt> function. So,. +for instance in a Unix type system this could be:</p> + +<blockquote> + <p><tt>% setenv VIDOOM_DIR $HOME/viDOOM</tt><br> + or<br> + <tt>% export VIDOOM_DIR=$HOME/viDOOM</tt></p> +</blockquote> + +<p>Whereas in DOS/DJGPP version this could be:</p> + +<blockquote> + <p><tt>C:\> set VIDOOM_DIR=C:\viDOOM</tt></p> +</blockquote> + +<hr> + +<h2><a name="VIDOOM_INI"></a>Initialisation File - VIDOOM.INI</h2> + +<p>On starting viDOOM will look for a file in the current +directory called <b>vidoom.ini</b>. This file tells viDOOM what +version of DOOM it is expected to be editing, the configuration +for that version of DOOM and the editor configuration. The +general format of the INI file is: </p> + +<p><tt>[Section]<br> +identifier=value<br> +</tt></p> + +<p>Blank lines and lines starting with a comment character (#) +are ignored. The following sections and identifiers are explained +below.</p> + +<ul> + <li><a href="#GAME"><tt>[Game]</tt></a></li> + <li><a href="#EDITOR"><tt>[Editor]</tt></a></li> + <li><a href="#viDOOM"><tt>[viDOOM]</tt></a></li> + <li><a href="#CHECK_LINEDEF"><tt>[Check Linedef]</tt></a></li> + <li><a href="#NODE_BUILDER"><tt>[Node Builder]</tt></a></li> + <li><a href="#ACC"><tt>[ACS]</tt></a></li> + <li><a href="#GUI"><tt>[GUI]</tt></a></li> + <li><a href="#GAME_NAME"><tt>[</tt><em><tt>Game Name</tt></em><tt>]</tt></a></li> +</ul> + +<p>After reading VIDOOM.INI, then a defined <a +href="#CONFIG_FILE">config file</a> is also read.</p> + +<hr size="1"> + +<h3><a name="GAME"></a>[Game]</h3> + +<p>Controls for the version of DOOM</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><a name="GAME_TYPE"></a><b><tt>game</tt></b></td> + <td valign="top">Use this to say which version of DOOM + you will be editing. The following values are allowed: <ul> + <li><b>Doom</b></li> + <li><b>Ultimate Doom</b></li> + <li><b>Doom 2</b></li> + <li><b>TNT: Evilution</b></li> + <li><b>Plutonia Experiment</b></li> + <li><b>ZDoom</b></li> + </ul> + </td> + </tr> + <tr> + <td><a name="GAME_ASK"></a><b>ask</b></td> + <td>If set to <b>yes</b> then on starting viDOOM will ask + for the game type to edit.</td> + </tr> +</table> + +<hr size="1"> + +<h3><a name="EDITOR"></a>[Editor]</h3> + +<p>Global editor configuration</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><a name="ASK_MIDDLE_ON_2SIDED"></a><b><tt>ask_middle_on_2sided</tt></b></td> + <td valign="top">When creating a new sector and the + sector has a two-sided boundary asks whether a middle + texture should be asked for. Allowable values <b>yes</b> + and <b>no</b></td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>auto_block_linedefs</tt></b></td> + <td valign="top">When linedef flags are altered and this + is set to <b>yes</b>, linedefs that were 2-sided and are + now 1-sided have the impassible flags automatically set.<br> + Likewise linedefs that were 1-sided and are now 2-sided + have the impassible flag automatically cleared.<br> + If set to <i>no</i> no action is taken when these events + happen. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>bright</tt></b></td> + <td valign="top">Describes a gamma value applied to any + textures, flats and sprites read in from the DOOM WAD + files. Allowable values are any floating point number.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>clear_on_menu</tt></b></td> + <td valign="top">If set to <b>yes</b> then once the + pop-up menu has been used to modify the selected objects + they are automatically unselected. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>clear_on_move</tt></b></td> + <td valign="top">If set to <b>yes</b> then once the + selected objects have been moved they are automatically + unselected. </td> + </tr> + <tr> + <td valign="top" nowrap><a + name="DEFAULT_SECTOR_LIGHT_ETC"></a><b><tt>default_light_level</tt></b><tt><br> + </tt><b><tt>default_floor_height</tt></b><tt><br> + </tt><b><tt>default_ceiling_height</tt></b></td> + <td valign="top">Describes the default light, floor and + ceiling height for created sectors. Note that if a sector + is created within another sector, the values for that + sector, rather than these defaults, are used.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>default_edit_mode</tt></b></td> + <td valign="top">Defines the default edit mode when + loading a new map into the editor. Possible values are:<ul> + <li><a href="editing.htm#SECTOR_MODE"><b>sector</b></a></li> + <li><a href="editing.htm#LINEDEF_MODE"><b>linedef</b></a></li> + <li><a href="editing.htm#THING_MODE"><b>thing</b></a></li> + <li><a href="editing.htm#VERTEX_MODE"><b>vertex</b></a></li> + <li><a href="editing.htm#MULTI_MODE"><b>multi</b></a></li> + </ul> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>default_scale</tt></b></td> + <td valign="top">The starting scale used in the editor.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>grid</tt></b></td> + <td valign="top">Use this to say whether the grid will be + shown on screen while editing. Allowable values are <b>yes</b> + and <b>no</b>. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>grid_lock</tt></b></td> + <td valign="top">Use this to say whether inserted and + moved object in the editor will be snapped on a grid. + Allowable values are <b>yes</b> and <b>no</b>. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>grid_size</tt></b></td> + <td valign="top">Describes the size of the grid used by + the above items. Allowable values are integer values + greater than two.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="HOVER_SELECT"></a><b><tt>hover_select</tt></b></td> + <td valign="top">When editing object in a DOOM level this + alters the way that viDOOM works if the right mouse + button is used over an unselected object. The allowable + values, and their affects are: <ul> + <li><b>none</b> - nothing is done. The right mouse + button works as expected.</li> + <li><b>add</b> - the object the mouse is over is + added to the selected objects before displaying + the menu.</li> + <li><b>single</b> - the object the mouse is over is + made the sole selected object before displaying + the menu.</li> + </ul> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="INSERT_SELECT"></a><b><tt>insert_select</tt></b></td> + <td valign="top">When inserting new objects in a DOOM + level this alters the way that viDOOM selects the objects + after creation. The allowable values, and their affects + are: <ul> + <li><b>none</b> - nothing is done. The new object is + left unselected.</li> + <li><b>add</b> - the new object is added to the + selected objects.</li> + <li><b>single</b> - the new object is made the sole + selected object.</li> + </ul> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>linedef_select</tt></b></td> + <td valign="top">Defines who many pixels around a LINEDEF + the bounding box stretches when selecting a line.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>merge_linedef</tt></b></td> + <td valign="top">If you overlay vertexes on top of each + other you can merge vertexes. Once these vertexes are + merged checks are made to see whether linedefs share + these vertexes, and hence overlap. This option controls + what happens when these overlapping linedefs are found. + The possible values are: <ul> + <li><b>always</b> - always merge the overlapping + linedefs without any prompting.</li> + <li><b>ask</b> - confirms with the user before + merging linedefs or not as requested. </li> + <li><b>never</b> - never merge overlapping linedefs. </li> + </ul> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>new_2sided_select</tt></b></td> + <td valign="top">When linedefs have there flags set so + that a new left sidedef is added to it controls how the + altered linedefs are selected. Possible values are: <ul> + <li><b>select</b> - clears the currently selected + linedefs (if any) and selects the linedefs that + have new double sides.</li> + <li><b>ask</b> - confirms with the user. If the user + opts to select the linedefs, the current + selection is cleared and the altered linedefs + selected.</li> + <li><b>never</b> - never select the altered linedefs. + Note that a notice is still displayed so that you + know new left sidedefs have been created.</li> + </ul> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="SECTOR_MOVE"></a><b><tt>sector_move</tt></b></td> + <td valign="top">Defines which linedefs are actually + moved when moving a sector. Possible values are: <ul> + <li><b>all</b> - move all linedefs that border the + sector.</li> + <li><b>right</b> - move only linedefs that have this + sector to their right.</li> + <li><b>left</b> - move only linedefs that have this + sector to their left.</li> + </ul> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="SHOW_FULL_LINEDEF_INFO"></a><b><tt>show_full_linedef_info</tt></b></td> + <td valign="top">If set to <b>yes</b> then in the <a + href="editing.htm#LINEDEF_DISPLAY">linedef edit display</a> + the linedef type will be shown as the full linedef name + as defined in the <a href="#LINEDEF_TYPES">config file</a>. + If set to <b>no</b> then linedef type will be displayed + as a hex value and it's class.<p>This has no effect when + editting HEXEN format maps.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>tag_highlight</tt></b></td> + <td valign="top">If set to <b>yes</b> then the tag + highlighting mode is enabled by default in sector and + linedef modes.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>vertex_radius</tt></b></td> + <td valign="top">Describes the size of the box around a + VERTEX which is used to select the VERTEX while editing. + Recommended values are any integer greater than four.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>width</tt></b><tt><br> + </tt><b><tt>height</tt></b></td> + <td valign="top">Describes the size of the display used + by viDOOM. viDOOM expects a resolution of at least + 640x480.</td> + </tr> +</table> + +<hr size="1"> + +<h3><a href="#CONFIG_FILE" name="viDOOM"></a>[viDOOM]</h3> + +<p>Main menu configuration</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><b><tt>auto_loadmap</tt></b></td> + <td valign="top">Set this to a list of levels to load on + startup. The format is to set it to a list of level names + seperated by commas. The first level that can be loaded + successfully is used. If this is set then <strong>initial_empty_map</strong> + is ignored.<p>If empty or not used then no map is auto + loaded, e.g.</p> + <p><tt># Load the first map, whether we're editing DOOM + or DOOM2<br> + auto_loadmap=MAP01,E1M1</tt></p> + <p><tt># Don't auto load any maps<br> + auto_loadmap=</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>initial_empty_map</tt></b></td> + <td valign="top">If set to <b>yes</b> then on startup + viDOOM will have an empty map, either MAP01 or E1M1, + ready for editing. This is ignored if <strong>auto_loadmap</strong> + is set.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>load_flats</tt></b></td> + <td valign="top">If set to <b>yes</b> then the graphics + for the flats will be loaded so they can be selected + graphically. If set to <b>no</b> then flats are selected + just using their name. <br> + This is provided as the graphics reading is not very + efficient and can be slow on certain machines. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>load_textures</tt></b></td> + <td valign="top">If set to <b>yes</b> then the graphics + for the textures will be loaded so they can be selected + graphically. If set to <b>no</b> then textures are + selected just using their name. <br> + This is provided as the graphics reading is not very + efficient and can be slow on certain machines. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>load_sprites</tt></b></td> + <td valign="top">If set to <b>yes</b> then the graphics + for the things will be loaded so they can be selected + graphically. If set to <b>no</b> then things are selected + just using their name. <br> + This is provided as the graphics reading is not very + efficient and can be slow on certain machines. </td> + </tr> + <tr> + <td valign="top" nowrap><a name="MAP_CLEAR"></a><b><tt>map_clear_warning</tt></b></td> + <td valign="top">If set to <b>yes</b> then a warning is + displayed whenever an option is chosen that will replace + the currently edited map with another, if the editor has + been used since the level's loading/creation. </td> + </tr> + <tr> + <td valign="top" nowrap><a name="MAP_EXIT"></a><b><tt>map_exit_warning</tt></b></td> + <td valign="top">If set to <b>yes</b> then a warning is + displayed if exit is chosen and the editor option has + been used. </td> + </tr> + <tr> + <td valign="top" nowrap><a name="OVERWRITE_WARNING"></a><b><tt>overwrite_warning</tt></b></td> + <td valign="top">If set to <b>yes</b> then a warning is + displayed if you save a map over a file that already + exists. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>show_titlepic</tt></b></td> + <td valign="top">If set to <b>yes</b> then the title + picture for the version of DOOM you are editing will be + displayed on the main title screen. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>sort_flat_names</tt></b></td> + <td valign="top">If set to <b>yes</b> then when selecting + ceiling or floor flats they will be sorted into + alphabetical order. If set to <b>no</b> they are simply + in the order they appear in the IWAD file. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>sort_texture_names</tt></b></td> + <td valign="top">If set to <b>yes</b> then when selecting + wall textures they will be sorted into alphabetical + order. If set to <b>no</b> they are simply in the order + they appear in the IWAD file. </td> + </tr> +</table> + +<hr size="1"> + +<h3><a name="CHECK_LINEDEF"></a><b>[Check LINEDEF]</b></h3> + +<p>This defines how the <b>Check LINEDEF</b> function in the +editor (see <a href="editing.htm#LINEDEF_KEYS">editing</a> for +details) operates. Note that part of the configuration for this +command also occurs in the <a href="#LINEDEF_CHECK_DEFAULT">config +file</a>. This is required as texture names can be different in +different versions of DOOM. The following options are definable +within the INI file:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><b><tt>assume_yes</tt></b></td> + <td valign="top">If this is set to <b>yes</b> then any + time a question would be asked to see if it's OK to + remove a texture that viDOOM considers unnecessary then + it will be removed without asking. Likewise when asking + to add missing textures the texture picklist will appear + (with the linedef number and what is to be set in the + title) without any prompting.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="CHECK_LINE_1SIDE_LOWER"></a><b><tt>check_1side_lower</tt></b></td> + <td valign="top">If set to <b>yes</b> then when a sidedef + is attached to a one-sided linedef and there is a lower + texture defined viDOOM will ask if it's OK to remove it.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="CHECK_LINE_1SIDE_MIDDLE"></a><b><tt>check_1side_middle</tt></b></td> + <td valign="top">If set to <b>yes</b> then when a sidedef + is attached to a one-sided linedef and there is no middle + texture defined viDOOM will ask if it's OK to define it.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="CHECK_LINE_1SIDE_UPPER"></a><b><tt>check_1side_upper</tt></b></td> + <td valign="top">If set to <b>yes</b> then when a sidedef + is attached to a one-sided linedef and there is an upper + texture defined viDOOM will ask if it's OK to remove it.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="CHECK_LINE_2SIDE_LOWER"></a><b><tt>check_2side_lower</tt></b></td> + <td valign="top">If set to <b>yes</b> then when a sidedef + is attached to a two-sided linedef which is between two + sectors with different floor heights and there is no + lower texture defined viDOOM will ask if it's OK to + define it.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="CHECK_LINE_2SIDE_MIDDLE"></a><b><tt>check_2side_middle</tt></b></td> + <td valign="top">If set to <b>yes</b> then when a sidedef + is attached to a two-sided linedef which is between two + sectors and there is a middle texture defined viDOOM will + ask if it's OK to remove it.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="CHECK_LINE_2SIDE_UPPER"></a><b><tt>check_2side_upper</tt></b></td> + <td valign="top">If set to <b>yes</b> then when a sidedef + is attached to a two-sided linedef which is between two + sectors with different ceiling heights and there is no + upper texture defined viDOOM will ask if it's OK to + define it.</td> + </tr> + <tr> + <td valign="top" nowrap><a + name="CHECK_LINE_2SIDE_SAME_SECTOR"></a><b><tt>check_2side_same_sector</tt></b></td> + <td valign="top">If set to <b>yes</b> then when a sidedef + is attached to a two-sided linedef which is wholly within + one sector and there are any textures defined viDOOM will + ask if it's OK to remove them.</td> + </tr> +</table> + +<hr size="1"> + +<h3><a name="NODE_BUILDER"></a>[Node Builder]</h3> + +<p>Node Builder configuration - used to build nodes for maps +automatically when saving.</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><b><tt>always_view_output</tt></b></td> + <td valign="top">Normally viDOOM will only show the + output from the build command if it fails for some + reason. Setting this to <b>yes</b> means any output from + the node builder will be displayed regardless.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>command</tt></b></td> + <td valign="top">Defines the command used to execute the + node builder. e.g.<p><tt>command=c:\bsp\bsp.exe</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>ignore</tt></b></td> + <td valign="top">If set, then any saved filename that + includes this string will not be passed through the node + builder. This is useful so that structures for merging + into other maps (see <a href="editing.htm#MERGE_MAP">editing</a> + for details) need not be put through the node building + process. e.g. if set to<p><tt>ignore=str</tt></p> + <p>Then saving a map named <b>MAP01.WAD</b> will be + passed through the node builder, whereas <b>WALL_STRUCT.WAD</b> + would not be.</p> + <p>Another important use for this is to leave a back door + where you can save a WAD without it being passed through + the node builder if anything goes wrong with trying to + build the map.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>infile</tt></b></td> + <td valign="top">Defines the format for the infile + parameter to the node builder. Any occurrence of the '%' + character will be replaced with the full path of the map + being saved. e.g.<p><tt>infile=%</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>outfile</tt></b></td> + <td valign="top">Defines the format for the outfile + parameter to the node builder. Any occurrence of the '%' + character will be replaced with the full path of the map + being saved. e.g.<p><tt>outfile=-o %</tt></p> + <p>Note that if your node builder does not allow the + input and output file to be the same then it is + permissible to put extra characters <b>after</b> the % + that will get tacked onto the end of the name, e.g.</p> + <p><tt>outfile=-o %_NEW</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>in_before_out</tt></b></td> + <td valign="top">Defines the order of the the arguments + to the node builder. If set to <b>yes</b> then the node + builder is invoked as:<p><tt>command infile outfile</tt></p> + <p>If set to <b>no</b> then the command is built as:</p> + <p><tt>command outfile infile</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>use</tt></b></td> + <td valign="top">If set to <b>yes</b> then the node + builder described above is used on any maps being saved. + If set to <b>no</b> then the map is saved and the nodes + must be built outside of viDOOM.</td> + </tr> +</table> + +<hr size="1"> + +<h3><a name="ACC"></a>[ACS]</h3> + +<p>ACS compiler configuration - used to build BEHAVIOR lumps for +HEXEN format maps.</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><a name="ACS_ALWAYS_VIEW"></a><b><tt>always_view_output</tt></b></td> + <td valign="top">Normally viDOOM will only show the + output from the compiler if it fails for some reason. + Setting this to <b>yes</b> means any output from the + compiler will be displayed regardless.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>command</tt></b></td> + <td valign="top">Defines the command used to execute the + acs compiler. e.g.<p><tt>command=c:\doom\acc\acc.exe</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>dir</tt></b></td> + <td valign="top">Defines a working directory that will be + used for the compilation. This will generally be the same + place that the acs header files are stored and viDOOM + will change directory to this directory before + compilation. e.g.<p><tt>dir=c:\doom\acc\</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>script</tt></b></td> + <td valign="top">viDOOM will write an acs script with + this name, into the directory defined by <strong>dir</strong> + before compilation. e.g.<p><tt>script=vidoom.acs</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>object</tt></b></td> + <td valign="top">viDOOM will assume that the acs object + created by the compiler will have this name. e.g.<p><tt>script=vidoom.o</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>args</tt></b></td> + <td valign="top">Defines the argument list to the ACC + compiler. The string <strong>%S</strong> will be replaced + by <strong>script</strong>, defined above. The string <strong>%O</strong> + will be replaced by <strong>object</strong> defined + above. e.g.<p><tt>args=%S %O</tt></p> + </td> + </tr> +</table> + +<p> </p> + +<hr size="1"> + +<h3><a name="GUI"></a>[GUI]</h3> + +<p>GUI configuration. All the values in this section are an RGB +triplet defined as an hex number, i.e. <tt>0xRRGGBB</tt>. The +following values can be set from the INI file.</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><b><tt>gui_hi</tt></b></td> + <td valign="top">The brightest colour used to draw the 3D + looking interface.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>gui_mid</tt></b></td> + <td valign="top">The medium colour used to draw the 3D + looking interface.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>gui_lo</tt></b></td> + <td valign="top">The darkest colour used to draw the 3D + looking interface.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>gui_text</tt></b></td> + <td valign="top">The colour of text.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>gui_textshadow</tt></b></td> + <td valign="top">The colour of the shadow behind text. + This is only really used by viDOOM's own portable GUI + routines. If set to the same value as <b>text</b> then no + shadows are drawn.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>gui_bold</tt></b></td> + <td valign="top">The colour of bold text (used for + titles)</td> + </tr> +</table> + +<hr size="1"> + +<h3><a name="GAME_NAME"></a>[<i>Game name</i>]</h3> + +<p>One of these sections appears for each possible setting of the +game variable in the [Game] section. These are:</p> + +<ul> + <li><tt>[Doom]</tt></li> + <li><tt>[Ultimate Doom]</tt></li> + <li><tt>[Doom 2]</tt></li> + <li><tt>[TNT:Evilution]</tt></li> + <li><tt>[Plutonia Experiment]</tt></li> + <li><tt>[ZDoom]</tt></li> +</ul> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><b><tt>iwad</tt></b></td> + <td valign="top">Defines the path to the IWAD for this + game. </td> + </tr> + <tr> + <td valign="top" nowrap><a name="PWAD_DIR"></a><b><tt>pwad_dir</tt></b></td> + <td valign="top">Defines the default load/save directory + for editing PWAD files. </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LEVEL_STYLE"></a><b><tt>level_style</tt></b></td> + <td valign="top">Defines the level naming convention for + the game. Allowable values are: <ul> + <li><b>Doom</b> - allows level names E1M1 to E3M9</li> + <li><b>Ultimate Doom</b> - allows level names E1M1 to + E4M9</li> + <li><b>Doom 2</b> - allows level names MAP01 to MAP32</li> + </ul> + </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>preload</tt></b></td> + <td valign="top">Lists a number of PWAD files to preload + on startup. PWAD files are separated by ; and the full + path is expected. </td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>vidoom_config</tt></b></td> + <td valign="top">Defines the <a href="#CONFIG_FILE">config + file</a> for this version of DOOM. This defines the + values used for defining things, linedefs, sectors and so + on. <br> + viDOOM is currently supplied with <b>doom.cfg</b>, <b>doom2.cfg</b> + and <b>zdoom.cfg</b>. </td> + </tr> + <tr> + <td valign="top" nowrap><a name="MAPINFO_LUMP"></a><b><tt>mapinfo_lump</tt></b></td> + <td valign="top">This only applies to the section for <b>[ZDoom] + </b>.<p>If this is set to <i>yes</i> then on loading a + map from the loaded WAD files, the directory pointed to + by <a href="#PWAD_DIR">pwad_dir</a> is searched for <b>MAPINFO.WAD</b>. + If found then the MAPINFO lump from the MAPINFO.WAD is + read in and can be edited within the editor. If + WADINFO.WAD does not exist then an empty MAPINFO lump is + created.</p> + <p><b>NOTE:</b> On saving the level if there is anything + in the mapinfo entered in the editor the MAPINFO.WAD file + will be overwritten (or created if it does not exist). + This means that any infomation (apart from the edited + MAPINFO lump) that was in this WAD file will be lost. It + is suggested that nothing goes into MAPINFO.WAD except + for the MAPINFO lump.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="MAPINFO_LUMP"></a><b><tt>create_hexen</tt></b></td> + <td valign="top">This only applies to the section for <b>[ZDoom] + </b>.<p>If this is set to <i>yes</i> then on creating a + new map, it will be marked as being in the HEXEN format + (ie. having a BEHAVIOR lump and the HEXEN format of + THINGS and LINEDEFS). If set to <em>no</em> then the map + will be created as a DOOM map.</p> + <p>Setting to <em>ask</em> means that you will be asked + prior to creation which sort of map you want.</p> + </td> + </tr> +</table> + +<hr> + +<h2><a name="CONFIG_FILE"></a>Config file</h2> + +<p>There is two config files supplied with viDOOM, <b>doom.cfg</b> +and <b>doom2.cfg</b>. Each file is comprised of sections followed +by the data expected in each section. Each section is defined by +a line like:</p> + +<p><tt>%SECTION_NAME</tt></p> + +<p>While the data lines are on individual lines with the pipe (|) +character used to separate fields, e.g.</p> + +<p><tt>Field 1|Field 2</tt></p> + +<p>Blank lines and lines starting with a comment character (#) +are ignored. In addition to this blocks of lines can be forced to +be ignored by enclosing them with directives introduced with the +@ charcater. See the <a href="#CONFIG_DIRECTIVES">following +section</a> for more details.</p> + +<p>Note that some sections allow an edit mode to be defined, to +indicate whether this definition is for DOOM or HEXEN edit mode +(or both). The currently allowed edit modes are:</p> + +<ul> + <li>Doom</li> + <li>Hexen</li> +</ul> + +<p>If what is being defined applies to more than one mode, these +can be seperated with commas.</p> + +<p>The following sections are defined:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><b><tt>%INCLUDE_FILES</tt></b></td> + <td valign="top">Defines any other config files to + include before processing this one. Simply type the + filenames to be included on individual lines.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="THING_CLASSES"></a><b><tt>%THING_CLASSES</tt></b></td> + <td valign="top">Defines the classes to group THINGs into + in the editor picklists. Each line is in the form + "Class Name|Colour". Note that colour is + defined as an hexadecimal number with the most + significant byte for RED, the middle byte for BLUE and + the least significant byte for GREEN. e.g.<p><tt>Monster|0xff0000</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LINEDEF_CLASSES"></a><b><tt>%LINEDEF_CLASSES</tt></b></td> + <td valign="top">Defines the classes to group LINEDEF + types into in the editor picklists. Each line is a class + name.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="SECTOR_CLASSES"></a><b><tt>%SECTOR_CLASSES</tt></b></td> + <td valign="top">Defines the classes to group SECTOR + types into in the editor picklists. Each line is in the + form "Edit mode|Class Name". e.g.<p><tt>Doom,Hexen|Lighting</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="THING_TYPES"></a><b><tt>%THING_TYPES</tt></b></td> + <td valign="top">Defines the names and IDs of the THINGs + supported by DOOM. Each line is in the form + "Class|Name|ID|Radius|Sprite Name". e.g.<p><tt>Monster|Former + Human|3004|20|POSSA1</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="THING_FLAGS"></a><b><tt>%THING_FLAGS</tt></b></td> + <td valign="top">Defines the flags used when setting a + THINGs flags. Each line is in the form "Edit + Mode|Group|Mask1|Mask2|Name|Single flag character". + e.g.<p><tt>Doom,Hexen|0|0x01|0x01|Skill 1 and 2|E</tt></p> + <p>The group number indicates masks that should be + mutually exclusive. Group zero means that the flag can be + toggled independently of any other. Other group numbers + mean that only one of that group should be set at a time.</p> + <p>The ways the masks work is:</p> + <blockquote> + <p>To see if a flag is set the flags are ANDed with + mask1. If the result equals mask2 then the flag is + set.</p> + <p>When defining flags all the mask1 values are ORed + together and those bits cleared from the flags. Then + for any option that has been set mask2 is ORed onto + the flags.</p> + </blockquote> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LINEDEF_TYPES"></a><b><tt>%LINEDEF_TYPES</tt></b></td> + <td valign="top">Defines the names and IDs of the LINEDEF + types supported by DOOM. Each line is in the form + "Class|ID|Name", e.g.<p><tt>Special|48|Scrolling + wall </tt></p> + <p><b>Note:</b> Please note that the text for the LINEDEF + types in the supplied config files is taken directly from + the Unofficial Doom Specs (see the <a + href="thanks.htm#DOOMSPEC">thanks</a> page for details). + Please feel free to change them to something more useful + if you prefer.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LINEDEF_FLAGS"></a><b><tt>%LINEDEF_FLAGS</tt></b></td> + <td valign="top">Defines the flags used when setting a + LINEDEFs flags. The format for this section is identical + to <a href="#THING_FLAGS">THING_FLAGS</a>.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>%LINEDEF_FLAGS_EXTRA</tt></b></td> + <td valign="top">Configuration so that viDOOM knows which + bits control certain functions. If more that one line + appears in this section then the last one is used. The + form of the line is "Bit number controlling + 2-sided|Bit controlling Impassible|Bit controlling lower + unpegged|Bit controlling upper unpegged". e.g.<p><tt>2|0|3|4</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LINEDEF_DEFAULTS"></a><b><tt>%LINEDEF_DEFAULTS</tt></b></td> + <td valign="top">This section must not appear before + %LINEDEF_FLAGS_EXTRA and defines the bit patterns for + various linedef styles. These are used in the editor so + that defining a type of LINEDEF can be quickly done when + creating them. The format of each line is + "Name|Flags value", e.g.<p><tt>2-sided + wall|0x47</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="SECTOR_TYPES"></a><b><tt>%SECTOR_TYPES</tt></b></td> + <td valign="top">Defines the names and IDs for the + different sector types. Each line is in the form + "Edit Mode|Class|ID|Long name|Short name". e.g.<p><tt>Doom|Lights|1|Light + random off|Random off</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="SECTOR_STYLES"></a><b><tt>%SECTOR_STYLES</tt></b></td> + <td valign="top">Defines styles for painting sectors + quickly. The form of each line is + "Mode|Name|Upper|Middle|Lower|Floor|Ceiling". + e.g.<p><tt>0x19|Quarry|SP_ROCK1|SP_ROCK1|SP_ROCK1|RROCK09|F_SKY1</tt></p> + <p>The mode is a bit significant number where the bits + have the following meaning:</p> + <ul> + <li>Bit 0 - Paint textures on the sidedefs facing + into this sector</li> + <li>Bit 1 - Paint textures on the sidedefs facing out + of this sector</li> + <li>Bit 2 - Leave current lower/upper settings</li> + <li>Bit 3 - Set upper unpegged if an upper texture is + painted</li> + <li>Bit 4 - Set lower unpegged if a lower texture is + painted</li> + </ul> + <p>If neither bits 2, 3 or 4 are set it is assumed that + lower/upper unpegged will be cleared on painting those + textures.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="EMPTY_TEXTURE_NAME"></a><b><tt>%EMPTY_TEXTURE_NAME</tt></b></td> + <td valign="top">Simply defines the empty texture name + used by DOOM. This will generally just be the - + character, e.g.<p><tt>%EMPTY_TEXTURE_NAME<br> + -</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="NORMAL_TYPES"></a><b><tt>%NORMAL_TYPES</tt></b></td> + <td valign="top">Defines the values that define the + normal linedefs and sectors. The form of the single line + of data is "Id for normal linedef|Id for normal + sector". In all current versions of Doom this is + zero, e.g.<p><tt>%NORMAL_TYPES<br> + 0|0</tt></p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LINEDEF_CHECK_DEFAULT"></a><b><tt>%LINEDEF_CHECK_DEFAULT</tt></b></td> + <td valign="top">Provides an optional default texture to + use when a texture is requested when checking linedefs. + If this value is defined to be the same as + EMPTY_TEXTURE_NAME then the user is prompted for a + texture to use, otherwise this texture is used instead, + e.g.<p><tt>%LINEDEF_CHECK_DEFAULT<br> + ASHWALL</tt></p> + <p>See <a href="editing.htm#LINEDEF_KEYS">editing</a> for + details on the check linedef operation.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LINEDEF_GEN_BITMASKS"></a><b><tt>%LINEDEF_GEN_BITMASKS</tt></b></td> + <td valign="top">This defines the bitmasks used to + represent generalised LINEDEF types (these were + introduced by <a href="thanks.htm#BOOM">BOOM</a>).<p>This + section is a bit more complex than most of the others as + the format of the data is not fixed from line to line. + Each set starts with the class name for the bitmask. + Format for this line is:</p> + <p><tt>class name|no of fields</tt></p> + <p>After this follows <em>no of fields</em> repetitions + of the following:</p> + <p><tt>field name|shorthand name|value</tt></p> + <p>e.g.</p> + <p><tt>%LINEDEF_GEN_BITMASKS<br> + Speed|4<br> + Slow|Slow|0<br> + Normal|Norm|1<br> + Fast|Fast|2<br> + Turbo|Turb|3</tt></p> + <p>Remember that value will be shifted left a specified + amount when used in the <a href="#LINEDEF_GEN_TYPES">LINEDEF_GEN_TYPES</a> + section and so they should be defined relative to bit 0. + Also note that inside the editor all the values + associated with a bitmask are ORed together to create a + mask that can extract that information from a generalised + linedef. Following all this can follow another class, and + so on. Also remember that blank lines and comments are + OK, so that sections can be readably split using white + space.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="LINEDEF_GEN_TYPES"></a><b><tt>%LINEDEF_GEN_TYPES</tt></b></td> + <td valign="top">This defines the groupings of + LINEDEF_GEN_BITMASKS to make up different generalised + LINEDEF types.<p>This section is a bit more complex than + most of the others as the format of<br> + the data is not fixed from line to line. Each set starts + with the class name describing the name of this type of + generalised linedef, the number of different bit patterns + defined in the class, the low and high values that the + type occupies and a mask used when generating the value. + Format for this line is:</p> + <p><tt>class name|low value|high value|mask|no of + bit-field classes</tt></p> + <p>After this follows <em>no of bit-fields </em>repetitions + of the following:</p> + <p><tt>bit-field name|shift</tt></p> + <p>e.g.</p> + <p><tt>Locked Door|0x3800|0x3bff|0x3800|5<br> + Trigger|0<br> + Speed|3<br> + Locked door kind|5<br> + Opens with|6<br> + Number of keys|9</tt></p> + <p>The shift defines how much the bitmask is shifted to + the left to generate the actual values stored in the + linedef type field. Note that along with these bitmask + values the mask field is also ORed onto the result to + create the entire linedef type value. Following all this + can follow another class, and so on. Also remember that + blank lines and comments are OK, so that sections can be + readably split using white space.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><a name="SECTOR_GEN_BITMASKS"></a><b><tt>%SECTOR_GEN_BITMASKS</tt></b></td> + <td valign="top">This works in exactly the same way as <a + href="#LINEDEF_GEN_BITMASKS">LINEDEF_GEN_BITMASKS</a>, + but is used to define the generalised bitmasks used by a + SECTOR.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="SECTOR_GEN_BITMASKS"></a><b><tt>%SECTOR_GEN_TYPES</tt></b></td> + <td valign="top">This works in exactly the same way as <a + href="#LINEDEF_GEN_TYPES">SECTOR_GEN_BITMASKS</a>, but is + used to define the generalised types used by a SECTOR.</td> + </tr> + <tr> + <td valign="top" nowrap><a + name="HEXEN_ACTION_SPECIAL_CLASSES"></a><b><tt>%HEXEN_ACTION_SPECIAL_CLASSES</tt></b></td> + <td valign="top">Defines the classes to group action + special types into in the editor picklists. Each line is + a class name.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="HEXEN_ACTION_SPECIALS"></a><b><tt>%HEXEN_ACTION_SPECIALS</tt></b></td> + <td valign="top">Defines the HEXEN action specials. Each + line is of the form "Class + Name|Id|Name|arg0,arg1,arg2,arg3,arg4". Note that + not all the argument names need be filled in. e.g.<p><tt>Normal|0|No + action|<br> + Polyobject|1|Polyobj_StartLine|po,mirror,sound<br> + Lighting|116|Light_Strobe|tag,upper,lower,u-tics,l-tics</tt></p> + <p>Any arg name that is "tag" is used to work + out what sector the special is referring to. This is so + that tag highlighting (see <a href="editing.htm">editing</a> + for details) still works in HEXEN mode.</p> + <p>Note that unfortunately this does not apply to THINGs + yet.</p> + </td> + </tr> +</table> + +<hr size="1"> + +<h3><a name="CONFIG_DIRECTIVES"></a>Config file directives</h3> + +<p>In the config files blocks of lines can be included or +excluded by surrounding them by enclosing them with directives +introduced with the @ charcater, e.g.:</p> + +<p><tt>@DOOM_LEVEL_STYLE<br> +%SECTOR_STYLES<br> +<data><br> +@END DOOM_LEVEL_STYLE</tt></p> + +<p>As you can see a directive is terminated by putting the same +directive, beginning with END.</p> + +<p>The main purporse of these is to stop SECTOR_STYLES and +LINEDEF_CHECK_DEFAULT being defined inappropriately (Doom and +Doom 2 have differing texture names, etc), and also to allow one +single ZDOOM configuration file to be defined, regardless of +whether you are using the Doom or Doom 2 IWAD files with it.</p> + +<p>The following directives are currently supported:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><b><tt>@DOOM_LEVEL_STYLE</tt></b></td> + <td valign="top">Includes the lines up to the next <strong><tt>@END + DOOM_LEVEL_STYLE</tt></strong> if the <a + href="#LEVEL_STYLE">level_style</a> for this game is + defined as either <strong>Doom</strong> or <strong>Ultimate + Doom</strong>.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>@DOOM_1_LEVEL_STYLE</tt></b></td> + <td valign="top">Includes the lines up to the next <strong><tt>@END + DOOM_1_LEVEL_STYLE</tt></strong> if the <a + href="#LEVEL_STYLE">level_style</a> for this game is + defined as <strong>Doom</strong>.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>@ULT_DOOM_LEVEL_STYLE</tt></b></td> + <td valign="top">Includes the lines up to the next <strong><tt>@END + ULT_DOOM_LEVEL_STYLE</tt></strong> if the <a + href="#LEVEL_STYLE">level_style</a> for this game is + defined as <strong>Ultimate Doom</strong>.</td> + </tr> + <tr> + <td valign="top" nowrap><b><tt>@DOOM_2_LEVEL_STYLE</tt></b></td> + <td valign="top">Includes the lines up to the next <strong><tt>@END + DOOM_2_LEVEL_STYLE</tt></strong> if the <a + href="#LEVEL_STYLE">level_style</a> for this game is + defined as <strong>Doom 2</strong>.</td> + </tr> +</table> + +<hr> + +<p><a href="index.htm">Back to index</a></p> + +<p><tt>$Id$</tt></p> +</body> +</html> diff --git a/doc/porting.htm b/doc/porting.htm new file mode 100644 index 0000000..fded757 --- /dev/null +++ b/doc/porting.htm @@ -0,0 +1,1452 @@ +<html> + +<head> +<meta name="GENERATOR" content="vim"> +<title>viDOOM - Free Software DOOM editor</title> +</head> + +<body> + +<h1 align="center">Porting viDOOM</h1> + +<p>This document is provided in case anyone wishes to port viDOOM +to a new platform. Below is an indication of what OS dependent +routines must be provided and what configuration needs to be +done. It is requested that any ports are also released as Free +Software.</p> + +<ul> + <li><a href="#MAKEFILE">Makefile configuration</a></li> + <li><a href="#INI">INI File</a></li> + <li><a href="#FILES">Files</a></li> + <li><a href="#MAIN">Main entry point</a></li> + <li><a href="#GFX_H">Graphics and input</a></li> + <li><a href="#PLATGUI_H">Platform GUI</a></li> + <li><a href="#FILE_H">File interface</a></li> + <li><a href="#MEM_H">Memory allocation</a></li> + <li><a href="#RUNCMD_H">External command execution</a></li> + <li><a href="#VSTRING_H">String functions</a></li> + <li><a href="#INSTALLATION">Installation script</a></li> + <li><a href="#DOCUMENTATION">Documentation</a></li> +</ul> + +<hr> + +<h2><a name="MAKEFILE"></a>Makefile configuration</h2> + +<p><strong><u>makefile</u></strong></p> + +<p><a name="MAKEPLAT"></a>Set the variable <strong>MAKEPLAT</strong> +to the name of your platform, eg.</p> + +<p><tt>MAKEPLAT=</tt><em><tt>OS</tt></em></p> + +<p>You will then need to create a matching file the <strong>make</strong> +sub directory called <em>OS</em>.cfg. Also all the OS dependent C +source should go into a sub directory defined in the following +make config file by the <strong>PLATFORM</strong> variable. See +the <a href="#FILES">Files</a> section for an overview of these +files.</p> + +<p><a name="MAKE_CONFIG"></a><strong><u>make config file</u></strong></p> + +<p>The following values need to be set in the file <strong>make</strong><em><strong>/OS</strong></em><strong>.cfg</strong>:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><strong><tt>CC</tt></strong></td> + <td valign="top">Set to the name of the C compiler.</td> + </tr> + <tr> + <td valign="top" nowrap><strong><tt>LD</tt></strong></td> + <td valign="top">The name of the linker.</td> + </tr> + <tr> + <td valign="top" nowrap><a name="PLATFORMVAR"></a><strong><tt>PLATFORM</tt></strong></td> + <td valign="top">The name of the D containing the OS + dependent C sources. The idea of defineing tdefining + here, rather than using the MAKEPLAT variable defined in + the top level makefile, is so that different + configurations can share sources. i.e. An X11 port may + use the same code for all the unix platforms, but each + machine may require slightly different configuration + (library search paths for example).</td> + </tr> + <tr> + <td valign="top" nowrap><strong><tt>EXE_EXT</tt></strong></td> + <td valign="top">An extension to add to the executable + name, e.g.<br> + <tt>EXE_EXT=.EXE</tt></td> + </tr> + <tr> + <td valign="top" nowrap><strong><tt>OBJ_EXT</tt></strong></td> + <td valign="top">The extension used in this OS to denote + object files produced by the C compiler. Generally:<br> + <tt>OBJ_EXT=.o</tt></td> + </tr> + <tr> + <td valign="top" nowrap><strong><tt>LIBS</tt></strong></td> + <td valign="top">Any extra libraries to link in with + viDOOM for the OS dependent routines.</td> + </tr> + <tr> + <td valign="top" nowrap><strong><tt>EXRACF</tt></strong></td> + <td valign="top">Any extra C flags required when + compiling the sources. Use it to enable optimisation and + to include any extra include paths required by this OS.</td> + </tr> + <tr> + <td valign="top" nowrap><strong><tt>EXTRALF</tt></strong></td> + <td valign="top">Any extra flags required when linking + viDOOM. Use it to enable include any extra library paths + required by this OS.</td> + </tr> + <tr> + <td valign="top" nowrap><strong><tt>DIRSEP</tt></strong></td> + <td valign="top">The directory separator character for + this OS. The character must be included in quotes, e.g.<font + face="Courier New"><tt><br> + </tt></font><tt>DIRSEP="/"</tt></td> + </tr> + <tr> + <td valign="top" nowrap><strong><tt>MATHLIB</tt></strong></td> + <td valign="top">The options required to include the + maths library when linking.</td> + </tr> + <tr> + <td valign="top" nowrap><strong><tt>TRACEFORM</tt></strong></td> + <td valign="top">This variable is a printf format string + and the arguments to the format. This string is used to + provide a tracing function used to track bugs in the + editor. A simple, portable example is:<br> + <tt>TRACEFORM="%s:%d",__FILE__,__LINE__</tt><p>It + can just be defined to an empty string if you are not + compiling the debug version.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><strong><tt>EXEFLAG</tt></strong></td> + <td valign="top">The flag to provide to the linker to + generate an executable. The flag is used in a rule + something like this:<br> + <tt>$(LD) $(EXTRALF) $(EXEFLAG) vidoom$(EXE_EXT) + $(ALL+VIDOOM_OBJECTS)</tt></td> + </tr> + <tr> + <td valign="top" nowrap><strong><tt>OBJFLAG</tt></strong></td> + <td valign="top">The flag to provide to the C compiler to + generate an object file from the supplied C source. The + flag is used in a rule something like this:<br> + <tt>$(CC) $(EXTRACF) $(OBJFLAG) file.c</tt></td> + </tr> + <tr> + <td valign="top" nowrap><strong><tt>DEFINEFLAG</tt></strong></td> + <td valign="top">The flag to provide to the C compiler + with pre-processor definition from the command line. The + flag is used in a rule something like this (note no space + after the DEFINEFLAG - if there is a space between the + switch and the argument put it in this variable + definition):<br> + <tt>$(CC) $(EXTRACF) $(OBJFLAG) $(DEFINEFLAG)MACRO=value + file.c</tt></td> + </tr> + <tr> + <td valign="top" nowrap><strong><tt>INCFLAG</tt></strong></td> + <td valign="top">The flag to provide to the C compiler + with extra directories in which the pre-processor + searches for include files. The flag is used in a rule + something like this (note no space after the INCFLAG - if + there is a space between the switch and the argument put + it in this variable definition):<br> + <tt>$(CC) $(EXTRACF) $(OBJFLAG) $(INCFLAG)include_dir + file.c</tt></td> + </tr> + <tr> + <td valign="top" nowrap><strong><tt>MAKEINSTALL</tt></strong></td> + <td valign="top">The command used to execute the <strong>install</strong> + makefile as described in the <a href="#INSTALLATION">installation + script </a>section. The command must define the + INSTALLDIR variable for the makefile and invoke the first + rule in the install makefile.<p>For instance, using a + normal unix/GCC type make command, this would be:<br> + <tt>make INSTALL_DIR='$(INSTALL_DIR)' -f install</tt></p> + </td> + </tr> +</table> + +<hr> + +<h2><a name="INI"></a>INI File</h2> + +<p>If your port requires or wants configuration to be set at +tun-time from the INI file, it is best to place it a +system-dependent section called the same as the <em>OS</em> value +you set <a href="#MAKEPLAT">MAKEPLAT</a> to for this platform, +e.g.</p> + +<p><tt>[</tt><em><tt>OS</tt></em><tt>]<br> +degreelessness mode=off</tt></p> + +<hr> + +<h2><a name="FILES"></a>Files</h2> + +<p>The following files are the minimum that must be provided by +the platform:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><strong>make/</strong><em><strong>OS</strong></em><strong>.cfg</strong></td> + <td valign="top">The make config file. Described in the <a + href="#MAKE_CONFIG">previous section</a>.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>main.c</strong></td> + <td valign="top">This goes in the <a href="#PLATFORMVAR">platform + directory</a> and provides the <a href="#MAIN">startup + code</a> for the operating system.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>gfx.c</strong></td> + <td valign="top">This goes in the <a href="#PLATFORMVAR">platform + directory</a> and provides the <a href="#GFX_H">low level + graphics and input</a>.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>platgui.c</strong></td> + <td valign="top">This goes in the <a href="#PLATFORMVAR">platform + directory</a> and provides the <a href="#PLATGUI_H">system + dependent GUI</a>.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>file.c</strong></td> + <td valign="top">This goes in the <a href="#PLATFORMVAR">platform + directory</a> and provides the portable part of the <a + href="#FILE_H">file system interface</a>.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>mem.c</strong></td> + <td valign="top">This goes in the <a href="#PLATFORMVAR">platform + directory</a> and provides the <a href="#MEM_H">memory + handling</a>.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>runcmd.c</strong></td> + <td valign="top">This goes in the <a href="#PLATFORMVAR">platform + directory</a> and provides the method for <a + href="#RUNCMD_H">running external commands</a>.</td> + </tr> + <tr> + <td><strong>vstring.c</strong></td> + <td>This goes in the <a href="#PLATFORMVAR">platform + directory</a> and provides functions for <a + href="#VSTRING_H">string comparisons</a>.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>install</strong></td> + <td valign="top">This goes in the <a href="#PLATFORMVAR">platform + directory</a> and is the makefile invoked to <a + href="#INSTALLATION">install viDOOM</a>.</td> + </tr> +</table> + +<hr> + +<h2><a name="MAIN"></a>Main entry point</h2> + +<p><strong><u>main.c</u></strong></p> + +<p>The OS dependent code must provide it's own main (this is to +allow for various non-standard environments where main() is not +the standard entry point). The entry point must do any OS +dependent initialisations then invoke the following entry point +to start up viDOOM:</p> + +<p><tt>int viDOOM(int argv, char *argv[])</tt></p> + +<p>If the OS uses main() as an entry point the following example +could be enough:</p> + +<pre>int main(int argc,char *argv[]) +{ + return (viDOOM(argc,argv)); +}</pre> + +<hr> + +<h2><a name="GFX_H"></a>Graphics and input</h2> + +<p><strong><u>gfx.c</u></strong></p> + +<p>This provides the low-level graphics access and interfaces to +keyboard and mouse. The GFX object is expected to work on a weak, +semi-event driven basis for keyboard/mouse access. The following +are the basic assumptions about the GFX interface:</p> + +<ul> + <li>A true, or hicolor, display.</li> + <li>A Fixed font.</li> + <li>Default origin is in the top left of the display, with X + positive along and Y positive down.</li> + <li>A buffered display. The screen contents should not change + until GFX_redraw() is called. If not honoured viDOOM + should still work up to a point, but it's use of the XOR + mode may not be apparent to the user.</li> + <li>Colours are represented using an int, with 8 bits each + for the red, green and blue component. The int used to + define the colour, when viewed in hex, would look like <tt>0xRRGGBB</tt>. + e.g.<ul type="disc"> + <li><tt>0xFF0000</tt> - Red</li> + <li><tt>0x00FF00</tt> - Green</li> + <li type="disc"><tt>0x0000FF</tt> - Blue</li> + <li><tt>0xFFFFFF</tt> - White</li> + <li><tt>0x808080</tt> - 50% grey</li> + <li><tt>0x000000</tt> - Black</li> + </ul> + </li> +</ul> + +<p>The following types are defined and used by the GFX object :</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><pre>typedef void *GFX_IMAGE; </pre> + </td> + <td valign="top">This is an opaque type provided to allow + the GFX object to provide whatever is required to + reference a bitmap on the machine.</td> + </tr> + <tr> + <td valign="top" nowrap><pre>typedef struct + { + int w; + int h; + int pal[256]; + unsigned char *data; + } GFX_BITMAP; </pre> + </td> + <td valign="top">This type represents the bitmap objects + that viDOOM defines. These bitmaps are converted into + GFX_IMAGE prior to use. The fields are: <table border="0" + cellpadding="3" cellspacing="6"> + <tr> + <td valign="top" nowrap>w</td> + <td valign="top" nowrap>-</td> + <td valign="top">width of bitmap</td> + </tr> + <tr> + <td valign="top" nowrap>h</td> + <td valign="top" nowrap>-</td> + <td valign="top">height of bitmap</td> + </tr> + <tr> + <td valign="top" nowrap>pal[256]</td> + <td valign="top" nowrap>-</td> + <td valign="top">The palette used to define the + bitmap. Each bitmap pixel is an index into this + array of RGB values. Each entry is an integer, + that when represented in hex would define the RGB + triplet as 0xRRGGBB.</td> + </tr> + <tr> + <td valign="top" nowrap>*data</td> + <td valign="top" nowrap>-</td> + <td valign="top">A pointer to the data of the + bitmap. This should be accessed using pointer + arithmetic as *(data+(x)+(y*w))</td> + </tr> + </table> + </td> + </tr> + <tr> + <td valign="top" nowrap><pre>typedef struct + { + int type; + int shift; + int ctrl; + int alt; + char ascii; + int code; + } GFXKey;</pre> + </td> + <td valign="top">This defines an object for reporting key + presses. The fields are:<table border="0" cellpadding="3" + cellspacing="6"> + <tr> + <td valign="top" nowrap>type</td> + <td valign="top" nowrap>-</td> + <td valign="top">The type of event. This field is + just used to line up with the event union defined + later on. Should just hold GFX_KEY_EVENT.</td> + </tr> + <tr> + <td valign="top" nowrap>shift</td> + <td valign="top" nowrap>-</td> + <td valign="top">TRUE if the Shift key is being + pressed.</td> + </tr> + <tr> + <td valign="top" nowrap>ctrl</td> + <td valign="top" nowrap>-</td> + <td valign="top">TRUE if the Control key is being + pressed.</td> + </tr> + <tr> + <td valign="top" nowrap>alt</td> + <td valign="top" nowrap>-</td> + <td valign="top">TRUE if the Alt key is being + pressed.</td> + </tr> + <tr> + <td valign="top" nowrap>ascii</td> + <td valign="top" nowrap>-</td> + <td valign="top">The ASCII code of the character + read. If the key is not an ASCII key (e.g. a + function key) this field should be zero.</td> + </tr> + <tr> + <td valign="top" nowrap>code</td> + <td valign="top" nowrap>-</td> + <td valign="top">Holds the code for non-ASCII + keys, e.g. GFX_F1. This field should be set to + GFX_ASCII for key presses reported through the + ascii field.</td> + </tr> + </table> + </td> + </tr> + <tr> + <td valign="top" nowrap><pre>typedef struct GFXMouse + { + int type; + int shift; + int ctrl; + int alt; + int x; + int y; + int b; + } GFXMouse;</pre> + </td> + <td valign="top">This defines the type for reporting + mouse movements and button presses. The fields are:<table + border="0" cellpadding="3" cellspacing="6"> + <tr> + <td valign="top" nowrap>type</td> + <td valign="top" nowrap>-</td> + <td valign="top">The type of event. This field is + just used to line up with the event union defined + later on. Should just hold GFX_MOUSE_EVENT.</td> + </tr> + <tr> + <td valign="top" nowrap>shift</td> + <td valign="top" nowrap>-</td> + <td valign="top">TRUE if the Shift key is being + pressed.</td> + </tr> + <tr> + <td valign="top" nowrap>ctrl</td> + <td valign="top" nowrap>-</td> + <td valign="top">TRUE if the Control key is being + pressed.</td> + </tr> + <tr> + <td valign="top" nowrap>alt</td> + <td valign="top" nowrap>-</td> + <td valign="top">TRUE if the Alt key is being + pressed.</td> + </tr> + <tr> + <td valign="top" nowrap>x</td> + <td valign="top" nowrap>-</td> + <td valign="top">The X co-ordinate of the mouse, + relative to the top left of the display.</td> + </tr> + <tr> + <td valign="top" nowrap>y</td> + <td valign="top" nowrap>-</td> + <td valign="top">The Y co-ordinate of the mouse, + relative to the top left of the display.</td> + </tr> + <tr> + <td valign="top" nowrap>b</td> + <td valign="top" nowrap>-</td> + <td valign="top">The currently pressed buttons. + This should be made up of a bit mask composed + from GFX_BUTLEFT, GFX_BUTMIDDLE and GFX_BUTRIGHT.</td> + </tr> + </table> + </td> + </tr> + <tr> + <td valign="top" nowrap><pre>typedef union GFXEvent + { + int type; + GFXKey key; + GFXMouse mouse; + } GFXEvent;</pre> + </td> + <td valign="top">This defines the type for reporting + events (a combination of both mouse movements or key + presses). The fields are:<table border="0" + cellpadding="3" cellspacing="6"> + <tr> + <td valign="top" nowrap>type</td> + <td valign="top" nowrap>-</td> + <td valign="top">The type of event. This field is + just used to decide which of the other two fields + should be accessed to get the event information. + This field must be GFX_MOUSE_EVENT or + GFX_KEY_EVENT.</td> + </tr> + <tr> + <td valign="top" nowrap>key</td> + <td valign="top" nowrap>-</td> + <td valign="top">The GFXKey structure defining + the event if this is a GFX_KEY_EVENT.</td> + </tr> + <tr> + <td valign="top" nowrap>mouse</td> + <td valign="top" nowrap>-</td> + <td valign="top">The GFXMouse structure defining + the event if this is a GFX_MOUSE_EVENT.</td> + </tr> + </table> + </td> + </tr> +</table> + +<p>The following interfaces must be supplied by the GFX object:</p> + +<p><strong><tt>void GFX_init(void)</tt></strong></p> + +<blockquote> + <p>Initialises the GFX object. No other GFX interfaces are + called prior to this, with the possible (though current not + used) exception of <strong><tt>GFX_exit()</tt></strong>.</p> +</blockquote> + +<p><strong><tt>void GFX_close(void)</tt></strong></p> + +<blockquote> + <p>Called when viDOOM is terminating. Note that other (none + system dependent) processing may go on between calling this + and then invoking <strong><tt>exit()</tt></strong> or <strong><tt>return()</tt></strong>.</p> +</blockquote> + +<p><strong><tt>GFX_IMAGE GFX_create_image(GFX_BITMAP *bm)</tt></strong></p> + +<blockquote> + <p>Should create a GFX_IMAGE from the passed bitmap <em>bm</em>.</p> +</blockquote> + +<p><strong><tt>void GFX_destroy_image(GFX_IMAGE img)</tt></strong></p> + +<blockquote> + <p>Release the bitmap object pointed to by <em>img</em>.</p> +</blockquote> + +<p><strong><tt>void GFX_draw_image(GFX_IMAGE img, int x, int y)</tt></strong></p> + +<blockquote> + <p>Draws <em>img</em> with it's top-left co-ordinate + represented by <em>x,y</em>. This function should implement + any necessary clipping when drawing the bitmap.</p> +</blockquote> + +<p><strong><tt>void GFX_fill_screen(GFX_IMAGE img)</tt></strong></p> + +<blockquote> + <p>Should fill the screen with the image, scaled if + necessary. Note that this call is just used for the main menu + backdrop, so if it cannot be honoured no harm will be done.</p> +</blockquote> + +<p><a name="GFX_OPEN"></a><strong><tt>void GFX_open(int width, +int height)</tt></strong></p> + +<blockquote> + <p>Opens the display (or window or whatever) with the + specified <em>width</em> and <em>height</em>. Note that + failures in here should terminate the program.</p> +</blockquote> + +<p><strong><tt>void GFX_clear(int col)</tt></strong></p> + +<blockquote> + <p>This clears the display to the passed colour <em>col</em>.</p> +</blockquote> + +<p><strong><tt>void GFX_redraw(void)</tt></strong></p> + +<blockquote> + <p>This redraws the contents of the screen. All drawing + operations should not update the actual screen till this is + called (i.e. the display should be buffered).</p> +</blockquote> + +<p><strong><tt>void GFX_line(int x1, int y1, int x2, int y2, int +col)</tt></strong></p> + +<blockquote> + <p>Draw a line from <em>x1,y1</em> to <em>x2,y2</em> in + colour <em>col</em>.</p> +</blockquote> + +<p><strong><tt>void GFX_plot(int x, int y, int col)</tt></strong></p> + +<blockquote> + <p>Plot the point <em>x,y</em> in colour <em>col</em>.</p> +</blockquote> + +<p><strong><tt>void GFX_circle(int x, int y, int r, int col)<br> +void GFX_fcircle(int x, int y, int r, int col)</tt></strong></p> + +<blockquote> + <p>Draw a circle centred on <em>x,y</em> with a radius <em>r</em> + and in colour <em>col</em>. The <strong>fcircle</strong> + version should draw a filled circle.</p> +</blockquote> + +<p><strong><tt>void GFX_rect(int x, int y, int w, int h, int col)<br> +void GFX_frect(int x, int y, int w, int h, int col)</tt></strong></p> + +<blockquote> + <p>Draw a rectangle with one corner at <em>x,y</em> and the + other corner at <em>(x+w),(y+h)</em> in colour <em>col</em>. + Note that zero length and negative width and heights must be + allowed. The <strong>frect </strong>version should draw a + filled rectangle.</p> +</blockquote> + +<p><strong><tt>void GFX_set_XOR_mode(void)<br> +void GFX_clear_XOR_mode(void)</tt></strong></p> + +<blockquote> + <p>This should set and clear XOR mode. Normally all GFX + operations should set the pixels to the colour specified, but + when XOR mode is enabled the pixel values should be XORed + into place.</p> +</blockquote> + +<p><strong><tt>void GFX_print(int x, int y, int col, char *fmt, +...)</tt></strong></p> + +<blockquote> + <p>Print the printf style arguments (<em>fmt</em> and <em>...</em>) + with their top left corner at <em>x,y</em> in colour <em>col</em>. + Note that text should rendered transparently.</p> +</blockquote> + +<p><strong><tt>int GFX_fh(void)<br> +int GFX_fw(void)</tt></strong></p> + +<blockquote> + <p>Return the height (GFX_fh) and width (GFX_fw) of the fixed + width font used for display purposes.</p> +</blockquote> + +<p><strong><tt>int GFX_mouse_buttons(void)</tt></strong></p> + +<blockquote> + <p>Returns the number of mouse buttons. This is just used as + check on initialisation as viDOOM expects at least 2 mouse + buttons.</p> +</blockquote> + +<p><strong><tt>int GFX_mouse(int *x, int *y)</tt></strong></p> + +<blockquote> + <p>Return the current point position in <em>x</em> and <em>y</em>. + If any of the passed pointers are NULL that variable should + be ignored.</p> +</blockquote> + +<p><strong><tt>void GFX_waitkey(GFXKEy *key)</tt></strong></p> + +<blockquote> + <p>Waits for a <em>key</em> to be pressed and returns the key + press in <em>key</em>. If <em>key</em> is NULL simply wait + for a key press.</p> +</blockquote> + +<p><strong><tt>int GFX_key(GFXKey *key)</tt></strong></p> + +<blockquote> + <p>Returns TRUE if a key has been pressed and returns the + keypress in <em>key</em>. Returns FALSE if there is no + outstanding keypresses, in which case the contents of <em>key</em> + are undefined.</p> +</blockquote> + +<p><strong><tt>void GFX_bounce(void)</tt></strong></p> + +<blockquote> + <p>Waits for all keys and mouse buttons to be released. On a + real event-driven system could be ignored, or flush any + outstanding events.</p> +</blockquote> + +<p><strong><tt>void GFX_await_input(GFXEvent *ev)</tt></strong></p> + +<blockquote> + <p>Waits for either a keypress or a mouse button to be + pressed and fills in <em>ev</em> accordingly.</p> +</blockquote> + +<p><strong><tt>void GFX_await_input_full(GFXEvent *ev)</tt></strong></p> + +<blockquote> + <p>Waits for either a keypress, a mouse button to be pressed + or the mouse to be moved and fills in <em>ev</em> + accordingly.</p> +</blockquote> + +<p><strong><tt>void GFX_exit(int code, char *fmt, ...)</tt></strong></p> + +<blockquote> + <p>This call should do any necessary tidying of the display + (switching from graphics mode, closing windows, whatever) + then display the printf style arguments (<em>fmt</em> and <em>...</em>) + and the exit with the passed return <em>code</em>.</p> +</blockquote> + +<p><strong><tt>void GFX_save_screen(char *path)</tt></strong></p> + +<blockquote> + <p>This call need not be supported. It just allows screen + grabs to be captured when viDOOM is compiled with debug + information. If supported it should just save a bitmap in the + file pointed to by <em>path</em>.</p> +</blockquote> + +<hr> + +<h2><a name="PLATGUI_H"></a>Platform GUI</h2> + +<p><strong><u>platgui.c</u></strong></p> + +<p>This provides access to the platform's GUI routines.</p> + +<p>The following types are defined and used by the PLATGUI object +:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><pre>typedef struct + { + char *text; + GFX_IMAGE img; + int client_index; + } PLAT_IMG_PICKLIST;</pre> + </td> + <td valign="top">This structure is used to define a + picklist that has graphical images and client defined + values attached to them. This is used for selection of + textures, flats and sprites (things) in viDOOM.<p>The + fields in the structure are:</p> + <table border="0" cellpadding="3" cellspacing="6"> + <tr> + <td valign="top" nowrap>text</td> + <td valign="top" nowrap>-</td> + <td valign="top">This defines the text for a + picklist entry. NULL marks the end of the list of + picklist entries.</td> + </tr> + <tr> + <td valign="top" nowrap>img</td> + <td valign="top" nowrap>-</td> + <td valign="top">The GFX_IMAGE to associate with + this entry. Can be NULL to indicate show no + image.</td> + </tr> + <tr> + <td valign="top" nowrap>client_index</td> + <td valign="top" nowrap>-</td> + <td valign="top">The value returned if this item + is selected.</td> + </tr> + </table> + </td> + </tr> + <tr> + <td valign="top" nowrap><pre>typedef struct + { + char *text; + int client_index; + } PLAT_PICKLIST;</pre> + </td> + <td valign="top">This structure is used to define a + picklist that has client defined values attached to the + entries.<p>The fields in the structure are:</p> + <table border="0" cellpadding="3" cellspacing="6"> + <tr> + <td valign="top" nowrap>text</td> + <td valign="top" nowrap>-</td> + <td valign="top">This defines the text for a + picklist entry. NULL marks the end of the list of + picklist entries.</td> + </tr> + <tr> + <td valign="top" nowrap>client_index</td> + <td valign="top" nowrap>-</td> + <td valign="top">The value returned if this item + is selected.</td> + </tr> + </table> + </td> + </tr> + <tr> + <td valign="top" nowrap><pre>typedef struct PLATMENU + { + char *text; + int client_index; + struct PLATMENU *child; + } PLAT_MENU;</pre> + </td> + <td valign="top">This structure is used to define menu + entries that have client defined values attached to them.<p>The + fields in the structure are:</p> + <table border="0" cellpadding="3" cellspacing="6"> + <tr> + <td valign="top" nowrap>text</td> + <td valign="top" nowrap>-</td> + <td valign="top">This defines the text for the + menu entry. NULL marks the end of the list of + menu entries.</td> + </tr> + <tr> + <td valign="top" nowrap>client_index</td> + <td valign="top" nowrap>-</td> + <td valign="top">The value returned if this item + is selected. If the child field is not NULL, this + field is ignored.</td> + </tr> + <tr> + <td valign="top" nowrap>child</td> + <td valign="top" nowrap>-</td> + <td valign="top">If not NULL points to a further + array of PLAT_MENU objects defining a child menu.</td> + </tr> + </table> + </td> + </tr> + <tr> + <td valign="top" nowrap><pre>typedef struct + { + char *text; + int group; + int val; + } PLAT_MULTI; +</pre> + </td> + <td valign="top">This structure is used to entries for + the multi box call. A multi box is a dialog that holds a + mixture of radio buttons and check boxes.<p>The fields in + the structure are:</p> + <table border="0" cellpadding="3" cellspacing="6"> + <tr> + <td valign="top" nowrap>text</td> + <td valign="top" nowrap>-</td> + <td valign="top">This defines the text for the + multio box entry. NULL marks the end of the list + of entries.</td> + </tr> + <tr> + <td valign="top" nowrap>group</td> + <td valign="top" nowrap>-</td> + <td valign="top">The group this entry belongs to. + Group zero means that it is a check box and can + be checked/unchecked independently of other + entries. Entries in the same group should act as + radio buttons in that group.</td> + </tr> + <tr> + <td valign="top" nowrap>val</td> + <td valign="top" nowrap>-</td> + <td valign="top">The state of the check box/radio + button. TRUE means that it's set, FALSE means + it's clear. These fields are updated on exit once + the multo box is completed.</td> + </tr> + </table> + </td> + </tr> + <tr> + <td valign="top" nowrap><pre>typedef struct + { + char *text; + int client_index; + } PLAT_RADIO;</pre> + </td> + <td valign="top">This structure is used to define entries + for a radio style picklist (i.e. where only one option + can be chosen) that have client defined values attached + to them.<p>The fields in the structure are:</p> + <table border="0" cellpadding="3" cellspacing="6"> + <tr> + <td valign="top" nowrap>text</td> + <td valign="top" nowrap>-</td> + <td valign="top">This defines the text for the + radio button. NULL marks the end of the list of + radio button entries.</td> + </tr> + <tr> + <td valign="top" nowrap>client_index</td> + <td valign="top" nowrap>-</td> + <td valign="top">The value returned if this item + is selected.</td> + </tr> + </table> + </td> + </tr> + <tr> + <td valign="top" nowrap><pre>typedef struct + { + int no; + int current; + char **text; + } PLAT_DIAL_PL;</pre> + <pre>typedef struct + { + char *text; + int type; + union /* Data */ + { + int i; + char s[PLAT_DIAL_MAXSTRLEN+1]; + double d; + PLAT_DIAL_PL pl; + } data; + } PLAT_DIALOG; +</pre> + </td> + <td valign="top">These structures are used to define + entries for a simple dialog.<p>The fields in the + PLAT_DIAL_PL structure are:</p> + <table border="0" cellpadding="3" cellspacing="6"> + <tr> + <td valign="top" nowrap>no</td> + <td valign="top" nowrap>-</td> + <td valign="top">The number of elements pointed + to by text.</td> + </tr> + <tr> + <td valign="top" nowrap>current</td> + <td valign="top" nowrap>-</td> + <td valign="top">The currently selected item in + the picklist. This is updated on exit if the + dialog is accepted.</td> + </tr> + <tr> + <td valign="top" nowrap>text</td> + <td valign="top" nowrap>-</td> + <td valign="top">The text for the picklist + entries. This is treated as an array of character + pointers.</td> + </tr> + </table> + <p>The fields in the PLAT_DIALOG structure are:</p> + <table border="0" cellpadding="3" cellspacing="6"> + <tr> + <td valign="top" nowrap>text</td> + <td valign="top" nowrap>-</td> + <td valign="top">This defines the text for this + field in the dialog. NULL marks the end of the + list of dialog entries.</td> + </tr> + <tr> + <td valign="top" nowrap>type</td> + <td valign="top" nowrap>-</td> + <td valign="top">The type of field this is. + Possible values are PLAT_DIAL_STRING, + PLAT_DIAL_INTEGER, PLAT_DIAL_DOUBLE and + PLAT_DIAL_PICKLIST.</td> + </tr> + <tr> + <td valign="top" nowrap>data.i</td> + <td valign="top" nowrap>-</td> + <td valign="top">This is the field that is + displayed and updated on exit if the type is + PLAT_DIAL_INTEGER.</td> + </tr> + <tr> + <td valign="top" nowrap>data.s</td> + <td valign="top" nowrap>-</td> + <td valign="top">This is the field that is + displayed and updated on exit if the type is + PLAT_DIAL_STRING.</td> + </tr> + <tr> + <td valign="top" nowrap>data.d</td> + <td valign="top" nowrap>-</td> + <td valign="top">This is the field that is + displayed and updated on exit if the type is + PLAT_DIAL_DOUBLE.</td> + </tr> + <tr> + <td valign="top" nowrap>data.pl</td> + <td valign="top" nowrap>-</td> + <td valign="top">This is the structure that + defines how a PLAT_DIAL_PICKLIST is displayed. + The current field in this is updated if the + selected picklist value changes.</td> + </tr> + </table> + </td> + </tr> +</table> + +<p>Note that along with the types, the following predefined +values are set (these are read from the INI file). Note that they +should be considered to be unset until immediately prior to +viDOOM's call to <strong><tt>GUI_setscreen()</tt></strong>:</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><strong>GUI_HI</strong></td> + <td valign="top">The brightest colour used to draw the 3D + looking interface.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>GUI_MID</strong></td> + <td valign="top">The medium colour used to draw the 3D + looking interface.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>GUI_LO</strong></td> + <td valign="top">The darkest colour used to draw the 3D + looking interface.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>GUI_TEXT</strong></td> + <td valign="top">The colour of text.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>GUI_TEXTSHADOW</strong></td> + <td valign="top">The colour of the shadow behind text. + This is only really used by viDOOM's own portable GUI + routines.</td> + </tr> + <tr> + <td valign="top" nowrap><strong>GUI_BOLD</strong></td> + <td valign="top">The colour of bold text (used for + titles).</td> + </tr> +</table> + +<h3>Functions</h3> + +<p>The following interfaces are defined by the PLATGUI object. +Note that all these calls are assumed to not destroy screen +contents (ie. the screen should be restored after displaying the +GUI object):</p> + +<p><strong><tt>void GUI_setscreen(int width, int height)</tt></strong></p> + +<blockquote> + <p>Once the display has been opened with <a href="#GFX_OPEN"><strong>GFX_open()</strong></a> + then this is called to inform the platform's GUI routines of + the display size.</p> +</blockquote> + +<p><strong><tt>int GUI_yesno(char *question)</tt></strong></p> + +<blockquote> + <p>Display an alert with <em>question</em> in it and <em>Yes</em> + and <em>No</em> buttons. Returns TRUE if <em>Yes</em> is + pressed and FALSE if <em>No</em> is pressed.</p> +</blockquote> + +<p><strong><tt>int GUI_yesno_all(char *question)</tt></strong></p> + +<blockquote> + <p>Works like <strong>GUI_yesno()</strong>, but displays to + extra options - "Yes to All" and "No to + All". If either of these options are selected then + further calls to this function should return TRUE/FALSE + accordingly, until <strong>GUI_start_yesno__all()</strong> is + called.</p> +</blockquote> + +<p><strong><tt>int GUI_start_yesno_all(void);</tt></strong></p> + +<blockquote> + <p>Resets <strong>GUI_yesno_all()</strong>.</p> +</blockquote> + +<p><strong><tt>int GUI_alert(char *title, char *text, char +*button_text)</tt></strong></p> + +<blockquote> + <p>Display an alert with a title of <em>title</em>, + containing <em>text</em> as the message and with a single + button labelled <em>button_text</em>. Note that text is split + into multiple lines by the pipe (|) character.</p> +</blockquote> + +<p><strong><tt>int GUI_menu(char *title, int x, int y, PLAT_MENU +menu[], int defval)</tt></strong></p> + +<blockquote> + <p>Displays a menu with title <em>title</em> at position <em>x,y</em>. + The displayed items are taken from <em>menu</em>. The return + is the client_index field from the selected menu item, or + from the selected option in a child menu, or <em>defval</em> + if the menu is cancelled.</p> +</blockquote> + +<p><strong><tt>char *GUI_fsel(char *title, char *default_path, +char filter)</tt></strong></p> + +<blockquote> + <p>Allows a file to be selected. The file selector should + have <em>title</em> for it's title and start selecting from + the <em>default_path</em>. If <em>filter </em>is NULL then + all files should be displayed, otherwise only files ending in + <em>filter</em>.</p> + <p>The return is NULL if the selector is cancelled. Otherwise + a pointer is returned containing the fully qualified path of + the selected file. This pointer must be dynamically allocated + and will be freed using <a href="#FRELEASE"><strong>FRelease()</strong></a>.</p> +</blockquote> + +<p><strong><tt>int GUI_picklist(char *title, char *opts[])</tt></strong></p> + +<blockquote> + <p>Displays a picklist with title <em>title</em>. The options + are taken from the array of character pointers <em>opts</em>. + The return value is the index of the selected item in <em>opts</em> + if selected, or -1 if the picklist is cancelled.</p> +</blockquote> + +<p><strong><tt>int GUI_client_picklist(char *title, PLAT_PICKLIST +opts[], int defval)</tt></strong></p> + +<blockquote> + <p>Displays a picklist with title <em>title</em>. The text + items to display are taken from <em>opts</em>. The return is + the client_index field from the selected picklist item, or <em>defval</em> + if the picklist is cancelled.</p> +</blockquote> + +<p><strong><tt>int GUI_image_picklist(char *title, +PLAT_IMG_PICKLIST opts[], int defval)</tt></strong></p> + +<blockquote> + <p>Displays a picklist with title <em>title</em>. The text + items and associated image to display are taken from <em>opts</em>. + The return is the client_index field from the selected + picklist item, or <em>defval</em> if the picklist is + cancelled.</p> +</blockquote> + +<p><strong><tt>int GUI_radio_box(char *title, PLAT_RADIO opts[], +int current, int defval)</tt></strong></p> + +<blockquote> + <p>Displays a dialog containing radio buttons with title <em>title</em>. + The text to display is taken from <em>opts</em>. The selected + object when the the radio box is first displayed is the + option who's client_index field matches <em>current</em> (or + the first item if there is no match). The return is the + client_index field from the selected radio button, or <em>defval</em> + if the radio box is cancelled.</p> +</blockquote> + +<p><strong><tt>int GUI_multi_box(char *title, PLAT_MULTI opts[])</tt></strong></p> + +<blockquote> + <p>Display a mutli-selection radio box. The items are + described <em>opts</em>. The return is TRUE if the dialog is + accepted, otherwise FALSE.</p> +</blockquote> + +<p><strong><tt>int GUI_dialog(char *title, int no, PLAT_DIALOG +dial[])</tt></strong></p> + +<blockquote> + <p>Displays a dialog with the title <em>title</em>. The + fields for the dialog are extracted from <em>dial</em>, for + which there is expected to be <em>no</em> elements. The + return is TRUE if the dialog is accepted, or FALSE if it is + cancelled. On being cancelled the contents of the data union + within the <em>dial</em> elements is undefined.</p> +</blockquote> + +<p><strong><tt>void GUI_file_view(char *title, char *file)</tt></strong></p> + +<blockquote> + <p>Displays the contents of a text file, allowing the user to + move around and view the file. What form this takes is no + concern at all to viDOOM.</p> + <p>If is assumed this can view both DOS format (lines + terminated with CR and LF) and UNIX format text files (lines + terminated with LF).</p> +</blockquote> + +<p><strong><tt>char *GUI_text_edit(char *title, char *text)</tt></strong></p> + +<blockquote> + <p>Allows simple text editting. The form this display takes + is of noconcern to viDOOM (if applicable it would be more + than OK to start an external text editor). <em>text </em>is a + pointer to the original text, which is one long string with + line breaks denoted by the '\n' character.</p> + <p>The return is a newly allocated copy of the edited text is + the text is OKed, or NULL if the text is cancelled. In either + case, the original string pointed to by text should be as it + was.</p> +</blockquote> + +<hr> + +<h2><a name="FILE_H"></a>File interface</h2> + +<p><strong><u>file.c</u></strong></p> + +<p>This provides access to various file system functions and also +provides some filename manipulation routines. The following +interfaces should be provided:</p> + +<p><strong><tt>char *Pwd(void)</tt></strong></p> + +<blockquote> + <p>This call should return the current working directory. The + return should be static.</p> +</blockquote> + +<p><strong><tt>void Cd(char *path)</tt></strong></p> + +<blockquote> + <p>This call should change the current working directory to <em>path</em>.</p> +</blockquote> + +<p><strong><tt>char *Dirname(char *path)</tt></strong></p> + +<blockquote> + <p>This call should return the directory part of <em>path</em> + if any. The return should be static.</p> +</blockquote> + +<p><strong><tt>char *Basename(char *path)</tt></strong></p> + +<blockquote> + <p>This call should return the filename part of <em>path</em>. + The return should be static, or a pointer into the <em>path</em> + parameter.</p> +</blockquote> + +<p><strong><tt>int FileExists(char *path)</tt></strong></p> + +<blockquote> + <p>This call should return TRUE if the file pointed to by <em>path</em> + exists.</p> +</blockquote> + +<p><strong><tt>int FilenamesEqual(char *path1, char *path2)</tt></strong></p> + +<blockquote> + <p>This call should return TRUE if the file pointed to by <em>path1</em> + and <em>path2</em> are the same file. At it's most basic + (e.g. like in the DOS port) it can simply makes sure that + directory separators are in the same form and then does <strong>strcasecmp()</strong> + on the paths.</p> +</blockquote> + +<hr> + +<h2><a name="MEM_H"></a>Memory allocation</h2> + +<p><strong><u>mem.c</u></strong></p> + +<p>This provides memory allocation. While memory allocation can +generally be done portably using <tt>malloc()</tt> providing this +library just covers for any possible OS dependent twist. Also +these routines are expected to handle errors internally. In all +the interfaces <em>file</em> and <em>line</em> parameters are +included so that errors can be reported more accurately.</p> + +<p>The following interfaces should be provided:</p> + +<p><strong><tt>void *FGrab (char *file, int line, int len)</tt></strong></p> + +<blockquote> + <p>This call should allocate <em>len</em> bytes and return a + pointer to it. A <em>len</em> of zero is valid. Memory should + be initialised to zero. Failure to allocate the memory should + terminate the program.</p> +</blockquote> + +<p><strong><tt>void *FReGrab (char *file, int line, void *ptr, +int len)</tt></strong></p> + +<blockquote> + <p>This call should re-allocate the memory pointed to by <em>ptr</em> + and return a new memory area of <em>len</em> bytes. The + original data pointed to by <em>ptr</em> should be copied to + the new memory area. Failure to allocate the memory should + terminate the program.</p> +</blockquote> + +<p><strong><tt>char *FStrdup (char *file, int line, char *str)</tt></strong></p> + +<blockquote> + <p>This call should allocate enough bytes to copy the nul + terminated <em>str</em> to it. The returned pointer should + point to the new copy of <em>str</em>.<em> </em>Failure to + allocate the memory should terminate the program.</p> +</blockquote> + +<p><strong><tt>void *FCopy (char *file, int line, void *ptr, int +len)</tt></strong></p> + +<blockquote> + <p>This call should allocate <em>len</em> bytes and copy <em>len</em> + bytes from <em>ptr</em> into the new area. The newly + allocated memory should be returned. Failure to allocate the + memory should terminate the program.</p> +</blockquote> + +<p><a name="FRELEASE"></a><strong><tt>void FRelease (char *file, +int line, void *ptr)</tt></strong></p> + +<blockquote> + <p>This call should release the memory pointed to by <em>ptr</em>, + which will have been allocated by FGrab, FReGrab, FStrdup or + FCopy.</p> +</blockquote> + +<hr> + +<h2><a name="RUNCMD_H"></a>External command execution</h2> + +<p><strong><u>runcmd.c</u></strong></p> + +<p>Provides a mechanism to run an external command. The following +interfaces should be provided:</p> + +<p><strong><tt>int RunCommand(char *argv[], char *path)</tt></strong></p> + +<blockquote> + <p>Run a command. The output from the command (if there is + any) should NOT disturb the screen contents. The call should + return TRUE if the call succeeds, FALSE otherwise.</p> + <p>The <em>argv</em> list is an array of pointers to various + sections of the command and it's arguments, terminated with a + NULL pointer. Note that arguments may contain more than one + argument in each line - the actual command is described + simply by concatenating all the pointers together, eg.</p> + <p><tt>argv[0]="bsp"<br> + argv[1]="file.wad"<br> + argv[2]="-o file.wad"<br> + argv[3]=NULL</tt></p> + <p>The <em>path</em> argument is a place to copy the path to + a file where the output from the command has been stored. If + this is not supported then the empty string should be + assigned to it. viDOOM will <tt>remove()</tt> the file after + it has read it.</p> +</blockquote> + +<hr> + +<h2><a name="VSTRING_H"></a>Portable String routines</h2> + +<p><strong><u>vstring.c</u></strong></p> + +<p>Provides common string functions that are not actually part of +the ANSI standard. While these can easily be portably written, +they are provided as functions in case local implementations +supply them (which will probably more effecient):</p> + +<p><strong><tt>int StrCaseCmp(char *a, char *b)</tt></strong></p> + +<blockquote> + <p>Performs in exactly the same way as the ANSI <tt>strcmp()</tt> + function, save for the fact that the case of the strings + being compared is ignored.</p> +</blockquote> + +<p><strong><tt>int StrNCaseCmp(char *a, char *b)</tt></strong></p> + +<blockquote> + <p>Performs in exactly the same way as the ANSI <tt>strncmp()</tt> + function, save for the fact that the case of the strings + being compared is ignored.</p> +</blockquote> + +<hr> + +<h2><a name="INSTALLATION"></a>Installation script</h2> + +<p>Each platform should provide a makefile called <strong>install</strong>. +This is invoked from the top level makefile like this:</p> + +<blockquote> + <p><tt>cd $(PLATFORM) ; $(MAKEINSTALL)</tt></p> +</blockquote> + +<p>Note that the install makefile will be invoked with the <a +href="#PLATFORMVAR">PLATFORM</a> directory as the current working +directory.</p> + +<p>The following files must be copied (where $SRC represents the +source build directory and $INSTALLDIR the install directory):</p> + +<table border="1" cellpadding="3"> + <tr> + <td valign="top" nowrap><tt>$SRC/vidoom</tt></td> + <td valign="top"><tt>$INSTALLDIR/vidoom</tt><p>Note that + this file may have a system specific extension (e.g. .EXE + in DOS)</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><tt>$SRC/LICENSE</tt></td> + <td valign="top"><tt>$INSTALLDIR/LICENSE</tt><p>The GNU + GPL should be copied into the installation directory so + that binary distributions can be easily generated with + the license included and so that the LICENSE can be + viewed from viDOOM's main menu.</p> + </td> + </tr> + <tr> + <td valign="top" nowrap><tt>$SRC/base.ini</tt></td> + <td valign="top"><tt>$INSTALLDIR/vidoom.ini</tt></td> + </tr> + <tr> + <td valign="top" nowrap><tt>$SRC/*.cfg</tt></td> + <td valign="top"><tt>$INSTALLDIR/*.cfg</tt></td> + </tr> + <tr> + <td valign="top" nowrap><tt>$SRC/doc/*.htm</tt></td> + <td valign="top"><tt>$INSTALLDIR/doc/*.htm</tt></td> + </tr> + <tr> + <td valign="top" nowrap><tt>$SRC/doc/*.gif</tt></td> + <td valign="top"><tt>$INSTALLDIR/doc/*.gif</tt></td> + </tr> +</table> + +<p>Note that, obviously, any OS specific files should also be +copied.</p> + +<hr> + +<h2><a name="DOCUMENTATION"></a>Documentation</h2> + +<p>If you release a port of viDOOM to any platform please update <a +href="bugs.htm#CONTACTS">doc/bugs.htm</a> with a contact address +for problems on that platform. Also include a link to a system +specific HTML document detailing how the GUI works and any know +bugs, from <a href="sys.htm">doc/sys.htm</a>.</p> + +<p>For an example look at the <a href="djgpp.htm">DJGPP</a> +documentation. As you can see, it doesn't have to be too big.</p> + +<hr> + +<p><a href="index.htm">Back to index</a></p> + +<p><tt>$Id$</tt></p> +</body> +</html> diff --git a/doc/sys.htm b/doc/sys.htm new file mode 100644 index 0000000..a50827e --- /dev/null +++ b/doc/sys.htm @@ -0,0 +1,24 @@ +<html> + +<head> +<meta name="GENERATOR" content="vim"> +<title>viDOOM - Free Software DOOM editor</title> +</head> + +<body> + +<h1 align="center">System Dependent</h1> + +<p>The following is a list of the pages provided for each port:</p> + +<ul> + <li><a href="djgpp.htm">DJGPP</a></li> +</ul> + +<hr> + +<p><a href="index.htm">Back to index</a></p> + +<p><tt>$Id$</tt></p> +</body> +</html> diff --git a/doc/thanks.htm b/doc/thanks.htm new file mode 100644 index 0000000..edb3834 --- /dev/null +++ b/doc/thanks.htm @@ -0,0 +1,91 @@ +<html> + +<head> +<meta name="GENERATOR" content="vim"> +<title>viDOOM - Free Software DOOM editor</title> +</head> + +<body> + +<h1 align="center">Acknowledgements and Thanks</h1> + +<p>viDOOM could not have been written without help from the +following sources. Please mail me if there are any errors or I +have been misinformed on who actually did something. </p> + +<p><b><i>Doom - </i></b><a href="http://www.idsoftware.com"><b>id +Software</b></a><br> +Creators of DOOM, who thankfully wrote a terribly nice game and +then made it even nicer by making the WAD format simple and open. +</p> + +<p><a name="BOOM"></a><em><strong>BOOM </strong></em>- <a +href="http://www.teamtnt.com"><strong>Team TNT</strong></a><br> +One of the first newly extended versions of DOOM I saw after the +sources where released, and quite a revelation to see +transparencies, conveyer belts, water and all sorts making an +appearance. Still not to sure about the wind effect though :-)</p> + +<p><a name="ZDOOM"></a><em><strong>ZDoom </strong></em>- <a +href="http://zdoom.notgod.com"><strong>Randy Heit</strong></a><br> +My personal favourite out of the extended DOOMs. This took the +extensions added by BOOM, then went the whole hog and allowed +scripting and HEXEN style hub maps in DOOM. And made the editor +much harder to write :-)</p> + +<p>Version 1.17b was used as the test for levels generated by +viDOOM during it's development.</p> + +<p><a name="DOOMSPEC"></a><b><i>Unofficial Doom Specs -</i></b> <a +href="mailto:msfell@aol.com"><b>Matthew S Fell</b></a><br> +Writer and maintainer of the <a +href="ftp://ftp.cdrom.com/pub/idgames/docs/editing/dmspec16.zip">Unofficial +DOOM Specs</a>. viDOOM would have been impossible without this +marvellous tome.</p> + +<p><a name="BSP"></a><b><i>BSP -</i></b> <b>Colin Reed/ </b><a +href="mailto:killough@classicgaming.com"><b>Lee Killough</b></a><br> +Developers of the BSP node builder. Without this viDOOM is +completely useless. </p> + +<p><a name="WARM"></a><em><strong>WARM</strong></em><strong> - +Robert Frenske</strong><br> +The HEXEN compatible node builder used when developing the HEXEN +editing mode.</p> + +<p><b><i>Maths help -</i></b> <a +href="mailto:matthew@mjwilson.demon.co.uk"><b>Mathew Wilson</b></a><br> +Someone who knows much more maths than I ever will and writer of +the LinesCross() algorithm - saviour of the LINEDEF selection +code.</p> + +<p><em><strong>More maths help - </strong></em><a +href="http://www.faqs.org/faqs/graphics/algorithms-faq/"><strong>comp.graphics.algorithms +FAQ</strong></a><br> +Provided a much better 'is a point in a polygon?' than my +original one ever was...</p> + +<p><b><i>Music -</i></b> <a +href="http://www.c64audio.com/c64audio.asp"><b>C64 Audio</b></a><br> +Call me sad, call me mad, or call me a nutter who needs to get +out more and find a life, but some of the Commodore 64 CDs and +MP3's didn't half help the coding and vague stabs at +documentation along some evenings. </p> + +<p><b><i>VIM -</i></b> <a href="http://www.vim.org/"><b>Bram Moolenaar et al +</b></a><br> +VI iMproved. My favourite editor, and inspiration (well, the +original) for the name viDOOM. Now, if only all these flash IDEs +would realise that people may actually want to use something +other than their own bundled multi-coloured swap-shop editors... </p> + +<p> </p> + +<hr width="99%"> + +<p><a href="index.htm">Back to index</a></p> + +<p><tt>$Id: thanks.htm,v 1.6 2000/08/18 23:24:35 dosuser Exp +dosuser $ </tt></p> +</body> +</html> |