Linedef
From DoomWiki.org
Doom level format |
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Linedefs are what make up the 'shape' (for lack of a better word) of a map. Every linedef is between two vertices and contains one or two sidedefs (which contain wall texture data). There are two major purposes of linedefs. The first is to divide the map into sectors, and the second is to trigger action specials. When dividing the map into sectors, a two-sided linedef is needed, and this is also required when two parts of the same room must behave differently, such as when there is a change in the height or texture of the floor or ceiling, the light level, or the sector tag or type.
Any area of a map directly behind a one-sided linedef is void space, which is not meant to be occupied by anything, but it can be reached by something that is placed there by the map author or passes through holes in improperly built maps, and the player can additionally use the idclip cheat code or the void glide exploit to reach the void.
There are four ways to trigger the action special of a linedef:
- Walkover by a player, monster or both.
- "Use" (or "push") (with the space bar, by default).
- Shoot (with an impact weapon).
- Certain projectiles passing over.
Which of these applies depends on the linedef type number, which also specifies what particular action will occur. Monster triggered linedefs can also be triggered by projectiles added in Doom II as they are not in the hard-coded list of projectiles that should not trigger action specials.
The specified action usually will take place in the sector or sectors that have the same tag number as the linedef. Exceptions to this include local doors (which act on the sector on the other side of the line), special effects that apply to the linedef itself, and the exit-level actions.
Most actions can be specified as either once-only or repeating (by using different linedef types).
Which side is the front or back of a linedef is determined by which vertex is the first vertex. For example, if you were to draw many linedefs with different second vertexes, but the same first vertex, those linedefs would face "clockwise". The front is always 90 degrees to the right / clockwise from the ray you would draw starting from the first point to the second point. To make a linedef face the opposite way, you would flip the vertices.
Contents
Linedef structure[edit]
Doom level format[edit]
Each linedef is 14 bytes long.
Offset | Size in bytes | C99 type [doom 1] | Code | Description |
---|---|---|---|---|
0 | 2 | int16_t | v1 | Starting Vertex: Starting (X,Y) coordinate |
2 | 2 | int16_t | v2 | Ending Vertex: Ending (X,Y) coordinate |
4 | 2 | int16_t | flags | Flags: Attribute bits |
6 | 2 | int16_t | special | Linedef type: Special action or behavior |
8 | 2 | int16_t | tag | Tag: Associates sector(s)/line(s) with the special |
10 | 2 | int16_t | sidenum[0] | Front Sidedef [doom 2] |
12 | 2 | int16_t | sidenum[1] | Back Sidedef [doom 2] |
- ↑ The original source code uses type short, which on the PC/DOS platform was a 16-bit signed integer. In the more precise C99 terminology, this would be int16_t. Most source ports and modern utilities change the interpretation of vertex and sidedef indices in this structure to be unsigned (uint16_t). This extends the limits on vertices from 32768 to 65536 items, and on sidedefs (which reserve the 0xFFFF value) from 32768 to 65535 items. Editors such as Doom Builder also often treat tag number and linedef special type as unsigned as well.
- ↑ 2.0 2.1 The special value -1 (hexadecimal 0xFFFF) is used to indicate no sidedef, in one-sided lines.
Doom 64 level format[edit]
The Doom 64 linedef is the same as the Doom format except for the Flags which are twice the size compared to Doom. Therefore each linedef is 16 bytes long.
Offset | Size in bytes | C99 type | Description |
---|---|---|---|
0 | 2 | int16_t | Start Vertex |
2 | 2 | int16_t | End Vertex |
4 | 4 | int32_t | Flags |
8 | 2 | int16_t | Special Type |
10 | 2 | int16_t | Sector Tag |
12 | 2 | int16_t | Front Sidedef |
14 | 2 | int16_t | Back Sidedef |
Hexen level format[edit]
Each linedef is 16 bytes long.
Offset | Size in bytes | C99 type [hexen 1] | Description |
---|---|---|---|
0 | 2 | int16_t | Start Vertex |
2 | 2 | int16_t | End Vertex |
4 | 2 | int16_t | Flags |
6 | 1 | uint8_t | Special Type |
7 | 1 | uint8_t | Argument 1 |
8 | 1 | uint8_t | Argument 2 |
9 | 1 | uint8_t | Argument 3 |
10 | 1 | uint8_t | Argument 4 |
11 | 1 | uint8_t | Argument 5 |
12 | 2 | int16_t | Front Sidedef [hexen 2] |
14 | 2 | int16_t | Back Sidedef [hexen 2] |
- ↑ The original source code uses types short and byte (an alias for unsigned char). Most source ports and modern utilities change the interpretation of vertex and sidedef indices in this structure to be unsigned.
- ↑ 2.0 2.1 The special value -1 (hexadecimal 0xFFFF) is used to indicate no sidedef, in one-sided lines.
Linedef flags[edit]
Linedefs contain a two-byte (16 bit) field reserved for various flags. Flags are as follows:
Doom level format[edit]
The original Doom source code defined the following flags.[1] The ML_ prefix appears to stand for "map level".[2]
Bit | Decimal | Hex | Name | Description |
---|---|---|---|---|
0 | 1 | 0x0001 | ML_BLOCKING | blocks players and monsters |
1 | 2 | 0x0002 | ML_BLOCKMONSTERS | blocks monsters |
2 | 4 | 0x0004 | ML_TWOSIDED | two sided |
3 | 8 | 0x0008 | ML_DONTPEGTOP | upper texture is unpegged |
4 | 16 | 0x0010 | ML_DONTPEGBOTTOM | lower texture is unpegged |
5 | 32 | 0x0020 | ML_SECRET | secret (shows as one-sided on automap), and monsters cannot open if it is a door (type 1) |
6 | 64 | 0x0040 | ML_SOUNDBLOCK | blocks sound |
7 | 128 | 0x0080 | ML_DONTDRAW | never shows on automap |
8 | 256 | 0x0100 | ML_MAPPED | always shows on automap |
Strife level format[edit]
Strife made several additions to Doom's linedef flags:
Bit | Hex | Description |
---|---|---|
9 | 0x0200 | Jumpable railing |
10 | 0x0400 | Blocks floating monsters only |
11 | 0x0800 | 25% foreground / 75% background translucency |
12 | 0x1000 | 75% foreground / 25% background translucency |
Boom level format[edit]
Boom added one flag to Doom's linedef flags:
Bit | Hex | Description |
---|---|---|
9 | 0x0200 | The "use" action can activate other linedefs in the back (in Doom the "use" action only activates the closest linedef in the line of sight). Usually called "PassThru". |
Hexen level format[edit]
All Doom flags and also the following:
Bit | Hex | Description |
---|---|---|
9 | 0x0200 | can be activated more than once |
10-12 | 0x0400 | activated when used by player |
10-12 | 0x0800 | activated when crossed by monster |
10-12 | 0x0C00 | activated when hit by projectile |
10-12 | 0x1000 | activated when player bumps into it |
10-12 | 0x1400 | activated when crossed by projectile |
10-12 | 0x1800 | activated when used by player (with
pass through) |
13 | 0x2000 | line can be activated by players and
monsters |
14 | 0x4000 | |
15 | 0x8000 | blocks everything (includes
gunshots & missiles) |
See also[edit]
Sources[edit]
- Unofficial Doom Specs
- Boom source code: boomref.txt
- Doom 64 Tech Bible at Doomworld/idgames
References[edit]
- ↑ id Software (22 December 1997). "Doom source code, doomdata.h." GitHub. Retrieved 2 November 2024.
- ↑ Ibid, line 36, "Map level types".