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This page describes the files in the Doom source code and their roles in the overall system.

Main files[]

Files Description
am_map.c, am_map.h Automap
d_englsh.h Text strings used in the game (English versions)
d_event.h Event structure
d_french.h Text strings used in the game (French translations)
d_items.c, d_items.h A table which controls weapon animations
d_main.c, d_main.h System-independent main function, and setup code
d_net.c, d_net.h System-independent networking code
doomdata.h Basic data structures used to represent levels on disk
doomdef.c, doomdef.h Constants used throughout the source code
doomstat.c, doomstat.h Game mode variables
doomtype.h Common type definitions used throughout the source code
d_player.h Definition of the player_t structure, which represents players
dstrings.c, dstrings.h Quit messages
d_textur.h An unused data structure, shared in common with Rise of the Triad. Possibly left over from Shadowcaster engine.
d_think.h Definitions of thinker structures used for AI
d_ticcmd.h Player movement command definition (ticcmd_t)
f_finale.c, f_finale.h Finale screen code
f_wipe.c, f_wipe.h Screen melt effect
g_game.c, g_game.h High-level game stuff: transitions between game states, level exits, main game event responder, setting up new games, demo recording
hu_lib.c, hu_lib.h Library functions for heads-up display
hu_stuff.c, hu_stuff.h Heads-up display code
i_main.c Main function
i_net.c, i_net.h System-dependent network code (UDP Unix version)
i_sound.c, i_sound.h System-dependent sound code
i_system.c, i_system.h Miscellaneous system-dependent code (error handling, timer, etc.)
i_video.c, i_video.h System-dependent video code (X11 Unix version)
info.c, info.h Tables of data used by the game: sprite name table, thing data table, frame table
m_argv.c, m_argv.h Functions for searching the command line argument list
m_bbox.c, m_bbox.h Bounding boxes
m_cheat.c, m_cheat.h Cheat code parsing
m_fixed.c, m_fixed.h Fixed point number functions
m_menu.c, m_menu.h Menu
m_misc.c, m_misc.h Miscellaneous functions: text rendering, configuration file loading, writing screenshots
m_random.c, m_random.h Pseudo-random number generator
m_swap.c, m_swap.h Endianness conversion routines
p_ceilng.c Ceiling movement
p_doors.c Door movement
p_enemy.c Monster AI
p_floor.c Floor movement
p_inter.c, p_inter.h Object interaction: item pickup functions, object damage functions
p_lights.c Animated lights
p_local.h Global header for functions in the p_* section
p_map.c Object movement: collisions, teleportation, detecting for injury
p_maputl.c Library functions for p_map.c: blockmap code
p_mobj.c, p_mobj.h Basic object control functions: creating/destroying objects, movement, etc.
p_plats.c Elevators
p_pspr.c, p_pspr.h PSprite (weapon sprite) functions
p_saveg.c, p_saveg.h Savegames
p_setup.c, p_setup.h Loading of map data and setup
p_sight.c Line-of-sight/visibility checking for monsters
p_spec.c, p_spec.h Special effects: texture animations, line triggers, floor/ceiling/lighting changes
p_switch.c Wall switches
p_telept.c Handling of teleporter lines
p_tick.c, p_tick.h Base thinker code
p_user.c Player point-of-view code (weapon bobbing, player object thinker, etc.)
r_bsp.c, r_bsp.h BSP tree traversal
r_data.c, r_data.h Initialisation of data (textures, etc.) for use in the rendering code
r_defs.h Type definitions used in the rendering engine
r_draw.c, r_draw.h Fast drawing functions
r_local.h Includes all the r_* header files
r_main.c, r_main.h Entrypoint into rendering code
r_plane.c, r_plane.h Rendering of planes (floor/ceilings)
r_segs.c, r_segs.h Rendering of walls
r_sky.c, r_sky.h Sky rendering code (actually this is only some very basic initialisation code; the sky rendering code is really in r_plane.c)
r_state.h Definitions for global variables used by the rendering engine
r_things.c, r_things.h Rendering of sprites
sounds.c, sounds.h Sound/music tables
s_sound.c, s_sound.h System-independent sound code
st_lib.c, st_lib.h Library routines for status bar code
st_stuff.c, st_stuff.h Status bar main code
tables.c, tables.h Lookup tables for fast sine/cosine
v_video.c, v_video.h Generic image patch rendering (for menu, etc.)
wi_stuff.c, wi_stuff.h Intermission screens
w_wad.c, w_wad.h WAD loading code
z_zone.c, z_zone.h Zone memory allocator

Sound server[]

These files are part of the sound server:

Files Description
linux.c Linux-specific sound output code
sounds.c,sounds.h List of sound effects
soundsrv.c,soundsrv.h Core sound server code
soundst.h Sound structures and prototypes
wadread.c,wadread.h WAD file reading code

Missing files[]

The following files were part of the original source code, but were removed in the "cleanup" before the source release:

Files Description
am_data.h Vector graphics macros for the automap (merged into am_map.c)
am_oids.c,am_oids.h Automap asteroids - an easter egg which was never completed
defs.inc Assembly header file for optimized rendering code
dither.c,dither.h Unknown
drcoord.h Objective C header; possibly part of the intermission statistics driver that was powered by the -statcopy command.
dutils.c,dutils.h "Dave's utilities"; this apparently contained singly and doubly linked lists, among other common data structures
fpfunc.S Optimised floating point assembler
i_cyber.c Logitech CyberMan 3D mouse code
i_dga.c X11 DGA graphics
i_header.h Header for system-dependent sound code (became i_sound.h)
i_ibm.c PC graphics code
i_ibm_a.asm IBM PC joystick assembly code
i_pcnet.c PC networking code
i_svgalib.c Linux SVGA graphics
i_unix.c Unix fixed-point, networking and display code
i_x.c Likely renamed to i_video.c
irix.c Irix sound server backend code
planar.asm Assembler; most likely optimized version of R_DrawSpan
sun.c Sun sound server backend code
t.c Unknown
tmap.S Optimised texture mapping assembler functions
vgaview.h Objective C header; possibly part of id's original map editor. Contains information about palettes, graphics, and scaling.
wi_data.h Unknown; probably splotch position data for the DOOM intermission sequence (merged into wi_stuff.c)