Maps, Cache, and Page Manager
Wolfenstein 3D was built for an environment in which memory residency could not be treated as an invisible operating-system concern. Its source therefore exposes resource management directly through the cache manager, page manager, and map-loading systems. ID_CA.C, ID_PM.C, and their headers define the lower-level services; the Wolfenstein game code requests the specific graphics, audio, map, and page data it needs.
The cache manager maintains the game’s loaded resource categories, while the page manager addresses paged data used by the original engine. This is not a modern asset database, but it solves the same core problem under much tighter constraints: identify resources, place them in memory predictably, and avoid loading work during the most performance-sensitive portions of play.
Map setup must be understood alongside these facilities. The game-specific level code interprets the loaded plane data as walls, doors, areas, actors, and other map entities. A tile value is only raw data until the level setup path assigns its gameplay meaning, which is why an accurate source trace follows the loaded map through the Wolfenstein setup and actor spawning code rather than stopping at the file read.