mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
494 lines
9.8 KiB
C
494 lines
9.8 KiB
C
/*
|
|
===========================================================================
|
|
|
|
Doom 3 BFG Edition GPL Source Code
|
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
|
|
|
Doom 3 BFG Edition Source Code 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 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#ifndef __R_DEFS__
|
|
#define __R_DEFS__
|
|
|
|
#include "Precompiled.h"
|
|
|
|
// Screenwidth.
|
|
#include "doomdef.h"
|
|
|
|
// Some more or less basic data types
|
|
// we depend on.
|
|
#include "m_fixed.h"
|
|
|
|
// We rely on the thinker data struct
|
|
// to handle sound origins in sectors.
|
|
#include "d_think.h"
|
|
// SECTORS do store MObjs anyway.
|
|
#include "p_mobj.h"
|
|
|
|
|
|
// Silhouette, needed for clipping Segs (mainly)
|
|
// and sprites representing things.
|
|
#define SIL_NONE 0
|
|
#define SIL_BOTTOM 1
|
|
#define SIL_TOP 2
|
|
#define SIL_BOTH 3
|
|
|
|
#define MAXDRAWSEGS 1280
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
// INTERNAL MAP TYPES
|
|
// used by play and refresh
|
|
//
|
|
|
|
//
|
|
// Your plain vanilla vertex.
|
|
// Note: transformed values not buffered locally,
|
|
// like some DOOM-alikes ("wt", "WebView") did.
|
|
//
|
|
typedef struct
|
|
{
|
|
fixed_t x;
|
|
fixed_t y;
|
|
|
|
} vertex_t;
|
|
|
|
|
|
// Forward of LineDefs, for Sectors.
|
|
struct line_s;
|
|
|
|
// Each sector has a degenmobj_t in its center
|
|
// for sound origin purposes.
|
|
// I suppose this does not handle sound from
|
|
// moving objects (doppler), because
|
|
// position is prolly just buffered, not
|
|
// updated.
|
|
typedef struct
|
|
{
|
|
thinker_t thinker; // not used for anything
|
|
fixed_t x;
|
|
fixed_t y;
|
|
fixed_t z;
|
|
|
|
} degenmobj_t;
|
|
|
|
//
|
|
// The SECTORS record, at runtime.
|
|
// Stores things/mobjs.
|
|
//
|
|
typedef struct
|
|
{
|
|
fixed_t floorheight;
|
|
fixed_t ceilingheight;
|
|
short floorpic;
|
|
short ceilingpic;
|
|
short lightlevel;
|
|
short special;
|
|
short tag;
|
|
|
|
// 0 = untraversed, 1,2 = sndlines -1
|
|
int soundtraversed;
|
|
|
|
// thing that made a sound (or null)
|
|
mobj_t* soundtarget;
|
|
|
|
// mapblock bounding box for height changes
|
|
int blockbox[4];
|
|
|
|
// origin for any sounds played by the sector
|
|
degenmobj_t soundorg;
|
|
|
|
// if == validcount, already checked
|
|
int validcount;
|
|
|
|
// list of mobjs in sector
|
|
mobj_t* thinglist;
|
|
|
|
// thinker_t for reversable actions
|
|
void* specialdata;
|
|
|
|
int linecount;
|
|
struct line_s** lines; // [linecount] size
|
|
|
|
} sector_t;
|
|
|
|
|
|
|
|
|
|
//
|
|
// The SideDef.
|
|
//
|
|
|
|
typedef struct
|
|
{
|
|
// add this to the calculated texture column
|
|
fixed_t textureoffset;
|
|
|
|
// add this to the calculated texture top
|
|
fixed_t rowoffset;
|
|
|
|
// Texture indices.
|
|
// We do not maintain names here.
|
|
short toptexture;
|
|
short bottomtexture;
|
|
short midtexture;
|
|
|
|
// Sector the SideDef is facing.
|
|
sector_t* sector;
|
|
|
|
} side_t;
|
|
|
|
|
|
|
|
//
|
|
// Move clipping aid for LineDefs.
|
|
//
|
|
typedef enum
|
|
{
|
|
ST_HORIZONTAL,
|
|
ST_VERTICAL,
|
|
ST_POSITIVE,
|
|
ST_NEGATIVE
|
|
|
|
} slopetype_t;
|
|
|
|
|
|
|
|
typedef struct line_s
|
|
{
|
|
// Vertices, from v1 to v2.
|
|
vertex_t* v1;
|
|
vertex_t* v2;
|
|
|
|
// Precalculated v2 - v1 for side checking.
|
|
fixed_t dx;
|
|
fixed_t dy;
|
|
|
|
// Animation related.
|
|
short flags;
|
|
short special;
|
|
short tag;
|
|
|
|
// Visual appearance: SideDefs.
|
|
// sidenum[1] will be -1 if one sided
|
|
short sidenum[2];
|
|
|
|
// Neat. Another bounding box, for the extent
|
|
// of the LineDef.
|
|
fixed_t bbox[4];
|
|
|
|
// To aid move clipping.
|
|
slopetype_t slopetype;
|
|
|
|
// Front and back sector.
|
|
// Note: redundant? Can be retrieved from SideDefs.
|
|
sector_t* frontsector;
|
|
sector_t* backsector;
|
|
|
|
// if == validcount, already checked
|
|
int validcount;
|
|
|
|
// thinker_t for reversable actions
|
|
void* specialdata;
|
|
} line_t;
|
|
|
|
|
|
|
|
|
|
//
|
|
// A SubSector.
|
|
// References a Sector.
|
|
// Basically, this is a list of LineSegs,
|
|
// indicating the visible walls that define
|
|
// (all or some) sides of a convex BSP leaf.
|
|
//
|
|
typedef struct subsector_s
|
|
{
|
|
sector_t* sector;
|
|
short numlines;
|
|
short firstline;
|
|
|
|
} subsector_t;
|
|
|
|
|
|
|
|
//
|
|
// The LineSeg.
|
|
//
|
|
typedef struct
|
|
{
|
|
vertex_t* v1;
|
|
vertex_t* v2;
|
|
|
|
fixed_t offset;
|
|
|
|
angle_t angle;
|
|
|
|
side_t* sidedef;
|
|
line_t* linedef;
|
|
|
|
// Sector references.
|
|
// Could be retrieved from linedef, too.
|
|
// backsector is NULL for one sided lines
|
|
sector_t* frontsector;
|
|
sector_t* backsector;
|
|
|
|
} seg_t;
|
|
|
|
|
|
|
|
//
|
|
// BSP node.
|
|
//
|
|
typedef struct
|
|
{
|
|
// Partition line.
|
|
fixed_t x;
|
|
fixed_t y;
|
|
fixed_t dx;
|
|
fixed_t dy;
|
|
|
|
// Bounding box for each child.
|
|
fixed_t bbox[2][4];
|
|
|
|
// If NF_SUBSECTOR its a subsector.
|
|
unsigned short children[2];
|
|
|
|
} node_t;
|
|
|
|
|
|
|
|
|
|
// posts are runs of non masked source pixels
|
|
typedef struct
|
|
{
|
|
byte topdelta; // -1 is the last post in a column
|
|
byte length; // length data bytes follows
|
|
} post_t;
|
|
|
|
// postColumn_t is a list of 0 or more post_t, (byte)-1 terminated
|
|
typedef post_t postColumn_t;
|
|
|
|
|
|
|
|
// PC direct to screen pointers
|
|
//B UNUSED - keep till detailshift in r_draw.c resolved
|
|
//extern byte* destview;
|
|
//extern byte* destscreen;
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
// OTHER TYPES
|
|
//
|
|
|
|
// This could be wider for >8 bit display.
|
|
// Indeed, true color support is posibble
|
|
// precalculating 24bpp lightmap/colormap LUT.
|
|
// from darkening PLAYPAL to all black.
|
|
// Could even us emore than 32 levels.
|
|
typedef byte lighttable_t;
|
|
|
|
|
|
|
|
|
|
//
|
|
// ?
|
|
//
|
|
typedef struct drawseg_s
|
|
{
|
|
seg_t* curline;
|
|
int x1;
|
|
int x2;
|
|
|
|
fixed_t scale1;
|
|
fixed_t scale2;
|
|
fixed_t scalestep;
|
|
|
|
// 0=none, 1=bottom, 2=top, 3=both
|
|
int silhouette;
|
|
|
|
// do not clip sprites above this
|
|
fixed_t bsilheight;
|
|
|
|
// do not clip sprites below this
|
|
fixed_t tsilheight;
|
|
|
|
// Pointers to lists for sprite clipping,
|
|
// all three adjusted so [x1] is first value.
|
|
short* sprtopclip;
|
|
short* sprbottomclip;
|
|
short* maskedtexturecol;
|
|
|
|
} drawseg_t;
|
|
|
|
|
|
|
|
// Patches.
|
|
// A patch holds one or more columns.
|
|
// Patches are used for sprites and all masked pictures,
|
|
// and we compose textures from the TEXTURE1/2 lists
|
|
// of patches.
|
|
struct patch_t
|
|
{
|
|
short width; // bounding box size
|
|
short height;
|
|
short leftoffset; // pixels to the left of origin
|
|
short topoffset; // pixels below the origin
|
|
int columnofs[8]; // only [width] used
|
|
// the [0] is &columnofs[width]
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// A vissprite_t is a thing
|
|
// that will be drawn during a refresh.
|
|
// I.e. a sprite object that is partly visible.
|
|
typedef struct vissprite_s
|
|
{
|
|
int suck; //Compiler opt fix...wtf
|
|
|
|
// Doubly linked list.
|
|
struct vissprite_s* prev;
|
|
struct vissprite_s* next;
|
|
|
|
int x1;
|
|
int x2;
|
|
|
|
// for line side calculation
|
|
fixed_t gx;
|
|
fixed_t gy;
|
|
|
|
// global bottom / top for silhouette clipping
|
|
fixed_t gz;
|
|
fixed_t gzt;
|
|
|
|
// horizontal position of x1
|
|
fixed_t startfrac;
|
|
|
|
fixed_t scale;
|
|
|
|
// negative if flipped
|
|
fixed_t xiscale;
|
|
|
|
fixed_t texturemid;
|
|
int patch;
|
|
|
|
// for color translation and shadow draw,
|
|
// maxbright frames as well
|
|
lighttable_t* colormap;
|
|
|
|
int mobjflags;
|
|
} vissprite_t;
|
|
|
|
|
|
//
|
|
// Sprites are patches with a special naming convention
|
|
// so they can be recognized by R_InitSprites.
|
|
// The base name is NNNNFx or NNNNFxFx, with
|
|
// x indicating the rotation, x = 0, 1-7.
|
|
// The sprite and frame specified by a thing_t
|
|
// is range checked at run time.
|
|
// A sprite is a patch_t that is assumed to represent
|
|
// a three dimensional object and may have multiple
|
|
// rotations pre drawn.
|
|
// Horizontal flipping is used to save space,
|
|
// thus NNNNF2F5 defines a mirrored patch.
|
|
// Some sprites will only have one picture used
|
|
// for all views: NNNNF0
|
|
//
|
|
typedef struct
|
|
{
|
|
// If false use 0 for any position.
|
|
// Note: as eight entries are available,
|
|
// we might as well insert the same name eight times.
|
|
qboolean rotate;
|
|
|
|
// Lump to use for view angles 0-7.
|
|
short lump[8];
|
|
|
|
// Flip bit (1 = flip) to use for view angles 0-7.
|
|
byte flip[8];
|
|
|
|
} spriteframe_t;
|
|
|
|
|
|
|
|
//
|
|
// A sprite definition:
|
|
// a number of animation frames.
|
|
//
|
|
typedef struct
|
|
{
|
|
int numframes;
|
|
spriteframe_t* spriteframes;
|
|
|
|
} spritedef_t;
|
|
|
|
|
|
|
|
//
|
|
// Now what is a visplane, anyway?
|
|
//
|
|
typedef struct
|
|
{
|
|
fixed_t height;
|
|
int picnum;
|
|
int lightlevel;
|
|
int minx;
|
|
int maxx;
|
|
|
|
// leave pads for [minx-1]/[maxx+1]
|
|
int nervePad1;
|
|
int nervePad2;
|
|
byte nervePad3;
|
|
byte nervePad4;
|
|
byte nervePad5;
|
|
|
|
byte pad1;
|
|
// Here lies the rub for all
|
|
// dynamic resize/change of resolution.
|
|
//unsigned short top[65535]; // [SCREENWIDTH];
|
|
unsigned short top[SCREENWIDTH];
|
|
byte pad2;
|
|
byte pad3;
|
|
// See above.
|
|
//unsigned short bottom[65535]; // [SCREENWIDTH];
|
|
unsigned short bottom[SCREENWIDTH];
|
|
byte pad4;
|
|
|
|
} visplane_t;
|
|
|
|
|
|
|
|
|
|
#endif
|
|
|