UltimateZoneBuilder/Source/Plugins/vpo_dll/r_defs.h

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
//
// 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.
//
// DESCRIPTION:
// Refresh/rendering module, shared data struct definitions.
//
//-----------------------------------------------------------------------------
#ifndef __R_DEFS__
#define __R_DEFS__
// 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 256
#define MAXDRAWSEGS 1024 // andrewj: increased for Visplane Explorer
#define skyflatnum 2
//
// 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;
//
// 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;
//
// OTHER TYPES
//
//
// ?
//
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;
//
// 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]
byte pad1;
// Here lies the rub for all
// dynamic resize/change of resolution.
byte top[SCREENWIDTH];
byte pad2;
byte pad3;
// See above.
byte bottom[SCREENWIDTH];
byte pad4;
} visplane_t;
#endif