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a7488939af
Map Options Form: example map name now uses current game's naming scheme.
308 lines
5.4 KiB
C++
308 lines
5.4 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright(C) 1993-1996 Id Software, Inc.
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// Copyright(C) 2005 Simon Howard
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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// 02111-1307, USA.
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//
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// DESCRIPTION:
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// Refresh/rendering module, shared data struct definitions.
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//
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//-----------------------------------------------------------------------------
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#ifndef __R_DEFS__
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#define __R_DEFS__
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// Silhouette, needed for clipping Segs (mainly)
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// and sprites representing things.
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#define SIL_NONE 0
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#define SIL_BOTTOM 1
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#define SIL_TOP 2
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#define SIL_BOTH 3
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// andrewj: increased for Visplane Explorer (was 256)
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#define MAXDRAWSEGS 1024
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#define skyflatnum 2
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extern fixed_t Map_bbox[4];
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//
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// INTERNAL MAP TYPES
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// used by play and refresh
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//
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//
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// Your plain vanilla vertex.
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// Note: transformed values not buffered locally,
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// like some DOOM-alikes ("wt", "WebView") did.
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//
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typedef struct
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{
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fixed_t x;
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fixed_t y;
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} vertex_t;
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// Forward of LineDefs, for Sectors.
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struct line_s;
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//
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// The SECTORS record, at runtime.
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// Stores things/mobjs.
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//
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typedef struct
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{
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fixed_t floorheight;
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fixed_t ceilingheight;
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short floorpic;
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short ceilingpic;
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short lightlevel;
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short special;
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short tag;
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// 0 = untraversed, 1,2 = sndlines -1
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int soundtraversed;
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// if == validcount, already checked
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int validcount;
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// thinker_t for reversable actions
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void* specialdata;
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int linecount;
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struct line_s** lines; // [linecount] size
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// andrewj: added these two field for Visplane Explorer.
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// is_door is normally 0,
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// can be +1 for a door (ceiling goes up)
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// or -1 for a lowering floor (e.g. MAP12 of DOOM 2)
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int is_door;
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fixed_t alt_height;
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} sector_t;
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//
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// The SideDef.
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//
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typedef struct
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{
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// add this to the calculated texture column
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fixed_t textureoffset;
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// add this to the calculated texture top
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fixed_t rowoffset;
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// Texture indices.
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// We do not maintain names here.
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short toptexture;
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short bottomtexture;
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short midtexture;
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// Sector the SideDef is facing.
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sector_t* sector;
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} side_t;
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//
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// Move clipping aid for LineDefs.
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//
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typedef enum
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{
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ST_HORIZONTAL,
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ST_VERTICAL,
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ST_POSITIVE,
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ST_NEGATIVE
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} slopetype_t;
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typedef struct line_s
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{
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// Vertices, from v1 to v2.
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vertex_t* v1;
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vertex_t* v2;
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// Precalculated v2 - v1 for side checking.
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fixed_t dx;
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fixed_t dy;
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// Animation related.
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short flags;
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short special;
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short tag;
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// Visual appearance: SideDefs.
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// sidenum[1] will be -1 if one sided
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short sidenum[2];
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// Neat. Another bounding box, for the extent
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// of the LineDef.
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fixed_t bbox[4];
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// To aid move clipping.
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slopetype_t slopetype;
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// Front and back sector.
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// Note: redundant? Can be retrieved from SideDefs.
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sector_t* frontsector;
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sector_t* backsector;
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// if == validcount, already checked
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int validcount;
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// thinker_t for reversable actions
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void* specialdata;
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// andrewj: added the following Hexen stuff
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unsigned char args[5];
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} line_t;
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//
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// A SubSector.
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// References a Sector.
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// Basically, this is a list of LineSegs,
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// indicating the visible walls that define
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// (all or some) sides of a convex BSP leaf.
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//
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typedef struct subsector_s
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{
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sector_t* sector;
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short numlines;
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short firstline;
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} subsector_t;
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//
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// The LineSeg.
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//
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typedef struct
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{
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vertex_t* v1;
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vertex_t* v2;
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fixed_t offset;
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angle_t angle;
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side_t* sidedef;
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line_t* linedef;
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// Sector references.
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// Could be retrieved from linedef, too.
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// backsector is NULL for one sided lines
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sector_t* frontsector;
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sector_t* backsector;
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} seg_t;
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//
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// BSP node.
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//
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typedef struct
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{
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// Partition line.
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fixed_t x;
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fixed_t y;
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fixed_t dx;
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fixed_t dy;
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// Bounding box for each child.
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fixed_t bbox[2][4];
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// If NF_SUBSECTOR its a subsector.
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unsigned short children[2];
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} node_t;
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//
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// OTHER TYPES
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//
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typedef struct drawseg_s
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{
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seg_t* curline;
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int x1;
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int x2;
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fixed_t scale1;
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fixed_t scale2;
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fixed_t scalestep;
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// 0=none, 1=bottom, 2=top, 3=both
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int silhouette;
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// do not clip sprites above this
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fixed_t bsilheight;
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// do not clip sprites below this
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fixed_t tsilheight;
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// Pointers to lists for sprite clipping,
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// all three adjusted so [x1] is first value.
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short* sprtopclip;
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short* sprbottomclip;
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short* maskedtexturecol;
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} drawseg_t;
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//
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// Now what is a visplane, anyway?
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//
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typedef struct
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{
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fixed_t height;
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int picnum;
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int lightlevel;
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int minx;
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int maxx;
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// leave pads for [minx-1]/[maxx+1]
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byte pad1;
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// Here lies the rub for all
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// dynamic resize/change of resolution.
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byte top[SCREENWIDTH];
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byte pad2;
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byte pad3;
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// See above.
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byte bottom[SCREENWIDTH];
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byte pad4;
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} visplane_t;
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#endif /* __R_DEFS__ */
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//--- editor settings ---
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// vi:ts=4:sw=4:noexpandtab
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// Emacs style mode select -*- C++ -*-
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