dvr/app/jni/prboom/r_defs.h
2016-03-03 22:28:59 +00:00

428 lines
12 KiB
C++

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
*
* 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__
// 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"
#ifdef __GNUG__
#pragma interface
#endif
// 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
//
// INTERNAL MAP TYPES
// used by play and refresh
//
//
// Your plain vanilla vertex.
// Note: transformed values not buffered locally,
// like some DOOM-alikes ("wt", "WebView") do.
//
typedef struct
{
fixed_t x, y;
} vertex_t;
// Each sector has a degenmobj_t in its center for sound origin purposes.
typedef struct
{
thinker_t thinker; // not used for anything
fixed_t x, y, z;
} degenmobj_t;
//
// The SECTORS record, at runtime.
// Stores things/mobjs.
//
typedef struct
{
int iSectorID; // proff 04/05/2000: needed for OpenGL and used in debugmode by the HUD to draw sectornum
boolean no_toptextures;
boolean no_bottomtextures;
fixed_t floorheight;
fixed_t ceilingheight;
int nexttag,firsttag; // killough 1/30/98: improves searches for tags.
int soundtraversed; // 0 = untraversed, 1,2 = sndlines-1
mobj_t *soundtarget; // thing that made a sound (or null)
int blockbox[4]; // mapblock bounding box for height changes
degenmobj_t soundorg; // origin for any sounds played by the sector
int validcount; // if == validcount, already checked
mobj_t *thinglist; // list of mobjs in sector
/* killough 8/28/98: friction is a sector property, not an mobj property.
* these fields used to be in mobj_t, but presented performance problems
* when processed as mobj properties. Fix is to make them sector properties.
*/
int friction,movefactor;
// thinker_t for reversable actions
void *floordata; // jff 2/22/98 make thinkers on
void *ceilingdata; // floors, ceilings, lighting,
void *lightingdata; // independent of one another
// jff 2/26/98 lockout machinery for stairbuilding
int stairlock; // -2 on first locked -1 after thinker done 0 normally
int prevsec; // -1 or number of sector for previous step
int nextsec; // -1 or number of next step sector
// killough 3/7/98: support flat heights drawn at another sector's heights
int heightsec; // other sector, or -1 if no other sector
int bottommap, midmap, topmap; // killough 4/4/98: dynamic colormaps
// list of mobjs that are at least partially in the sector
// thinglist is a subset of touching_thinglist
struct msecnode_s *touching_thinglist; // phares 3/14/98
int linecount;
struct line_s **lines;
// killough 10/98: support skies coming from sidedefs. Allows scrolling
// skies and other effects. No "level info" kind of lump is needed,
// because you can use an arbitrary number of skies per level with this
// method. This field only applies when skyflatnum is used for floorpic
// or ceilingpic, because the rest of Doom needs to know which is sky
// and which isn't, etc.
int sky;
// killough 3/7/98: floor and ceiling texture offsets
fixed_t floor_xoffs, floor_yoffs;
fixed_t ceiling_xoffs, ceiling_yoffs;
// killough 4/11/98: support for lightlevels coming from another sector
int floorlightsec, ceilinglightsec;
short floorpic;
short ceilingpic;
short lightlevel;
short special;
short oldspecial; //jff 2/16/98 remembers if sector WAS secret (automap)
short tag;
} sector_t;
//
// The SideDef.
//
typedef struct
{
fixed_t textureoffset; // add this to the calculated texture column
fixed_t rowoffset; // add this to the calculated texture top
short toptexture; // Texture indices. We do not maintain names here.
short bottomtexture;
short midtexture;
sector_t* sector; // Sector the SideDef is facing.
// killough 4/4/98, 4/11/98: highest referencing special linedef's type,
// or lump number of special effect. Allows texture names to be overloaded
// for other functions.
int special;
} side_t;
//
// Move clipping aid for LineDefs.
//
typedef enum
{
ST_HORIZONTAL,
ST_VERTICAL,
ST_POSITIVE,
ST_NEGATIVE
} slopetype_t;
typedef struct line_s
{
int iLineID; // proff 04/05/2000: needed for OpenGL
vertex_t *v1, *v2; // Vertices, from v1 to v2.
fixed_t dx, dy; // Precalculated v2 - v1 for side checking.
unsigned short flags; // Animation related.
short special;
short tag;
unsigned short sidenum[2]; // Visual appearance: SideDefs.
fixed_t bbox[4]; // A bounding box, for the linedef's extent
slopetype_t slopetype; // To aid move clipping.
sector_t *frontsector; // Front and back sector.
sector_t *backsector;
int validcount; // if == validcount, already checked
void *specialdata; // thinker_t for reversable actions
int tranlump; // killough 4/11/98: translucency filter, -1 == none
int firsttag,nexttag; // killough 4/17/98: improves searches for tags.
int r_validcount; // cph: if == gametic, r_flags already done
enum { // cph:
RF_TOP_TILE = 1, // Upper texture needs tiling
RF_MID_TILE = 2, // Mid texture needs tiling
RF_BOT_TILE = 4, // Lower texture needs tiling
RF_IGNORE = 8, // Renderer can skip this line
RF_CLOSED =16, // Line blocks view
} r_flags;
degenmobj_t soundorg; // sound origin for switches/buttons
} line_t;
// phares 3/14/98
//
// Sector list node showing all sectors an object appears in.
//
// There are two threads that flow through these nodes. The first thread
// starts at touching_thinglist in a sector_t and flows through the m_snext
// links to find all mobjs that are entirely or partially in the sector.
// The second thread starts at touching_sectorlist in an mobj_t and flows
// through the m_tnext links to find all sectors a thing touches. This is
// useful when applying friction or push effects to sectors. These effects
// can be done as thinkers that act upon all objects touching their sectors.
// As an mobj moves through the world, these nodes are created and
// destroyed, with the links changed appropriately.
//
// For the links, NULL means top or end of list.
typedef struct msecnode_s
{
sector_t *m_sector; // a sector containing this object
struct mobj_s *m_thing; // this object
struct msecnode_s *m_tprev; // prev msecnode_t for this thing
struct msecnode_s *m_tnext; // next msecnode_t for this thing
struct msecnode_s *m_sprev; // prev msecnode_t for this sector
struct msecnode_s *m_snext; // next msecnode_t for this sector
boolean visited; // killough 4/4/98, 4/7/98: used in search algorithms
} msecnode_t;
//
// The LineSeg.
//
typedef struct
{
vertex_t *v1, *v2;
fixed_t offset;
angle_t angle;
side_t* sidedef;
line_t* linedef;
int iSegID; // proff 11/05/2000: needed for OpenGL
// figgi -- needed for glnodes
float length;
boolean miniseg;
// Sector references.
// Could be retrieved from linedef, too
// (but that would be slower -- killough)
// backsector is NULL for one sided lines
sector_t *frontsector, *backsector;
} seg_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;
unsigned short numlines, firstline;
} subsector_t;
//
// BSP node.
//
typedef struct
{
fixed_t x, y, dx, dy; // Partition line.
fixed_t bbox[2][4]; // Bounding box for each child.
unsigned short children[2]; // If NF_SUBSECTOR its a subsector.
} node_t;
//
// 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 use even more than 32 levels.
typedef byte lighttable_t;
//
// Masked 2s linedefs
//
typedef struct drawseg_s
{
seg_t *curline;
int x1, x2;
fixed_t scale1, scale2, scalestep;
int silhouette; // 0=none, 1=bottom, 2=top, 3=both
fixed_t bsilheight; // do not clip sprites above this
fixed_t tsilheight; // do not clip sprites below this
// Added for filtering (fractional texture u coord) support - POPE
fixed_t rw_offset, rw_distance, rw_centerangle;
// Pointers to lists for sprite clipping,
// all three adjusted so [x1] is first value.
int *sprtopclip, *sprbottomclip, *maskedtexturecol; // dropoff overflow
} drawseg_t;
// proff: Added for OpenGL
typedef struct
{
int width,height;
int leftoffset,topoffset;
int lumpnum;
} patchnum_t;
//
// 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
{
mobj_t *thing;
boolean flip;
int x1, x2;
fixed_t gx, gy; // for line side calculation
fixed_t gz, gzt; // global bottom / top for silhouette clipping
fixed_t startfrac; // horizontal position of x1
fixed_t scale;
fixed_t xiscale; // negative if flipped
fixed_t texturemid;
int patch;
uint_64_t mobjflags;
// for color translation and shadow draw, maxbright frames as well
const lighttable_t *colormap;
// killough 3/27/98: height sector for underwater/fake ceiling support
int heightsec;
boolean isplayersprite;
} 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.
boolean 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?
//
// Go to http://classicgaming.com/doom/editing/ to find out -- killough
//
typedef struct visplane
{
struct visplane *next; // Next visplane in hash chain -- killough
int picnum, lightlevel, minx, maxx;
fixed_t height;
fixed_t xoffs, yoffs; // killough 2/28/98: Support scrolling flats
unsigned int pad1; // leave pads for [minx-1]/[maxx+1]
unsigned int top[MAX_SCREENWIDTH];
unsigned int pad2, pad3; // killough 2/8/98, 4/25/98
unsigned int bottom[MAX_SCREENWIDTH];
unsigned int pad4; // dropoff overflow
} visplane_t;
#endif