raze/source/build/include/build.h
2022-10-02 20:46:56 +02:00

279 lines
7.6 KiB
C++

// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
// Ken Silverman's official web site: "http://www.advsys.net/ken"
// See the included license file "BUILDLIC.TXT" for license info.
//
// This file has been modified from Ken Silverman's original release
// by Jonathon Fowler (jf@jonof.id.au)
// by the EDuke32 team (development@voidpoint.com)
#pragma once
#ifndef build_h_
#define build_h_
#define TRANSPARENT_INDEX 0
static_assert('\xff' == 255, "Char must be unsigned!");
#include "printf.h"
#include "palette.h"
#include "binaryangle.h"
//Make all variables in BUILD.H defined in the ENGINE,
//and externed in GAME
#ifdef engine_c_
# define EXTERN
#else
# define EXTERN extern
#endif
EXTERN int sintable[2048];
#include "buildtiles.h"
#include "c_cvars.h"
#include "cmdlib.h"
#include "mathutil.h"
typedef int64_t coord_t;
enum
{
MAXVOXMIPS = 5,
MAXWALLSB = 6144,
MAXVOXELS = 1024,
// Maximum number of component tiles in a multi-psky:
MAXUNIQHUDID = 256, //Extra slots so HUD models can store animation state without messing game sprites
TSPR_TEMP = 99,
CLIPMASK0 = (1 << 16) + 1,
CLIPMASK1 = (256 << 16) + 64
};
#define POINT2(i) (wall[wall[i].point2])
// rotatesprite 'orientation' (actually much more) bits
enum {
RS_TRANS1 = 1,
RS_AUTO = 2,
RS_YFLIP = 4,
RS_NOCLIP = 8,
RS_TOPLEFT = 16,
RS_TRANS2 = 32,
RS_NOMASK = 64,
RS_PERM = 128,
RS_ALIGN_L = 256,
RS_ALIGN_R = 512,
RS_ALIGN_MASK = 768,
RS_STRETCH = 1024,
RS_MODELSUBST= 4096,
// ROTATESPRITE_MAX-1 is the mask of all externally available orientation bits
ROTATESPRITE_MAX = 8192,
RS_XFLIPHUD = RS_YFLIP,
RS_YFLIPHUD = 16384, // this is for hud_drawsprite which uses RS_YFLIP for x-flipping but needs both flags
RS_CENTER = (1<<29), // proper center align.
RS_CENTERORIGIN = (1<<30),
};
#include "maptypes.h"
#include "clip.h"
int32_t getwalldist(vec2_t const in, int const wallnum, vec2_t * const out);
EXTERN int32_t guniqhudid;
struct usermaphack_t
{
FString mhkfile;
FString title;
uint8_t md4[16]{};
};
EXTERN int leveltimer;
EXTERN int32_t Numsprites;
EXTERN int32_t display_mirror;
EXTERN int32_t randomseed;
EXTERN uint8_t paletteloaded;
enum {
PALETTE_MAIN = 1<<0,
PALETTE_SHADE = 1<<1,
PALETTE_TRANSLUC = 1<<2,
};
inline int32_t g_visibility = 512, g_relvisibility = 0;
extern uint8_t globalr, globalg, globalb;
enum {
ENGINECOMPATIBILITY_NONE = 0,
ENGINECOMPATIBILITY_19950829, // Powerslave/Exhumed
ENGINECOMPATIBILITY_19960925, // Blood v1.21
ENGINECOMPATIBILITY_19961112, // Duke 3d v1.5, Redneck Rampage
};
EXTERN int32_t enginecompatibility_mode;
void engineInit(void);
void setVideoMode();
class F2DDrawer;
void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBase& ceilhit, int32_t* florz,
CollisionBase& florhit, int32_t walldist, uint32_t cliptype);
inline void getzrange(const vec3_t& pos, sectortype* sect, double* ceilz, CollisionBase& ceilhit, double* florz,
CollisionBase& florhit, int32_t walldist, uint32_t cliptype)
{
int c = int(*ceilz * zworldtoint);
int f = int(*florz * zworldtoint);
getzrange(pos, sect, &c, ceilhit, &f, florhit, walldist, cliptype);
*ceilz = c * zinttoworld;
*florz = f * zinttoworld;
}
extern vec2_t hitscangoal;
struct HitInfoBase;
int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& direction, HitInfoBase& hitinfo, unsigned cliptype);
void neartag(const vec3_t& pos, sectortype* sect, int angle, HitInfoBase& result, int neartagrange, int tagsearch);
int cansee(int x1, int y1, int z1, sectortype* sect1, int x2, int y2, int z2, sectortype* sect2);
int32_t try_facespr_intersect(DCoreActor* spr, vec3_t const in,
int32_t vx, int32_t vy, int32_t vz,
vec3_t * const intp, int32_t strictly_smaller_than_p);
extern const int16_t *chsecptr_onextwall;
inline int32_t krand(void)
{
randomseed = (randomseed * 27584621) + 1;
return ((uint32_t) randomseed)>>16;
}
inline int32_t ksqrt(uint64_t num)
{
return int(sqrt(double(num)));
}
int32_t getangle(int32_t xvect, int32_t yvect);
inline int32_t getangle(const vec2_t& vec)
{
return getangle(vec.X, vec.Y);
}
inline constexpr uint32_t uhypsq(int32_t const dx, int32_t const dy)
{
return (uint32_t)dx*dx + (uint32_t)dy*dy;
}
void rotatepoint(vec2_t const pivot, vec2_t p, int16_t const daang, vec2_t * const p2) ATTRIBUTE((nonnull(4)));
int32_t lintersect(int32_t originX, int32_t originY, int32_t originZ,
int32_t destX, int32_t destY, int32_t destZ,
int32_t lineStartX, int32_t lineStartY, int32_t lineEndX, int32_t lineEndY,
int32_t *intersectionX, int32_t *intersectionY, int32_t *intersectionZ);
EXTERN_CVAR(Bool, hw_hightile)
EXTERN_CVAR(Bool, hw_models)
EXTERN_CVAR(Float, gl_texture_filter_anisotropic)
EXTERN_CVAR(Int, gl_texture_filter)
extern bool hw_int_useindexedcolortextures;
EXTERN_CVAR(Bool, hw_useindexedcolortextures)
EXTERN_CVAR(Bool, r_voxels)
extern int32_t mdtims, omdtims;
extern int32_t r_rorphase;
// flags bitset: 1 = don't compress
int32_t Ptile2tile(int32_t tile, int32_t palette) ATTRIBUTE((pure));
int32_t md_loadmodel(const char *fn);
int32_t md_setmisc(int32_t modelid, float scale, int32_t shadeoff, float zadd, float yoffset, int32_t flags);
// int32_t md_tilehasmodel(int32_t tilenume, int32_t pal);
EXTERN int32_t nextvoxid;
EXTERN FixedBitArray<MAXVOXELS>voxreserve;
#ifdef USE_OPENGL
// TODO: dynamically allocate this
typedef struct { FVector3 add; int16_t angadd, flags, fov; } hudtyp;
typedef struct
{
// maps build tiles to particular animation frames of a model
int16_t modelid;
int16_t framenum; // calculate the number from the name when declaring
int16_t nexttile;
uint16_t smoothduration;
hudtyp hudmem[2];
int8_t skinnum;
uint8_t pal;
} tile2model_t;
# define EXTRATILES (MAXTILES/8)
EXTERN int32_t mdinited;
EXTERN tile2model_t tile2model[MAXTILES+EXTRATILES];
inline int32_t md_tilehasmodel(int32_t const tilenume, int32_t const pal)
{
return mdinited ? tile2model[Ptile2tile(tilenume,pal)].modelid : -1;
}
#endif // defined USE_OPENGL
int tilehasmodelorvoxel(int const tilenume, int pal);
int32_t md_defineframe(int32_t modelid, const char *framename, int32_t tilenume,
int32_t skinnum, float smoothduration, int32_t pal);
int32_t md_defineanimation(int32_t modelid, const char *framestart, const char *frameend,
int32_t fps, int32_t flags);
int32_t md_defineskin(int32_t modelid, const char *skinfn, int32_t palnum, int32_t skinnum,
int32_t surfnum, float param, float specpower, float specfactor, int32_t flags);
int32_t md_definehud (int32_t modelid, int32_t tilex, FVector3 add,
int32_t angadd, int32_t flags, int32_t fov);
int32_t md_undefinetile(int32_t tile);
int32_t md_undefinemodel(int32_t modelid);
static vec2_t const zerovec = { 0, 0 };
#define SET_AND_RETURN(Lval, Rval) \
do \
{ \
(Lval) = (Rval); \
return; \
} while (0)
static inline int64_t compat_maybe_truncate_to_int32(int64_t val)
{
return enginecompatibility_mode != ENGINECOMPATIBILITY_NONE ? (int32_t)val : val;
}
extern int32_t rintersect(int32_t x1, int32_t y1, int32_t z1,
int32_t vx_, int32_t vy_, int32_t vz,
int32_t x3, int32_t y3, int32_t x4, int32_t y4,
int32_t *intx, int32_t *inty, int32_t *intz);
void updateModelInterpolation();
#endif // build_h_