gzdoom-gles/src/r_defs.h

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Refresh/rendering module, shared data struct definitions.
//
//-----------------------------------------------------------------------------
#ifndef __R_DEFS_H__
#define __R_DEFS_H__
#include "doomdef.h"
#include "templates.h"
#include "memarena.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.
// SECTORS do store MObjs anyway.
#include "actor.h"
struct FLightNode;
struct FGLSection;
struct seg_t;
#include "dthinker.h"
#define MAXWIDTH 5760
#define MAXHEIGHT 3600
const WORD NO_INDEX = 0xffffu;
const DWORD NO_SIDE = 0xffffffffu;
// Silhouette, needed for clipping Segs (mainly)
// and sprites representing things.
enum
{
SIL_NONE,
SIL_BOTTOM,
SIL_TOP,
SIL_BOTH
};
extern size_t MaxDrawSegs;
struct FDisplacement;
enum
{
SKYBOX_ANCHOR = -1,
SKYBOX_SKYVIEWPOINT = 0, // a regular skybox
SKYBOX_STACKEDSECTORTHING, // stacked sectors with the thing method
SKYBOX_PORTAL, // stacked sectors with Sector_SetPortal
SKYBOX_LINKEDPORTAL, // linked portal (interactive)
SKYBOX_PLANE, // EE-style plane portal (not implemented in SW renderer)
SKYBOX_HORIZON, // EE-style horizon portal (not implemented in SW renderer)
};
//
// 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.
//
enum
{
VERTEXFLAG_ZCeilingEnabled = 0x01,
VERTEXFLAG_ZFloorEnabled = 0x02
};
struct vertexdata_t
{
fixed_t zCeiling, zFloor;
DWORD flags;
};
struct vertex_t
{
fixed_t x, y;
float fx, fy; // Floating point coordinates of this vertex (excluding polyoblect translation!)
angle_t viewangle; // precalculated angle for clipping
int angletime; // recalculation time for view angle
bool dirty; // something has changed and needs to be recalculated
int numheights;
int numsectors;
sector_t ** sectors;
float * heightlist;
vertex_t()
{
x = y = 0;
fx = fy = 0;
angletime = 0;
viewangle = 0;
dirty = true;
numheights = numsectors = 0;
sectors = NULL;
heightlist = NULL;
}
bool operator== (const vertex_t &other)
{
return x == other.x && y == other.y;
}
bool operator!= (const vertex_t &other)
{
return x != other.x || y != other.y;
}
void clear()
{
x = y = 0;
}
angle_t GetClipAngle();
};
// Forward of LineDefs, for Sectors.
struct line_t;
class player_t;
class FScanner;
class FBitmap;
struct FCopyInfo;
class DInterpolation;
class FArchive;
enum
{
UDMF_Line,
UDMF_Side,
UDMF_Sector,
UDMF_Thing
};
struct FUDMFKey
{
enum
{
UDMF_Int,
UDMF_Float,
UDMF_String
};
FName Key;
int Type;
int IntVal;
double FloatVal;
FString StringVal;
FUDMFKey()
{
}
FUDMFKey& operator =(int val)
{
Type = UDMF_Int;
IntVal = val;
FloatVal = val;
StringVal = "";
return *this;
}
FUDMFKey& operator =(double val)
{
Type = UDMF_Float;
IntVal = int(val);
FloatVal = val;
StringVal = "";
return *this;
}
FUDMFKey& operator =(const FString &val)
{
Type = UDMF_String;
IntVal = strtol(val.GetChars(), NULL, 0);
FloatVal = strtod(val.GetChars(), NULL);
StringVal = val;
return *this;
}
};
class FUDMFKeys : public TArray<FUDMFKey>
{
public:
void Sort();
FUDMFKey *Find(FName key);
};
//
// The SECTORS record, at runtime.
// Stores things/mobjs.
//
class DSectorEffect;
struct sector_t;
struct line_t;
2007-12-29 10:25:07 +00:00
struct FRemapTable;
enum
{
SECSPAC_Enter = 1, // Trigger when player enters
SECSPAC_Exit = 2, // Trigger when player exits
SECSPAC_HitFloor = 4, // Trigger when player hits floor
SECSPAC_HitCeiling = 8, // Trigger when player hits ceiling
SECSPAC_Use = 16, // Trigger when player uses
SECSPAC_UseWall = 32, // Trigger when player uses a wall
SECSPAC_EyesDive = 64, // Trigger when player eyes go below fake floor
SECSPAC_EyesSurface = 128, // Trigger when player eyes go above fake floor
SECSPAC_EyesBelowC = 256, // Trigger when player eyes go below fake ceiling
SECSPAC_EyesAboveC = 512, // Trigger when player eyes go above fake ceiling
SECSPAC_HitFakeFloor= 1024, // Trigger when player hits fake floor
};
class ASectorAction : public AActor
{
DECLARE_CLASS (ASectorAction, AActor)
public:
ASectorAction (bool activatedByUse = false);
void Destroy ();
void BeginPlay ();
void Activate (AActor *source);
void Deactivate (AActor *source);
bool TriggerAction(AActor *triggerer, int activationType);
bool CanTrigger (AActor *triggerer) const;
bool IsActivatedByUse() const;
protected:
virtual bool DoTriggerAction(AActor *triggerer, int activationType);
bool CheckTrigger(AActor *triggerer) const;
private:
bool ActivatedByUse;
};
class ASkyViewpoint;
struct secplane_t
{
// the plane is defined as a*x + b*y + c*z + d = 0
// ic is 1/c, for faster Z calculations
fixed_t a, b, c, d, ic;
// Returns < 0 : behind; == 0 : on; > 0 : in front
int PointOnSide (fixed_t x, fixed_t y, fixed_t z) const
{
return TMulScale16(a,x, b,y, c,z) + d;
}
// Returns the value of z at (0,0) This is used by the 3D floor code which does not handle slopes
fixed_t Zat0 () const
{
return ic < 0 ? d : -d;
}
fixed_t ZatPoint(const fixedvec2 &spot) const
{
return FixedMul(ic, -d - DMulScale16(a, spot.x, b, spot.y));
}
fixed_t ZatPoint(const fixedvec3 &spot) const
{
return FixedMul(ic, -d - DMulScale16(a, spot.x, b, spot.y));
}
// Returns the value of z at (x,y)
fixed_t ZatPoint (fixed_t x, fixed_t y) const
{
return FixedMul (ic, -d - DMulScale16 (a, x, b, y));
}
// Returns the value of z at (x,y) as a double
double ZatPoint (double x, double y) const
{
return (d + a*x + b*y) * ic / (-65536.0 * 65536.0);
}
// Returns the value of z at vertex v
fixed_t ZatPoint (const vertex_t *v) const
{
return FixedMul (ic, -d - DMulScale16 (a, v->x, b, v->y));
}
fixed_t ZatPoint (const AActor *ac) const
{
return FixedMul (ic, -d - DMulScale16 (a, ac->X(), b, ac->Y()));
}
// Returns the value of z at (x,y) if d is equal to dist
fixed_t ZatPointDist (fixed_t x, fixed_t y, fixed_t dist) const
{
return FixedMul (ic, -dist - DMulScale16 (a, x, b, y));
}
// Returns the value of z at vertex v if d is equal to dist
fixed_t ZatPointDist (const vertex_t *v, fixed_t dist)
{
return FixedMul (ic, -dist - DMulScale16 (a, v->x, b, v->y));
}
// Flips the plane's vertical orientiation, so that if it pointed up,
// it will point down, and vice versa.
void FlipVert ()
{
a = -a;
b = -b;
c = -c;
d = -d;
ic = -ic;
}
// Returns true if 2 planes are the same
bool operator== (const secplane_t &other) const
{
return a == other.a && b == other.b && c == other.c && d == other.d;
}
// Returns true if 2 planes are different
bool operator!= (const secplane_t &other) const
{
return a != other.a || b != other.b || c != other.c || d != other.d;
}
// Moves a plane up/down by hdiff units
void ChangeHeight (fixed_t hdiff)
{
d = d - FixedMul (hdiff, c);
}
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
// Moves a plane up/down by hdiff units
fixed_t GetChangedHeight (fixed_t hdiff)
{
return d - FixedMul (hdiff, c);
}
// Returns how much this plane's height would change if d were set to oldd
fixed_t HeightDiff (fixed_t oldd) const
{
return FixedMul (oldd - d, ic);
}
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
// Returns how much this plane's height would change if d were set to oldd
fixed_t HeightDiff (fixed_t oldd, fixed_t newd) const
{
return FixedMul (oldd - newd, ic);
}
fixed_t PointToDist (fixed_t x, fixed_t y, fixed_t z) const
{
return -TMulScale16 (a, x, y, b, z, c);
}
fixed_t PointToDist (const vertex_t *v, fixed_t z) const
{
return -TMulScale16 (a, v->x, b, v->y, z, c);
}
void SetAtHeight(fixed_t height, int ceiling)
{
a = b = 0;
if (ceiling)
{
c = ic = -FRACUNIT;
d = height;
}
else
{
c = ic = FRACUNIT;
d = -height;
}
}
bool CopyPlaneIfValid (secplane_t *dest, const secplane_t *opp) const;
};
FArchive &operator<< (FArchive &arc, secplane_t &plane);
#include "p_3dfloors.h"
struct subsector_t;
struct sector_t;
struct side_t;
extern bool gl_plane_reflection_i;
struct FPortal;
// Ceiling/floor flags
enum
{
PLANEF_ABSLIGHTING = 1, // floor/ceiling light is absolute, not relative
PLANEF_BLOCKED = 2, // can not be moved anymore.
PLANEF_ADDITIVE = 4, // rendered additive
2016-01-10 08:52:02 +00:00
// linked portal stuff
PLANEF_NORENDER = 8,
PLANEF_NOPASS = 16,
PLANEF_BLOCKSOUND = 32,
PLANEF_DISABLED = 64,
PLANEF_OBSTRUCTED = 128, // if the portal plane is beyond the sector's floor or ceiling.
};
// Internal sector flags
enum
{
SECF_FAKEFLOORONLY = 2, // when used as heightsec in R_FakeFlat, only copies floor
SECF_CLIPFAKEPLANES = 4, // as a heightsec, clip planes to target sector's planes
SECF_NOFAKELIGHT = 8, // heightsec does not change lighting
SECF_IGNOREHEIGHTSEC= 16, // heightsec is only for triggering sector actions
SECF_UNDERWATER = 32, // sector is underwater
SECF_FORCEDUNDERWATER= 64, // sector is forced to be underwater
SECF_UNDERWATERMASK = 32+64,
SECF_DRAWN = 128, // sector has been drawn at least once
SECF_HIDDEN = 256, // Do not draw on textured automap
SECF_NOFLOORSKYBOX = 512, // force use of regular sky
SECF_NOCEILINGSKYBOX = 1024, // force use of regular sky (do not separate from NOFLOORSKYBOX!!!)
};
enum
{
SECF_SILENT = 1, // actors in sector make no noise
SECF_NOFALLINGDAMAGE= 2, // No falling damage in this sector
SECF_FLOORDROP = 4, // all actors standing on this floor will remain on it when it lowers very fast.
SECF_NORESPAWN = 8, // players can not respawn in this sector
SECF_FRICTION = 16, // sector has friction enabled
2016-01-06 01:05:39 +00:00
SECF_PUSH = 32, // pushers enabled
SECF_SILENTMOVE = 64, // Sector movement makes mo sound (Eternity got this so this may be useful for an extended cross-port standard.)
SECF_DMGTERRAINFX = 128, // spawns terrain splash when inflicting damage
SECF_ENDGODMODE = 256, // getting damaged by this sector ends god mode
SECF_ENDLEVEL = 512, // ends level when health goes below 10
SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
SECF_WASSECRET = 1 << 30, // a secret that was discovered
SECF_SECRET = 1 << 31, // a secret sector
SECF_DAMAGEFLAGS = SECF_ENDGODMODE|SECF_ENDLEVEL|SECF_DMGTERRAINFX|SECF_HAZARD,
SECF_NOMODIFY = SECF_SECRET|SECF_WASSECRET, // not modifiable by Sector_ChangeFlags
SECF_SPECIALFLAGS = SECF_DAMAGEFLAGS|SECF_FRICTION|SECF_PUSH, // these flags originate from 'special and must be transferrable by floor thinkers
};
enum
{
PL_SKYFLAT = 0x40000000
};
struct FDynamicColormap;
struct FLinkedSector
{
sector_t *Sector;
int Type;
};
// this substructure contains a few sector properties that are stored in dynamic arrays
// These must not be copied by R_FakeFlat etc. or bad things will happen.
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
struct extsector_t
{
// Boom sector transfer information
struct fakefloor
{
TArray<sector_t *> Sectors;
} FakeFloor;
// 3DMIDTEX information
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
struct midtex
{
struct plane
{
TArray<sector_t *> AttachedSectors; // all sectors containing 3dMidtex lines attached to this sector
TArray<line_t *> AttachedLines; // all 3dMidtex lines attached to this sector
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
} Floor, Ceiling;
} Midtex;
// Linked sector information
struct linked
{
struct plane
{
TArray<FLinkedSector> Sectors;
} Floor, Ceiling;
} Linked;
// 3D floors
struct xfloor
{
TDeletingArray<F3DFloor *> ffloors; // 3D floors in this sector
TArray<lightlist_t> lightlist; // 3D light list
TArray<sector_t*> attached; // 3D floors attached to this sector
} XFloor;
TArray<vertex_t *> vertices;
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
void Serialize(FArchive &arc);
};
struct FTransform
{
// killough 3/7/98: floor and ceiling texture offsets
fixed_t xoffs, yoffs;
// [RH] floor and ceiling texture scales
fixed_t xscale, yscale;
// [RH] floor and ceiling texture rotation
angle_t angle;
// base values
fixed_t base_angle, base_yoffs;
};
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
struct secspecial_t
{
FNameNoInit damagetype; // [RH] Means-of-death for applied damage
int damageamount; // [RH] Damage to do while standing on floor
short special;
short damageinterval; // Interval for damage application
short leakydamage; // chance of leaking through radiation suit
int Flags;
secspecial_t()
{
Clear();
}
void Clear()
{
memset(this, 0, sizeof(*this));
}
};
FArchive &operator<< (FArchive &arc, secspecial_t &p);
struct sector_t
{
// Member functions
bool IsLinked(sector_t *other, bool ceiling) const;
fixed_t FindLowestFloorSurrounding (vertex_t **v) const;
fixed_t FindHighestFloorSurrounding (vertex_t **v) const;
fixed_t FindNextHighestFloor (vertex_t **v) const;
fixed_t FindNextLowestFloor (vertex_t **v) const;
fixed_t FindLowestCeilingSurrounding (vertex_t **v) const; // jff 2/04/98
fixed_t FindHighestCeilingSurrounding (vertex_t **v) const; // jff 2/04/98
fixed_t FindNextLowestCeiling (vertex_t **v) const; // jff 2/04/98
fixed_t FindNextHighestCeiling (vertex_t **v) const; // jff 2/04/98
fixed_t FindShortestTextureAround () const; // jff 2/04/98
fixed_t FindShortestUpperAround () const; // jff 2/04/98
sector_t *FindModelFloorSector (fixed_t floordestheight) const; // jff 2/04/98
sector_t *FindModelCeilingSector (fixed_t floordestheight) const; // jff 2/04/98
int FindMinSurroundingLight (int max) const;
sector_t *NextSpecialSector (int type, sector_t *prev) const; // [RH]
fixed_t FindLowestCeilingPoint (vertex_t **v) const;
fixed_t FindHighestFloorPoint (vertex_t **v) const;
void AdjustFloorClip () const;
void SetColor(int r, int g, int b, int desat);
void SetFade(int r, int g, int b);
void ClosestPoint(fixed_t x, fixed_t y, fixed_t &ox, fixed_t &oy) const;
int GetFloorLight () const;
int GetCeilingLight () const;
sector_t *GetHeightSec() const;
DInterpolation *SetInterpolation(int position, bool attach);
ASkyViewpoint *GetSkyBox(int which);
2016-02-14 15:26:27 +00:00
void CheckPortalPlane(int plane);
enum
{
floor,
ceiling
};
struct splane
{
FTransform xform;
int Flags;
int Light;
fixed_t alpha;
FTextureID Texture;
fixed_t TexZ;
};
splane planes[2];
void SetXOffset(int pos, fixed_t o)
{
planes[pos].xform.xoffs = o;
}
void AddXOffset(int pos, fixed_t o)
{
planes[pos].xform.xoffs += o;
}
fixed_t GetXOffset(int pos) const
{
return planes[pos].xform.xoffs;
}
void SetYOffset(int pos, fixed_t o)
{
planes[pos].xform.yoffs = o;
}
void AddYOffset(int pos, fixed_t o)
{
planes[pos].xform.yoffs += o;
}
fixed_t GetYOffset(int pos, bool addbase = true) const
{
if (!addbase)
{
return planes[pos].xform.yoffs;
}
else
{
return planes[pos].xform.yoffs + planes[pos].xform.base_yoffs;
}
}
void SetXScale(int pos, fixed_t o)
{
planes[pos].xform.xscale = o;
}
fixed_t GetXScale(int pos) const
{
return planes[pos].xform.xscale;
}
void SetYScale(int pos, fixed_t o)
{
planes[pos].xform.yscale = o;
}
fixed_t GetYScale(int pos) const
{
return planes[pos].xform.yscale;
}
void SetAngle(int pos, angle_t o)
{
planes[pos].xform.angle = o;
}
angle_t GetAngle(int pos, bool addbase = true) const
{
if (!addbase)
{
return planes[pos].xform.angle;
}
else
{
return planes[pos].xform.angle + planes[pos].xform.base_angle;
}
}
void SetBase(int pos, fixed_t y, angle_t o)
{
planes[pos].xform.base_yoffs = y;
planes[pos].xform.base_angle = o;
}
void SetAlpha(int pos, fixed_t o)
{
planes[pos].alpha = o;
}
fixed_t GetAlpha(int pos) const
{
return planes[pos].alpha;
}
int GetFlags(int pos) const
{
return planes[pos].Flags;
}
void ChangeFlags(int pos, int And, int Or)
{
planes[pos].Flags &= ~And;
planes[pos].Flags |= Or;
}
int GetPlaneLight(int pos) const
{
return planes[pos].Light;
}
void SetPlaneLight(int pos, int level)
{
planes[pos].Light = level;
}
FTextureID GetTexture(int pos) const
{
return planes[pos].Texture;
}
void SetTexture(int pos, FTextureID tex, bool floorclip = true)
{
FTextureID old = planes[pos].Texture;
planes[pos].Texture = tex;
if (floorclip && pos == floor && tex != old) AdjustFloorClip();
}
fixed_t GetPlaneTexZ(int pos) const
{
return planes[pos].TexZ;
}
void SetVerticesDirty()
{
for (unsigned i = 0; i < e->vertices.Size(); i++) e->vertices[i]->dirty = true;
}
void SetAllVerticesDirty()
{
SetVerticesDirty();
for (unsigned i = 0; i < e->FakeFloor.Sectors.Size(); i++) e->FakeFloor.Sectors[i]->SetVerticesDirty();
for (unsigned i = 0; i < e->XFloor.attached.Size(); i++) e->XFloor.attached[i]->SetVerticesDirty();
}
void SetPlaneTexZ(int pos, fixed_t val, bool dirtify = false) // This mainly gets used by init code. The only place where it must set the vertex to dirty is the interpolation code.
{
planes[pos].TexZ = val;
if (dirtify) SetAllVerticesDirty();
}
void ChangePlaneTexZ(int pos, fixed_t val)
{
planes[pos].TexZ += val;
SetAllVerticesDirty();
}
static inline short ClampLight(int level)
{
return (short)clamp(level, SHRT_MIN, SHRT_MAX);
}
void ChangeLightLevel(int newval)
{
lightlevel = ClampLight(lightlevel + newval);
}
void SetLightLevel(int newval)
{
lightlevel = ClampLight(newval);
}
int GetLightLevel() const
{
return lightlevel;
}
secplane_t &GetSecPlane(int pos)
{
return pos == floor? floorplane:ceilingplane;
}
bool isSecret() const
{
return !!(Flags & SECF_SECRET);
}
bool wasSecret() const
{
return !!(Flags & SECF_WASSECRET);
}
void ClearSecret()
{
Flags &= ~SECF_SECRET;
}
void ClearSpecial()
{
// clears all variables that originate from 'special'. Used for sector type transferring thinkers
special = 0;
damageamount = 0;
damageinterval = 0;
damagetype = NAME_None;
leakydamage = 0;
Flags &= ~SECF_SPECIALFLAGS;
}
bool PortalBlocksView(int plane)
{
if (SkyBoxes[plane] == NULL) return true;
if (SkyBoxes[plane]->special1 != SKYBOX_LINKEDPORTAL) return false;
return !!(planes[plane].Flags & (PLANEF_NORENDER | PLANEF_DISABLED | PLANEF_OBSTRUCTED));
}
bool PortalBlocksSight(int plane)
{
if (SkyBoxes[plane] == NULL || SkyBoxes[plane]->special1 != SKYBOX_LINKEDPORTAL) return true;
return !!(planes[plane].Flags & (PLANEF_NORENDER | PLANEF_DISABLED | PLANEF_OBSTRUCTED));
}
bool PortalBlocksMovement(int plane)
{
if (SkyBoxes[plane] == NULL || SkyBoxes[plane]->special1 != SKYBOX_LINKEDPORTAL) return true;
return !!(planes[plane].Flags & (PLANEF_NOPASS | PLANEF_DISABLED | PLANEF_OBSTRUCTED));
}
bool PortalBlocksSound(int plane)
{
if (SkyBoxes[plane] == NULL || SkyBoxes[plane]->special1 != SKYBOX_LINKEDPORTAL) return true;
return !!(planes[plane].Flags & (PLANEF_BLOCKSOUND | PLANEF_DISABLED | PLANEF_OBSTRUCTED));
}
// These may only be called if the portal has been validated
FDisplacement &FloorDisplacement()
{
return Displacements(PortalGroup, SkyBoxes[sector_t::floor]->Sector->PortalGroup);
}
FDisplacement &CeilingDisplacement()
{
return Displacements(PortalGroup, SkyBoxes[sector_t::ceiling]->Sector->PortalGroup);
}
2016-02-14 15:26:27 +00:00
int GetTerrain(int pos) const;
void TransferSpecial(sector_t *model);
void GetSpecial(secspecial_t *spec);
void SetSpecial(const secspecial_t *spec);
bool PlaneMoving(int pos);
// Portal-aware height calculation
fixed_t HighestCeilingAt(fixed_t x, fixed_t y, sector_t **resultsec = NULL);
fixed_t LowestFloorAt(fixed_t x, fixed_t y, sector_t **resultsec = NULL);
fixed_t HighestCeilingAt(AActor *a, sector_t **resultsec = NULL)
{
return HighestCeilingAt(a->X(), a->Y(), resultsec);
}
fixed_t LowestFloorAt(AActor *a, sector_t **resultsec = NULL)
{
return LowestFloorAt(a->X(), a->Y(), resultsec);
}
fixed_t NextHighestCeilingAt(fixed_t x, fixed_t y, fixed_t z, int flags = 0, sector_t **resultsec = NULL, F3DFloor **resultffloor = NULL);
fixed_t NextLowestFloorAt(fixed_t x, fixed_t y, fixed_t z, int flags = 0, fixed_t steph = 0, sector_t **resultsec = NULL, F3DFloor **resultffloor = NULL);
fixed_t NextHighestCeilingAt(AActor *a, fixed_t z, int flags = 0, sector_t **resultsec = NULL, F3DFloor **resultffloor = NULL)
{
return NextHighestCeilingAt(a->X(), a->Y(), z, flags, resultsec, resultffloor);
}
fixed_t NextLowestFloorAt(AActor *a, fixed_t z, int flags, sector_t **resultsec = NULL, F3DFloor **resultffloor = NULL)
{
return NextLowestFloorAt(a->X(), a->Y(), z, flags, a->MaxStepHeight, resultsec, resultffloor);
}
// Member variables
fixed_t CenterFloor () const { return floorplane.ZatPoint (soundorg[0], soundorg[1]); }
fixed_t CenterCeiling () const { return ceilingplane.ZatPoint (soundorg[0], soundorg[1]); }
// [RH] store floor and ceiling planes instead of heights
secplane_t floorplane, ceilingplane;
// [RH] give floor and ceiling even more properties
FDynamicColormap *ColorMap; // [RH] Per-sector colormap
TObjPtr<AActor> SoundTarget;
short special;
short lightlevel;
short seqType; // this sector's sound sequence
2006-04-11 08:36:23 +00:00
int sky;
FNameNoInit SeqName; // Sound sequence name. Setting seqType non-negative will override this.
fixed_t soundorg[2]; // origin for any sounds played by the sector
int validcount; // if == validcount, already checked
AActor* 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 AActor, but presented performance problems
// when processed as mobj properties. Fix is to make them sector properties.
fixed_t friction, movefactor;
int terrainnum[2];
// thinker_t for reversable actions
TObjPtr<DSectorEffect> floordata; // jff 2/22/98 make thinkers on
TObjPtr<DSectorEffect> ceilingdata; // floors, ceilings, lighting,
TObjPtr<DSectorEffect> lightingdata; // independent of one another
enum
{
CeilingMove,
FloorMove,
CeilingScroll,
FloorScroll
};
TObjPtr<DInterpolation> interpolations[4];
BYTE soundtraversed; // 0 = untraversed, 1,2 = sndlines -1
// jff 2/26/98 lockout machinery for stairbuilding
SBYTE stairlock; // -2 on first locked -1 after thinker done 0 normally
SWORD prevsec; // -1 or number of sector for previous step
SWORD nextsec; // -1 or number of next step sector
short linecount;
struct line_t **lines; // [linecount] size
// killough 3/7/98: support flat heights drawn at another sector's heights
sector_t *heightsec; // other sector, or NULL if no other sector
DWORD bottommap, midmap, topmap; // killough 4/4/98: dynamic colormaps
// [RH] these can also be blend values if
// the alpha mask is non-zero
// list of mobjs that are at least partially in the sector
// thinglist is a subset of touching_thinglist
struct msecnode_t *touching_thinglist; // phares 3/14/98
float gravity; // [RH] Sector gravity (1.0 is normal)
FNameNoInit damagetype; // [RH] Means-of-death for applied damage
int damageamount; // [RH] Damage to do while standing on floor
short damageinterval; // Interval for damage application
short leakydamage; // chance of leaking through radiation suit
WORD ZoneNumber; // [RH] Zone this sector belongs to
WORD MoreFlags; // [RH] Internal sector flags
DWORD Flags; // Sector flags
// [RH] Action specials for sectors. Like Skull Tag, but more
// flexible in a Bloody way. SecActTarget forms a list of actors
// joined by their tracer fields. When a potential sector action
// occurs, SecActTarget's TriggerAction method is called.
TObjPtr<ASectorAction> SecActTarget;
// [RH] The sky box to render for this sector. NULL means use a
// regular sky.
TObjPtr<AActor> SkyBoxes[2];
2016-02-14 15:26:27 +00:00
int PortalGroup;
int sectornum; // for comparing sector copies
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
extsector_t * e; // This stores data that requires construction/destruction. Such data must not be copied by R_FakeFlat.
// GL only stuff starts here
float reflect[2];
bool transdoor; // For transparent door hacks
fixed_t transdoorheight; // for transparent door hacks
int subsectorcount; // list of subsectors
subsector_t ** subsectors;
FPortal * portals[2]; // floor and ceiling portals
FLightNode * lighthead;
enum
{
vbo_fakefloor = floor+2,
vbo_fakeceiling = ceiling+2,
};
int vboindex[4]; // VBO indices of the 4 planes this sector uses during rendering
fixed_t vboheight[2]; // Last calculated height for the 2 planes of this actual sector
int vbocount[2]; // Total count of vertices belonging to this sector's planes
float GetReflect(int pos) { return gl_plane_reflection_i? reflect[pos] : 0; }
bool VBOHeightcheck(int pos) const { return vboheight[pos] == GetPlaneTexZ(pos); }
enum
{
INVALIDATE_PLANES = 1,
INVALIDATE_OTHER = 2
};
};
FArchive &operator<< (FArchive &arc, sector_t::splane &p);
struct ReverbContainer;
struct zone_t
{
ReverbContainer *Environment;
};
//
// The SideDef.
//
2006-04-12 01:50:09 +00:00
class DBaseDecal;
enum
{
WALLF_ABSLIGHTING = 1, // Light is absolute instead of relative
WALLF_NOAUTODECALS = 2, // Do not attach impact decals to this wall
WALLF_NOFAKECONTRAST = 4, // Don't do fake contrast for this wall in side_t::GetLightLevel
WALLF_SMOOTHLIGHTING = 8, // Similar to autocontrast but applies to all angles.
WALLF_CLIP_MIDTEX = 16, // Like the line counterpart, but only for this side.
WALLF_WRAP_MIDTEX = 32, // Like the line counterpart, but only for this side.
WALLF_POLYOBJ = 64, // This wall belongs to a polyobject.
WALLF_LIGHT_FOG = 128, // This wall's Light is used even in fog.
};
struct side_t
{
enum ETexpart
{
top=0,
mid=1,
bottom=2
};
struct part
{
fixed_t xoffset;
fixed_t yoffset;
fixed_t xscale;
fixed_t yscale;
FTextureID texture;
TObjPtr<DInterpolation> interpolation;
//int Light;
};
sector_t* sector; // Sector the SideDef is facing.
2006-04-12 01:50:09 +00:00
DBaseDecal* AttachedDecals; // [RH] Decals bound to the wall
part textures[3];
line_t *linedef;
//DWORD linenum;
DWORD LeftSide, RightSide; // [RH] Group walls into loops
WORD TexelLength;
SWORD Light;
BYTE Flags;
int Index; // needed to access custom UDMF fields which are stored in loading order.
int GetLightLevel (bool foggy, int baselight, bool noabsolute=false, int *pfakecontrast_usedbygzdoom=NULL) const;
void SetLight(SWORD l)
{
Light = l;
}
FTextureID GetTexture(int which) const
{
return textures[which].texture;
}
void SetTexture(int which, FTextureID tex)
{
textures[which].texture = tex;
}
void SetTextureXOffset(int which, fixed_t offset)
{
textures[which].xoffset = offset;
}
void SetTextureXOffset(fixed_t offset)
{
textures[top].xoffset =
textures[mid].xoffset =
textures[bottom].xoffset = offset;
}
fixed_t GetTextureXOffset(int which) const
{
return textures[which].xoffset;
}
void AddTextureXOffset(int which, fixed_t delta)
{
textures[which].xoffset += delta;
}
void SetTextureYOffset(int which, fixed_t offset)
{
textures[which].yoffset = offset;
}
void SetTextureYOffset(fixed_t offset)
{
textures[top].yoffset =
textures[mid].yoffset =
textures[bottom].yoffset = offset;
}
fixed_t GetTextureYOffset(int which) const
{
return textures[which].yoffset;
}
void AddTextureYOffset(int which, fixed_t delta)
{
textures[which].yoffset += delta;
}
void SetTextureXScale(int which, fixed_t scale)
{
textures[which].xscale = scale == 0 ? FRACUNIT : scale;
}
void SetTextureXScale(fixed_t scale)
{
textures[top].xscale = textures[mid].xscale = textures[bottom].xscale = scale == 0 ? FRACUNIT : scale;
}
fixed_t GetTextureXScale(int which) const
{
return textures[which].xscale;
}
void MultiplyTextureXScale(int which, fixed_t delta)
{
textures[which].xscale = FixedMul(textures[which].xscale, delta);
}
void SetTextureYScale(int which, fixed_t scale)
{
textures[which].yscale = scale == 0 ? FRACUNIT : scale;
}
void SetTextureYScale(fixed_t scale)
{
textures[top].yscale = textures[mid].yscale = textures[bottom].yscale = scale == 0 ? FRACUNIT : scale;
}
fixed_t GetTextureYScale(int which) const
{
return textures[which].yscale;
}
void MultiplyTextureYScale(int which, fixed_t delta)
{
textures[which].yscale = FixedMul(textures[which].yscale, delta);
}
DInterpolation *SetInterpolation(int position);
void StopInterpolation(int position);
vertex_t *V1() const;
vertex_t *V2() const;
//For GL
FLightNode * lighthead; // all blended lights that may affect this wall
seg_t **segs; // all segs belonging to this sidedef in ascending order. Used for precise rendering
int numsegs;
};
FArchive &operator<< (FArchive &arc, side_t::part &p);
struct line_t
{
vertex_t *v1, *v2; // vertices, from v1 to v2
fixed_t dx, dy; // precalculated v2 - v1 for side checking
DWORD flags;
DWORD activation; // activation type
int special;
fixed_t Alpha; // <--- translucency (0=invisibile, FRACUNIT=opaque)
2006-04-16 13:29:50 +00:00
int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width)
side_t *sidedef[2];
fixed_t bbox[4]; // bounding box, for the extent of the LineDef.
sector_t *frontsector, *backsector;
int validcount; // if == validcount, already checked
int locknumber; // [Dusk] lock number for special
unsigned portalindex;
TObjPtr<ASkyViewpoint> skybox;
// returns true if the portal is crossable by actors
bool isLinePortal() const
{
return portalindex >= linePortals.Size() ? false : !!(linePortals[portalindex].mFlags & PORTF_PASSABLE);
}
// returns true if the portal needs to be handled by the renderer
bool isVisualPortal() const
{
return portalindex >= linePortals.Size() ? false : !!(linePortals[portalindex].mFlags & PORTF_VISIBLE);
}
line_t *getPortalDestination() const
{
return portalindex >= linePortals.Size() ? (line_t*)NULL : linePortals[portalindex].mDestination;
}
int getPortalAlignment() const
{
return portalindex >= linePortals.Size() ? 0 : linePortals[portalindex].mAlign;
}
};
// 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 a AActor 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.
struct msecnode_t
{
sector_t *m_sector; // a sector containing this object
AActor *m_thing; // this object
struct msecnode_t *m_tprev; // prev msecnode_t for this thing
struct msecnode_t *m_tnext; // next msecnode_t for this thing
struct msecnode_t *m_sprev; // prev msecnode_t for this sector
struct msecnode_t *m_snext; // next msecnode_t for this sector
bool visited; // killough 4/4/98, 4/7/98: used in search algorithms
};
struct FPolyNode;
struct FMiniBSP;
//
// The LineSeg.
//
struct seg_t
{
vertex_t* v1;
vertex_t* v2;
side_t* sidedef;
line_t* linedef;
// Sector references. Could be retrieved from linedef, too.
sector_t* frontsector;
sector_t* backsector; // NULL for one-sided lines
seg_t* PartnerSeg;
subsector_t* Subsector;
float sidefrac; // relative position of seg's ending vertex on owning sidedef
};
struct glsegextra_t
{
DWORD PartnerSeg;
subsector_t *Subsector;
};
extern seg_t *segs;
//
// 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.
//
enum
{
SSECF_DEGENERATE = 1,
SSECF_DRAWN = 2,
SSECF_POLYORG = 4,
};
struct FPortalCoverage
{
DWORD * subsectors;
int sscount;
};
struct subsector_t
{
sector_t *sector;
FPolyNode *polys;
FMiniBSP *BSP;
seg_t *firstline;
sector_t *render_sector;
DWORD numlines;
int flags;
void BuildPolyBSP();
// subsector related GL data
FLightNode * lighthead; // Light nodes (blended and additive)
int validcount;
short mapsection;
char hacked; // 1: is part of a render hack
// 2: has one-sided walls
FPortalCoverage portalcoverage[2];
};
//
// BSP node.
//
struct node_t
{
// Partition line.
fixed_t x;
fixed_t y;
fixed_t dx;
fixed_t dy;
fixed_t bbox[2][4]; // Bounding box for each child.
float len;
union
{
void *children[2]; // If bit 0 is set, it's a subsector.
int intchildren[2]; // Used by nodebuilder.
};
};
// An entire BSP tree.
struct FMiniBSP
{
bool bDirty;
TArray<node_t> Nodes;
TArray<seg_t> Segs;
TArray<subsector_t> Subsectors;
TArray<vertex_t> Verts;
};
//
// OTHER TYPES
//
typedef BYTE lighttable_t; // This could be wider for >8 bit display.
// This encapsulates the fields of vissprite_t that can be altered by AlterWeaponSprite
struct visstyle_t
{
lighttable_t *colormap;
fixed_t alpha;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
FRenderStyle RenderStyle;
};
//----------------------------------------------------------------------------------
//
// The playsim can use different nodes than the renderer so this is
// not the same as R_PointInSubsector
//
//----------------------------------------------------------------------------------
subsector_t *P_PointInSubsector(fixed_t x, fixed_t y);
inline sector_t *P_PointInSector(fixed_t x, fixed_t y)
{
return P_PointInSubsector(x, y)->sector;
}
inline fixedvec3 AActor::PosRelative(AActor *other) const
{
return __pos + Displacements(Sector->PortalGroup, other->Sector->PortalGroup);
}
inline fixedvec3 AActor::PosRelative(sector_t *sec) const
{
return __pos + Displacements(Sector->PortalGroup, sec->PortalGroup);
}
inline fixedvec3 AActor::PosRelative(line_t *line) const
{
return __pos + Displacements(Sector->PortalGroup, line->frontsector->PortalGroup);
}
inline fixedvec3 PosRelative(const fixedvec3 &pos, line_t *line, sector_t *refsec = NULL)
{
return pos + Displacements(refsec->PortalGroup, line->frontsector->PortalGroup);
}
#endif