mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-16 15:21:02 +00:00
1806e47e43
- added Sector_SetTranslucent special so set translucency of portal planes at run time. - added 'additive' information for portal planes. This is no-op at the moment because the flat drawers can't handle additive translucency yet though. SVN r3149 (trunk)
1214 lines
29 KiB
C++
1214 lines
29 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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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_H__
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#define __R_DEFS_H__
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#include "doomdef.h"
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#include "templates.h"
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#include "memarena.h"
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// Some more or less basic data types
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// we depend on.
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#include "m_fixed.h"
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// We rely on the thinker data struct
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// to handle sound origins in sectors.
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// SECTORS do store MObjs anyway.
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#include "actor.h"
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#include "dthinker.h"
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#include "farchive.h"
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#define MAXWIDTH 2560
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#define MAXHEIGHT 1600
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const WORD NO_INDEX = 0xffffu;
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const DWORD NO_SIDE = 0xffffffffu;
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// Silhouette, needed for clipping Segs (mainly)
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// and sprites representing things.
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enum
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{
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SIL_NONE,
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SIL_BOTTOM,
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SIL_TOP,
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SIL_BOTH
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};
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extern size_t MaxDrawSegs;
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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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enum
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{
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VERTEXFLAG_ZCeilingEnabled = 0x01,
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VERTEXFLAG_ZFloorEnabled = 0x02
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};
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struct vertexdata_t
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{
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fixed_t zCeiling, zFloor;
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DWORD flags;
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};
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struct vertex_t
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{
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fixed_t x, y;
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bool operator== (const vertex_t &other)
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{
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return x == other.x && y == other.y;
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}
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void clear()
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{
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x = y = 0;
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}
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};
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// Forward of LineDefs, for Sectors.
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struct line_t;
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class player_t;
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class FScanner;
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class FBitmap;
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struct FCopyInfo;
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class DInterpolation;
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enum
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{
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UDMF_Line,
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UDMF_Side,
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UDMF_Sector,
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UDMF_Thing
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};
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struct FUDMFKey
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{
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enum
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{
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UDMF_Int,
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UDMF_Float,
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UDMF_String
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};
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FName Key;
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int Type;
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int IntVal;
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double FloatVal;
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FString StringVal;
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FUDMFKey()
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{
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}
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FUDMFKey& operator =(int val)
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{
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Type = UDMF_Int;
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IntVal = val;
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FloatVal = val;
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StringVal = "";
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return *this;
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}
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FUDMFKey& operator =(double val)
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{
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Type = UDMF_Float;
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IntVal = int(val);
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FloatVal = val;
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StringVal = "";
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return *this;
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}
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FUDMFKey& operator =(const FString &val)
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{
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Type = UDMF_String;
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IntVal = strtol(val, NULL, 0);
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FloatVal = strtod(val, NULL);
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StringVal = val;
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return *this;
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}
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};
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class FUDMFKeys : public TArray<FUDMFKey>
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{
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public:
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void Sort();
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FUDMFKey *Find(FName key);
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};
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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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class DSectorEffect;
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struct sector_t;
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struct line_t;
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struct FRemapTable;
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enum
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{
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SECSPAC_Enter = 1, // Trigger when player enters
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SECSPAC_Exit = 2, // Trigger when player exits
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SECSPAC_HitFloor = 4, // Trigger when player hits floor
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SECSPAC_HitCeiling = 8, // Trigger when player hits ceiling
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SECSPAC_Use = 16, // Trigger when player uses
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SECSPAC_UseWall = 32, // Trigger when player uses a wall
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SECSPAC_EyesDive = 64, // Trigger when player eyes go below fake floor
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SECSPAC_EyesSurface = 128, // Trigger when player eyes go above fake floor
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SECSPAC_EyesBelowC = 256, // Trigger when player eyes go below fake ceiling
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SECSPAC_EyesAboveC = 512, // Trigger when player eyes go above fake ceiling
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SECSPAC_HitFakeFloor= 1024, // Trigger when player hits fake floor
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};
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class ASectorAction : public AActor
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{
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DECLARE_CLASS (ASectorAction, AActor)
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public:
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void Destroy ();
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void BeginPlay ();
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void Activate (AActor *source);
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void Deactivate (AActor *source);
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virtual bool TriggerAction (AActor *triggerer, int activationType);
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protected:
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bool CheckTrigger (AActor *triggerer) const;
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};
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class ASkyViewpoint;
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struct secplane_t
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{
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// the plane is defined as a*x + b*y + c*z + d = 0
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// ic is 1/c, for faster Z calculations
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fixed_t a, b, c, d, ic;
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// Returns the value of z at (0,0) This is used by the 3D floor code which does not handle slopes
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fixed_t Zat0 () const
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{
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return ic < 0? d:-d;
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}
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// Returns the value of z at (x,y)
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fixed_t ZatPoint (fixed_t x, fixed_t y) const
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{
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return FixedMul (ic, -d - DMulScale16 (a, x, b, y));
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}
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// Returns the value of z at (x,y) as a double
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double ZatPoint (double x, double y) const
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{
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return (d + a*x + b*y) * ic / (-65536.0 * 65536.0);
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}
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// Returns the value of z at vertex v
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fixed_t ZatPoint (const vertex_t *v) const
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{
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return FixedMul (ic, -d - DMulScale16 (a, v->x, b, v->y));
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}
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// Returns the value of z at (x,y) if d is equal to dist
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fixed_t ZatPointDist (fixed_t x, fixed_t y, fixed_t dist) const
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{
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return FixedMul (ic, -dist - DMulScale16 (a, x, b, y));
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}
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// Returns the value of z at vertex v if d is equal to dist
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fixed_t ZatPointDist (const vertex_t *v, fixed_t dist)
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{
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return FixedMul (ic, -dist - DMulScale16 (a, v->x, b, v->y));
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}
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// Flips the plane's vertical orientiation, so that if it pointed up,
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// it will point down, and vice versa.
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void FlipVert ()
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{
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a = -a;
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b = -b;
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c = -c;
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d = -d;
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ic = -ic;
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}
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// Returns true if 2 planes are the same
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bool operator== (const secplane_t &other) const
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{
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return a == other.a && b == other.b && c == other.c && d == other.d;
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}
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// Returns true if 2 planes are different
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bool operator!= (const secplane_t &other) const
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{
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return a != other.a || b != other.b || c != other.c || d != other.d;
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}
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// Moves a plane up/down by hdiff units
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void ChangeHeight (fixed_t hdiff)
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{
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d = d - FixedMul (hdiff, c);
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}
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// Moves a plane up/down by hdiff units
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fixed_t GetChangedHeight (fixed_t hdiff)
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{
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return d - FixedMul (hdiff, c);
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}
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// Returns how much this plane's height would change if d were set to oldd
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fixed_t HeightDiff (fixed_t oldd) const
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{
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return FixedMul (oldd - d, ic);
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}
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// Returns how much this plane's height would change if d were set to oldd
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fixed_t HeightDiff (fixed_t oldd, fixed_t newd) const
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{
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return FixedMul (oldd - newd, ic);
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}
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fixed_t PointToDist (fixed_t x, fixed_t y, fixed_t z) const
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{
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return -TMulScale16 (a, x, y, b, z, c);
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}
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fixed_t PointToDist (const vertex_t *v, fixed_t z) const
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{
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return -TMulScale16 (a, v->x, b, v->y, z, c);
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}
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};
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inline FArchive &operator<< (FArchive &arc, secplane_t &plane)
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{
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arc << plane.a << plane.b << plane.c << plane.d;
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//if (plane.c != 0)
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{ // plane.c should always be non-0. Otherwise, the plane
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// would be perfectly vertical.
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plane.ic = DivScale32 (1, plane.c);
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}
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return arc;
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}
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#include "p_3dfloors.h"
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// Ceiling/floor flags
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enum
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{
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PLANEF_ABSLIGHTING = 1, // floor/ceiling light is absolute, not relative
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PLANEF_BLOCKED = 2, // can not be moved anymore.
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PLANEF_ADDITIVE = 4, // rendered additive
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};
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// Internal sector flags
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enum
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{
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SECF_FAKEFLOORONLY = 2, // when used as heightsec in R_FakeFlat, only copies floor
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SECF_CLIPFAKEPLANES = 4, // as a heightsec, clip planes to target sector's planes
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SECF_NOFAKELIGHT = 8, // heightsec does not change lighting
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SECF_IGNOREHEIGHTSEC= 16, // heightsec is only for triggering sector actions
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SECF_UNDERWATER = 32, // sector is underwater
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SECF_FORCEDUNDERWATER= 64, // sector is forced to be underwater
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SECF_UNDERWATERMASK = 32+64,
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SECF_DRAWN = 128, // sector has been drawn at least once
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SECF_HIDDEN = 256, // Do not draw on textured automap
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};
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enum
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{
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SECF_SILENT = 1, // actors in sector make no noise
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SECF_NOFALLINGDAMAGE= 2, // No falling damage in this sector
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SECF_FLOORDROP = 4, // all actors standing on this floor will remain on it when it lowers very fast.
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SECF_NORESPAWN = 8, // players can not respawn in this sector
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};
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enum
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{
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PL_SKYFLAT = 0x40000000
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};
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struct FDynamicColormap;
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struct FLinkedSector
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{
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sector_t *Sector;
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int Type;
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};
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// this substructure contains a few sector properties that are stored in dynamic arrays
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// These must not be copied by R_FakeFlat etc. or bad things will happen.
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struct extsector_t
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{
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// Boom sector transfer information
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struct fakefloor
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{
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TArray<sector_t *> Sectors;
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} FakeFloor;
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// 3DMIDTEX information
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struct midtex
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{
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struct plane
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{
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TArray<sector_t *> AttachedSectors; // all sectors containing 3dMidtex lines attached to this sector
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TArray<line_t *> AttachedLines; // all 3dMidtex lines attached to this sector
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} Floor, Ceiling;
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} Midtex;
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// Linked sector information
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struct linked
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{
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struct plane
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{
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TArray<FLinkedSector> Sectors;
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} Floor, Ceiling;
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} Linked;
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// 3D floors
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struct xfloor
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{
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TDeletingArray<F3DFloor *> ffloors; // 3D floors in this sector
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TArray<lightlist_t> lightlist; // 3D light list
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TArray<sector_t*> attached; // 3D floors attached to this sector
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} XFloor;
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void Serialize(FArchive &arc);
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};
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struct FTransform
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{
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// killough 3/7/98: floor and ceiling texture offsets
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fixed_t xoffs, yoffs;
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// [RH] floor and ceiling texture scales
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fixed_t xscale, yscale;
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// [RH] floor and ceiling texture rotation
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angle_t angle;
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// base values
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fixed_t base_angle, base_yoffs;
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};
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struct sector_t
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{
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// Member functions
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bool IsLinked(sector_t *other, bool ceiling) const;
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fixed_t FindLowestFloorSurrounding (vertex_t **v) const;
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fixed_t FindHighestFloorSurrounding (vertex_t **v) const;
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fixed_t FindNextHighestFloor (vertex_t **v) const;
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fixed_t FindNextLowestFloor (vertex_t **v) const;
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fixed_t FindLowestCeilingSurrounding (vertex_t **v) const; // jff 2/04/98
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fixed_t FindHighestCeilingSurrounding (vertex_t **v) const; // jff 2/04/98
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fixed_t FindNextLowestCeiling (vertex_t **v) const; // jff 2/04/98
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fixed_t FindNextHighestCeiling (vertex_t **v) const; // jff 2/04/98
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fixed_t FindShortestTextureAround () const; // jff 2/04/98
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fixed_t FindShortestUpperAround () const; // jff 2/04/98
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sector_t *FindModelFloorSector (fixed_t floordestheight) const; // jff 2/04/98
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sector_t *FindModelCeilingSector (fixed_t floordestheight) const; // jff 2/04/98
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int FindMinSurroundingLight (int max) const;
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sector_t *NextSpecialSector (int type, sector_t *prev) const; // [RH]
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fixed_t FindLowestCeilingPoint (vertex_t **v) const;
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fixed_t FindHighestFloorPoint (vertex_t **v) const;
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void AdjustFloorClip () const;
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void SetColor(int r, int g, int b, int desat);
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void SetFade(int r, int g, int b);
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void ClosestPoint(fixed_t x, fixed_t y, fixed_t &ox, fixed_t &oy) const;
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DInterpolation *SetInterpolation(int position, bool attach);
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void StopInterpolation(int position);
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enum
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{
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floor,
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ceiling
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};
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struct splane
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{
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FTransform xform;
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int Flags;
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int Light;
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fixed_t alpha;
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FTextureID Texture;
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fixed_t TexZ;
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};
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splane planes[2];
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void SetXOffset(int pos, fixed_t o)
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{
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planes[pos].xform.xoffs = o;
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}
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void AddXOffset(int pos, fixed_t o)
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{
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planes[pos].xform.xoffs += o;
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}
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fixed_t GetXOffset(int pos) const
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{
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return planes[pos].xform.xoffs;
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}
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void SetYOffset(int pos, fixed_t o)
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{
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planes[pos].xform.yoffs = o;
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}
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void AddYOffset(int pos, fixed_t o)
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{
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planes[pos].xform.yoffs += o;
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}
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fixed_t GetYOffset(int pos, bool addbase = true) const
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{
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if (!addbase)
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{
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return planes[pos].xform.yoffs;
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}
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else
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{
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return planes[pos].xform.yoffs + planes[pos].xform.base_yoffs;
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}
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}
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void SetXScale(int pos, fixed_t o)
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{
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planes[pos].xform.xscale = o;
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}
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fixed_t GetXScale(int pos) const
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{
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return planes[pos].xform.xscale;
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}
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void SetYScale(int pos, fixed_t o)
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{
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planes[pos].xform.yscale = o;
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}
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fixed_t GetYScale(int pos) const
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{
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return planes[pos].xform.yscale;
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}
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void SetAngle(int pos, angle_t o)
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{
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planes[pos].xform.angle = o;
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}
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angle_t GetAngle(int pos, bool addbase = true) const
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{
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if (!addbase)
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{
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return planes[pos].xform.angle;
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}
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else
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{
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return planes[pos].xform.angle + planes[pos].xform.base_angle;
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}
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}
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void SetBase(int pos, fixed_t y, angle_t o)
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{
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planes[pos].xform.base_yoffs = y;
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planes[pos].xform.base_angle = o;
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}
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void SetAlpha(int pos, fixed_t o)
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{
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planes[pos].alpha = o;
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}
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fixed_t GetAlpha(int pos) const
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{
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return planes[pos].alpha;
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}
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int GetFlags(int pos) const
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{
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return planes[pos].Flags;
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}
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void ChangeFlags(int pos, int And, int Or)
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|
{
|
|
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 SetPlaneTexZ(int pos, fixed_t val)
|
|
{
|
|
planes[pos].TexZ = val;
|
|
}
|
|
|
|
void ChangePlaneTexZ(int pos, fixed_t val)
|
|
{
|
|
planes[pos].TexZ += val;
|
|
}
|
|
|
|
sector_t *GetHeightSec() const
|
|
{
|
|
return (heightsec &&
|
|
!(heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
|
|
!(this->e && this->e->XFloor.ffloors.Size())
|
|
)? heightsec : NULL;
|
|
}
|
|
|
|
void ChangeLightLevel(int newval)
|
|
{
|
|
lightlevel = (BYTE)clamp(lightlevel + newval, 0, 255);
|
|
}
|
|
|
|
void SetLightLevel(int newval)
|
|
{
|
|
lightlevel = (BYTE)clamp(newval, 0, 255);
|
|
}
|
|
|
|
int GetLightLevel() const
|
|
{
|
|
return lightlevel;
|
|
}
|
|
|
|
secplane_t &GetSecPlane(int pos)
|
|
{
|
|
return pos == floor? floorplane:ceilingplane;
|
|
}
|
|
|
|
bool PlaneMoving(int pos);
|
|
|
|
|
|
// 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
|
|
|
|
BYTE lightlevel;
|
|
|
|
TObjPtr<AActor> SoundTarget;
|
|
BYTE soundtraversed; // 0 = untraversed, 1,2 = sndlines -1
|
|
|
|
short special;
|
|
short tag;
|
|
int nexttag,firsttag; // killough 1/30/98: improves searches for tags.
|
|
|
|
int sky;
|
|
short seqType; // this sector's sound sequence
|
|
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;
|
|
|
|
// 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];
|
|
|
|
// 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)
|
|
short damage; // [RH] Damage to do while standing on floor
|
|
short mod; // [RH] Means-of-death for applied damage
|
|
|
|
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<ASkyViewpoint> FloorSkyBox, CeilingSkyBox;
|
|
|
|
short secretsector; //jff 2/16/98 remembers if sector WAS secret (automap)
|
|
int sectornum; // for comparing sector copies
|
|
|
|
extsector_t * e; // This stores data that requires construction/destruction. Such data must not be copied by R_FakeFlat.
|
|
};
|
|
|
|
FArchive &operator<< (FArchive &arc, sector_t::splane &p);
|
|
|
|
|
|
struct ReverbContainer;
|
|
struct zone_t
|
|
{
|
|
ReverbContainer *Environment;
|
|
};
|
|
|
|
|
|
//
|
|
// The SideDef.
|
|
//
|
|
|
|
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.
|
|
};
|
|
|
|
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.
|
|
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, int *fake = 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;
|
|
};
|
|
|
|
FArchive &operator<< (FArchive &arc, side_t::part &p);
|
|
|
|
//
|
|
// Move clipping aid for LineDefs.
|
|
//
|
|
enum slopetype_t
|
|
{
|
|
ST_HORIZONTAL,
|
|
ST_VERTICAL,
|
|
ST_POSITIVE,
|
|
ST_NEGATIVE
|
|
};
|
|
|
|
|
|
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)
|
|
int id; // <--- same as tag or set with Line_SetIdentification
|
|
int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width)
|
|
int firstid, nextid;
|
|
side_t *sidedef[2];
|
|
//DWORD sidenum[2]; // sidenum[1] will be NO_SIDE if one sided
|
|
fixed_t bbox[4]; // bounding box, for the extent of the LineDef.
|
|
slopetype_t slopetype; // To aid move clipping.
|
|
sector_t *frontsector, *backsector;
|
|
int validcount; // if == validcount, already checked
|
|
};
|
|
|
|
// 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
|
|
};
|
|
|
|
struct glsegextra_t
|
|
{
|
|
DWORD PartnerSeg;
|
|
subsector_t *Subsector;
|
|
};
|
|
|
|
//
|
|
// 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 subsector_t
|
|
{
|
|
sector_t *sector;
|
|
FPolyNode *polys;
|
|
FMiniBSP *BSP;
|
|
seg_t *firstline;
|
|
sector_t *render_sector;
|
|
DWORD numlines;
|
|
int flags;
|
|
};
|
|
|
|
|
|
|
|
|
|
//
|
|
// 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
|
|
{
|
|
FMiniBSP();
|
|
|
|
bool bDirty;
|
|
|
|
TArray<node_t> Nodes;
|
|
TArray<seg_t> Segs;
|
|
TArray<subsector_t> Subsectors;
|
|
TArray<vertex_t> Verts;
|
|
};
|
|
|
|
|
|
|
|
// posts are runs of non masked source pixels
|
|
struct column_t
|
|
{
|
|
BYTE topdelta; // -1 is the last post in a column
|
|
BYTE length; // length data bytes follows
|
|
};
|
|
|
|
|
|
|
|
//
|
|
// OTHER TYPES
|
|
//
|
|
|
|
typedef BYTE lighttable_t; // This could be wider for >8 bit display.
|
|
|
|
// A vissprite_t is a thing
|
|
// that will be drawn during a refresh.
|
|
// I.e. a sprite object that is partly visible.
|
|
struct vissprite_t
|
|
{
|
|
short x1, x2;
|
|
fixed_t cx; // for line side calculation
|
|
fixed_t gx, gy, gz; // origin in world coordinates
|
|
angle_t angle;
|
|
fixed_t gzb, gzt; // global bottom / top for silhouette clipping
|
|
fixed_t startfrac; // horizontal position of x1
|
|
fixed_t xscale, yscale;
|
|
fixed_t xiscale; // negative if flipped
|
|
fixed_t depth;
|
|
fixed_t idepth; // 1/z
|
|
fixed_t texturemid;
|
|
DWORD FillColor;
|
|
lighttable_t *colormap;
|
|
sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling
|
|
sector_t *sector; // [RH] sector this sprite is in
|
|
F3DFloor *fakefloor;
|
|
F3DFloor *fakeceiling;
|
|
fixed_t alpha;
|
|
fixed_t floorclip;
|
|
union
|
|
{
|
|
FTexture *pic;
|
|
struct FVoxel *voxel;
|
|
};
|
|
BYTE bIsVoxel:1; // [RH] Use voxel instead of pic
|
|
BYTE bSplitSprite:1; // [RH] Sprite was split by a drawseg
|
|
BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on
|
|
short renderflags;
|
|
DWORD Translation; // [RH] for color translation
|
|
FRenderStyle RenderStyle;
|
|
};
|
|
|
|
enum
|
|
{
|
|
FAKED_Center,
|
|
FAKED_BelowFloor,
|
|
FAKED_AboveCeiling
|
|
};
|
|
|
|
//
|
|
// 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
|
|
//
|
|
struct spriteframe_t
|
|
{
|
|
struct FVoxelDef *Voxel;// voxel to use for this frame
|
|
FTextureID Texture[16]; // texture to use for view angles 0-15
|
|
WORD Flip; // flip (1 = flip) to use for view angles 0-15.
|
|
};
|
|
|
|
//
|
|
// A sprite definition:
|
|
// a number of animation frames.
|
|
//
|
|
|
|
struct spritedef_t
|
|
{
|
|
union
|
|
{
|
|
char name[5];
|
|
DWORD dwName;
|
|
};
|
|
BYTE numframes;
|
|
WORD spriteframes;
|
|
};
|
|
|
|
extern TArray<spriteframe_t> SpriteFrames;
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//
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// [RH] Internal "skin" definition.
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//
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class FPlayerSkin
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{
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public:
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char name[17]; // 16 chars + NULL
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char face[4]; // 3 chars ([MH] + NULL so can use as a C string)
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BYTE gender; // This skin's gender (not really used)
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BYTE range0start;
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BYTE range0end;
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bool othergame; // [GRB]
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fixed_t ScaleX;
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fixed_t ScaleY;
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int sprite;
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int crouchsprite;
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int namespc; // namespace for this skin
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};
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// [RH] Voxels from Build
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#define MAXVOXMIPS 5
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struct kvxslab_t
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{
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BYTE ztop; // starting z coordinate of top of slab
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BYTE zleng; // # of bytes in the color array - slab height
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BYTE backfacecull; // low 6 bits tell which of 6 faces are exposed
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BYTE col[1/*zleng*/];// color data from top to bottom
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};
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struct FVoxelMipLevel
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{
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FVoxelMipLevel();
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~FVoxelMipLevel();
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int SizeX;
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int SizeY;
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int SizeZ;
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fixed_t PivotX; // 24.8 fixed point
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fixed_t PivotY; // ""
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fixed_t PivotZ; // ""
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int *OffsetX;
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short *OffsetXY;
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BYTE *SlabData;
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};
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struct FVoxel
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{
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int LumpNum;
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int NumMips;
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BYTE *Palette;
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FVoxelMipLevel Mips[MAXVOXMIPS];
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FVoxel();
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~FVoxel();
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void Remap();
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};
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struct FVoxelDef
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{
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FVoxel *Voxel;
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int PlacedSpin; // degrees/sec to spin actors without MF_DROPPED set
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int DroppedSpin; // degrees/sec to spin actors with MF_DROPPED set
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fixed_t Scale;
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angle_t AngleOffset; // added to actor's angle to compensate for wrong-facing voxels
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};
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// [RH] A c-buffer. Used for keeping track of offscreen voxel spans.
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struct FCoverageBuffer
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{
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struct Span
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{
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Span *NextSpan;
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short Start, Stop;
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};
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FCoverageBuffer(int size);
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~FCoverageBuffer();
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void Clear();
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void InsertSpan(int listnum, int start, int stop);
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Span *AllocSpan();
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FMemArena SpanArena;
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Span **Spans; // [0..NumLists-1] span lists
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Span *FreeSpans;
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unsigned int NumLists;
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};
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#endif
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