gzdoom/src/doomtype.h

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//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Simple basic typedefs, isolated here to make it easier
// separating modules.
//
//-----------------------------------------------------------------------------
#ifndef __DOOMTYPE__
#define __DOOMTYPE__
#ifdef _MSC_VER
// VC++ does not define PATH_MAX, but the Windows headers do define MAX_PATH.
// However, we want to avoid including the Windows headers in most of the
// source files, so we can't use it. So define PATH_MAX to be what MAX_PATH
// currently is:
#define PATH_MAX 260
// Disable warning about using unsized arrays in structs. It supports it just
// fine, and so do Clang and GCC, but the latter two don't warn about it.
#pragma warning(disable:4200)
#endif
#include <limits.h>
#include <tuple>
#include <algorithm>
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#include "tarray.h"
#include "name.h"
#include "zstring.h"
#include "cmdlib.h"
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class PClassActor;
typedef TMap<int, PClassActor *> FClassMap;
#include "basics.h"
#include "printf.h"
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// Bounding box coordinate storage.
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#include "palentry.h"
enum class ETextureType : uint8_t
{
Any,
Wall,
Flat,
Sprite,
WallPatch,
Build, // no longer used but needs to remain for ZScript
SkinSprite,
Decal,
MiscPatch,
FontChar,
Override, // For patches between TX_START/TX_END
Autopage, // Automap background - used to enable the use of FAutomapTexture
SkinGraphic,
Null,
FirstDefined,
SWCanvas,
};
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class FTextureID
{
friend class FTextureManager;
friend void R_InitSpriteDefs();
public:
FTextureID() = default;
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bool isNull() const { return texnum == 0; }
bool isValid() const { return texnum > 0; }
bool Exists() const { return texnum >= 0; }
void SetInvalid() { texnum = -1; }
void SetNull() { texnum = 0; }
bool operator ==(const FTextureID &other) const { return texnum == other.texnum; }
bool operator !=(const FTextureID &other) const { return texnum != other.texnum; }
FTextureID operator +(int offset) throw();
int GetIndex() const { return texnum; } // Use this only if you absolutely need the index!
void SetIndex(int index) { texnum = index; } // Use this only if you absolutely need the index!
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// The switch list needs these to sort the switches by texture index
int operator -(FTextureID other) const { return texnum - other.texnum; }
bool operator < (FTextureID other) const { return texnum < other.texnum; }
bool operator > (FTextureID other) const { return texnum > other.texnum; }
protected:
FTextureID(int num) { texnum = num; }
private:
int texnum;
};
// This is for the script interface which needs to do casts from int to texture.
class FSetTextureID : public FTextureID
{
public:
FSetTextureID(int v) : FTextureID(v) {}
};
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enum class ELightMode : int8_t
{
NotSet = -1,
LinearStandard = 0,
DoomBright = 1,
Doom = 2,
DoomDark = 3,
DoomLegacy = 4,
ZDoomSoftware = 8,
DoomSoftware = 16
};
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// always use our own definition for consistency.
#ifdef M_PI
#undef M_PI
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#endif
const double M_PI = 3.14159265358979323846; // matches value in gcc v2 math.h
inline float DEG2RAD(float deg)
{
return deg * float(M_PI / 180.0);
}
inline double DEG2RAD(double deg)
{
return deg * (M_PI / 180.0);
}
inline float RAD2DEG(float deg)
{
return deg * float(180. / M_PI);
}
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// Auto-registration sections for GCC.
// Apparently, you cannot do string concatenation inside section attributes.
#ifdef __MACH__
#define SECTION_AREG "__DATA,areg"
#define SECTION_CREG "__DATA,creg"
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#define SECTION_FREG "__DATA,freg"
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#define SECTION_GREG "__DATA,greg"
#define SECTION_MREG "__DATA,mreg"
#define SECTION_YREG "__DATA,yreg"
#else
#define SECTION_AREG "areg"
#define SECTION_CREG "creg"
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#define SECTION_FREG "freg"
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#define SECTION_GREG "greg"
#define SECTION_MREG "mreg"
#define SECTION_YREG "yreg"
#endif
#endif