//----------------------------------------------------------------------------- // // 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 #include #include #include "tarray.h" #include "name.h" #include "zstring.h" #include "cmdlib.h" class PClassActor; typedef TMap FClassMap; #include "basics.h" #include "printf.h" // Bounding box coordinate storage. #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, }; class FTextureID { friend class FTextureManager; friend void R_InitSpriteDefs(); public: FTextureID() = default; 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! // 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) {} }; enum class ELightMode : int8_t { NotSet = -1, LinearStandard = 0, DoomBright = 1, Doom = 2, DoomDark = 3, DoomLegacy = 4, ZDoomSoftware = 8, DoomSoftware = 16 }; // always use our own definition for consistency. #ifdef M_PI #undef M_PI #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); } // 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" #define SECTION_FREG "__DATA,freg" #define SECTION_GREG "__DATA,greg" #define SECTION_MREG "__DATA,mreg" #define SECTION_YREG "__DATA,yreg" #else #define SECTION_AREG "areg" #define SECTION_CREG "creg" #define SECTION_FREG "freg" #define SECTION_GREG "greg" #define SECTION_MREG "mreg" #define SECTION_YREG "yreg" #endif #endif