// 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" // 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" #include "dthinker.h" #define MAXWIDTH 2048 #define MAXHEIGHT 1536 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; // // 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. // struct vertex_s { fixed_t x, y; bool operator== (const vertex_s &other) { return x == other.x && y == other.y; } }; typedef struct vertex_s vertex_t; // Forward of LineDefs, for Sectors. struct line_s; class player_s; // // The SECTORS record, at runtime. // Stores things/mobjs. // class DSectorEffect; struct sector_t; 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_ACTOR (ASectorAction, AActor) public: void Destroy (); void BeginPlay (); void Activate (AActor *source); void Deactivate (AActor *source); virtual bool TriggerAction (AActor *triggerer, int activationType); protected: bool CheckTrigger (AActor *triggerer) const; }; 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 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 vertex v fixed_t ZatPoint (const vertex_t *v) const { return FixedMul (ic, -d - DMulScale16 (a, v->x, b, v->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); } // 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); } 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); } }; inline FArchive &operator<< (FArchive &arc, secplane_t &plane) { arc << plane.a << plane.b << plane.c << plane.d; //if (plane.c != 0) { // plane.c should always be non-0. Otherwise, the plane // would be perfectly vertical. plane.ic = DivScale32 (1, plane.c); } return arc; } // Ceiling/floor flags enum { SECF_ABSLIGHTING = 1 // floor/ceiling light is absolute, not relative }; // Misc sector flags enum { SECF_SILENT = 1, // actors in sector make no noise 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 }; struct FDynamicColormap; struct FLightStack { secplane_t Plane; // Plane above this light (points up) sector_t *Master; // Sector to get light from (NULL for owner) BITFIELD bBottom:1; // Light is from the bottom of a block? BITFIELD bFlooder:1; // Light floods lower lights until another flooder is reached? BITFIELD bOverlaps:1; // Plane overlaps the next one }; struct FExtraLight { short Tag; WORD NumLights; WORD NumUsedLights; FLightStack *Lights; // Lights arranged from top to bottom void InsertLight (const secplane_t &plane, line_s *line, int type); }; struct sector_t { // Member functions 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; // 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; fixed_t floortexz, ceilingtexz; // [RH] used for wall texture mapping // [RH] give floor and ceiling even more properties FDynamicColormap *ColorMap; // [RH] Per-sector colormap // killough 3/7/98: floor and ceiling texture offsets fixed_t floor_xoffs, floor_yoffs; fixed_t ceiling_xoffs, ceiling_yoffs; // [RH] floor and ceiling texture scales fixed_t floor_xscale, floor_yscale; fixed_t ceiling_xscale, ceiling_yscale; // [RH] floor and ceiling texture rotation angle_t floor_angle, ceiling_angle; fixed_t base_ceiling_angle, base_ceiling_yoffs; fixed_t base_floor_angle, base_floor_yoffs; BYTE FloorLight, CeilingLight; BYTE FloorFlags, CeilingFlags; short floorpic, ceilingpic; BYTE lightlevel; 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 fixed_t soundorg[3]; // 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 DSectorEffect *floordata; // jff 2/22/98 make thinkers on DSectorEffect *ceilingdata; // floors, ceilings, lighting, DSectorEffect *lightingdata; // independent of one another // 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_s **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_s *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] Misc 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. ASectorAction *SecActTarget; // [RH] The sky box to render for this sector. NULL means use a // regular sky. ASkyViewpoint *FloorSkyBox, *CeilingSkyBox; // Planes that partition this sector into different light zones. FExtraLight *ExtraLights; vertex_t *Triangle[3]; // Three points that can define a plane short oldspecial; //jff 2/16/98 remembers if sector WAS secret (automap) }; 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_ADDTRANS = 4, // Use additive instead of normal translucency WALLF_AUTOCONTRAST = 8, // Automatically handle fake contrast in side_s::GetLightLevel }; struct side_s { fixed_t textureoffset; // add this to the calculated texture column fixed_t rowoffset; // add this to the calculated texture top sector_t* sector; // Sector the SideDef is facing. DBaseDecal* AttachedDecals; // [RH] Decals bound to the wall short toptexture, bottomtexture, midtexture; // texture indices WORD linenum; DWORD LeftSide, RightSide; // [RH] Group walls into loops WORD TexelLength; SBYTE Light; BYTE Flags; int GetLightLevel (bool foggy, int baselight) const; }; typedef struct side_s side_t; // // Move clipping aid for LineDefs. // enum slopetype_t { ST_HORIZONTAL, ST_VERTICAL, ST_POSITIVE, ST_NEGATIVE }; struct line_s { vertex_t *v1, *v2; // vertices, from v1 to v2 fixed_t dx, dy; // precalculated v2 - v1 for side checking DWORD flags; byte special; // [RH] specials are only one byte (like Hexen) byte alpha; // <--- translucency (0-255/255=opaque) short id; // <--- same as tag or set with Line_SetIdentification int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width) int firstid, nextid; DWORD sidenum[2]; // sidenum[1] will be 0xffffffff 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 }; typedef struct line_s line_t; // 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. typedef struct msecnode_s { sector_t *m_sector; // a sector containing this object AActor *m_thing; // this object struct msecnode_s *m_tprev; // prev msecnode_t for this thing struct msecnode_s *m_tnext; // next msecnode_t for this thing struct msecnode_s *m_sprev; // prev msecnode_t for this sector struct msecnode_s *m_snext; // next msecnode_t for this sector BOOL visited; // killough 4/4/98, 4/7/98: used in search algorithms } msecnode_t; // // 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. // struct FPolyObj; typedef struct subsector_s { sector_t *sector; DWORD numlines; DWORD firstline; FPolyObj *poly; int validcount; fixed_t CenterX, CenterY; } subsector_t; // // The LineSeg. // struct seg_s { 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 subsector_t* Subsector; seg_s* PartnerSeg; BITFIELD bPolySeg:1; }; typedef struct seg_s seg_t; // ===== Polyobj data ===== typedef struct FPolyObj { int numsegs; seg_t **segs; fixed_t startSpot[3]; vertex_t *originalPts; // used as the base for the rotations vertex_t *prevPts; // use to restore the old point values angle_t angle; int tag; // reference tag assigned in HereticEd int bbox[4]; int validcount; int crush; // should the polyobj attempt to crush mobjs? bool bHurtOnTouch; // should the polyobj hurt anything it touches? int seqType; fixed_t size; // polyobj size (area of POLY_AREAUNIT == size of FRACUNIT) DThinker *specialdata; // pointer to a thinker, if the poly is moving } polyobj_t; // // BSP node. // struct node_s { // Partition line. fixed_t x; fixed_t y; fixed_t dx; fixed_t dy; fixed_t bbox[2][4]; // Bounding box for each child. union { void *children[2]; // If bit 0 is set, it's a subsector. int intchildren[2]; // Used by nodebuilder. }; }; typedef struct node_s node_t; typedef struct polyblock_s { polyobj_t *polyobj; struct polyblock_s *prev; struct polyblock_s *next; } polyblock_t; // posts are runs of non masked source pixels struct post_s { byte topdelta; // -1 is the last post in a column byte length; // length data bytes follows }; typedef struct post_s post_t; // column_t is a list of 0 or more post_t, (byte)-1 terminated typedef post_t column_t; // // OTHER TYPES // typedef byte lighttable_t; // This could be wider for >8 bit display. // Patches. // A patch holds one or more columns. // Patches are used for sprites and all masked pictures, and we compose // textures from the TEXTURE1/2 lists of patches. struct patch_t { SWORD width; // bounding box size SWORD height; SWORD leftoffset; // pixels to the left of origin SWORD topoffset; // pixels below the origin DWORD columnofs[8]; // only [width] used // the [0] is &columnofs[width] }; // Base texture class class FTexture { public: FTexture (); virtual ~FTexture (); SWORD LeftOffset, TopOffset; BYTE WidthBits, HeightBits; BYTE ScaleX, ScaleY; char Name[9]; BYTE UseType; // This texture's primary purpose BYTE bNoDecals:1; // Decals should not stick to texture BYTE bNoRemap0:1; // Do not remap color 0 (used by front layer of parallax skies) BYTE bWorldPanning:1; // Texture is panned in world units rather than texels BYTE bMasked:1; // Texture (might) have holes BYTE bAlphaTexture:1; // Texture is an alpha channel without color information BYTE bHasCanvas:1; // Texture is based off FCanvasTexture BYTE bWarped:2; // This is a warped texture. Used to avoid multiple warps on one texture WORD Rotations; enum // UseTypes { TEX_Any, TEX_Wall, TEX_Flat, TEX_Sprite, TEX_WallPatch, TEX_Build, TEX_SkinSprite, TEX_Decal, TEX_MiscPatch, TEX_FontChar, TEX_Override, // For patches between TX_START/TX_END TEX_Null, }; struct Span { WORD TopOffset; WORD Length; // A length of 0 terminates this column }; // Returns a single column of the texture virtual const BYTE *GetColumn (unsigned int column, const Span **spans_out) = 0; // Returns the whole texture, stored in column-major order virtual const BYTE *GetPixels () = 0; virtual void Unload () = 0; int GetWidth () { if (Width == 0xFFFF) { GetDimensions(); } return Width; } int GetHeight () { if (Width == 0xFFFF) { GetDimensions(); } return Height; } virtual void SetFrontSkyLayer(); void CopyToBlock (BYTE *dest, int dwidth, int dheight, int x, int y, const BYTE *translation=NULL); // Returns true if the next call to GetPixels() will return an image different from the // last call to GetPixels(). This should be considered valid only if a call to CheckModified() // is immediately followed by a call to GetPixels(). virtual bool CheckModified (); protected: WORD Width, Height, WidthMask; virtual void GetDimensions (); Span **CreateSpans (const BYTE *pixels) const; void FreeSpans (Span **spans) const; void CalcBitSize (); static void FlipSquareBlock (BYTE *block, int x, int y); static void FlipSquareBlockRemap (BYTE *block, int x, int y, const BYTE *remap); static void FlipNonSquareBlock (BYTE *blockto, const BYTE *blockfrom, int x, int y, int srcpitch); static void FlipNonSquareBlockRemap (BYTE *blockto, const BYTE *blockfrom, int x, int y, const BYTE *remap); }; // Texture manager class FTextureManager { public: FTextureManager (); ~FTextureManager (); // Get texture without translation FTexture *operator[] (int texnum) { if ((size_t)texnum >= Textures.Size()) return NULL; return Textures[texnum].Texture; } FTexture *operator[] (const char *texname) { int texnum = GetTexture (texname, FTexture::TEX_MiscPatch); return Textures[texnum].Texture; } // Get texture with translation FTexture *operator() (int texnum) { if ((size_t)texnum >= Textures.Size()) return NULL; return Textures[Translation[texnum]].Texture; } FTexture *operator() (const char *texname) { int texnum = GetTexture (texname, FTexture::TEX_MiscPatch); return Textures[Translation[texnum]].Texture; } void SetTranslation (int fromtexnum, int totexnum) { if ((size_t)fromtexnum < Translation.Size()) { if ((size_t)totexnum >= Textures.Size()) { totexnum = fromtexnum; } Translation[fromtexnum] = totexnum; } } enum { TEXMAN_TryAny = 1, TEXMAN_Overridable = 2, }; int CheckForTexture (const char *name, int usetype, BITFIELD flags=TEXMAN_TryAny); int GetTexture (const char *name, int usetype, BITFIELD flags=0); void WriteTexture (FArchive &arc, int picnum); int ReadTexture (FArchive &arc); void AddTexturesLump (const void *lumpdata, int lumpsize, int patcheslump, int firstdup=0, bool texture1=false); void AddTexturesLumps (int lump1, int lump2, int patcheslump); void AddFlats (); void AddSprites (); void AddPatches (int lumpnum); void AddTiles (void *tileFile); void AddExtraTextures (); // Adds patches in the ns_newtextures namespace static FTexture *DoCreateTexture (int lumpnum, int usetype=FTexture::TEX_Any); int CreateTexture (int lumpnum, int usetype=FTexture::TEX_Any); // Also calls AddTexture int AddTexture (FTexture *texture); int AddPatch (const char *patchname, int namespc=0); // Replaces one texture with another. The new texture will be assigned // the same name, slot, and use type as the texture it is replacing. // The old texture will no longer be managed. Set free true if you want // the old texture to be deleted or set it false if you want it to // be left alone in memory. You will still need to delete it at some // point, because the texture manager no longer knows about it. // This function can be used for such things as warping textures. void ReplaceTexture (int picnum, FTexture *newtexture, bool free); void UnloadAll (); int NumTextures () const { return (int)Textures.Size(); } private: struct TextureHash { FTexture *Texture; WORD HashNext; }; enum { HASH_END = 0xFFFF, HASH_SIZE = 1027 }; TArray Textures; TArray Translation; WORD HashFirst[HASH_SIZE]; int DefaultTexture; }; extern FTextureManager TexMan; // 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; // for fake floor clipping fixed_t gz, 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 idepth; // 1/z fixed_t texturemid; DWORD AlphaColor; 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 fixed_t alpha; fixed_t floorclip; FTexture *pic; short renderflags; WORD Translation; // [RH] for color translation BYTE RenderStyle; BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on BYTE bSplitSprite; // [RH] Sprite was split by a drawseg }; 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 { WORD 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 { char name[5]; BYTE numframes; WORD spriteframes; }; extern TArray SpriteFrames; // // [RH] Internal "skin" definition. // class FPlayerSkin { public: char name[17]; // 16 chars + NULL char face[3]; byte gender; // This skin's gender (not really used) byte range0start; byte range0end; byte scale; bool othergame; // [GRB] int sprite; int crouchsprite; int namespc; // namespace for this skin }; #endif