mirror of
https://github.com/ZDoom/gzdoom.git
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187 lines
No EOL
6 KiB
C++
187 lines
No EOL
6 KiB
C++
#ifndef __SECTORE_H
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#define __SECTORE_H
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#define CenterSpot(sec) (vertex_t*)&(sec)->soundorg[0]
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#define _3DFLOORS
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// 3D floor flags. Most are the same as in Legacy but I added some for EDGE's and Vavoom's features as well.
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typedef enum
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{
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FF_EXISTS = 0x1, //MAKE SURE IT'S VALID
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FF_SOLID = 0x2, //Does it clip things?
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FF_RENDERSIDES = 0x4, //Render the sides?
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FF_RENDERPLANES = 0x8, //Render the floor/ceiling?
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FF_RENDERALL = 0xC, //Render everything?
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FF_SWIMMABLE = 0x10, //Can we swim?
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FF_NOSHADE = 0x20, //Does it mess with the lighting?
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FF_BOTHPLANES = 0x200, //Render both planes all the time?
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FF_TRANSLUCENT = 0x800, //See through!
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FF_FOG = 0x1000, //Fog "brush"?
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FF_INVERTPLANES = 0x2000, //Reverse the plane visibility rules?
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FF_ALLSIDES = 0x4000, //Render inside and outside sides?
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FF_INVERTSIDES = 0x8000, //Only render inside sides?
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FF_DOUBLESHADOW = 0x10000,//Make two lightlist entries to reset light?
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FF_UPPERTEXTURE = 0x20000,
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FF_LOWERTEXTURE = 0x40000,
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FF_THINFLOOR = 0x80000, // EDGE
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FF_SCROLLY = 0x100000, // EDGE - not yet implemented!!!
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FF_FIX = 0x200000, // use floor of model sector as floor and floor of real sector as ceiling
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FF_INVERTSECTOR = 0x400000, // swap meaning of sector planes
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FF_DYNAMIC = 0x800000, // created by partitioning another 3D-floor due to overlap
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FF_CLIPPED = 0x1000000, // split into several dynamic ffloors
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FF_SEETHROUGH = 0x2000000,
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FF_SHOOTTHROUGH = 0x4000000,
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FF_FADEWALLS = 0x8000000, // Applies real fog to walls and doesn't blend the view
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FF_ADDITIVETRANS = 0x10000000, // Render this floor with additive translucency
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FF_FLOOD = 0x20000000, // extends towards the next lowest flooding or solid 3D floor or the bottom of the sector
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FF_THISINSIDE = 0x40000000, // hack for software 3D with FF_BOTHPLANES
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} ffloortype_e;
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// This is for the purpose of Sector_SetContents:
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#ifdef _MSC_VER
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enum : unsigned int // MSVC is apparently the only compiler that supports this syntax
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#else
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enum
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#endif
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{
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VC_EMPTY = 0, // Here's the original values of the color shifts in Vavoom, and in ARGB:
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VC_WATER = 0x80825032, // 130, 80, 50, 128 -> 80.82.50.32 (was 0x101080)
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VC_LAVA = 0x96FF5000, // 255, 80, 0, 150 -> 96.FF.50.00 (was 0xf0f010)
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VC_NUKAGE = 0x9632FF32, // 50, 255, 50, 150 -> 96.32.FF.32 (was 0x108010)
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VC_SLIME = 0x96001905, // 0, 25, 5, 150 -> 96.00.19.05 (was 0x287020)
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VC_HELLSLIME = 0x96FF5000, // 255, 80, 0, 150 -> 96.FF.50.00 (wasn't covered)
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VC_BLOOD = 0x96A00A0A, // 160, 16, 16, 150 -> 96.A0.0A.0A (was 0x801010)
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VC_SLUDGE = 0x9680A080, // 128, 160, 128, 150 -> 96.80.A0.80 (wasn't covered)
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VC_HAZARD = 0x8080A080, // 128, 160, 128, 128 -> 80.80.A0.80 (wasn't covered)
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VC_BOOMWATER = 0x80004FA5, // Boom WATERMAP: -> 80.00.4F.A5 (wasn't covered)
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VC_ALPHAMASK = 0xFF000000,
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VC_COLORMASK = 0x00FFFFFF,
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};
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#ifdef _3DFLOORS
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struct secplane_t;
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struct FDynamicColormap;
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struct F3DFloor
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{
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struct planeref
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{
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secplane_t * plane;
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const FTextureID * texture;
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const fixed_t * texheight;
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sector_t * model;
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int isceiling;
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int vindex;
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bool copied;
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void copyPlane(planeref * other)
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{
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*this = *other;
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copied = true;
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}
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};
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planeref bottom;
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planeref top;
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short *toplightlevel;
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fixed_t delta;
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int flags;
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line_t* master;
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sector_t * model;
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sector_t * target;
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int lastlight;
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int alpha;
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// kg3D - for software
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short *floorclip;
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short *ceilingclip;
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int validcount;
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FDynamicColormap *GetColormap();
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void UpdateColormap(FDynamicColormap *&map);
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PalEntry GetBlend();
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};
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struct lightlist_t
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{
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secplane_t plane;
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short * p_lightlevel;
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FDynamicColormap * extra_colormap;
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PalEntry blend;
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int flags;
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F3DFloor* lightsource;
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F3DFloor* caster;
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};
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class player_s;
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void P_PlayerOnSpecial3DFloor(player_t* player);
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void P_Get3DFloorAndCeiling(AActor * thing, sector_t * sector, fixed_t * floorz, fixed_t * ceilingz, int * floorpic);
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bool P_CheckFor3DFloorHit(AActor * mo);
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bool P_CheckFor3DCeilingHit(AActor * mo);
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void P_Recalculate3DFloors(sector_t *);
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void P_RecalculateAttached3DFloors(sector_t * sec);
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void P_RecalculateLights(sector_t *sector);
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void P_RecalculateAttachedLights(sector_t *sector);
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lightlist_t * P_GetPlaneLight(sector_t * , secplane_t * plane, bool underside);
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void P_Spawn3DFloors( void );
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struct FLineOpening;
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void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef,
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fixed_t x, fixed_t y, fixed_t refx, fixed_t refy, bool restrict);
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secplane_t P_FindFloorPlane(sector_t * sector, fixed_t x, fixed_t y, fixed_t z);
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int P_Find3DFloor(sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool above, bool floor, fixed_t &cmpz);
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#else
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// Dummy definitions for disabled 3D floor code
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struct F3DFloor
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{
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int dummy;
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};
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struct lightlist_t
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{
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int dummy;
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};
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class player_s;
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inline void P_PlayerOnSpecial3DFloor(player_t* player) {}
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inline void P_Get3DFloorAndCeiling(AActor * thing, sector_t * sector, fixed_t * floorz, fixed_t * ceilingz, int * floorpic) {}
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inline bool P_CheckFor3DFloorHit(AActor * mo) { return false; }
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inline bool P_CheckFor3DCeilingHit(AActor * mo) { return false; }
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inline void P_Recalculate3DFloors(sector_t *) {}
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inline void P_RecalculateAttached3DFloors(sector_t * sec) {}
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inline lightlist_t * P_GetPlaneLight(sector_t * , secplane_t * plane, bool underside) { return NULL; }
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inline void P_Spawn3DFloors( void ) {}
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struct FLineOpening;
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inline void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef,
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fixed_t x, fixed_t y, fixed_t refx, fixed_t refy, bool restrict) {}
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//secplane_t P_FindFloorPlane(sector_t * sector, fixed_t x, fixed_t y, fixed_t z){return sector->floorplane;}
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#endif
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#endif |