mirror of
https://github.com/ZDoom/gzdoom.git
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0bb9fc1e2d
as the empty string. Since that was the player class, this meant that any games with more than one class would pick a random class in multiplayer. - Fixed: FCanvasTexture::RenderView() should not have color 0 in its output. SVN r735 (trunk)
934 lines
27 KiB
C++
934 lines
27 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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// 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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#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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struct vertex_s
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{
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fixed_t x, y;
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bool operator== (const vertex_s &other)
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{
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return x == other.x && y == other.y;
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}
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};
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typedef struct vertex_s vertex_t;
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// Forward of LineDefs, for Sectors.
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struct line_s;
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class player_s;
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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 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_ACTOR (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 (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 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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// 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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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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// Ceiling/floor flags
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enum
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{
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SECF_ABSLIGHTING = 1 // floor/ceiling light is absolute, not relative
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};
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// Misc sector flags
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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_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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};
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struct FDynamicColormap;
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struct FLightStack
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{
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secplane_t Plane; // Plane above this light (points up)
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sector_t *Master; // Sector to get light from (NULL for owner)
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BITFIELD bBottom:1; // Light is from the bottom of a block?
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BITFIELD bFlooder:1; // Light floods lower lights until another flooder is reached?
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BITFIELD bOverlaps:1; // Plane overlaps the next one
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};
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struct FExtraLight
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{
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short Tag;
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WORD NumLights;
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WORD NumUsedLights;
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FLightStack *Lights; // Lights arranged from top to bottom
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void InsertLight (const secplane_t &plane, line_s *line, int type);
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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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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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// Member variables
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fixed_t CenterFloor () const { return floorplane.ZatPoint (soundorg[0], soundorg[1]); }
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fixed_t CenterCeiling () const { return ceilingplane.ZatPoint (soundorg[0], soundorg[1]); }
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// [RH] store floor and ceiling planes instead of heights
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secplane_t floorplane, ceilingplane;
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fixed_t floortexz, ceilingtexz; // [RH] used for wall texture mapping
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// [RH] give floor and ceiling even more properties
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FDynamicColormap *ColorMap; // [RH] Per-sector colormap
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// killough 3/7/98: floor and ceiling texture offsets
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fixed_t floor_xoffs, floor_yoffs;
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fixed_t ceiling_xoffs, ceiling_yoffs;
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// [RH] floor and ceiling texture scales
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fixed_t floor_xscale, floor_yscale;
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fixed_t ceiling_xscale, ceiling_yscale;
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// [RH] floor and ceiling texture rotation
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angle_t floor_angle, ceiling_angle;
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fixed_t base_ceiling_angle, base_ceiling_yoffs;
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fixed_t base_floor_angle, base_floor_yoffs;
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BYTE FloorLight, CeilingLight;
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BYTE FloorFlags, CeilingFlags;
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int floorpic, ceilingpic;
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BYTE lightlevel;
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AActor * SoundTarget;
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BYTE soundtraversed; // 0 = untraversed, 1,2 = sndlines -1
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short special;
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short tag;
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int nexttag,firsttag; // killough 1/30/98: improves searches for tags.
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int sky;
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short seqType; // this sector's sound sequence
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fixed_t soundorg[3]; // origin for any sounds played by the sector
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int validcount; // if == validcount, already checked
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AActor* thinglist; // list of mobjs in sector
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// killough 8/28/98: friction is a sector property, not an mobj property.
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// these fields used to be in AActor, but presented performance problems
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// when processed as mobj properties. Fix is to make them sector properties.
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fixed_t friction, movefactor;
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// thinker_t for reversable actions
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DSectorEffect *floordata; // jff 2/22/98 make thinkers on
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DSectorEffect *ceilingdata; // floors, ceilings, lighting,
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DSectorEffect *lightingdata; // independent of one another
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// jff 2/26/98 lockout machinery for stairbuilding
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SBYTE stairlock; // -2 on first locked -1 after thinker done 0 normally
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SWORD prevsec; // -1 or number of sector for previous step
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SWORD nextsec; // -1 or number of next step sector
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short linecount;
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struct line_s **lines; // [linecount] size
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// killough 3/7/98: support flat heights drawn at another sector's heights
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sector_t *heightsec; // other sector, or NULL if no other sector
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DWORD bottommap, midmap, topmap; // killough 4/4/98: dynamic colormaps
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// [RH] these can also be blend values if
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// the alpha mask is non-zero
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// list of mobjs that are at least partially in the sector
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// thinglist is a subset of touching_thinglist
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struct msecnode_s *touching_thinglist; // phares 3/14/98
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float gravity; // [RH] Sector gravity (1.0 is normal)
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short damage; // [RH] Damage to do while standing on floor
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short mod; // [RH] Means-of-death for applied damage
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WORD ZoneNumber; // [RH] Zone this sector belongs to
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WORD MoreFlags; // [RH] Misc sector flags
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// [RH] Action specials for sectors. Like Skull Tag, but more
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// flexible in a Bloody way. SecActTarget forms a list of actors
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// joined by their tracer fields. When a potential sector action
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// occurs, SecActTarget's TriggerAction method is called.
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ASectorAction *SecActTarget;
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// [RH] The sky box to render for this sector. NULL means use a
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// regular sky.
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ASkyViewpoint *FloorSkyBox, *CeilingSkyBox;
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// Planes that partition this sector into different light zones.
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FExtraLight *ExtraLights;
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vertex_t *Triangle[3]; // Three points that can define a plane
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short oldspecial; //jff 2/16/98 remembers if sector WAS secret (automap)
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};
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struct ReverbContainer;
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struct zone_t
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{
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ReverbContainer *Environment;
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};
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//
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// The SideDef.
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//
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class DBaseDecal;
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enum
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{
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WALLF_ABSLIGHTING = 1, // Light is absolute instead of relative
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WALLF_NOAUTODECALS = 2, // Do not attach impact decals to this wall
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WALLF_ADDTRANS = 4, // Use additive instead of normal translucency
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WALLF_AUTOCONTRAST = 8, // Automatically handle fake contrast in side_s::GetLightLevel
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};
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struct side_s
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{
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fixed_t textureoffset; // add this to the calculated texture column
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fixed_t rowoffset; // add this to the calculated texture top
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sector_t* sector; // Sector the SideDef is facing.
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DBaseDecal* AttachedDecals; // [RH] Decals bound to the wall
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int toptexture, bottomtexture, midtexture; // texture indices
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WORD linenum;
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DWORD LeftSide, RightSide; // [RH] Group walls into loops
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WORD TexelLength;
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SBYTE Light;
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BYTE Flags;
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int GetLightLevel (bool foggy, int baselight) const;
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};
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typedef struct side_s side_t;
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//
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// Move clipping aid for LineDefs.
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//
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enum slopetype_t
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{
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ST_HORIZONTAL,
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ST_VERTICAL,
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ST_POSITIVE,
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ST_NEGATIVE
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};
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struct line_s
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{
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vertex_t *v1, *v2; // vertices, from v1 to v2
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fixed_t dx, dy; // precalculated v2 - v1 for side checking
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DWORD flags;
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BYTE special; // [RH] specials are only one byte (like Hexen)
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BYTE alpha; // <--- translucency (0-255/255=opaque)
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short id; // <--- same as tag or set with Line_SetIdentification
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int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width)
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int firstid, nextid;
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DWORD sidenum[2]; // sidenum[1] will be 0xffffffff if one sided
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fixed_t bbox[4]; // bounding box, for the extent of the LineDef.
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slopetype_t slopetype; // To aid move clipping.
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sector_t *frontsector, *backsector;
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int validcount; // if == validcount, already checked
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};
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typedef struct line_s line_t;
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// phares 3/14/98
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//
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// Sector list node showing all sectors an object appears in.
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//
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// There are two threads that flow through these nodes. The first thread
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// starts at touching_thinglist in a sector_t and flows through the m_snext
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// links to find all mobjs that are entirely or partially in the sector.
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// The second thread starts at touching_sectorlist in a AActor and flows
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// through the m_tnext links to find all sectors a thing touches. This is
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// useful when applying friction or push effects to sectors. These effects
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// can be done as thinkers that act upon all objects touching their sectors.
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// As an mobj moves through the world, these nodes are created and
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// destroyed, with the links changed appropriately.
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//
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// For the links, NULL means top or end of list.
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typedef struct msecnode_s
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{
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sector_t *m_sector; // a sector containing this object
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AActor *m_thing; // this object
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struct msecnode_s *m_tprev; // prev msecnode_t for this thing
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struct msecnode_s *m_tnext; // next msecnode_t for this thing
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struct msecnode_s *m_sprev; // prev msecnode_t for this sector
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struct msecnode_s *m_snext; // next msecnode_t for this sector
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bool visited; // killough 4/4/98, 4/7/98: used in search algorithms
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} msecnode_t;
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//
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// A SubSector.
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// References a Sector.
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// Basically, this is a list of LineSegs indicating the visible walls that
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// define (all or some) sides of a convex BSP leaf.
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//
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struct FPolyObj;
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typedef struct subsector_s
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{
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sector_t *sector;
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DWORD numlines;
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DWORD firstline;
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FPolyObj *poly;
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int validcount;
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fixed_t CenterX, CenterY;
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} subsector_t;
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//
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// The LineSeg.
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//
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struct seg_s
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{
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vertex_t* v1;
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vertex_t* v2;
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side_t* sidedef;
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line_t* linedef;
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// Sector references. Could be retrieved from linedef, too.
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sector_t* frontsector;
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sector_t* backsector; // NULL for one-sided lines
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|
|
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]
|
|
};
|
|
|
|
class FileReader;
|
|
|
|
// All FTextures present their data to the world in 8-bit format, but if
|
|
// the source data is something else, this is it.
|
|
enum FTextureFormat
|
|
{
|
|
TEX_Pal,
|
|
TEX_Gray,
|
|
TEX_RGB, // Actually ARGB
|
|
TEX_DXT1,
|
|
TEX_DXT2,
|
|
TEX_DXT3,
|
|
TEX_DXT4,
|
|
TEX_DXT5,
|
|
};
|
|
|
|
class FNativeTexture;
|
|
|
|
// Base texture class
|
|
class FTexture
|
|
{
|
|
public:
|
|
static FTexture *CreateTexture(int lumpnum, int usetype);
|
|
virtual ~FTexture ();
|
|
|
|
SWORD LeftOffset, TopOffset;
|
|
|
|
BYTE WidthBits, HeightBits;
|
|
//BYTE ScaleX, ScaleY;
|
|
|
|
fixed_t xScale;
|
|
fixed_t yScale;
|
|
|
|
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
|
|
BYTE bIsPatch:1; // 1 if an FPatchTexture. Required to fix FMultipatchTexture::CheckForHacks
|
|
|
|
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_Autopage, // Automap background - used to enable the use of FAutomapTexture
|
|
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 int CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y);
|
|
int CopyTrueColorTranslated(BYTE *buffer, int buf_pitch, int buf_height, int x, int y, FRemapTable *remap);
|
|
virtual bool UseBasePalette();
|
|
virtual int GetSourceLump() { return -1; }
|
|
|
|
virtual void Unload () = 0;
|
|
|
|
// Returns the native pixel format for this image
|
|
virtual FTextureFormat GetFormat();
|
|
|
|
// Returns a native 3D representation of the texture
|
|
FNativeTexture *GetNative(bool wrapping);
|
|
|
|
// Frees the native 3D representation of the texture
|
|
void KillNative();
|
|
|
|
// Fill the native texture buffer with pixel data for this image
|
|
virtual void FillBuffer(BYTE *buff, int pitch, int height, FTextureFormat fmt);
|
|
|
|
int GetWidth () { return Width; }
|
|
int GetHeight () { return Height; }
|
|
|
|
int GetScaledWidth () { int foo = (Width << 17) / xScale; return (foo >> 1) + (foo & 1); }
|
|
int GetScaledHeight () { int foo = (Height << 17) / yScale; return (foo >> 1) + (foo & 1); }
|
|
|
|
int GetScaledLeftOffset () { int foo = (LeftOffset << 17) / xScale; return (foo >> 1) + (foo & 1); }
|
|
int GetScaledTopOffset () { int foo = (TopOffset << 17) / yScale; return (foo >> 1) + (foo & 1); }
|
|
|
|
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 ();
|
|
|
|
static void InitGrayMap();
|
|
|
|
void CopySize(FTexture *BaseTexture)
|
|
{
|
|
Width = BaseTexture->GetWidth();
|
|
Height = BaseTexture->GetHeight();
|
|
TopOffset = BaseTexture->TopOffset;
|
|
LeftOffset = BaseTexture->LeftOffset;
|
|
WidthBits = BaseTexture->WidthBits;
|
|
HeightBits = BaseTexture->HeightBits;
|
|
xScale = BaseTexture->xScale;
|
|
yScale = BaseTexture->yScale;
|
|
WidthMask = (1 << WidthBits) - 1;
|
|
}
|
|
|
|
void SetScaledSize(int fitwidth, int fitheight)
|
|
{
|
|
xScale = DivScale16(Width, fitwidth);
|
|
yScale = DivScale16(Height,fitheight);
|
|
// compensate for roundoff errors
|
|
if (MulScale16(xScale, fitwidth) != Width) xScale++;
|
|
if (MulScale16(yScale, fitheight) != Height) yScale++;
|
|
}
|
|
|
|
protected:
|
|
WORD Width, Height, WidthMask;
|
|
static BYTE GrayMap[256];
|
|
FNativeTexture *Native;
|
|
|
|
FTexture ();
|
|
|
|
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, int srcpitch, const BYTE *remap);
|
|
|
|
friend class D3DTex;
|
|
};
|
|
|
|
// 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;
|
|
}
|
|
FTexture *FindTexture(const char *texname, int usetype = FTexture::TEX_MiscPatch, BITFIELD flags = TEXMAN_TryAny);
|
|
|
|
// 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] = WORD(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);
|
|
int ListTextures (const char *name, TArray<int> &list);
|
|
|
|
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 AddGroup(int wadnum, const char * startlump, const char * endlump, int ns, int usetype);
|
|
void AddPatches (int lumpnum);
|
|
void AddTiles (void *tileFile);
|
|
void AddHiresTextures (int wadnum);
|
|
void LoadHiresTex(int wadnum);
|
|
|
|
int CreateTexture (int lumpnum, int usetype=FTexture::TEX_Any); // Also calls AddTexture
|
|
int AddTexture (FTexture *texture);
|
|
int AddPatch (const char *patchname, int namespc=0, bool tryany = false);
|
|
|
|
void LoadTextureX(int wadnum);
|
|
void AddTexturesForWad(int wadnum);
|
|
void Init();
|
|
|
|
// 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<TextureHash> Textures;
|
|
TArray<WORD> 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 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
|
|
fixed_t alpha;
|
|
fixed_t floorclip;
|
|
FTexture *pic;
|
|
short renderflags;
|
|
DWORD Translation; // [RH] for color translation
|
|
FRenderStyle 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<spriteframe_t> 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;
|
|
bool othergame; // [GRB]
|
|
fixed_t Scale;
|
|
int sprite;
|
|
int crouchsprite;
|
|
int namespc; // namespace for this skin
|
|
};
|
|
|
|
#endif
|