gzdoom/src/r_things.h
Christoph Oelckers faa9cc4302 - added a P_PointInSector function and replaced all calls to retrieve an
actor's sector in the game engine code with it. This way there's a clear
  distinction between renderer-specific and game-specific calls.


SVN r638 (trunk)
2007-12-25 10:07:58 +00:00

109 lines
2.8 KiB
C++

// 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:
// Rendering of moving objects, sprites.
//
//-----------------------------------------------------------------------------
#ifndef __R_THINGS__
#define __R_THINGS__
// [RH] Particle details
struct particle_t
{
fixed_t x,y,z;
fixed_t velx,vely,velz;
fixed_t accx,accy,accz;
BYTE ttl;
BYTE trans;
BYTE size;
BYTE fade;
int color;
WORD tnext;
WORD snext;
subsector_t * subsector;
};
extern WORD NumParticles;
extern WORD ActiveParticles;
extern WORD InactiveParticles;
extern particle_t *Particles;
const WORD NO_PARTICLE = 0xffff;
inline particle_t *NewParticle (void)
{
particle_t *result = NULL;
if (InactiveParticles != NO_PARTICLE)
{
result = Particles + InactiveParticles;
InactiveParticles = result->tnext;
result->tnext = ActiveParticles;
ActiveParticles = WORD(result - Particles);
}
return result;
}
void R_InitParticles ();
void R_DeinitParticles ();
void R_ClearParticles ();
void R_DrawParticle (vissprite_t *);
void R_ProjectParticle (particle_t *, const sector_t *sector, int shade, int fakeside);
void R_FindParticleSubsectors ();
extern TArray<WORD> ParticlesInSubsec;
extern int MaxVisSprites;
extern vissprite_t **vissprites, **firstvissprite;
extern vissprite_t **vissprite_p;
// Constant arrays used for psprite clipping
// and initializing clipping.
extern short zeroarray[MAXWIDTH];
extern short screenheightarray[MAXWIDTH];
// vars for R_DrawMaskedColumn
extern short* mfloorclip;
extern short* mceilingclip;
extern fixed_t spryscale;
extern fixed_t sprtopscreen;
extern bool sprflipvert;
extern fixed_t pspritexscale;
extern fixed_t pspriteyscale;
extern fixed_t pspritexiscale;
void R_DrawMaskedColumn (const BYTE *column, const FTexture::Span *spans);
void R_CacheSprite (spritedef_t *sprite);
void R_SortVisSprites (int (STACK_ARGS *compare)(const void *, const void *), size_t first);
void R_AddSprites (sector_t *sec, int lightlevel, int fakeside);
void R_AddPSprites ();
void R_DrawSprites ();
void R_InitSprites ();
void R_DeinitSprites ();
void R_ClearSprites ();
void R_DrawMasked ();
void R_ClipVisSprite (vissprite_t *vis, int xl, int xh);
#endif