gzdoom/src/p_3dfloors.h
Christoph Oelckers bd7476fb8d - untangled r_defs.h from actor.h
Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
2017-03-10 02:22:42 +01:00

137 lines
No EOL
4.5 KiB
C++

#ifndef __SECTORE_H
#define __SECTORE_H
// 3D floor flags. Most are the same as in Legacy but I added some for EDGE's and Vavoom's features as well.
typedef enum
{
FF_EXISTS = 0x1, //MAKE SURE IT'S VALID
FF_SOLID = 0x2, //Does it clip things?
FF_RENDERSIDES = 0x4, //Render the sides?
FF_RENDERPLANES = 0x8, //Render the floor/ceiling?
FF_RENDERALL = 0xC, //Render everything?
FF_SWIMMABLE = 0x10, //Can we swim?
FF_NOSHADE = 0x20, //Does it mess with the lighting?
FF_BOTHPLANES = 0x200, //Render both planes all the time?
FF_TRANSLUCENT = 0x800, //See through!
FF_FOG = 0x1000, //Fog "brush"?
FF_INVERTPLANES = 0x2000, //Reverse the plane visibility rules?
FF_ALLSIDES = 0x4000, //Render inside and outside sides?
FF_INVERTSIDES = 0x8000, //Only render inside sides?
FF_DOUBLESHADOW = 0x10000,//Make two lightlist entries to reset light?
FF_UPPERTEXTURE = 0x20000,
FF_LOWERTEXTURE = 0x40000,
FF_THINFLOOR = 0x80000, // EDGE
FF_SCROLLY = 0x100000, // EDGE - not yet implemented!!!
FF_FIX = 0x200000, // use floor of model sector as floor and floor of real sector as ceiling
FF_INVERTSECTOR = 0x400000, // swap meaning of sector planes
FF_DYNAMIC = 0x800000, // created by partitioning another 3D-floor due to overlap
FF_CLIPPED = 0x1000000, // split into several dynamic ffloors
FF_SEETHROUGH = 0x2000000,
FF_SHOOTTHROUGH = 0x4000000,
FF_FADEWALLS = 0x8000000, // Applies real fog to walls and doesn't blend the view
FF_ADDITIVETRANS = 0x10000000, // Render this floor with additive translucency
FF_FLOOD = 0x20000000, // extends towards the next lowest flooding or solid 3D floor or the bottom of the sector
FF_THISINSIDE = 0x40000000, // hack for software 3D with FF_BOTHPLANES
FF_RESET = 0x80000000, // light effect is completely reset, once interrupted
} ffloortype_e;
// This is for the purpose of Sector_SetContents:
enum : unsigned int
{
VC_EMPTY = 0, // Here's the original values of the color shifts in Vavoom, and in ARGB:
VC_WATER = 0x80825032, // 130, 80, 50, 128 -> 80.82.50.32 (was 0x101080)
VC_LAVA = 0x96FF5000, // 255, 80, 0, 150 -> 96.FF.50.00 (was 0xf0f010)
VC_NUKAGE = 0x9632FF32, // 50, 255, 50, 150 -> 96.32.FF.32 (was 0x108010)
VC_SLIME = 0x96001905, // 0, 25, 5, 150 -> 96.00.19.05 (was 0x287020)
VC_HELLSLIME = 0x96FF5000, // 255, 80, 0, 150 -> 96.FF.50.00 (wasn't covered)
VC_BLOOD = 0x96A00A0A, // 160, 16, 16, 150 -> 96.A0.0A.0A (was 0x801010)
VC_SLUDGE = 0x9680A080, // 128, 160, 128, 150 -> 96.80.A0.80 (wasn't covered)
VC_HAZARD = 0x8080A080, // 128, 160, 128, 128 -> 80.80.A0.80 (wasn't covered)
VC_BOOMWATER = 0x80004FA5, // Boom WATERMAP: -> 80.00.4F.A5 (wasn't covered)
VC_ALPHAMASK = 0xFF000000,
VC_COLORMASK = 0x00FFFFFF,
};
struct secplane_t;
struct FDynamicColormap;
struct line_t;
struct sector_t;
class AActor;
struct F3DFloor
{
struct planeref
{
secplane_t * plane;
const FTextureID * texture;
sector_t * model;
PalEntry * flatcolor;
int isceiling;
int vindex;
bool copied;
void copyPlane(planeref * other)
{
*this = *other;
copied = true;
}
};
planeref bottom;
planeref top;
short *toplightlevel;
unsigned int flags;
line_t* master;
sector_t * model;
sector_t * target;
int lastlight;
int alpha;
FDynamicColormap *GetColormap();
void UpdateColormap(FDynamicColormap *&map);
PalEntry GetBlend();
};
struct lightlist_t
{
secplane_t plane;
short * p_lightlevel;
FDynamicColormap * extra_colormap;
PalEntry blend;
int flags;
F3DFloor* lightsource;
F3DFloor* caster;
};
class player_t;
void P_PlayerOnSpecial3DFloor(player_t* player);
bool P_CheckFor3DFloorHit(AActor * mo, double z);
bool P_CheckFor3DCeilingHit(AActor * mo, double z);
void P_Recalculate3DFloors(sector_t *);
void P_RecalculateAttached3DFloors(sector_t * sec);
void P_RecalculateLights(sector_t *sector);
void P_RecalculateAttachedLights(sector_t *sector);
lightlist_t * P_GetPlaneLight(sector_t * , secplane_t * plane, bool underside);
void P_Spawn3DFloors( void );
struct FLineOpening;
void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef,
double x, double y, bool restrict);
secplane_t P_FindFloorPlane(sector_t * sector, const DVector3 &pos);
int P_Find3DFloor(sector_t * sec, const DVector3 &pos, bool above, bool floor, double &cmpz);
#endif