qzdoom/src/r_defs.h

851 lines
24 KiB
C
Raw Normal View History

// 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;
byte soundtraversed; // 0 = untraversed, 1,2 = sndlines -1
short special;
short tag;
int nexttag,firsttag; // killough 1/30/98: improves searches for tags.
2006-04-11 08:36:23 +00:00
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
2006-04-11 16:27:41 +00:00
short oldspecial; //jff 2/16/98 remembers if sector WAS secret (automap)
};
struct ReverbContainer;
struct zone_t
{
ReverbContainer *Environment;
};
//
// The SideDef.
//
2006-04-12 01:50:09 +00:00
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
2006-04-11 16:27:41 +00:00
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.
2006-04-12 01:50:09 +00:00
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
};
#define ML_ZONEBOUNDARY 0x00010000
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
short args[5]; // <--- hexen-style arguments
// note that these are shorts in order to support
// the tag parameter from DOOM.
2006-04-11 08:36:23 +00:00
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
2006-04-11 16:27:41 +00:00
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);
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
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<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 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<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;
byte scale;
byte game;
int sprite;
int namespc; // namespace for this skin
};
#endif