qzdoom/src/r_defs.h
Randy Heit 0c9f735357 - Restored the old drawseg/sprite distance check from 2.0.63. The code that
replaced it did the check at the center of the area intersected by the
  sprite and the drawseg, whereas 2.0.63 only did the check at the location
  of the sprite on the map.


SVN r1411 (trunk)
2009-02-07 03:01:38 +00:00

990 lines
25 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:
// 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"
#include "farchive.h"
#define MAXWIDTH 2560
#define MAXHEIGHT 1600
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_t
{
fixed_t x, y;
bool operator== (const vertex_t &other)
{
return x == other.x && y == other.y;
}
};
// Forward of LineDefs, for Sectors.
struct line_t;
class player_t;
class FScanner;
class FBitmap;
struct FCopyInfo;
class DInterpolation;
//
// The SECTORS record, at runtime.
// Stores things/mobjs.
//
class DSectorEffect;
struct sector_t;
struct FRemapTable;
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_CLASS (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 (x,y) as a double
double ZatPoint (double x, double y) const
{
return (d + a*x + b*y) * ic / (-65536.0 * 65536.0);
}
// 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);
}
// Moves a plane up/down by hdiff units
fixed_t GetChangedHeight (fixed_t hdiff)
{
return 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);
}
// Returns how much this plane's height would change if d were set to oldd
fixed_t HeightDiff (fixed_t oldd, fixed_t newd) const
{
return FixedMul (oldd - newd, 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;
}
#include "p_3dfloors.h"
// Ceiling/floor flags
enum
{
SECF_ABSLIGHTING = 1 // floor/ceiling light is absolute, not relative
};
// Internal sector flags
enum
{
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,
SECF_DRAWN = 128, // sector has been drawn at least once
};
enum
{
SECF_SILENT = 1, // actors in sector make no noise
SECF_NOFALLINGDAMAGE= 2, // No falling damage in this sector
SECF_FLOORDROP = 4, // all actors standing on this floor will remain on it when it lowers very fast.
SECF_NORESPAWN = 8, // players can not respawn in this sector
};
enum
{
PL_SKYFLAT = 0x40000000
};
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_t *line, int type);
};
// this substructure contains a few sector properties that are stored in dynamic arrays
// These must not be copied by R_FakeFlat etc. or bad things will happen.
struct sector_t;
struct FLinkedSector
{
sector_t *Sector;
int Type;
};
struct extsector_t
{
// Boom sector transfer information
struct fakefloor
{
TArray<sector_t *> Sectors;
} FakeFloor;
// 3DMIDTEX information
struct midtex
{
struct plane
{
TArray<sector_t *> AttachedSectors; // all sectors containing 3dMidtex lines attached to this sector
TArray<line_t *> AttachedLines; // all 3dMidtex lines attached to this sector
} Floor, Ceiling;
} Midtex;
// Linked sector information
struct linked
{
struct plane
{
TArray<FLinkedSector> Sectors;
} Floor, Ceiling;
} Linked;
// 3D floors
struct xfloor
{
TDeletingArray<F3DFloor *> ffloors; // 3D floors in this sector
TArray<lightlist_t> lightlist; // 3D light list
TArray<sector_t*> attached; // 3D floors attached to this sector
} XFloor;
void Serialize(FArchive &arc);
};
struct FTransform
{
// killough 3/7/98: floor and ceiling texture offsets
fixed_t xoffs, yoffs;
// [RH] floor and ceiling texture scales
fixed_t xscale, yscale;
// [RH] floor and ceiling texture rotation
angle_t angle;
// base values
fixed_t base_angle, base_yoffs;
};
struct sector_t
{
// Member functions
bool IsLinked(sector_t *other, bool ceiling) const;
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;
void SetColor(int r, int g, int b, int desat);
void SetFade(int r, int g, int b);
void ClosestPoint(fixed_t x, fixed_t y, fixed_t &ox, fixed_t &oy) const;
DInterpolation *SetInterpolation(int position, bool attach);
void StopInterpolation(int position);
enum
{
floor,
ceiling
};
struct splane
{
FTransform xform;
int Flags;
int Light;
FTextureID Texture;
fixed_t TexZ;
};
splane planes[2];
void SetXOffset(int pos, fixed_t o)
{
planes[pos].xform.xoffs = o;
}
void AddXOffset(int pos, fixed_t o)
{
planes[pos].xform.xoffs += o;
}
fixed_t GetXOffset(int pos) const
{
return planes[pos].xform.xoffs;
}
void SetYOffset(int pos, fixed_t o)
{
planes[pos].xform.yoffs = o;
}
void AddYOffset(int pos, fixed_t o)
{
planes[pos].xform.yoffs += o;
}
fixed_t GetYOffset(int pos, bool addbase = true) const
{
if (!addbase)
{
return planes[pos].xform.yoffs;
}
else
{
return planes[pos].xform.yoffs + planes[pos].xform.base_yoffs;
}
}
void SetXScale(int pos, fixed_t o)
{
planes[pos].xform.xscale = o;
}
fixed_t GetXScale(int pos) const
{
return planes[pos].xform.xscale;
}
void SetYScale(int pos, fixed_t o)
{
planes[pos].xform.yscale = o;
}
fixed_t GetYScale(int pos) const
{
return planes[pos].xform.yscale;
}
void SetAngle(int pos, angle_t o)
{
planes[pos].xform.angle = o;
}
angle_t GetAngle(int pos, bool addbase = true) const
{
if (!addbase)
{
return planes[pos].xform.angle;
}
else
{
return planes[pos].xform.angle + planes[pos].xform.base_angle;
}
}
void SetBase(int pos, fixed_t y, angle_t o)
{
planes[pos].xform.base_yoffs = y;
planes[pos].xform.base_angle = o;
}
int GetFlags(int pos) const
{
return planes[pos].Flags;
}
void ChangeFlags(int pos, int And, int Or)
{
planes[pos].Flags &= ~And;
planes[pos].Flags |= Or;
}
int GetPlaneLight(int pos) const
{
return planes[pos].Light;
}
void SetPlaneLight(int pos, int level)
{
planes[pos].Light = level;
}
FTextureID GetTexture(int pos) const
{
return planes[pos].Texture;
}
void SetTexture(int pos, FTextureID tex, bool floorclip = true)
{
FTextureID old = planes[pos].Texture;
planes[pos].Texture = tex;
if (floorclip && pos == floor && tex != old) AdjustFloorClip();
}
fixed_t GetPlaneTexZ(int pos) const
{
return planes[pos].TexZ;
}
void SetPlaneTexZ(int pos, fixed_t val)
{
planes[pos].TexZ = val;
}
void ChangePlaneTexZ(int pos, fixed_t val)
{
planes[pos].TexZ += val;
}
// 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;
// [RH] give floor and ceiling even more properties
FDynamicColormap *ColorMap; // [RH] Per-sector colormap
BYTE lightlevel;
TObjPtr<AActor> SoundTarget;
BYTE soundtraversed; // 0 = untraversed, 1,2 = sndlines -1
short special;
short tag;
int nexttag,firsttag; // killough 1/30/98: improves searches for tags.
int sky;
short seqType; // this sector's sound sequence
fixed_t soundorg[2]; // 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
TObjPtr<DSectorEffect> floordata; // jff 2/22/98 make thinkers on
TObjPtr<DSectorEffect> ceilingdata; // floors, ceilings, lighting,
TObjPtr<DSectorEffect> lightingdata; // independent of one another
enum
{
CeilingMove,
FloorMove,
CeilingScroll,
FloorScroll
};
TObjPtr<DInterpolation> interpolations[4];
// 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_t **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_t *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] Internal sector flags
DWORD Flags; // 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.
TObjPtr<ASectorAction> SecActTarget;
// [RH] The sky box to render for this sector. NULL means use a
// regular sky.
TObjPtr<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
short oldspecial; //jff 2/16/98 remembers if sector WAS secret (automap)
int sectornum; // for comparing sector copies
extsector_t * e; // This stores data that requires construction/destruction. Such data must not be copied by R_FakeFlat.
};
FArchive &operator<< (FArchive &arc, sector_t::splane &p);
struct ReverbContainer;
struct zone_t
{
ReverbContainer *Environment;
};
//
// The SideDef.
//
class DBaseDecal;
enum
{
WALLF_ABSLIGHTING = 1, // Light is absolute instead of relative
WALLF_NOAUTODECALS = 2, // Do not attach impact decals to this wall
WALLF_NOFAKECONTRAST = 4, // Don't do fake contrast for this wall in side_t::GetLightLevel
WALLF_SMOOTHLIGHTING = 8, // Similar to autocontrast but applies to all angles.
};
struct side_t
{
enum ETexpart
{
top=0,
mid=1,
bottom=2
};
struct part
{
fixed_t xoffset;
fixed_t yoffset;
FTextureID texture;
TObjPtr<DInterpolation> interpolation;
//int Light;
};
sector_t* sector; // Sector the SideDef is facing.
DBaseDecal* AttachedDecals; // [RH] Decals bound to the wall
part textures[3];
DWORD linenum;
DWORD LeftSide, RightSide; // [RH] Group walls into loops
WORD TexelLength;
SWORD Light;
BYTE Flags;
int GetLightLevel (bool foggy, int baselight) const;
void SetLight(SWORD l)
{
Light = l;
}
FTextureID GetTexture(int which) const
{
return textures[which].texture;
}
void SetTexture(int which, FTextureID tex)
{
textures[which].texture = tex;
}
void SetTextureXOffset(int which, fixed_t offset)
{
textures[which].xoffset = offset;
}
void SetTextureXOffset(fixed_t offset)
{
textures[top].xoffset =
textures[mid].xoffset =
textures[bottom].xoffset = offset;
}
fixed_t GetTextureXOffset(int which) const
{
return textures[which].xoffset;
}
void AddTextureXOffset(int which, fixed_t delta)
{
textures[which].xoffset += delta;
}
void SetTextureYOffset(int which, fixed_t offset)
{
textures[which].yoffset = offset;
}
void SetTextureYOffset(fixed_t offset)
{
textures[top].yoffset =
textures[mid].yoffset =
textures[bottom].yoffset = offset;
}
fixed_t GetTextureYOffset(int which) const
{
return textures[which].yoffset;
}
void AddTextureYOffset(int which, fixed_t delta)
{
textures[which].yoffset += delta;
}
DInterpolation *SetInterpolation(int position);
void StopInterpolation(int position);
};
FArchive &operator<< (FArchive &arc, side_t::part &p);
//
// Move clipping aid for LineDefs.
//
enum slopetype_t
{
ST_HORIZONTAL,
ST_VERTICAL,
ST_POSITIVE,
ST_NEGATIVE
};
struct line_t
{
vertex_t *v1, *v2; // vertices, from v1 to v2
fixed_t dx, dy; // precalculated v2 - v1 for side checking
DWORD flags;
DWORD activation; // activation type
int special;
fixed_t Alpha; // <--- translucency (0-255/255=opaque)
int id; // <--- same as tag or set with Line_SetIdentification
int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width)
int firstid, nextid;
DWORD sidenum[2]; // sidenum[1] will be NO_SIDE 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
};
// 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.
struct msecnode_t
{
sector_t *m_sector; // a sector containing this object
AActor *m_thing; // this object
struct msecnode_t *m_tprev; // prev msecnode_t for this thing
struct msecnode_t *m_tnext; // next msecnode_t for this thing
struct msecnode_t *m_sprev; // prev msecnode_t for this sector
struct msecnode_t *m_snext; // next msecnode_t for this sector
bool visited; // killough 4/4/98, 4/7/98: used in search algorithms
};
//
// 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;
struct subsector_t
{
sector_t *sector;
DWORD numlines;
DWORD firstline;
FPolyObj *poly;
int validcount;
fixed_t CenterX, CenterY;
};
//
// The LineSeg.
//
struct seg_t
{
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_t* PartnerSeg;
BITFIELD bPolySeg:1;
};
// ===== Polyobj data =====
struct FPolyObj
{
int numsegs;
seg_t **segs;
int numlines;
line_t **lines;
int numvertices;
vertex_t **vertices;
fixed_t startSpot[2];
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
TObjPtr<DInterpolation> interpolation;
~FPolyObj();
DInterpolation *SetInterpolation();
void StopInterpolation();
};
extern FPolyObj *polyobjs; // list of all poly-objects on the level
inline FArchive &operator<< (FArchive &arc, FPolyObj *&poly)
{
return arc.SerializePointer (polyobjs, (BYTE **)&poly, sizeof(FPolyObj));
}
inline FArchive &operator<< (FArchive &arc, const FPolyObj *&poly)
{
return arc.SerializePointer (polyobjs, (BYTE **)&poly, sizeof(FPolyObj));
}
//
// BSP node.
//
struct node_t
{
// 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.
};
};
struct polyblock_t
{
FPolyObj *polyobj;
struct polyblock_t *prev;
struct polyblock_t *next;
};
// posts are runs of non masked source pixels
struct column_t
{
BYTE topdelta; // -1 is the last post in a column
BYTE length; // length data bytes follows
};
//
// OTHER TYPES
//
typedef BYTE lighttable_t; // This could be wider for >8 bit display.
// 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 depth;
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
{
FTextureID 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[4]; // 3 chars ([MH] + NULL so can use as a C string)
BYTE gender; // This skin's gender (not really used)
BYTE range0start;
BYTE range0end;
bool othergame; // [GRB]
fixed_t ScaleX;
fixed_t ScaleY;
int sprite;
int crouchsprite;
int namespc; // namespace for this skin
};
#endif