// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman // Ken Silverman's official web site: "http://www.advsys.net/ken" // See the included license file "BUILDLIC.TXT" for license info. // // This file has been modified from Ken Silverman's original release // by Jonathon Fowler (jonof@edgenetwk.com) #ifndef __build_h__ #define __build_h__ #ifdef __cplusplus extern "C" { #endif #define MAXSECTORSV8 4096 #define MAXWALLSV8 16384 #define MAXSPRITESV8 16384 #define MAXSECTORSV7 1024 #define MAXWALLSV7 8192 #define MAXSPRITESV7 4096 #define MAXSECTORS MAXSECTORSV8 #define MAXWALLS MAXWALLSV8 #define MAXSPRITES MAXSPRITESV8 #define MAXTILES 15360 #define MAXVOXELS 4096 #define MAXSTATUS 1024 #define MAXPLAYERS 16 #define MAXXDIM 1600 #define MAXYDIM 1200 #define MAXPALOOKUPS 256 #define MAXPSKYTILES 256 #define MAXSPRITESONSCREEN 2048 #define MAXUNIQHUDID 256 //Extra slots so HUD models can store animation state without messing game sprites #define CLIPMASK0 (((1L)<<16)+1L) #define CLIPMASK1 (((256L)<<16)+64L) //Make all variables in BUILD.H defined in the ENGINE, //and externed in GAME #ifdef ENGINE # define EXTERN #else # define EXTERN extern #endif #ifdef __GNUC__ #define BPACK __attribute__ ((packed)) #else #define BPACK #endif #ifdef _MSC_VER #pragma pack(1) #endif #ifdef __WATCOMC__ #pragma pack(push,1); #endif //ceilingstat/floorstat: // bit 0: 1 = parallaxing, 0 = not "P" // bit 1: 1 = groudraw, 0 = not // bit 2: 1 = swap x&y, 0 = not "F" // bit 3: 1 = double smooshiness "E" // bit 4: 1 = x-flip "F" // bit 5: 1 = y-flip "F" // bit 6: 1 = Align texture to first wall of sector "R" // bits 7-8: "T" // 00 = normal floors // 01 = masked floors // 10 = transluscent masked floors // 11 = reverse transluscent masked floors // bits 9-15: reserved //40 bytes typedef struct BPACK { short wallptr, wallnum; long ceilingz, floorz; short ceilingstat, floorstat; short ceilingpicnum, ceilingheinum; signed char ceilingshade; char ceilingpal, ceilingxpanning, ceilingypanning; short floorpicnum, floorheinum; signed char floorshade; char floorpal, floorxpanning, floorypanning; char visibility, filler; short lotag, hitag, extra; } sectortype; //cstat: // bit 0: 1 = Blocking wall (use with clipmove, getzrange) "B" // bit 1: 1 = bottoms of invisible walls swapped, 0 = not "2" // bit 2: 1 = align picture on bottom (for doors), 0 = top "O" // bit 3: 1 = x-flipped, 0 = normal "F" // bit 4: 1 = masking wall, 0 = not "M" // bit 5: 1 = 1-way wall, 0 = not "1" // bit 6: 1 = Blocking wall (use with hitscan / cliptype 1) "H" // bit 7: 1 = Transluscence, 0 = not "T" // bit 8: 1 = y-flipped, 0 = normal "F" // bit 9: 1 = Transluscence reversing, 0 = normal "T" // bits 10-15: reserved //32 bytes typedef struct BPACK { long x, y; short point2, nextwall, nextsector, cstat; short picnum, overpicnum; signed char shade; char pal, xrepeat, yrepeat, xpanning, ypanning; short lotag, hitag, extra; } walltype; //cstat: // bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B" // bit 1: 1 = transluscence, 0 = normal "T" // bit 2: 1 = x-flipped, 0 = normal "F" // bit 3: 1 = y-flipped, 0 = normal "F" // bits 5-4: 00 = FACE sprite (default) "R" // 01 = WALL sprite (like masked walls) // 10 = FLOOR sprite (parallel to ceilings&floors) // bit 6: 1 = 1-sided sprite, 0 = normal "1" // bit 7: 1 = Real centered centering, 0 = foot center "C" // bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1) "H" // bit 9: 1 = Transluscence reversing, 0 = normal "T" // bits 10-14: reserved // bit 15: 1 = Invisible sprite, 0 = not invisible //44 bytes typedef struct BPACK { long x, y, z; short cstat, picnum; signed char shade; char pal, clipdist, filler; unsigned char xrepeat, yrepeat; signed char xoffset, yoffset; short sectnum, statnum; short ang, owner, xvel, yvel, zvel; short lotag, hitag, extra; } spritetype; typedef struct BPACK { unsigned long mdanimtims; short mdanimcur; short angoff; short pitch, roll; short xoff, yoff, zoff; unsigned char flags; char filler[3]; } spriteexttype; #define SPREXT_NOTMD 1 #define SPREXT_NOMDANIM 2 EXTERN spriteexttype spriteext[MAXSPRITES+MAXUNIQHUDID]; EXTERN long guniqhudid; EXTERN sectortype sector[MAXSECTORS]; EXTERN walltype wall[MAXWALLS]; EXTERN spritetype sprite[MAXSPRITES]; EXTERN long spritesortcnt; EXTERN spritetype tsprite[MAXSPRITESONSCREEN]; EXTERN long xdim, ydim, ylookup[MAXYDIM+1], numpages; EXTERN long yxaspect, viewingrange; #define MAXVALIDMODES 256 EXTERN long validmodecnt; struct validmode_t { long xdim,ydim; char bpp; char fs; // bit 0 = fullscreen flag char filler[2]; long extra; // internal use }; EXTERN struct validmode_t validmode[MAXVALIDMODES]; EXTERN short numsectors, numwalls; EXTERN /*volatile*/ long totalclock; EXTERN long numframes, randomseed; EXTERN short sintable[2048]; EXTERN char palette[768]; EXTERN short numpalookups; EXTERN char *palookup[MAXPALOOKUPS]; EXTERN char parallaxtype, showinvisibility; EXTERN long parallaxyoffs, parallaxyscale; EXTERN long visibility, parallaxvisibility; EXTERN long windowx1, windowy1, windowx2, windowy2; EXTERN short startumost[MAXXDIM], startdmost[MAXXDIM]; EXTERN short pskyoff[MAXPSKYTILES], pskybits; EXTERN short headspritesect[MAXSECTORS+1], headspritestat[MAXSTATUS+1]; EXTERN short prevspritesect[MAXSPRITES], prevspritestat[MAXSPRITES]; EXTERN short nextspritesect[MAXSPRITES], nextspritestat[MAXSPRITES]; EXTERN short tilesizx[MAXTILES], tilesizy[MAXTILES]; EXTERN char walock[MAXTILES]; EXTERN long numtiles, picanm[MAXTILES], waloff[MAXTILES]; //These variables are for auto-mapping with the draw2dscreen function. //When you load a new board, these bits are all set to 0 - since //you haven't mapped out anything yet. Note that these arrays are //bit-mapped. //If you want draw2dscreen() to show sprite #54 then you say: // spritenum = 54; // show2dsprite[spritenum>>3] |= (1<<(spritenum&7)); //And if you want draw2dscreen() to not show sprite #54 then you say: // spritenum = 54; // show2dsprite[spritenum>>3] &= ~(1<<(spritenum&7)); //Automapping defaults to 0 (do nothing). If you set automapping to 1, // then in 3D mode, the walls and sprites that you see will show up the // next time you flip to 2D mode. EXTERN char show2dsector[(MAXSECTORS+7)>>3]; EXTERN char show2dwall[(MAXWALLS+7)>>3]; EXTERN char show2dsprite[(MAXSPRITES+7)>>3]; EXTERN char automapping; EXTERN char gotpic[(MAXTILES+7)>>3]; EXTERN char gotsector[(MAXSECTORS+7)>>3]; EXTERN char captureformat; extern char vgapalette[5*256]; extern unsigned long drawlinepat; extern void faketimerhandler(void); extern char apptitle[256]; typedef struct { unsigned char r,g,b,f; } palette_t; extern palette_t curpalette[256], curpalettefaded[256], palfadergb; extern char palfadedelta; extern long dommxoverlay, novoxmips; #ifdef SUPERBUILD extern long tiletovox[MAXTILES]; extern long usevoxels, voxscale[MAXVOXELS]; #endif #ifdef POLYMOST extern long usemodels, usehightile; #endif extern char *engineerrstr; extern char noclip; /************************************************************************* POSITION VARIABLES: POSX is your x - position ranging from 0 to 65535 POSY is your y - position ranging from 0 to 65535 (the length of a side of the grid in EDITBORD would be 1024) POSZ is your z - position (height) ranging from 0 to 65535, 0 highest. ANG is your angle ranging from 0 to 2047. Instead of 360 degrees, or 2 * PI radians, I use 2048 different angles, so 90 degrees would be 512 in my system. SPRITE VARIABLES: EXTERN short headspritesect[MAXSECTORS+1], headspritestat[MAXSTATUS+1]; EXTERN short prevspritesect[MAXSPRITES], prevspritestat[MAXSPRITES]; EXTERN short nextspritesect[MAXSPRITES], nextspritestat[MAXSPRITES]; Example: if the linked lists look like the following: �������������������������������Ŀ Sector lists: Status lists: �������������������������������Ĵ Sector0: 4, 5, 8 Status0: 2, 0, 8 Sector1: 16, 2, 0, 7 Status1: 4, 5, 16, 7, 3, 9 Sector2: 3, 9 �������������������������������� Notice that each number listed above is shown exactly once on both the left and right side. This is because any sprite that exists must be in some sector, and must have some kind of status that you define. Coding example #1: To go through all the sprites in sector 1, the code can look like this: sectnum = 1; i = headspritesect[sectnum]; while (i != -1) { nexti = nextspritesect[i]; //your code goes here //ex: printf("Sprite %d is in sector %d\n",i,sectnum); i = nexti; } Coding example #2: To go through all sprites with status = 1, the code can look like this: statnum = 1; //status 1 i = headspritestat[statnum]; while (i != -1) { nexti = nextspritestat[i]; //your code goes here //ex: printf("Sprite %d has a status of 1 (active)\n",i,statnum); i = nexti; } insertsprite(short sectnum, short statnum); deletesprite(short spritenum); changespritesect(short spritenum, short newsectnum); changespritestat(short spritenum, short newstatnum); TILE VARIABLES: NUMTILES - the number of tiles found TILES.DAT. TILESIZX[MAXTILES] - simply the x-dimension of the tile number. TILESIZY[MAXTILES] - simply the y-dimension of the tile number. WALOFF[MAXTILES] - the actual 32-bit offset pointing to the top-left corner of the tile. PICANM[MAXTILES] - flags for animating the tile. TIMING VARIABLES: TOTALCLOCK - When the engine is initialized, TOTALCLOCK is set to zero. From then on, it is incremented 120 times a second by 1. That means that the number of seconds elapsed is totalclock / 120. NUMFRAMES - The number of times the draw3dscreen function was called since the engine was initialized. This helps to determine frame rate. (Frame rate = numframes * 120 / totalclock.) OTHER VARIABLES: STARTUMOST[320] is an array of the highest y-coordinates on each column that my engine is allowed to write to. You need to set it only once. STARTDMOST[320] is an array of the lowest y-coordinates on each column that my engine is allowed to write to. You need to set it only once. SINTABLE[2048] is a sin table with 2048 angles rather than the normal 360 angles for higher precision. Also since SINTABLE is in all integers, the range is multiplied by 16383, so instead of the normal -1=0 for a particular palette // how: pass -1 to invalidate all instances of the tile in texture memory, or a bitfield // bit 0: opaque or masked (non-translucent) texture, using repeating // bit 1: ignored // bit 2: 33% translucence, using repeating // bit 3: 67% translucence, using repeating // bit 4: opaque or masked (non-translucent) texture, using clamping // bit 5: ignored // bit 6: 33% translucence, using clamping // bit 7: 67% translucence, using clamping // clamping is for sprites, repeating is for walls void invalidatetile(short tilenume, long pal, long how); void setpolymost2dview(void); // sets up GL for 2D drawing long polymost_drawtilescreen(long tilex, long tiley, long wallnum, long dimen); void polymost_glreset(void); void polymost_precache(long dapicnum, long dapalnum, long datype); #if defined(POLYMOST) && defined(USE_OPENGL) extern long glanisotropy; extern long glusetexcompr; extern long gltexfiltermode; extern long glredbluemode; extern long glusetexcache, glusetexcachecompression; extern long glmultisample, glnvmultisamplehint; extern long glwidescreen, glprojectionhacks; void gltexapplyprops (void); #endif void hicinit(void); // effect bitset: 1 = greyscale, 2 = invert void hicsetpalettetint(long palnum, unsigned char r, unsigned char g, unsigned char b, unsigned char effect); // flags bitset: 1 = don't compress int hicsetsubsttex(long picnum, long palnum, char *filen, float alphacut, char flags); int hicsetskybox(long picnum, long palnum, char *faces[6]); int hicclearsubst(long picnum, long palnum); int md_loadmodel(const char *fn); int md_setmisc(int modelid, float scale, int shadeoff, float zadd); int md_tilehasmodel(int tilenume); int md_defineframe(int modelid, const char *framename, int tilenume, int skinnum); int md_defineanimation(int modelid, const char *framestart, const char *frameend, int fps, int flags); int md_defineskin(int modelid, const char *skinfn, int palnum, int skinnum, int surfnum); int md_definehud (int modelid, int tilex, double xadd, double yadd, double zadd, double angadd, int flags); int md_undefinetile(int tile); int md_undefinemodel(int modelid); int loaddefinitionsfile(char *fn); extern long mapversion; // if loadboard() fails with -2 return, try loadoldboard(). if it fails with -2, board is dodgy long loadoldboard(char *filename, char fromwhere, long *daposx, long *daposy, long *daposz, short *daang, short *dacursectnum); #ifdef _MSC_VER #pragma pack() #endif #ifdef __WATCOMC__ #pragma pack(pop) #endif #undef BPACK #ifdef __cplusplus } #endif #endif // __build_h__