// "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__ #include "compat.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 2048 #define MAXYDIM 1536 #define MAXPALOOKUPS 256 #define MAXPSKYTILES 256 #define MAXSPRITESONSCREEN 4096 #define MAXUNIQHUDID 256 //Extra slots so HUD models can store animation state without messing game sprites #define RESERVEDPALS 8 // don't forget to increment this when adding reserved pals #define DETAILPAL (MAXPALOOKUPS - 1) #define GLOWPAL (MAXPALOOKUPS - 2) #define REDPAL (MAXPALOOKUPS - 3) #define BLUEPAL (MAXPALOOKUPS - 4) #define BROWNPAL (MAXPALOOKUPS - 5) #define GREYPAL (MAXPALOOKUPS - 6) #define GREENPAL (MAXPALOOKUPS - 7) #define SPECPAL (MAXPALOOKUPS - 8) #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; int 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 { int 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 { int 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 int mdanimtims; short mdanimcur; short angoff; short pitch, roll; int xoff, yoff, zoff; unsigned char flags; unsigned char xpanning, ypanning; char filler[1]; } spriteexttype; typedef struct BPACK { short mdcurframe, mdoldframe; short mdsmooth; float smoothduration; } spritesmoothtype; #define SPREXT_NOTMD 1 #define SPREXT_NOMDANIM 2 #define SPREXT_AWAY1 4 #define SPREXT_AWAY2 8 EXTERN spriteexttype *spriteext; EXTERN spritesmoothtype *spritesmooth; EXTERN int guniqhudid; EXTERN sectortype *sector; EXTERN walltype *wall; EXTERN spritetype *sprite; EXTERN int spritesortcnt; EXTERN spritetype *tsprite; EXTERN int xdim, ydim, numpages; EXTERN int yxaspect, viewingrange; EXTERN intptr_t ylookup[MAXYDIM+1]; #define MAXVALIDMODES 256 EXTERN int validmodecnt; struct validmode_t { int xdim,ydim; char bpp; char fs; // bit 0 = fullscreen flag char filler[2]; int extra; // internal use }; EXTERN struct validmode_t validmode[MAXVALIDMODES]; EXTERN short numsectors, numwalls; EXTERN /*volatile*/ int totalclock; EXTERN int numframes, randomseed; EXTERN short sintable[2048]; EXTERN char palette[768]; EXTERN short numpalookups; EXTERN char *palookup[MAXPALOOKUPS]; EXTERN char parallaxtype, showinvisibility; EXTERN int parallaxyoffs, parallaxyscale; EXTERN int visibility, parallaxvisibility; EXTERN int 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 picsiz[MAXTILES]; EXTERN char walock[MAXTILES]; EXTERN int pow2long[32]; EXTERN int numtiles, picanm[MAXTILES]; EXTERN intptr_t waloff[MAXTILES]; // stores pointers to cache -- SA EXTERN int windowpos, windowx, windowy; //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 int 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 int dommxoverlay, novoxmips; #ifdef SUPERBUILD extern int tiletovox[MAXTILES]; extern int usevoxels, voxscale[MAXVOXELS]; #endif #ifdef POLYMOST extern int 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: ???????????????????????????????? Sector lists: Status lists: ???????????????????????????????J 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, int pal, int how); int animateoffs(short tilenum, short fakevar); void setpolymost2dview(void); // sets up GL for 2D drawing int polymost_drawtilescreen(int tilex, int tiley, int wallnum, int dimen, int tilezoom); void polymost_glreset(void); void polymost_precache(int dapicnum, int dapalnum, int datype); #if defined(POLYMOST) && defined(USE_OPENGL) extern int glanisotropy; extern int glusetexcompr; extern int gltexfiltermode; extern int glredbluemode; extern int glusetexcache, glusetexcachecompression; extern int glmultisample, glnvmultisamplehint; extern int glwidescreen, glprojectionhacks; void gltexapplyprops (void); extern int r_depthpeeling, r_peelscount; extern int r_detailmapping; extern int r_glowmapping; extern int r_vertexarrays; extern int r_vbos; extern int r_vbocount; extern int r_animsmoothing; extern int r_parallaxskyclamping; extern int r_parallaxskypanning; extern int mdtims, omdtims; #endif void hicinit(void); // effect bitset: 1 = greyscale, 2 = invert void hicsetpalettetint(int palnum, unsigned char r, unsigned char g, unsigned char b, unsigned char effect); // flags bitset: 1 = don't compress int hicsetsubsttex(int picnum, int palnum, char *filen, float alphacut, float xscale, float yscale, char flags); int hicsetskybox(int picnum, int palnum, char *faces[6]); int hicclearsubst(int picnum, int palnum); int Ptile2tile(int tile, int pallet); int md_loadmodel(const char *fn); int md_setmisc(int modelid, float scale, int shadeoff, float zadd, int flags); int md_tilehasmodel(int tilenume, int pal); int md_defineframe(int modelid, const char *framename, int tilenume, int skinnum, float smoothduration, int pal); 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, float param); 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); #define MAXPALCONV 200 void clearconv(); void setpalconv(int pal,int pal1,int pal2); void getpalmap(int stage,int *pal1,int *pal2); int checkpalmaps(int pal); void applypalmap(char *pic, char *palmap, int size, int pal); int loaddefinitionsfile(char *fn); extern int mapversion; // if loadboard() fails with -2 return, try loadoldboard(). if it fails with -2, board is dodgy int loadoldboard(char *filename, char fromwhere, int *daposx, int *daposy, int *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__