mirror of
https://github.com/ZDoom/raze-gles.git
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0a1afbd3f3
git-svn-id: https://svn.eduke32.com/eduke32@480 1a8010ca-5511-0410-912e-c29ae57300e0
538 lines
21 KiB
C
538 lines
21 KiB
C
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
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// Ken Silverman's official web site: "http://www.advsys.net/ken"
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// See the included license file "BUILDLIC.TXT" for license info.
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//
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// This file has been modified from Ken Silverman's original release
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// by Jonathon Fowler (jonof@edgenetwk.com)
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#ifndef __build_h__
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#define __build_h__
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define MAXSECTORSV8 4096
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#define MAXWALLSV8 16384
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#define MAXSPRITESV8 16384
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#define MAXSECTORSV7 1024
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#define MAXWALLSV7 8192
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#define MAXSPRITESV7 4096
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#define MAXSECTORS MAXSECTORSV8
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#define MAXWALLS MAXWALLSV8
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#define MAXSPRITES MAXSPRITESV8
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#define MAXTILES 15360
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#define MAXVOXELS 4096
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#define MAXSTATUS 1024
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#define MAXPLAYERS 16
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#define MAXXDIM 2048
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#define MAXYDIM 1536
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#define MAXPALOOKUPS 256
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#define MAXPSKYTILES 256
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#define MAXSPRITESONSCREEN 4096
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#define MAXUNIQHUDID 256 //Extra slots so HUD models can store animation state without messing game sprites
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#define RESERVEDPALS 1
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#define DETAILPAL (MAXPALOOKUPS-1)
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#define CLIPMASK0 (((1L)<<16)+1L)
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#define CLIPMASK1 (((256L)<<16)+64L)
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//Make all variables in BUILD.H defined in the ENGINE,
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//and externed in GAME
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#ifdef ENGINE
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# define EXTERN
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#else
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# define EXTERN extern
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#endif
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#ifdef __GNUC__
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#define BPACK __attribute__ ((packed))
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#else
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#define BPACK
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#endif
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#ifdef _MSC_VER
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#pragma pack(1)
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#endif
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#ifdef __WATCOMC__
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#pragma pack(push,1);
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#endif
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//ceilingstat/floorstat:
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// bit 0: 1 = parallaxing, 0 = not "P"
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// bit 1: 1 = groudraw, 0 = not
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// bit 2: 1 = swap x&y, 0 = not "F"
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// bit 3: 1 = double smooshiness "E"
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// bit 4: 1 = x-flip "F"
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// bit 5: 1 = y-flip "F"
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// bit 6: 1 = Align texture to first wall of sector "R"
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// bits 7-8: "T"
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// 00 = normal floors
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// 01 = masked floors
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// 10 = transluscent masked floors
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// 11 = reverse transluscent masked floors
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// bits 9-15: reserved
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//40 bytes
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typedef struct BPACK
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{
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short wallptr, wallnum;
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long ceilingz, floorz;
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short ceilingstat, floorstat;
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short ceilingpicnum, ceilingheinum;
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signed char ceilingshade;
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char ceilingpal, ceilingxpanning, ceilingypanning;
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short floorpicnum, floorheinum;
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signed char floorshade;
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char floorpal, floorxpanning, floorypanning;
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char visibility, filler;
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short lotag, hitag, extra;
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} sectortype;
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//cstat:
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// bit 0: 1 = Blocking wall (use with clipmove, getzrange) "B"
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// bit 1: 1 = bottoms of invisible walls swapped, 0 = not "2"
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// bit 2: 1 = align picture on bottom (for doors), 0 = top "O"
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// bit 3: 1 = x-flipped, 0 = normal "F"
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// bit 4: 1 = masking wall, 0 = not "M"
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// bit 5: 1 = 1-way wall, 0 = not "1"
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// bit 6: 1 = Blocking wall (use with hitscan / cliptype 1) "H"
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// bit 7: 1 = Transluscence, 0 = not "T"
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// bit 8: 1 = y-flipped, 0 = normal "F"
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// bit 9: 1 = Transluscence reversing, 0 = normal "T"
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// bits 10-15: reserved
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//32 bytes
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typedef struct BPACK
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{
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long x, y;
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short point2, nextwall, nextsector, cstat;
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short picnum, overpicnum;
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signed char shade;
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char pal, xrepeat, yrepeat, xpanning, ypanning;
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short lotag, hitag, extra;
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} walltype;
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//cstat:
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// bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B"
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// bit 1: 1 = transluscence, 0 = normal "T"
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// bit 2: 1 = x-flipped, 0 = normal "F"
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// bit 3: 1 = y-flipped, 0 = normal "F"
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// bits 5-4: 00 = FACE sprite (default) "R"
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// 01 = WALL sprite (like masked walls)
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// 10 = FLOOR sprite (parallel to ceilings&floors)
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// bit 6: 1 = 1-sided sprite, 0 = normal "1"
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// bit 7: 1 = Real centered centering, 0 = foot center "C"
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// bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1) "H"
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// bit 9: 1 = Transluscence reversing, 0 = normal "T"
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// bits 10-14: reserved
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// bit 15: 1 = Invisible sprite, 0 = not invisible
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//44 bytes
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typedef struct BPACK
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{
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long x, y, z;
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short cstat, picnum;
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signed char shade;
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char pal, clipdist, filler;
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unsigned char xrepeat, yrepeat;
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signed char xoffset, yoffset;
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short sectnum, statnum;
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short ang, owner, xvel, yvel, zvel;
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short lotag, hitag, extra;
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} spritetype;
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typedef struct BPACK {
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unsigned long mdanimtims;
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short mdanimcur;
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short angoff;
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short pitch, roll;
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long xoff, yoff, zoff;
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unsigned char flags;
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char filler[3];
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} spriteexttype;
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#define SPREXT_NOTMD 1
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#define SPREXT_NOMDANIM 2
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EXTERN spriteexttype spriteext[MAXSPRITES+MAXUNIQHUDID];
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EXTERN long guniqhudid;
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EXTERN sectortype sector[MAXSECTORS];
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EXTERN walltype wall[MAXWALLS];
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EXTERN spritetype sprite[MAXSPRITES];
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EXTERN long spritesortcnt;
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EXTERN spritetype tsprite[MAXSPRITESONSCREEN];
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EXTERN long xdim, ydim, ylookup[MAXYDIM+1], numpages;
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EXTERN long yxaspect, viewingrange;
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#define MAXVALIDMODES 256
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EXTERN long validmodecnt;
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struct validmode_t {
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long xdim,ydim;
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char bpp;
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char fs; // bit 0 = fullscreen flag
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char filler[2];
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long extra; // internal use
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};
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EXTERN struct validmode_t validmode[MAXVALIDMODES];
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EXTERN short numsectors, numwalls;
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EXTERN /*volatile*/ long totalclock;
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EXTERN long numframes, randomseed;
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EXTERN short sintable[2048];
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EXTERN char palette[768];
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EXTERN short numpalookups;
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EXTERN char *palookup[MAXPALOOKUPS];
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EXTERN char parallaxtype, showinvisibility;
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EXTERN long parallaxyoffs, parallaxyscale;
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EXTERN long visibility, parallaxvisibility;
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EXTERN long windowx1, windowy1, windowx2, windowy2;
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EXTERN short startumost[MAXXDIM], startdmost[MAXXDIM];
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EXTERN short pskyoff[MAXPSKYTILES], pskybits;
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EXTERN short headspritesect[MAXSECTORS+1], headspritestat[MAXSTATUS+1];
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EXTERN short prevspritesect[MAXSPRITES], prevspritestat[MAXSPRITES];
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EXTERN short nextspritesect[MAXSPRITES], nextspritestat[MAXSPRITES];
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EXTERN short tilesizx[MAXTILES], tilesizy[MAXTILES];
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EXTERN char picsiz[MAXTILES];
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EXTERN char walock[MAXTILES];
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EXTERN long pow2long[32];
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EXTERN long numtiles, picanm[MAXTILES], waloff[MAXTILES];
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//These variables are for auto-mapping with the draw2dscreen function.
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//When you load a new board, these bits are all set to 0 - since
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//you haven't mapped out anything yet. Note that these arrays are
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//bit-mapped.
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//If you want draw2dscreen() to show sprite #54 then you say:
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// spritenum = 54;
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// show2dsprite[spritenum>>3] |= (1<<(spritenum&7));
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//And if you want draw2dscreen() to not show sprite #54 then you say:
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// spritenum = 54;
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// show2dsprite[spritenum>>3] &= ~(1<<(spritenum&7));
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//Automapping defaults to 0 (do nothing). If you set automapping to 1,
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// then in 3D mode, the walls and sprites that you see will show up the
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// next time you flip to 2D mode.
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EXTERN char show2dsector[(MAXSECTORS+7)>>3];
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EXTERN char show2dwall[(MAXWALLS+7)>>3];
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EXTERN char show2dsprite[(MAXSPRITES+7)>>3];
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EXTERN char automapping;
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EXTERN char gotpic[(MAXTILES+7)>>3];
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EXTERN char gotsector[(MAXSECTORS+7)>>3];
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EXTERN char captureformat;
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extern char vgapalette[5*256];
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extern unsigned long drawlinepat;
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extern void faketimerhandler(void);
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extern char apptitle[256];
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typedef struct {
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unsigned char r,g,b,f;
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} palette_t;
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extern palette_t curpalette[256], curpalettefaded[256], palfadergb;
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extern char palfadedelta;
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extern long dommxoverlay, novoxmips;
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#ifdef SUPERBUILD
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extern long tiletovox[MAXTILES];
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extern long usevoxels, voxscale[MAXVOXELS];
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#endif
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#ifdef POLYMOST
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extern long usemodels, usehightile;
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#endif
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extern char *engineerrstr;
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extern char noclip;
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/*************************************************************************
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POSITION VARIABLES:
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POSX is your x - position ranging from 0 to 65535
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POSY is your y - position ranging from 0 to 65535
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(the length of a side of the grid in EDITBORD would be 1024)
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POSZ is your z - position (height) ranging from 0 to 65535, 0 highest.
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ANG is your angle ranging from 0 to 2047. Instead of 360 degrees, or
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2 * PI radians, I use 2048 different angles, so 90 degrees would
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be 512 in my system.
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SPRITE VARIABLES:
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EXTERN short headspritesect[MAXSECTORS+1], headspritestat[MAXSTATUS+1];
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EXTERN short prevspritesect[MAXSPRITES], prevspritestat[MAXSPRITES];
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EXTERN short nextspritesect[MAXSPRITES], nextspritestat[MAXSPRITES];
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Example: if the linked lists look like the following:
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ä¿
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Sector lists: Status lists:
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ä´
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Sector0: 4, 5, 8 Status0: 2, 0, 8
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Sector1: 16, 2, 0, 7 Status1: 4, 5, 16, 7, 3, 9
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Sector2: 3, 9
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Notice that each number listed above is shown exactly once on both the
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left and right side. This is because any sprite that exists must
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be in some sector, and must have some kind of status that you define.
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Coding example #1:
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To go through all the sprites in sector 1, the code can look like this:
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sectnum = 1;
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i = headspritesect[sectnum];
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while (i != -1)
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{
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nexti = nextspritesect[i];
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//your code goes here
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//ex: printf("Sprite %d is in sector %d\n",i,sectnum);
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i = nexti;
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}
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Coding example #2:
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To go through all sprites with status = 1, the code can look like this:
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statnum = 1; //status 1
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i = headspritestat[statnum];
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while (i != -1)
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{
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nexti = nextspritestat[i];
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//your code goes here
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//ex: printf("Sprite %d has a status of 1 (active)\n",i,statnum);
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i = nexti;
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}
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insertsprite(short sectnum, short statnum);
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deletesprite(short spritenum);
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changespritesect(short spritenum, short newsectnum);
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changespritestat(short spritenum, short newstatnum);
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TILE VARIABLES:
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NUMTILES - the number of tiles found TILES.DAT.
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TILESIZX[MAXTILES] - simply the x-dimension of the tile number.
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TILESIZY[MAXTILES] - simply the y-dimension of the tile number.
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WALOFF[MAXTILES] - the actual 32-bit offset pointing to the top-left
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corner of the tile.
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PICANM[MAXTILES] - flags for animating the tile.
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TIMING VARIABLES:
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TOTALCLOCK - When the engine is initialized, TOTALCLOCK is set to zero.
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From then on, it is incremented 120 times a second by 1. That
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means that the number of seconds elapsed is totalclock / 120.
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NUMFRAMES - The number of times the draw3dscreen function was called
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since the engine was initialized. This helps to determine frame
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rate. (Frame rate = numframes * 120 / totalclock.)
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OTHER VARIABLES:
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STARTUMOST[320] is an array of the highest y-coordinates on each column
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that my engine is allowed to write to. You need to set it only
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once.
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STARTDMOST[320] is an array of the lowest y-coordinates on each column
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that my engine is allowed to write to. You need to set it only
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once.
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SINTABLE[2048] is a sin table with 2048 angles rather than the
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normal 360 angles for higher precision. Also since SINTABLE is in
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all integers, the range is multiplied by 16383, so instead of the
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normal -1<sin(x)<1, the range of sintable is -16383<sintable[]<16383
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If you use this sintable, you can possibly speed up your code as
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well as save space in memory. If you plan to use sintable, 2
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identities you may want to keep in mind are:
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sintable[ang&2047] = sin(ang * (3.141592/1024)) * 16383
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sintable[(ang+512)&2047] = cos(ang * (3.141592/1024)) * 16383
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NUMSECTORS - the total number of existing sectors. Modified every time
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you call the loadboard function.
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***************************************************************************/
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int preinitengine(void); // a partial setup of the engine used for launch windows
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int initengine(void);
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void uninitengine(void);
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void initspritelists(void);
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long loadboard(char *filename, char fromwhere, long *daposx, long *daposy, long *daposz, short *daang, short *dacursectnum);
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long loadmaphack(char *filename);
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long saveboard(char *filename, long *daposx, long *daposy, long *daposz, short *daang, short *dacursectnum);
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long loadpics(char *filename, long askedsize);
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void loadtile(short tilenume);
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long qloadkvx(long voxindex, char *filename);
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long allocatepermanenttile(short tilenume, long xsiz, long ysiz);
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void copytilepiece(long tilenume1, long sx1, long sy1, long xsiz, long ysiz, long tilenume2, long sx2, long sy2);
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void makepalookup(long palnum, char *remapbuf, signed char r, signed char g, signed char b, char dastat);
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void setvgapalette(void);
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void setbrightness(char dabrightness, char *dapal, char noapply);
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void setpalettefade(char r, char g, char b, char offset);
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void squarerotatetile(short tilenume);
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long setgamemode(char davidoption, long daxdim, long daydim, long dabpp);
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void nextpage(void);
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void setview(long x1, long y1, long x2, long y2);
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void setaspect(long daxrange, long daaspect);
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void flushperms(void);
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void plotpixel(long x, long y, char col);
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char getpixel(long x, long y);
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void setviewtotile(short tilenume, long xsiz, long ysiz);
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void setviewback(void);
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void preparemirror(long dax, long day, long daz, short daang, long dahoriz, short dawall, short dasector, long *tposx, long *tposy, short *tang);
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void completemirror(void);
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void drawrooms(long daposx, long daposy, long daposz, short daang, long dahoriz, short dacursectnum);
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void drawmasks(void);
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void clearview(long dacol);
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void clearallviews(long dacol);
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void drawmapview(long dax, long day, long zoome, short ang);
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void rotatesprite(long sx, long sy, long z, short a, short picnum, signed char dashade, char dapalnum, char dastat, long cx1, long cy1, long cx2, long cy2);
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void drawline256(long x1, long y1, long x2, long y2, char col);
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void printext16(long xpos, long ypos, short col, short backcol, char *name, char fontsize);
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void printext256(long xpos, long ypos, short col, short backcol, char *name, char fontsize);
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long clipmove(long *x, long *y, long *z, short *sectnum, long xvect, long yvect, long walldist, long ceildist, long flordist, unsigned long cliptype);
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long clipinsidebox(long x, long y, short wallnum, long walldist);
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long clipinsideboxline(long x, long y, long x1, long y1, long x2, long y2, long walldist);
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long pushmove(long *x, long *y, long *z, short *sectnum, long walldist, long ceildist, long flordist, unsigned long cliptype);
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void getzrange(long x, long y, long z, short sectnum, long *ceilz, long *ceilhit, long *florz, long *florhit, long walldist, unsigned long cliptype);
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long hitscan(long xs, long ys, long zs, short sectnum, long vx, long vy, long vz, short *hitsect, short *hitwall, short *hitsprite, long *hitx, long *hity, long *hitz, unsigned long cliptype);
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long neartag(long xs, long ys, long zs, short sectnum, short ange, short *neartagsector, short *neartagwall, short *neartagsprite, long *neartaghitdist, long neartagrange, char tagsearch);
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long cansee(long x1, long y1, long z1, short sect1, long x2, long y2, long z2, short sect2);
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void updatesector(long x, long y, short *sectnum);
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void updatesectorz(long x, long y, long z, short *sectnum);
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long inside(long x, long y, short sectnum);
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void dragpoint(short pointhighlight, long dax, long day);
|
||
void setfirstwall(short sectnum, short newfirstwall);
|
||
|
||
void getmousevalues(long *mousx, long *mousy, long *bstatus);
|
||
long krand(void);
|
||
long ksqrt(long num);
|
||
long getangle(long xvect, long yvect);
|
||
void rotatepoint(long xpivot, long ypivot, long x, long y, short daang, long *x2, long *y2);
|
||
long lastwall(short point);
|
||
long nextsectorneighborz(short sectnum, long thez, short topbottom, short direction);
|
||
long getceilzofslope(short sectnum, long dax, long day);
|
||
long getflorzofslope(short sectnum, long dax, long day);
|
||
void getzsofslope(short sectnum, long dax, long day, long *ceilz, long *florz);
|
||
void alignceilslope(short dasect, long x, long y, long z);
|
||
void alignflorslope(short dasect, long x, long y, long z);
|
||
long sectorofwall(short theline);
|
||
long loopnumofsector(short sectnum, short wallnum);
|
||
|
||
long insertsprite(short sectnum, short statnum);
|
||
long deletesprite(short spritenum);
|
||
long changespritesect(short spritenum, short newsectnum);
|
||
long changespritestat(short spritenum, short newstatnum);
|
||
long setsprite(short spritenum, long newx, long newy, long newz);
|
||
|
||
long screencapture(char *filename, char inverseit);
|
||
|
||
// PLAG: line utility functions
|
||
typedef struct s_equation {
|
||
float a, b, c;
|
||
} _equation;
|
||
typedef struct s_point2d {
|
||
float x, y;
|
||
} _point2d;
|
||
_equation equation(long x1, long y1, long x2, long y2);
|
||
int sameside(_equation* eq, _point2d* p1, _point2d* p2);
|
||
|
||
#define STATUS2DSIZ 144
|
||
void qsetmode640350(void);
|
||
void qsetmode640480(void);
|
||
void qsetmodeany(long,long);
|
||
void clear2dscreen(void);
|
||
void draw2dgrid(long posxe, long posye, short ange, long zoome, short gride);
|
||
void draw2dscreen(long posxe, long posye, short ange, long zoome, short gride);
|
||
void drawline16(long x1, long y1, long x2, long y2, char col);
|
||
void drawcircle16(long x1, long y1, long r, char col);
|
||
|
||
int setrendermode(int renderer);
|
||
int getrendermode(void);
|
||
|
||
void setrollangle(long rolla);
|
||
|
||
// pal: pass -1 to invalidate all palettes for the tile, or >=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);
|
||
|
||
long animateoffs(short tilenum, short fakevar);
|
||
|
||
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);
|
||
|
||
extern long r_depthpeeling, r_peelscount;
|
||
extern long r_detailmapping;
|
||
#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__
|