// "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 MAXWALLSB ((MAXWALLS>>2)+(MAXWALLS>>3))
#define MAXSPRITES MAXSPRITESV8

#define MAXTILES 15360
#define MAXVOXELS 4096
#define MAXSTATUS 1024
#define MAXPLAYERS 16
#define MAXXDIM 3072
#define MAXYDIM 2304
#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 {
    float smoothduration;
    short mdcurframe, mdoldframe;
    short mdsmooth;
    char filler[2];
} 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 short maskwall[MAXWALLSB], maskwallcnt;
EXTERN short thewall[MAXWALLSB];
EXTERN spritetype *sprite;
EXTERN spritetype *tspriteptr[MAXSPRITESONSCREEN];

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 char display_mirror;
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;
extern int rendmode;
#endif
EXTERN int h_xsize[MAXTILES], h_ysize[MAXTILES];
EXTERN signed char h_xoffs[MAXTILES], h_yoffs[MAXTILES];

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<sin(x)<1, the range of sintable is -16383<sintable[]<16383
            If you use this sintable, you can possibly speed up your code as
            well as save space in memory.  If you plan to use sintable, 2
            identities you may want to keep in mind are:
                sintable[ang&2047]       = sin(ang * (3.141592/1024)) * 16383
                sintable[(ang+512)&2047] = cos(ang * (3.141592/1024)) * 16383
        NUMSECTORS - the total number of existing sectors.  Modified every time
            you call the loadboard function.
***************************************************************************/

int    preinitengine(void);	// a partial setup of the engine used for launch windows
int    initengine(void);
void   uninitengine(void);
void   initspritelists(void);
int   loadboard(char *filename, char fromwhere, int *daposx, int *daposy, int *daposz, short *daang, short *dacursectnum);
int   loadmaphack(char *filename);
int   saveboard(char *filename, int *daposx, int *daposy, int *daposz, short *daang, short *dacursectnum);
int   loadpics(char *filename, int askedsize);
void   loadtile(short tilenume);
int   qloadkvx(int voxindex, char *filename);
int   allocatepermanenttile(short tilenume, int xsiz, int ysiz);
void   copytilepiece(int tilenume1, int sx1, int sy1, int xsiz, int ysiz, int tilenume2, int sx2, int sy2);
void   makepalookup(int palnum, char *remapbuf, signed char r, signed char g, signed char b, char dastat);
void   setvgapalette(void);
void   setbrightness(char dabrightness, char *dapal, char noapply);
void   setpalettefade(char r, char g, char b, char offset);
void   squarerotatetile(short tilenume);

int   setgamemode(char davidoption, int daxdim, int daydim, int dabpp);
void   nextpage(void);
void   setview(int x1, int y1, int x2, int y2);
void   setaspect(int daxrange, int daaspect);
void   flushperms(void);

void   plotpixel(int x, int y, char col);
char   getpixel(int x, int y);
void   setviewtotile(short tilenume, int xsiz, int ysiz);
void   setviewback(void);
void   preparemirror(int dax, int day, int daz, short daang, int dahoriz, short dawall, short dasector, int *tposx, int *tposy, short *tang);
void   completemirror(void);

void   drawrooms(int daposx, int daposy, int daposz, short daang, int dahoriz, short dacursectnum);
void   drawmasks(void);
void   clearview(int dacol);
void   clearallviews(int dacol);
void   drawmapview(int dax, int day, int zoome, short ang);
void   rotatesprite(int sx, int sy, int z, short a, short picnum, signed char dashade, char dapalnum, char dastat, int cx1, int cy1, int cx2, int cy2);
void   drawline256(int x1, int y1, int x2, int y2, char col);
void   printext16(int xpos, int ypos, short col, short backcol, char *name, char fontsize);
void   printext256(int xpos, int ypos, short col, short backcol, char *name, char fontsize);

int   clipmove(int *x, int *y, int *z, short *sectnum, int xvect, int yvect, int walldist, int ceildist, int flordist, unsigned int cliptype);
int   clipinsidebox(int x, int y, short wallnum, int walldist);
int   clipinsideboxline(int x, int y, int x1, int y1, int x2, int y2, int walldist);
int   pushmove(int *x, int *y, int *z, short *sectnum, int walldist, int ceildist, int flordist, unsigned int cliptype);
void   getzrange(int x, int y, int z, short sectnum, int *ceilz, int *ceilhit, int *florz, int *florhit, int walldist, unsigned int cliptype);
int   hitscan(int xs, int ys, int zs, short sectnum, int vx, int vy, int vz, short *hitsect, short *hitwall, short *hitsprite, int *hitx, int *hity, int *hitz, unsigned int cliptype);
int   neartag(int xs, int ys, int zs, short sectnum, short ange, short *neartagsector, short *neartagwall, short *neartagsprite, int *neartaghitdist, int neartagrange, char tagsearch);
int   cansee(int x1, int y1, int z1, short sect1, int x2, int y2, int z2, short sect2);
void   updatesector(int x, int y, short *sectnum);
void   updatesectorz(int x, int y, int z, short *sectnum);
int   inside(int x, int y, short sectnum);
void   dragpoint(short pointhighlight, int dax, int day);
void   setfirstwall(short sectnum, short newfirstwall);

void   getmousevalues(int *mousx, int *mousy, int *bstatus);
int    krand(void);
int   ksqrt(int num);
int   getangle(int xvect, int yvect);
void   rotatepoint(int xpivot, int ypivot, int x, int y, short daang, int *x2, int *y2);
int   lastwall(short point);
int   nextsectorneighborz(short sectnum, int thez, short topbottom, short direction);
int   getceilzofslope(short sectnum, int dax, int day);
int   getflorzofslope(short sectnum, int dax, int day);
void   getzsofslope(short sectnum, int dax, int day, int *ceilz, int *florz);
void   alignceilslope(short dasect, int x, int y, int z);
void   alignflorslope(short dasect, int x, int y, int z);
int   sectorofwall(short theline);
int   loopnumofsector(short sectnum, short wallnum);

int   insertsprite(short sectnum, short statnum);
int   deletesprite(short spritenum);
int   changespritesect(short spritenum, short newsectnum);
int   changespritestat(short spritenum, short newstatnum);
int   setsprite(short spritenum, int newx, int newy, int newz);

int   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(int x1, int y1, int x2, int y2);
int             sameside(_equation* eq, _point2d* p1, _point2d* p2);
int             wallvisible(short wallnum);

#ifdef POLYMER
// polymer stuff for the game to provide it with the animatessprites ptr
typedef void (*animatespritesptr)(int, int, int, int);
EXTERN void polymer_setanimatesprites(animatespritesptr, int, int, int, int);
#endif

#define STATUS2DSIZ 144
void   qsetmode640350(void);
void   qsetmode640480(void);
void   qsetmodeany(int,int);
void   clear2dscreen(void);
void   draw2dgrid(int posxe, int posye, short ange, int zoome, short gride);
void   draw2dscreen(int posxe, int posye, short ange, int zoome, short gride);
void   drawline16(int x1, int y1, int x2, int y2, char col);
void   drawcircle16(int x1, int y1, int r, char col);

int   setrendermode(int renderer);
int   getrendermode(void);

void    setrollangle(int 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, 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__