raze/polymer/build/include/build.h
terminx 0faa6b0010 Texture quality slider in video setup
git-svn-id: https://svn.eduke32.com/eduke32@916 1a8010ca-5511-0410-912e-c29ae57300e0
2008-07-29 05:43:47 +00:00

605 lines
22 KiB
C

// "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 TSPR_TEMP 99
#define TSPR_MIRROR 100
#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];
spritetype *tspr;
} 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
#define SPREXT_TSPRACCESS 16
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);
#ifdef POLYMOST
void setrollangle(int rolla);
#endif
// 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 r_cullobstructedmodels;
extern int r_fullbrights;
extern int r_downsize;
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__