forked from KolibriOS/kolibrios
e15c3449f3
git-svn-id: svn://kolibrios.org@298 a494cfbc-eb01-0410-851d-a64ba20cac60
491 lines
8.9 KiB
C++
491 lines
8.9 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Refresh/rendering module, shared data struct definitions.
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//
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//-----------------------------------------------------------------------------
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#ifndef __R_DEFS__
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#define __R_DEFS__
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// Screenwidth.
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#include "doomdef.h"
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// Some more or less basic data types
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// we depend on.
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#include "m_fixed.h"
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// We rely on the thinker data struct
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// to handle sound origins in sectors.
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#include "d_think.h"
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// SECTORS do store MObjs anyway.
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#include "p_mobj.h"
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#ifdef __GNUG__
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#pragma interface
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#endif
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// Silhouette, needed for clipping Segs (mainly)
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// and sprites representing things.
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#define SIL_NONE 0
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#define SIL_BOTTOM 1
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#define SIL_TOP 2
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#define SIL_BOTH 3
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#define MAXDRAWSEGS 256
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//
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// INTERNAL MAP TYPES
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// used by play and refresh
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//
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//
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// Your plain vanilla vertex.
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// Note: transformed values not buffered locally,
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// like some DOOM-alikes ("wt", "WebView") did.
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//
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typedef struct
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{
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fixed_t x;
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fixed_t y;
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} vertex_t;
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// Forward of LineDefs, for Sectors.
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struct line_s;
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// Each sector has a degenmobj_t in its center
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// for sound origin purposes.
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// I suppose this does not handle sound from
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// moving objects (doppler), because
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// position is prolly just buffered, not
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// updated.
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typedef struct
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{
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thinker_t thinker; // not used for anything
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fixed_t x;
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fixed_t y;
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fixed_t z;
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} degenmobj_t;
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//
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// The SECTORS record, at runtime.
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// Stores things/mobjs.
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//
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typedef struct
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{
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fixed_t floorheight;
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fixed_t ceilingheight;
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short floorpic;
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short ceilingpic;
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short lightlevel;
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short special;
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short tag;
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// 0 = untraversed, 1,2 = sndlines -1
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int soundtraversed;
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// thing that made a sound (or null)
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mobj_t* soundtarget;
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// mapblock bounding box for height changes
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int blockbox[4];
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// origin for any sounds played by the sector
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degenmobj_t soundorg;
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// if == validcount, already checked
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int validcount;
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// list of mobjs in sector
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mobj_t* thinglist;
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// thinker_t for reversable actions
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void* specialdata;
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int linecount;
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struct line_s** lines; // [linecount] size
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} sector_t;
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//
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// The SideDef.
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//
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typedef struct
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{
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// add this to the calculated texture column
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fixed_t textureoffset;
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// add this to the calculated texture top
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fixed_t rowoffset;
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// Texture indices.
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// We do not maintain names here.
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short toptexture;
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short bottomtexture;
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short midtexture;
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// Sector the SideDef is facing.
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sector_t* sector;
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} side_t;
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//
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// Move clipping aid for LineDefs.
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//
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typedef enum
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{
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ST_HORIZONTAL,
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ST_VERTICAL,
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ST_POSITIVE,
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ST_NEGATIVE
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} slopetype_t;
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typedef struct line_s
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{
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// Vertices, from v1 to v2.
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vertex_t* v1;
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vertex_t* v2;
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// Precalculated v2 - v1 for side checking.
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fixed_t dx;
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fixed_t dy;
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// Animation related.
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short flags;
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short special;
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short tag;
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// Visual appearance: SideDefs.
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// sidenum[1] will be -1 if one sided
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short sidenum[2];
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// Neat. Another bounding box, for the extent
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// of the LineDef.
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fixed_t bbox[4];
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// To aid move clipping.
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slopetype_t slopetype;
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// Front and back sector.
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// Note: redundant? Can be retrieved from SideDefs.
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sector_t* frontsector;
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sector_t* backsector;
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// if == validcount, already checked
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int validcount;
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// thinker_t for reversable actions
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void* specialdata;
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} line_t;
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//
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// A SubSector.
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// References a Sector.
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// Basically, this is a list of LineSegs,
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// indicating the visible walls that define
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// (all or some) sides of a convex BSP leaf.
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//
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typedef struct subsector_s
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{
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sector_t* sector;
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short numlines;
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short firstline;
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} subsector_t;
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//
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// The LineSeg.
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//
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typedef struct
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{
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vertex_t* v1;
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vertex_t* v2;
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fixed_t offset;
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angle_t angle;
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side_t* sidedef;
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line_t* linedef;
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// Sector references.
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// Could be retrieved from linedef, too.
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// backsector is NULL for one sided lines
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sector_t* frontsector;
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sector_t* backsector;
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} seg_t;
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//
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// BSP node.
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//
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typedef struct
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{
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// Partition line.
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fixed_t x;
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fixed_t y;
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fixed_t dx;
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fixed_t dy;
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// Bounding box for each child.
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fixed_t bbox[2][4];
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// If NF_SUBSECTOR its a subsector.
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unsigned short children[2];
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} node_t;
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// posts are runs of non masked source pixels
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typedef struct
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{
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byte topdelta; // -1 is the last post in a column
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byte length; // length data bytes follows
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} post_t;
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// column_t is a list of 0 or more post_t, (byte)-1 terminated
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typedef post_t column_t;
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// PC direct to screen pointers
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//B UNUSED - keep till detailshift in r_draw.c resolved
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//extern byte* destview;
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//extern byte* destscreen;
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//
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// OTHER TYPES
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//
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// This could be wider for >8 bit display.
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// Indeed, true color support is posibble
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// precalculating 24bpp lightmap/colormap LUT.
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// from darkening PLAYPAL to all black.
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// Could even us emore than 32 levels.
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typedef byte lighttable_t;
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//
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// ?
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//
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typedef struct drawseg_s
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{
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seg_t* curline;
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int x1;
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int x2;
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fixed_t scale1;
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fixed_t scale2;
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fixed_t scalestep;
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// 0=none, 1=bottom, 2=top, 3=both
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int silhouette;
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// do not clip sprites above this
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fixed_t bsilheight;
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// do not clip sprites below this
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fixed_t tsilheight;
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// Pointers to lists for sprite clipping,
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// all three adjusted so [x1] is first value.
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short* sprtopclip;
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short* sprbottomclip;
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short* maskedtexturecol;
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} drawseg_t;
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// Patches.
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// A patch holds one or more columns.
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// Patches are used for sprites and all masked pictures,
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// and we compose textures from the TEXTURE1/2 lists
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// of patches.
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typedef struct
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{
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short width; // bounding box size
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short height;
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short leftoffset; // pixels to the left of origin
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short topoffset; // pixels below the origin
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int columnofs[8]; // only [width] used
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// the [0] is &columnofs[width]
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} patch_t;
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// A vissprite_t is a thing
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// that will be drawn during a refresh.
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// I.e. a sprite object that is partly visible.
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typedef struct vissprite_s
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{
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// Doubly linked list.
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struct vissprite_s* prev;
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struct vissprite_s* next;
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int x1;
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int x2;
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// for line side calculation
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fixed_t gx;
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fixed_t gy;
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// global bottom / top for silhouette clipping
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fixed_t gz;
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fixed_t gzt;
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// horizontal position of x1
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fixed_t startfrac;
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fixed_t scale;
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// negative if flipped
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fixed_t xiscale;
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fixed_t texturemid;
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int patch;
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// for color translation and shadow draw,
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// maxbright frames as well
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lighttable_t* colormap;
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int mobjflags;
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} vissprite_t;
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//
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// Sprites are patches with a special naming convention
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// so they can be recognized by R_InitSprites.
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// The base name is NNNNFx or NNNNFxFx, with
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// x indicating the rotation, x = 0, 1-7.
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// The sprite and frame specified by a thing_t
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// is range checked at run time.
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// A sprite is a patch_t that is assumed to represent
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// a three dimensional object and may have multiple
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// rotations pre drawn.
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// Horizontal flipping is used to save space,
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// thus NNNNF2F5 defines a mirrored patch.
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// Some sprites will only have one picture used
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// for all views: NNNNF0
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//
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typedef struct
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{
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// If false use 0 for any position.
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// Note: as eight entries are available,
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// we might as well insert the same name eight times.
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boolean rotate;
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// Lump to use for view angles 0-7.
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short lump[8];
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// Flip bit (1 = flip) to use for view angles 0-7.
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byte flip[8];
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} spriteframe_t;
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//
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// A sprite definition:
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// a number of animation frames.
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//
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typedef struct
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{
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int numframes;
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spriteframe_t* spriteframes;
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} spritedef_t;
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//
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// Now what is a visplane, anyway?
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//
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typedef struct
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{
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fixed_t height;
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int picnum;
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int lightlevel;
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int minx;
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int maxx;
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// leave pads for [minx-1]/[maxx+1]
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byte pad1;
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// Here lies the rub for all
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// dynamic resize/change of resolution.
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byte top[SCREENWIDTH];
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byte pad2;
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byte pad3;
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// See above.
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byte bottom[SCREENWIDTH];
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byte pad4;
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} visplane_t;
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#endif
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//-----------------------------------------------------------------------------
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//
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// $Log:$
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//
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//-----------------------------------------------------------------------------
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