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+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// $Id: r_defs.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+// Refresh/rendering module, shared data struct definitions.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_DEFS__
+#define __R_DEFS__
+
+
+// Screenwidth.
+#include "doomdef.h"
+
+// Some more or less basic data types
+// we depend on.
+#include "m_fixed.h"
+
+// We rely on the thinker data struct
+// to handle sound origins in sectors.
+#include "d_think.h"
+// SECTORS do store MObjs anyway.
+#include "p_mobj.h"
+
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+
+// Silhouette, needed for clipping Segs (mainly)
+// and sprites representing things.
+#define SIL_NONE 0
+#define SIL_BOTTOM 1
+#define SIL_TOP 2
+#define SIL_BOTH 3
+
+#define MAXDRAWSEGS 256
+
+
+
+
+
+//
+// INTERNAL MAP TYPES
+// used by play and refresh
+//
+
+//
+// Your plain vanilla vertex.
+// Note: transformed values not buffered locally,
+// like some DOOM-alikes ("wt", "WebView") did.
+//
+typedef struct
+{
+ fixed_t x;
+ fixed_t y;
+
+} vertex_t;
+
+
+// Forward of LineDefs, for Sectors.
+struct line_s;
+
+// Each sector has a degenmobj_t in its center
+// for sound origin purposes.
+// I suppose this does not handle sound from
+// moving objects (doppler), because
+// position is prolly just buffered, not
+// updated.
+typedef struct
+{
+ thinker_t thinker; // not used for anything
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+
+} degenmobj_t;
+
+//
+// The SECTORS record, at runtime.
+// Stores things/mobjs.
+//
+typedef struct
+{
+ fixed_t floorheight;
+ fixed_t ceilingheight;
+ short floorpic;
+ short ceilingpic;
+ short lightlevel;
+ short special;
+ short tag;
+
+ // 0 = untraversed, 1,2 = sndlines -1
+ int soundtraversed;
+
+ // thing that made a sound (or null)
+ mobj_t* soundtarget;
+
+ // mapblock bounding box for height changes
+ int blockbox[4];
+
+ // origin for any sounds played by the sector
+ degenmobj_t soundorg;
+
+ // if == validcount, already checked
+ int validcount;
+
+ // list of mobjs in sector
+ mobj_t* thinglist;
+
+ // thinker_t for reversable actions
+ void* specialdata;
+
+ int linecount;
+ struct line_s** lines; // [linecount] size
+
+} sector_t;
+
+
+
+
+//
+// The SideDef.
+//
+
+typedef struct
+{
+ // add this to the calculated texture column
+ fixed_t textureoffset;
+
+ // add this to the calculated texture top
+ fixed_t rowoffset;
+
+ // Texture indices.
+ // We do not maintain names here.
+ short toptexture;
+ short bottomtexture;
+ short midtexture;
+
+ // Sector the SideDef is facing.
+ sector_t* sector;
+
+} side_t;
+
+
+
+//
+// Move clipping aid for LineDefs.
+//
+typedef enum
+{
+ ST_HORIZONTAL,
+ ST_VERTICAL,
+ ST_POSITIVE,
+ ST_NEGATIVE
+
+} slopetype_t;
+
+
+
+typedef struct line_s
+{
+ // Vertices, from v1 to v2.
+ vertex_t* v1;
+ vertex_t* v2;
+
+ // Precalculated v2 - v1 for side checking.
+ fixed_t dx;
+ fixed_t dy;
+
+ // Animation related.
+ short flags;
+ short special;
+ short tag;
+
+ // Visual appearance: SideDefs.
+ // sidenum[1] will be -1 if one sided
+ short sidenum[2];
+
+ // Neat. Another bounding box, for the extent
+ // of the LineDef.
+ fixed_t bbox[4];
+
+ // To aid move clipping.
+ slopetype_t slopetype;
+
+ // Front and back sector.
+ // Note: redundant? Can be retrieved from SideDefs.
+ sector_t* frontsector;
+ sector_t* backsector;
+
+ // if == validcount, already checked
+ int validcount;
+
+ // thinker_t for reversable actions
+ void* specialdata;
+} line_t;
+
+
+
+
+//
+// A SubSector.
+// References a Sector.
+// Basically, this is a list of LineSegs,
+// indicating the visible walls that define
+// (all or some) sides of a convex BSP leaf.
+//
+typedef struct subsector_s
+{
+ sector_t* sector;
+ short numlines;
+ short firstline;
+
+} subsector_t;
+
+
+
+//
+// The LineSeg.
+//
+typedef struct
+{
+ vertex_t* v1;
+ vertex_t* v2;
+
+ fixed_t offset;
+
+ angle_t angle;
+
+ side_t* sidedef;
+ line_t* linedef;
+
+ // Sector references.
+ // Could be retrieved from linedef, too.
+ // backsector is NULL for one sided lines
+ sector_t* frontsector;
+ sector_t* backsector;
+
+} seg_t;
+
+
+
+//
+// BSP node.
+//
+typedef struct
+{
+ // Partition line.
+ fixed_t x;
+ fixed_t y;
+ fixed_t dx;
+ fixed_t dy;
+
+ // Bounding box for each child.
+ fixed_t bbox[2][4];
+
+ // If NF_SUBSECTOR its a subsector.
+ unsigned short children[2];
+
+} node_t;
+
+
+
+
+// posts are runs of non masked source pixels
+typedef struct
+{
+ byte topdelta; // -1 is the last post in a column
+ byte length; // length data bytes follows
+} post_t;
+
+// column_t is a list of 0 or more post_t, (byte)-1 terminated
+typedef post_t column_t;
+
+
+
+// PC direct to screen pointers
+//B UNUSED - keep till detailshift in r_draw.c resolved
+//extern byte* destview;
+//extern byte* destscreen;
+
+
+
+
+
+//
+// OTHER TYPES
+//
+
+// This could be wider for >8 bit display.
+// Indeed, true color support is posibble
+// precalculating 24bpp lightmap/colormap LUT.
+// from darkening PLAYPAL to all black.
+// Could even us emore than 32 levels.
+typedef byte lighttable_t;
+
+
+
+
+//
+// ?
+//
+typedef struct drawseg_s
+{
+ seg_t* curline;
+ int x1;
+ int x2;
+
+ fixed_t scale1;
+ fixed_t scale2;
+ fixed_t scalestep;
+
+ // 0=none, 1=bottom, 2=top, 3=both
+ int silhouette;
+
+ // do not clip sprites above this
+ fixed_t bsilheight;
+
+ // do not clip sprites below this
+ fixed_t tsilheight;
+
+ // Pointers to lists for sprite clipping,
+ // all three adjusted so [x1] is first value.
+ short* sprtopclip;
+ short* sprbottomclip;
+ short* maskedtexturecol;
+
+} drawseg_t;
+
+
+
+// Patches.
+// A patch holds one or more columns.
+// Patches are used for sprites and all masked pictures,
+// and we compose textures from the TEXTURE1/2 lists
+// of patches.
+typedef struct
+{
+ short width; // bounding box size
+ short height;
+ short leftoffset; // pixels to the left of origin
+ short topoffset; // pixels below the origin
+ int columnofs[8]; // only [width] used
+ // the [0] is &columnofs[width]
+} patch_t;
+
+
+
+
+
+
+
+// A vissprite_t is a thing
+// that will be drawn during a refresh.
+// I.e. a sprite object that is partly visible.
+typedef struct vissprite_s
+{
+ // Doubly linked list.
+ struct vissprite_s* prev;
+ struct vissprite_s* next;
+
+ int x1;
+ int x2;
+
+ // for line side calculation
+ fixed_t gx;
+ fixed_t gy;
+
+ // global bottom / top for silhouette clipping
+ fixed_t gz;
+ fixed_t gzt;
+
+ // horizontal position of x1
+ fixed_t startfrac;
+
+ fixed_t scale;
+
+ // negative if flipped
+ fixed_t xiscale;
+
+ fixed_t texturemid;
+ int patch;
+
+ // for color translation and shadow draw,
+ // maxbright frames as well
+ lighttable_t* colormap;
+
+ int mobjflags;
+
+} vissprite_t;
+
+
+//
+// Sprites are patches with a special naming convention
+// so they can be recognized by R_InitSprites.
+// The base name is NNNNFx or NNNNFxFx, with
+// x indicating the rotation, x = 0, 1-7.
+// The sprite and frame specified by a thing_t
+// is range checked at run time.
+// A sprite is a patch_t that is assumed to represent
+// a three dimensional object and may have multiple
+// rotations pre drawn.
+// Horizontal flipping is used to save space,
+// thus NNNNF2F5 defines a mirrored patch.
+// Some sprites will only have one picture used
+// for all views: NNNNF0
+//
+typedef struct
+{
+ // If false use 0 for any position.
+ // Note: as eight entries are available,
+ // we might as well insert the same name eight times.
+ boolean rotate;
+
+ // Lump to use for view angles 0-7.
+ short lump[8];
+
+ // Flip bit (1 = flip) to use for view angles 0-7.
+ byte flip[8];
+
+} spriteframe_t;
+
+
+
+//
+// A sprite definition:
+// a number of animation frames.
+//
+typedef struct
+{
+ int numframes;
+ spriteframe_t* spriteframes;
+
+} spritedef_t;
+
+
+
+//
+// Now what is a visplane, anyway?
+//
+typedef struct
+{
+ fixed_t height;
+ int picnum;
+ int lightlevel;
+ int minx;
+ int maxx;
+
+ // leave pads for [minx-1]/[maxx+1]
+
+ byte pad1;
+ // Here lies the rub for all
+ // dynamic resize/change of resolution.
+ byte top[SCREENWIDTH];
+ byte pad2;
+ byte pad3;
+ // See above.
+ byte bottom[SCREENWIDTH];
+ byte pad4;
+
+} visplane_t;
+
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1 2005/07/23 16:19:46 fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------