/*****************************************************************************/
/* D2K: A Doom Source Port for the 21st Century                              */
/*                                                                           */
/* Copyright (C) 2014: See COPYRIGHT file                                    */
/*                                                                           */
/* This file is part of D2K.                                                 */
/*                                                                           */
/* D2K is free software: you can redistribute it and/or modify it under the  */
/* terms of the GNU General Public License as published by the Free Software */
/* Foundation, either version 2 of the License, or (at your option) any      */
/* later version.                                                            */
/*                                                                           */
/* D2K is distributed in the hope that it will be useful, but WITHOUT ANY    */
/* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS */
/* FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more    */
/* details.                                                                  */
/*                                                                           */
/* You should have received a copy of the GNU General Public License along   */
/* with D2K.  If not, see <http://www.gnu.org/licenses/>.                    */
/*                                                                           */
/*****************************************************************************/


#ifndef R_DEFS_H__
#define R_DEFS_H__

struct mobj_s;
typedef struct mobj_s mobj_t;

// 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") do.
//
typedef struct vertex_s
{
  fixed_t x;
  fixed_t y;
  angle_t viewangle;   // e6y: precalculated angle for clipping
  int angletime;       // e6y: recalculation time for view angle 
} vertex_t;

// Each sector has a degenmobj_t in its center for sound origin purposes.
typedef struct
{
  thinker_t thinker;  // not used for anything
  fixed_t             x;
  fixed_t             y;
  fixed_t             z;
  uint32_t            id;
} degenmobj_t;

//
// The SECTORS record, at runtime.
// Stores things/mobjs.
//

#define NO_TOPTEXTURES        0x00000001
#define NO_BOTTOMTEXTURES     0x00000002
#define SECTOR_IS_CLOSED      0x00000004
#define NULL_SECTOR           0x00000008

typedef struct sector_s
{
  int iSectorID; // proff 04/05/2000: needed for OpenGL and used in debugmode by the HUD to draw sectornum
  unsigned int flags;    //e6y: instead of .no_toptextures and .no_bottomtextures
  fixed_t floorheight;
  fixed_t ceilingheight;
  int nexttag,firsttag;  // killough 1/30/98: improves searches for tags.
  int soundtraversed;    // 0 = untraversed, 1,2 = sndlines-1
  mobj_t *soundtarget;   // thing that made a sound (or null)
  int blockbox[4];       // mapblock bounding box for height changes
  int bbox[4];           // bounding box in map units
  degenmobj_t soundorg;  // origin for any sounds played by the sector
  int validcount;        // if == validcount, already checked
  mobj_t *thinglist;     // list of mobjs in sector

  /* killough 8/28/98: friction is a sector property, not an mobj property.
   * these fields used to be in mobj_t, but presented performance problems
   * when processed as mobj properties. Fix is to make them sector properties.
   */
  int friction,movefactor;

  // thinker_t for reversable actions
  void *floordata;    // jff 2/22/98 make thinkers on
  void *ceilingdata;  // floors, ceilings, lighting,
  void *lightingdata; // independent of one another

  // jff 2/26/98 lockout machinery for stairbuilding
  int stairlock;   // -2 on first locked -1 after thinker done 0 normally
  int prevsec;     // -1 or number of sector for previous step
  int nextsec;     // -1 or number of next step sector

  // killough 3/7/98: support flat heights drawn at another sector's heights
  int heightsec;    // other sector, or -1 if no other sector

  int bottommap, midmap, topmap; // killough 4/4/98: dynamic colormaps

  // list of mobjs that are at least partially in the sector
  // thinglist is a subset of touching_thinglist
  struct msecnode_s *touching_thinglist;               // phares 3/14/98

  int linecount;
  struct line_s **lines;

  // killough 10/98: support skies coming from sidedefs. Allows scrolling
  // skies and other effects. No "level info" kind of lump is needed,
  // because you can use an arbitrary number of skies per level with this
  // method. This field only applies when skyflatnum is used for floorpic
  // or ceilingpic, because the rest of Doom needs to know which is sky
  // and which isn't, etc.

  int sky;

  // killough 3/7/98: floor and ceiling texture offsets
  fixed_t   floor_xoffs,   floor_yoffs;
  fixed_t ceiling_xoffs, ceiling_yoffs;

  // killough 4/11/98: support for lightlevels coming from another sector
  int floorlightsec, ceilinglightsec;

  short floorpic;
  short ceilingpic;
  short lightlevel;
  short special;
  short oldspecial;      //jff 2/16/98 remembers if sector WAS secret (automap)
  short tag;

  //e6y
  int INTERP_SectorFloor;
  int INTERP_SectorCeiling;
  int INTERP_FloorPanning;
  int INTERP_CeilingPanning;
#ifdef GL_DOOM
  int fakegroup[2];
#endif
} sector_t;

//
// The SideDef.
//

typedef struct side_s
{
  fixed_t textureoffset; // add this to the calculated texture column
  fixed_t rowoffset;     // add this to the calculated texture top
  short toptexture;      // Texture indices. We do not maintain names here.
  short bottomtexture;
  short midtexture;
  sector_t* sector;      // Sector the SideDef is facing.

  // killough 4/4/98, 4/11/98: highest referencing special linedef's type,
  // or lump number of special effect. Allows texture names to be overloaded
  // for other functions.

  int special;

  int INTERP_WallPanning;
#ifdef GL_DOOM
  int skybox_index;
#endif
} side_t;

//
// Move clipping aid for LineDefs.
//
typedef enum
{
  ST_HORIZONTAL,
  ST_VERTICAL,
  ST_POSITIVE,
  ST_NEGATIVE
} slopetype_t;

typedef struct line_s
{
  int iLineID;           // proff 04/05/2000: needed for OpenGL
  vertex_t *v1, *v2;     // Vertices, from v1 to v2.
  fixed_t dx, dy;        // Precalculated v2 - v1 for side checking.
#ifdef GL_DOOM
  float texel_length;
#endif
  unsigned short flags;           // Animation related.
  short special;
  short tag;
  unsigned short sidenum[2];        // Visual appearance: SideDefs.
  fixed_t bbox[4];       // A bounding box, for the linedef's extent
  slopetype_t slopetype; // To aid move clipping.
  sector_t *frontsector; // Front and back sector.
  sector_t *backsector;
  int validcount;        // if == validcount, already checked
  void *specialdata;     // thinker_t for reversable actions
  int tranlump;          // killough 4/11/98: translucency filter, -1 == none
  int firsttag,nexttag;  // killough 4/17/98: improves searches for tags.
  int r_validcount;      // cph: if == gametic, r_flags already done
  enum {                 // cph:
    RF_TOP_TILE  = 1,     // Upper texture needs tiling
    RF_MID_TILE = 2,     // Mid texture needs tiling
    RF_BOT_TILE = 4,     // Lower texture needs tiling
    RF_IGNORE   = 8,     // Renderer can skip this line
    RF_CLOSED   =16,     // Line blocks view
    RF_ISOLATED =32,     // Isolated line
  } r_flags;
  degenmobj_t soundorg;  // sound origin for switches/buttons
} line_t;

// phares 3/14/98
//
// Sector list node showing all sectors an object appears in.
//
// There are two threads that flow through these nodes. The first thread
// starts at touching_thinglist in a sector_t and flows through the m_snext
// links to find all mobjs that are entirely or partially in the sector.
// The second thread starts at touching_sectorlist in an mobj_t and flows
// through the m_tnext links to find all sectors a thing touches. This is
// useful when applying friction or push effects to sectors. These effects
// can be done as thinkers that act upon all objects touching their sectors.
// As an mobj moves through the world, these nodes are created and
// destroyed, with the links changed appropriately.
//
// For the links, NULL means top or end of list.

typedef struct msecnode_s
{
  sector_t          *m_sector; // a sector containing this object
  struct mobj_s     *m_thing;  // this object
  struct msecnode_s *m_tprev;  // prev msecnode_t for this thing
  struct msecnode_s *m_tnext;  // next msecnode_t for this thing
  struct msecnode_s *m_sprev;  // prev msecnode_t for this sector
  struct msecnode_s *m_snext;  // next msecnode_t for this sector
  bool               visited;  // killough 4/4/98, 4/7/98: used in search algorithms
} msecnode_t;

//
// The LineSeg.
//
typedef struct seg_s {
  vertex_t *v1;
  vertex_t *v2;
  fixed_t   offset;
  angle_t   angle;
  side_t   *sidedef;
  line_t   *linedef;
  bool      miniseg; // figgi -- needed for glnodes
  sector_t *frontsector; // Sector references.
  sector_t *backsector;  // Could be retrieved from linedef, too
                         // (but that would be slower -- killough)
                         // backsector is NULL for one sided lines
} seg_t;

typedef struct ssline_s
{
  seg_t *seg;
  line_t *linedef;
  fixed_t x1, y1;
  fixed_t x2, y2;
  fixed_t bbox[4];
} ssline_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;
  // e6y: support for extended nodes
  // 'int' instead of 'short'
  int numlines, firstline;
} subsector_t;


//
// BSP node.
//
typedef struct node_s {
  fixed_t x;  // Partition line
  fixed_t y;  // |
  fixed_t dx; // |
  fixed_t dy; // V
  fixed_t bbox[2][4]; // Bounding box for each child.
  //unsigned short children[2];    // If NF_SUBSECTOR its a subsector.
  int children[2];    // If NF_SUBSECTOR its a subsector.
} node_t;

//
// Masked 2s linedefs
//

typedef struct drawseg_s
{
  seg_t *curline;
  short x1, x2;
  fixed_t scale1, scale2, scalestep;
  int silhouette;                       // 0=none, 1=bottom, 2=top, 3=both
  fixed_t bsilheight;                   // do not clip sprites above this
  fixed_t tsilheight;                   // do not clip sprites below this

  // Added for filtering (fractional texture u coord) support - POPE
  fixed_t rw_offset, rw_distance, rw_centerangle; 
  
  // Pointers to lists for sprite clipping,
  // all three adjusted so [x1] is first value.

  int *sprtopclip, *sprbottomclip, *maskedtexturecol; // dropoff overflow
} drawseg_t;

// proff: Added for OpenGL
typedef struct patchnum_s
{
  int width,height;
  int leftoffset,topoffset;
  int lumpnum;
} patchnum_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
{
  short x1, x2;
  fixed_t gx, gy;              // for line side calculation
  fixed_t gz, gzt;             // global bottom / top for silhouette clipping
  fixed_t startfrac;           // horizontal position of x1
  fixed_t scale;
  fixed_t xiscale;             // negative if flipped
  fixed_t texturemid;
  int patch;
  uint64_t mobjflags;

  // for color translation and shadow draw, maxbright frames as well
  const lighttable_t *colormap;

  // killough 3/27/98: height sector for underwater/fake ceiling support
  int heightsec;
} 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.
  int rotate;

  // Lump to use for view angles 0-7.
  short lump[16];

  // Flip bit (1 = flip) to use for view angles 0-15.
  unsigned short flip;

} spriteframe_t;

//
// A sprite definition:
//  a number of animation frames.
//

typedef struct spritedef_s
{
  int numframes;
  spriteframe_t *spriteframes;
} spritedef_t;

//
// Now what is a visplane, anyway?
//
// Go to http://classicgaming.com/doom/editing/ to find out -- killough
//

typedef struct visplane_s
{
  struct visplane_s *next;      // Next visplane in hash chain -- killough
  int picnum, lightlevel, minx, maxx;
  fixed_t height;
  fixed_t xoffs, yoffs;         // killough 2/28/98: Support scrolling flats
  // e6y: resolution limitation is removed
  // bottom and top arrays are dynamically
  // allocated immediately after the visplane
  unsigned short *bottom;
  unsigned short pad1;          // leave pads for [minx-1]/[maxx+1]
  unsigned short top[3];
} visplane_t;

#endif

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