warzone2100/lib/ivis_common/imd.h

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#ifndef _imd_
#define _imd_
#include "ivisdef.h"
#define IMD_NAME "IMD"
#define PIE_NAME "PIE" // Pumpkin image export data file
#define IMD_VER 1
#define PIE_VER 2
#ifdef BSPIMD
#define BSPPOLYID_MAXPOLYID (65534)
#define BSPPOLYID_TERMINATE (BSPPOLYID_MAXPOLYID+1) // This is used as a terminator
#include "bspimd.h"
#include "frame.h"
#endif
//*************************************************************************
#define iV_IMD_MAX_POINTS 256
#define iV_IMD_MAX_POLYS 256
#define iV_IMD_MAX_TEXANIM 256
//*************************************************************************
// polygon flags b0..b7: col, b24..b31: anim index
#define iV_IMD_TEX 0x00000200
#define iV_IMD_TEXANIM 0x00004000 // iV_IMD_TEX must be set also
#define iV_IMD_PSXTEX 0x00008000 // - use playstation texture allocation method
#define iV_IMD_BSPFRESH 0x00010000 // Freshly created by the BSP
#define iV_IMD_NOHALFPSXTEX 0x00020000
// shape override flags
// Are any of these really used anymore ?
#define iV_IMD_XEFFECT 0x1 // if this is set DO NOT PROCESS as a normal 3d pie ! (its a psx effect)
#define iV_IMD_XEFFECT_VPLANE 0x2 // Sprite effect drawn in view plane ( always facing player )
#define iV_IMD_XEFFECT_WPLANE 0x4 // Sprite effect drawn in world plane ( always parallel to terrain )
#define iV_IMD_XEFFECT_PROJECTILE 0x8 // Projectile effect.
#define iV_IMD_BINARY 0x10 // This Pie file was loaded as binary ... when freeing up do not free the pointers ... treat as one big chunk
#define iV_IMD_NOCULLSOME 0x20 // Some polys in the object are drawn without culling.
#define iV_IMD_XFLAT 0x00000100
#define iV_IMD_XTEX 0x00000200
#define iV_IMD_XWIRE 0x00000400
#define iV_IMD_XTRANS 0x00000800
#define iV_IMD_XGOUR 0x00001000
#define iV_IMD_XNOCUL 0x00002000
#define iV_IMD_XOUTLINE 0x00004000
#define iV_IMD_XFIXVIEW 0x00008000
// extended draw routines flags
#define iV_IMDX_AXES 0x00000001
#define iV_IMDX_BOUNDXZ 0x00000002
#define iV_IMDX_CHECKPOINT 0x00000004
#define iV_IMDX_POLYNUMBER 0x00000008
#define iV_IMDX_SPHERE 0x00000010
#define iV_IMDX_XGRID 0x00000020
#define iV_IMDX_YGRID 0x00000040
#define iV_IMDX_ZGRID 0x00000080
#define iV_IMDX_GRID (iV_IMDX_XGRID | iV_IMDX_YGRID | iV_IMDX_ZGRID)
//*************************************************************************
extern BOOL iV_setImagePath(STRING *path);
extern iIMDShape *iV_IMDLoad(STRING *filename, iBool palkeep);
extern iIMDShape *iV_ProcessIMD(STRING **ppFileData, STRING *FileDataEnd,
STRING *IMDpath, STRING *PCXpath, iBool palkeep);
iIMDShape *iV_ProcessBPIE(iIMDShape *, UDWORD size);
extern iBool iV_IMDSave(STRING *filename, iIMDShape *s, BOOL PieIMD);
extern void iV_IMDDebug(iIMDShape *s);
extern void iV_IMDRelease(iIMDShape *s);
// How high up do we want to stop looking
#define DROID_VIS_UPPER 100
// How low do we stop looking?
#define DROID_VIS_LOWER 10
/* not for PIEDRAW
extern void iV_IMDDrawTextured(iIMDShape *s);
extern void iV_PIEDraw(iIMDShape *s,int frame);
extern void iV_IMDDrawTexturedEnv(iIMDShape *shape, iTexture *env);
extern int iV_IMDDrawTexturedExtended(iIMDShape *shape, iPoint *point2d, uint32 flags);
extern void iV_IMDDrawWire(iIMDShape *shape, uint32 col);
extern void iV_IMDDrawWireExtended(iIMDShape *shape, uint32 col, uint32 flags);
extern void iV_IMDDrawTexturedHeightScaled(iIMDShape *shape, float scale);
// utils *****************************************************************
extern void iV_IMDRotateProject(iIMDShape *shape, iPoint *points2d);
extern void iV_IMDDraw2D(iIMDShape *shape, iPoint *points2d, uint32 col);
extern int iV_IMDPointInShape2D(iIMDShape *shape, iPoint *points2d, iPoint *point);
extern iBool iV_IMDPointInBoundXZ(iIMDShape *s, iPoint *point);
extern void iV_IMDDrawTextureRaise(iIMDShape *shape, float scale);
extern void iV_IMDDrawTexturedShade(iIMDShape *shape, int lightLevel);
*/
#endif