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