warzone2100/lib/ivis_common/ivisdef.h

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/***************************************************************************/
/*
* ivisdef.h
*
* type defines for all ivis library functions.
*
*/
/***************************************************************************/
#ifndef _ivisdef_h
#define _ivisdef_h
#include "lib/framework/frame.h"
#include "pietypes.h"
/***************************************************************************/
/***************************************************************************/
/*
* Global Definitions
*/
/***************************************************************************/
#define BSPIMD // now defined for all versions (optional BSP handled on all formats)
#ifdef WIN321 //Not really needed I guess, however, see debug.c comments. -Qamly
#define iV_DDX
#endif
#define iV_SCANTABLE_MAX 1024
// texture animation defines
#define iV_IMD_ANIM_LOOP 0
#define iV_IMD_ANIM_RUN 1
#define iV_IMD_ANIM_FRAMES 8
/***************************************************************************/
/*
* Global Macros
*/
/***************************************************************************/
/***************************************************************************/
/*
* Global Type Definitions
*/
/***************************************************************************/
//*************************************************************************
//
// Basic types (now defined in pieTypes.h)
//
//*************************************************************************
//*************************************************************************
//
// Simple derived types (now defined in pieTypes.h)
//
//*************************************************************************
//*************************************************************************
//
// screen surface structure
//
//*************************************************************************
typedef struct iSurface {
int usr;
uint32 flags;
int xcentre;
int ycentre;
int xpshift;
int ypshift;
iClip clip;
uint8 *buffer;
int32 scantable[iV_SCANTABLE_MAX]; // currently uses 4k per structure (!)
int width;
int height;
int32 size;
} iSurface;
//*************************************************************************
//
// texture animation structures
//
//*************************************************************************
typedef struct {
int npoints;
iPoint frame[iV_IMD_ANIM_FRAMES];
} iTexAnimFrame;
typedef struct {
int nFrames;
int playbackRate;
int textureWidth;
int textureHeight;
} iTexAnim;
//*************************************************************************
//
// imd structures
//
//*************************************************************************
#ifdef BSPIMD
typedef uint16 BSPPOLYID; // lets hope this can work as a byte ... that will limit it to 255 polygons in 1 imd
#endif
#include "bspimd.h" //structure defintions only
typedef int VERTEXID; // Size of the entry for vertex id in the imd polygon structure
typedef struct {
uint32 flags;
int32 zcentre;
int npnts;
iVector normal;
VERTEXID *pindex;
iVertex *vrt;
iTexAnim *pTexAnim; // warning.... this is not used on the playstation version !
#ifdef BSPIMD
BSPPOLYID BSP_NextPoly; // the polygon number for the next in the BSP list ... or BSPPOLYID_TERMINATE for no more
#endif
} iIMDPoly;
typedef struct iIMDShape {
uint32 flags;
int32 texpage;
int32 oradius, sradius, radius, visRadius, xmin, xmax, ymin, ymax, zmin, zmax;
iVector ocen;
UWORD numFrames;
UWORD animInterval;
int npoints;
int npolys; // After BSP this number is not updated - it stays the number of pre-bsp polys
int nconnectors; // After BSP this number is not updated - it stays the number of pre-bsp polys
iVector *points;
iIMDPoly *polys; // After BSP this is not changed - it stays the original chunk of polys - not all are now used,and others not in this array are, see BSPNode for a tree of all the post BSP polys
iVector *connectors; // After BSP this is not changed - it stays the original chunk of polys - not all are now used,and others not in this array are, see BSPNode for a tree of all the post BSP polys
int ntexanims;
iTexAnim **texanims;
struct iIMDShape *next; // next pie in multilevel pies (NULL for non multilevel !)
#ifdef BSPIMD
PSBSPTREENODE BSPNode; // Start of the BSP tree;
#endif
} iIMDShape;
//*************************************************************************
//
// immitmap image structures
//
//*************************************************************************
typedef struct {
UBYTE Type[4];
UWORD Version;
UWORD ClutSize;
UWORD NumCluts;
UWORD Pad;
} CLUTHEADER;
typedef struct {
UBYTE Type[4];
UWORD Version;
UWORD NumImages;
UWORD BitDepth;
UWORD NumTPages;
UBYTE TPageFiles[16][16];
UBYTE PalFile[16];
} IMAGEHEADER;
typedef struct {
// UDWORD HashValue
UWORD TPageID;
UWORD PalID;
UWORD Tu,Tv;
UWORD Width;
UWORD Height;
SWORD XOffset;
SWORD YOffset;
} IMAGEDEF;
typedef struct {
IMAGEHEADER Header;
iSprite *TexturePages;
UWORD NumCluts;
UWORD TPageIDs[16];
UWORD ClutIDs[48];
IMAGEDEF *ImageDefs;
} IMAGEFILE;
/***************************************************************************/
/*
* Global Variables
*/
/***************************************************************************/
#endif // _ivisdef_h