#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 "lib/framework/frame.h" #endif //************************************************************************* #define iV_IMD_MAX_POINTS 512 // increased from 256 - Per, May 20th 2006 #define iV_IMD_MAX_POLYS 512 // increased from 256 - Per, May 20th 2006 //************************************************************************* // 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 #endif