204 lines
5.5 KiB
C
204 lines
5.5 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2007 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/***************************************************************************/
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/*
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* ivisdef.h
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*
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* type defines for all ivis library functions.
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*
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*/
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/***************************************************************************/
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#ifndef _ivisdef_h
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#define _ivisdef_h
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#include "lib/framework/frame.h"
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#include "pietypes.h"
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/***************************************************************************/
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/***************************************************************************/
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/*
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* Global Definitions
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*/
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/***************************************************************************/
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#define iV_SCANTABLE_MAX 1024
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// texture animation defines
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#define iV_IMD_ANIM_LOOP 0
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#define iV_IMD_ANIM_RUN 1
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#define iV_IMD_ANIM_FRAMES 8
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/***************************************************************************/
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/*
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* Global Macros
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*/
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/***************************************************************************/
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/***************************************************************************/
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/*
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* Global Type Definitions
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*/
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/***************************************************************************/
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//*************************************************************************
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//
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// Basic types (now defined in pieTypes.h)
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//
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//*************************************************************************
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//*************************************************************************
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//
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// Simple derived types (now defined in pieTypes.h)
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//
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//*************************************************************************
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//*************************************************************************
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//
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// screen surface structure
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//
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//*************************************************************************
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typedef struct { Sint32 left, top, right, bottom; } iClip;
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typedef struct iSurface {
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Uint32 flags;
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int xcentre;
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int ycentre;
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int xpshift;
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int ypshift;
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iClip clip;
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UBYTE *buffer;
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Sint32 scantable[iV_SCANTABLE_MAX]; // currently uses 4k per structure (!)
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int width;
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int height;
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Sint32 size;
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} iSurface;
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//*************************************************************************
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//
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// texture animation structures
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//
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//*************************************************************************
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typedef struct {
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int npoints;
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Vector2i frame[iV_IMD_ANIM_FRAMES];
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} iTexAnimFrame;
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typedef struct {
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int nFrames;
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int playbackRate;
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int textureWidth;
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int textureHeight;
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} iTexAnim;
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//*************************************************************************
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//
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// imd structures
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//
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//*************************************************************************
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typedef int VERTEXID; // Size of the entry for vertex id in the imd polygon structure
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typedef struct {
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Uint32 flags;
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Sint32 zcentre;
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int npnts;
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Vector3i normal;
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VERTEXID *pindex;
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iVertex *vrt;
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iTexAnim *pTexAnim; // warning.... this is not used on the playstation version !
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} iIMDPoly;
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typedef struct iIMDShape {
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Sint32 texpage;
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Sint32 oradius, sradius, radius, visRadius, xmin, xmax, ymin, ymax, zmin, zmax;
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Vector3i ocen;
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UWORD numFrames;
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UWORD animInterval;
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int npoints;
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int npolys; // After BSP this number is not updated - it stays the number of pre-bsp polys
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int nconnectors; // After BSP this number is not updated - it stays the number of pre-bsp polys
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Vector3i *points;
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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
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Vector3i *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
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int ntexanims;
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iTexAnim **texanims;
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struct iIMDShape *next; // next pie in multilevel pies (NULL for non multilevel !)
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void *shadowEdgeList;
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unsigned int nShadowEdges;
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} iIMDShape;
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//*************************************************************************
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//
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// immitmap image structures
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//
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//*************************************************************************
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typedef struct {
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UBYTE Type[4];
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UWORD Version;
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UWORD NumImages;
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UWORD BitDepth;
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UWORD NumTPages;
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UBYTE TPageFiles[16][16];
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UBYTE PalFile[16];
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} IMAGEHEADER;
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typedef struct {
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// UDWORD HashValue
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UWORD TPageID;
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UWORD PalID;
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UWORD Tu,Tv;
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UWORD Width;
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UWORD Height;
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SWORD XOffset;
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SWORD YOffset;
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} IMAGEDEF;
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typedef struct {
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IMAGEHEADER Header;
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iTexture *TexturePages;
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UWORD NumCluts;
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UWORD TPageIDs[16];
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UWORD ClutIDs[48];
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IMAGEDEF *ImageDefs;
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} IMAGEFILE;
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/***************************************************************************/
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/*
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* Global Variables
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*/
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/***************************************************************************/
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#endif // _ivisdef_h
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