warzone2100/lib/ivis_common/imd.h

111 lines
3.7 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#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(char *path);
extern iIMDShape *iV_IMDLoad(char *filename, iBool palkeep);
extern iIMDShape *iV_ProcessIMD(char **ppFileData, char *FileDataEnd );
iIMDShape *iV_ProcessBPIE(iIMDShape *, UDWORD size);
extern iBool iV_IMDSave(char *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