warzone2100/lib/ivis_common/ivisdef.h

204 lines
5.5 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
*/
/***************************************************************************/
/*
* 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 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 { Sint32 left, top, right, bottom; } iClip;
typedef struct iSurface {
Uint32 flags;
int xcentre;
int ycentre;
int xpshift;
int ypshift;
iClip clip;
UBYTE *buffer;
Sint32 scantable[iV_SCANTABLE_MAX]; // currently uses 4k per structure (!)
int width;
int height;
Sint32 size;
} iSurface;
//*************************************************************************
//
// texture animation structures
//
//*************************************************************************
typedef struct {
int npoints;
Vector2i frame[iV_IMD_ANIM_FRAMES];
} iTexAnimFrame;
typedef struct {
int nFrames;
int playbackRate;
int textureWidth;
int textureHeight;
} iTexAnim;
//*************************************************************************
//
// imd structures
//
//*************************************************************************
typedef int VERTEXID; // Size of the entry for vertex id in the imd polygon structure
typedef struct {
Uint32 flags;
Sint32 zcentre;
int npnts;
Vector3i normal;
VERTEXID *pindex;
iVertex *vrt;
iTexAnim *pTexAnim; // warning.... this is not used on the playstation version !
} iIMDPoly;
typedef struct iIMDShape {
Sint32 texpage;
Sint32 oradius, sradius, radius, visRadius, xmin, xmax, ymin, ymax, zmin, zmax;
Vector3i 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
Vector3i *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
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
int ntexanims;
iTexAnim **texanims;
struct iIMDShape *next; // next pie in multilevel pies (NULL for non multilevel !)
void *shadowEdgeList;
unsigned int nShadowEdges;
} iIMDShape;
//*************************************************************************
//
// immitmap image structures
//
//*************************************************************************
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;
iTexture *TexturePages;
UWORD NumCluts;
UWORD TPageIDs[16];
UWORD ClutIDs[48];
IMAGEDEF *ImageDefs;
} IMAGEFILE;
/***************************************************************************/
/*
* Global Variables
*/
/***************************************************************************/
#endif // _ivisdef_h