/* This file is part of Iceball. Iceball 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 3 of the License, or (at your option) any later version. Iceball 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 Iceball. If not, see . */ #define MODEL_BONE_MAX 256 #define MODEL_POINT_MAX 4096 #include #include #include #include #include #include #include #include #include #include #include #include #include "config.h" typedef union vec4f { struct { float x,y,z,w; } __attribute__((__packed__)) p; float a[4]; #ifdef __SSE__ __m128 m; #endif } __attribute__((__packed__)) vec4f_t; typedef struct matrix { vec4f_t r[4]; } __attribute__((__packed__)) matrix_t; typedef struct camera { // camera bollocks float mxx,mxy,mxz,mxpad; float myx,myy,myz,mypad; float mzx,mzy,mzz,mzpad; float mpx,mpy,mpz,mppad; } camera_t; typedef struct model_point { uint16_t radius; int16_t x,y,z; uint8_t b,g,r,resv1; } __attribute__((__packed__)) model_point_t; typedef struct model model_t; typedef struct model_bone { char name[16]; model_t *parent; int parent_idx; int ptlen, ptmax; model_point_t pts[]; } model_bone_t; struct model { int bonelen, bonemax; model_bone_t *bones[]; }; /* Pillar data: Note, indices are like so: 0 1 2 3 Column header: L - - -: (L+1)*4 = length in bytes - = reserved Chunk header: N S E A: N = number of 4bytes including header this chunk has (N=0 => last chunk) S = starting block for top part E = ending block for top part A = air start after bottom part (N=0 => E-S+1 blocks are stored) Block data: B G R T: B = blue G = green R = red! suprised? T = type of block. In other words, VOXLAP vxl with a length header and different 4th data byte, and you can actually store crap in the invisible sections. (Trust me. This format packs incredibly well.) If you're keen to store interesting stuff that's not visible, feel free to store it in the "invisible" parts. *Yes*, you can get away with this! We're not using a static 16MB heap. */ typedef struct map { int xlen, ylen, zlen; uint8_t **pillars; // TODO ? heap allocator ? } map_t; enum { BT_INVALID = 0, // don't use this type! BT_SOLID_BREAKABLE, BT_MAX }; // img.c // lua.c extern lua_State *lstate_client; extern lua_State *lstate_server; int icelua_init(void); void icelua_deinit(void); // main.c extern camera_t tcam; extern map_t *clmap; extern map_t *svmap; extern SDL_Surface *screen; int error_sdl(char *msg); int error_perror(char *msg); // map.c map_t *map_load_aos(char *fname); map_t *map_load_bts(char *fname); void map_free(map_t *map); // model.c model_bone_t *model_bone_new(model_t *pmf, int ptmax); model_bone_t *model_bone_extend(model_bone_t *bone, int ptmax); void model_bone_free(model_bone_t *bone); model_t *model_new(int bonemax); model_t *model_extend(model_t *pmf, int bonemax); void model_free(model_t *pmf); model_t *model_load_pmf(void); // network.c int net_init(void); void net_deinit(void); // render.c void render_vxl_redraw(camera_t *camera, map_t *map); void render_cubemap(uint32_t *pixels, int width, int height, int pitch, camera_t *camera, map_t *map); void render_pmf_bone(uint32_t *pixels, int width, int height, int pitch, camera_t *cam_base, model_bone_t *bone, int islocal, float px, float py, float pz, float ry, float rx, float scale); int render_init(int width, int height); void render_deinit(void); // vecmath.c vec4f_t mtx_apply_vec(matrix_t *mtx, vec4f_t *vec); void mtx_identity(matrix_t *mtx); void cam_point_dir(camera_t *model, float dx, float dy, float dz, float zoom, float roll);