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- /*
- THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
- SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
- END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
- ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
- IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
- SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
- FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
- CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
- AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
- COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
- */
- /*
- * $Source: f:/miner/source/main/rcs/gameseg.h $
- * $Revision: 2.0 $
- * $Author: john $
- * $Date: 1995/02/27 11:31:20 $
- *
- * Header file for stuff moved from segment.c to gameseg.c.
- *
- * $Log: gameseg.h $
- * Revision 2.0 1995/02/27 11:31:20 john
- * New version 2.0, which has no anonymous unions, builds with
- * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
- *
- * Revision 1.24 1995/02/01 16:34:03 john
- * Linted.
- *
- * Revision 1.23 1995/01/16 21:06:36 mike
- * Move function pick_random_point_in_segment from fireball.c to gameseg.c.
- *
- * Revision 1.22 1994/11/23 12:18:59 mike
- * prototype for level names.
- *
- * Revision 1.21 1994/11/17 14:56:59 mike
- * moved segment validation functions from editor to main.
- *
- * Revision 1.20 1994/11/16 23:38:46 mike
- * new improved boss teleportation behavior.
- *
- * Revision 1.19 1994/10/30 14:12:14 mike
- * rip out local segments stuff.
- *
- * Revision 1.18 1994/10/09 23:51:07 matt
- * Made find_hitpoint_uv() work with triangulated sides
- *
- * Revision 1.17 1994/10/06 14:08:22 matt
- * Added new function, extract_orient_from_segment()
- *
- * Revision 1.16 1994/09/19 21:05:52 mike
- * Prototype for find_connected_distance.
- *
- * Revision 1.15 1994/08/11 18:58:45 mike
- * Change shorts to ints.
- *
- * Revision 1.14 1994/08/04 00:21:09 matt
- * Cleaned up fvi & physics error handling; put in code to make sure objects
- * are in correct segment; simplified segment finding for objects and points
- *
- * Revision 1.13 1994/08/02 19:04:25 matt
- * Cleaned up vertex list functions
- *
- * Revision 1.12 1994/07/21 19:01:53 mike
- * lsegment stuff.
- *
- * Revision 1.11 1994/07/07 09:31:13 matt
- * Added comments
- *
- * Revision 1.10 1994/06/14 12:21:20 matt
- * Added new function, find_point_seg()
- *
- * Revision 1.9 1994/05/29 23:17:38 matt
- * Move find_object_seg() from physics.c to gameseg.c
- * Killed unused find_point_seg()
- *
- * Revision 1.8 1994/05/20 11:56:57 matt
- * Cleaned up find_vector_intersection() interface
- * Killed check_point_in_seg(), check_player_seg(), check_object_seg()
- *
- * Revision 1.7 1994/03/17 18:07:38 yuan
- * Removed switch code... Now we just have Walls, Triggers, and Links...
- *
- * Revision 1.6 1994/02/22 18:14:44 yuan
- * Added new wall system
- *
- * Revision 1.5 1994/02/17 11:33:22 matt
- * Changes in object system
- *
- * Revision 1.4 1994/02/16 13:48:33 mike
- * enable editor to compile out.
- *
- * Revision 1.3 1994/02/14 12:05:07 mike
- * change segment data structure.
- *
- * Revision 1.2 1994/02/10 16:07:20 mike
- * separate editor from game based on EDITOR flag.
- *
- * Revision 1.1 1994/02/09 15:45:38 mike
- * Initial revision
- *
- *
- */
- #ifndef _GAMESEG_H
- #define _GAMESEG_H
- #include "types.h"
- #include "fix.h"
- #include "vecmat.h"
- #include "segment.h"
- //figure out what seg the given point is in, tracing through segments
- int get_new_seg(vms_vector *p0,int startseg);
- typedef struct segmasks {
- short facemask; //which faces sphere pokes through (12 bits)
- byte sidemask; //which sides sphere pokes through (6 bits)
- byte centermask; //which sides center point is on back of (6 bits)
- } segmasks;
- extern int Highest_vertex_index; // Highest index in Vertices and Vertex_active, an efficiency hack
- extern int Highest_segment_index; // Highest index in Segments, an efficiency hack
- extern void compute_center_point_on_side(vms_vector *vp,segment *sp,int side);
- extern void compute_segment_center(vms_vector *vp,segment *sp);
- extern int find_connect_side(segment *base_seg, segment *con_seg);
- // Fill in array with four absolute point numbers for a given side
- get_side_verts(short *vertlist,int segnum,int sidenum);
- // Create all vertex lists (1 or 2) for faces on a side.
- // Sets:
- // num_faces number of lists
- // vertices vertices in all (1 or 2) faces
- // If there is one face, it has 4 vertices.
- // If there are two faces, they both have three vertices, so face #0 is stored in vertices 0,1,2,
- // face #1 is stored in vertices 3,4,5.
- // Note: these are not absolute vertex numbers, but are relative to the segment
- // Note: for triagulated sides, the middle vertex of each trianle is the one NOT
- // adjacent on the diagonal edge
- extern void create_all_vertex_lists(int *num_faces, int *vertices, int segnum, int sidenum);
- //like create_all_vertex_lists(), but generate absolute point numbers
- extern void create_abs_vertex_lists(int *num_faces, int *vertices, int segnum, int sidenum);
- // -----------------------------------------------------------------------------------
- // Like create all vertex lists, but returns the vertnums (relative to
- // the side) for each of the faces that make up the side.
- // If there is one face, it has 4 vertices.
- // If there are two faces, they both have three vertices, so face #0 is stored in vertices 0,1,2,
- // face #1 is stored in vertices 3,4,5.
- void create_all_vertnum_lists(int *num_faces, int *vertnums, int segnum, int sidenum);
- // Given a side, return the number of faces
- extern int get_num_faces(side *sidep);
- //returns 3 different bitmasks with info telling if this sphere is in
- //this segment. See segmasks structure for info on fields
- segmasks get_seg_masks(vms_vector *checkp,int segnum,fix rad);
- //this macro returns true if the segnum for an object is correct
- #define check_obj_seg(obj) (get_seg_masks(&(obj)->pos,(obj)->segnum,0).centermask == 0)
- //Tries to find a segment for a point, in the following way:
- // 1. Check the given segment
- // 2. Recursively trace through attached segments
- // 3. Check all the segmentns
- //Returns segnum if found, or -1
- int find_point_seg(vms_vector *p,int segnum);
- //--repair-- // Create data specific to segments which does not need to get written to disk.
- //--repair-- extern void create_local_segment_data(void);
- // Sort of makes sure create_local_segment_data has been called for the currently executing mine.
- // Returns 1 if Lsegments appears valid, 0 if not.
- int check_lsegments_validity(void);
- // ----------------------------------------------------------------------------------------------------------
- // Determine whether seg0 and seg1 are reachable using wid_flag to go through walls.
- // For example, set to WID_RENDPAST_FLAG to see if sound can get from one segment to the other.
- // set to WID_FLY_FLAG to see if a robot could fly from one to the other.
- // Search up to a maximum depth of max_depth.
- // Return the distance.
- extern fix find_connected_distance(vms_vector *p0, int seg0, vms_vector *p1, int seg1, int max_depth, int wid_flag);
- //create a matrix that describes the orientation of the given segment
- extern void extract_orient_from_segment(vms_matrix *m,segment *seg);
- // In segment.c
- // Make a just-modified segment valid.
- // check all sides to see how many faces they each should have (0,1,2)
- // create new vector normals
- extern void validate_segment(segment *sp);
- extern void validate_segment_all(void);
- // Extract the forward vector from segment *sp, return in *vp.
- // The forward vector is defined to be the vector from the the center of the front face of the segment
- // to the center of the back face of the segment.
- extern void extract_forward_vector_from_segment(segment *sp,vms_vector *vp);
- // Extract the right vector from segment *sp, return in *vp.
- // The forward vector is defined to be the vector from the the center of the left face of the segment
- // to the center of the right face of the segment.
- extern void extract_right_vector_from_segment(segment *sp,vms_vector *vp);
- // Extract the up vector from segment *sp, return in *vp.
- // The forward vector is defined to be the vector from the the center of the bottom face of the segment
- // to the center of the top face of the segment.
- extern void extract_up_vector_from_segment(segment *sp,vms_vector *vp);
- extern void create_walls_on_side(segment *sp, int sidenum);
- extern void pick_random_point_in_seg(vms_vector *new_pos, int segnum);
- #endif
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