2006-03-20 16:43:15 +00:00
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/segment.h,v $
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* $Revision: 1.1.1.1 $
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* $Author: zicodxx $
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* $Date: 2006/03/17 19:43:14 $
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*
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* Include file for functions which need to access segment data structure.
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*
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* $Log: segment.h,v $
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* Revision 1.1.1.1 2006/03/17 19:43:14 zicodxx
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* initial import
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*
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* Revision 1.1.1.1 1999/06/14 22:13:07 donut
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* Import of d1x 1.37 source.
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*
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* Revision 2.1 1995/03/20 18:15:22 john
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* Added code to not store the normals in the segment structure.
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*
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* Revision 2.0 1995/02/27 11:26:49 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.89 1995/01/24 15:07:55 yuan
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* *** empty log message ***
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*
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* Revision 1.88 1994/12/12 01:04:06 yuan
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* Boosted MAX_GAME_VERTS.
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*
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* Revision 1.87 1994/12/11 16:18:14 mike
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* add constants so we can detect too-large mines for game while in editor.
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*
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* Revision 1.86 1994/12/08 15:07:29 yuan
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* *** empty log message ***
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*
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* Revision 1.85 1994/12/01 21:06:39 matt
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* Moved plane tolerance constant to gameseg.c, the only file that used it.
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*
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* Revision 1.84 1994/11/27 14:01:41 matt
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* Fixed segment structure so LVLs work
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*
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* Revision 1.83 1994/11/26 22:50:20 matt
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* Removed editor-only fields from segment structure when editor is compiled
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* out, and padded segment structure to even multiple of 4 bytes.
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*
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* Revision 1.82 1994/11/21 11:43:36 mike
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* smaller segment and vertex buffers.
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*
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* Revision 1.81 1994/11/17 11:39:35 matt
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* Ripped out code to load old mines
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*
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* Revision 1.80 1994/10/30 14:12:05 mike
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* rip out local segments stuff.
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*
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* Revision 1.79 1994/10/27 11:33:58 mike
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* lower number of segments by 100, saving 116K.
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*
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* Revision 1.78 1994/08/25 21:54:50 mike
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* Add macro IS_CHILD to make checking for the presence of a child centralized.
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*
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* Revision 1.77 1994/08/11 18:58:16 mike
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* Add prototype for Side_to_verts_int.
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*
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* Revision 1.76 1994/08/01 11:04:13 yuan
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* New materialization centers.
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*
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* Revision 1.75 1994/07/25 00:04:19 matt
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* Various changes to accomodate new 3d, which no longer takes point numbers
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* as parms, and now only takes pointers to points.
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*
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* Revision 1.74 1994/07/21 19:01:30 mike
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* new lsegment structure.
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*
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* Revision 1.73 1994/06/08 14:30:48 matt
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* Added static_light field to segment structure, and padded side struct
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* to be longword aligned.
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*
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* Revision 1.72 1994/05/19 23:25:17 mike
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* Change MINE_VERSION to 15, DEFAULT_LIGHTING to 0
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*
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* Revision 1.71 1994/05/12 14:45:54 mike
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* New segment data structure (!!), group, special, object, value = short.
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*
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* Revision 1.70 1994/05/03 11:06:46 mike
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* Remove constants VMAG and UMAG which are editor specific..
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*
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* Revision 1.69 1994/04/18 10:40:28 yuan
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* Increased segment limit to 1000
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* (From 500)
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*
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*
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*/
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#ifndef _SEGMENT_H
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#define _SEGMENT_H
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2008-01-02 03:37:13 +00:00
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#include "pstypes.h"
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#include "fix.h"
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#include "vecmat.h"
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//#include "3d.h"
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//#include "inferno.h"
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// Version 1 - Initial version
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// Version 2 - Mike changed some shorts to bytes in segments, so incompatible!
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#define SIDE_IS_QUAD 1 // render side as quadrilateral
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#define SIDE_IS_TRI_02 2 // render side as two triangles, triangulated along edge from 0 to 2
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#define SIDE_IS_TRI_13 3 // render side as two triangles, triangulated along edge from 1 to 3
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// Set maximum values for segment and face data structures.
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#define MAX_VERTICES_PER_SEGMENT 8
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#define MAX_SIDES_PER_SEGMENT 6
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#define MAX_VERTICES_PER_POLY 4
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#define WLEFT 0
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#define WTOP 1
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#define WRIGHT 2
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#define WBOTTOM 3
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#define WBACK 4
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#define WFRONT 5
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#define MAX_GAME_SEGMENTS 800
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#define MAX_GAME_VERTICES 2800
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#if defined(SHAREWARE) && !defined(EDITOR)
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#define MAX_SEGMENTS MAX_GAME_SEGMENTS
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#define MAX_SEGMENT_VERTICES MAX_GAME_VERTICES
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#else
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#define MAX_SEGMENTS 900
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#define MAX_SEGMENT_VERTICES (4*MAX_SEGMENTS)
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#endif
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//normal everyday vertices
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#define DEFAULT_LIGHTING 0 // (F1_0/2)
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#ifdef EDITOR //verts for the new segment
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#define NUM_NEW_SEG_VERTICES 8
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#define NEW_SEGMENT_VERTICES (MAX_SEGMENT_VERTICES)
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#define MAX_VERTICES (MAX_SEGMENT_VERTICES+NUM_NEW_SEG_VERTICES)
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#else //No editor
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#define MAX_VERTICES (MAX_SEGMENT_VERTICES)
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#endif
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// Returns true if segnum references a child, else returns false.
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// Note that -1 means no connection, -2 means a connection to the outside world.
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#define IS_CHILD(segnum) (segnum > -1)
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//Structure for storing u,v,light values.
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//NOTE: this structure should be the same as the one in 3d.h
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typedef struct uvl {
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fix u,v,l;
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} uvl;
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#ifdef COMPACT_SEGS
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typedef struct side {
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sbyte type; // replaces num_faces and tri_edge, 1 = quad, 2 = 0:2 triangulation, 3 = 1:3 triangulation
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ubyte pad; //keep us longword alligned
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short wall_num;
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short tmap_num;
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short tmap_num2;
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uvl uvls[4];
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// vms_vector normals[2]; // 2 normals, if quadrilateral, both the same.
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} __pack__ side;
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#else
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typedef struct side {
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sbyte type; // replaces num_faces and tri_edge, 1 = quad, 2 = 0:2 triangulation, 3 = 1:3 triangulation
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ubyte pad; //keep us longword alligned
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short wall_num;
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short tmap_num;
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short tmap_num2;
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uvl uvls[4];
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vms_vector normals[2]; // 2 normals, if quadrilateral, both the same.
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} __pack__ side;
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#endif
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typedef struct segment {
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#ifdef EDITOR
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short segnum; // segment number, not sure what it means
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#endif
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side sides[MAX_SIDES_PER_SEGMENT]; // 6 sides
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short children[MAX_SIDES_PER_SEGMENT]; // indices of 6 children segments, front, left, top, right, bottom, back
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short verts[MAX_VERTICES_PER_SEGMENT]; // vertex ids of 4 front and 4 back vertices
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#ifdef EDITOR
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short group; // group number to which the segment belongs.
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#endif
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short objects; // pointer to objects in this segment
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ubyte special; // special property of a segment (such as damaging, trigger, etc.)
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sbyte matcen_num; // which center segment is associated with.
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short value;
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fix static_light; //average static light in segment
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#ifndef EDITOR
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short pad; //make structure longword aligned
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#endif
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} __pack__ segment;
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#ifdef COMPACT_SEGS
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extern void get_side_normal(segment *sp, int sidenum, int normal_num, vms_vector * vm );
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extern void get_side_normals(segment *sp, int sidenum, vms_vector * vm1, vms_vector *vm2 );
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#endif
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// Local segment data.
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// This is stuff specific to a segment that does not need to get written to disk.
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// This is a handy separation because we can add to this structure without obsoleting
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// existing data on disk.
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#define SS_REPAIR_CENTER 0x01 // Bitmask for this segment being part of repair center.
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//--repair-- typedef struct {
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//--repair-- int special_type;
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//--repair-- short special_segment; // if special_type indicates repair center, this is the base of the repair center
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//--repair-- } lsegment;
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typedef struct {
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int num_segments;
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int num_vertices;
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short segments[MAX_SEGMENTS];
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short vertices[MAX_VERTICES];
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} group;
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// Globals from mglobal.c
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extern vms_vector Vertices[];
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extern segment Segments[];
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//--repair-- extern lsegment Lsegments[];
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extern int Num_segments;
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extern int Num_vertices;
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2006-10-06 14:41:31 +00:00
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extern sbyte Side_to_verts[MAX_SIDES_PER_SEGMENT][4]; // Side_to_verts[my_side] is list of vertices forming side my_side.
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extern int Side_to_verts_int[MAX_SIDES_PER_SEGMENT][4]; // Side_to_verts[my_side] is list of vertices forming side my_side.
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extern char Side_opposite[]; // Side_opposite[my_side] returns side opposite cube from my_side.
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#define SEG_PTR_2_NUM(segptr) (Assert((unsigned) (segptr-Segments)<MAX_SEGMENTS),(segptr)-Segments)
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// ----------------------------------------------------------------------------------------------------------
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// -------------------------- Segment interrogation functions ------------------------
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// Do NOT read the segment data structure directly. Use these functions instead.
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// The segment data structure is GUARANTEED to change MANY TIMES. If you read the
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// segment data structure directly, your code will break, I PROMISE IT!
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// Return a pointer to the list of vertex indices for the current segment in vp and
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// the number of vertices in *nv.
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extern void med_get_vertex_list(segment *s,int *nv,short **vp);
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// Return a pointer to the list of vertex indices for face facenum in vp and
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// the number of vertices in *nv.
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extern void med_get_face_vertex_list(segment *s,int side, int facenum,int *nv,short **vp);
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// Set *nf = number of faces in segment s.
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extern void med_get_num_faces(segment *s,int *nf);
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void med_validate_segment_side(segment *sp,int side);
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// Delete segment function added for curves.c
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extern int med_delete_segment(segment *sp);
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// Delete segment from group
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extern void delete_segment_from_group(int segment_num, int group_num);
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// Add segment to group
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extern void add_segment_to_group(int segment_num, int group_num);
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// Verify that all vertices are legal.
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extern void med_check_all_vertices();
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#endif
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