/* 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: /cvsroot/dxx-rebirth/d1x-rebirth/main/fvi.h,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:42:03 $ * * Header for fvi.c * * $Log: fvi.h,v $ * Revision 1.1.1.1 2006/03/17 19:42:03 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:12:15 donut * Import of d1x 1.37 source. * * Revision 2.1 1995/03/20 18:15:58 john * Added code to not store the normals in the segment structure. * * Revision 2.0 1995/02/27 11:32:02 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.10 1995/02/02 14:07:58 matt * Fixed confusion about which segment you are touching when you're * touching a wall. This manifested itself in spurious lava burns. * * Revision 1.9 1994/12/04 22:48:04 matt * Physics & FVI now only build seglist for player objects, and they * responsilby deal with buffer full conditions * * Revision 1.8 1994/10/31 12:28:01 matt * Added new function object_intersects_wall() * * Revision 1.7 1994/10/10 13:10:00 matt * Increased max_fvi_segs * * Revision 1.6 1994/09/25 00:38:29 matt * Made the 'find the point in the bitmap where something hit' system * publicly accessible. * * Revision 1.5 1994/08/01 13:30:35 matt * Made fvi() check holes in transparent walls, and changed fvi() calling * parms to take all input data in query structure. * * Revision 1.4 1994/07/13 21:47:59 matt * FVI() and physics now keep lists of segments passed through which the * trigger code uses. * * Revision 1.3 1994/07/08 14:27:26 matt * Non-needed powerups don't get picked up now; this required changing FVI to * take a list of ingore objects rather than just one ignore object. * * Revision 1.2 1994/06/09 09:58:39 matt * Moved find_vector_intersection() from physics.c to new file fvi.c * * Revision 1.1 1994/06/09 09:26:14 matt * Initial revision * * */ #ifndef _FVI_H #define _FVI_H #include "vecmat.h" #include "segment.h" #include "object.h" //return values for find_vector_intersection() - what did we hit? #define HIT_NONE 0 //we hit nothing #define HIT_WALL 1 //we hit - guess - a wall #define HIT_OBJECT 2 //we hit an object - which one? no way to tell... #define HIT_BAD_P0 3 //start point not is specified segment #define MAX_FVI_SEGS 100 //this data structure gets filled in by find_vector_intersection() typedef struct fvi_info { int hit_type; //what sort of intersection vms_vector hit_pnt; //where we hit int hit_seg; //what segment hit_pnt is in int hit_side; //if hit wall, which side int hit_side_seg; //what segment the hit side is in int hit_object; //if object hit, which object vms_vector hit_wallnorm; //if hit wall, ptr to its surface normal int n_segs; //how many segs we went through int seglist[MAX_FVI_SEGS]; //list of segs vector went through } fvi_info; //flags for fvi query #define FQ_CHECK_OBJS 1 //check against objects? #define FQ_TRANSWALL 2 //go through transparent walls #define FQ_TRANSPOINT 4 //go through trans wall if hit point is transparent #define FQ_GET_SEGLIST 8 //build a list of segments //this data contains the parms to fvi() typedef struct fvi_query { vms_vector *p0,*p1; int startseg; fix rad; short thisobjnum; int *ignore_obj_list; int flags; } fvi_query; //Find out if a vector intersects with anything. //Fills in hit_data, an fvi_info structure (see above). //Parms: // p0 & startseg describe the start of the vector // p1 the end of the vector // rad the radius of the cylinder // thisobjnum used to prevent an object with colliding with itself // ingore_obj_list NULL, or ptr to a list of objnums to ignore, terminated with -1 // check_obj_flag determines whether collisions with objects are checked //Returns the hit_data->hit_type int find_vector_intersection(fvi_query *fq,fvi_info *hit_data); //finds the uv coords of the given point on the given seg & side //fills in u & v void find_hitpoint_uv(fix *u,fix *v,vms_vector *pnt,segment *seg,int sidenum,int facenum); //Returns true if the object is through any walls int object_intersects_wall(object *objp); #endif