/* 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/gameseg.h,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:45:02 $ * * Header file for stuff moved from segment.c to gameseg.c. * * $Log: gameseg.h,v $ * Revision 1.1.1.1 2006/03/17 19:45:02 zicodxx * initial import * * Revision 1.3 2000/06/25 08:34:29 sekmu * file-line for segfault info * * Revision 1.2 2000/01/19 04:48:37 sekmu * added debug info for illegal side type * * Revision 1.1.1.1 1999/06/14 22:12:25 donut * Import of d1x 1.37 source. * * 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 "pstypes.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) sbyte sidemask; //which sides sphere pokes through (6 bits) sbyte 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 void 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, char *calling_file, int calling_linenum); // ----------------------------------------------------------------------------------- // 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, char *calling_file, int calling_linenum); //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,__FILE__,__LINE__).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