dxx-rebirth/main/gameseg.h

233 lines
9.2 KiB
C

/*
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(int *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, const 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(const vms_vector *checkp, int segnum, fix rad, const 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);
extern void validate_segment_side(segment *sp, int sidenum);
#endif