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Amiga ACS 1998 #6
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amigaacscoverdisc1998-061998.iso
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games
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descent
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main
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segment.h
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1998-06-08
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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/segment.h $
* $Revision: 2.1 $
* $Author: john $
* $Date: 1995/03/20 18:15:22 $
*
* Include file for functions which need to access segment data structure.
*
* $Log: segment.h $
* Revision 2.1 1995/03/20 18:15:22 john
* Added code to not store the normals in the segment structure.
*
* Revision 2.0 1995/02/27 11:26:49 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.89 1995/01/24 15:07:55 yuan
* *** empty log message ***
*
* Revision 1.88 1994/12/12 01:04:06 yuan
* Boosted MAX_GAME_VERTS.
*
* Revision 1.87 1994/12/11 16:18:14 mike
* add constants so we can detect too-large mines for game while in editor.
*
* Revision 1.86 1994/12/08 15:07:29 yuan
* *** empty log message ***
*
* Revision 1.85 1994/12/01 21:06:39 matt
* Moved plane tolerance constant to gameseg.c, the only file that used it.
*
* Revision 1.84 1994/11/27 14:01:41 matt
* Fixed segment structure so LVLs work
*
* Revision 1.83 1994/11/26 22:50:20 matt
* Removed editor-only fields from segment structure when editor is compiled
* out, and padded segment structure to even multiple of 4 bytes.
*
* Revision 1.82 1994/11/21 11:43:36 mike
* smaller segment and vertex buffers.
*
* Revision 1.81 1994/11/17 11:39:35 matt
* Ripped out code to load old mines
*
* Revision 1.80 1994/10/30 14:12:05 mike
* rip out local segments stuff.
*
* Revision 1.79 1994/10/27 11:33:58 mike
* lower number of segments by 100, saving 116K.
*
* Revision 1.78 1994/08/25 21:54:50 mike
* Add macro IS_CHILD to make checking for the presence of a child centralized.
*
* Revision 1.77 1994/08/11 18:58:16 mike
* Add prototype for Side_to_verts_int.
*
* Revision 1.76 1994/08/01 11:04:13 yuan
* New materialization centers.
*
* Revision 1.75 1994/07/25 00:04:19 matt
* Various changes to accomodate new 3d, which no longer takes point numbers
* as parms, and now only takes pointers to points.
*
* Revision 1.74 1994/07/21 19:01:30 mike
* new lsegment structure.
*
* Revision 1.73 1994/06/08 14:30:48 matt
* Added static_light field to segment structure, and padded side struct
* to be longword aligned.
*
* Revision 1.72 1994/05/19 23:25:17 mike
* Change MINE_VERSION to 15, DEFAULT_LIGHTING to 0
*
* Revision 1.71 1994/05/12 14:45:54 mike
* New segment data structure (!!), group, special, object, value = short.
*
* Revision 1.70 1994/05/03 11:06:46 mike
* Remove constants VMAG and UMAG which are editor specific..
*
* Revision 1.69 1994/04/18 10:40:28 yuan
* Increased segment limit to 1000
* (From 500)
*
*
*/
#ifndef _SEGMENT_H
#define _SEGMENT_H
#include "types.h"
#include "fix.h"
#include "vecmat.h"
//#include "3d.h"
//#include "inferno.h"
// Version 1 - Initial version
// Version 2 - Mike changed some shorts to bytes in segments, so incompatible!
#define SIDE_IS_QUAD 1 // render side as quadrilateral
#define SIDE_IS_TRI_02 2 // render side as two triangles, triangulated along edge from 0 to 2
#define SIDE_IS_TRI_13 3 // render side as two triangles, triangulated along edge from 1 to 3
// Set maximum values for segment and face data structures.
#define MAX_VERTICES_PER_SEGMENT 8
#define MAX_SIDES_PER_SEGMENT 6
#define MAX_VERTICES_PER_POLY 4
#define WLEFT 0
#define WTOP 1
#define WRIGHT 2
#define WBOTTOM 3
#define WBACK 4
#define WFRONT 5
#define MAX_GAME_SEGMENTS 800
#define MAX_GAME_VERTICES 2800
#if defined(SHAREWARE) && !defined(EDITOR)
#define MAX_SEGMENTS MAX_GAME_SEGMENTS
#define MAX_SEGMENT_VERTICES MAX_GAME_VERTICES
#else
#define MAX_SEGMENTS 900
#define MAX_SEGMENT_VERTICES (4*MAX_SEGMENTS)
#endif
//normal everyday vertices
#define DEFAULT_LIGHTING 0 // (F1_0/2)
#ifdef EDITOR //verts for the new segment
#define NUM_NEW_SEG_VERTICES 8
#define NEW_SEGMENT_VERTICES (MAX_SEGMENT_VERTICES)
#define MAX_VERTICES (MAX_SEGMENT_VERTICES+NUM_NEW_SEG_VERTICES)
#else //No editor
#define MAX_VERTICES (MAX_SEGMENT_VERTICES)
#endif
// Returns true if segnum references a child, else returns false.
// Note that -1 means no connection, -2 means a connection to the outside world.
#define IS_CHILD(segnum) (segnum > -1)
//Structure for storing u,v,light values.
//NOTE: this structure should be the same as the one in 3d.h
typedef struct uvl {
fix u,v,l;
} uvl;
#ifdef COMPACT_SEGS
typedef struct side {
byte type; // replaces num_faces and tri_edge, 1 = quad, 2 = 0:2 triangulation, 3 = 1:3 triangulation
ubyte pad; //keep us longword alligned
short wall_num;
short tmap_num;
short tmap_num2;
uvl uvls[4];
// vms_vector normals[2]; // 2 normals, if quadrilateral, both the same.
} side;
#else
typedef struct side {
byte type; // replaces num_faces and tri_edge, 1 = quad, 2 = 0:2 triangulation, 3 = 1:3 triangulation
ubyte pad; //keep us longword alligned
short wall_num;
short tmap_num;
short tmap_num2;
uvl uvls[4];
vms_vector normals[2]; // 2 normals, if quadrilateral, both the same.
} side;
#endif
typedef struct segment {
#ifdef EDITOR
short segnum; // segment number, not sure what it means
#endif
side sides[MAX_SIDES_PER_SEGMENT]; // 6 sides
short children[MAX_SIDES_PER_SEGMENT]; // indices of 6 children segments, front, left, top, right, bottom, back
short verts[MAX_VERTICES_PER_SEGMENT]; // vertex ids of 4 front and 4 back vertices
#ifdef EDITOR
short group; // group number to which the segment belongs.
#endif
short objects; // pointer to objects in this segment
ubyte special; // special property of a segment (such as damaging, trigger, etc.)
byte matcen_num; // which center segment is associated with.
short value;
fix static_light; //average static light in segment
#ifndef EDITOR
short pad; //make structure longword aligned
#endif
} segment;
#ifdef COMPACT_SEGS
extern void get_side_normal(segment *sp, int sidenum, int normal_num, vms_vector * vm );
extern void get_side_normals(segment *sp, int sidenum, vms_vector * vm1, vms_vector *vm2 );
#endif
// Local segment data.
// This is stuff specific to a segment that does not need to get written to disk.
// This is a handy separation because we can add to this structure without obsoleting
// existing data on disk.
#define SS_REPAIR_CENTER 0x01 // Bitmask for this segment being part of repair center.
//--repair-- typedef struct {
//--repair-- int special_type;
//--repair-- short special_segment; // if special_type indicates repair center, this is the base of the repair center
//--repair-- } lsegment;
typedef struct {
int num_segments;
int num_vertices;
short segments[MAX_SEGMENTS];
short vertices[MAX_VERTICES];
} group;
// Globals from mglobal.c
extern vms_vector Vertices[];
extern segment Segments[];
//--repair-- extern lsegment Lsegments[];
extern int Num_segments;
extern int Num_vertices;
extern byte Side_to_verts[MAX_SIDES_PER_SEGMENT][4]; // Side_to_verts[my_side] is list of vertices forming side my_side.
extern int Side_to_verts_int[MAX_SIDES_PER_SEGMENT][4]; // Side_to_verts[my_side] is list of vertices forming side my_side.
extern char Side_opposite[]; // Side_opposite[my_side] returns side opposite cube from my_side.
#define SEG_PTR_2_NUM(segptr) (Assert((unsigned) (segptr-Segments)<MAX_SEGMENTS),(segptr)-Segments)
// ----------------------------------------------------------------------------------------------------------
// -------------------------- Segment interrogation functions ------------------------
// Do NOT read the segment data structure directly. Use these functions instead.
// The segment data structure is GUARANTEED to change MANY TIMES. If you read the
// segment data structure directly, your code will break, I PROMISE IT!
// Return a pointer to the list of vertex indices for the current segment in vp and
// the number of vertices in *nv.
extern void med_get_vertex_list(segment *s,int *nv,short **vp);
// Return a pointer to the list of vertex indices for face facenum in vp and
// the number of vertices in *nv.
extern void med_get_face_vertex_list(segment *s,int side, int facenum,int *nv,short **vp);
// Set *nf = number of faces in segment s.
extern void med_get_num_faces(segment *s,int *nf);
void med_validate_segment_side(segment *sp,int side);
// Delete segment function added for curves.c
extern int med_delete_segment(segment *sp);
// Delete segment from group
extern void delete_segment_from_group(int segment_num, int group_num);
// Add segment to group
extern void add_segment_to_group(int segment_num, int group_num);
// Verify that all vertices are legal.
extern void med_check_all_vertices();
#endif