git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@774 e016b1c5-ed68-44aa-a2f7-31cac88cffde
66 lines
2.4 KiB
C
66 lines
2.4 KiB
C
enum // block types, order matters!
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{
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SOLID = 0, // entirely solid cube [only specifies wtex]
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CORNER, // half full corner of a wall
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FHF, // floor heightfield using neighbour vdelta values
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CHF, // idem ceiling
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SPACE, // entirely empty cube
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SEMISOLID, // generated by mipmapping
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MAXTYPE
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};
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struct sqr
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{
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uchar type; // one of the above
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char floor, ceil; // height, in cubes
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uchar wtex, ftex, ctex; // wall/floor/ceil texture ids
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uchar r, g, b; // light value at upper left vertex
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uchar vdelta; // vertex delta, used for heightfield cubes
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char defer; // used in mipmapping, when true this cube is not a perfect mip
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char occluded; // true when occluded
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uchar utex; // upper wall tex id
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uchar tag; // used by triggers
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};
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enum // hardcoded texture numbers
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{
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DEFAULT_SKY = 0,
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DEFAULT_LIQUID,
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DEFAULT_WALL,
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DEFAULT_FLOOR,
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DEFAULT_CEIL
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};
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#define MAPVERSION 6 // bump if map format changes, see worldio.cpp
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struct header // map file format header
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{
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char head[4]; // "CUBE"
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int version; // any >8bit quantity is a little indian
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int headersize; // sizeof(header)
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int sfactor; // in bits
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int numents;
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char maptitle[128];
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uchar texlists[3][256];
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int waterlevel;
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int reserved[15];
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};
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#define SWS(w,x,y,s) (&(w)[(y)*(s)+(x)])
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#define SW(w,x,y) SWS(w,x,y,ssize)
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#define S(x,y) SW(world,x,y) // convenient lookup of a lowest mip cube
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#define S_SECURE(x, y) ((y)*ssize+(x)<=mipsize ? S(x,y) : NULL) // same as above, but validates coords
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#define SMALLEST_FACTOR 6 // determines number of mips there can be
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#define DEFAULT_FACTOR 8
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#define LARGEST_FACTOR 11 // 10 is already insane
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#define SOLID(x) ((x)->type==SOLID)
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#define MINBORD 2 // 2 cubes from the edge of the world are always solid
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#define OUTBORD(x,y) ((x)<MINBORD || (y)<MINBORD || (x)>=ssize-MINBORD || (y)>=ssize-MINBORD)
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struct block { int x, y, xs, ys; };
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// vertex array format
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struct vertex { float u, v, x, y, z; uchar r, g, b, a; };
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