Files
assaultcube-/source/src/world.h
T
ac_stef b23d935cbc serverside generation of itemlist
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3989 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2008-12-11 15:24:32 +00:00

122 lines
3.9 KiB
C

enum // block types, order matters!
{
SOLID = 0, // entirely solid cube [only specifies wtex]
CORNER, // half full corner of a wall
FHF, // floor heightfield using neighbour vdelta values
CHF, // idem ceiling
SPACE, // entirely empty cube
SEMISOLID, // generated by mipmapping
MAXTYPE
};
struct sqr
{
uchar type; // one of the above
char floor, ceil; // height, in cubes
uchar wtex, ftex, ctex; // wall/floor/ceil texture ids
uchar r, g, b; // light value at upper left vertex
uchar vdelta; // vertex delta, used for heightfield cubes
char defer; // used in mipmapping, when true this cube is not a perfect mip
char occluded; // true when occluded
uchar utex; // upper wall tex id
uchar tag; // used by triggers
};
enum // hardcoded texture numbers
{
DEFAULT_SKY = 0,
DEFAULT_LIQUID,
DEFAULT_WALL,
DEFAULT_FLOOR,
DEFAULT_CEIL
};
#define MAPVERSION 6 // bump if map format changes, see worldio.cpp
struct header // map file format header
{
char head[4]; // "CUBE"
int version; // any >8bit quantity is little endian
int headersize; // sizeof(header)
int sfactor; // in bits
int numents;
char maptitle[128];
uchar texlists[3][256];
int waterlevel;
uchar watercolor[4];
int reserved[14];
};
struct mapstats
{
struct header hdr;
int entcnt[MAXENTTYPES];
uchar *enttypes;
int spawns[3];
int flags[2];
bool hasffaspawns;
bool hasteamspawns;
bool hasflags;
};
#define TRANSFORMOLDENTITIES(headr) \
if(e.type==LIGHT) \
{ \
if(!e.attr2) e.attr2 = 255; /* needed for MAPVERSION<=2 */ \
if(e.attr1>32) e.attr1 = 32; /* 12_03 and below */ \
} \
if(headr.version<MAPVERSION && strncmp(headr.head,"CUBE",4)==0) /* only render lights, pl starts and map models on old maps */ \
{ \
switch(e.type) \
{ \
case 1: /* old light */ \
e.type=LIGHT; \
break; \
case 2: /* old player start */ \
e.type=PLAYERSTART; \
break; \
case 3: \
case 4: \
case 5: \
case 6: \
e.type=I_AMMO; \
break; \
case 7: /* old health */ \
e.type=I_HEALTH; \
break; \
case 8: /* old boost */ \
e.type=I_HEALTH; \
break; \
case 9: /* armor */ \
case 10: /* armor */ \
e.type=I_ARMOUR; \
break; \
case 11: /* quad */ \
e.type=I_AKIMBO; \
break; \
case 14: /* old map model */ \
e.type=MAPMODEL; \
break; \
default: \
e.type=NOTUSED; \
} \
}
#define SWS(w,x,y,s) (&(w)[((y)<<(s))+(x)])
#define SW(w,x,y) SWS(w,x,y,sfactor)
#define S(x,y) SW(world,x,y) // convenient lookup of a lowest mip cube
#define SMALLEST_FACTOR 6 // determines number of mips there can be
#define DEFAULT_FACTOR 8
#define LARGEST_FACTOR 11 // 10 is already insane
#define SOLID(x) ((x)->type==SOLID)
#define MINBORD 2 // 2 cubes from the edge of the world are always solid
#define OUTBORD(x,y) ((x)<MINBORD || (y)<MINBORD || (x)>=ssize-MINBORD || (y)>=ssize-MINBORD)
#define OUTBORDRAD(x,y,rad) (int(x-rad)<MINBORD || int(y-rad)<MINBORD || int(x+rad)>=ssize-MINBORD || (y+rad)>=ssize-MINBORD)
struct block { int x, y, xs, ys; };
// vertex array format
struct vertex { float u, v, x, y, z; uchar r, g, b, a; };