REDRIVER2/src_rebuild/Game/engine/mdl.h

186 lines
3.2 KiB
C

#ifndef MDL_H
#define MDL_H
enum ModelShapeFlags
{
SHAPE_FLAG_LITPOLY = 0x1,
SHAPE_FLAG_BSPDATA = 0x2,
SHAPE_FLAG_TRANS = 0x8,
SHAPE_FLAG_NOCOLLIDE = 0x10,
SHAPE_FLAG_WATER = 0x80, // model is water
SHAPE_FLAG_AMBIENT2 = 0x100, // Ambient sound 2 associated - maybe used in D1
SHAPE_FLAG_AMBIENT1 = 0x200, // Ambient sound 1 associated - maybe used in D1
SHAPE_FLAG_TILE = 0x400, // treat as road
SHAPE_FLAG_SHADOW = 0x800, // D1 leftover flag
SHAPE_FLAG_ALPHA = 0x1000, // alpha tested object
SHAPE_FLAG_ROAD = 0x2000, // section of road
SHAPE_FLAG_SPRITE = 0x4000,
};
enum ModelFlags2
{
MODEL_FLAG_ANIMOBJ = 0x1, // CUSTOM FLAG!
MODEL_FLAG_MEDIAN = 0x20, // Hmmmm...
MODEL_FLAG_JUNC = 0x40,
MODEL_FLAG_ALLEY = 0x80, // alley tile
MODEL_FLAG_INDOORS = 0x100,
MODEL_FLAG_CHAIR = 0x200,
MODEL_FLAG_BARRIER = 0x400,
MODEL_FLAG_SMASHABLE = 0x800,
MODEL_FLAG_LAMP = 0x1000,
MODEL_FLAG_TREE = 0x2000,
MODEL_FLAG_GRASS = 0x4000,
MODEL_FLAG_PATH = 0x8000,
};
#define COLLISION_BOX 0
#define COLLISION_CYLINDER 1
#define COLLISION_CONE 2
#define COLLISION_SPHERE 3
#define COLLISION_INDOORS 4
struct BOX
{
float xmin, ymin, zmin, xmax, ymax, zmax;
};
struct BSPHERE
{
VECTOR bounding_sphere_mid;
float bounding_sphere;
};
struct COLLISION_PACKET
{
short type;
short xpos, ypos, zpos;
short flags;
short yang;
short empty;
short xsize, ysize, zsize;
};
struct SHADOWHDR
{
u_int num_common_verts;
u_short num_verts_total;
u_short num_polys_total;
u_short vert_offsets[4];
u_short nverts[4];
u_short npolys[4];
u_int(*poly_block[4]);
SVECTOR* vertices;
};
struct RGB // almost same as CVECTOR
{
u_char r;
u_char g;
u_char b;
u_char pad;
};
struct UV_INFO
{
u_char u, v;
};
struct POLYFT4
{
u_char id;
u_char texture_set;
u_char texture_id;
u_char spare;
u_char v0, v1, v2, v3;
UV_INFO uv0, uv1, uv2, uv3;
RGB color;
};
struct POLYGT4
{
u_char id;
u_char texture_set;
u_char texture_id;
u_char spare;
u_char v0, v1, v2, v3;
u_char n0, n1, n2, n3;
UV_INFO uv0, uv1, uv2, uv3;
RGB color;
};
struct PL_POLYFT4
{
u_char id;
u_char texture_set;
u_char texture_id;
u_char th;
u_char v0, v1, v2, v3;
UV_INFO uv0, uv1, uv2, uv3;
};
struct POLYFT3
{
u_char id;
u_char texture_set;
u_char texture_id;
u_char spare;
u_char v0, v1, v2, pad;
UV_INFO uv0, uv1, uv2, pad2;
RGB color;
};
struct POLYGT3
{
u_char id;
u_char texture_set;
u_char texture_id;
u_char spare;
u_char v0, v1, v2, pad;
u_char n0, n1, n2, pad2;
UV_INFO uv0, uv1, uv2, pad3;
RGB color;
};
struct MODEL
{
u_short shape_flags;
u_short flags2;
short instance_number;
u_char tri_verts;
unsigned char zBias;
short bounding_sphere;
u_short num_point_normals;
u_short num_vertices;
u_short num_polys;
int vertices;
int poly_block;
int normals;
int point_normals;
int collision_block;
SVECTOR* pVertex(int i) const
{
return (SVECTOR *)(((u_char *)this) + vertices) + i;
}
SVECTOR* pNormal(int i) const
{
return (SVECTOR *)(((u_char *)this) + point_normals) + i;
}
COLLISION_PACKET* pCollisionPacket(int i) const
{
return (COLLISION_PACKET *)(((u_char *)this) + collision_block) + i;
}
char* pPolyAt(int ofs) const
{
return (char *)(((u_char *)this) + poly_block + ofs);
}
};
#endif // MDL_H