mirror of
https://github.com/kevinbentley/Descent3.git
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122 lines
3.1 KiB
C
122 lines
3.1 KiB
C
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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--- HISTORICAL COMMENTS FOLLOW ---
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* $Logfile: /DescentIII/main/bnode.h $
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* $Revision: 13 $
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* $Date: 5/06/99 5:18p $
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* $Author: Chris $
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*
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* BOA Helper Node structs and externs
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*
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* $Log: /DescentIII/main/bnode.h $
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*
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* 13 5/06/99 5:18p Chris
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* Updated the BNode system - vastly improved error checking and verify
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*
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* 12 5/03/99 12:56a 3dsmax
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* Knocked MAX_BNODES_PER_ROOM down to 127 after reading the comment about
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* a byte count in the portal struct.
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*
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* 11 5/03/99 12:50a 3dsmax
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* Changed MAX_BNODES_PER_ROOM from 100 to 200 for Luke. (MattT)
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*
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* 10 4/29/99 1:59a Chris
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* Added the portal blockage support
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*
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* 9 4/28/99 5:33a Chris
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* Further improved the BNode system. (It actually works inside and
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* outside now)
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*
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* 8 4/27/99 3:01a Chris
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* Improving Bnode stuff
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*
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* 7 4/26/99 11:11a Chris
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* Updated Bnode system
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*
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* 6 4/25/99 9:02p Chris
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* Improving the Bnode system
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*
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* 5 4/18/99 4:35p Matt
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* Changed BNode_FreeRoom() to take a room pointer instead of a room
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* number, since it was being called for rooms in the scrap buffer, which
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* weren't in the room list. Also added code to InitRoom() to init the
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* bnode data.
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*
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* 4 4/18/99 5:39a Chris
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* Vastly improved the path node system
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*
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* 3 4/15/99 5:48p Chris
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* Fixed a bug with rendering the BOAPath nodes
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*
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* 2 4/14/99 3:13p Chris
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* Beginning to add BoaNode stuff
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*
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* $NoKeywords: $
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*/
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#ifndef BNODE_H_
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#define BNODE_H_
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#include "vecmat_external.h"
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#define MAX_BNODE_SIZE 20.0f
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// Not bigger than 127 - char bnode - in portal struct
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#define MAX_BNODES_PER_ROOM 127
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struct bn_edge {
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int16_t end_room;
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char end_index;
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int16_t flags;
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int16_t cost;
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float max_rad;
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};
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struct bn_node {
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vector pos;
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int num_edges;
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bn_edge *edges;
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};
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struct bn_list {
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int num_nodes;
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bn_node *nodes;
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};
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struct room;
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extern void BNode_FreeRoom(room *rp);
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extern void BNode_ClearBNodeInfo(void);
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bn_list *BNode_GetBNListPtr(int roomnum, bool f_in_load_level = false);
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extern bn_list BNode_terrain_list[8];
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extern bool BNode_allocated;
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extern bool BNode_verified;
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void BNode_RemapTerrainRooms(int old_hri, int new_hri);
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extern int BNode_Path[MAX_BNODES_PER_ROOM];
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extern int BNode_PathNumNodes;
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extern bool BNode_FindPath(int start_room, int i, int j, float rad);
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extern int BNode_FindDirLocalVisibleBNode(int roomnum, vector *pos, vector *fvec, float rad);
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extern int BNode_FindClosestLocalVisibleBNode(int roomnum, vector *pos, float rad);
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#endif
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