Verzeichnisstruktur ge?ndert

This commit is contained in:
neoraider 2005-04-18 15:27:00 +00:00
commit f3df7ef89a
36 changed files with 49537 additions and 0 deletions

11
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#ifndef GAME_COLLISION_H
#define GAME_COLLISION_H
#include "types.h"
int CollisionPointTriangle(VERTEX, TRIANGLE);
int CollisionRayTriangle(VERTEX, VECTOR, TRIANGLE, float*);
int CollisionSphereTriangle(VERTEX, float,TRIANGLE);
int CollisionMovingSphereTriangle(VERTEX, float, VECTOR, float, TRIANGLE);
#endif

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#ifndef GAME_INIT_H
#define GAME_INIT_H
int InitGame();
void UninitGame();
#endif

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#ifndef GAME_LEVEL_H
#define GAME_LEVEL_H
#include <GL/gl.h>
#include "types.h"
#pragma pack(push, 2)
typedef struct _LEVELHEADER {
char l, f;
int nRooms;
int nTextures;
} LEVELHEADER;
typedef struct _ROOMHEADER {
int nTriangles;
int nObjects;
int nGates;
} ROOMHEADER;
typedef struct _GATEINFO {
unsigned short state;
unsigned short timer;
} GATEINFO;
typedef struct _ROOM {
int nTriangles;
int nObjects;
int nGates;
TRIANGLE *triangles;
OBJECT *objects;
GATE *gates;
GATEINFO *gateinfo;
} ROOM;
typedef struct _LEVEL {
int nRooms;
ROOM *rooms;
int nTextures;
GLuint *textures;
} LEVEL;
#pragma pack(pop)
int LoadLevel(char *, LEVEL *);
void DrawRoom(LEVEL *, int);
void FreeLevel(LEVEL *);
#endif

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#ifndef GAME_MATH_H
#define GAME_MATH_H
#include "types.h"
float VectorDot(VECTOR, VECTOR);
VECTOR VectorCross(VECTOR, VECTOR);
VECTOR VectorSub(VECTOR, VECTOR);
VECTOR VectorAdd(VECTOR, VECTOR);
VECTOR VectorMul(VECTOR, float);
VECTOR VectorNormalize(VECTOR);
VECTOR VectorNeg(VECTOR);
float VectorLength(VECTOR);
float VectorLengthSq(VECTOR);
int VectorEqual(VECTOR, VECTOR);
MATRIX MatrixMul(MATRIX, MATRIX);
MATRIX MatrixIdentity();
MATRIX VectorMatrix(VERTEX, VECTOR, VERTEX, VECTOR);
VECTOR VectorMatrixMul(VECTOR, MATRIX);
#endif

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#ifndef GAME_PLAYER_H
#define GAME_PLAYER_H
#include "types.h"
#define INPUT_UP 1
#define INPUT_DOWN 2
#define INPUT_RIGHT 4
#define INPUT_LEFT 8
#define INPUT_OPEN 16
typedef struct _PLAYER {
VERTEX pos;
float rotx;
float rotysin, rotycos;
int health;
int shield;
int room;
} PLAYER;
void MouseInput(int, int);
void DoInput(int);
#endif

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zoom/render.h Normal file
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#ifndef GAME_RENDER_H
#define GAME_RENDER_H
void Render();
#endif

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zoom/texture.h Normal file
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#ifndef GAME_TEXTURE_H
#define GAME_TEXTURE_H
typedef struct _TEXLIST {
char name[30];
GLuint id;
} TEXLIST;
GLuint LoadTexture(char *);
#endif

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#ifndef GAME_TYPES_H
#define GAME_TYPES_H
#include <GL/gl.h>
#define TRIANGLE_UNKNOWN 0
#define TRIANGLE_WALL 1
#define TRIANGLE_FLOOR 2
#define OBJECT_UNKNOWN 0
#define OBJECT_MEDIPAK25 1
#define OBJECT_MEDIPAK50 2
#define OBJECT_MEDIPAK100 3
#define GATE_UNKNOWN 0
#define GATE_SIDE 1
#define STATE_UNKNOWN 0
#define STATE_OPENED 1
#define STATE_CLOSED 2
#define STATE_OPENING 3
#define STATE_CLOSING 4
#pragma pack(push, 2)
typedef union _MATRIX {
float m[4][4];
float f[16];
} MATRIX;
typedef struct _VECTOR_VERTEX {
float x, y, z;
} VECTOR, VERTEX;
typedef struct _TEXCOORDS {
float s, t;
} TEXCOORDS;
typedef struct _TRIANGLE {
unsigned char type;
unsigned char visible;
VERTEX vertices[3];
VECTOR normal;
int texture;
TEXCOORDS texcoords[3];
} TRIANGLE;
typedef struct _OBJECT {
unsigned char type;
unsigned char visible;
VERTEX pos;
} OBJECT;
typedef struct _GATE {
unsigned char type;
unsigned char open;
TRIANGLE triangles[2];
VERTEX point;
int room;
int gate;
} GATE;
#pragma pack(pop)
#endif