/********************************************************************/ /* */ /* L I QQ U U I DD W W A RR 555 */ /* L I Q Q U U I D D W W A A R R 5 */ /* L I Q Q U U I D D W W W AAA RR 55 */ /* L I Q Q U U I D D WW WW A A R R 5 */ /* LLL I Q Q U I DD W W A A R R 55 */ /* */ /* b */ /* bb y y */ /* b b yyy */ /* bb y */ /* yy */ /* */ /* U U FFF O O TTT */ /* U U F O O O O T */ /* U U TIRET FF O O O O T */ /* U U F O O O O T */ /* U F O O T */ /* */ /********************************************************************/ /*****************************************************************************/ /* Liquid War is a multiplayer wargame */ /* Copyright (C) 1998-2007 Christian Mauduit */ /* */ /* This program is free software; you can redistribute it and/or modify */ /* it under the terms of the GNU General Public License as published by */ /* the Free Software Foundation; either version 2 of the License, or */ /* (at your option) any later version. */ /* */ /* This program is distributed in the hope that it will be useful, */ /* but WITHOUT ANY WARRANTY; without even the implied warranty of */ /* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the */ /* GNU General Public License for more details. */ /* */ /* You should have received a copy of the GNU General Public License */ /* along with this program; if not, write to the Free Software */ /* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /* */ /* Liquid War homepage : http://www.ufoot.org/liquidwar/v5 */ /* Contact author : ufoot@ufoot.org */ /*****************************************************************************/ /********************************************************************/ /* nom : mesh.h */ /* contenu : calcul du maillage */ /* date de modif : 3 mai 98 */ /********************************************************************/ #ifndef LIQUID_WAR_INCLUDE_MESH #define LIQUID_WAR_INCLUDE_MESH /*==================================================================*/ /* includes */ /*==================================================================*/ #include #include "base.h" /*==================================================================*/ /* constantes */ /*==================================================================*/ /*==================================================================*/ /* types */ /*==================================================================*/ typedef union { int time; struct { short x; short y; } cursor; } MESH_UPDATE; typedef struct { int dir:8; int grad:24; } MESH_STATE; typedef struct { MESH_UPDATE update; MESH_STATE state; } MESH_INFO; typedef struct { // char decal_for_dir :8; -> causes GPF under Win32. // MSVC allocates 64 bits for the struct if decal_for_dir // is declared as a char, and 32 bit if it's declared // as an int. Go figure... int decal_for_dir:8; int size:24; } MESH_SIDE; typedef struct { short x; short y; MESH_SIDE side; MESH_INFO info[NB_TEAMS]; void *link[NB_DIRS]; } MESH; /*==================================================================*/ /* variables globales */ /*==================================================================*/ extern MESH *CURRENT_MESH; extern int CURRENT_MESH_SIZE; extern int CURRENT_AREA_W; extern int CURRENT_AREA_H; extern BITMAP *CURRENT_AREA_DISP; extern BITMAP *CURRENT_AREA_BACK; /*==================================================================*/ /* fonctions globales */ /*==================================================================*/ void reset_mesh (void); void test_mesh (void); int create_mesh (void); BITMAP *create_mesh_bitmap (int mode); #endif