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?? t3dlib1.h

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// T3DLIB1.H - Header file for T3DLIB1.CPP game engine library

// watch for multiple inclusions
#ifndef T3DLIB1
#define T3DLIB1

// DEFINES ////////////////////////////////////////////////

// default screen values, these are all overriden by the 
// call to DDraw_Init() and are just here to have something
// to set the globals to instead of constant values
#define SCREEN_WIDTH        640  // size of screen
#define SCREEN_HEIGHT       480
#define SCREEN_BPP          8    // bits per pixel
#define MAX_COLORS_PALETTE  256


#define DEFAULT_PALETTE_FILE "PALDATA2.PAL"

// used for selecting full screen/windowed mode
#define SCREEN_FULLSCREEN    0
#define SCREEN_WINDOWED      1

// bitmap defines
#define BITMAP_ID            0x4D42 // universal id for a bitmap
#define BITMAP_STATE_DEAD    0
#define BITMAP_STATE_ALIVE   1
#define BITMAP_STATE_DYING   2 
#define BITMAP_ATTR_LOADED   128

#define BITMAP_EXTRACT_MODE_CELL  0
#define BITMAP_EXTRACT_MODE_ABS   1

// directdraw pixel format defines, used to help
// bitmap loader put data in proper format
#define DD_PIXEL_FORMAT8        8
#define DD_PIXEL_FORMAT555      15
#define DD_PIXEL_FORMAT565      16
#define DD_PIXEL_FORMAT888      24
#define DD_PIXEL_FORMATALPHA888 32 


// defines for BOBs
#define BOB_STATE_DEAD         0    // this is a dead bob
#define BOB_STATE_ALIVE        1    // this is a live bob
#define BOB_STATE_DYING        2    // this bob is dying
#define BOB_STATE_ANIM_DONE    1    // done animation state
#define MAX_BOB_FRAMES         64   // maximum number of bob frames
#define MAX_BOB_ANIMATIONS     16   // maximum number of animation sequeces

#define BOB_ATTR_SINGLE_FRAME   1   // bob has single frame
#define BOB_ATTR_MULTI_FRAME    2   // bob has multiple frames
#define BOB_ATTR_MULTI_ANIM     4   // bob has multiple animations
#define BOB_ATTR_ANIM_ONE_SHOT  8   // bob will perform the animation once
#define BOB_ATTR_VISIBLE        16  // bob is visible
#define BOB_ATTR_BOUNCE         32  // bob bounces off edges
#define BOB_ATTR_WRAPAROUND     64  // bob wraps around edges
#define BOB_ATTR_LOADED         128 // the bob has been loaded
#define BOB_ATTR_CLONE          256 // the bob is a clone

// screen transition commands
#define SCREEN_DARKNESS  0         // fade to black
#define SCREEN_WHITENESS 1         // fade to white
#define SCREEN_SWIPE_X   2         // do a horizontal swipe
#define SCREEN_SWIPE_Y   3         // do a vertical swipe
#define SCREEN_DISOLVE   4         // a pixel disolve
#define SCREEN_SCRUNCH   5         // a square compression
#define SCREEN_BLUENESS  6         // fade to blue
#define SCREEN_REDNESS   7         // fade to red
#define SCREEN_GREENNESS 8         // fade to green

// defines for Blink_Colors
#define BLINKER_ADD           0    // add a light to database  
#define BLINKER_DELETE        1    // delete a light from database
#define BLINKER_UPDATE        2    // update a light
#define BLINKER_RUN           3    // run normal

// pi defines
#define PI         ((float)3.141592654f)
#define PI2        ((float)6.283185307f)
#define PI_DIV_2   ((float)1.570796327f)
#define PI_DIV_4   ((float)0.785398163f) 
#define PI_INV     ((float)0.318309886f) 

// fixed point mathematics constants
#define FIXP16_SHIFT     16
#define FIXP16_MAG       65536
#define FIXP16_DP_MASK   0x0000ffff
#define FIXP16_WP_MASK   0xffff0000
#define FIXP16_ROUND_UP  0x00008000

// MACROS /////////////////////////////////////////////////

// these read the keyboard asynchronously
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code)   ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)

// this builds a 16 bit color value in 5.5.5 format (1-bit alpha mode)
#define _RGB16BIT555(r,g,b) ((b & 31) + ((g & 31) << 5) + ((r & 31) << 10))

// this builds a 16 bit color value in 5.6.5 format (green dominate mode)
#define _RGB16BIT565(r,g,b) ((b & 31) + ((g & 63) << 5) + ((r & 31) << 11))

// this builds a 24 bit color value in 8.8.8 format 
#define _RGB24BIT(a,r,g,b) ((b) + ((g) << 8) + ((r) << 16) )

// this builds a 32 bit color value in A.8.8.8 format (8-bit alpha mode)
#define _RGB32BIT(a,r,g,b) ((b) + ((g) << 8) + ((r) << 16) + ((a) << 24))

// bit manipulation macros
#define SET_BIT(word,bit_flag)   ((word)=((word) | (bit_flag)))
#define RESET_BIT(word,bit_flag) ((word)=((word) & (~bit_flag)))

// initializes a direct draw struct, basically zeros it and sets the dwSize field
#define DDRAW_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); }

// used to compute the min and max of two expresions
#define MIN(a, b)  (((a) < (b)) ? (a) : (b)) 
#define MAX(a, b)  (((a) > (b)) ? (b) : (a)) 

// used for swapping algorithm
#define SWAP(a,b,t) {t=a; a=b; b=t;}

// some math macros
#define DEG_TO_RAD(ang) ((ang)*PI/180.0)
#define RAD_TO_DEG(rads) ((rads)*180.0/PI)

#define RAND_RANGE(x,y) ( (x) + (rand()%((y)-(x)+1)))

// TYPES //////////////////////////////////////////////////

// basic unsigned types
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char  UCHAR;
typedef unsigned char  BYTE;
typedef unsigned int   QUAD;
typedef unsigned int   UINT;

// container structure for bitmaps .BMP file
typedef struct BITMAP_FILE_TAG
        {
        BITMAPFILEHEADER bitmapfileheader;  // this contains the bitmapfile header
        BITMAPINFOHEADER bitmapinfoheader;  // this is all the info including the palette
        PALETTEENTRY     palette[256];      // we will store the palette here
        UCHAR            *buffer;           // this is a pointer to the data

        } BITMAP_FILE, *BITMAP_FILE_PTR;

// the blitter object structure BOB
typedef struct BOB_TYP
        {
        int state;          // the state of the object (general)
        int anim_state;     // an animation state variable, up to you
        int attr;           // attributes pertaining to the object (general)
        float x,y;            // position bitmap will be displayed at
        float xv,yv;          // velocity of object
        int width, height;  // the width and height of the bob
        int width_fill;     // internal, used to force 8*x wide surfaces
        int bpp;            // bits per pixel
        int counter_1;      // general counters
        int counter_2;
        int max_count_1;    // general threshold values;
        int max_count_2;
        int varsI[16];      // stack of 16 integers
        float varsF[16];    // stack of 16 floats
        int curr_frame;     // current animation frame
        int num_frames;     // total number of animation frames
        int curr_animation; // index of current animation
        int anim_counter;   // used to time animation transitions
        int anim_index;     // animation element index
        int anim_count_max; // number of cycles before animation
        int *animations[MAX_BOB_ANIMATIONS]; // animation sequences

        LPDIRECTDRAWSURFACE7 images[MAX_BOB_FRAMES]; // the bitmap images DD surfaces
 
        } BOB, *BOB_PTR;

// the simple bitmap image
typedef struct BITMAP_IMAGE_TYP
        {
        int state;          // state of bitmap
        int attr;           // attributes of bitmap
        int x,y;            // position of bitmap
        int width, height;  // size of bitmap
        int num_bytes;      // total bytes of bitmap
        int bpp;            // bits per pixel
        UCHAR *buffer;      // pixels of bitmap

        } BITMAP_IMAGE, *BITMAP_IMAGE_PTR;

// blinking light structure
typedef struct BLINKER_TYP
               {
               // user sets these
               int color_index;         // index of color to blink
               PALETTEENTRY on_color;   // RGB value of "on" color
               PALETTEENTRY off_color;  // RGB value of "off" color
               int on_time;             // number of frames to keep "on" 
               int off_time;            // number of frames to keep "off"

               // internal member
               int counter;             // counter for state transitions
               int state;               // state of light, -1 off, 1 on, 0 dead
               } BLINKER, *BLINKER_PTR;

// a 2D vertex
typedef struct VERTEX2DI_TYP
        {
        int x,y; // the vertex
        } VERTEX2DI, *VERTEX2DI_PTR;

// a 2D vertex
typedef struct VERTEX2DF_TYP
        {
        float x,y; // the vertex
        } VERTEX2DF, *VERTEX2DF_PTR;


// a 2D polygon
typedef struct POLYGON2D_TYP
        {
        int state;        // state of polygon
        int num_verts;    // number of vertices
        int x0,y0;        // position of center of polygon  
        int xv,yv;        // initial velocity
        DWORD color;      // could be index or PALETTENTRY
        VERTEX2DF *vlist; // pointer to vertex list
 
        } POLYGON2D, *POLYGON2D_PTR;

// matrix defines

// 3x3 matrix /////////////////////////////////////////////
typedef struct MATRIX3X3_TYP
        {
        union
        {
        float M[3][3]; // array indexed data storage

        // storage in row major form with explicit names
        struct
             {
             float M00, M01, M02;
             float M10, M11, M12;
             float M20, M21, M22;
             }; // end explicit names

        }; // end union
        } MATRIX3X3, *MATRIX3X3_PTR;

// 1x3 matrix /////////////////////////////////////////////
typedef struct MATRIX1X3_TYP
        {
        union
        {
        float M[3]; // array indexed data storage

        // storage in row major form with explicit names
        struct
             {
             float M00, M01, M02;

             }; // end explicit names
        }; // end union
        } MATRIX1X3, *MATRIX1X3_PTR;

// 3x2 matrix /////////////////////////////////////////////
typedef struct MATRIX3X2_TYP
        {
        union
        {
        float M[3][2]; // array indexed data storage

        // storage in row major form with explicit names
        struct

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