Redline/source/roads.h

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#ifndef __ROADS
#define __ROADS
#include "vectors.h"
#include "entities.h"
typedef struct{
int texture;
int materialFlags;
int surfaceType;
tVector2 vertex1,vertex2;
float texCoord1,texCoord2,texZoom;
}tRoadTypeVertex;
typedef struct{
int endTopVertices,startTopVertices;
int startShadow,endShadow;
float minTrack,maxTrack;
float traction;
float reviveX,reviveY;
char name[80];
int numVertices;
tRoadTypeVertex *vertices;
} tRoadType;
typedef struct{
int numTypes;
tRoadType *types;
} tRoadTypeList;
typedef struct{
float grip,slideGrip;
float bumpHeight,bumpFreq;
float brakeFactor;
int smokeEnable,trackEnable,soundEnable;
int soundEcho,sparksEnable,squeachEnable;
int reflectionEnable,smokeStickEnable;
float minSmokeSlideVelo,maxSmokeSlideVelo;
float minTrackSlideVelo,maxTrackSlideVelo;
float minSkidPitchSlideVelo,maxSkidPitchSlideVelo;
float minSkidGainSlideVelo,maxSkidGainSlideVelo;
int skidSound;
float smokeSize,smokeGravity,smokeSpeed,smokeSpread,smokeMaxLife,smokeMaxVelo;
int smokeTexture,trackTexture;
} tSurfaceType;
typedef struct{
int numTypes;
tSurfaceType *types;
} tSurfaceTypeList;
//one segment of a road
typedef struct{
tVector3 pos; //the point the road passes through
tVector3 normal; //a normal pointing upwards on the road surface
int type; //an index specifying the type of the road segment (bridge, tunnel, etc..)
float speedModifier;
int unused2;
float track; //the racing line the ai will follow: 1 is all to the right of the road and -1 all to the left
//any value >1 will be ignored. instead a value will be interpolated from other road points.
float typeSeg; //when using a road segment type which is not "symmetrical", ie. which looks different on
//one end than on the other, typeSeg can be used to "split" the type among several segments.
//one has to take a look at some road files to understand this properly.
} tRoadSeg;
//the road
typedef struct{
int roadSize; //number of road segments
tRoadSeg road[1]; //and the road data
} tRoadData;
typedef struct{
tVector3 v1,v2;
tVector3 n1,n2;
float d1,d2;
} tConvertedRoadVertex;
//tRoadSeg structures get converted into tConvertedRoadSeg structures, which contain all the vertices
//of each road segment, so these don't need to be calculated from the road segment type every time
//they are needed.
typedef struct{
float length; //the distance in meters from the beginning of the road (measured along the road)
float maxExtends; //used for clipping: the maximum distance from
//a road vertex from the point in the tRoadSeg's pos field.
tVector3 trackl,trackr; //the left-most and right-most points of the road, where AI players may drive
float speedIndex,reverseSpeedIndex; //tells the AI how fast to go on this road
float turboSpeedIndex,reverseTurboSpeedIndex; //tells the AI how fast to go on this road
float lateralAccel;
float maxGrip;
float track; //the racing line the ai will follow: 1 is all to the right of the road and -1 all to the left
tConvertedRoadVertex *vertices; //a pointer to the vertex coordinates for this road segment.
} tConvertedRoadSeg;
typedef struct{
tConvertedRoadVertex* vertexStorage; //the buffer storing all the vertex coordinates
tConvertedRoadSeg road[1]; //converted road segments
} tConvertedRoad;
void CompileRoadPoints(int id);
void RoadRender(tVector3 *clipPlanes);
float RoadGetYValue(tVector3 point,int *lastRoadIndex,tVector3 *groundNormal,int *surfaceType,float *bumpOut);
void RoadCenterCar(tGameEntity *carEntity);
tVector3 RoadGetNextWaypoint(tVector3 pos,int *lastRoadIndex,float *overtaking,float *speedIndex,float aheadDistance);
float RoadGetPosition(tVector3 pos,int lastSegment,float *track);
tVector3 RoadGetDir(int segment);
void RoadInitCheckPoints(tVector3 startPos);
void RoadInitCheckPoints(tVector3 startPos,tVector3 endPos);
void RoadGetWayPointData(int startRoadSeg,float dist,float *minTrack,float *maxTrack,float *minSpeed);
float RoadGetLength(tVector3 pos,int lastSegment);
void RoadInitCornerSigns();
extern tRoadTypeList *gRoadTypes;
extern tSurfaceTypeList *gSurfaceTypes;
extern int gRoadRestrictedBorders,gQuickRoadCollision;
#endif