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23 //return values for find_vector_intersection() - what did we hit?
24 #define HIT_NONE 0 //we hit nothing
25 #define HIT_WALL 1 //we hit - guess - a wall
26 #define HIT_OBJECT 2 //we hit an object - which one? no way to tell...
27 #define HIT_BAD_P0 3 //start point not is specified segment
29 #define MAX_FVI_SEGS 100
31 //this data structure gets filled in by find_vector_intersection()
32 typedef struct fvi_info {
33 int hit_type; //what sort of intersection
34 vms_vector hit_pnt; //where we hit
35 int hit_seg; //what segment hit_pnt is in
36 int hit_side; //if hit wall, which side
37 int hit_side_seg; //what segment the hit side is in
38 int hit_object; //if object hit, which object
39 vms_vector hit_wallnorm; //if hit wall, ptr to its surface normal
40 int n_segs; //how many segs we went through
41 int seglist[MAX_FVI_SEGS]; //list of segs vector went through
45 #define FQ_CHECK_OBJS 1 //check against objects?
46 #define FQ_TRANSWALL 2 //go through transparent walls
47 #define FQ_TRANSPOINT 4 //go through trans wall if hit point is transparent
48 #define FQ_GET_SEGLIST 8 //build a list of segments
49 #define FQ_IGNORE_POWERUPS 16 //ignore powerups
51 //this data contains the parms to fvi()
52 typedef struct fvi_query {
61 //Find out if a vector intersects with anything.
62 //Fills in hit_data, an fvi_info structure (see above).
64 // p0 & startseg describe the start of the vector
65 // p1 the end of the vector
66 // rad the radius of the cylinder
67 // thisobjnum used to prevent an object with colliding with itself
68 // ingore_obj_list NULL, or ptr to a list of objnums to ignore, terminated with -1
69 // check_obj_flag determines whether collisions with objects are checked
70 //Returns the hit_data->hit_type
71 int find_vector_intersection(fvi_query *fq,fvi_info *hit_data);
73 //finds the uv coords of the given point on the given seg & side
74 //fills in u & v. if l is non-NULL fills it in also
75 void find_hitpoint_uv(fix *u,fix *v,fix *l, vms_vector *pnt,segment *seg,int sidenum,int facenum);
77 //Returns true if the object is through any walls
78 int object_intersects_wall(object *objp);