TombEngine/TR5Main/Game/items.h

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#pragma once
#include "phd_global.h"
typedef enum AIObjectType
{
NO_AI = 0x0000,
GUARD = 0x0001,
AMBUSH = 0x0002,
PATROL1 = 0x0004,
MODIFY = 0x0008,
FOLLOW = 0x0010,
PATROL2 = 0x0020,
ALL_AIOBJ = (GUARD | AMBUSH | PATROL1 | MODIFY | FOLLOW | PATROL2)
};
typedef enum ItemStatus
{
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ITEM_NOT_ACTIVE = 0,
ITEM_ACTIVE = 1,
ITEM_DEACTIVATED = 2,
ITEM_INVISIBLE = 3
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};
typedef enum ItemFlags
{
IFLAG_CLEAR_BODY = (1 << 7), // 0x0080
IFLAG_INVISIBLE = (1 << 8), // 0x0100
IFLAG_REVERSE = (1 << 14), // 0x4000
IFLAG_KILLED = (1 << 15), // 0x8000
IFLAG_ACTIVATION_MASK = 0x3E00 // bits 9-13
};
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struct ROOM_VECTOR
{
int roomNumber;
int yNumber;
};
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typedef struct ITEM_INFO
{
int floor;
DWORD touchBits;
DWORD meshBits;
short objectNumber;
short currentAnimState;
short goalAnimState;
short requiredAnimState;
short animNumber;
short frameNumber;
short roomNumber;
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ROOM_VECTOR location;
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short nextItem;
short nextActive;
short speed;
short fallspeed;
short hitPoints;
int boxNumber;
short timer;
unsigned short flags; // ItemFlags enum
short shade;
short triggerFlags;
short carriedItem;
short afterDeath;
short firedWeapon;
short itemFlags[8];
void* data;
PHD_3DPOS pos;
bool active;
short status; // ItemStatus enum
bool gravityStatus;
bool hitStatus;
bool collidable;
bool lookedAt;
bool dynamicLight;
bool poisoned;
byte aiBits; // AIObjectType enum
bool reallyActive;
bool inDrawRoom;
bool friendly;
int swapMeshFlags;
short drawRoom;
short TOSSPAD;
PHD_3DPOS startPos;
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short locationAI;
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};
// used by fx->shade !
#define RGB555(r, g, b) ((r << 7) & 0x7C00 | (g << 2) & 0x3E0 | (b >> 3) & 0x1F)
#define WHITE555 RGB555(255, 255, 255)
#define GRAY555 RGB555(128, 128, 128)
#define BLACK555 RGB555( 0, 0, 0)
constexpr auto NO_ITEM = -1;
constexpr auto ALL_MESHBITS = -1;
constexpr auto NOT_TARGETABLE = -16384;
#define NUM_ITEMS 1024
#define NUM_EFFECTS 1024
void EffectNewRoom(short fxNumber, short roomNumber);
void ItemNewRoom(short itemNum, short roomNumber);
void AddActiveItem(short itemNumber);
void ClearItem(short itemNum);
short CreateItem();
void RemoveAllItemsInRoom(short roomNumber, short objectNumber);
void RemoveActiveItem(short itemNum);
void RemoveDrawnItem(short itemNum);
void InitialiseFXArray(int allocmem);
short CreateNewEffect(short roomNum);
void KillEffect(short fxNumber);
void InitialiseItem(short itemNum);
void InitialiseItemArray(int numItems);
void KillItem(short itemNum);
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std::vector<int> FindItem(short objectNumber);
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ITEM_INFO* find_a_fucking_item(int object_number);