TombEngine/TR5Main/Game/room.h

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#pragma once
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#include "framework.h"
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#include "Game/collision/floordata.h"
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#include "Specific/newtypes.h"
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#include "Specific/phd_global.h"
struct TriggerVolume;
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constexpr auto MAX_FLIPMAP = 256;
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struct ROOM_VERTEX
{
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Vector3 position;
Vector3 normal;
Vector2 textureCoordinates;
Vector3 color;
int effects;
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int index;
};
struct ROOM_DOOR
{
short room;
Vector3 normal;
Vector3 vertices[4];
};
struct ROOM_LIGHT
{
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int x, y, z; // Position of light, in world coordinates
float r, g, b; // Colour of the light
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float intensity;
float in; // Cosine of the IN value for light / size of IN value
float out; // Cosine of the OUT value for light / size of OUT value
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float length; // Range of light
float cutoff; // Range of light
float dx, dy, dz; // Direction - used only by sun and spot lights
byte type;
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bool castShadows;
};
struct MESH_INFO
{
PHD_3DPOS pos;
short staticNumber;
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short flags;
Vector4 color;
short HitPoints;
std::string luaName;
};
struct LIGHTINFO
{
int x; // size=0, offset=0
int y; // size=0, offset=4
int z; // size=0, offset=8
unsigned char Type; // size=0, offset=12
unsigned char r; // size=0, offset=13
unsigned char g; // size=0, offset=14
unsigned char b; // size=0, offset=15
short nx; // size=0, offset=16
short ny; // size=0, offset=18
short nz; // size=0, offset=20
short Intensity; // size=0, offset=22
unsigned char Inner; // size=0, offset=24
unsigned char Outer; // size=0, offset=25
short FalloffScale; // size=0, offset=26
short Length; // size=0, offset=28
short Cutoff; // size=0, offset=30
};
enum RoomEnvFlags
{
ENV_FLAG_WATER = 0x0001,
ENV_FLAG_SWAMP = 0x0004,
ENV_FLAG_OUTSIDE = 0x0008,
ENV_FLAG_DYNAMIC_LIT = 0x0010,
ENV_FLAG_WIND = 0x0020,
ENV_FLAG_NOT_NEAR_OUTSIDE = 0x0040,
ENV_FLAG_NO_LENSFLARE = 0x0080, // Was quicksand in TR3.
ENV_FLAG_MIST = 0x0100,
ENV_FLAG_CAUSTICS = 0x0200,
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ENV_FLAG_UNKNOWN3 = 0x0400,
ENV_FLAG_COLD = 0x1000
};
enum StaticMeshFlags : short
{
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SM_VISIBLE = 1,
SM_SOLID = 2
};
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struct ROOM_INFO
{
int x;
int y;
int z;
int minfloor;
int maxceiling;
std::vector<Vector3> positions;
std::vector<Vector3> normals;
std::vector<Vector3> colors;
std::vector<Vector3> effects;
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std::vector<BUCKET> buckets;
std::vector<ROOM_DOOR> doors;
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int xSize;
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int zSize;
std::vector<FLOOR_INFO> floor;
Vector3 ambient;
std::vector<ROOM_LIGHT> lights;
std::vector<MESH_INFO> mesh;
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int flippedRoom;
int flags;
int meshEffect;
int reverbType;
int flipNumber;
short itemNumber;
short fxNumber;
bool boundActive;
std::vector<TriggerVolume> triggerVolumes;
};
constexpr auto NUM_ROOMS = 1024;
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constexpr auto NO_ROOM = -1;
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constexpr auto OUTSIDE_Z = 64;
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constexpr auto OUTSIDE_SIZE = 1024;
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extern byte FlipStatus;
extern int FlipStats[MAX_FLIPMAP];
extern int FlipMap[MAX_FLIPMAP];
void DoFlipMap(short group);
void AddRoomFlipItems(ROOM_INFO* room);
void RemoveRoomFlipItems(ROOM_INFO* room);
bool IsObjectInRoom(short roomNumber, short objectNumber);
bool IsPointInRoom(PHD_3DPOS const& pos, int roomNumber);
PHD_3DPOS GetRoomCenter(int roomNumber);
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int IsRoomOutside(int x, int y, int z);
std::set<int> GetRoomList(int roomNumber);
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FLOOR_INFO* GetSector(ROOM_INFO* room, int x, int z);