TombEngine/TR5Main/Game/room.h

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#pragma once
#include <framework.h>
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#include <newtypes.h>
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struct ANIM_FRAME;
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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];
};
typedef 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;
};
typedef struct MESH_INFO
{
int x;
int y;
int z;
short yRot;
short shade;
short flags;
short staticNumber;
};
typedef 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 SECTOR_SPLIT_TYPE
{
ST_NONE = 0,
ST_SPLIT1 = 1,
ST_SPLIT2 = 2
};
enum SECTOR_NOCOLLISION_TYPE
{
NC_NONE = 0,
NC_TRIANGLE1 = 1,
NC_TRIANGLE2 = 2
};
struct SECTOR_PLANE
{
float a;
float b;
float c;
};
struct SECTOR_COLLISION_INFO
{
int split;
int noCollision;
SECTOR_PLANE planes[2];
};
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struct FLOOR_INFO
{
int index;
int box;
int fx;
int stopper;
int pitRoom;
int floor;
int skyRoom;
int ceiling;
SECTOR_COLLISION_INFO floorCollision;
SECTOR_COLLISION_INFO ceilingCollision;
};
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enum RoomEnumFlag
{
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,
ENV_FLAG_UNKNOWN3 = 0x0400
};
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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;
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std::vector<BUCKET> buckets;
std::vector<ROOM_DOOR> doors;
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int xSize;
int ySize;
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;
};
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struct ANIM_STRUCT
{
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int framePtr;
short interpolation;
short currentAnimState;
int velocity;
int acceleration;
int Xvelocity;
int Xacceleration;
short frameBase;
short frameEnd;
short jumpAnimNum;
short jumpFrameNum;
short numberChanges;
short changeIndex;
short numberCommands;
short commandIndex;
};
constexpr auto NUM_ROOMS = 1024;
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constexpr auto NO_ROOM = -1;
constexpr auto NO_HEIGHT = (-0x7F00);