resolving namespace std conflicts

This commit is contained in:
Raildex 2020-06-18 15:54:08 +02:00
parent a4e4bd702d
commit 2b4d1ca2e8
25 changed files with 233 additions and 234 deletions

View file

@ -288,8 +288,8 @@ short AIGuard(CREATURE_INFO* creature);
void AlertNearbyGuards(ITEM_INFO* item); void AlertNearbyGuards(ITEM_INFO* item);
void AlertAllGuards(short itemNumber); void AlertAllGuards(short itemNumber);
void CreatureKill(ITEM_INFO* item, int killAnim, int killState, short laraAnim); void CreatureKill(ITEM_INFO* item, int killAnim, int killState, short laraAnim);
short CreatureEffect2(ITEM_INFO* item, BITE_INFO* bite, short damage, short angle, function<CreatureEffectFunction> func); short CreatureEffect2(ITEM_INFO* item, BITE_INFO* bite, short damage, short angle, std::function<CreatureEffectFunction> func);
short CreatureEffect(ITEM_INFO* item, BITE_INFO* bite, function<CreatureEffectFunction> func); short CreatureEffect(ITEM_INFO* item, BITE_INFO* bite, std::function<CreatureEffectFunction> func);
void CreatureUnderwater(ITEM_INFO* item, int depth); void CreatureUnderwater(ITEM_INFO* item, int depth);
void CreatureFloat(short itemNumber); void CreatureFloat(short itemNumber);
void CreatureJoint(ITEM_INFO* item, short joint, short required); void CreatureJoint(ITEM_INFO* item, short joint, short required);

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@ -4,7 +4,7 @@
#include "setup.h" #include "setup.h"
#include "control.h" #include "control.h"
#include "trmath.h" #include "trmath.h"
using std::vector;
ShatterImpactInfo ShatterImpactData; ShatterImpactInfo ShatterImpactData;
SHATTER_ITEM ShatterItem; SHATTER_ITEM ShatterItem;
short SmashedMeshCount; short SmashedMeshCount;

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@ -40,7 +40,7 @@ typedef struct ShatterImpactInfo
typedef struct DebrisMesh typedef struct DebrisMesh
{ {
RENDERER_BUCKETS bucket; RENDERER_BUCKETS bucket;
array<RendererVertex, 3> vertices; std::array<RendererVertex, 3> vertices;
}; };
typedef struct DebrisFragment typedef struct DebrisFragment
@ -85,7 +85,7 @@ typedef struct DEBRIS_STRUCT
}; };
extern SHATTER_ITEM ShatterItem; extern SHATTER_ITEM ShatterItem;
extern vector<DebrisFragment> DebrisFragments; extern std::vector<DebrisFragment> DebrisFragments;
extern ShatterImpactInfo ShatterImpactData; extern ShatterImpactInfo ShatterImpactData;
extern short SmashedMeshCount; extern short SmashedMeshCount;
extern MESH_INFO* SmashedMesh[32]; extern MESH_INFO* SmashedMesh[32];

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@ -20,7 +20,7 @@ struct FX_INFO
short flag2; short flag2;
}; };
extern function<EffectFunction> effect_routines[]; extern std::function<EffectFunction> effect_routines[];
extern FX_INFO* Effects; extern FX_INFO* Effects;
bool ItemNearLara(PHD_3DPOS* pos, int radius); bool ItemNearLara(PHD_3DPOS* pos, int radius);

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@ -333,7 +333,7 @@ private:
float m_deltaMovement; float m_deltaMovement;
InventoryObjectDefinition m_objectsTable[INVENTORY_TABLE_SIZE]; InventoryObjectDefinition m_objectsTable[INVENTORY_TABLE_SIZE];
int m_type; int m_type;
vector<InventoryObjectCombination> m_combinations; std::vector<InventoryObjectCombination> m_combinations;
int m_activeGui; int m_activeGui;
float m_cameraY; float m_cameraY;
float m_cameraTilt; float m_cameraTilt;

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@ -24,8 +24,8 @@ extern byte LaraNodeUnderwater[NUM_LARA_MESHES];
#define INIT_LARA_MESHES(mesh, to, from) Lara.meshPtrs[mesh] = LARA_MESHES(to, mesh) = LARA_MESHES(from, mesh) #define INIT_LARA_MESHES(mesh, to, from) Lara.meshPtrs[mesh] = LARA_MESHES(to, mesh) = LARA_MESHES(from, mesh)
#define LaraRoutineFunction void(ITEM_INFO* item, COLL_INFO* coll) #define LaraRoutineFunction void(ITEM_INFO* item, COLL_INFO* coll)
extern function<LaraRoutineFunction> lara_control_routines[NUM_LARA_STATES + 1]; extern std::function<LaraRoutineFunction> lara_control_routines[NUM_LARA_STATES + 1];
extern function<LaraRoutineFunction> lara_collision_routines[NUM_LARA_STATES + 1]; extern std::function<LaraRoutineFunction> lara_collision_routines[NUM_LARA_STATES + 1];
///extern function<LaraRoutineFunction> lara_camera_routines[NUM_LARA_STATES + 1]; ///extern function<LaraRoutineFunction> lara_camera_routines[NUM_LARA_STATES + 1];
void lara_as_pbleapoff(ITEM_INFO* item, COLL_INFO* coll); void lara_as_pbleapoff(ITEM_INFO* item, COLL_INFO* coll);

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@ -47,7 +47,7 @@ typedef struct SAVEGAME_INFO
typedef struct SaveGameHeader typedef struct SaveGameHeader
{ {
string LevelName; std::string LevelName;
int Days; int Days;
int Hours; int Hours;
int Minutes; int Minutes;

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@ -218,7 +218,7 @@ LUALIB_API void (luaL_openlib) (lua_State *L, const char *libname,
** =================================================================== ** ===================================================================
*/ */
/* print a string */ /* print a std::string */
#if !defined(lua_writestring) #if !defined(lua_writestring)
#define lua_writestring(s,l) fwrite((s), sizeof(char), (l), stdout) #define lua_writestring(s,l) fwrite((s), sizeof(char), (l), stdout)
#endif #endif

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@ -160,7 +160,7 @@
/* /*
** LUA_PATH_SEP is the character that separates templates in a path. ** LUA_PATH_SEP is the character that separates templates in a path.
** LUA_PATH_MARK is the string that marks the substitution points in a ** LUA_PATH_MARK is the std::string that marks the substitution points in a
** template. ** template.
** LUA_EXEC_DIR in a Windows path is replaced by the executable's ** LUA_EXEC_DIR in a Windows path is replaced by the executable's
** directory. ** directory.
@ -427,7 +427,7 @@
@@ lua_number2str converts a float to a string. @@ lua_number2str converts a float to a string.
@@ l_mathop allows the addition of an 'l' or 'f' to all math operations. @@ l_mathop allows the addition of an 'l' or 'f' to all math operations.
@@ l_floor takes the floor of a float. @@ l_floor takes the floor of a float.
@@ lua_str2number converts a decimal numeric string to a number. @@ lua_str2number converts a decimal numeric std::string to a number.
*/ */
@ -612,7 +612,7 @@
/* /*
@@ lua_strx2number converts an hexadecimal numeric string to a number. @@ lua_strx2number converts an hexadecimal numeric std::string to a number.
** In C99, 'strtod' does that conversion. Otherwise, you can ** In C99, 'strtod' does that conversion. Otherwise, you can
** leave 'lua_strx2number' undefined and Lua will provide its own ** leave 'lua_strx2number' undefined and Lua will provide its own
** implementation. ** implementation.

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@ -168,7 +168,7 @@ extern int ZEXPORT unzGetGlobalComment OF((unzFile file,
char *szComment, char *szComment,
uLong uSizeBuf)); uLong uSizeBuf));
/* /*
Get the global comment string of the ZipFile, in the szComment buffer. Get the global comment std::string of the ZipFile, in the szComment buffer.
uSizeBuf is the size of the szComment buffer. uSizeBuf is the size of the szComment buffer.
return the number of byte copied or an error code <0 return the number of byte copied or an error code <0
*/ */
@ -215,12 +215,12 @@ extern int ZEXPORT unzGetCurrentFileInfo OF((unzFile file,
Get Info about the current file Get Info about the current file
if pfile_info!=NULL, the *pfile_info structure will contain somes info about if pfile_info!=NULL, the *pfile_info structure will contain somes info about
the current file the current file
if szFileName!=NULL, the filemane string will be copied in szFileName if szFileName!=NULL, the filemane std::string will be copied in szFileName
(fileNameBufferSize is the size of the buffer) (fileNameBufferSize is the size of the buffer)
if extraField!=NULL, the extra field information will be copied in extraField if extraField!=NULL, the extra field information will be copied in extraField
(extraFieldBufferSize is the size of the buffer). (extraFieldBufferSize is the size of the buffer).
This is the Central-header version of the extra field This is the Central-header version of the extra field
if szComment!=NULL, the comment string of the file will be copied in szComment if szComment!=NULL, the comment std::string of the file will be copied in szComment
(commentBufferSize is the size of the buffer) (commentBufferSize is the size of the buffer)
*/ */

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@ -285,7 +285,7 @@ ZEXTERN int ZEXPORT deflateEnd OF((z_streamp strm));
deflateEnd returns Z_OK if success, Z_STREAM_ERROR if the deflateEnd returns Z_OK if success, Z_STREAM_ERROR if the
stream state was inconsistent, Z_DATA_ERROR if the stream was freed stream state was inconsistent, Z_DATA_ERROR if the stream was freed
prematurely (some input or output was discarded). In the error case, prematurely (some input or output was discarded). In the error case,
msg may be set but then points to a static string (which must not be msg may be set but then points to a static std::string (which must not be
deallocated). deallocated).
*/ */
@ -388,7 +388,7 @@ ZEXTERN int ZEXPORT inflateEnd OF((z_streamp strm));
inflateEnd returns Z_OK if success, Z_STREAM_ERROR if the stream state inflateEnd returns Z_OK if success, Z_STREAM_ERROR if the stream state
was inconsistent. In the error case, msg may be set but then points to a was inconsistent. In the error case, msg may be set but then points to a
static string (which must not be deallocated). static std::string (which must not be deallocated).
*/ */
/* Advanced functions */ /* Advanced functions */
@ -427,10 +427,10 @@ ZEXTERN int ZEXPORT deflateInit2 OF((z_streamp strm,
The strategy parameter is used to tune the compression algorithm. Use the The strategy parameter is used to tune the compression algorithm. Use the
value Z_DEFAULT_STRATEGY for normal data, Z_FILTERED for data produced by a value Z_DEFAULT_STRATEGY for normal data, Z_FILTERED for data produced by a
filter (or predictor), or Z_HUFFMAN_ONLY to force Huffman encoding only (no filter (or predictor), or Z_HUFFMAN_ONLY to force Huffman encoding only (no
string match). Filtered data consists mostly of small values with a std::string match). Filtered data consists mostly of small values with a
somewhat random distribution. In this case, the compression algorithm is somewhat random distribution. In this case, the compression algorithm is
tuned to compress them better. The effect of Z_FILTERED is to force more tuned to compress them better. The effect of Z_FILTERED is to force more
Huffman coding and less string matching; it is somewhat intermediate Huffman coding and less std::string matching; it is somewhat intermediate
between Z_DEFAULT and Z_HUFFMAN_ONLY. The strategy parameter only affects between Z_DEFAULT and Z_HUFFMAN_ONLY. The strategy parameter only affects
the compression ratio but not the correctness of the compressed output even the compression ratio but not the correctness of the compressed output even
if it is not set appropriately. if it is not set appropriately.
@ -718,7 +718,7 @@ ZEXTERN int ZEXPORTVA gzprintf OF((gzFile file, const char *format, ...));
ZEXTERN int ZEXPORT gzputs OF((gzFile file, const char *s)); ZEXTERN int ZEXPORT gzputs OF((gzFile file, const char *s));
/* /*
Writes the given null-terminated string to the compressed file, excluding Writes the given null-terminated std::string to the compressed file, excluding
the terminating null character. the terminating null character.
gzputs returns the number of characters written, or -1 in case of error. gzputs returns the number of characters written, or -1 in case of error.
*/ */
@ -727,7 +727,7 @@ ZEXTERN char * ZEXPORT gzgets OF((gzFile file, char *buf, int len));
/* /*
Reads bytes from the compressed file until len-1 characters are read, or Reads bytes from the compressed file until len-1 characters are read, or
a newline character is read and transferred to buf, or an end-of-file a newline character is read and transferred to buf, or an end-of-file
condition is encountered. The string is then terminated with a null condition is encountered. The std::string is then terminated with a null
character. character.
gzgets returns buf, or Z_NULL in case of error. gzgets returns buf, or Z_NULL in case of error.
*/ */

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@ -8,7 +8,7 @@
#include "Lara.h" #include "Lara.h"
#include "switch.h" #include "switch.h"
#include "tomb4fx.h" #include "tomb4fx.h"
using std::vector;
BaboonRespawnClass BaboonRespawn; BaboonRespawnClass BaboonRespawn;
static BITE_INFO baboonBite = { 10, 10, 11, 4 }; static BITE_INFO baboonBite = { 10, 10, 11, 4 };

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@ -13,7 +13,7 @@ struct BaboonRespawnStruct
class BaboonRespawnClass class BaboonRespawnClass
{ {
private: private:
vector<BaboonRespawnStruct> baboonRespawnArray; std::vector<BaboonRespawnStruct> baboonRespawnArray;
public: public:
void Free(void); void Free(void);
void Add(ITEM_INFO* item, int max_count); void Add(ITEM_INFO* item, int max_count);

View file

@ -8,7 +8,6 @@
#include "ShadowLightBuffer.h" #include "ShadowLightBuffer.h"
#include "RoomBuffer.h" #include "RoomBuffer.h"
#include "ItemBuffer.h" #include "ItemBuffer.h"
#include "CameraMatrixBuffer.h"
#include "Frustum.h" #include "Frustum.h"
#include "items.h" #include "items.h"
@ -16,6 +15,7 @@
#include <IndexBuffer.h> #include <IndexBuffer.h>
#include "VertexBuffer.h" #include "VertexBuffer.h"
#include "RenderTarget2D.h" #include "RenderTarget2D.h"
#include <Renderer\CameraMatrixBuffer.h>
class RenderTarget2D; class RenderTarget2D;
@ -42,17 +42,17 @@ struct RendererDisplayMode
}; };
struct RendererVideoAdapter struct RendererVideoAdapter
{ {
string Name; std::string Name;
int Index; int Index;
vector<RendererDisplayMode> DisplayModes; std::vector<RendererDisplayMode> DisplayModes;
}; };
struct RendererVertex struct RendererVertex
{ {
Vector3 Position; DirectX::SimpleMath::Vector3 Position;
Vector3 Normal; DirectX::SimpleMath::Vector3 Normal;
Vector2 UV; DirectX::SimpleMath::Vector2 UV;
Vector4 Color; DirectX::SimpleMath::Vector4 Color;
float Bone; float Bone;
}; };
@ -151,7 +151,7 @@ struct RendererHUDBar
| | | | | |
6-----------7-----------8 6-----------7-----------8
*/ */
RendererHUDBar(ID3D11Device* m_device, int x, int y, int w, int h, int borderSize, array<Vector4, 9> colors); RendererHUDBar(ID3D11Device* m_device, int x, int y, int w, int h, int borderSize, std::array<DirectX::SimpleMath::Vector4, 9> colors);
}; };
struct RendererStringToDraw struct RendererStringToDraw
@ -159,8 +159,8 @@ struct RendererStringToDraw
float X; float X;
float Y; float Y;
int Flags; int Flags;
wstring String; std::wstring String;
Vector3 Color; DirectX::SimpleMath::Vector3 Color;
}; };
struct RendererPolygon struct RendererPolygon
@ -174,32 +174,32 @@ struct RendererPolygon
struct RendererBone struct RendererBone
{ {
Vector3 Translation; DirectX::SimpleMath::Vector3 Translation;
Matrix GlobalTransform; DirectX::SimpleMath::Matrix GlobalTransform;
Matrix Transform; DirectX::SimpleMath::Matrix Transform;
Vector3 GlobalTranslation; DirectX::SimpleMath::Vector3 GlobalTranslation;
vector<RendererBone*> Children; std::vector<RendererBone*> Children;
RendererBone* Parent; RendererBone* Parent;
int Index; int Index;
Vector3 ExtraRotation; DirectX::SimpleMath::Vector3 ExtraRotation;
byte ExtraRotationFlags; byte ExtraRotationFlags;
RendererBone(int index) RendererBone(int index)
{ {
Index = index; Index = index;
ExtraRotationFlags = 0; ExtraRotationFlags = 0;
Translation = Vector3(0, 0, 0); Translation = DirectX::SimpleMath::Vector3(0, 0, 0);
ExtraRotation = Vector3(0, 0, 0); ExtraRotation = DirectX::SimpleMath::Vector3(0, 0, 0);
} }
}; };
struct RendererLight struct RendererLight
{ {
Vector3 Position; DirectX::SimpleMath::Vector3 Position;
float Type; float Type;
Vector3 Color; DirectX::SimpleMath::Vector3 Color;
bool Dynamic; bool Dynamic;
Vector4 Direction; DirectX::SimpleMath::Vector4 Direction;
float Intensity; float Intensity;
float In; float In;
float Out; float Out;
@ -213,21 +213,21 @@ struct RendererLight
struct RendererAnimatedTexture struct RendererAnimatedTexture
{ {
int Id; int Id;
Vector2 UV[4]; DirectX::SimpleMath::Vector2 UV[4];
}; };
struct RendererAnimatedTextureSet struct RendererAnimatedTextureSet
{ {
int NumTextures; int NumTextures;
vector<RendererAnimatedTexture> Textures; std::vector<RendererAnimatedTexture> Textures;
}; };
struct RendererBucket struct RendererBucket
{ {
vector<RendererVertex> Vertices; std::vector<RendererVertex> Vertices;
vector<int> Indices; std::vector<int> Indices;
vector<RendererPolygon> Polygons; std::vector<RendererPolygon> Polygons;
vector<RendererPolygon> AnimatedPolygons; std::vector<RendererPolygon> AnimatedPolygons;
int StartVertex; int StartVertex;
int StartIndex; int StartIndex;
int NumTriangles; int NumTriangles;
@ -240,41 +240,41 @@ struct RendererStatic
int Id; int Id;
short RoomIndex; short RoomIndex;
MESH_INFO* Mesh; MESH_INFO* Mesh;
Matrix World; DirectX::SimpleMath::Matrix World;
}; };
struct RendererRoom struct RendererRoom
{ {
ROOM_INFO* Room; ROOM_INFO* Room;
Vector4 AmbientLight; DirectX::SimpleMath::Vector4 AmbientLight;
RendererBucket Buckets[NUM_BUCKETS]; RendererBucket Buckets[NUM_BUCKETS];
RendererBucket AnimatedBuckets[NUM_BUCKETS]; RendererBucket AnimatedBuckets[NUM_BUCKETS];
vector<RendererLight> Lights; std::vector<RendererLight> Lights;
vector<RendererStatic> Statics; std::vector<RendererStatic> Statics;
bool Visited; bool Visited;
float Distance; float Distance;
int RoomNumber; int RoomNumber;
vector<RendererLight*> LightsToDraw; std::vector<RendererLight*> LightsToDraw;
}; };
struct RendererRoomNode struct RendererRoomNode
{ {
short From; short From;
short To; short To;
Vector4 ClipPort; DirectX::SimpleMath::Vector4 ClipPort;
}; };
struct RendererItem struct RendererItem
{ {
int Id; int Id;
ITEM_INFO* Item; ITEM_INFO* Item;
Matrix World; DirectX::SimpleMath::Matrix World;
Matrix Translation; DirectX::SimpleMath::Matrix Translation;
Matrix Rotation; DirectX::SimpleMath::Matrix Rotation;
Matrix Scale; DirectX::SimpleMath::Matrix Scale;
Matrix AnimationTransforms[32]; DirectX::SimpleMath::Matrix AnimationTransforms[32];
int NumMeshes; int NumMeshes;
vector<RendererLight*> Lights; std::vector<RendererLight*> Lights;
bool DoneAnimations; bool DoneAnimations;
}; };
@ -283,26 +283,26 @@ struct RendererMesh
BoundingSphere Sphere; BoundingSphere Sphere;
RendererBucket Buckets[NUM_BUCKETS]; RendererBucket Buckets[NUM_BUCKETS];
RendererBucket AnimatedBuckets[NUM_BUCKETS]; RendererBucket AnimatedBuckets[NUM_BUCKETS];
vector<Vector3> Positions; std::vector<DirectX::SimpleMath::Vector3> Positions;
}; };
struct RendererEffect struct RendererEffect
{ {
int Id; int Id;
FX_INFO* Effect; FX_INFO* Effect;
Matrix World; DirectX::SimpleMath::Matrix World;
RendererMesh* Mesh; RendererMesh* Mesh;
vector<RendererLight*> Lights; std::vector<RendererLight*> Lights;
}; };
struct RendererObject struct RendererObject
{ {
int Id; int Id;
vector<RendererMesh*> ObjectMeshes; std::vector<RendererMesh*> ObjectMeshes;
RendererBone* Skeleton; RendererBone* Skeleton;
vector<Matrix> AnimationTransforms; std::vector<DirectX::SimpleMath::Matrix> AnimationTransforms;
vector<Matrix> BindPoseTransforms; std::vector<DirectX::SimpleMath::Matrix> BindPoseTransforms;
vector<RendererBone*> LinearizedBones; std::vector<RendererBone*> LinearizedBones;
bool DoNotDraw; bool DoNotDraw;
bool HasDataInBucket[NUM_BUCKETS]; bool HasDataInBucket[NUM_BUCKETS];
bool HasDataInAnimatedBucket[NUM_BUCKETS]; bool HasDataInAnimatedBucket[NUM_BUCKETS];
@ -320,13 +320,13 @@ struct RendererSprite
{ {
int Width; int Width;
int Height; int Height;
Vector2 UV[4]; DirectX::SimpleMath::Vector2 UV[4];
}; };
struct RendererSpriteSequence struct RendererSpriteSequence
{ {
int Id; int Id;
vector<RendererSprite*> SpritesList; std::vector<RendererSprite*> SpritesList;
int NumSprites; int NumSprites;
RendererSpriteSequence() RendererSpriteSequence()
@ -339,7 +339,7 @@ struct RendererSpriteSequence
{ {
Id = id; Id = id;
NumSprites = num; NumSprites = num;
SpritesList = vector<RendererSprite*>(NumSprites); SpritesList = std::vector<RendererSprite*>(NumSprites);
} }
RendererSpriteSequence(const RendererSpriteSequence& rhs) RendererSpriteSequence(const RendererSpriteSequence& rhs)
@ -355,7 +355,7 @@ struct RendererSpriteSequence
{ {
Id = other.Id; Id = other.Id;
NumSprites = other.NumSprites; NumSprites = other.NumSprites;
SpritesList = vector<RendererSprite*>(NumSprites); SpritesList = std::vector<RendererSprite*>(NumSprites);
std::copy(other.SpritesList.begin(), other.SpritesList.end(),back_inserter(SpritesList)); std::copy(other.SpritesList.begin(), other.SpritesList.end(),back_inserter(SpritesList));
} }
return *this; return *this;
@ -368,24 +368,24 @@ struct RendererSpriteToDraw
RendererSprite* Sprite; RendererSprite* Sprite;
float Distance; float Distance;
float Scale; float Scale;
Vector3 pos; DirectX::SimpleMath::Vector3 pos;
Vector3 vtx1; DirectX::SimpleMath::Vector3 vtx1;
Vector3 vtx2; DirectX::SimpleMath::Vector3 vtx2;
Vector3 vtx3; DirectX::SimpleMath::Vector3 vtx3;
Vector3 vtx4; DirectX::SimpleMath::Vector3 vtx4;
Vector4 color; DirectX::SimpleMath::Vector4 color;
float Rotation; float Rotation;
float Width; float Width;
float Height; float Height;
BLEND_MODES BlendMode; BLEND_MODES BlendMode;
Vector3 ConstrainAxis; DirectX::SimpleMath::Vector3 ConstrainAxis;
}; };
struct RendererLine3D struct RendererLine3D
{ {
Vector3 start; DirectX::SimpleMath::Vector3 start;
Vector3 end; DirectX::SimpleMath::Vector3 end;
Vector4 color; DirectX::SimpleMath::Vector4 color;
}; };
struct RendererWeatherParticle struct RendererWeatherParticle
@ -409,8 +409,8 @@ struct RendererUnderwaterDustParticle
struct RendererLine2D struct RendererLine2D
{ {
Vector2 Vertices[2]; DirectX::SimpleMath::Vector2 Vertices[2];
Vector4 Color; DirectX::SimpleMath::Vector4 Color;
}; };
class Renderer11 class Renderer11
@ -428,7 +428,7 @@ private:
D3D11_VIEWPORT m_viewport; D3D11_VIEWPORT m_viewport;
D3D11_VIEWPORT m_shadowMapViewport; D3D11_VIEWPORT m_shadowMapViewport;
Viewport* m_viewportToolkit; Viewport* m_viewportToolkit;
vector<RendererVideoAdapter> m_adapters; std::vector<RendererVideoAdapter> m_adapters;
// Main back buffer // Main back buffer
ID3D11RenderTargetView* m_backBufferRTV; ID3D11RenderTargetView* m_backBufferRTV;
@ -496,7 +496,7 @@ private:
// Text and sprites // Text and sprites
SpriteFont* m_gameFont; SpriteFont* m_gameFont;
SpriteBatch* m_spriteBatch; SpriteBatch* m_spriteBatch;
vector<RendererStringToDraw> m_strings; std::vector<RendererStringToDraw> m_strings;
int m_blinkColorValue; int m_blinkColorValue;
int m_blinkColorDirection; int m_blinkColorDirection;
PrimitiveBatch<RendererVertex>* m_primitiveBatch; PrimitiveBatch<RendererVertex>* m_primitiveBatch;
@ -519,22 +519,22 @@ private:
IndexBuffer m_moveablesIndexBuffer; IndexBuffer m_moveablesIndexBuffer;
VertexBuffer m_staticsVertexBuffer; VertexBuffer m_staticsVertexBuffer;
IndexBuffer m_staticsIndexBuffer; IndexBuffer m_staticsIndexBuffer;
vector<RendererRoom> m_rooms; std::vector<RendererRoom> m_rooms;
Matrix m_hairsMatrices[12]; DirectX::SimpleMath::Matrix m_hairsMatrices[12];
short m_numHairVertices; short m_numHairVertices;
short m_numHairIndices; short m_numHairIndices;
vector<RendererVertex> m_hairVertices; std::vector<RendererVertex> m_hairVertices;
vector<short> m_hairIndices; std::vector<short> m_hairIndices;
vector<RendererRoom*> m_roomsToDraw; std::vector<RendererRoom*> m_roomsToDraw;
vector<RendererItem*> m_itemsToDraw; std::vector<RendererItem*> m_itemsToDraw;
vector<RendererEffect*> m_effectsToDraw; std::vector<RendererEffect*> m_effectsToDraw;
vector<RendererStatic*> m_staticsToDraw; std::vector<RendererStatic*> m_staticsToDraw;
vector<RendererLight*> m_lightsToDraw; std::vector<RendererLight*> m_lightsToDraw;
vector<RendererLight*> m_dynamicLights; std::vector<RendererLight*> m_dynamicLights;
vector<RendererSpriteToDraw*> m_spritesToDraw; std::vector<RendererSpriteToDraw*> m_spritesToDraw;
vector<RendererLine3D*> m_lines3DToDraw; std::vector<RendererLine3D*> m_lines3DToDraw;
vector<RendererLine2D*> m_lines2DToDraw; std::vector<RendererLine2D*> m_lines2DToDraw;
vector<RendererLight*> m_tempItemLights; std::vector<RendererLight*> m_tempItemLights;
RendererSpriteToDraw* m_spritesBuffer; RendererSpriteToDraw* m_spritesBuffer;
int m_nextSprite; int m_nextSprite;
RendererLine3D* m_lines3DBuffer; RendererLine3D* m_lines3DBuffer;
@ -549,15 +549,15 @@ private:
int m_numStatics; int m_numStatics;
int m_numSprites; int m_numSprites;
int m_numSpritesSequences; int m_numSpritesSequences;
vector<RendererSpriteSequence> m_spriteSequences; std::vector<RendererSpriteSequence> m_spriteSequences;
unordered_map<unsigned int, RendererMesh*> m_meshPointersToMesh; std::unordered_map<unsigned int, RendererMesh*> m_meshPointersToMesh;
Matrix m_LaraWorldMatrix; DirectX::SimpleMath::Matrix m_LaraWorldMatrix;
vector<RendererAnimatedTextureSet> m_animatedTextureSets; std::vector<RendererAnimatedTextureSet> m_animatedTextureSets;
int m_numAnimatedTextureSets; int m_numAnimatedTextureSets;
int m_currentCausticsFrame; int m_currentCausticsFrame;
RendererUnderwaterDustParticle m_underwaterDustParticles[NUM_UNDERWATER_DUST_PARTICLES]; RendererUnderwaterDustParticle m_underwaterDustParticles[NUM_UNDERWATER_DUST_PARTICLES];
bool m_firstUnderwaterDustParticles = true; bool m_firstUnderwaterDustParticles = true;
vector<RendererMesh*> m_meshes; std::vector<RendererMesh*> m_meshes;
// Debug variables // Debug variables
int m_numDrawCalls = 0; int m_numDrawCalls = 0;
@ -597,13 +597,13 @@ private:
int getAnimatedTextureInfo(short textureId); int getAnimatedTextureInfo(short textureId);
void initialiseHairRemaps(); void initialiseHairRemaps();
RendererMesh* getRendererMeshFromTrMesh(RendererObject* obj, short* meshPtr, short boneIndex, int isJoints, int isHairs); RendererMesh* getRendererMeshFromTrMesh(RendererObject* obj, short* meshPtr, short boneIndex, int isJoints, int isHairs);
void fromTrAngle(Matrix* matrix, short* frameptr, int index); void fromTrAngle(DirectX::SimpleMath::Matrix* matrix, short* frameptr, int index);
void buildHierarchy(RendererObject* obj); void buildHierarchy(RendererObject* obj);
void buildHierarchyRecursive(RendererObject* obj, RendererBone* node, RendererBone* parentNode); void buildHierarchyRecursive(RendererObject* obj, RendererBone* node, RendererBone* parentNode);
void updateAnimation(RendererItem* item, RendererObject* obj, short** frmptr, short frac, short rate, int mask,bool useObjectWorldRotation = false); void updateAnimation(RendererItem* item, RendererObject* obj, short** frmptr, short frac, short rate, int mask,bool useObjectWorldRotation = false);
bool printDebugMessage(int x, int y, int alpha, byte r, byte g, byte b, LPCSTR Message); bool printDebugMessage(int x, int y, int alpha, byte r, byte g, byte b, LPCSTR Message);
bool checkPortal(short roomIndex, short* portal, Vector4* viewPort, Vector4* clipPort); bool checkPortal(short roomIndex, short* portal, DirectX::SimpleMath::Vector4* viewPort, DirectX::SimpleMath::Vector4* clipPort);
void getVisibleRooms(int from, int to, Vector4* viewPort, bool water, int count); void getVisibleRooms(int from, int to, DirectX::SimpleMath::Vector4* viewPort, bool water, int count);
void collectRooms(); void collectRooms();
void collectItems(short roomNumber); void collectItems(short roomNumber);
void collectStatics(short roomNumber); void collectStatics(short roomNumber);
@ -618,7 +618,7 @@ private:
void updateEffects(); void updateEffects();
int getFrame(short animation, short frame, short** framePtr, int* rate); int getFrame(short animation, short frame, short** framePtr, int* rate);
bool drawAmbientCubeMap(short roomNumber); bool drawAmbientCubeMap(short roomNumber);
bool sphereBoxIntersection(Vector3 boxMin, Vector3 boxMax, Vector3 sphereCentre, float sphereRadius); bool sphereBoxIntersection(DirectX::SimpleMath::Vector3 boxMin, DirectX::SimpleMath::Vector3 boxMax, DirectX::SimpleMath::Vector3 sphereCentre, float sphereRadius);
bool drawHorizonAndSky(); bool drawHorizonAndSky();
bool drawRooms(bool transparent, bool animated); bool drawRooms(bool transparent, bool animated);
bool drawStatics(bool transparent); bool drawStatics(bool transparent);
@ -655,17 +655,17 @@ private:
int drawInventoryScene(); int drawInventoryScene();
int drawFinalPass(); int drawFinalPass();
void updateAnimatedTextures(); void updateAnimatedTextures();
void createBillboardMatrix(Matrix* out, Vector3* particlePos, Vector3* cameraPos, float rotation); void createBillboardMatrix(DirectX::SimpleMath::Matrix* out, DirectX::SimpleMath::Vector3* particlePos, DirectX::SimpleMath::Vector3* cameraPos, float rotation);
void drawShockwaves(); void drawShockwaves();
void drawRipples(); void drawRipples();
void drawUnderwaterDust(); void drawUnderwaterDust();
bool doRain(); bool doRain();
bool doSnow(); bool doSnow();
bool drawFullScreenQuad(ID3D11ShaderResourceView* texture, Vector3 color, bool cinematicBars); bool drawFullScreenQuad(ID3D11ShaderResourceView* texture, DirectX::SimpleMath::Vector3 color, bool cinematicBars);
bool drawFullScreenImage(ID3D11ShaderResourceView* texture, float fade); bool drawFullScreenImage(ID3D11ShaderResourceView* texture, float fade);
bool isRoomUnderwater(short roomNumber); bool isRoomUnderwater(short roomNumber);
bool isInRoom(int x, int y, int z, short roomNumber); bool isInRoom(int x, int y, int z, short roomNumber);
bool drawColoredQuad(int x, int y, int w, int h, Vector4 color); bool drawColoredQuad(int x, int y, int w, int h, DirectX::SimpleMath::Vector4 color);
bool initialiseScreen(int w, int h, int refreshRate, bool windowed, HWND handle, bool reset); bool initialiseScreen(int w, int h, int refreshRate, bool windowed, HWND handle, bool reset);
bool initialiseBars(); bool initialiseBars();
bool drawSmokeParticles(); bool drawSmokeParticles();
@ -673,9 +673,9 @@ private:
bool drawDripParticles(); bool drawDripParticles();
bool drawExplosionParticles(); bool drawExplosionParticles();
public: public:
Matrix View; DirectX::SimpleMath::Matrix View;
Matrix Projection; DirectX::SimpleMath::Matrix Projection;
Matrix ViewProjection; DirectX::SimpleMath::Matrix ViewProjection;
float FieldOfView; float FieldOfView;
int ScreenWidth; int ScreenWidth;
int ScreenHeight; int ScreenHeight;
@ -705,26 +705,26 @@ public:
void DrawLoadingScreen(char* fileName); void DrawLoadingScreen(char* fileName);
void UpdateProgress(float value); void UpdateProgress(float value);
bool IsFading(); bool IsFading();
void GetLaraBonePosition(Vector3* pos, int bone); void GetLaraBonePosition(DirectX::SimpleMath::Vector3* pos, int bone);
bool ToggleFullScreen(); bool ToggleFullScreen();
bool IsFullsScreen(); bool IsFullsScreen();
vector<RendererVideoAdapter>* GetAdapters(); std::vector<RendererVideoAdapter>* GetAdapters();
bool DoTitleImage(); bool DoTitleImage();
void AddLine2D(int x1, int y1, int x2, int y2, byte r, byte g, byte b, byte a); void AddLine2D(int x1, int y1, int x2, int y2, byte r, byte g, byte b, byte a);
void AddSpriteBillboard(RendererSprite* sprite, Vector3 pos,Vector4 color, float rotation, float scale, float width, float height, BLEND_MODES blendMode); void AddSpriteBillboard(RendererSprite* sprite, DirectX::SimpleMath::Vector3 pos,DirectX::SimpleMath::Vector4 color, float rotation, float scale, float width, float height, BLEND_MODES blendMode);
void AddSpriteBillboardConstrained(RendererSprite* sprite, Vector3 pos, Vector4 color, float rotation, float scale, float width, float height, BLEND_MODES blendMode, Vector3 constrainAxis); void AddSpriteBillboardConstrained(RendererSprite* sprite, DirectX::SimpleMath::Vector3 pos, DirectX::SimpleMath::Vector4 color, float rotation, float scale, float width, float height, BLEND_MODES blendMode, DirectX::SimpleMath::Vector3 constrainAxis);
void AddSprite3D(RendererSprite* sprite, Vector3 vtx1, Vector3 vtx2, Vector3 vtx3, Vector3 vtx4, Vector4 color, float rotation, float scale, float width, float height, BLEND_MODES blendMode); void AddSprite3D(RendererSprite* sprite, DirectX::SimpleMath::Vector3 vtx1, DirectX::SimpleMath::Vector3 vtx2, DirectX::SimpleMath::Vector3 vtx3, DirectX::SimpleMath::Vector3 vtx4, DirectX::SimpleMath::Vector4 color, float rotation, float scale, float width, float height, BLEND_MODES blendMode);
void AddLine3D(Vector3 start, Vector3 end, Vector4 color); void AddLine3D(DirectX::SimpleMath::Vector3 start, DirectX::SimpleMath::Vector3 end, DirectX::SimpleMath::Vector4 color);
bool ChangeScreenResolution(int width, int height, int frequency, bool windowed); bool ChangeScreenResolution(int width, int height, int frequency, bool windowed);
bool DrawBar(float percent, const RendererHUDBar* const bar); bool DrawBar(float percent, const RendererHUDBar* const bar);
void FlipRooms(short roomNumber1, short roomNumber2); void FlipRooms(short roomNumber1, short roomNumber2);
void ResetAnimations(); void ResetAnimations();
void UpdateLaraAnimations(bool force); void UpdateLaraAnimations(bool force);
void UpdateItemAnimations(int itemNumber, bool force); void UpdateItemAnimations(int itemNumber, bool force);
void GetLaraAbsBonePosition(Vector3* pos, int joint); void GetLaraAbsBonePosition(DirectX::SimpleMath::Vector3* pos, int joint);
void GetItemAbsBonePosition(int itemNumber, Vector3* pos, int joint); void GetItemAbsBonePosition(int itemNumber, DirectX::SimpleMath::Vector3* pos, int joint);
int GetSpheres(short itemNumber, BoundingSphere* ptr, char worldSpace, Matrix local); int GetSpheres(short itemNumber, BoundingSphere* ptr, char worldSpace, DirectX::SimpleMath::Matrix local);
void GetBoneMatrix(short itemNumber, int joint, Matrix* outMatrix); void GetBoneMatrix(short itemNumber, int joint, DirectX::SimpleMath::Matrix* outMatrix);
RendererMesh* getMeshFromMeshPtr(unsigned int meshp); RendererMesh* getMeshFromMeshPtr(unsigned int meshp);
private: private:

View file

@ -11,7 +11,7 @@ RendererHUDBar* g_SFXVolumeBar;
bool Renderer11::initialiseBars() bool Renderer11::initialiseBars()
{ {
array<Vector4, 9> healthColors = { std::array<Vector4, 9> healthColors = {
//top //top
Vector4(82 / 255.0f,0,0,1), Vector4(82 / 255.0f,0,0,1),
Vector4(36 / 255.0f,46 / 255.0f,0,1), Vector4(36 / 255.0f,46 / 255.0f,0,1),
@ -26,7 +26,7 @@ bool Renderer11::initialiseBars()
Vector4(0,82 / 255.0f,0,1), Vector4(0,82 / 255.0f,0,1),
}; };
array<Vector4, 9> airColors = { std::array<Vector4, 9> airColors = {
//top //top
Vector4(0 ,0,90 / 255.0f,1), Vector4(0 ,0,90 / 255.0f,1),
Vector4(0 / 255.0f,28 / 255.0f,84 / 255.0f,1), Vector4(0 / 255.0f,28 / 255.0f,84 / 255.0f,1),
@ -41,7 +41,7 @@ bool Renderer11::initialiseBars()
Vector4(0 ,47 / 255.0f,96 / 255.0f,1), Vector4(0 ,47 / 255.0f,96 / 255.0f,1),
}; };
array<Vector4, 9> dashColors = { std::array<Vector4, 9> dashColors = {
//top //top
Vector4(78 / 255.0f,4 / 255.0f,0,1), Vector4(78 / 255.0f,4 / 255.0f,0,1),
Vector4(161 / 255.0f,25 / 255.0f,84 / 255.0f,1), Vector4(161 / 255.0f,25 / 255.0f,84 / 255.0f,1),
@ -55,7 +55,7 @@ bool Renderer11::initialiseBars()
Vector4(161 / 255.0f,25 / 255.0f,84 / 255.0f,1), Vector4(161 / 255.0f,25 / 255.0f,84 / 255.0f,1),
Vector4(136 / 255.0f,117 / 255.0f,5 / 255.0f,1), Vector4(136 / 255.0f,117 / 255.0f,5 / 255.0f,1),
}; };
array<Vector4, 9> soundSettingColors = { std::array<Vector4, 9> soundSettingColors = {
//top //top
Vector4(0.18f,0.3f,0.72f,1), Vector4(0.18f,0.3f,0.72f,1),
Vector4(0.18f,0.3f,0.72f,1), Vector4(0.18f,0.3f,0.72f,1),

View file

@ -35,7 +35,7 @@ struct GameScriptSettings
bool EnableDynamicShadows; bool EnableDynamicShadows;
bool EnableWaterCaustics; bool EnableWaterCaustics;
bool Windowed; bool Windowed;
string WindowTitle; std::string WindowTitle;
int DrawingDistance; int DrawingDistance;
bool ShowRendererSteps; bool ShowRendererSteps;
bool ShowDebugInfo; bool ShowDebugInfo;
@ -111,10 +111,10 @@ struct GameScriptMirror
struct GameScriptLevel struct GameScriptLevel
{ {
int NameStringIndex; int NameStringIndex;
string FileName; std::string FileName;
string ScriptFileName; std::string ScriptFileName;
string LoadScreenFileName; std::string LoadScreenFileName;
string Background; std::string Background;
int Name; int Name;
int Soundtrack; int Soundtrack;
GameScriptSkyLayer Layer1; GameScriptSkyLayer Layer1;

View file

@ -24,8 +24,8 @@
#define LUA_VARIABLE_TYPE_STRING 3 #define LUA_VARIABLE_TYPE_STRING 3
typedef struct LuaFunction { typedef struct LuaFunction {
string Name; std::string Name;
string Code; std::string Code;
bool Executed; bool Executed;
}; };
@ -106,18 +106,18 @@ class LuaVariables
public: public:
map<string, sol::object> variables; map<string, sol::object> variables;
sol::object GetVariable(string key); sol::object GetVariable(std::string key);
void SetVariable(string key, sol::object value); void SetVariable(std::string key, sol::object value);
}; };
typedef struct LuaVariable typedef struct LuaVariable
{ {
bool IsGlobal; bool IsGlobal;
string Name; std::string Name;
int Type; int Type;
float FloatValue; float FloatValue;
int IntValue; int IntValue;
string StringValue; std::string StringValue;
bool BoolValue; bool BoolValue;
}; };
@ -139,7 +139,7 @@ public:
void FreeLevelScripts(); void FreeLevelScripts();
void AddTrigger(LuaFunction* function); void AddTrigger(LuaFunction* function);
void AddLuaId(int luaId, short itemNumber); void AddLuaId(int luaId, short itemNumber);
void AddLuaName(string luaName, short itemNumber); void AddLuaName(std::string luaName, short itemNumber);
void AssignItemsAndLara(); void AssignItemsAndLara();
void ResetVariables(); void ResetVariables();
@ -156,7 +156,7 @@ public:
void AddOneSecret(); void AddOneSecret();
void MakeItemInvisible(short id); void MakeItemInvisible(short id);
unique_ptr<GameScriptItem> GetItemById(int id); unique_ptr<GameScriptItem> GetItemById(int id);
unique_ptr<GameScriptItem> GetItemByName(string name); unique_ptr<GameScriptItem> GetItemByName(std::string name);
void PlaySoundEffectAtPosition(short id, int x, int y, int z, int flags); void PlaySoundEffectAtPosition(short id, int x, int y, int z, int flags);
void PlaySoundEffect(short id, int flags); void PlaySoundEffect(short id, int flags);
GameScriptPosition CreatePosition(float x, float y, float z); GameScriptPosition CreatePosition(float x, float y, float z);

View file

@ -1,6 +1,6 @@
#include "framework.h" #include "framework.h"
#include "LanguageScript.h" #include "LanguageScript.h"
using std::string;
LanguageScript::LanguageScript(char* name) LanguageScript::LanguageScript(char* name)
{ {
Name = string(name); Name = string(name);

View file

@ -1,6 +1,6 @@
#pragma once #pragma once
// Define string ids // Define std::string ids
#define STRING_PASSPORT 1 #define STRING_PASSPORT 1
#define STRING_LARA_HOME 2 #define STRING_LARA_HOME 2
#define STRING_CONTROLS 3 #define STRING_CONTROLS 3
@ -104,8 +104,8 @@
class LanguageScript class LanguageScript
{ {
public: public:
string Name; std::string Name;
vector<string> Strings; std::vector<std::string> Strings;
LanguageScript(char* name); LanguageScript(char* name);
~LanguageScript(); ~LanguageScript();

View file

@ -102,8 +102,8 @@ extern int NumMeshPointers;
extern int* MeshTrees; extern int* MeshTrees;
extern int NumObjects; extern int NumObjects;
extern int NumStaticObjects; extern int NumStaticObjects;
extern vector<int> MoveablesIds; extern std::vector<int> MoveablesIds;
extern vector<int> StaticObjectsIds; extern std::vector<int> StaticObjectsIds;
extern int* RawMeshPointers; extern int* RawMeshPointers;
extern short* RawMeshData; extern short* RawMeshData;
extern int NumObjectTextures; extern int NumObjectTextures;

View file

@ -59,7 +59,7 @@ private:
ChunkId* m_chunkFloorData = ChunkId::FromString("T5MFloorData"); ChunkId* m_chunkFloorData = ChunkId::FromString("T5MFloorData");
int m_magicNumber = 0x4D355254; int m_magicNumber = 0x4D355254;
string m_filename; std::string m_filename;
ChunkReader* m_reader; ChunkReader* m_reader;
FileStream* m_stream; FileStream* m_stream;
int m_numSamples = 0; int m_numSamples = 0;
@ -94,7 +94,7 @@ private:
bool readSample(); bool readSample();
public: public:
LevelLoader(string filename); LevelLoader(std::string filename);
~LevelLoader(); ~LevelLoader();
bool Load(); bool Load();
bool FillLegacyData(); bool FillLegacyData();

View file

@ -13,7 +13,7 @@ struct TrTexturePage
struct TrPolygon struct TrPolygon
{ {
vector<int> indices; std::vector<int> indices;
int animatedSequence; int animatedSequence;
int frame; int frame;
}; };
@ -28,13 +28,13 @@ struct TrMaterial
struct TrBucket struct TrBucket
{ {
TrMaterial material; TrMaterial material;
vector<Vector3> positions; std::vector<Vector3> positions;
vector<Vector3> colors; std::vector<Vector3> colors;
vector<Vector2> textureCoords; std::vector<Vector2> textureCoords;
vector<Vector3> normals; std::vector<Vector3> normals;
vector<int> verticesEffects; std::vector<int> verticesEffects;
vector<int> bones; std::vector<int> bones;
vector<TrPolygon> polygons; std::vector<TrPolygon> polygons;
}; };
struct TrVolume struct TrVolume
@ -44,7 +44,7 @@ struct TrVolume
Quaternion rotation; Quaternion rotation;
BoundingBox box; BoundingBox box;
BoundingSphere sphere; BoundingSphere sphere;
string script; std::string script;
}; };
struct TrClimbVolume : TrVolume struct TrClimbVolume : TrVolume
@ -68,7 +68,7 @@ struct TrSector
int roomAbove; int roomAbove;
int floor; int floor;
int ceiling; int ceiling;
vector<int> floorData; std::vector<int> floorData;
}; };
struct TrLight struct TrLight
@ -88,7 +88,7 @@ struct TrLight
struct TrRoomStatic struct TrRoomStatic
{ {
string name; std::string name;
Vector3 position; Vector3 position;
Quaternion rotation; Quaternion rotation;
Vector3 scale; Vector3 scale;
@ -97,14 +97,14 @@ struct TrRoomStatic
bool receiveShadows; bool receiveShadows;
bool castShadows; bool castShadows;
int flags; int flags;
string script; std::string script;
}; };
struct TrPortal struct TrPortal
{ {
int adjoiningRoom; int adjoiningRoom;
Vector3 normal; Vector3 normal;
vector<Vector3> vertices; std::vector<Vector3> vertices;
}; };
struct TrRoom struct TrRoom
@ -123,13 +123,13 @@ struct TrRoom
int alternatGroup; int alternatGroup;
int flags; int flags;
Vector3 ambient; Vector3 ambient;
vector<TrBucket> buckets; std::vector<TrBucket> buckets;
vector<TrLight> lights; std::vector<TrLight> lights;
vector<TrRoomStatic> statics; std::vector<TrRoomStatic> statics;
vector<TrSector> sectors; std::vector<TrSector> sectors;
vector<TrPortal> portals; std::vector<TrPortal> portals;
vector<TrTriggerVolume> triggers; std::vector<TrTriggerVolume> triggers;
vector<TrClimbVolume> climbVolumes; std::vector<TrClimbVolume> climbVolumes;
int itemNumber; int itemNumber;
int fxNumber; int fxNumber;
}; };
@ -137,7 +137,7 @@ struct TrRoom
struct TrMesh struct TrMesh
{ {
BoundingSphere sphere; BoundingSphere sphere;
vector<TrBucket> buckets; std::vector<TrBucket> buckets;
}; };
struct TrBone struct TrBone
@ -150,14 +150,14 @@ struct TrKeyFrame
{ {
Vector3 origin; Vector3 origin;
BoundingBox boundingBox; BoundingBox boundingBox;
vector<Quaternion> angles; std::vector<Quaternion> angles;
}; };
struct TrAnimCommand struct TrAnimCommand
{ {
int type; int type;
int frame; int frame;
vector<int> params; std::vector<int> params;
}; };
struct TrAnimDispatch struct TrAnimDispatch
@ -173,7 +173,7 @@ struct TrStateChange
int state; int state;
int dispatchIndex; int dispatchIndex;
int dispatchCount; int dispatchCount;
vector<TrAnimDispatch> dispatches; std::vector<TrAnimDispatch> dispatches;
}; };
struct TrAnimation struct TrAnimation
@ -194,9 +194,9 @@ struct TrAnimation
int changesCount; int changesCount;
int commandsIndex; int commandsIndex;
int commandsCount; int commandsCount;
vector<TrKeyFrame> keyframes; std::vector<TrKeyFrame> keyframes;
vector<TrStateChange> changes; std::vector<TrStateChange> changes;
vector<TrAnimCommand> commands; std::vector<TrAnimCommand> commands;
}; };
struct TrMoveable struct TrMoveable
@ -208,9 +208,9 @@ struct TrMoveable
int meshCount; int meshCount;
int bonesIndex; int bonesIndex;
int bonesCount; int bonesCount;
vector<TrMesh> meshes; std::vector<TrMesh> meshes;
vector<TrBone> bones; std::vector<TrBone> bones;
vector<TrAnimation> animations; std::vector<TrAnimation> animations;
}; };
struct TrStatic struct TrStatic
@ -220,13 +220,13 @@ struct TrStatic
BoundingBox collisionBox; BoundingBox collisionBox;
int meshNumber; int meshNumber;
int meshCount; int meshCount;
vector<TrMesh> meshes; std::vector<TrMesh> meshes;
}; };
struct TrAnimatedTexturesFrame struct TrAnimatedTexturesFrame
{ {
int texture; int texture;
vector<Vector2> textureCoords; std::vector<Vector2> textureCoords;
}; };
struct TrAnimatedTexturesSequence struct TrAnimatedTexturesSequence
@ -234,12 +234,12 @@ struct TrAnimatedTexturesSequence
byte animationType; byte animationType;
float fps; float fps;
int uvRotate; int uvRotate;
vector<TrAnimatedTexturesFrame> frames; std::vector<TrAnimatedTexturesFrame> frames;
}; };
struct TrItem struct TrItem
{ {
string name; std::string name;
Vector3 position; Vector3 position;
Quaternion rotation; Quaternion rotation;
float angle; float angle;
@ -247,22 +247,22 @@ struct TrItem
Vector3 color; Vector3 color;
int roomNumber; int roomNumber;
int objectNumber; int objectNumber;
string script; std::string script;
}; };
struct TrCamera struct TrCamera
{ {
string name; std::string name;
Vector3 position; Vector3 position;
int roomNumber; int roomNumber;
int type; int type;
int flags; int flags;
string script; std::string script;
}; };
struct TrSoundSource struct TrSoundSource
{ {
string name; std::string name;
Vector3 position; Vector3 position;
int roomNumber; int roomNumber;
float volume; float volume;
@ -272,7 +272,7 @@ struct TrSoundSource
struct TrSink struct TrSink
{ {
string name; std::string name;
Vector3 position; Vector3 position;
int roomNumber; int roomNumber;
float strength; float strength;
@ -293,7 +293,7 @@ struct TrBox
int flags; int flags;
int overlapsIndex; int overlapsIndex;
int overlapsCount; int overlapsCount;
vector<TrOverlap> overlaps; std::vector<TrOverlap> overlaps;
}; };
struct TrSample struct TrSample
@ -313,12 +313,12 @@ struct TrSoundDetails
bool randomizeGain; bool randomizeGain;
bool noPanoramic; bool noPanoramic;
byte loop; byte loop;
vector<TrSample> samples; std::vector<TrSample> samples;
}; };
struct TrFlybyCamera struct TrFlybyCamera
{ {
string name; std::string name;
int sequence; int sequence;
int number; int number;
Vector3 position; Vector3 position;
@ -329,13 +329,13 @@ struct TrFlybyCamera
int timer; int timer;
int roomNumber; int roomNumber;
int flags; int flags;
string script; std::string script;
}; };
struct TrSprite struct TrSprite
{ {
int texture; int texture;
vector<Vector2> textureCoords; std::vector<Vector2> textureCoords;
}; };
struct TrSpriteSequence struct TrSpriteSequence
@ -343,36 +343,36 @@ struct TrSpriteSequence
int id; int id;
int spritesIndex; int spritesIndex;
int spritesCount; int spritesCount;
vector<TrSprite> sprites; std::vector<TrSprite> sprites;
}; };
struct TrLevel struct TrLevel
{ {
vector<TrTexturePage> textures; std::vector<TrTexturePage> textures;
vector<TrRoom> rooms; std::vector<TrRoom> rooms;
vector<int> floorData; std::vector<int> floorData;
vector<TrMesh> meshes; std::vector<TrMesh> meshes;
vector<TrAnimation> animations; std::vector<TrAnimation> animations;
vector<TrBone> bones; std::vector<TrBone> bones;
vector<TrStateChange> changes; std::vector<TrStateChange> changes;
vector<TrAnimDispatch> dispatches; std::vector<TrAnimDispatch> dispatches;
vector<TrKeyFrame> frames; std::vector<TrKeyFrame> frames;
vector<TrAnimCommand> commands; std::vector<TrAnimCommand> commands;
vector<TrAnimatedTexturesSequence> animatedTextures; std::vector<TrAnimatedTexturesSequence> animatedTextures;
vector<TrSprite> sprites; std::vector<TrSprite> sprites;
vector<TrSpriteSequence> spriteSequences; std::vector<TrSpriteSequence> spriteSequences;
vector<int> soundMap; std::vector<int> soundMap;
vector<TrSoundDetails> soundDetails; std::vector<TrSoundDetails> soundDetails;
vector<TrSample> samples; std::vector<TrSample> samples;
vector<TrItem> items; std::vector<TrItem> items;
vector<TrItem> aiItems; std::vector<TrItem> aiItems;
vector<TrMoveable> moveables; std::vector<TrMoveable> moveables;
vector<TrStatic> statics; std::vector<TrStatic> statics;
vector<TrBox> boxes; std::vector<TrBox> boxes;
vector<TrOverlap> overlaps; std::vector<TrOverlap> overlaps;
vector<int> zones[5][2]; std::vector<int> zones[5][2];
vector<TrSink> sinks; std::vector<TrSink> sinks;
vector<TrCamera> cameras; std::vector<TrCamera> cameras;
vector<TrSoundSource> soundSources; std::vector<TrSoundSource> soundSources;
vector<TrFlybyCamera> flybyCameras; std::vector<TrFlybyCamera> flybyCameras;
}; };

View file

@ -18,13 +18,13 @@ typedef struct ObjectInfo
short meshIndex; short meshIndex;
int boneIndex; int boneIndex;
short* frameBase; short* frameBase;
function<void(short itemNumber)> initialise; std::function<void(short itemNumber)> initialise;
function<void(short itemNumber)> control; std::function<void(short itemNumber)> control;
function<void(ITEM_INFO* item, int x, int y, int z, int* height)> floor; std::function<void(ITEM_INFO* item, int x, int y, int z, int* height)> floor;
function<void(ITEM_INFO* item, int x, int y, int z, int* height)> ceiling; std::function<void(ITEM_INFO* item, int x, int y, int z, int* height)> ceiling;
function<void(ITEM_INFO* item)> drawRoutine; std::function<void(ITEM_INFO* item)> drawRoutine;
function<void(ITEM_INFO* item)> drawRoutineExtra; std::function<void(ITEM_INFO* item)> drawRoutineExtra;
function<void(short item_num, ITEM_INFO* laraitem, COLL_INFO* coll)> collision; std::function<void(short item_num, ITEM_INFO* laraitem, COLL_INFO* coll)> collision;
ZoneType zoneType; ZoneType zoneType;
short animIndex; short animIndex;
short hitPoints; short hitPoints;

View file

@ -27,7 +27,7 @@ extern HWND WindowsHandle;
#define BeginThread(function, threadid) _beginthreadex(0, 0, &function, 0, 0, &threadid) #define BeginThread(function, threadid) _beginthreadex(0, 0, &function, 0, 0, &threadid)
#define EndThread() _endthreadex(1) #define EndThread() _endthreadex(1)
int lua_exception_handler(lua_State* L, sol::optional<const exception&> maybe_exception, sol::string_view description); int lua_exception_handler(lua_State* L, sol::optional<const std::exception&> maybe_exception, sol::string_view description);
void WinProcMsg(); void WinProcMsg();
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd); int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd);
void WinClose(); void WinClose();

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@ -44,7 +44,6 @@
#include "bass_fx.h" #include "bass_fx.h"
#include "sol.hpp" #include "sol.hpp"
using namespace std;
using namespace DirectX; using namespace DirectX;
using namespace DirectX::SimpleMath; using namespace DirectX::SimpleMath;