TombEngine/TR5Main/Game/control.h
TokyoSU b615a98c46 (Broken) Deleted Global Folder
- No more enums.h, constants.h, macro.h, etc...
- moved all structure in types.h to there respective file.
2020-05-30 15:55:23 +02:00

180 lines
No EOL
5.1 KiB
C++

#pragma once
#include "phd_global.h"
#include "items.h"
#include "room.h"
enum GAME_STATUS
{
GAME_STATUS_NONE,
GAME_STATUS_NEW_GAME,
GAME_STATUS_LOAD_GAME,
GAME_STATUS_SAVE_GAME,
GAME_STATUS_EXIT_TO_TITLE,
GAME_STATUS_EXIT_GAME,
GAME_STATUS_LARA_DEAD,
GAME_STATUS_LEVEL_COMPLETED
};
enum COLL_TYPE
{
CT_NONE = 0, // 0x00
CT_FRONT = (1 << 0), // 0x01
CT_LEFT = (1 << 1), // 0x02
CT_RIGHT = (1 << 2), // 0x04
CT_TOP = (1 << 3), // 0x08
CT_TOP_FRONT = (1 << 4), // 0x10
CT_CLAMP = (1 << 5) // 0x20
};
enum HEIGHT_TYPES
{
WALL,
SMALL_SLOPE,
BIG_SLOPE,
DIAGONAL,
SPLIT_TRI
};
enum HEADINGS
{
NORTH,
EAST,
SOUTH,
WEST
};
enum COMMAND_TYPES
{
COMMAND_NULL = 0,
COMMAND_MOVE_ORIGIN,
COMMAND_JUMP_VELOCITY,
COMMAND_ATTACK_READY,
COMMAND_DEACTIVATE,
COMMAND_SOUND_FX,
COMMAND_EFFECT
};
#define TRIG_BITS(T) ((T & 0x3FFF) >> 10)
extern int KeyTriggerActive;
extern byte IsAtmospherePlaying;
extern byte FlipStatus;
constexpr auto MAX_FLIPMAP = 255;
extern int FlipStats[MAX_FLIPMAP];
extern int FlipMap[MAX_FLIPMAP];
extern bool InItemControlLoop;
extern short ItemNewRoomNo;
extern short ItemNewRooms[512];
extern short NextFxActive;
extern short NextFxFree;
extern short NextItemActive;
extern short NextItemFree;
extern short* TriggerIndex;
extern int DisableLaraControl;
extern int WeatherType;
extern int LaraDrawType;
extern int NumberSoundSources;
extern OBJECT_VECTOR* SoundSources;
extern int NumAnimatedTextures;
extern short* AnimTextureRanges;
extern int nAnimUVRanges;
extern int Wibble;
extern int SetDebounce;
extern int CurrentAtmosphere;
extern short ShatterSounds[18][10];
extern int CurrentAtmosphere;
extern short CurrentRoom;
extern int GameTimer;
extern short GlobalCounter;
extern byte LevelComplete;
extern short DelCutSeqPlayer;
extern int LastInventoryItem;
extern int TrackCameraInit;
extern short TorchRoom;
extern int InitialiseGame;
extern int RequiredStartPos;
extern int WeaponDelay;
extern int WeaponEnemyTimer;
extern HEIGHT_TYPES HeightType;
extern int HeavyTriggered;
extern short SkyPos1;
extern short SkyPos2;
extern signed char SkyVelocity1;
extern signed char SkyVelocity2;
extern CVECTOR SkyColor1;
extern CVECTOR SkyColor2;
extern int CutSeqNum;
extern int CutSeqTriggered;
extern int GlobalPlayingCutscene;
extern int CurrentLevel;
extern bool SoundActive;
extern bool DoTheGame;
extern bool ThreadEnded;
extern int OnFloor;
extern int SmokeWindX;
extern int SmokeWindZ;
extern int OnObject;
extern int KillEverythingFlag;
extern int FlipTimer;
extern int FlipEffect;
extern int TriggerTimer;
extern int JustLoaded;
extern int PoisonFlags;
extern int OldLaraBusy;
extern int Infrared;
extern short FlashFadeR;
extern short FlashFadeG;
extern short FlashFadeB;
extern short FlashFader;
extern short IsRoomOutsideNo;
extern int TiltXOffset;
extern int TiltYOffset;
GAME_STATUS DoTitle(int index);
GAME_STATUS DoLevel(int index, int ambient, bool loadFromSavegame);
GAME_STATUS ControlPhase(int numFrames, int demoMode);
void UpdateSky();
void AnimateWaterfalls();
void ActivateKey();
short GetDoor(FLOOR_INFO* floor);
void TranslateItem(ITEM_INFO* item, int x, int y, int z);
void TestTriggers(short* data, int heavy, int HeavyFlags);
int GetWaterSurface(int x, int y, int z, short roomNumber);
void KillMoveItems();
void KillMoveEffects();
int GetChange(ITEM_INFO* item, ANIM_STRUCT* anim);
void AlterFloorHeight(ITEM_INFO* item, int height);
int CheckNoColCeilingTriangle(FLOOR_INFO* floor, int x, int z);
int CheckNoColFloorTriangle(FLOOR_INFO* floor, int x, int z);
int GetFloorHeight(FLOOR_INFO* floor, int x, int y, int z);
FLOOR_INFO* GetFloor(int x, int y, int z, short* roomNumber);
//void UpdateDebris();
int LOS(GAME_VECTOR* start, GAME_VECTOR* end);
int xLOS(GAME_VECTOR* start, GAME_VECTOR* end);
int zLOS(GAME_VECTOR* start, GAME_VECTOR* end);
int ClipTarget(GAME_VECTOR* start, GAME_VECTOR* target);
int GetTargetOnLOS(GAME_VECTOR* src, GAME_VECTOR* dest, int DrawTarget, int firing);
int ObjectOnLOS2(GAME_VECTOR* start, GAME_VECTOR* end, PHD_VECTOR* vec, MESH_INFO** mesh);
int GetRandomControl();
void SeedRandomControl(int seed);
int GetRandomDraw();
void SeedRandomDraw(int seed);
int GetCeiling(FLOOR_INFO* floor, int x, int y, int z);
int DoRayBox(GAME_VECTOR* start, GAME_VECTOR* end, short* box, PHD_3DPOS* itemOrStaticPos, PHD_VECTOR* hitPos, short closesItemNumber);
void AnimateItem(ITEM_INFO* item);
void DoFlipMap(short group);
void AddRoomFlipItems(ROOM_INFO* r);
void RemoveRoomFlipItems(ROOM_INFO* r);
void PlaySoundTrack(short track, short flags);
void RumbleScreen();
void RefreshCamera(short type, short* data);
int ExplodeItemNode(ITEM_INFO* item, int Node, int NoXZVel, int bits);
int TriggerActive(ITEM_INFO* item);
int GetWaterHeight(int x, int y, int z, short roomNumber);
int is_object_in_room(short roomNumber, short objectNumber);
void InterpolateAngle(short angle, short* rotation, short* outAngle, int shift);
int IsRoomOutside(int x, int y, int z);
unsigned CALLBACK GameMain(void*);