mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-07 11:13:53 +03:00
107 lines
No EOL
2.2 KiB
C++
107 lines
No EOL
2.2 KiB
C++
#pragma once
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#include "Specific\phd_global.h"
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#include "items.h"
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#include "room.h"
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#include "control\trigger.h"
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struct BOUNDING_BOX;
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struct ITEM_INFO;
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struct COLL_INFO;
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class FLOOR_INFO;
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struct ANIM_STRUCT;
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struct MESH_INFO;
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struct ROOM_INFO;
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enum GAME_STATUS
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{
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GAME_STATUS_NONE,
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GAME_STATUS_NEW_GAME,
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GAME_STATUS_LOAD_GAME,
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GAME_STATUS_SAVE_GAME,
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GAME_STATUS_EXIT_TO_TITLE,
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GAME_STATUS_EXIT_GAME,
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GAME_STATUS_LARA_DEAD,
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GAME_STATUS_LEVEL_COMPLETED
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};
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enum HEADINGS
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{
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NORTH,
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EAST,
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SOUTH,
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WEST
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};
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#define OUTSIDE_Z 64
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#define OUTSIDE_SIZE 108
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extern int GameTimer;
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extern int RumbleTimer;
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extern int InGameCounter;
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extern short GlobalCounter;
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extern int Wibble;
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extern bool InitialiseGame;
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extern bool DoTheGame;
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extern bool JustLoaded;
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extern bool ThreadEnded;
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extern int RequiredStartPos;
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extern int CurrentLevel;
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extern int LevelComplete;
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extern bool InItemControlLoop;
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extern short ItemNewRoomNo;
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extern short ItemNewRooms[512];
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extern short NextItemActive;
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extern short NextItemFree;
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extern short NextFxActive;
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extern short NextFxFree;
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extern int WeatherType;
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extern int LaraDrawType;
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extern int WeaponDelay;
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extern int WeaponEnemyTimer;
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#ifndef NEW_INV
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extern int LastInventoryItem;
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#endif
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extern std::vector<short> OutsideRoomTable[OUTSIDE_SIZE][OUTSIDE_SIZE];
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extern short IsRoomOutsideNo;
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int DrawPhase();
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GAME_STATUS DoTitle(int index);
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GAME_STATUS DoLevel(int index, std::string ambient, bool loadFromSavegame);
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GAME_STATUS ControlPhase(int numFrames, int demoMode);
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int GetRandomControl();
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int GetRandomDraw();
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void KillMoveItems();
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void KillMoveEffects();
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void UpdateShatters();
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int IsObjectInRoom(short roomNumber, short objectNumber);
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int IsRoomOutside(int x, int y, int z);
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void RumbleScreen();
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void RefreshCamera(short type, short* data);
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void ResetGlobals();
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void AlterFloorHeight(ITEM_INFO* item, int height);
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int GetFloorHeight(FLOOR_INFO* floor, int x, int y, int z);
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FLOOR_INFO* GetFloor(int x, int y, int z, short* roomNumber);
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int GetCeiling(FLOOR_INFO* floor, int x, int y, int z);
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int ExplodeItemNode(ITEM_INFO* item, int Node, int NoXZVel, int bits);
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int GetWaterSurface(int x, int y, int z, short roomNumber);
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int GetWaterHeight(int x, int y, int z, short roomNumber);
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unsigned CALLBACK GameMain(void*); |