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99 lines
3.5 KiB
C++
99 lines
3.5 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef ICB_PX_FLOOR_MAP_H_INCLUDED
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#define ICB_PX_FLOOR_MAP_H_INCLUDED
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#include "engines/icb/common/px_common.h"
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namespace ICB {
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// Should put this in a nice header file somewhere
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typedef float PXreal;
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typedef float PXfloat;
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// This defines the length of the hashed camera name on the PSX.
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#define HASH_CAMERA_LEN 8
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// These define the filenames for files containing floor maps.
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#define PX_FILENAME_FLOOR_MAP "pxwgfloors"
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#ifndef PC_EXT_LINKED
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#define PC_EXT_LINKED "linked"
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#endif
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#ifndef PSX_EXT_LINKED
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#define PSX_EXT_LINKED "PSXlinked"
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#endif
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// Update this whenever the format of the data changes, so engine can check it is in sync with data.
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#define VERSION_PXWGFLOORS 300
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// This holds one of the rectangles making up the floor. The coordinates are held looking DOWN on the floor, and the
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// coordinate system used is our system (y is up/down, x and z axes are in the horizontal plane).
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typedef struct {
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PXreal x1, z1; // X, Z of top-left of the floor rectangle (looking DOWN on the floor).
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PXreal x2, z2; // Ditto for bottom-right corner.
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} _rect;
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// struct _neighbour_map_entry
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// This holds one of the entries in the exit map.
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typedef struct {
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uint32 neighbour; // Index of neighbour (can be passed directly into _linked_data_file.Fetch_item_by_number()).
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uint32 offset_exit_descriptor; // File position of the exit descriptor for this.
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} _neighbour_map_entry;
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// struct _floor
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// This is the top structure in a floor entry. All the other structures hang off this one.
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typedef struct {
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PXreal base_height;
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_rect rect;
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char camera_cluster[HASH_CAMERA_LEN];
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uint32 camera_name_offset;
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uint32 map_location_hash;
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uint32 num_neighbours;
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_neighbour_map_entry neighbour_map[1];
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} _floor;
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// struct _exit_descriptor
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// This holds an exit descriptor would you believe?
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typedef struct {
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uint32 num_waypoints; // Number of waypoints for the exit.
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uint32 offset_waypoints; // File offset of the list of waypoints for this exit.
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uint32 offset_propname; // File offset of the ASCII name of a prop associated with this exit.
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} _exit_descriptor;
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// struct _floor_waypoint
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// This holds a waypoint for an exit.
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typedef struct {
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PXreal x, z; // Physical position of waypoint on floor.
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PXfloat direction; // A direction (0-360?) for the waypoint. Might be used to face a mega a certain way.
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} _floor_waypoint;
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} // End of namespace ICB
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#endif // #ifndef _PX_FLOOR_MAP_H_INCLUDED
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