/***********************/ /*** Data Structures ***/ /***********************/ #ifndef __DATA_STRUCTS_HEADER__ #define __DATA_STRUCTS_HEADER__ //*************************************************************************** // Taken from Map editor layerdef.h enum PSX_COLLSION_ENUM { COLLISION_TYPE_NORMAL =0, COLLISION_TYPE_DAMAGE =1, COLLISION_TYPE_SLIPPERY =2, COLLISION_TYPE_ELECTRIC =3, COLLISION_TYPE_STICKY =4, COLLISION_TYPE_WATER =5, COLLISION_TYPE_FLAG_SHIFT =5, COLLISION_TYPE_FLAG_NORMAL =COLLISION_TYPE_NORMAL << COLLISION_TYPE_FLAG_SHIFT, COLLISION_TYPE_FLAG_DAMAGE =COLLISION_TYPE_DAMAGE << COLLISION_TYPE_FLAG_SHIFT, COLLISION_TYPE_FLAG_SLIPPERY =COLLISION_TYPE_SLIPPERY << COLLISION_TYPE_FLAG_SHIFT, COLLISION_TYPE_FLAG_ELECTRIC =COLLISION_TYPE_ELECTRIC << COLLISION_TYPE_FLAG_SHIFT, COLLISION_TYPE_FLAG_STICKY =COLLISION_TYPE_STICKY << COLLISION_TYPE_FLAG_SHIFT, COLLISION_TYPE_FLAG_WATER =COLLISION_TYPE_WATER << COLLISION_TYPE_FLAG_SHIFT, COLLISION_TYPE_MASK = (0xff << COLLISION_TYPE_FLAG_SHIFT)&0xff, COLLISION_MASK = (0xff-COLLISION_TYPE_MASK) }; enum PSX_DATA_ENUM { LAYER_SHADE_RGB_MAX=4, }; //*************************************************************************** //*** Base Types ************************************************************ //*************************************************************************** struct sShortXYZ { s16 vx,vy,vz; }; //*************************************************************************** struct sVtx { s16 vx, vy, vz, pad; #ifdef WIN32 bool operator==(sVtx const &v1) {return((vx==v1.vx) && (vy==v1.vy) && (vz==v1.vz));} #endif }; #define NormalScale 4096 struct sNormal { s16 nX,nY,nZ,pD; }; //*************************************************************************** struct sBBox { s16 XMin,YMin,ZMin; s16 XMax,YMax,ZMax; }; //*************************************************************************** struct sMat { u16 TPage; u16 Clut; // s32 DblFlag; }; //*************************************************************************** //*** Poly Types ************************************************************ //*************************************************************************** struct sTri { u16 P0; // 2 u16 P1; // 2 u8 uv0[2]; // 2 u16 Clut; // 2 u8 uv1[2]; // 2 u16 TPage; // 2 (Or material) u8 uv2[2]; // 2 u16 P2; // 2 }; // 16 //--------------------------------------------------------------------------- struct sQuad { u16 P0; // 2 u16 P1; // 2 u16 P2; // 2 u16 P3; // 2 u8 uv0[2]; // 2 u16 Clut; // 2 u8 uv1[2]; // 2 u16 TPage; // 2 (Or material) u8 uv2[2]; // 2 u8 uv3[2]; // 2 }; // 20 //*************************************************************************** //*** Game Types and Headers ************************************************ //*************************************************************************** // Maps /* enum TILE3D_FLAGS { TILE3D_FLAGS_F=0, TILE3D_FLAGS_U, TILE3D_FLAGS_D, TILE3D_FLAGS_L, TILE3D_FLAGS_R, // TILE3D_FLAGS_B, // Should never have back facing polys TILE3D_FLAGS_MAX }; */ typedef u16 sTileMapElem; // Tile or Tri Start struct sTile { // 2d Tile u8 u0,v0; // 2 u16 Clut; // 2 u16 TPage; // 2 u16 Pad; // :o( need this? // 2 }; // 8 //--------------------------------------------------------------------------- // Layers struct sLayerHdr { int Type; int SubType; int Width; int Height; /*int TileData[W][H];....*/ }; //--------------------------------------------------------------------------- struct sLayer3d { u16 TriCount; u16 QuadCount; u16 VtxCount; u16 Pad; u32 TriList; u32 QuadList; u32 VtxList; }; //--------------------------------------------------------------------------- // Shade Layer struct sLayerShade { u32 Ofs; u8 RGB[4]; }; struct sLayerShadeHdr { u16 Count; sLayerShade Data[4]; }; //--------------------------------------------------------------------------- // Header struct sLvlHdr { u32 BackLayer; u32 MidLayer; u32 ActionLayer; u32 ForeLayer; u32 CollisionLayer; u32 ActorList; u32 ItemList; u32 PlatformList; u32 Pad4; u32 Pad5; u32 Pad6; u32 Pad7; }; //*************************************************************************** //*************************************************************************** //*************************************************************************** // Actors struct sSpriteFrame { u8 *PAKSpr; // 4 s8 XOfs,YOfs; // 2 u8 W,H; // 2 }; struct sSpriteAnim { u16 FrameCount; // 2 u16 *Anim; // 2 }; struct sSpriteAnimBank { u16 ColorCount; // 2 u16 AnimCount; // 2 u16 FrameCount; // 2 u16 Pad; // 2 u8 *Palette; // 4 sSpriteAnim *AnimList; // 4 sSpriteFrame *FrameList; // 4 }; //*************************************************************************** //*************************************************************************** //*************************************************************************** // Things - Must be 4 byte aligned for pos data struct sThingHdr { u16 Count; u16 Pad; }; struct sThingPoint { u16 X,Y; }; struct sThingActor { u16 Type; u16 Health; u16 AttackStrength; u16 Speed; u16 TurnRate; u8 Flags; u8 PointCount; // Point List... }; // 12 struct sThingItem { u16 Type; u16 Pad; // Poo! sThingPoint Pos; }; struct sThingPlatform { u16 Type; u16 Speed; u16 TurnRate; u8 Flags; u8 PointCount; // Point List... }; // 10 //*************************************************************************** #endif