369 lines
7.9 KiB
C
369 lines
7.9 KiB
C
/***********************/
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/*** Data Structures ***/
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/***********************/
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#ifndef __DATA_STRUCTS_HEADER__
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#define __DATA_STRUCTS_HEADER__
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//***************************************************************************
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// Taken from Map editor layerdef.h
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enum PSX_COLLSION_ENUM
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{
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COLLISION_TYPE_BLANK =0,
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COLLISION_TYPE_NORMAL =0,
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COLLISION_TYPE_DAMAGE =1,
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COLLISION_TYPE_SLIPPERY =2,
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COLLISION_TYPE_ELECTRIC =3,
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COLLISION_TYPE_DESTRUCTABLE_WALL =4,
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COLLISION_TYPE_SOAKUP =5,
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COLLISION_TYPE_SOLID =6,
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COLLISION_TYPE_DEATH_FALL =7,
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COLLISION_TYPE_DESTRUCTABLE_FLOOR =8,
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COLLISION_TYPE_DEATH_INSTANT =9,
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COLLISION_TYPE_MOVE_LEFT =10,
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COLLISION_TYPE_MOVE_RIGHT =11,
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COLLISION_TYPE_DEATH_LIQUID =12,
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COLLISION_TYPE_FLAG_SHIFT =3,
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COLLISION_TYPE_FLAG_NORMAL =COLLISION_TYPE_NORMAL << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_DAMAGE =COLLISION_TYPE_DAMAGE << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_SLIPPERY =COLLISION_TYPE_SLIPPERY << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_ELECTRIC =COLLISION_TYPE_ELECTRIC << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_DESTRUCTABLE_WALL =COLLISION_TYPE_DESTRUCTABLE_WALL << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_SOAKUP =COLLISION_TYPE_SOAKUP << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_SOLID =COLLISION_TYPE_SOLID << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_DEATH_FALL =COLLISION_TYPE_DEATH_FALL << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_DESTRUCTABLE_FLOOR =COLLISION_TYPE_DESTRUCTABLE_FLOOR << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_DEATH_INSTANT =COLLISION_TYPE_DEATH_INSTANT << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_MOVE_LEFT =COLLISION_TYPE_MOVE_LEFT << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_MOVE_RIGHT =COLLISION_TYPE_MOVE_RIGHT << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_DEATH_LIQUID =COLLISION_TYPE_DEATH_LIQUID << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_MASK = ((0xff<<COLLISION_TYPE_FLAG_SHIFT)&0xff),
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COLLISION_TILE_MASK = (0xff - COLLISION_TYPE_MASK)
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};
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enum PSX_DATA_ENUM
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{
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LAYER_SHADE_RGB_MAX=4,
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};
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//***************************************************************************
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//*** Base Types ************************************************************
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//***************************************************************************
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struct sShortXYZ
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{
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s16 vx,vy,vz;
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};
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//***************************************************************************
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struct sVtx
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{
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s16 vx, vy, vz, pad;
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#ifdef WIN32
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bool operator==(sVtx const &v1) {return((vx==v1.vx) && (vy==v1.vy) && (vz==v1.vz));}
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#endif
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};
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#define NormalScale 4096
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struct sNormal
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{
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s16 nX,nY,nZ,pD;
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};
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//***************************************************************************
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struct sBBox
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{
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s16 XMin,YMin;//,ZMin;
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s16 XMax,YMax;//,ZMax;
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};
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//***************************************************************************
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struct sMat
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{
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u16 TPage;
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u16 Clut;
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// s32 DblFlag;
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};
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//***************************************************************************
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//*** Poly Types ************************************************************
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//***************************************************************************
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struct sTri
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{
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u16 P0; // 2
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u16 P1; // 2
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u8 uv0[2]; // 2
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u16 Clut; // 2
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u8 uv1[2]; // 2
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u16 TPage; // 2
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u8 uv2[2]; // 2
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u16 P2; // 2
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u16 OTOfs; // 2
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u8 PolyCode; // 1
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u8 Pad; // 1
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}; // 20
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//---------------------------------------------------------------------------
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struct sQuad
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{
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u16 P0; // 2
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u16 P1; // 2
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u16 P2; // 2
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u16 P3; // 2
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u8 uv0[2]; // 2
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u16 Clut; // 2
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u8 uv1[2]; // 2
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u16 TPage; // 2
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u8 uv2[2]; // 2
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u8 uv3[2]; // 2
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u16 OTOfs; // 2
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u8 PolyCode; // 1
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u8 Pad; // 1
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}; // 24
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//***************************************************************************
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//*** Game Types and Headers ************************************************
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//***************************************************************************
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// Tiles
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//typedef u16 sTileMapElem;
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struct sTileMapElem
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{
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u16 Tile;
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// u16 LightIdx;
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};
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/*
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struct sTile
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{
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// 2d Tile
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u8 u0,v0; // 2
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u16 Clut; // 2
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u16 TPage; // 2
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u16 Pad; // :o( need this? // 2
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}; // 8
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*/
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struct sTile2d
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{
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// 2d Tile
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u8 u0,v0; // 2
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u16 Clut; // 2
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u16 TPage; // 2
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u16 Pad; // :o( need this? // 2
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}; // 8
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struct sTile3d
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{
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// 3d Tile
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u16 TriStart;
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u16 TriCount;
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u16 QuadStart;
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u16 QuadCount;
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}; // 8
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//***************************************************************************
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// Layers
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struct sLayerHdr
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{
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int Type;
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int SubType;
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int Width;
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int Height;
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/*int TileData[W][H];....*/
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};
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//---------------------------------------------------------------------------
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// Shade Layer
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struct sLayerShadeBackGfxType
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{
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u16 TPage;
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u16 Clut;
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u8 U,V;
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u8 W,H;
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};
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struct sLayerShadeBackGfx
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{
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u16 Type;
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u16 Trans;
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u16 PosX,PosY;
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s8 Ofs[4][2];
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u8 RGB[4][3];
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};
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struct sLayerShadeHdr
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{
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u16 BandCount;
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u16 GfxCount;
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u8 RGB[4][3];
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sLayerShadeBackGfxType *TypeList;
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sLayerShadeBackGfx *GfxList;
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};
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//---------------------------------------------------------------------------
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struct sModel
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{
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u16 TriCount;
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u16 TriStart;
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sBBox BBox;
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};
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//---------------------------------------------------------------------------
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// Header
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struct sLevelHdr
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{
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u32 BackLayer;
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u32 MidLayer;
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u32 ActionLayer;
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u32 ForeLayer;
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u32 CollisionLayer;
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u32 ActorList;
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u32 ItemList;
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u32 PlatformList;
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u32 TriggerList;
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u32 FXList;
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u32 HazardList;
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u16 PlayerStartX,PlayerStartY;
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sTile2d *TileBank2d;
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sTile3d *TileBank3d;
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sTri *TriList;
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sQuad *QuadList;
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sVtx *VtxList;
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sModel *ModelList;
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};
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//***************************************************************************
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//***************************************************************************
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//***************************************************************************
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// Actors
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struct sSpriteFrameGfx
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{
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u8 *PAKSpr; // 4 Needs to be u32, so might as well make it a ptr
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u16 Pad; // 2 :o(
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u8 W,H; // 2
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};
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struct sSpriteFrame
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{
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u16 FrameIdx;
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s8 XOfs,YOfs;
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};
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struct sSpriteAnim
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{
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u16 FrameCount; // 2
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u16 Pad;
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sSpriteFrame *Anim; // 4
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};
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struct sSpriteAnimBank
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{
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u16 Clut; // 2
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u16 AnimCount; // 2
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u16 FrameCount; // 2
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u8 MaxW,MaxH; // 2
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u8 *Palette; // 4
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sSpriteAnim *AnimList; // 4
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sSpriteFrameGfx *FrameList; // 4
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};
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//***************************************************************************
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//***************************************************************************
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//***************************************************************************
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// Things - Must be 4 byte aligned for pos data
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enum THING_FLAG
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{
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THING_FLAG_COLLISION=1<<0,
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THING_FLAG_MIRRORX=1<<1,
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THING_FLAG_MIRRORY=1<<2,
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};
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struct sThingHdr
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{
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u16 Count;
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u16 Pad;
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};
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struct sThingPoint
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{
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u16 X,Y;
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};
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struct sThingActor
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{
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u16 Type;
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u16 Health;
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u16 AttackStrength;
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u16 Speed;
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u16 TurnRate;
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u8 Flags;
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u8 Angle;
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u8 PointCount;
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// Point List...
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}; // 12
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struct sThingItem
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{
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u16 Type;
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u16 Pad; // Poo!
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sThingPoint Pos;
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};
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struct sThingPlatform
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{
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u16 Gfx;
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u16 Type;
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u16 Speed;
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u16 TurnRate;
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u16 Param0;
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u8 Flags;
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u8 PointCount;
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// Point List...
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}; // 10
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struct sThingFX
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{
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u16 Type;
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u16 Speed;
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u8 Flags;
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u8 Angle;
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sThingPoint Pos,Size;
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}; // 8
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struct sThingTrigger
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{
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u16 Type;
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sThingPoint Pos;
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u8 Width,Height;
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sThingPoint TargetPos;
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sThingPoint TargetSize;
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}; // 8
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struct sThingHazard
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{
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u16 Gfx;
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u16 Type;
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u16 Health;
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u16 AttackStrength;
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u16 Speed;
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u16 TurnRate;
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u16 Respawn;
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u8 Flags;
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u8 Angle;
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u8 PointCount;
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// Point List...
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}; // 12
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//***************************************************************************
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#endif |