ScummVM API documentation
px_floor_map.h
1 /* ScummVM - Graphic Adventure Engine
2  *
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5  * file distributed with this source distribution.
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8  * Copyright (C) 1999-2000 Revolution Software Ltd.
9  * This code is based on source code created by Revolution Software,
10  * used with permission.
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12  * This program is free software: you can redistribute it and/or modify
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15  * (at your option) any later version.
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18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
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20  * GNU General Public License for more details.
21  *
22  * You should have received a copy of the GNU General Public License
23  * along with this program. If not, see <http://www.gnu.org/licenses/>.
24  *
25  */
26 
27 #ifndef ICB_PX_FLOOR_MAP_H_INCLUDED
28 #define ICB_PX_FLOOR_MAP_H_INCLUDED
29 
30 #include "engines/icb/common/px_common.h"
31 
32 namespace ICB {
33 
34 // Should put this in a nice header file somewhere
35 typedef float PXreal;
36 typedef float PXfloat;
37 
38 // This defines the length of the hashed camera name on the PSX.
39 #define HASH_CAMERA_LEN 8
40 
41 // These define the filenames for files containing floor maps.
42 #define PX_FILENAME_FLOOR_MAP "pxwgfloors"
43 #ifndef PC_EXT_LINKED
44 #define PC_EXT_LINKED "linked"
45 #endif
46 
47 #ifndef PSX_EXT_LINKED
48 #define PSX_EXT_LINKED "PSXlinked"
49 #endif
50 
51 // Update this whenever the format of the data changes, so engine can check it is in sync with data.
52 #define VERSION_PXWGFLOORS 300
53 
54 // This holds one of the rectangles making up the floor. The coordinates are held looking DOWN on the floor, and the
55 // coordinate system used is our system (y is up/down, x and z axes are in the horizontal plane).
56 typedef struct {
57  PXreal x1, z1; // X, Z of top-left of the floor rectangle (looking DOWN on the floor).
58  PXreal x2, z2; // Ditto for bottom-right corner.
59 } _rect;
60 
61 // struct _neighbour_map_entry
62 // This holds one of the entries in the exit map.
63 typedef struct {
64  uint32 neighbour; // Index of neighbour (can be passed directly into _linked_data_file.Fetch_item_by_number()).
65  uint32 offset_exit_descriptor; // File position of the exit descriptor for this.
67 
68 // struct _floor
69 // This is the top structure in a floor entry. All the other structures hang off this one.
70 typedef struct {
71  PXreal base_height;
72  _rect rect;
73  char camera_cluster[HASH_CAMERA_LEN];
74  uint32 camera_name_offset;
75  uint32 map_location_hash;
76  uint32 num_neighbours;
77  _neighbour_map_entry neighbour_map[1];
78 } _floor;
79 
80 // struct _exit_descriptor
81 // This holds an exit descriptor would you believe?
82 typedef struct {
83  uint32 num_waypoints; // Number of waypoints for the exit.
84  uint32 offset_waypoints; // File offset of the list of waypoints for this exit.
85  uint32 offset_propname; // File offset of the ASCII name of a prop associated with this exit.
87 
88 // struct _floor_waypoint
89 // This holds a waypoint for an exit.
90 typedef struct {
91  PXreal x, z; // Physical position of waypoint on floor.
92  PXfloat direction; // A direction (0-360?) for the waypoint. Might be used to face a mega a certain way.
94 
95 } // End of namespace ICB
96 
97 #endif // #ifndef _PX_FLOOR_MAP_H_INCLUDED
Definition: px_floor_map.h:56
Definition: actor.h:32
Definition: px_floor_map.h:82
Definition: px_floor_map.h:63
Definition: px_floor_map.h:90
Definition: px_floor_map.h:70