Files
source/TileEngine/Structure Internals.h
T
2021-06-27 12:20:46 +00:00

253 lines
7.7 KiB
C

#ifndef __STRUCTURE_INTERNAL_H
#define __STRUCTURE_INTERNAL_H
//
// If you wish to use the structure database functions, include
// structure_extern.h, not structure.h!
//
#include "types.h"
#include "himage.h"
// A few words about the overall structure scheme:
//
// Large structures are split into multiple sections,
// one for each tile.
//
// Each section is treated as a separate object,
// except that it does NOT record information about
// hit points, but instead stores a pointer to the
// base object (section).
//
// Each section has a line of sight profile. These
// profiles are split into 5 in each horizontal direction
// and 4 vertically, forming 100 "cubes". In real
// world terms, each section represents a volume
// with a height of 8 feet (and width and length
// of what?)
//
// It is important to note that the vertical
// position of each section is measured in individual
// cubes (rather than, as it were, groups of 4 vertical
// cubes)
#define PROFILE_X_SIZE 5
#define PROFILE_Y_SIZE 5
#define PROFILE_Z_SIZE 4
// these values should be compared for less than rather than less
// than or equal to
#define STRUCTURE_ON_GROUND 0
#define STRUCTURE_ON_ROOF PROFILE_Z_SIZE
#define STRUCTURE_ON_GROUND_MAX PROFILE_Z_SIZE
#define STRUCTURE_ON_ROOF_MAX PROFILE_Z_SIZE * 2
typedef UINT8 PROFILE[PROFILE_X_SIZE][PROFILE_Y_SIZE];
extern UINT8 AtHeight[PROFILE_Z_SIZE];
// MAP_ELEMENT may get later:
// PROFILE * CombinedLOSProfile;
// PROFILE * CombinedProtectionProfile;
//
// LEVELNODE gets a pointer to a STRUCTURE or
// a union between its soldier pointer and a
// STRUCTURE pointer
// if (fFlags & STRUCTURE_BASE_TILE)
// then the structure is the "base" of the object
// and its hitpoint value is the one for the object
//
// vv generic flags for all structures
// vvv type flags
//
// how to handle explodable structures
// NOT used in DB structures!
#define STRUCTURE_BASE_TILE 0x00000001
#define STRUCTURE_OPEN 0x00000002
#define STRUCTURE_OPENABLE 0x00000004
// synonyms for STRUCTURE_OPENABLE
#define STRUCTURE_CLOSEABLE 0x00000004
#define STRUCTURE_SEARCHABLE 0x00000004
#define STRUCTURE_HIDDEN 0x00000008
#define STRUCTURE_MOBILE 0x00000010
// STRUCTURE_PASSABLE is set for each structure instance where
// the tile flag TILE_PASSABLE is set
#define STRUCTURE_PASSABLE 0x00000020
#define STRUCTURE_EXPLOSIVE 0x00000040
#define STRUCTURE_TRANSPARENT 0x00000080
#define STRUCTURE_GENERIC 0x00000100
#define STRUCTURE_TREE 0x00000200
#define STRUCTURE_FENCE 0x00000400
#define STRUCTURE_WIREFENCE 0x00000800
#define STRUCTURE_HASITEMONTOP 0x00001000 // ATE: HASITEM: struct has item on top of it
#define STRUCTURE_SPECIAL 0x00002000
#define STRUCTURE_LIGHTSOURCE 0x00004000
#define STRUCTURE_VEHICLE 0x00008000
#define STRUCTURE_WALL 0x00010000
#define STRUCTURE_WALLNWINDOW 0x00020000
#define STRUCTURE_SLIDINGDOOR 0x00040000
#define STRUCTURE_DOOR 0x00080000
// a "multi" structure (as opposed to multitiled) is composed of multiple graphics & structures
#define STRUCTURE_MULTI 0x00100000
#define STRUCTURE_CAVEWALL 0x00200000
#define STRUCTURE_DDOOR_LEFT 0x00400000
#define STRUCTURE_DDOOR_RIGHT 0x00800000
#define STRUCTURE_NORMAL_ROOF 0x01000000
#define STRUCTURE_SLANTED_ROOF 0x02000000
#define STRUCTURE_TALL_ROOF 0x04000000
#define STRUCTURE_SWITCH 0x08000000
#define STRUCTURE_ON_LEFT_WALL 0x10000000
#define STRUCTURE_ON_RIGHT_WALL 0x20000000
#define STRUCTURE_CORPSE 0x40000000
#define STRUCTURE_PERSON 0x80000000
// COMBINATION FLAGS
#define STRUCTURE_ANYFENCE 0x00000C00
#define STRUCTURE_ANYDOOR 0x00CC0000
#define STRUCTURE_OBSTACLE 0x00008F00
#define STRUCTURE_WALLSTUFF 0x00CF0000
#define STRUCTURE_BLOCKSMOVES 0x00208F00
#define STRUCTURE_TYPE_DEFINED 0x8FEF8F00
#define STRUCTURE_ROOF 0x07000000
#define TILE_ON_ROOF 0x01
#define TILE_PASSABLE 0x02
// Flugente: flags that determine what decals we add on a structure
#define STRUCTURE_DECALFLAG_BLOOD 0x08
#define STRUCTURE_SAVEGAMELEVELFLAG_BLK 0x07 // these flags are already in use for wall orientation
#define STRUCTURE_SAVEGAMELEVELFLAG 0x80 // flag already in use for level
#define AddPosRelToBase(sBaseGridNo, pTile) (pTile->sPosRelToBase ? (sBaseGridNo + pTile->bXPosRelToBase + pTile->bYPosRelToBase * WORLD_COLS) : sBaseGridNo)//dnl ch83 080114
typedef struct TAG_STRUCTURE_TILE
{
INT16 sPosRelToBase; // "single-axis"
INT8 bXPosRelToBase;
INT8 bYPosRelToBase;
PROFILE Shape; // 25 bytes
UINT8 fFlags;
UINT8 ubVehicleHitLocation;
BYTE bUnused[1];
} DB_STRUCTURE_TILE; // 32 bytes
#define BASE_TILE 0
#define NO_PARTNER_STRUCTURE 0
typedef struct TAG_DB_STRUCTURE
{
UINT8 ubArmour;
UINT8 ubHitPoints;
UINT8 ubDensity;
UINT8 ubNumberOfTiles;
UINT32 fFlags;
UINT16 usStructureNumber;
UINT8 ubWallOrientation;
INT8 bDestructionPartner; // >0 = debris number (bDP - 1), <0 = partner graphic
INT8 bPartnerDelta; // opened/closed version, etc... 0 for unused
INT8 bZTileOffsetX;
INT8 bZTileOffsetY;
BYTE bUnused[1];
} DB_STRUCTURE; // 16 bytes
typedef struct TAG_DB_STRUCTURE_REF
{
DB_STRUCTURE * pDBStructure;
DB_STRUCTURE_TILE ** ppTile; // dynamic array
} DB_STRUCTURE_REF; // 8 bytes
//dnl ch46 031009
typedef struct TAG_STRUCTURE
{
struct TAG_STRUCTURE* pPrev;
struct TAG_STRUCTURE* pNext;
DB_STRUCTURE_REF* pDBStructureRef;
PROFILE* pShape;
UINT32 fFlags;// need to have something to indicate base tile/not
INT32 sGridNo;
union
{
struct
{
UINT8 ubHitPoints;
UINT8 ubLockStrength;
};
INT32 sBaseGridNo;
};
UINT16 usStructureID;
INT16 sCubeOffset;// height of bottom of object in profile "cubes"
UINT8 ubWallOrientation;
UINT8 ubVehicleHitLocation;
UINT8 ubStructureHeight;// if 0, then unset; otherwise stores height of structure when last calculated
UINT8 ubDecalFlag;
}STRUCTURE;// 36 bytes
typedef struct TAG_STRUCTURE_FILE_REF
{
struct TAG_STRUCTURE_FILE_REF * pPrev;
struct TAG_STRUCTURE_FILE_REF * pNext;
AuxObjectData * pAuxData;
RelTileLoc * pTileLocData;
UINT8 * pubStructureData;
DB_STRUCTURE_REF * pDBStructureRef; // dynamic array
UINT16 usNumberOfStructures;
UINT16 usNumberOfStructuresStored;
} STRUCTURE_FILE_REF; // 24 bytes
// IMPORTANT THING TO REMEMBER
//
// Although the number of structures and images about which information
// may be stored in a file, the two are stored very differently.
//
// The structure data stored amounts to a sparse array, with no data
// saved for any structures that are not defined.
//
// For image information, however, an array is stored with every entry
// filled regardless of whether there is non-zero data defined for
// that graphic!
typedef struct TAG_STRUCTURE_FILE_HEADER
{
CHAR8 szId[4];
union
{
//struct
//{
UINT16 usNumberOfStructures;
//};
//struct
//{
UINT16 usNumberOfImages;
//};
};
UINT16 usNumberOfStructuresStored;
UINT16 usStructureDataSize;
UINT8 fFlags;
UINT8 bUnused[3];
UINT16 usNumberOfImageTileLocsStored;
} STRUCTURE_FILE_HEADER; // 16 bytes
// "J2SD" = Jagged 2 Structure Data
#define STRUCTURE_FILE_ID "J2SD"
#define STRUCTURE_FILE_ID_LEN 4
#define STRUCTURE_SCRIPT_FILE_EXTENSION "JSS"
#define STRUCTURE_FILE_EXTENSION "JSD"
#define ADDITIONAL_TILE_PROPERTIES_EXTENSION "XML"
#define STRUCTURE_FILE_CONTAINS_AUXIMAGEDATA 0x01
#define STRUCTURE_FILE_CONTAINS_STRUCTUREDATA 0x02
#endif