176 lines
7.4 KiB
C
176 lines
7.4 KiB
C
#ifndef OBJECT_H
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#define OBJECT_H
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#include "db.h"
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#include "geometry.h"
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#include "inventory.h"
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#include "map_defs.h"
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#include "obj_types.h"
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typedef struct ObjectWithFlags {
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int flags;
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Object* object;
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} ObjectWithFlags;
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extern bool gObjectsInitialized;
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extern int _updateHexWidth;
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extern int _updateHexHeight;
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extern int _updateHexArea;
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extern int* _orderTable[2];
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extern int* _offsetTable[2];
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extern int* _offsetModTable;
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extern int* _offsetDivTable;
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extern ObjectListNode** _renderTable;
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extern int _outlineCount;
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extern ObjectListNode* gObjectListHead;
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extern int _centerToUpperLeft;
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extern int gObjectFindElevation;
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extern int gObjectFindTile;
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extern ObjectListNode* gObjectFindLastObjectListNode;
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extern int* gObjectFids;
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extern int gObjectFidsLength;
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extern Rect _light_rect[9];
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extern int _light_distance[36];
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extern int gViolenceLevel;
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extern int _obj_last_roof_x;
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extern int _obj_last_roof_y;
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extern int _obj_last_elev;
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extern int _obj_last_is_empty;
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extern unsigned char* _wallBlendTable;
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extern unsigned char* _glassBlendTable;
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extern unsigned char* _steamBlendTable;
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extern unsigned char* _energyBlendTable;
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extern unsigned char* _redBlendTable;
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extern Object* _moveBlockObj;
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extern int _objItemOutlineState;
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extern int _cd_order[9];
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extern int _light_blocked[6][36];
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extern int _light_offsets[2][6][36];
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extern Rect gObjectsWindowRect;
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extern Object* _outlinedObjects[100];
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extern int _updateAreaPixelBounds;
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extern int dword_639D94;
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extern int dword_639D98;
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extern int dword_639D9C;
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extern ObjectListNode* gObjectListHeadByTile[HEX_GRID_SIZE];
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extern unsigned char _glassGrayTable[256];
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extern unsigned char _commonGrayTable[256];
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extern int gObjectsWindowBufferSize;
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extern unsigned char* gObjectsWindowBuffer;
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extern int gObjectsWindowHeight;
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extern Object* gEgg;
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extern int gObjectsWindowPitch;
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extern int gObjectsWindowWidth;
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extern Object* gDude;
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extern char _obj_seen_check[5001];
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extern char _obj_seen[5001];
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int objectsInit(unsigned char* buf, int width, int height, int pitch);
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void objectsReset();
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void objectsExit();
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int objectRead(Object* obj, File* stream);
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int objectLoadAll(File* stream);
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int objectLoadAllInternal(File* stream);
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void _obj_fix_combat_cid_for_dude();
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void _object_fix_weapon_ammo(Object* obj);
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int objectWrite(Object* obj, File* stream);
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int objectSaveAll(File* stream);
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void _obj_render_pre_roof(Rect* rect, int elevation);
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void _obj_render_post_roof(Rect* rect, int elevation);
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int objectCreateWithFidPid(Object** objectPtr, int fid, int pid);
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int objectCreateWithPid(Object** objectPtr, int pid);
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int _obj_copy(Object** a1, Object* a2);
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int _obj_connect(Object* obj, int tile_index, int elev, Rect* rect);
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int _obj_disconnect(Object* obj, Rect* rect);
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int _obj_offset(Object* obj, int x, int y, Rect* rect);
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int _obj_move(Object* a1, int a2, int a3, int elevation, Rect* a5);
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int objectSetLocation(Object* obj, int tile, int elevation, Rect* rect);
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int _obj_reset_roof();
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int objectSetFid(Object* obj, int fid, Rect* rect);
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int objectSetFrame(Object* obj, int frame, Rect* rect);
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int objectSetNextFrame(Object* obj, Rect* rect);
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int objectSetPrevFrame(Object* obj, Rect* rect);
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int objectSetRotation(Object* obj, int direction, Rect* rect);
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int objectRotateClockwise(Object* obj, Rect* rect);
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int objectRotateCounterClockwise(Object* obj, Rect* rect);
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void _obj_rebuild_all_light();
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int objectSetLight(Object* obj, int lightDistance, int lightIntensity, Rect* rect);
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int objectGetLightIntensity(Object* obj);
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int _obj_turn_on_light(Object* obj, Rect* rect);
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int _obj_turn_off_light(Object* obj, Rect* rect);
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int objectShow(Object* obj, Rect* rect);
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int objectHide(Object* obj, Rect* rect);
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int objectEnableOutline(Object* obj, Rect* rect);
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int objectDisableOutline(Object* obj, Rect* rect);
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int _obj_toggle_flat(Object* obj, Rect* rect);
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int objectDestroy(Object* a1, Rect* a2);
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int _obj_inven_free(Inventory* inventory);
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bool _obj_action_can_use(Object* obj);
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bool _obj_action_can_talk_to(Object* obj);
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bool _obj_portal_is_walk_thru(Object* obj);
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Object* objectFindById(int a1);
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Object* objectGetOwner(Object* obj);
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void _obj_remove_all();
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Object* objectFindFirst();
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Object* objectFindNext();
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Object* objectFindFirstAtElevation(int elevation);
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Object* objectFindNextAtElevation();
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Object* objectFindFirstAtLocation(int elevation, int tile);
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Object* objectFindNextAtLocation();
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void objectGetRect(Object* obj, Rect* rect);
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bool _obj_occupied(int tile_num, int elev);
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Object* _obj_blocking_at(Object* a1, int tile_num, int elev);
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Object* _obj_shoot_blocking_at(Object* obj, int tile, int elev);
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Object* _obj_ai_blocking_at(Object* a1, int tile, int elevation);
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int _obj_scroll_blocking_at(int tile_num, int elev);
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Object* _obj_sight_blocking_at(Object* a1, int tile_num, int elev);
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int objectGetDistanceBetween(Object* object1, Object* object2);
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int objectGetDistanceBetweenTiles(Object* object1, int tile1, Object* object2, int tile2);
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int objectListCreate(int tile, int elevation, int objectType, Object*** objectsPtr);
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void objectListFree(Object** objects);
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void _translucent_trans_buf_to_buf(unsigned char* src, int srcWidth, int srcHeight, int srcPitch, unsigned char* dest, int destX, int destY, int destPitch, unsigned char* a9, unsigned char* a10);
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void _dark_trans_buf_to_buf(unsigned char* src, int srcWidth, int srcHeight, int srcPitch, unsigned char* dest, int destX, int destY, int destPitch, int light);
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void _dark_translucent_trans_buf_to_buf(unsigned char* src, int srcWidth, int srcHeight, int srcPitch, unsigned char* dest, int destX, int destY, int destPitch, int light, unsigned char* a10, unsigned char* a11);
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void _intensity_mask_buf_to_buf(unsigned char* src, int srcWidth, int srcHeight, int srcPitch, unsigned char* dest, int destPitch, unsigned char* mask, int maskPitch, int light);
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int objectSetOutline(Object* obj, int a2, Rect* rect);
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int objectClearOutline(Object* obj, Rect* rect);
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int _obj_intersects_with(Object* object, int x, int y);
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int _obj_create_intersect_list(int x, int y, int elevation, int objectType, ObjectWithFlags** entriesPtr);
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void _obj_delete_intersect_list(ObjectWithFlags** a1);
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void _obj_clear_seen();
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void _obj_process_seen();
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char* objectGetName(Object* obj);
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char* objectGetDescription(Object* obj);
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void _obj_preload_art_cache(int flags);
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int _obj_offset_table_init();
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void _obj_offset_table_exit();
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int _obj_order_table_init();
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int _obj_order_comp_func_even(const void* a1, const void* a2);
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int _obj_order_comp_func_odd(const void* a1, const void* a2);
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void _obj_order_table_exit();
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int _obj_render_table_init();
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void _obj_render_table_exit();
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void _obj_light_table_init();
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void _obj_blend_table_init();
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void _obj_blend_table_exit();
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int _obj_save_obj(File* stream, Object* object);
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int _obj_load_obj(File* stream, Object** objectPtr, int elevation, Object* owner);
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int _obj_save_dude(File* stream);
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int _obj_load_dude(File* stream);
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int objectAllocate(Object** objectPtr);
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void objectDeallocate(Object** objectPtr);
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int objectListNodeCreate(ObjectListNode** nodePtr);
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void objectListNodeDestroy(ObjectListNode** nodePtr);
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int objectGetListNode(Object* obj, ObjectListNode** out_node, ObjectListNode** out_prev_node);
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void _obj_insert(ObjectListNode* ptr);
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int _obj_remove(ObjectListNode* a1, ObjectListNode* a2);
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int _obj_connect_to_tile(ObjectListNode* node, int tile_index, int elev, Rect* rect);
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int _obj_adjust_light(Object* obj, int a2, Rect* rect);
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void objectDrawOutline(Object* object, Rect* rect);
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void _obj_render_object(Object* object, Rect* rect, int light);
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void _obj_fix_violence_settings(int* fid);
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int _obj_preload_sort(const void* a1, const void* a2);
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#endif /* OBJECT_H */
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