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- /*
- Universalni definice pro berusky - do editoru a do hry
- Kofola:
- -------
- adas_ -> sound system
- gl_ -> logika
- lsi_ -> load/save/init
- gi_ -> game init
- ko_ -> kofolovy fce v editoru
- Komat:
- ------
- be_ -> berusky editor
- ber_ -> berusky hra
- */
- #ifndef __BERUSKY_UNIVERSAL
- #define __BERUSKY_UNIVERSAL
- #define VERZE_KOMAT "MASTER 1.2"
- #ifdef _DEBUG
- #define DEBUG_MOD // sbiraji se citlive informace
- //#define DEBUG_MOD_OBALKY // sbiraji se citlive informace
- #endif
- #define MAX_VZDAL_KAMERY 70
- #define MIN_VZDAL_KAMERY 10
- #define MAX_UHEL_KAMERY DEG2RAD(85.0f) //max uhel 85 stupnu
- #define MIN_UHEL_KAMERY DEG2RAD(30.0f) //min uhel 35 stupnu
- #define MAX_CELKEM_MATERIALU 1000
- #define MAX_CELKEM_TEXTUR 500
- #define MAX_RAY_TEXTUR 1000
- #define MAX_BERUSKY_KONTEJNERU 2000
- #define MAX_TOP_KONTEJNERU 100
- #define MAX_BERUSKY_DATABAZE 100
- #define MAX_PRVKU_DATABAZE 1000
- #define MAX_PRVKU_LEVEL 1000
- #define MAX_PRVKU_LEVEL_TOP 100
- #define MAX_PRVKU_LEVEL_LOW 200
- #define MAX_PATER 100
- #define MAX_FLARE_SVETEL 100
- #define MAX_STATE_BLOKU 100 // celkovy pocet state bloku
- #define MAX_PRHL_OBJEKTU 1000
- #define X_ZACATEK (p_bnf->x_start)
- #define Y_ZACATEK (p_bnf->y_start)
- #define Z_ZACATEK (p_bnf->z_start)
- #define X_PRVEK 2
- #define Y_PRVEK 2
- #define Z_PRVEK 2
- #define X_PRVEK2 (X_PRVEK>>1)
- #define Y_PRVEK2 (Y_PRVEK>>1)
- #define Z_PRVEK2 (Z_PRVEK>>1)
- typedef struct _LEVEL_HEADER
- {
- int magic; // magicke cislo
- int x, z, y; // rozmery levelu
- // LV 6
- int prvku; // pocet prvku v levelu
- float x_start, // starty levelu
- y_start, z_start;
- int rezerved[97]; // rezervovano
- } LEVEL_HEADER;
- typedef struct _BUNKA_LEVELU_DISK
- {
- int guid;
- int Vazba1;
- int Vazba2;
- int Rotace;
- int mesh; // provazani se scenou
- int rez[10]; // rezerva
- } BUNKA_LEVELU_DISK;
- typedef int MeshHandle; // handle meshe/prvku pri loadu
- typedef int ExMeshHandle; // handle extra-mesh (neni to prvek ale jen mesh)
- typedef int DataHandle; // handle meshe/prvku v datazazi
- typedef int AnimHandle; // handle simple animace (polotovaru animace)
- typedef int RunHandle; // handle bezici animace
- typedef int MatrixHandle; // handle matice
- typedef int MatHandle; // handle animovaneho materialu
- typedef int LightHandle; // handle bezneho dynamickeho svetla
- typedef int ExtraLightHandle; // handle extra-dynamickeho svetla
- typedef int FlekHandle; // handle na fleky
- typedef int ParHandle; // handle na casticovac
- typedef int FlareHandle; // handle na flare
- typedef int HnizdoHandle; // handle na hnizdo
- typedef int TextHandle; // handle na texturovou animaci
- typedef int VodaHandle; // handle na vodni system
- typedef int VodnikHandle; // handle na vodnika ve vodnim systemu
- typedef int ChapadelnikHandle; // handle na chapadelnika s chapadlama
- typedef int ChapadloHandle; // handle na chapadlo
- #define FRAMU_PER_SEC 20
- #define DELKA_SEC 1000
- #define KONCOVKA_LEVELU ".lv6"
- #define MASKA_LEVELU "*.lv6"
- #define KONCOVKA_SCENY_OLD ".sc2"
- #define KONCOVKA_SCENY ".bpr"
- #define MASKA_SCENY "*.bpr"
- #define KONCOVKA_MESH_OLD ".out"
- #define MASKA_MESH_OLD "*.out"
- #define KONCOVKA_MESH ".b2m"
- #define MASKA_MESH "*.b2m"
- #define KONCOVKA_MATERIAL_OLD ".mnt"
- #define MASKA_MATERIAL_OLD "*.mnt"
- #define KONCOVKA_MATERIAL ".b2t"
- #define MASKA_MATERIAL "*.b2t"
- #define KONCOVKA_LIGHTMAPY ".b2l"
- #define MASKA_LIGHTMAPY "*.b2l"
- #define LIST_PRVKU "prvky.txt"
- #define DEFAULT_LEVEL "a.lv6"
- #define GUID_PRAZDNA_STENA 21000 // guid neviditelne steny (bez modelu)
- #define KONT_NEVID_STENA 0
- #define KONT_NEVID_PRVEK 1
- #define MAX_TRID 30
- #define MAX_PODTRID 30
- #define MAX_TRID_JMENO 50
- #define DELICKA_CASU 1
- // pokud je objekt s guid staticky vraci 1
- //
- inline int ber_je_objekt_staticky(int guid)
- {
- int trida = guid / 1000;
- return (trida == 2 || trida == 4 || trida == 9 || trida == 17 ||
- trida == 19 || trida == 20 || trida == 12);
- }
- inline int ber_je_objekt_beruska(int guid)
- {
- int trida = guid / 1000;
- return (trida == 1);
- }
- inline int ber_je_objekt_staticky_bez_exitu(int guid)
- {
- int trida = guid / 1000;
- return (trida == 2 || trida == 9 || trida == 17 ||
- trida == 19 || trida == 20 || trida == 12);
- }
- #endif
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