Pārlūkot izejas kodu

More documentation for TombRaider.h

Thomas Buck 10 gadus atpakaļ
vecāks
revīzija
571d3bffeb
3 mainītis faili ar 142 papildinājumiem un 159 dzēšanām
  1. 3
    3
      Doxyfile
  2. 9
    0
      Makefile
  3. 130
    156
      include/TombRaider.h

+ 3
- 3
Doxyfile Parādīt failu

@@ -1904,7 +1904,7 @@ ENABLE_PREPROCESSING   = YES
1904 1904
 # The default value is: NO.
1905 1905
 # This tag requires that the tag ENABLE_PREPROCESSING is set to YES.
1906 1906
 
1907
-MACRO_EXPANSION        = NO
1907
+MACRO_EXPANSION        = YES
1908 1908
 
1909 1909
 # If the EXPAND_ONLY_PREDEF and MACRO_EXPANSION tags are both set to YES then
1910 1910
 # the macro expansion is limited to the macros specified with the PREDEFINED and
@@ -1912,7 +1912,7 @@ MACRO_EXPANSION        = NO
1912 1912
 # The default value is: NO.
1913 1913
 # This tag requires that the tag ENABLE_PREPROCESSING is set to YES.
1914 1914
 
1915
-EXPAND_ONLY_PREDEF     = NO
1915
+EXPAND_ONLY_PREDEF     = YES
1916 1916
 
1917 1917
 # If the SEARCH_INCLUDES tag is set to YES the includes files in the
1918 1918
 # INCLUDE_PATH will be searched if a #include is found.
@@ -1944,7 +1944,7 @@ INCLUDE_FILE_PATTERNS  =
1944 1944
 # recursively expanded use the := operator instead of the = operator.
1945 1945
 # This tag requires that the tag ENABLE_PREPROCESSING is set to YES.
1946 1946
 
1947
-PREDEFINED             = 
1947
+PREDEFINED             = __attribute__(x)= 
1948 1948
 
1949 1949
 # If the MACRO_EXPANSION and EXPAND_ONLY_PREDEF tags are set to YES then this
1950 1950
 # tag can be used to specify a list of macro names that should be expanded. The

+ 9
- 0
Makefile Parādīt failu

@@ -223,6 +223,15 @@ checkConfig:
223 223
 
224 224
 #################################################################
225 225
 
226
+docLocal:
227
+	sed -i '' 's/HAVE_DOT               = YES/HAVE_DOT               = NO/g' Doxyfile
228
+	doxygen
229
+	cp -R doc/html/* ../apache/
230
+	rm -rf doc
231
+	sed -i '' 's/HAVE_DOT               = NO/HAVE_DOT               = YES/g' Doxyfile
232
+
233
+#################################################################
234
+
226 235
 clean: clean-small clean-dep clean-doc
227 236
 
228 237
 clean-small: clean-build clean-test clean-obj

+ 130
- 156
include/TombRaider.h Parādīt failu

@@ -83,26 +83,24 @@ typedef enum {
83 83
   TR_VERSION_5
84 84
 } tr2_version_type;
85 85
 
86
-
87 86
 typedef enum {
88 87
     TR_FREAD_NORMAL = 0,
89 88
     TR_FREAD_COMPRESSED
90 89
 } tr_fread_mode_t;
91 90
 
92
-
93 91
 typedef enum {
94
-    tombraiderLight_typeDirectional   = 1,
95
-    tombraiderLight_typeSpot          = 2,
96
-    tombraiderLight_typePoint         = 3
92
+    tombraiderLight_typeDirectional = 1,
93
+    tombraiderLight_typeSpot        = 2,
94
+    tombraiderLight_typePoint       = 3
97 95
 } tombraiderLightType;
98 96
 
99 97
 typedef enum {
100
-    tombraiderLight_useCutoff         = 1,
101
-    tombraiderLight_useAttenuation    = 2
98
+    tombraiderLight_useCutoff      = 1,
99
+    tombraiderLight_useAttenuation = 2
102 100
 } tombraiderLightFlags;
103 101
 
104 102
 typedef enum {
105
-    tombraiderRoom_underWater         = 1
103
+    tombraiderRoom_underWater = 1
106 104
 } tombraiderRoomFlags;
107 105
 
108 106
 typedef enum {
@@ -110,12 +108,11 @@ typedef enum {
110 108
 } tombraiderSectorFlags;
111 109
 
112 110
 typedef enum {
113
-    tombraiderFace_Alpha          = 1,
114
-    tombraiderFace_Colored        = 2,
115
-    tombraiderFace_PartialAlpha   = 4
111
+    tombraiderFace_Alpha        = (1 << 0),
112
+    tombraiderFace_Colored      = (1 << 1),
113
+    tombraiderFace_PartialAlpha = (1 << 2)
116 114
 } tombraiderFace_Flags;
117 115
 
118
-
119 116
 #define TR_SOUND_FOOTSTEP0    1
120 117
 #define TR_SOUND_F_PISTOL    12
121 118
 
@@ -167,7 +164,6 @@ typedef struct {
167 164
     unsigned char b; //!< Blue part
168 165
 } __attribute__ ((packed)) tr2_colour_t;
169 166
 
170
-
171 167
 /*!
172 168
  * \brief Basic vertex structure.
173 169
  *
@@ -212,8 +208,9 @@ typedef struct {
212 208
      */
213 209
 } __attribute__ ((packed)) tr4_quad_t;
214 210
 
215
-/*--------------------------------------------------------------
216
- * A triangular face definition.
211
+/*!
212
+ * \brief A triangular face definition.
213
+ *
217 214
  * Three vertices (the values are indices into the
218 215
  * appropriate vertex list) and a texture (an index into the
219 216
  * texture list) or colour (index into palette).
@@ -221,111 +218,97 @@ typedef struct {
221 218
  * In the case of a colour, (Texture & 0xff) is the index
222 219
  * into the 8-bit palette, while (Texture >> 8) is
223 220
  * the index into the 16-bit palette.
224
- --------------------------------------------------------------*/
225
-typedef struct tr2_tri_s /* was tr2_face3  */
226
-{
227
-  unsigned short vertices[3];
228
-  unsigned short texture;
229
-}  __attribute__ ((packed))   tr2_tri_t;
221
+ */
222
+typedef struct {
223
+    unsigned short vertices[3];
224
+    unsigned short texture;
225
+} __attribute__ ((packed)) tr2_tri_t; // was tr2_face3
230 226
 
231
-typedef struct tr4_tri_s
232
-{
233
-    unsigned short vertices[3];  // The 3 vertices of a tri
234
-    unsigned short texture;      // Object-texture index
235
-    unsigned short lighting;     // transparency flag & strength of
236
-                                 // the hilight
237
-}  __attribute__ ((packed))   tr4_tri_t;
227
+typedef struct {
228
+    unsigned short vertices[3]; //!< The 3 vertices of a tri
229
+    unsigned short texture;     //!< Object-texture index
230
+    unsigned short lighting;    //!< Transparency flag & strength of the highlight
231
+} __attribute__ ((packed)) tr4_tri_t;
238 232
 
239
-/*--------------------------------------------------------------
240
- * An 8-bit texture tile (65536 bytes).
233
+/*!
234
+ * \brief An 8-bit texture tile (65536 bytes).
241 235
  *
242 236
  * Each byte represents a pixel whose colour
243 237
  * is in the 8-bit palette.
244
- --------------------------------------------------------------*/
245
-typedef struct tr2_textile8_s
246
-{
247
-  unsigned char tile[256 * 256];
248
-}  __attribute__ ((packed))   tr2_textile8_t;
249
-
238
+ */
239
+typedef struct {
240
+    unsigned char tile[256 * 256];
241
+} __attribute__ ((packed)) tr2_textile8_t;
250 242
 
251
-/*--------------------------------------------------------------
252
- * A 16-bit texture tile (131072 bytes).
243
+/*!
244
+ * \brief A 16-bit texture tile (131072 bytes).
253 245
  *
254 246
  * Each word represents a pixel
255 247
  * whose colour is of the form ARGB, MSB-to-LSB:
256 248
  *
257
- *    1-bit transparency (0: transparent, 1: opaque)
258
- *    5-bit red channel
259
- *    5-bit green channel
260
- *    5-bit blue channel
261
- --------------------------------------------------------------*/
262
-typedef struct tr2_textile16_s
263
-{
264
-   unsigned short tile[256 * 256];
265
-}   __attribute__ ((packed))  tr2_textile16_t;
266
-
267
-
268
-/* --------------------------------------------------------------
269
- * 32bit textiles
270
- * BGRA with 4bytes each channel
271
- --------------------------------------------------------------*/
272
-typedef struct tr2_textile32_s
273
-{
274
-   unsigned int tile[256 * 256];
275
-}   __attribute__ ((packed))  tr2_textile32_t;
249
+ *  * 1-bit transparency (0: transparent, 1: opaque)
250
+ *  * 5-bit red channel
251
+ *  * 5-bit green channel
252
+ *  * 5-bit blue channel
253
+ */
254
+typedef struct {
255
+    unsigned short tile[256 * 256];
256
+} __attribute__ ((packed)) tr2_textile16_t;
276 257
 
258
+/*!
259
+ * \brief A 32-bit texture tile (262144 bytes).
260
+ *
261
+ * BGRA with 4bytes each channel.
262
+ */
263
+typedef struct {
264
+    unsigned int tile[256 * 256];
265
+} __attribute__ ((packed)) tr2_textile32_t;
277 266
 
278
-/*--------------------------------------------------------------
279
- * The "header" of a room.
280
- * + X/Z indicate the base position of the room
281
- *   mesh in world coordinates.
282
- * + YLowest and yHighest indicate the lowest and
283
- * + Highest points in this room
284
- *    (even though their actual values appear to
285
- *     be reversed, since a "high" point will have a
286
- *     smaller value than a "low" point).
267
+/*!
268
+ * \brief The "header" of a room.
269
+ *
270
+ * X/Z indicate the base position of the room mesh in world coordinates.
271
+ *
272
+ * yLowest and yHighest indicate the lowest and highest points in this room
273
+ * (even though their actual values appear to be reversed, since a "high"
274
+ * point will have a smaller value than a "low" point).
287 275
  *
288 276
  * When positioning objects/items, as well as the room meshes
289 277
  * themselves, y is always 0-relative (not room-relative).
290
- --------------------------------------------------------------*/
291
-typedef struct tr2_room_info_s
292
-{
293
-  int x;             // X-offset of room (world coordinates)
294
-  int z;             // Z-offset of room (world coordinates)
295
-  int y_bottom;      // Y-offset of lowest point in room (world coordinates)
296
-                     //   (actually highest value)
297
-  int y_top;         // Y-offset of highest point in room (world coordinates)
298
-                     //   (actually lowest value)
299
-}  __attribute__ ((packed))   tr2_room_info_t;
300
-
278
+ */
279
+typedef struct {
280
+    int x;        //!< X-offset of room (world coordinates)
281
+    int z;        //!< Z-offset of room (world coordinates)
282
+    int y_bottom; //!< Y-offset of lowest point in room (world coordinates, actually highest value)
283
+    int y_top;    //!< Y-offset of highest point in room (world coordinates, actually lowest value)
284
+} __attribute__ ((packed)) tr2_room_info_t;
301 285
 
302
-/*--------------------------------------------------------------
303
- * Portal structure.
286
+/*!
287
+ * \brief Portal structure.
288
+ *
304 289
  * This defines every viable exit from a given "room".
305 290
  *
306 291
  * Note that "rooms" are really just areas.  They aren't
307 292
  * necessarily enclosed.  The door structure below defines
308 293
  * areas of egress, not the actual moveable mesh,
309 294
  * texture, and action (if any).
310
- --------------------------------------------------------------*/
311
-typedef struct tr2_room_portal_s
312
-{
313
-   unsigned short adjoining_room;     // Which room this "door" leads to
314
-   tr2_vertex_t normal;               // Which way the "door" faces
315
-   tr2_vertex_t vertices[4];          // The corners of the "door"
316
-}  __attribute__ ((packed))   tr2_room_portal_t;
317
-
295
+ */
296
+typedef struct {
297
+    unsigned short adjoining_room; //!< Which room this "door" leads to
298
+    tr2_vertex_t normal;           //!< Which way the "door" faces
299
+    tr2_vertex_t vertices[4];      //!< The corners of the "door"
300
+} __attribute__ ((packed)) tr2_room_portal_t;
318 301
 
319
-/*--------------------------------------------------------------
320
- * Room sector structure.
302
+/*!
303
+ * \brief Room sector structure.
321 304
  *
322
- * Sectors are 1024 * 1024 (world coordinates).  Floor and
305
+ * Sectors are 1024 * 1024 (world coordinates). Floor and
323 306
  * Ceiling are signed number of 256 units of height
324 307
  * (relative to 0), e.g. Floor 0x04 corresponds to
325 308
  * Y = 1024 in world coordinates.
326 309
  *
327 310
  * Note: this implies that, while X and Z can be quite large,
328
- * Y is constrained to -32768..32512.  Floor/Ceiling value of
311
+ * Y is constrained to -32768..32512. Floor/Ceiling value of
329 312
  * 0x81 indicates impenetrable wall.
330 313
  *
331 314
  * Floor values are used by the game engine to determine what
@@ -346,79 +329,70 @@ typedef struct tr2_room_portal_s
346 329
  * ceiling is a collisional portal to that room, while if
347 330
  * RoomBelow is not "none", then the floor is a collisional
348 331
  * portal to that room.
349
- --------------------------------------------------------------*/
350
-typedef struct tr2_room_sector_s
351
-{
352
-    unsigned short fd_index;    // Index into FloorData[]
353
-    unsigned short box_index;   // Index into Boxes[]/Zones[] ( -1 if none )
354
-    unsigned char room_below;   // The number of the room below this one
355
-                                // ( -1 or 255 if none )
356
-    char floor;                 // Absolute height of floor
357
-                                // ( Multiply by 256 for world coordinates )
358
-    unsigned char  room_above;  // The number of the room above this one
359
-                                // ( -1 or 255 if none )
360
-    char ceiling;               // Absolute height of ceiling
361
-                                // ( Multiply by 256 for world coordinates )
362
-}  __attribute__ ((packed))   tr2_room_sector_t;
363
-
332
+ */
333
+typedef struct {
334
+    unsigned short fd_index;   //!< Index into FloorData[]
335
+    unsigned short box_index;  //!< Index into Boxes[]/Zones[] (-1 if none)
336
+    unsigned char room_below;  //!< The number of the room below this one (-1 or 255 if none)
337
+    char floor;                //!< Absolute height of floor (Multiply by 256 for world coordinates)
338
+    unsigned char  room_above; //!< The number of the room above this one (-1 or 255 if none)
339
+    char ceiling;              //!< Absolute height of ceiling (multiply by 256 for world coordinates)
340
+} __attribute__ ((packed)) tr2_room_sector_t;
364 341
 
365
-/*--------------------------------------------------------------
366
- * Room lighting structure.
342
+/*!
343
+ * \brief Room lighting structure.
344
+ *
367 345
  * X/Y/Z are in world coordinates.
346
+ *
368 347
  * Lighting values seem to range from 0..8192.
369
- --------------------------------------------------------------*/
370
-typedef struct tr2_room_light_s
371
-{
372
-  int  x;
373
-  int  y;
374
-  int  z;
375
-  unsigned short intensity1;
376
-  unsigned short intensity2;
377
-  unsigned int fade1;
378
-  unsigned int fade2;
379
-}   __attribute__ ((packed))  tr2_room_light_t;
380
-
381
-typedef struct tr4_room_light_s
382
-{
383
-    int xPosition;  // world coords
384
-    int yPosition;  // world coords
385
-    int zPosition;  // world coords
386
-   tr2_colour_t color; // three bytes rgb values
387
-   unsigned char lightType;  // same as D3D (i.e. 2 is for spotlight)
388
-   unsigned char unknown;    // always 0xff?
389
-   unsigned char intensity;
390
-   float in;
348
+ */
349
+typedef struct {
350
+    int x;
351
+    int y;
352
+    int z;
353
+    unsigned short intensity1;
354
+    unsigned short intensity2;
355
+    unsigned int fade1;
356
+    unsigned int fade2;
357
+} __attribute__ ((packed)) tr2_room_light_t;
358
+
359
+typedef struct {
360
+    int xPosition;           //!< World coords
361
+    int yPosition;           //!< World coords
362
+    int zPosition;           //!< World coords
363
+    tr2_colour_t color;      //!< Three bytes rgb values
364
+    unsigned char lightType; //!< Same as D3D (i.e. 2 is for spotlight)
365
+    unsigned char unknown;   //!< Always 0xff?
366
+    unsigned char intensity;
367
+    float in;
391 368
     float out;
392 369
     float length;
393 370
     float cutoff;
394
-    float xDir, yDir, zDir;    // direction?
395
-
396
-}   __attribute__ ((packed))  tr4_room_light_t;
397
-
371
+    float xDir, yDir, zDir;  //!< Direction?
372
+} __attribute__ ((packed)) tr4_room_light_t;
398 373
 
399
-/*--------------------------------------------------------------
400
- * Room vertex structure.
374
+/*!
375
+ * \brief Room vertex structure.
376
+ *
401 377
  * This defines the vertices within a room.
402
- --------------------------------------------------------------*/
403
-typedef struct tr2_vertex_room_s
404
-{
405
-   tr2_vertex_t vertex;
406
-                               // Following 3 entries
407
-   short lighting1;            // Values range from 0 to 32767,
408
-                               //   0 = total darkness. (TR3)
409
-                               //   I think the values ranged from
410
-                               //   0 to 8192 in TR1/2, 0=total brightness
411
-
412
-   unsigned short attributes;  // 0x8000 Something to do with water surface
413
-                               // 0x4000 Under water lighting modulation
414
-                               //        and movement if viewed from
415
-                               //        above water surface
416
-                               // 0x2000 Water/quicksand surface movement
417
-                               // 0x1fef Nothing?
418
-                               // 0x0010 Everything?
419
-
420
-   short lighting2;            // Seems to be the same as lighting1
421
-}  __attribute__ ((packed))  tr2_vertex_room_t;
378
+ */
379
+typedef struct {
380
+    tr2_vertex_t vertex;
381
+    short lighting1;           //!< Values range from 0 to 32767 in TR3, 0=dark.
382
+                               /*!< I think the values ranged from 0 to 8192
383
+                                * in TR1/2, 0=bright.  */
384
+    unsigned short attributes; /*!<
385
+                                * * 0x8000 Something to do with water surface
386
+                                * * 0x4000 Under water lighting modulation
387
+                                *          and movement if viewed from
388
+                                *          above water surface
389
+                                * * 0x2000 Water/quicksand surface movement
390
+                                * * 0x1fef Nothing?
391
+                                * * 0x0010 Everything?
392
+                                */
393
+
394
+    short lighting2;           //!< Seems to be the same as lighting1
395
+} __attribute__ ((packed)) tr2_vertex_room_t;
422 396
 
423 397
 
424 398
 /*--------------------------------------------------------------

Notiek ielāde…
Atcelt
Saglabāt