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175 lines
5.7 KiB
175 lines
5.7 KiB
/*****************************************************************************\
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FILE: room.h
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DESCRIPTION:
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BryanSt 12/24/2000
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Copyright (C) Microsoft Corp 2000-2001. All rights reserved.
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\*****************************************************************************/
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#ifndef ROOM_H
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#define ROOM_H
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#include "util.h"
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#include "main.h"
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#include "painting.h"
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#include "pictures.h"
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#define WATER_COLOR 0x00008899
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//-----------------------------------------------------------------------------
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// Defines, constants, and global variables
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//-----------------------------------------------------------------------------
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#define WALL_VECTORS 6
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#define CEILING_VECTORS 4
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#define FLOOR_VECTORS 4
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#define DOORFRAME_DEPTH 1.0f
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#define DOOR_HEIGHT 30.0f
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#define DOOR_WIDTH 30.0f
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#define WALL_WIDTHBEFOREDOOR 145.0f
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#define TOEGUARD_HEIGHT 1.25f
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// Smaller numbers make them appear larger.
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#define TEXTURESCALE_WALLPAPER 0.6f // 0.6f for 25x36 Orig, 0.3f for CDWallpaper 256x256.
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#define TEXTURESCALE_TOEGUARD 0.6f // 0.6f for 32x32.
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#define TEXTURESCALE_CEILING 0.09f
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#define TEXTURESCALE_FLOOR 0.05f // 0.03f or 0.05f for Hardwoods (476x214), 0.09f for Tile (256x256)
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#define DOOR_DISTANCETOFIRSTDOOR 0.6f
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#define NUM_PAINTINGS 8
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extern float g_fRoomWidthX;
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extern float g_fRoomDepthZ;
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extern float g_fRoomHeightY;
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extern float g_fFudge; // This will cause one object to be above another.
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typedef struct
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{
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D3DXVECTOR3 vLocation;
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D3DXVECTOR3 vNormal;
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} PAINTING_LAYOUT;
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typedef struct
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{
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int nEnterDoor;
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int nExitDoor;
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int nMovementPattern; // What pattern should be used in the user's movements?
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BOOL fDoor0; // Does this door exist?
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BOOL fDoor1; // Does this door exist?
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BOOL fDoor2; // Does this door exist?
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int nPaintings; // Number of PAINTING_LAYOUT in pPaintingsLayout.
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PAINTING_LAYOUT * pPaintingsLayout;
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} ROOM_FLOORPLANS;
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class CTheRoom : public IUnknown
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{
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public:
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//////////////////////////////////////////////////////
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// Public Interfaces
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//////////////////////////////////////////////////////
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// *** IUnknown ***
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virtual STDMETHODIMP QueryInterface(REFIID riid, LPVOID * ppvObj);
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virtual STDMETHODIMP_(ULONG) AddRef(void);
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virtual STDMETHODIMP_(ULONG) Release(void);
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public:
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HRESULT OneTimeSceneInit(int nFutureRooms, BOOL fLowPriority);
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HRESULT Render(IDirect3DDevice8 * lpDev, int nRenderPhase, BOOL fFrontToBack);
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HRESULT FinalCleanup(void);
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HRESULT DeleteDeviceObjects(void);
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HRESULT SetCurrent(BOOL fCurrent);
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HRESULT GetNextRoom(CTheRoom ** ppNextRoom);
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HRESULT LoadCameraMoves(CCameraMove * ptheCamera);
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HRESULT FreePictures(int nMaxBatch = -1);
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float GetDoorOffset(void) {return (g_fRoomWidthX / 2.0f);} // This will return the distance between the new room's 0 coord and the middle of it's the enter door.
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int GetMaxRenderPhases(void) {return 8;};
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int GetEnterDoor(void);
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int GetExitDoor(void);
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CTheRoom(BOOL fLobby, CMSLogoDXScreenSaver * pMain, CTheRoom * pEnterRoom, int nBatch);
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virtual ~CTheRoom();
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protected:
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int m_nBatch;
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private:
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long m_cRef;
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D3DXMATRIX m_matIdentity;
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C3DObject m_objWall1;
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C3DObject m_objCeiling;
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C3DObject m_objToeGuard1;
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C3DObject m_objFloor;
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C3DObject m_theRug;
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C3DObject m_thePowerSocket;
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CPainting * m_pPaintings[NUM_PAINTINGS];
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BOOL m_fWalls;
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BOOL m_fToeGuard;
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BOOL m_fRug;
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BOOL m_fPower;
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BOOL m_fCeiling;
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BOOL m_fFloor;
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BOOL m_fPaintings;
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BOOL m_fLobby;
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BOOL m_fCurrentRoom; // Current Room
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BOOL m_fVisible;
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BOOL m_fLowPriority;
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CMSLogoDXScreenSaver * m_pMain; // Weak reference
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ROOM_FLOORPLANS * m_pFloorPlan;
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CTheRoom * m_pEnterRoom; // Equal to m_pFirstRoom or m_pLeftRoom or m_pRightRoom
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CTheRoom * m_pFirstRoom; // Thru Door 0
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CTheRoom * m_pLeftRoom; // Thru Door 1
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CTheRoom * m_pRightRoom; // Thru Door 2
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D3DXMATRIX m_matFirstRoom;
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D3DXMATRIX m_matLeftRoom;
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D3DXMATRIX m_matRightRoom;
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BOOL m_fRoomCreated;
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// Functions:
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LPCTSTR _GetItemTexturePath(DWORD dwItem);
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HRESULT _InitPaintings(void);
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HRESULT _CreateRoom(void);
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HRESULT _AddWallWithDoor(C3DObject * pobjWall, C3DObject * pobjToeGuard, C3DObject * pobjFloor, D3DXVECTOR3 vLocation, D3DXVECTOR3 vWidth, D3DXVECTOR3 vHeight, D3DXVECTOR3 vNormal,
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float fTotalHeight, float fDoorHeight, float fTotalWidth, float fDoorWidth, float fDoorStart);
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HRESULT _RenderThisRoom(IDirect3DDevice8 * pD3DDevice, int nRenderPhase, BOOL fFrontToBack);
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HRESULT _SetRotationMatrix(void);
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HRESULT _LoadLobbyPath(CCameraMove * ptheCamera);
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HRESULT _CreateLobbySign(void);
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HRESULT _LongRoomEnterDoorMovements(CCameraMove * ptheCamera);
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HRESULT _LongRoomSideEnterLeaveMovements(CCameraMove * ptheCamera);
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BOOL _IsRoomVisible(IDirect3DDevice8 * pD3DDevice, int nRoomNumber);
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HRESULT _AddWall(BOOL fWithDoor, D3DXVECTOR3 vLocation, D3DXVECTOR3 vWidth, D3DXVECTOR3 vHeight, D3DXVECTOR3 vNormal,
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float fTotalHeight, float fDoorHeight, float fTotalWidth, float fDoorWidth, float fDoorStart);
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HRESULT _AddPaintingToPaintingMovements(CCameraMove * ptheCamera, D3DXVECTOR3 vSourceLocIn, D3DXVECTOR3 vSourceTangentIn,
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D3DXVECTOR3 vPainting, D3DXVECTOR3 * pvDestDir, float fDest, D3DXVECTOR3 * pvDestTangent, int nBatch);
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friend CMSLogoDXScreenSaver;
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};
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#endif // ROOM_H
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