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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-16 18:14:05 +02:00

#22 full list of TR1 entity types & debug names

This commit is contained in:
XProger
2017-05-14 02:48:33 +03:00
parent d3cf26ac1a
commit 0eca48f8e5
7 changed files with 231 additions and 205 deletions

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@@ -603,69 +603,14 @@ namespace Debug {
return "UNKNOWN";
}
const char *TR1_TYPE_NAMES[] = { TR1_TYPES(DECL_STR) };
const char *getEntityName(const TR::Level &level, const TR::Entity &entity) {
switch (entity.type) {
case_name(TR::Entity, LARA );
case_name(TR::Entity, ENEMY_TWIN );
case_name(TR::Entity, ENEMY_WOLF );
case_name(TR::Entity, ENEMY_BEAR );
case_name(TR::Entity, ENEMY_BAT );
case_name(TR::Entity, ENEMY_CROCODILE_LAND );
case_name(TR::Entity, ENEMY_CROCODILE_WATER);
case_name(TR::Entity, ENEMY_LION_MALE );
case_name(TR::Entity, ENEMY_LION_FEMALE );
case_name(TR::Entity, ENEMY_PUMA );
case_name(TR::Entity, ENEMY_GORILLA );
case_name(TR::Entity, ENEMY_RAT_LAND );
case_name(TR::Entity, ENEMY_RAT_WATER );
case_name(TR::Entity, ENEMY_REX );
case_name(TR::Entity, ENEMY_RAPTOR );
case_name(TR::Entity, ENEMY_MUTANT_1 );
case_name(TR::Entity, ENEMY_CENTAUR );
case_name(TR::Entity, ENEMY_MUMMY );
case_name(TR::Entity, ENEMY_LARSON );
case_name(TR::Entity, TRAP_FLOOR );
case_name(TR::Entity, TRAP_BLADE );
case_name(TR::Entity, TRAP_SPIKES );
case_name(TR::Entity, TRAP_BOULDER );
case_name(TR::Entity, TRAP_DART );
case_name(TR::Entity, TRAP_DARTGUN );
case_name(TR::Entity, BLOCK_1 );
case_name(TR::Entity, BLOCK_2 );
case_name(TR::Entity, SWITCH );
case_name(TR::Entity, SWITCH_WATER );
case_name(TR::Entity, DOOR_1 );
case_name(TR::Entity, DOOR_2 );
case_name(TR::Entity, DOOR_3 );
case_name(TR::Entity, DOOR_4 );
case_name(TR::Entity, DOOR_BIG_1 );
case_name(TR::Entity, DOOR_BIG_2 );
case_name(TR::Entity, DOOR_5 );
case_name(TR::Entity, DOOR_6 );
case_name(TR::Entity, TRAP_DOOR_1 );
case_name(TR::Entity, TRAP_DOOR_2 );
case_name(TR::Entity, BRIDGE_0 );
case_name(TR::Entity, BRIDGE_1 );
case_name(TR::Entity, BRIDGE_2 );
case_name(TR::Entity, GEARS_1 );
case_name(TR::Entity, GEARS_2 );
case_name(TR::Entity, GEARS_3 );
case_name(TR::Entity, PUZZLE_1 );
case_name(TR::Entity, PUZZLE_2 );
case_name(TR::Entity, PUZZLE_3 );
case_name(TR::Entity, PUZZLE_4 );
case_name(TR::Entity, HOLE_PUZZLE );
case_name(TR::Entity, HOLE_PUZZLE_SET );
case_name(TR::Entity, PICKUP );
case_name(TR::Entity, KEY_1 );
case_name(TR::Entity, KEY_2 );
case_name(TR::Entity, KEY_3 );
case_name(TR::Entity, KEY_4 );
case_name(TR::Entity, HOLE_KEY );
case_name(TR::Entity, VIEW_TARGET );
case_name(TR::Entity, WATERFALL );
}
return "UNKNOWN";
if (entity.type == TR::Entity::NONE)
return "NONE";
if (entity.type < 0 || entity.type >= COUNT(TR1_TYPE_NAMES))
return "UNKNOWN";
return TR1_TYPE_NAMES[entity.type];
}
void info(const TR::Level &level, const TR::Entity &entity, Animation &anim) {

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@@ -8,6 +8,199 @@
#define MAX_TRIGGER_COMMANDS 32
#define MAX_MESHES 512
#define TR1_TYPES(E) \
E( LARA ) \
E( LARA_PISTOLS ) \
E( LARA_SHOTGUN ) \
E( LARA_MAGNUMS ) \
E( LARA_UZIS ) \
E( LARA_SPEC ) \
E( ENEMY_TWIN ) \
E( ENEMY_WOLF ) \
E( ENEMY_BEAR ) \
E( ENEMY_BAT ) \
E( ENEMY_CROCODILE_LAND ) \
E( ENEMY_CROCODILE_WATER ) \
E( ENEMY_LION_MALE ) \
E( ENEMY_LION_FEMALE ) \
E( ENEMY_PUMA ) \
E( ENEMY_GORILLA ) \
E( ENEMY_RAT_LAND ) \
E( ENEMY_RAT_WATER ) \
E( ENEMY_REX ) \
E( ENEMY_RAPTOR ) \
E( ENEMY_MUTANT_1 ) \
E( ENEMY_MUTANT_2 ) \
E( ENEMY_MUTANT_3 ) \
E( ENEMY_CENTAUR ) \
E( ENEMY_MUMMY ) \
E( UNUSED_1 ) \
E( UNUSED_2 ) \
E( ENEMY_LARSON ) \
E( ENEMY_PIERRE ) \
E( ENEMY_SKATEBOARD ) \
E( ENEMY_SKATEBOY ) \
E( ENEMY_COWBOY ) \
E( ENEMY_MR_T ) \
E( ENEMY_NATLA ) \
E( ENEMY_GIANT_MUTANT ) \
E( TRAP_FLOOR ) \
E( TRAP_BLADE ) \
E( TRAP_SPIKES ) \
E( TRAP_BOULDER ) \
E( TRAP_DART ) \
E( TRAP_DARTGUN ) \
E( DOOR_LIFT ) \
E( TRAP_SLAM ) \
E( FALLING_SWORD ) \
E( HAMMER_HANDLE ) \
E( HAMMER_BLOCK ) \
E( LIGHTNING_BALL ) \
E( BARRICADE ) \
E( BLOCK_1 ) \
E( BLOCK_2 ) \
E( BLOCK_3 ) \
E( BLOCK_4 ) \
E( MOVING_BLOCK ) \
E( FALLING_CEILING_1 ) \
E( FALLING_CEILING_2 ) \
E( SWITCH ) \
E( SWITCH_WATER ) \
E( DOOR_1 ) \
E( DOOR_2 ) \
E( DOOR_3 ) \
E( DOOR_4 ) \
E( DOOR_BIG_1 ) \
E( DOOR_BIG_2 ) \
E( DOOR_5 ) \
E( DOOR_6 ) \
E( TRAP_DOOR_1 ) \
E( TRAP_DOOR_2 ) \
E( UNUSED_3 ) \
E( BRIDGE_0 ) \
E( BRIDGE_1 ) \
E( BRIDGE_2 ) \
E( INV_GAME ) \
E( INV_COMPASS ) \
E( INV_HOME ) \
E( GEARS_1 ) \
E( GEARS_2 ) \
E( GEARS_3 ) \
E( CUT_1 ) \
E( CUT_2 ) \
E( CUT_3 ) \
E( CUT_4 ) \
E( INV_GAME_CLOSED ) \
E( INV_MAP ) \
E( CRYSTAL ) \
E( WEAPON_PISTOLS ) \
E( WEAPON_SHOTGUN ) \
E( WEAPON_MAGNUMS ) \
E( WEAPON_UZIS ) \
E( AMMO_PISTOLS ) \
E( AMMO_SHOTGUN ) \
E( AMMO_MAGNUMS ) \
E( AMMO_UZIS ) \
E( AMMO_EXPLOSIVE ) \
E( MEDIKIT_SMALL ) \
E( MEDIKIT_BIG ) \
E( INV_DETAIL ) \
E( INV_SOUND ) \
E( INV_CONTROLS ) \
E( INV_FLASHLIGHT ) \
E( INV_PISTOLS ) \
E( INV_SHOTGUN ) \
E( INV_MAGNUMS ) \
E( INV_UZIS ) \
E( INV_AMMO_POSTOLS ) \
E( INV_AMMO_SHOTGUN ) \
E( INV_AMMO_MAGNUMS ) \
E( INV_AMMO_UZIS ) \
E( INV_AMMO_EXPLOSIVE ) \
E( INV_MEDIKIT_SMALL ) \
E( INV_MEDIKIT_BIG ) \
E( PUZZLE_1 ) \
E( PUZZLE_2 ) \
E( PUZZLE_3 ) \
E( PUZZLE_4 ) \
E( INV_PUZZLE_1 ) \
E( INV_PUZZLE_2 ) \
E( INV_PUZZLE_3 ) \
E( INV_PUZZLE_4 ) \
E( PUZZLE_HOLE_1 ) \
E( PUZZLE_HOLE_2 ) \
E( PUZZLE_HOLE_3 ) \
E( PUZZLE_HOLE_4 ) \
E( PUZZLE_DONE_1 ) \
E( PUZZLE_DONE_2 ) \
E( PUZZLE_DONE_3 ) \
E( PUZZLE_DONE_4 ) \
E( LEADBAR ) \
E( INV_LEADBAR ) \
E( MIDAS_TOUCH ) \
E( KEY_1 ) \
E( KEY_2 ) \
E( KEY_3 ) \
E( KEY_4 ) \
E( INV_KEY_1 ) \
E( INV_KEY_2 ) \
E( INV_KEY_3 ) \
E( INV_KEY_4 ) \
E( KEY_HOLE_1 ) \
E( KEY_HOLE_2 ) \
E( KEY_HOLE_3 ) \
E( KEY_HOLE_4 ) \
E( UNUSED_4 ) \
E( UNUSED_5 ) \
E( SCION_1 ) \
E( SCION_2 ) \
E( SCION_3 ) \
E( SCION_TARGET ) \
E( SCION_HOLDER ) \
E( UNUSED_6 ) \
E( UNUSED_7 ) \
E( INV_SCION ) \
E( EXPLOSION ) \
E( UNUSED_8 ) \
E( WATER_SPLASH ) \
E( UNUSED_9 ) \
E( BUBBLE ) \
E( UNUSED_10 ) \
E( UNUSED_11 ) \
E( BLOOD ) \
E( UNUSED_12 ) \
E( SMOKE ) \
E( STATUE ) \
E( SHACK ) \
E( MUTANT_EGG_SMALL ) \
E( RICOCHET ) \
E( SPARKLES ) \
E( MUZZLE_FLASH ) \
E( UNUSED_13 ) \
E( UNUSED_14 ) \
E( VIEW_TARGET ) \
E( WATERFALL ) \
E( UNUSED_15 ) \
E( MUTANT_BULLET ) \
E( MUTANT_GRENADE ) \
E( UNUSED_16 ) \
E( UNUSED_17 ) \
E( LAVA_PARTICLE ) \
E( LAVA_EMITTER ) \
E( FLAME ) \
E( FLAME_EMITTER ) \
E( LAVA_FLOW ) \
E( MUTANT_EGG_BIG ) \
E( BOAT ) \
E( EARTHQUAKE ) \
E( UNUSED_18 ) \
E( UNUSED_19 ) \
E( UNUSED_20 ) \
E( UNUSED_21 ) \
E( UNUSED_22 ) \
E( BRAID ) \
E( GLYPH )
namespace TR {
enum {
@@ -408,131 +601,12 @@ namespace TR {
};
struct Entity {
enum Type : int16 {
NONE = -1,
LARA = 0,
LARA_PISTOLS = 1,
LARA_SHOTGUN = 2,
LARA_MAGNUMS = 3,
LARA_UZIS = 4,
LARA_SPEC = 5,
ENEMY_TWIN = 6,
ENEMY_WOLF = 7,
ENEMY_BEAR = 8,
ENEMY_BAT = 9,
ENEMY_CROCODILE_LAND = 10,
ENEMY_CROCODILE_WATER = 11,
ENEMY_LION_MALE = 12,
ENEMY_LION_FEMALE = 13,
ENEMY_PUMA = 14,
ENEMY_GORILLA = 15,
ENEMY_RAT_LAND = 16,
ENEMY_RAT_WATER = 17,
ENEMY_REX = 18,
ENEMY_RAPTOR = 19,
ENEMY_MUTANT_1 = 20,
ENEMY_MUTANT_2 = 21,
ENEMY_MUTANT_3 = 22,
ENEMY_CENTAUR = 23,
ENEMY_MUMMY = 24,
ENEMY_LARSON = 27,
ENEMY_PIERRE = 28,
ENEMY_SKATEBOARD = 29,
ENEMY_SKATEBOY = 30,
ENEMY_COWBOY = 31,
ENEMY_MR_T = 32,
ENEMY_NATLA = 33,
ENEMY_GIANT_MUTANT = 34,
TRAP_FLOOR = 35,
TRAP_BLADE = 36,
TRAP_SPIKES = 37,
TRAP_BOULDER = 38,
TRAP_DART = 39,
TRAP_DARTGUN = 40,
BLOCK_1 = 48,
BLOCK_2 = 49,
BLOCK_3 = 50,
BLOCK_4 = 51,
MOVING_BLOCK = 52,
FALLING_CEILING = 53,
FALLING_SWORD = 54,
SWITCH = 55,
SWITCH_WATER = 56,
DOOR_1 = 57,
DOOR_2 = 58,
DOOR_3 = 59,
DOOR_4 = 60,
DOOR_BIG_1 = 61,
DOOR_BIG_2 = 62,
DOOR_5 = 63,
DOOR_6 = 64,
TRAP_DOOR_1 = 65,
TRAP_DOOR_2 = 66,
typedef int16 Type;
BRIDGE_0 = 68,
BRIDGE_1 = 69,
BRIDGE_2 = 70,
enum { NONE = -1, TR1_TYPES(DECL_ENUM) };
GEARS_1 = 74,
GEARS_2 = 75,
GEARS_3 = 76,
CUT_1 = 77,
CUT_2 = 78,
CUT_3 = 79,
CUT_4 = 79,
CRYSTAL = 83, // sprite
WEAPON_PISTOLS = 84, // sprite
WEAPON_SHOTGUN = 85, // sprite
WEAPON_MAGNUMS = 86, // sprite
WEAPON_UZIS = 87, // sprite
AMMO_SHOTGUN = 89, // sprite
AMMO_MAGNUMS = 90, // sprite
AMMO_UZIS = 91, // sprite
MEDIKIT_SMALL = 93, // sprite
MEDIKIT_BIG = 94, // sprite
PUZZLE_1 = 110, // sprite
PUZZLE_2 = 111, // sprite
PUZZLE_3 = 112, // sprite
PUZZLE_4 = 113, // sprite
HOLE_PUZZLE = 118,
HOLE_PUZZLE_SET = 122,
PICKUP = 126, // sprite
KEY_1 = 129, // sprite
KEY_2 = 130, // sprite
KEY_3 = 131, // sprite
KEY_4 = 132, // sprite
HOLE_KEY = 137,
ARTIFACT = 143, // sprite
WATER_SPLASH = 153, // sprite
BUBBLE = 155, // sprite
BLOOD = 158, // sprite
SMOKE = 160, // sprite
SPARK = 164, // sprite
MUZZLE_FLASH = 166,
VIEW_TARGET = 169, // invisible
WATERFALL = 170, // invisible (water splash generator)
BRAID = 189, // Lara's ponytail
GLYPH = 190, // sprite
} type;
int16 type;
int16 room;
int32 x, y, z;
angle rotation;
@@ -554,7 +628,7 @@ namespace TR {
return (type >= WEAPON_PISTOLS && type <= AMMO_UZIS) ||
(type >= PUZZLE_1 && type <= PUZZLE_4) ||
(type >= KEY_1 && type <= KEY_4) ||
(type == MEDIKIT_SMALL || type == MEDIKIT_BIG || type == ARTIFACT || type == PICKUP);
(type == MEDIKIT_SMALL || type == MEDIKIT_BIG || type == SCION_1); // TODO: recheck all items
}
bool isBlock() {
@@ -1130,7 +1204,7 @@ namespace TR {
for (int i = 0; i < modelsCount; i++)
switch (models[i].type) {
case Entity::MUZZLE_FLASH : extra.muzzleFlash = i; break;
case Entity::HOLE_PUZZLE_SET : extra.puzzleSet = i; break;
case Entity::PUZZLE_DONE_1 : extra.puzzleSet = i; break;
case Entity::LARA_PISTOLS : extra.weapons[0] = i; break;
case Entity::LARA_SHOTGUN : extra.weapons[1] = i; break;
case Entity::LARA_MAGNUMS : extra.weapons[2] = i; break;
@@ -1824,7 +1898,7 @@ namespace TR {
}; // struct Level
bool castShadow(Entity::Type type) {
return (type >= Entity::ENEMY_TWIN && type <= Entity::ENEMY_LARSON) || type == Entity::LARA || (type >= Entity::CUT_1 && type <= Entity::CUT_3);
return (type >= Entity::ENEMY_TWIN && type <= Entity::ENEMY_GIANT_MUTANT) || type == Entity::LARA || (type >= Entity::CUT_1 && type <= Entity::CUT_4);
}
}

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@@ -767,7 +767,7 @@ struct Lara : Character {
Sprite::add(game, TR::Entity::BLOOD, room, (int)hit.x, (int)hit.y, (int)hit.z, Sprite::FRAME_ANIMATED);
} else {
hit -= d * 64.0f;
Sprite::add(game, TR::Entity::SPARK, room, (int)hit.x, (int)hit.y, (int)hit.z, Sprite::FRAME_RANDOM);
Sprite::add(game, TR::Entity::RICOCHET, room, (int)hit.x, (int)hit.y, (int)hit.z, Sprite::FRAME_RANDOM);
float dist = (hit - p).length();
if (dist < nearDist) {
@@ -1203,8 +1203,8 @@ struct Lara : Character {
bool useItem(TR::Entity::Type item, TR::Entity::Type slot) {
if (item == TR::Entity::NONE) {
switch (slot) {
case TR::Entity::HOLE_KEY : item = TR::Entity::KEY_1; break; // TODO: 1-4
case TR::Entity::HOLE_PUZZLE : item = TR::Entity::PUZZLE_1; break;
case TR::Entity::KEY_HOLE_1 : item = TR::Entity::KEY_1; break; // TODO: 1-4
case TR::Entity::PUZZLE_HOLE_1 : item = TR::Entity::PUZZLE_1; break;
default : return false;
}
}
@@ -1286,7 +1286,7 @@ struct Lara : Character {
case TR::Level::Trigger::KEY :
if (level->entities[info.trigCmd[0].args].flags.active)
return;
actionState = level->entities[info.trigCmd[0].args].type == TR::Entity::HOLE_KEY ? STATE_USE_KEY : STATE_USE_PUZZLE;
actionState = level->entities[info.trigCmd[0].args].type == TR::Entity::KEY_HOLE_1 ? STATE_USE_KEY : STATE_USE_PUZZLE;
if (!animation.canSetState(actionState))
return;
limit = actionState == STATE_USE_KEY ? &TR::Limits::KEY_HOLE : &TR::Limits::PUZZLE_HOLE;

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@@ -205,14 +205,22 @@ struct Level : IGame {
case TR::Entity::MOVING_BLOCK :
entity.controller = new MovingBlock(this, i);
break;
case TR::Entity::FALLING_CEILING :
case 1592 :
case TR::Entity::FALLING_CEILING_1 :
case TR::Entity::FALLING_CEILING_2 :
case TR::Entity::FALLING_SWORD :
entity.controller = new Trigger(this, i, true);
break;
case TR::Entity::SWITCH :
case TR::Entity::SWITCH_WATER :
case TR::Entity::HOLE_PUZZLE :
case TR::Entity::HOLE_KEY :
case TR::Entity::PUZZLE_HOLE_1 :
case TR::Entity::PUZZLE_HOLE_2 :
case TR::Entity::PUZZLE_HOLE_3 :
case TR::Entity::PUZZLE_HOLE_4 :
case TR::Entity::KEY_HOLE_1 :
case TR::Entity::KEY_HOLE_2 :
case TR::Entity::KEY_HOLE_3 :
case TR::Entity::KEY_HOLE_4 :
entity.controller = new Trigger(this, i, false);
break;
case TR::Entity::WATERFALL :

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@@ -34,16 +34,13 @@
E( uRoomSize ) \
E( uPosScale )
#define ENUM(v) v,
#define STR(v) #v,
enum AttribType { SHADER_ATTRIBS(DECL_ENUM) aMAX };
enum SamplerType { SHADER_SAMPLERS(DECL_ENUM) sMAX };
enum UniformType { SHADER_UNIFORMS(DECL_ENUM) uMAX };
enum AttribType { SHADER_ATTRIBS(ENUM) aMAX };
enum SamplerType { SHADER_SAMPLERS(ENUM) sMAX };
enum UniformType { SHADER_UNIFORMS(ENUM) uMAX };
const char *AttribName[aMAX] = { SHADER_ATTRIBS(STR) };
const char *SamplerName[sMAX] = { SHADER_SAMPLERS(STR) };
const char *UniformName[uMAX] = { SHADER_UNIFORMS(STR) };
const char *AttribName[aMAX] = { SHADER_ATTRIBS(DECL_STR) };
const char *SamplerName[sMAX] = { SHADER_SAMPLERS(DECL_STR) };
const char *UniformName[uMAX] = { SHADER_UNIFORMS(DECL_STR) };
#undef SHADER_ATTRIBS
#undef SHADER_SAMPLERS

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@@ -52,7 +52,7 @@ struct Trigger : Controller {
}
}
if (!inState() && entity.type != TR::Entity::HOLE_KEY && entity.type != TR::Entity::HOLE_PUZZLE)
if (!inState() && entity.type != TR::Entity::KEY_HOLE_1 && entity.type != TR::Entity::PUZZLE_HOLE_1)
animation.setState(state != baseState ? baseState : (entity.type == TR::Entity::TRAP_BLADE ? 2 : (baseState ^ 1)));
updateAnimation(true);
@@ -80,7 +80,7 @@ struct Dart : Controller {
TR::Entity &e = getEntity();
vec3 p = pos - dir * 64.0f; // wall offset = 64
Sprite::add(game, TR::Entity::SPARK, e.room, (int)p.x, (int)p.y, (int)p.z, Sprite::FRAME_RANDOM);
Sprite::add(game, TR::Entity::RICOCHET, e.room, (int)p.x, (int)p.y, (int)p.z, Sprite::FRAME_RANDOM);
level->entityRemove(entity);
delete this;

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@@ -29,6 +29,8 @@
#define LOG(...) __android_log_print(ANDROID_LOG_INFO,"OpenLara",__VA_ARGS__)
#endif
#define DECL_ENUM(v) v,
#define DECL_STR(v) #v,
#define EPS FLT_EPSILON
#define INF INFINITY