scummvm/engines/hugo/object.h

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#ifndef HUGO_OBJECT_H
#define HUGO_OBJECT_H
#include "common/file.h"
namespace Hugo {
class ObjectHandler {
public:
ObjectHandler(HugoEngine *vm);
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virtual ~ObjectHandler();
object_t *_objects;
uint16 _numObj;
virtual void homeIn(int objIndex1, int objIndex2, int8 objDx, int8 objDy) = 0;
virtual void moveObjects() = 0;
virtual void updateImages() = 0;
virtual void swapImages(int objIndex1, int objIndex2) = 0;
bool isCarrying(uint16 wordIndex);
bool findObjectSpace(object_t *obj, int16 *destx, int16 *desty);
int calcMaxScore();
int16 findObject(uint16 x, uint16 y);
void freeObjects();
void loadObjectArr(Common::File &in);
void freeObjectArr();
void loadNumObj(Common::File &in);
void lookObject(object_t *obj);
void readObjectImages();
void restoreAllSeq();
void restoreObjects(Common::SeekableReadStream *in);
void saveObjects(Common::WriteStream *out);
void saveSeq(object_t *obj);
void setCarriedScreen(int screenNum);
void showTakeables();
void useObject(int16 objId);
static int y2comp(const void *a, const void *b);
bool isCarried(int objIndex) {
return _objects[objIndex].carriedFl;
}
void setCarry(int objIndex, bool val) {
_objects[objIndex].carriedFl = val;
}
void setVelocity(int objIndex, int8 vx, int8 vy) {
_objects[objIndex].vx = vx;
_objects[objIndex].vy = vy;
}
void setPath(int objIndex, path_t pathType, int16 vxPath, int16 vyPath) {
_objects[objIndex].pathType = pathType;
_objects[objIndex].vxPath = vxPath;
_objects[objIndex].vyPath = vyPath;
}
protected:
HugoEngine *_vm;
static const int kEdge = 10; // Closest object can get to edge of screen
static const int kEdge2 = kEdge * 2; // Push object further back on edge collision
static const int kMaxObjNumb = 128; // Used in Update_images()
uint16 _objCount;
void restoreSeq(object_t *obj);
inline bool checkBoundary(int16 x, int16 y);
template <typename T>
inline int sign(T a) { if ( a < 0) return -1; else return 1; }
};
class ObjectHandler_v1d : public ObjectHandler {
public:
ObjectHandler_v1d(HugoEngine *vm);
virtual ~ObjectHandler_v1d();
virtual void homeIn(int objIndex1, int objIndex2, int8 objDx, int8 objDy);
virtual void moveObjects();
virtual void updateImages();
virtual void swapImages(int objIndex1, int objIndex2);
};
class ObjectHandler_v2d : public ObjectHandler_v1d {
public:
ObjectHandler_v2d(HugoEngine *vm);
virtual ~ObjectHandler_v2d();
virtual void moveObjects();
virtual void updateImages();
void homeIn(int objIndex1, int objIndex2, int8 objDx, int8 objDy);
};
class ObjectHandler_v3d : public ObjectHandler_v2d {
public:
ObjectHandler_v3d(HugoEngine *vm);
~ObjectHandler_v3d();
virtual void moveObjects();
virtual void swapImages(int objIndex1, int objIndex2);
};
class ObjectHandler_v1w : public ObjectHandler_v3d {
public:
ObjectHandler_v1w(HugoEngine *vm);
~ObjectHandler_v1w();
void moveObjects();
void updateImages();
void swapImages(int objIndex1, int objIndex2);
};
} // End of namespace Hugo
#endif //HUGO_OBJECT_H