scummvm/engines/teenagent/objects.h
Johannes Schickel 8a7f3e69ff TEENAGENT: Improve code formatting.
I used astyle and fixed some incorrect changes from it manually.
2011-10-23 02:07:23 +02:00

228 lines
5.6 KiB
C++

/* 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.
*/
#ifndef TEENAGENT_OBJECTS_H
#define TEENAGENT_OBJECTS_H
#include "common/rect.h"
#include "graphics/surface.h"
namespace TeenAgent {
enum {kActorUp = 1, kActorRight = 2, kActorDown = 3, kActorLeft = 4 };
struct Rect {
int16 left, top, right, bottom;
inline Rect() : left(0), top(0), right(0), bottom(0), _base(NULL) {}
inline Rect(const Common::Rect &r) : left(r.left), top(r.top), right(r.right), bottom(r.bottom), _base(NULL) {}
inline Rect(uint16 l, uint16 t, uint16 r, uint16 b) : left(l), top(t), right(r), bottom(b), _base(NULL) {}
inline bool in(const Common::Point &point) const {
return point.x >= left && point.x <= right && point.y >= top && point.y <= bottom;
}
inline Common::Point center() const {
return Common::Point((right + left) / 2, (bottom + top) / 2);
}
inline bool valid() const {
return left >= 0 && left < 320 && right >= 0 && right < 320 && top >= 0 && top < 200 && bottom >= 0 && bottom < 200;
}
void render(Graphics::Surface *surface, uint8 color) const;
void dump(int level = 0) const {
debug(level, "rect[%u, %u, %u, %u]", left, top, right, bottom);
}
inline void clear() {
left = top = right = bottom = 0;
}
void load(byte *src); //8 bytes
void save() const;
inline bool intersects_hline(int x1, int x2, int y) const {
if (x1 > x2)
SWAP(x1, x2);
return y >= top && y <= bottom && x1 <= right && x2 >= left;
}
inline bool intersects_vline(int x, int y1, int y2) const {
if (y1 > y2)
SWAP(y1, y2);
return x >= left && x <= right && y1 <= bottom && y2 >= top;
}
inline bool contains(const Rect &rect) const {
return rect.left >= left && rect.right <= right && rect.top >= top && rect.bottom <= bottom;
}
static inline bool inside(int x, int a, int b) {
if (a > b)
SWAP(a, b);
return x >= a && x <= b;
}
int intersects_line(const Common::Point &a, const Common::Point &b) const {
int dy = b.y - a.y, dx = b.x - a.x;
int mask = 0; //orientation bitmask: 1 - top, 2 - right, 3 - bottom, 4 - left
if (dx != 0) {
int yl = (left - a.x) * dy / dx + a.y;
if (yl > top && yl < bottom && inside(yl, a.y, b.y) && inside(left, a.x, b.x)) {
//c[idx++] = Common::Point(left, yl);
mask |= 8;
}
int yr = (right - a.x) * dy / dx + a.y;
if (yr > top && yr < bottom && inside(yr, a.y, b.y) && inside(right, a.x, b.x)) {
//c[idx++] = Common::Point(right, yr);
mask |= 2;
}
}
if (dy != 0) {
int xt = (top - a.y) * dx / dy + a.x;
if (xt > left && xt < right && inside(xt, a.x, b.x) && inside(top, a.y, b.y)) {
//assert(idx < 2);
//c[idx++] = Common::Point(xt, top);
mask |= 1;
}
int xb = (bottom - a.y) * dx / dy + a.x;
if (xb > left && xb < right && inside(xb, a.x, b.x) && inside(bottom, a.y, b.y)) {
//assert(idx < 2);
//c[idx++] = Common::Point(xb, bottom);
mask |= 4;
}
}
return mask;
}
void side(Common::Point &p1, Common::Point &p2, int o, const Common::Point &nearest) const {
switch (o) {
case kActorLeft:
p1 = Common::Point(left, top);
p2 = Common::Point(left, bottom);
break;
case kActorRight:
p1 = Common::Point(right, top);
p2 = Common::Point(right, bottom);
break;
case kActorUp:
p1 = Common::Point(left, top);
p2 = Common::Point(right, top);
break;
case kActorDown:
p1 = Common::Point(left, bottom);
p2 = Common::Point(right, bottom);
break;
default:
p1 = Common::Point();
p2 = Common::Point();
}
if (p1.sqrDist(nearest) >= p2.sqrDist(nearest))
SWAP(p1, p2);
}
protected:
byte *_base;
};
struct Object {
byte id; //0
Rect rect; //1
Rect actor_rect; //9
byte actor_orientation; //17
byte enabled; //18
//19
Common::String name, description;
Object(): _base(NULL) {}
void dump(int level = 0) const;
void setName(const Common::String &name);
void load(byte *addr);
void save() const;
static Common::String parse_description(const char *name);
protected:
byte *_base;
};
struct InventoryObject {
byte id;
byte animated;
Common::String name, description;
InventoryObject(): id(0), animated(0), _base(0) {}
void load(byte *addr);
protected:
byte *_base;
};
struct UseHotspot {
byte inventory_id;
byte object_id;
byte orientation;
uint16 actor_x, actor_y;
uint16 callback;
void load(byte *src);
void dump(int level = 0) const;
};
struct Walkbox {
byte type;
byte orientation;
Rect rect;
byte side_hint[4];
Walkbox() : _base(NULL) {}
void dump(int level = 0) const;
void load(byte *src);
void save() const;
protected:
byte *_base;
};
struct FadeType {
Rect rect;
byte value;
void load(byte *src);
};
//\todo move it to util.h?
template<typename T> inline T SIGN(T x) { return (x > 0) ? 1 : ((x < 0) ? -1 : 0); }
} // End of namespace TeenAgent
#endif