scummvm/engines/twine/movements.h
Martin Gerhardy 37bbfc168b TWINE: converted to classes and use the scummvm systems
also converted the code to the coding guidelines of the scummvm team
2020-10-24 16:12:55 +02:00

169 lines
4.4 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 TWINE_MOVEMENTS_H
#define TWINE_MOVEMENTS_H
#include "twine/actor.h"
#include "common/scummsys.h"
namespace TwinE {
/** Control mode types */
enum ControlMode {
kNoMove = 0,
kManual = 1,
kFollow = 2,
kTrack = 3,
kFollow2 = 4,
kTrackAttack = 5,
kSameXZ = 6,
kRandom = 7
};
class TwinEEngine;
class Movements {
private:
TwinEEngine *_engine;
public:
Movements(TwinEEngine *engine);
/** Hero moved */
int16 heroMoved = 0; // twinsenMove
/** Hero Action */
int16 heroAction = 0; // action
/** Process actor.x coordinate */
int16 processActorX = 0;
/** Process actor.y coordinate */
int16 processActorY = 0;
/** Process actor.z coordinate */
int16 processActorZ = 0;
ActorStruct *processActorPtr = nullptr; // processActorVar1
/** Previous process actor.x coordinate */
int16 previousActorX = 0; // processActorVar2
/** Previous process actor.y coordinate */
int16 previousActorY = 0; // processActorVar3
/** Previous process actor.z coordinate */
int16 previousActorZ = 0; // processActorVar4
int32 targetActorDistance = 0; // DoTrackVar1
/**
* Get shadow position
* @param X Shadow X coordinate
* @param Y Shadow Y coordinate
* @param Z Shadow Z coordinate
*/
void getShadowPosition(int32 X, int32 Y, int32 Z);
/**
* Set actor safe angle
* @param startAngle start angle
* @param endAngle end angle
* @param stepAngle number of steps
* @param movePtr time pointer to update
*/
void setActorAngleSafe(int16 startAngle, int16 endAngle, int16 stepAngle, ActorMoveStruct *movePtr);
/**
* Clear actors safe angle
* @param actorPtr actor pointer
*/
void clearRealAngle(ActorStruct *actorPtr);
/**
* Set actor safe angle
* @param startAngle start angle
* @param endAngle end angle
* @param stepAngle number of steps
* @param movePtr time pointer to update
*/
void setActorAngle(int16 startAngle, int16 endAngle, int16 stepAngle, ActorMoveStruct *movePtr);
/**
* Get actor angle
* @param x1 Actor 1 X
* @param z1 Actor 1 Z
* @param x2 Actor 2 X
* @param z2 Actor 2 Z
*/
int32 getAngleAndSetTargetActorDistance(int32 x1, int32 z1, int32 x2, int32 z2);
/**
* Get actor real angle
* @param movePtr time pointer to process
*/
int32 getRealAngle(ActorMoveStruct *movePtr);
/**
* Get actor step
* @param movePtr time pointer to process
*/
int32 getRealValue(ActorMoveStruct *movePtr);
/**
* Rotate actor with a given angle
* @param X Actor current X coordinate
* @param Z Actor current Z coordinate
* @param angle Actor angle to rotate
*/
void rotateActor(int32 X, int32 Z, int32 angle);
/**
* Get distance value in 2D
* @param x1 Actor 1 X coordinate
* @param z1 Actor 1 Z coordinate
* @param x2 Actor 2 X coordinate
* @param z2 Actor 2 Z coordinate
*/
int32 getDistance2D(int32 x1, int32 z1, int32 x2, int32 z2);
/**
* Get distance value in 3D
* @param x1 Actor 1 X coordinate
* @param y1 Actor 1 Y coordinate
* @param z1 Actor 1 Z coordinate
* @param x2 Actor 2 X coordinate
* @param y2 Actor 2 Y coordinate
* @param z2 Actor 2 Z coordinate
*/
int32 getDistance3D(int32 x1, int32 y1, int32 z1, int32 x2, int32 y2, int32 z2);
/**
* Move actor around the scene
* @param angleFrom Current actor angle
* @param angleTo Angle to rotate
* @param speed Rotate speed
* @param movePtr Pointer to process movements
*/
void moveActor(int32 angleFrom, int32 angleTo, int32 speed, ActorMoveStruct *movePtr);
void processActorMovements(int32 actorIdx);
};
} // namespace TwinE
#endif