scummvm/engines/saga2/objects.h
2022-10-29 13:36:38 +02:00

1449 lines
40 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 3 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, see <http://www.gnu.org/licenses/>.
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#ifndef SAGA2_OBJECTS_H
#define SAGA2_OBJECTS_H
#include "saga2/objproto.h"
#include "saga2/property.h"
namespace Saga2 {
/* ======================================================================= *
GameObject: Describes an instance of an object
* ======================================================================= */
class GameWorld;
const uint16 unlimitedCapacity = maxuint16;
enum ActorManaID {
kManaIDRed = 0,
kManaIDOrange,
kManaIDYellow,
kManaIDGreen,
kManaIDBlue,
kManaIDViolet,
kNumManas
};
// Used to indicate if objects can be stacked or merged
enum {
kCannotStackOrMerge = 0,
kCanStack,
kCanMerge
};
// The ResourceGameObject structure represents the game object data as
// it is structured in the resource file.
struct ResourceGameObject {
int16 protoIndex;
TilePoint location;
uint16 nameIndex;
ObjectID parentID;
uint16 script;
uint16 objectFlags;
uint8 hitPoints;
uint16 misc;
ResourceGameObject(Common::SeekableReadStream *stream);
};
// Base class of all objects
//
// Unlike the object prototypes, the only subclass of GameObject is
// the actor subclass, which is kept in an entirely separate table.
// This allows all objects to be kept in an array (indexed by ID number)
#include "common/pack-start.h"
struct ObjectData {
uint32 projectDummy;
TilePoint location; // where object is located.
uint16 nameIndex; // object's proper name, if any
ObjectID parentID, // ID of parent object
siblingID, // ID of next in chain
childID; // ID of 1st child
uint16 script; // script attached to this object
uint16 objectFlags; // various flags
uint8 hitPoints; // object hit points
uint8 bParam; // number of spell charges an object has
// (also generator radius in metatiles)
union {
uint16 massCount; // for mergeables, object count
uint16 textStringID; // inscription for documents
uint16 enchantmentType; // for enchantments
uint16 generatorFrequency; // for encounter and mission generators
};
uint8 missileFacing;
ActiveItemID currentTAG; // ActiveItem object is on
uint8 sightCtr; // Line of sight counter
uint8 reserved[2];
GameObject *obj;
} PACKED_STRUCT;
#include "common/pack-end.h"
void initActors();
void saveActors(Common::OutSaveFile *outS);
void loadActors(Common::InSaveFile *in);
void cleanupActors();
class GameObject {
friend void initWorlds();
friend void cleanupWorlds();
friend void initObjects();
friend void saveObjects(Common::OutSaveFile *out);
friend void loadObjects(Common::InSaveFile *in);
friend void cleanupObjects();
friend void buildDisplayList();
friend void drawDisplayList();
friend void setMindContainer(int NewContainerClass, IntangibleContainerWindow &cw);
friend class EnchantmentContainerWindow;
friend bool Enchantment(ObjectID, ObjectID);
friend class ProtoObj;
friend class PhysicalContainerProto;
friend class IntangibleContainerProto;
friend class KeyProto;
friend class BottleProto;
friend class SkillProto;
friend class ActorProto;
friend class MotionTask;
friend class MotionTaskList;
friend class ObjectIterator;
friend class ContainerIterator;
friend class RecursiveContainerIterator;
friend class ShopMode;
private:
// container info
enum {
kMaxRow = 20,
kMaxCol = 4
};
public:
ObjectID thisID(); // calculate our own ID value
static const char *nameText(uint16 index);
protected:
// get address of head-of-chain id.
static ObjectID *getHeadPtr(ObjectID parentID, TilePoint &l);
// Object list management functions
void remove(); // removes from old list
void append(ObjectID newParent); // adds to new list (no remove)
void insert(ObjectID newPrev); // inserts after this item (no remove)
ProtoObj *_prototype; // object that defines our behavior
public:
ObjectData _data;
uint _index;
bool _godmode;
// Default constructor
GameObject();
// Constructor -- initial construction
GameObject(const ResourceGameObject &res);
GameObject(Common::InSaveFile *in);
void read(Common::InSaveFile *in, bool expandProto);
// Return the number of bytes needed to archive this object in
// a buffer
int32 archiveSize();
void write(Common::MemoryWriteStreamDynamic *out, bool expandProto);
// returns the address of the object based on the ID, and this
// includes accounting for actors.
static GameObject *objectAddress(ObjectID id);
// Converts object ID into prototype address...
static ProtoObj *protoAddress(ObjectID id);
// Returns first object id found associate with the given name index
static int32 nameIndexToID(uint16 ind);
// Returns first object id found assciated with the given name
static Common::Array<ObjectID> nameToID(Common::String name);
// object creation and deletion
static GameObject *newObject(); // get a newly created object
void deleteObject(); // delete this object and remove
void deleteObjectRecursive(); // delete this object and every
// object it contains
// Return pointer to parent/child/next sibling object, if any
GameObject *parent() {
return _data.parentID == Nothing ? NULL : objectAddress(_data.parentID);
}
GameObject *next() {
return _data.siblingID == Nothing ? NULL : objectAddress(_data.siblingID);
}
GameObject *child() {
return _data.childID == Nothing ? NULL : objectAddress(_data.childID);
}
// Return ID of parent/child/next sibling object, if any
ObjectID IDParent() {
return _data.parentID ;
}
ObjectID IDNext() {
return _data.siblingID;
}
ObjectID IDChild() {
return _data.childID ;
}
// Return a pointer to the world on which this object resides
GameWorld *world();
// Return the number of the map of the world on which this object
// resides
int16 getMapNum();
// graphics functions
int16 sprNum(int16 state); // returns current sprite number
// gets the offset to the spr image according to masscount for mergeables
int32 getSprOffset(int16 num = -1);
// completely restore the magical energy of a magical object
void recharge();
// returns the type of charge an object has
// be it none, red, violet, etc...
int16 getChargeType();
// use charge of this object
bool deductCharge(ActorManaID manaID, uint16 manaCost);
// check charge of this object
bool hasCharge(ActorManaID manaID, uint16 manaCost);
// context-changing functions
void setLocation(const Location &loc); // move to new location in world
void setLocation(const TilePoint &tp); // move to new location in world
void move(const Location &loc); // move to new location in world
void move(const Location &loc, int16 num); // move to new location in world
void move(const TilePoint &tp); // move to new location in world
void updateImage(ObjectID); // move to new location in world,
// (assumes setLocation has been called)
// Remove an object from a stack of objects. Returns true if it was in a stack.
bool unstack();
// this correctly moves merged or stacked objects
bool moveMerged(const Location &loc);
bool moveMerged(const Location &loc, int16 num = 1);
bool moveMerged(const TilePoint &tp);
// Extract a merged object with specified merge number from another
// merged object and return its ID
ObjectID extractMerged(const Location &loc, int16 num);
GameObject *extractMerged(int16 num);
void moveRandom(const TilePoint &minLoc, const TilePoint &maxLoc); //move to random location Between Two Points
ObjectID copy(const Location &loc); // copy item to new context
ObjectID copy(const Location &loc, int16 num); // copy item to new context
// Create an alias of this object
ObjectID makeAlias(const Location &loc);
// move the item with a given context
void move(int16 slot); // move to new slot in container
// Activate the object
void activate();
// Deactivate this object
void deactivate();
// Determine if this object is an alias for another object
bool isAlias() {
return (_data.objectFlags & kObjectAlias) != 0;
}
// check to see if item can be contained by this object
bool canContain(ObjectID item) {
return _prototype->canContain(thisID(), item);
}
// check to see if item is contained by the object
bool isContaining(GameObject *item);
// check if an instance of the specified target is contained in
// this object
bool isContaining(ObjectTarget *objTarget);
// determine whether this object has a specified property
bool hasProperty(const ObjectProperty &objProp) {
return objProp.operator()(this);
}
// Return the location of the first empty slot
TilePoint getFirstEmptySlot(GameObject *obj);
// Return the location of the first available slot within this object
// in which to place the specified object
bool getAvailableSlot(
GameObject *obj,
TilePoint *slot,
bool canMerge = false,
GameObject **mergeObj = NULL);
// Find a slot to place the specified object within this object and
// drop it in that slot
// If merge count == 0, then no auto-merging allowed
bool placeObject(
ObjectID enactor,
ObjectID objID,
bool canMerge = false,
int16 num = 1);
// Drop the specified object on the ground in a semi-random location
void dropInventoryObject(GameObject *obj, int16 count = 1);
//Get Specific Container From Object
GameObject *getIntangibleContainer(int containerType);
// generic actions
bool use(ObjectID enactor) {
return _prototype->use(thisID(), enactor);
}
bool useOn(ObjectID enactor, ObjectID item) {
return _prototype->useOn(thisID(), enactor, item);
}
bool useOn(ObjectID enactor, ActiveItem *item) {
return _prototype->useOn(thisID(), enactor, item);
}
bool useOn(ObjectID enactor, Location &loc) {
return _prototype->useOn(thisID(), enactor, loc);
}
// various verb actions that can take place
bool take(ObjectID enactor, int16 num = 1) {
return _prototype->take(thisID(), enactor, num);
}
bool drop(ObjectID enactor, const Location &l, int16 num = 1) {
return _prototype->drop(thisID(), enactor, l, num);
}
// drop an object onto another object and handle the result.
bool dropOn(ObjectID enactor, ObjectID target, int16 num = 1) {
return _prototype->dropOn(thisID(), enactor, target, num);
}
// drop this object on a TAG
bool dropOn(ObjectID enactor, ActiveItem *target, const Location &loc, int16 num = 1) {
return _prototype->dropOn(thisID(), enactor, target, loc, num);
}
bool open(ObjectID enactor) {
return _prototype->open(thisID(), enactor);
}
bool close(ObjectID enactor) {
return _prototype->close(thisID(), enactor);
}
bool strike(ObjectID enactor, ObjectID item) {
return _prototype->strike(thisID(), enactor, item);
}
bool damage(ObjectID enactor, ObjectID target) {
return _prototype->damage(thisID(), enactor, target);
}
bool eat(ObjectID enactor) {
return _prototype->eat(thisID(), enactor);
}
bool insert(ObjectID enactor, ObjectID item) {
return _prototype->insert(thisID(), enactor, item);
}
bool remove(ObjectID enactor) {
return _prototype->remove(thisID(), enactor);
}
bool acceptDrop(ObjectID enactor, ObjectID droppedObj, int count) {
return _prototype->acceptDrop(thisID(), enactor, droppedObj, count);
}
bool acceptDamage(
ObjectID enactor,
int8 absDamage,
effectDamageTypes dType = kDamageOther,
int8 dice = 0,
uint8 sides = 1,
int8 perDieMod = 0) {
if (_godmode)
return false;
return _prototype->acceptDamage(
thisID(),
enactor,
absDamage,
dType,
dice,
sides,
perDieMod);
}
bool acceptHealing(ObjectID enactor, int8 absDamage, int8 dice = 0, uint8 sides = 1, int8 perDieMod = 0) {
return _prototype->acceptHealing(thisID(), enactor, absDamage, dice, sides, perDieMod);
}
bool acceptStrike(
ObjectID enactor,
ObjectID strikingObj,
uint8 skillIndex) {
return _prototype->acceptStrike(
thisID(),
enactor,
strikingObj,
skillIndex);
}
bool acceptLockToggle(ObjectID enactor, uint8 keyCode) {
return _prototype->acceptLockToggle(thisID(), enactor, keyCode);
}
bool acceptMix(ObjectID enactor, ObjectID mixObj) {
return _prototype->acceptMix(thisID(), enactor, mixObj);
}
bool acceptInsertion(ObjectID enactor, ObjectID item, int16 count) {
return _prototype->acceptInsertion(thisID(), enactor, item, count);
}
bool acceptInsertionAt(ObjectID enactor, ObjectID item, const TilePoint &where, int16 num = 1) {
return _prototype->acceptInsertionAt(thisID(), enactor, item, where, num);
}
// query functions:
ObjectID possessor(); // return actor posessing this object
// Access functions
ProtoObj *proto() {
return _prototype;
}
TilePoint getLocation() const {
return _data.location;
}
TilePoint getWorldLocation();
bool getWorldLocation(Location &loc);
Location notGetLocation();
Location notGetWorldLocation();
// Return the name of this object (proper noun if it has one)
const char *objName() {
if (_data.nameIndex > 0)
return nameText((int16)_data.nameIndex);
else if (_prototype)
return nameText((int16)_prototype->nameIndex);
return nameText(0);
}
// return name of object, and it's quantity if merged
void objCursorText(char nameBuf[], const int8 size, int16 count = -1);
// find out if this is a trueskill
bool isTrueSkill();
// Access functions for name index
uint16 getNameIndex() {
return _data.nameIndex;
}
void setNameIndex(uint16 n) {
_data.nameIndex = n;
}
// Return the name of this type of object
const char *protoName() {
return nameText(_prototype->nameIndex);
}
// Update the state of this object. This function is called every
// frame for every active object.
void updateState();
// Flag test functions
bool isOpen() {
return (int16)(_data.objectFlags & kObjectOpen);
}
bool isLocked() {
return (int16)(_data.objectFlags & kObjectLocked);
}
bool isImportant() {
return (int16)(_data.objectFlags & kObjectImportant);
}
bool isGhosted() {
return (_data.objectFlags & kObjectGhosted)
|| (_prototype->flags & ResourceObjectPrototype::kObjPropGhosted);
}
bool isInvisible() {
return (_data.objectFlags & kObjectInvisible)
|| (_prototype->flags & ResourceObjectPrototype::kObjPropHidden);
}
bool isMoving() {
return (int16)(_data.objectFlags & kObjectMoving);
}
bool isActivated() {
return (int16)(_data.objectFlags & kObjectActivated);
}
void setScavengable(bool val) {
if (val)
_data.objectFlags |= kObjectScavengable;
else
_data.objectFlags &= ~kObjectScavengable;
}
bool isScavengable() {
return (_data.objectFlags & kObjectScavengable) != 0;
}
void setObscured(bool val) {
if (val)
_data.objectFlags |= kObjectObscured;
else
_data.objectFlags &= ~kObjectObscured;
}
bool isObscured() {
return (_data.objectFlags & kObjectObscured) != 0;
}
void setTriggeringTAG(bool val) {
if (val)
_data.objectFlags |= kObjectTriggeringTAG;
else
_data.objectFlags &= ~kObjectTriggeringTAG;
}
bool isTriggeringTAG() {
return (_data.objectFlags & kObjectTriggeringTAG) != 0;
}
void setOnScreen(bool val) {
if (val)
_data.objectFlags |= kObjectOnScreen;
else
_data.objectFlags &= ~kObjectOnScreen;
}
bool isOnScreen() {
return (_data.objectFlags & kObjectOnScreen) != 0;
}
void setSightedByCenter(bool val) {
if (val)
_data.objectFlags |= kObjectSightedByCenter;
else
_data.objectFlags &= ~kObjectSightedByCenter;
}
bool isSightedByCenter() {
return (_data.objectFlags & kObjectSightedByCenter) != 0;
}
bool isMissile() {
return _prototype->isMissile();
}
// image data
Sprite *getIconSprite(); // sprite when in inventory + cursor
Sprite *getGroundSprite(); // sprite when on ground
// world interaction type flags
uint16 containmentSet();
uint16 scriptClass() {
if (_data.script)
return _data.script;
if (_prototype)
return _prototype->script;
return 0;
}
// General access functions
// Script access functions
uint16 getScript() {
return _data.script;
}
void setScript(uint16 scr) {
_data.script = scr;
}
// access function to set object flags
void setFlags(uint8 newval, uint8 changeMask) {
// Only change the flags spec'd by changeFlags
_data.objectFlags = (newval & changeMask)
| (_data.objectFlags & ~changeMask);
}
// Access functions for hit points
uint8 getHitPoints() {
return _data.hitPoints;
}
void setHitPoints(uint8 hp) {
_data.hitPoints = hp;
}
// Builds the color remapping for this object based on the
// prototype's color map
void getColorTranslation(ColorTable map) {
_prototype->getColorTranslation(map);
}
// Functions to get and set prototype (used by scripts)
int32 getProtoNum();
void setProtoNum(int32 nProto);
// Acess functions for extra data
uint16 getExtra() {
return _data.massCount;
}
void setExtra(uint16 x) {
_data.massCount = x;
}
// Function to evaluate the effects of all enchantments
void evalEnchantments();
bool makeSavingThrow() {
return _prototype->makeSavingThrow();
}
// Generic range checking function
bool inRange(const TilePoint &tp, uint16 range);
// Generic function to test if object can be picked up
bool isCarryable() {
return _prototype->mass <= 200 && _prototype->bulk <= 200;
}
bool isMergeable() {
return (_prototype->flags & ResourceObjectPrototype::kObjPropMergeable) != 0;
}
// A timer for this object has ticked
void timerTick(TimerID timer);
// A sensor for this object has sensed an object
void senseObject(SensorID sensor, ObjectID sensedObj);
// A sensor for this object has sensed an event
void senseEvent(
SensorID sensor,
int16 type,
ObjectID directObject,
ObjectID indirectObject);
// Timer related member functions
bool addTimer(TimerID id);
bool addTimer(TimerID id, int16 frameInterval);
void removeTimer(TimerID id);
void removeAllTimers();
// Sensor related member functions
private:
bool addSensor(Sensor *newSensor);
public:
bool addProtaganistSensor(SensorID id, int16 range);
bool addSpecificActorSensor(SensorID id, int16 range, Actor *a);
bool addSpecificObjectSensor(SensorID id, int16 range, ObjectID obj);
bool addActorPropertySensor(
SensorID id,
int16 range,
ActorPropertyID prop);
bool addObjectPropertySensor(
SensorID id,
int16 range,
ObjectPropertyID prop);
bool addEventSensor(SensorID id, int16 range, int16 eventType);
void removeSensor(SensorID id);
void removeAllSensors();
bool canSenseProtaganist(SenseInfo &info, int16 range);
bool canSenseSpecificActor(SenseInfo &info, int16 range, Actor *a);
bool canSenseSpecificObject(SenseInfo &info, int16 range, ObjectID obj);
bool canSenseActorProperty(
SenseInfo &info,
int16 range,
ActorPropertyID prop);
bool canSenseObjectProperty(
SenseInfo &info,
int16 range,
ObjectPropertyID prop);
static int32 canStackOrMerge(GameObject *dropObj, GameObject *target);
static void mergeWith(GameObject *dropObj, GameObject *target, int16 count);
bool merge(ObjectID enactor, ObjectID objToMergeID, int16 count);
bool stack(ObjectID enactor, ObjectID objToStackID);
bool canFitBulkwise(GameObject *obj) {
return _prototype->canFitBulkwise(this, obj);
}
bool canFitMasswise(GameObject *obj) {
return _prototype->canFitMasswise(this, obj);
}
uint16 totalContainedMass();
uint16 totalContainedBulk();
uint16 totalMass() {
return _prototype->mass * (isMergeable() ? getExtra() : 1)
+ totalContainedMass();
}
uint16 totalBulk() {
return _prototype->bulk * (isMergeable() ? getExtra() : 1);
}
uint16 massCapacity() {
return _prototype->massCapacity(this);
}
uint16 bulkCapacity() {
return _prototype->bulkCapacity(this);
}
};
/* ===================================================================== *
Sector struct
* ===================================================================== */
class Sector {
public:
uint16 _activationCount;
ObjectID _childID;
Sector() :
_activationCount(0),
_childID(Nothing) {
}
bool isActivated() {
return _activationCount != 0;
}
void activate();
void deactivate();
void write(Common::MemoryWriteStreamDynamic *out);
void read(Common::InSaveFile *in);
};
/* ======================================================================= *
GameWorld: Describes a world within the game
* ======================================================================= */
// Terminology note: A "sector" is a small portion of a map.
// All objects within a sector are stored on a single list.
// The size of a sector (length of side) in UV coodinates.
// A sector is an area of about 4x4 metatiles.
class GameWorld : public GameObject {
friend void initWorlds();
friend void cleanupWorlds();
friend void buildDisplayList();
friend class ProtoObj;
friend class GameObject;
friend class ObjectIterator;
public:
TilePoint _size; // size of world in U/V coords
int16 _sectorArraySize; // size of sector array
Sector *_sectorArray; // array of sectors
int16 _mapNum; // map number for this world.
// Default constructor
GameWorld() : _sectorArraySize(0), _sectorArray(nullptr), _mapNum(0) {}
// Initial constructor
GameWorld(int16 map);
GameWorld(Common::SeekableReadStream *stream);
~GameWorld();
int32 archiveSize();
void cleanup();
Sector *getSector(int16 u, int16 v) {
if (u == -1 && v == -1)
return nullptr;
if (v * _sectorArraySize + u >= _sectorArraySize * _sectorArraySize ||
v * _sectorArraySize + u < 0) {
warning("Sector::getSector: Invalid sector: (%d, %d) (sectorArraySize = %d)", u, v, _sectorArraySize);
return nullptr;
}
return &(_sectorArray)[v * _sectorArraySize + u];
}
TilePoint sectorSize() { // size of map in sectors
return TilePoint(_sectorArraySize, _sectorArraySize, 0);
}
static uint32 IDtoMapNum(ObjectID id) {
assert(isWorld(id));
return ((GameWorld *)GameObject::objectAddress(id))->_mapNum;
}
};
void setCurrentWorld(ObjectID worldID);
extern GameWorld *currentWorld;
/* ======================================================================= *
GameObject inline member function
* ======================================================================= */
//------------------------------------------------------------------------
// Return the number of the map of the world on which this object resides.
inline int16 GameObject::getMapNum() {
if (world())
return world()->_mapNum;
else if (_data.siblingID) {
GameObject *sibling = GameObject::objectAddress(_data.siblingID);
return sibling->getMapNum();
} else
return currentWorld->_mapNum;
}
/* ======================================================================= *
Enchantment Class
* ======================================================================= */
//class Enchantment {
//
//public:
// Enchantment(ObjectID Skill,ObjectID Obj);
// ~Enchantment();
//
//};
/* ===================================================================== *
ActiveRegion class
* ===================================================================== */
class ActiveRegion {
friend void initActiveRegions();
friend void cleanupActiveRegions();
friend class ActiveRegionObjectIterator;
ObjectID _anchor; // ID of object this region is attached to
TilePoint _anchorLoc; // Location of anchor
ObjectID _worldID;
TileRegion _region; // Region coords ( in sectors )
public:
enum {
kActiveRegionSize = 22
};
ActiveRegion() : _anchor(0), _worldID(0) {}
void update();
void read(Common::InSaveFile *in);
void write(Common::MemoryWriteStreamDynamic *out);
// Return the current region in tile point coords
TileRegion getRegion() {
TileRegion tReg;
tReg.min.u = _region.min.u << kSectorShift;
tReg.min.v = _region.min.v << kSectorShift;
tReg.max.u = _region.max.u << kSectorShift;
tReg.max.v = _region.max.v << kSectorShift;
tReg.min.z = tReg.max.z = 0;
return tReg;
}
// Return the region world
GameWorld *getWorld() {
return (GameWorld *)GameObject::objectAddress(_worldID);
}
};
void updateActiveRegions();
// Return a pointer to an active region given its PlayerActor's ID
ActiveRegion *getActiveRegion(PlayerActorID id);
void initActiveRegions();
void saveActiveRegions(Common::OutSaveFile *outS);
void loadActiveRegions(Common::InSaveFile *in);
inline void cleanupActiveRegions() {}
/* ======================================================================= *
ObjectIterator Class
* ======================================================================= */
// This class simply defines a standard interface for all derived
// object iterator classes.
class ObjectIterator {
public:
// Virtual destructor
virtual ~ObjectIterator() {}
// Iteration functions
virtual ObjectID first(GameObject **obj) = 0;
virtual ObjectID next(GameObject **obj) = 0;
};
/* ======================================================================= *
SectorRegionObjectIterator Class
* ======================================================================= */
// This class iterates through every object within a given region of
// sectors.
class SectorRegionObjectIterator : public ObjectIterator {
TilePoint _minSector,
_maxSector,
_sectorCoords;
GameWorld *_searchWorld;
GameObject *_currentObject;
public:
// Constructor
SectorRegionObjectIterator(GameWorld *world);
// Constructor
SectorRegionObjectIterator(
GameWorld *world,
const TileRegion &sectorRegion) :
_searchWorld(world),
_minSector(sectorRegion.min),
_maxSector(sectorRegion.max),
_currentObject(nullptr) {
assert(_searchWorld != NULL);
assert(isWorld(_searchWorld));
}
protected:
GameWorld *getSearchWorld() {
return _searchWorld;
}
public:
// Iteration functions
ObjectID first(GameObject **obj);
ObjectID next(GameObject **obj);
};
/* ======================================================================= *
RadialObjectIterator Class
* ======================================================================= */
// This class will iterate through all objects within a given radius of
// a given center point.
class RadialObjectIterator : public SectorRegionObjectIterator {
private:
TilePoint _center;
int16 _radius;
// Compute the region of sectors to pass to the ObjectIterator
// constructor
static TileRegion computeSectorRegion(
const TilePoint &sectors,
const TilePoint &center,
int16 radius);
// Compute the distance to the specified point from the search
// center
virtual int16 computeDist(const TilePoint &tp) = 0;
protected:
// Simply return the center coordinates
TilePoint getCenter() {
return _center;
}
public:
// Constructor
RadialObjectIterator(
GameWorld *world,
const TilePoint &searchCenter,
int16 distance) :
SectorRegionObjectIterator(
world,
computeSectorRegion(
world->sectorSize(),
searchCenter,
distance)),
_center(searchCenter),
_radius(distance) {
}
// Return the first object found
ObjectID first(GameObject **obj, int16 *dist);
// Return the next object found
ObjectID next(GameObject **obj, int16 *dist);
// Return the first object found
ObjectID first(GameObject **obj) {
return first(obj, NULL);
}
// Return the next object found
ObjectID next(GameObject **obj) {
return next(obj, NULL);
}
};
/* ======================================================================= *
CircularObjectIterator Class
* ======================================================================= */
// Iterate through all objects within a circular region
class CircularObjectIterator : public RadialObjectIterator {
protected:
// Compute the distance to the specified point from the center
int16 computeDist(const TilePoint &tp);
public:
// Constructor
CircularObjectIterator(
GameWorld *world,
const TilePoint &searchCenter,
int16 distance) :
RadialObjectIterator(world, searchCenter, distance) {
}
};
/* ======================================================================= *
RingObjectIterator Class
* ======================================================================= */
// Iterate through all objects within a circular region
class RingObjectIterator : public CircularObjectIterator {
private:
int16 _innerDist;
public:
// Constructor
RingObjectIterator(
GameWorld *world,
const TilePoint &searchCenter,
int16 outerDistance,
int16 innerDistance) :
CircularObjectIterator(world, searchCenter, outerDistance) {
_innerDist = innerDistance;
}
ObjectID first(GameObject **obj);
ObjectID next(GameObject **obj);
};
/* ======================================================================= *
DispRegionObjectIterator Class
* ======================================================================= */
// Iterate through all objects within a region parallel to the display
// area
class DispRegionObjectIterator : public RadialObjectIterator {
private:
// Compute the distance to the specified point from the center
int16 computeDist(const TilePoint &tp);
public:
// Constructor
DispRegionObjectIterator(
GameWorld *world,
const TilePoint &searchCenter,
int16 distance) :
RadialObjectIterator(world, searchCenter, distance) {
}
};
/* ======================================================================= *
RegionalObjectIterator Class
* ======================================================================= */
// Iterate through all objects within a rectangular region
class RegionalObjectIterator : public SectorRegionObjectIterator {
TilePoint minCoords,
maxCoords;
// Calculate the sector region to pass to the ObjectIterator
// constructor
static TileRegion computeSectorRegion(
const TilePoint &sectors,
const TilePoint &min,
const TilePoint &max);
// Test to see if the specified point is within the region
bool inRegion(const TilePoint &tp);
public:
// Constructor
RegionalObjectIterator(
GameWorld *world,
const TilePoint &min,
const TilePoint &max) :
SectorRegionObjectIterator(
world,
computeSectorRegion(world->sectorSize(), min, max)),
minCoords(min),
maxCoords(max) {
}
// Iteration functions
virtual ObjectID first(GameObject **obj);
virtual ObjectID next(GameObject **obj);
};
/* ======================================================================= *
RectangularObjectIterator Class
* ======================================================================= */
// Iterate through all objects within a rectangular region
class RectangularObjectIterator : public RegionalObjectIterator {
TilePoint center,
coords1,
coords2,
coords3,
coords4;
// Test to see if the specified point is within the region
bool inRegion(const TilePoint &tp);
public:
// Constructor
RectangularObjectIterator(
GameWorld *world,
const TilePoint &c,
const TilePoint &cdelta1,
const TilePoint &cdelta2);
virtual ObjectID first(GameObject **obj);
virtual ObjectID next(GameObject **obj);
};
/* ======================================================================= *
TriangularObjectIterator Class
* ======================================================================= */
// Iterate through all objects within a rectangular region
class TriangularObjectIterator : public RegionalObjectIterator {
TilePoint coords1,
coords2,
coords3;
// Test to see if the specified point is within the region
bool inRegion(const TilePoint &tp);
public:
// Constructor
TriangularObjectIterator(
GameWorld *world,
const TilePoint &c1,
const TilePoint &c2,
const TilePoint &c3);
// Iteration functions
ObjectID first(GameObject **obj);
ObjectID next(GameObject **obj);
};
/* ======================================================================= *
CenterRegionObjectIterator Class
* ======================================================================= */
class CenterRegionObjectIterator : public RegionalObjectIterator {
static GameWorld *CenterWorld();
static TilePoint MinCenterRegion();
static TilePoint MaxCenterRegion();
public:
// Constructor
CenterRegionObjectIterator() :
RegionalObjectIterator(CenterWorld(),
MinCenterRegion(),
MaxCenterRegion()) {}
};
/* ======================================================================= *
ActiveRegionObjectIterator Class
* ======================================================================= */
class ActiveRegionObjectIterator : public ObjectIterator {
int16 _activeRegionIndex;
TilePoint _baseSectorCoords,
_size,
_sectorCoords;
uint8 _sectorBitMask;
GameWorld *_currentWorld;
GameObject *_currentObject;
bool firstActiveRegion();
bool nextActiveRegion();
bool firstSector();
bool nextSector();
public:
// Constructor
ActiveRegionObjectIterator() : _activeRegionIndex(-1), _sectorBitMask(0), _currentWorld(nullptr), _currentObject(nullptr) {}
// Iteration functions
ObjectID first(GameObject **obj);
ObjectID next(GameObject **obj);
};
/* ============================================================================ *
Container Iterator Class
* ============================================================================ */
// This class iterates through every object within a container
class ContainerIterator {
ObjectID _nextID;
public:
GameObject *_object;
// Constructor
ContainerIterator(GameObject *container);
// Iteration function
ObjectID next(GameObject **obj);
};
/* ============================================================================ *
Recursive Container iterator Class
* ============================================================================ */
// This class iterates through every object within a container and
// all of the containers within the container
class RecursiveContainerIterator {
ObjectID _id,
_root;
public:
// Constructor
RecursiveContainerIterator(GameObject *container) :
_root(container->thisID()), _id(0) {}
// Iteration functions
ObjectID first(GameObject **obj);
ObjectID next(GameObject **obj);
};
/* ============================================================================ *
Object sound effect struct
* ============================================================================ */
struct ObjectSoundFXs {
uint8 soundFXHitFlesh,
soundFXHitHard,
soundFXParried,
soundFXMissed;
};
/* ======================================================================= *
Misc Prototypes
* ======================================================================= */
// Defines values for sixteen missile facings, plus a value for no
// missile facing.
enum MissileFacings {
kMissileUp,
kMissileUpUpLf,
kMissileUpLf,
kMissileUpLfLf,
kMissileLf,
kMissileDnLfLf,
kMissileDnLf,
kMissileDnDnLf,
kMissileDn,
kMissileDnDnRt,
kMissileDnRt,
kMissileDnRtRt,
kMissileRt,
kMissileUpRtRt,
kMissileUpRt,
kMissileUpUpRt,
kMissileNoFacing
};
enum blockageType {
kBlockageNone = 0,
kBlockageTerrain,
kBlockageObject
};
uint32 objectTerrain(GameObject *obj);
// Return an object which is in collision with another object.
GameObject *objectCollision(GameObject *obj, GameWorld *world, const TilePoint &loc);
// Test for line of sight between two objects
bool lineOfSight(GameObject *obj1, GameObject *obj2, uint32 terrainMask);
bool lineOfSight(GameObject *obj, const TilePoint &loc, uint32 terrainMask);
bool lineOfSight(
GameWorld *world,
const TilePoint &loc1,
const TilePoint &loc2,
uint32 terrainMask);
// Test if object is obscured by terrain
bool objObscured(GameObject *testObj);
// Determine which object mouse pointer is picking
ObjectID pickObject(const StaticPoint32 &mouse, StaticTilePoint &objPos);
// Create enchantment attach it to object
ObjectID EnchantObject(
ObjectID target,
int enchantmentType,
int duration);
// Find an enchantment of a particular type
ObjectID FindObjectEnchantment(
ObjectID target,
int enchantmentType);
// Remove an enchantment of a particular type
bool DispelObjectEnchantment(
ObjectID target,
int enchantmentType);
// Function to eval the enchantments on an actor
void evalActorEnchantments(Actor *a);
// Function to eval the enchantments on an actor
void evalObjectEnchantments(GameObject *obj);
// Load prototypes from resource file
void initPrototypes();
// Cleanup the prototype lists
void cleanupPrototypes();
// Load the sound effects table
void initObjectSoundFXTable();
// Cleanup the sound effects table
void cleanupObjectSoundFXTable();
// Allocate array to hold the counts of the temp actors
void initTempActorCount();
// Save the array of temp actor counts
void saveTempActorCount(Common::OutSaveFile *outS);
// Load the array of temp actor counts
void loadTempActorCount(Common::InSaveFile *in, int32 chunkSize);
// Cleanup the array to temp actor counts
void cleanupTempActorCount();
// Increment the temporary actor count for the specified prototype
void incTempActorCount(uint16 protoNum);
// Decrement the temporary actor count for the specified prototype
void decTempActorCount(uint16 protoNum);
// Return the number of temporary actors for the specified prototype
uint16 getTempActorCount(uint16 protoNum);
// Init game worlds
void initWorlds();
// Save worlds to the save file
void saveWorlds(Common::OutSaveFile *outS);
// Load worlds from the save file
void loadWorlds(Common::InSaveFile *in);
// Cleanup game worlds
void cleanupWorlds();
// Initialize object list
void initObjects();
// Save the objects to the save file
void saveObjects(Common::OutSaveFile *outS);
// Load the objects from the save file
void loadObjects(Common::InSaveFile *in);
// Cleanup object list
void cleanupObjects();
// Do background processing for objects
void doBackgroundSimulation();
void pauseBackgroundSimulation();
void resumeBackgroundSimulation();
// This function simply calls the GameObject::updateState() method
// for all active objects directly within a world.
void updateObjectStates();
void pauseObjectStates();
void resumeObjectStates();
void readyContainerSetup();
void cleanupReadyContainers();
} // end of namespace Saga2
#endif