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195 lines
5.8 KiB
C++
195 lines
5.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#ifndef SAGA2_TERRAIN_H
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#define SAGA2_TERRAIN_H
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namespace Saga2 {
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struct TilePoint;
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struct TileRegion;
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// these control the rate of drowning damage
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// the first two determine the chances of doing damage on a
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// each screen refresh
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// the third is the damage done
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#define kDrowningDamageOddsYes (1)
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#define kDrowningDamageOddsNo (3)
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#define kDrowningDamagePerFrame (1)
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// these control damage taken by falling
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// the magnatude of the velocity vector is multiplied by the first
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// then divided by the second.
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// as it turns out the velocity is a pretty reasonable damage amount
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#define kFallingDamageMult (2)
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#define kFallingDamageDiv (1)
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// these control the rate of lava damage
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// the first two determine the chances of doing damage on a
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// each screen refresh
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// the last two are the damage done (absolute & d6)
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#define kHeatDamageOddsYes (1)
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#define kHeatDamageOddsNo (3)
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#define kHeatDamagePerFrame (1)
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#define kHeatDamageDicePerFrame (1)
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// these control the rate of freezing damage
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// the first two determine the chances of doing damage on a
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// each screen refresh
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// the last two are the damage done (absolute & d6)
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#define kColdDamageOddsYes (1)
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#define kColdDamageOddsNo (15)
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#define kColdDamagePerFrame (1)
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#define kColdDamageDicePerFrame (0)
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#define kTerrainDamageOddsYes (1)
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#define kTerrainDamageOddsNo (1)
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#define kTerrainDamagePerFrame (1)
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#define kTerrainDamageDicePerFrame (2)
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/* ===================================================================== *
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Classes referenced by this header
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* ===================================================================== */
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class GameObject;
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struct StandingTileInfo;
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/* ===================================================================== *
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Terrain damage prototypes
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* ===================================================================== */
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void drown(GameObject *obj);
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void fallingDamage(GameObject *obj, int16 speed);
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void lavaDamage(GameObject *obj);
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void coldDamage(GameObject *obj);
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void terrainDamageSlash(GameObject *obj);
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void terrainDamageBash(GameObject *obj);
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/* ===================================================================== *
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other Terrain prototypes
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* ===================================================================== */
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// Determine the height of the tile terrain contour
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#if 0
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int16 tileSlopeHeight(
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const TilePoint &pt,
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GameObject *obj,
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StandingTileInfo *sti = NULL);
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#else
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// We've replaced tileSlopeHeight with a new version that takes
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// slightly more generalized parameters, and made an inline function
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// that takes the old-style parameters. Take your pick...
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// New-style version of tileSlopeHeight
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int16 tileSlopeHeight(
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const TilePoint &tileCoords,
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int16 mapNum,
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int objectHeight,
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StandingTileInfo *stiResult = NULL,
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uint8 *platformResult = NULL);
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// Old-style version of tileSlopeHeight()
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int16 tileSlopeHeight(
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const TilePoint &pt,
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GameObject *obj,
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StandingTileInfo *stiResult = NULL,
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uint8 *platformResult = NULL);
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// A version which takes the map number explicitly
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int16 tileSlopeHeight(
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const TilePoint &pt,
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int mapNum,
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GameObject *obj,
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StandingTileInfo *stiResult = NULL,
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uint8 *platformResult = NULL);
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#endif
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// Query a tile about its terrain
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uint32 tileTerrain(
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int16 mapNum,
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const TilePoint &pt,
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int16 mask,
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int16 minZ,
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int16 maxZ);
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// Determine the terrain for a given volume
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uint32 volumeTerrain(int16 mapNum, const TileRegion &volume);
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uint32 volumeTerrain(
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int16 mapNum,
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const TilePoint &pos,
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int16 objSection,
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int16 objHeight);
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uint32 volumeTerrain(
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int16 mapNum,
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const TilePoint &pos,
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int16 uCross,
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int16 vCross,
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int16 objHeight);
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// Determine the terrain between two points
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uint32 lineTerrain(
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int16 mapNum,
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const TilePoint &from,
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const TilePoint &to,
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uint32 opaqueTerrain);
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// return terrain that object is currently interacting with
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uint32 objectTerrain(GameObject *obj, StandingTileInfo &sti);
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// return terrain that object is currently interacting with
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int16 checkBlocked(
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GameObject *obj,
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int16 mapNum,
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const TilePoint &loc,
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GameObject **blockResultObj = NULL);
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// return terrain that object is currently interacting with
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int16 checkBlocked(
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GameObject *obj,
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const TilePoint &loc,
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GameObject **blockResultObj = NULL);
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int16 checkWalkable(
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GameObject *obj,
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const TilePoint &loc,
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GameObject **blockResultObj = NULL);
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// return terrain that object is currently interacting with
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int16 checkContact(
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GameObject *obj,
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const TilePoint &loc,
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GameObject **blockResultObj = NULL);
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} // end of namespace Saga2
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#endif
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