mirror of
https://github.com/libretro/scummvm.git
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151 lines
4.9 KiB
C++
151 lines
4.9 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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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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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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#ifndef ICB_BARRIERS_H
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#define ICB_BARRIERS_H
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#include "engines/icb/common/px_rcutypes.h"
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#include "engines/icb/common/px_linkeddatafile.h"
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#include "engines/icb/common/px_route_barriers.h"
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namespace ICB {
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#define MAX_slices 10
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//+1 for dummy top floor ceiling
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#define MAX_heights (MAX_slices + 1)
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#define MAX_floors 48
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// this is the master number of objects -
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// The +3 & ~3 - means it is rounded up to be a multiple of 4
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#define MAX_props ((116 + 3) & ~3)
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#define MAX_parents_per_anim_slice 24
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//#define MAX_bars_per_parent 96
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#define MAX_props_per_parent 16
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#define MAX_animating_props 24
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#define MAX_bars_per_prop 60
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#define MAX_child_groups_per_parent 16
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#define MAX_prop_abars (MAX_animating_props * MAX_bars_per_prop)
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//--------------------------------------------------------------------------------------
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class _animating_parent { // contains all of the abarriers that lie within this parent space - for each we record its associated prop and
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// state so we know when each is in scope
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public:
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uint8 num_props;
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uint8 prop_number[MAX_props_per_parent];
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};
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class _animating_barrier_slice { // contains a list of parents that lie within the slice
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// and a list of props within the slice
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public:
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_animating_parent *anim_parents[MAX_parents_per_anim_slice];
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uint8 num_props_in_slice;
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uint8 prop_list[MAX_props];
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};
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class _anim_prop_info { // contains a list of all the abars for the prop
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public:
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uint8 barriers_per_state;
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uint8 total_states; // temp - could be removed
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uint16 *barrier_list; // pointer into 'prop_abar_table'
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};
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class _barrier_handler {
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public:
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void ___init();
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void Form_route_barrier_list(PXreal x, PXreal y, PXreal z, PXreal x2, PXreal z2);
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void Form_parent_barrier_list(PXreal x, PXreal y, PXreal z);
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ParentBox *Fetch_parent_box_for_xyz(PXreal x, PXreal y, PXreal z, uint32 &par_num, uint32 &slice_num);
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ParentBox *Fetch_parent_num_on_slice_y(uint32 requested_parent, PXreal y);
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uint32 Fetch_number_of_child_boxes(ParentBox *parent);
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ChildGroup *Fetch_child_box(ParentBox *parent, uint32 child);
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RouteBarrier *Fetch_barrier(uint32 num);
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uint32 Fetch_total_barriers();
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LinkedDataFile *Get_barrier_pointer() const { return raw_barriers; }
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void Prepare_animating_barriers();
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uint32 Get_anim_barriers(uint32 n, uint32 *oThisCubesBarriers, uint32 slice);
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void Set_route_barrier_mask(int32 left, int32 right, int32 top, int32 bottom);
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void Clear_route_barrier_mask();
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_animating_barrier_slice anim_slices[MAX_slices];
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_anim_prop_info anim_prop_info[MAX_props];
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uint16 prop_abar_table[MAX_animating_props * MAX_bars_per_prop];
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uint8 parents_used; // count how many of table are used
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_animating_parent anim_parent_table[MAX_floors]; // storage
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// raw barriers
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LinkedDataFile *raw_barriers; // raw route barriers used for routing/line of sight and maybe shadow geometry
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uint32 total_barriers;
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// route barrier wrapper file
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LinkedDataFile *route_wrapper;
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uint32 total_slices; // useful out of file
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bool8 barrier_mask;
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DXrect mask;
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};
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inline void _barrier_handler::Set_route_barrier_mask(int32 left, int32 right, int32 top, int32 bottom) {
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// certain route building will provide an inner rect that barriers must lie within
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barrier_mask = TRUE8;
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mask.left = left;
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mask.right = right;
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mask.top = top;
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mask.bottom = bottom;
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}
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inline void _barrier_handler::Clear_route_barrier_mask() {
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// cancel inner route barrier mask
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barrier_mask = FALSE8;
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}
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inline uint32 _barrier_handler::Fetch_number_of_child_boxes(ParentBox *parent) { return (parent->num_childgroups); }
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inline ChildGroup *_barrier_handler::Fetch_child_box(ParentBox *parent, uint32 child) { return ((ChildGroup *)(((uint8 *)parent) + parent->childgroups[child])); }
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inline uint32 _barrier_handler::Fetch_total_barriers() { return (total_barriers); }
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} // End of namespace ICB
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#endif
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