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117 lines
3.5 KiB
C++
117 lines
3.5 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef TWINE_COLLISION_H
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#define TWINE_COLLISION_H
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#include "common/scummsys.h"
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#include "twine/extra.h"
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namespace TwinE {
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class TwinEEngine;
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class Collision {
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private:
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TwinEEngine *_engine;
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public:
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Collision(TwinEEngine *engine);
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/** Actor collition X coordinate */
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int32 collisionX = 0; // getPosVar1
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/** Actor collition Y coordinate */
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int32 collisionY = 0; // getPosVar2
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/** Actor collition Z coordinate */
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int32 collisionZ = 0; // getPosVar3
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/** Actor collition X coordinate */
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int32 processCollisionX = 0; // processActorVar11
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/** Actor collition Y coordinate */
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int32 processCollisionY = 0; // processActorVar12
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/** Actor collition Z coordinate */
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int32 processCollisionZ = 0; // processActorVar13
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/** Cause damage in current processed actor */
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int32 causeActorDamage = 0; //fieldCauseDamage
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/**
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* Check if actor 1 is standing in actor 2
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* @param actorIdx1 Actor 1 index
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* @param actorIdx2 Actor 2 index
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*/
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bool standingOnActor(int32 actorIdx1, int32 actorIdx2);
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int32 getAverageValue(int32 var0, int32 var1, int32 var2, int32 var3);
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/**
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* Reajust actor position in scene according with brick shape bellow actor
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* @param brickShape Shape of brick bellow the actor
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*/
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void reajustActorPosition(ShapeType brickShape);
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/**
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* Check collision with actors
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* @param actorIx Current process actor index
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*/
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int32 checkCollisionWithActors(int32 actorIdx);
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/**
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* Check Hero collision with bricks
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* @param x Hero X coordinate
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* @param y Hero Y coordinate
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* @param z Hero Z coordinate
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* @param damageMask Cause damage mask
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*/
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void checkHeroCollisionWithBricks(int32 x, int32 y, int32 z, int32 damageMask);
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/**
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* Check other actor collision with bricks
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* @param x Actor X coordinate
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* @param y Actor Y coordinate
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* @param z Actor Z coordinate
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* @param damageMask Cause damage mask
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*/
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void checkActorCollisionWithBricks(int32 x, int32 y, int32 z, int32 damageMask);
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/** Make actor to stop falling */
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void stopFalling();
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/**
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* Check extra collision with actors
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* @param extra to process
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* @param actorIdx actor to check collision
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*/
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int32 checkExtraCollisionWithActors(ExtraListStruct *extra, int32 actorIdx);
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/** Check extra collision with bricks */
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bool checkExtraCollisionWithBricks(int32 x, int32 y, int32 z, int32 oldX, int32 oldY, int32 oldZ);
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/**
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* Check extra collision with another extra
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* @param extra to process
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* @param extraIdx extra index to check collision
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*/
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int32 checkExtraCollisionWithExtra(ExtraListStruct *extra, int32 extraIdx);
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};
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} // namespace TwinE
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#endif
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