Initial commit
This commit is contained in:
194
engines/saga2/terrain.h
Normal file
194
engines/saga2/terrain.h
Normal file
@@ -0,0 +1,194 @@
|
||||
/* 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_TERRAIN_H
|
||||
#define SAGA2_TERRAIN_H
|
||||
|
||||
namespace Saga2 {
|
||||
|
||||
struct TilePoint;
|
||||
struct TileRegion;
|
||||
|
||||
// these control the rate of drowning damage
|
||||
// the first two determine the chances of doing damage on a
|
||||
// each screen refresh
|
||||
// the third is the damage done
|
||||
#define kDrowningDamageOddsYes (1)
|
||||
#define kDrowningDamageOddsNo (3)
|
||||
#define kDrowningDamagePerFrame (1)
|
||||
|
||||
// these control damage taken by falling
|
||||
// the magnatude of the velocity vector is multiplied by the first
|
||||
// then divided by the second.
|
||||
// as it turns out the velocity is a pretty reasonable damage amount
|
||||
|
||||
#define kFallingDamageMult (2)
|
||||
#define kFallingDamageDiv (1)
|
||||
|
||||
// these control the rate of lava damage
|
||||
// the first two determine the chances of doing damage on a
|
||||
// each screen refresh
|
||||
// the last two are the damage done (absolute & d6)
|
||||
#define kHeatDamageOddsYes (1)
|
||||
#define kHeatDamageOddsNo (3)
|
||||
#define kHeatDamagePerFrame (1)
|
||||
#define kHeatDamageDicePerFrame (1)
|
||||
|
||||
// these control the rate of freezing damage
|
||||
// the first two determine the chances of doing damage on a
|
||||
// each screen refresh
|
||||
// the last two are the damage done (absolute & d6)
|
||||
#define kColdDamageOddsYes (1)
|
||||
#define kColdDamageOddsNo (15)
|
||||
#define kColdDamagePerFrame (1)
|
||||
#define kColdDamageDicePerFrame (0)
|
||||
|
||||
#define kTerrainDamageOddsYes (1)
|
||||
#define kTerrainDamageOddsNo (1)
|
||||
#define kTerrainDamagePerFrame (1)
|
||||
#define kTerrainDamageDicePerFrame (2)
|
||||
|
||||
/* ===================================================================== *
|
||||
Classes referenced by this header
|
||||
* ===================================================================== */
|
||||
|
||||
class GameObject;
|
||||
struct StandingTileInfo;
|
||||
|
||||
/* ===================================================================== *
|
||||
Terrain damage prototypes
|
||||
* ===================================================================== */
|
||||
|
||||
void drown(GameObject *obj);
|
||||
void fallingDamage(GameObject *obj, int16 speed);
|
||||
void lavaDamage(GameObject *obj);
|
||||
void coldDamage(GameObject *obj);
|
||||
void terrainDamageSlash(GameObject *obj);
|
||||
void terrainDamageBash(GameObject *obj);
|
||||
|
||||
/* ===================================================================== *
|
||||
other Terrain prototypes
|
||||
* ===================================================================== */
|
||||
|
||||
|
||||
|
||||
// Determine the height of the tile terrain contour
|
||||
#if 0
|
||||
int16 tileSlopeHeight(
|
||||
const TilePoint &pt,
|
||||
GameObject *obj,
|
||||
StandingTileInfo *sti = NULL);
|
||||
#else
|
||||
|
||||
// We've replaced tileSlopeHeight with a new version that takes
|
||||
// slightly more generalized parameters, and made an inline function
|
||||
// that takes the old-style parameters. Take your pick...
|
||||
|
||||
// New-style version of tileSlopeHeight
|
||||
int16 tileSlopeHeight(
|
||||
const TilePoint &tileCoords,
|
||||
int16 mapNum,
|
||||
int objectHeight,
|
||||
StandingTileInfo *stiResult = NULL,
|
||||
uint8 *platformResult = NULL);
|
||||
|
||||
// Old-style version of tileSlopeHeight()
|
||||
int16 tileSlopeHeight(
|
||||
const TilePoint &pt,
|
||||
GameObject *obj,
|
||||
StandingTileInfo *stiResult = NULL,
|
||||
uint8 *platformResult = NULL);
|
||||
|
||||
// A version which takes the map number explicitly
|
||||
int16 tileSlopeHeight(
|
||||
const TilePoint &pt,
|
||||
int mapNum,
|
||||
GameObject *obj,
|
||||
StandingTileInfo *stiResult = NULL,
|
||||
uint8 *platformResult = NULL);
|
||||
|
||||
#endif
|
||||
|
||||
// Query a tile about its terrain
|
||||
uint32 tileTerrain(
|
||||
int16 mapNum,
|
||||
const TilePoint &pt,
|
||||
int16 mask,
|
||||
int16 minZ,
|
||||
int16 maxZ);
|
||||
|
||||
// Determine the terrain for a given volume
|
||||
uint32 volumeTerrain(int16 mapNum, const TileRegion &volume);
|
||||
|
||||
uint32 volumeTerrain(
|
||||
int16 mapNum,
|
||||
const TilePoint &pos,
|
||||
int16 objSection,
|
||||
int16 objHeight);
|
||||
|
||||
uint32 volumeTerrain(
|
||||
int16 mapNum,
|
||||
const TilePoint &pos,
|
||||
int16 uCross,
|
||||
int16 vCross,
|
||||
int16 objHeight);
|
||||
|
||||
// Determine the terrain between two points
|
||||
uint32 lineTerrain(
|
||||
int16 mapNum,
|
||||
const TilePoint &from,
|
||||
const TilePoint &to,
|
||||
uint32 opaqueTerrain);
|
||||
|
||||
// return terrain that object is currently interacting with
|
||||
uint32 objectTerrain(GameObject *obj, StandingTileInfo &sti);
|
||||
|
||||
// return terrain that object is currently interacting with
|
||||
int16 checkBlocked(
|
||||
GameObject *obj,
|
||||
int16 mapNum,
|
||||
const TilePoint &loc,
|
||||
GameObject **blockResultObj = NULL);
|
||||
|
||||
// return terrain that object is currently interacting with
|
||||
int16 checkBlocked(
|
||||
GameObject *obj,
|
||||
const TilePoint &loc,
|
||||
GameObject **blockResultObj = NULL);
|
||||
|
||||
int16 checkWalkable(
|
||||
GameObject *obj,
|
||||
const TilePoint &loc,
|
||||
GameObject **blockResultObj = NULL);
|
||||
|
||||
// return terrain that object is currently interacting with
|
||||
int16 checkContact(
|
||||
GameObject *obj,
|
||||
const TilePoint &loc,
|
||||
GameObject **blockResultObj = NULL);
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user