/* 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 . * */ #ifndef TWINE_SCENE_COLLISION_H #define TWINE_SCENE_COLLISION_H #include "common/scummsys.h" #include "twine/shared.h" namespace TwinE { class ActorStruct; struct ExtraListStruct; class TwinEEngine; class Collision { private: TwinEEngine *_engine; void handlePushing(IVec3 &processActor, const IVec3 &minsTest, const IVec3 &maxsTest, ActorStruct *actor, ActorStruct *actorTest); /** Actor collision coordinate */ IVec3 _processCollision; // SaveNxw, SaveNyw, SaveNzw public: Collision(TwinEEngine *engine); /** Actor collision coordinate */ IVec3 _collision; // YMap /** * Check if actor 1 is standing in actor 2 * @param actorIdx1 Actor 1 index * @param actorIdx2 Actor 2 index */ bool checkZvOnZv(int32 actorIdx1, int32 actorIdx2) const; void doImpact(int32 num, int32 x, int32 y, int32 z, int32 owner); /** * Reajust actor position in scene according with brick shape bellow actor * @param brickShape Shape of brick bellow the actor */ void reajustPos(IVec3 &processActor, ShapeType brickShape) const; /** * Check collision with actors * @param actorIx Current process actor index */ int32 checkObjCol(int32 actorIdx); bool checkValidObjPos(int32 actorIdx); void setCollisionPos(const IVec3 &pos); /** * Check Hero collision with bricks * @param x Hero X coordinate * @param y Hero Y coordinate * @param z Hero Z coordinate * @param damageMask Cause damage mask */ uint32 doCornerReajustTwinkel(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask); /** * Check other actor collision with bricks * @param x Actor X coordinate * @param y Actor Y coordinate * @param z Actor Z coordinate * @param damageMask Cause damage mask */ uint32 doCornerReajust(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask); /** Make actor to stop falling */ void receptionObj(int actorIdx); /** * Check extra collision with actors * @param extra to process * @param actorIdx actor to check collision */ int32 extraCheckObjCol(ExtraListStruct *extra, int32 actorIdx); /** Check extra collision with bricks */ bool fullWorldColBrick(int32 x, int32 y, int32 z, const IVec3 &oldPos); /** * Check extra collision with another extra * @param extra to process * @param extraIdx extra index to check collision */ int32 extraCheckExtraCol(ExtraListStruct *extra, int32 extraIdx) const; }; } // namespace TwinE #endif