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2026-02-02 04:50:13 +01:00

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5.1 KiB
C++

/* 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/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_BODY_H
#define HPL_BODY_H
#include "hpl1/engine/math/MathTypes.h"
#include "common/list.h"
#include "hpl1/engine/scene/Entity2D.h"
#include "common/stablemap.h"
namespace hpl {
class cMesh2D;
class cNode2D;
class cCollider2D;
class cCollisionMesh2D;
class cBody2D;
typedef Common::List<cBody2D *> tBody2DList;
typedef tBody2DList::iterator tBody2DListIt;
class cBody2D : public iEntity2D {
public:
cBody2D(const tString &asName, cMesh2D *apMesh, cVector2f avSize, cCollider2D *apCollider, int alID);
~cBody2D();
const cRect2f &GetBoundingBox();
bool UpdateBoundingBox();
void Move(float afValue);
void UpdateLogic(float afTimeStep);
tString GetEntityType() { return "Body"; };
cVector3f &GetPosition() { return mvPosition; }
cVector3f &GetLastPosition() { return mvLastPosition; }
void ResetLastPosition() { mvLastPosition = mvPosition; }
float GetVelocity();
float GetMaxVelocity() { return mfMaxVel; }
float GetAcceleration() { return mfAcc; }
float GetGravity() { return mfGravity; }
float GetMaxGravityVel() { return mfMaxGravityVel; }
bool GetCollidable() { return mbCollidable; }
bool GetCollides() { return mbCollides; }
float GetAirFriction() { return mfAirFriction; }
float GetGroundFriction() { return mfGroundFriction; }
const cVector2f &GetSize() { return mvSize; }
const cVector3f &GetMovement() { return mvMovement; }
void SetMaxVelocity(float afMaxVel) { mfMaxVel = afMaxVel; }
void SetAcceleration(float afAcc) { mfAcc = afAcc; }
void SetGravity(float afGravity) { mfGravity = afGravity; }
void SetMaxGravityVel(float afMaxGravityVel) { mfMaxGravityVel = afMaxGravityVel; }
void SetCollidable(bool abCollidable) { mbCollidable = abCollidable; }
void SetCollides(bool abCollides) { mbCollides = abCollides; }
void SetAirFriction(float afAirFriction) { mfAirFriction = afAirFriction; }
void SetGroundFriction(float afGroundFriction) { mfGroundFriction = afGroundFriction; }
void AddForce(float afAngle, float afStrength);
void AddForce(const cVector2f &avForce);
void SetForce(float afAngle, float afStrength);
void SetForce(const cVector2f &avForce);
const cVector2f &GetForce() const { return mvForce; }
/**
* Sets the things that the body can collide with, default is eFlagBit_0 (tiles)
* \param alFlag
*/
void SetCollideFlag(tFlag alFlag) { mlCollideFlag = alFlag; }
tFlag GetCollideFlag() { return mlCollideFlag; }
/**
* Sets if the body is attached to moving obejcts and moves with the, default is false.
* \param abX
*/
void SetAttachToGround(bool abX) { mbAttachToGround = abX; }
bool GetAttachToGround() { return mbAttachToGround; }
/**
* Sets if other objects can attach themselves to this body. Default is true.
* \param abX
*/
void SetAttachBodies(bool abX) { mbAttachBodies = abX; }
bool GetAttachBodies() { return mbAttachBodies; }
void AttachBody(cBody2D *apBody);
void DetachBody(cBody2D *apBody);
void SetParentBody(cBody2D *apBody);
/**
* Sets the types of collider the body is, default is eFlagBit_1. On collision checking, the
* other objects specify what it can collide with. And for every body this value is checked.
* \param alFlag
*/
void SetCollideType(tFlag alFlag) { mlCollideType = alFlag; }
tFlag GetCollideType() { return mlCollideType; }
void AttachNode(cNode2D *apNode) { mpNode = apNode; }
void DetachNode() { mpNode = NULL; }
int GetID() { return mlID; }
bool OnGround() { return mbOnGround; }
void UpdateCollisionMesh();
cCollisionMesh2D *GetCollisionMesh();
private:
float mfMaxVel;
float mfAcc;
float mfGravity;
float mfMaxGravityVel;
float mfAirFriction;
float mfGroundFriction;
bool mbCollides;
bool mbCollidable;
bool mbMoved;
cVector3f mvMovement;
bool mbAttachToGround;
bool mbAttachBodies;
tBody2DList mlstAttachedBodies;
cBody2D *mpParentBody;
int mlID;
tFlag mlCollideFlag;
tFlag mlCollideType;
cMesh2D *mpMesh;
cCollider2D *mpCollider;
cNode2D *mpNode;
cCollisionMesh2D *mpCollMesh;
cCollisionMesh2D *mpBaseCollMesh;
bool mbOnGround;
bool mbGroundFrictionX;
bool mbGroundFrictionY;
cVector2f mvForce;
cVector2f mvSize;
cVector2l mvCollideCount;
cVector2f mvLastCollidePos;
void AddPosXY(cVector2f avPosAdd);
};
} // namespace hpl
#endif // HPL_BODY_H