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

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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/>.
*
*/
#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