111 lines
3.2 KiB
C++
111 lines
3.2 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TWINE_SCENE_COLLISION_H
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#define TWINE_SCENE_COLLISION_H
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#include "common/scummsys.h"
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#include "twine/shared.h"
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namespace TwinE {
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class ActorStruct;
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struct ExtraListStruct;
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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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void handlePushing(IVec3 &processActor, const IVec3 &minsTest, const IVec3 &maxsTest, ActorStruct *actor, ActorStruct *actorTest);
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/** Actor collision coordinate */
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IVec3 _processCollision; // SaveNxw, SaveNyw, SaveNzw
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public:
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Collision(TwinEEngine *engine);
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/** Actor collision coordinate */
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IVec3 _collision; // YMap
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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 checkZvOnZv(int32 actorIdx1, int32 actorIdx2) const;
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void doImpact(int32 num, int32 x, int32 y, int32 z, int32 owner);
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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 reajustPos(IVec3 &processActor, ShapeType brickShape) const;
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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 checkObjCol(int32 actorIdx);
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bool checkValidObjPos(int32 actorIdx);
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void setCollisionPos(const IVec3 &pos);
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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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uint32 doCornerReajustTwinkel(ActorStruct *actor, 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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uint32 doCornerReajust(ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask);
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/** Make actor to stop falling */
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void receptionObj(int actorIdx);
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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 extraCheckObjCol(ExtraListStruct *extra, int32 actorIdx);
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/** Check extra collision with bricks */
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bool fullWorldColBrick(int32 x, int32 y, int32 z, const IVec3 &oldPos);
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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 extraCheckExtraCol(ExtraListStruct *extra, int32 extraIdx) const;
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};
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} // namespace TwinE
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#endif
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