ScummVM API documentation
TwinE::Collision Class Reference

Public Member Functions

 Collision (TwinEEngine *engine)
 
bool checkZvOnZv (int32 actorIdx1, int32 actorIdx2) const
 
int32 boundRuleThree (int32 start, int32 end, int32 maxDelay, int32 delay) const
 
void reajustPos (IVec3 &processActor, ShapeType brickShape) const
 
int32 checkObjCol (int32 actorIdx)
 
bool checkValidObjPos (int32 actorIdx)
 
void setCollisionPos (const IVec3 &pos)
 
uint32 doCornerReajustTwinkel (ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask)
 
uint32 doCornerReajust (ActorStruct *actor, int32 x, int32 y, int32 z, int32 damageMask)
 
void receptionObj (int actorIdx)
 
int32 extraCheckObjCol (ExtraListStruct *extra, int32 actorIdx)
 
bool fullWorldColBrick (int32 x, int32 y, int32 z, const IVec3 &oldPos)
 
int32 extraCheckExtraCol (ExtraListStruct *extra, int32 extraIdx) const
 

Public Attributes

IVec3 _collision
 

Member Function Documentation

◆ checkZvOnZv()

bool TwinE::Collision::checkZvOnZv ( int32  actorIdx1,
int32  actorIdx2 
) const

Check if actor 1 is standing in actor 2

Parameters
actorIdx1Actor 1 index
actorIdx2Actor 2 index

◆ reajustPos()

void TwinE::Collision::reajustPos ( IVec3 processActor,
ShapeType  brickShape 
) const

Reajust actor position in scene according with brick shape bellow actor

Parameters
brickShapeShape of brick bellow the actor

◆ checkObjCol()

int32 TwinE::Collision::checkObjCol ( int32  actorIdx)

Check collision with actors

Parameters
actorIxCurrent process actor index

◆ doCornerReajustTwinkel()

uint32 TwinE::Collision::doCornerReajustTwinkel ( ActorStruct actor,
int32  x,
int32  y,
int32  z,
int32  damageMask 
)

Check Hero collision with bricks

Parameters
xHero X coordinate
yHero Y coordinate
zHero Z coordinate
damageMaskCause damage mask

◆ doCornerReajust()

uint32 TwinE::Collision::doCornerReajust ( ActorStruct actor,
int32  x,
int32  y,
int32  z,
int32  damageMask 
)

Check other actor collision with bricks

Parameters
xActor X coordinate
yActor Y coordinate
zActor Z coordinate
damageMaskCause damage mask

◆ receptionObj()

void TwinE::Collision::receptionObj ( int  actorIdx)

Make actor to stop falling

◆ extraCheckObjCol()

int32 TwinE::Collision::extraCheckObjCol ( ExtraListStruct extra,
int32  actorIdx 
)

Check extra collision with actors

Parameters
extrato process
actorIdxactor to check collision

◆ fullWorldColBrick()

bool TwinE::Collision::fullWorldColBrick ( int32  x,
int32  y,
int32  z,
const IVec3 oldPos 
)

Check extra collision with bricks

◆ extraCheckExtraCol()

int32 TwinE::Collision::extraCheckExtraCol ( ExtraListStruct extra,
int32  extraIdx 
) const

Check extra collision with another extra

Parameters
extrato process
extraIdxextra index to check collision

Member Data Documentation

◆ _collision

IVec3 TwinE::Collision::_collision

Actor collision coordinate


The documentation for this class was generated from the following file: