ScummVM API documentation
area.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 // Based on Phantasma code by Thomas Harte (2013),
23 // available at https://github.com/TomHarte/Phantasma/ (MIT)
24 
25 #ifndef FREESCAPE_AREA_H
26 #define FREESCAPE_AREA_H
27 
28 #include "math/ray.h"
29 #include "math/vector3d.h"
30 
31 #include "freescape/language/instruction.h"
32 #include "freescape/objects/object.h"
33 #include "freescape/objects/group.h"
34 
35 
36 namespace Freescape {
37 
40 
41 class Area {
42 public:
43  enum RenderDepthLayer {
44  kRenderDepthAll,
45  kRenderDepthBackground,
46  kRenderDepthForeground
47  };
48 
49  Area(uint16 areaID, uint16 areaFlags, ObjectMap *objectsByID, ObjectMap *entrancesByID, bool isCastle);
50  virtual ~Area();
51 
52  Common::String _name;
53  Object *objectWithID(uint16 objectID);
54  Object *entranceWithID(uint16 objectID);
55  Common::List<int> getEntranceIds();
56 
57  void changeObjectID(uint16 objectID, uint16 newObjectID);
58  ObjectArray getSensors();
59  uint16 getAreaID();
60  Common::Array<Object *> &getSortedObjects() { return _sortedObjects; }
61  ObjectMap *getObjectsByID() { return _objectsByID; }
62  ObjectMap *getEntrancesByID() { return _entrancesByID; }
63  uint16 getAreaFlags();
64  uint8 getScale();
65  void remapColor(int index, int color);
66  void unremapColor(int index);
67  void draw(Renderer *gfx, uint32 animationTicks, Math::Vector3d camera, Math::Vector3d direction, bool insideWait, float fov, float aspectRatio, float nearClipPlane, float farClipPlane);
68  void drawDepthLayer(Renderer *gfx, uint32 animationTicks, Math::Vector3d camera, Math::Vector3d direction, bool insideWait, RenderDepthLayer depthLayer, float foregroundDistance, float fov, float aspectRatio, float nearClipPlane, float farClipPlane);
69  void drawGroup(Renderer *gfx, Group *group, bool runAnimation);
70  void show();
71 
72  Object *checkCollisionRay(const Math::Ray &ray, int raySize);
73  bool checkInSight(const Math::Ray &ray, float maxDistance);
74  Math::Vector3d separateFromWall(const Math::Vector3d &position);
75  ObjectArray checkCollisions(const Math::AABB &boundingBox);
76  bool checkIfPlayerWasCrushed(const Math::AABB &boundingBox);
77  Math::Vector3d resolveCollisions(Math::Vector3d const &lastPosition, Math::Vector3d const &newPosition, int playerHeight);
78  void addObjectFromArea(int16 id, Area *global);
79  void addGroupFromArea(int16 id, Area *global);
80  void addObject(Object *obj);
81  void addFloor();
82  void addStructure(Area *global);
83  void removeObject(int16 id);
84  void resetArea();
85  void resetAreaGroups();
86  bool isOutside();
87  bool hasActiveGroups();
88 
89  Common::Array<Common::String> _conditionSources;
91 
92  // Serialization
93  void saveObjects(Common::WriteStream *stream);
94  void loadObjects(Common::SeekableReadStream *stream, Area *global);
95 
96  // Driller specific
97  Common::Point _gasPocketPosition;
98  uint32 _gasPocketRadius;
99 
100  // Castle Master specific
101  bool _isCastle;
102 
103  uint8 _scale;
104  uint8 _skyColor;
105  uint8 _groundColor;
106  uint8 _usualBackgroundColor;
107  uint8 _underFireBackgroundColor;
108  uint8 _inkColor;
109  uint8 _paperColor;
110  uint8 _extraColor[4];
111  bool _colorCycling; // Amiga/Atari: bit 14 of area header enables COLOR15 cycling
112  ColorReMap _colorRemaps;
113 
114  uint32 _lastTick;
115 
116 private:
117  Math::Vector3d _lastCameraPosition;
118  Math::Vector3d _lastCameraDirection;
119  float _lastFov;
120  float _lastAspectRatio;
121  float _lastNearClipPlane;
122  float _lastFarClipPlane;
123  ObjectArray _sortedObjects;
124  ObjectArray _depthLayerSortedObjects;
125  Math::Vector3d _lastDepthLayerCameraPosition;
126  Math::Vector3d _lastDepthLayerCameraDirection;
127  float _lastDepthLayerFov;
128  float _lastDepthLayerAspectRatio;
129  float _lastDepthLayerNearClipPlane;
130  float _lastDepthLayerFarClipPlane;
131  RenderDepthLayer _lastRenderDepthLayer;
132  float _lastForegroundDistance;
133  uint32 _lastDepthLayerTick;
134 
135  uint16 _areaID;
136  uint16 _areaFlags;
137  ObjectMap *_objectsByID;
138  ObjectMap *_entrancesByID;
139  ObjectArray _drawableObjects;
140  ObjectMap _addedObjects;
141  Object *objectWithIDFromMap(ObjectMap *map, uint16 objectID);
142 };
143 
144 } // End of namespace Freescape
145 
146 #endif // FREESCAPE_AREA_H
Definition: group.h:40
Definition: str.h:59
Definition: stream.h:77
Definition: area.h:36
Definition: area.h:41
Definition: stream.h:745
Definition: gfx.h:63
Definition: rect.h:144
Definition: object.h:56