/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the AUTHORS * file distributed with this source distribution. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef ICB_BARRIERS_H #define ICB_BARRIERS_H #include "engines/icb/common/px_rcutypes.h" #include "engines/icb/common/px_linkeddatafile.h" #include "engines/icb/common/px_route_barriers.h" namespace ICB { #define MAX_slices 9 //+1 for dummy top floor ceiling #define MAX_heights (MAX_slices + 1) #define MAX_floors 48 // this is the master number of objects - // The +3 & ~3 - means it is rounded up to be a multiple of 4 #define MAX_props ((116 + 3) & ~3) #define MAX_parents_per_anim_slice 24 //#define MAX_bars_per_parent 96 #define MAX_props_per_parent 16 #define MAX_animating_props 24 #define MAX_bars_per_prop 60 #define MAX_child_groups_per_parent 16 #define MAX_prop_abars (MAX_animating_props * MAX_bars_per_prop) //-------------------------------------------------------------------------------------- class _animating_parent { // contains all of the abarriers that lie within this parent space - for each we record its associated prop and // state so we know when each is in scope public: uint8 num_props; uint8 prop_number[MAX_props_per_parent]; }; class _animating_barrier_slice { // contains a list of parents that lie within the slice // and a list of props within the slice public: _animating_parent *anim_parents[MAX_parents_per_anim_slice]; uint8 num_props_in_slice; uint8 prop_list[MAX_props]; }; class _anim_prop_info { // contains a list of all the abars for the prop public: uint8 barriers_per_state; uint8 total_states; // temp - could be removed uint16 *barrier_list; // pointer into 'prop_abar_table' }; class _barrier_handler { public: void ___init(); void Form_route_barrier_list(PXreal x, PXreal y, PXreal z, PXreal x2, PXreal z2); void Form_parent_barrier_list(PXreal x, PXreal y, PXreal z); _parent_box *Fetch_parent_box_for_xyz(PXreal x, PXreal y, PXreal z, uint32 &par_num, uint32 &slice_num); _parent_box *Fetch_parent_num_on_slice_y(uint32 requested_parent, PXreal y); uint32 Fetch_number_of_child_boxes(_parent_box *parent); _child_group *Fetch_child_box(_parent_box *parent, uint32 child); _route_barrier *Fetch_barrier(uint32 num); uint32 Fetch_total_barriers(); _linked_data_file *Get_barrier_pointer() const { return raw_barriers; } void Prepare_animating_barriers(); uint32 Get_anim_barriers(uint32 n, uint32 *oThisCubesBarriers, uint32 slice); void Set_route_barrier_mask(int32 left, int32 right, int32 top, int32 bottom); void Clear_route_barrier_mask(); _animating_barrier_slice anim_slices[MAX_slices]; _anim_prop_info anim_prop_info[MAX_props]; uint16 prop_abar_table[MAX_animating_props * MAX_bars_per_prop]; uint8 parents_used; // count how many of table are used _animating_parent anim_parent_table[MAX_floors]; // storage // raw barriers _linked_data_file *raw_barriers; // raw route barriers used for routing/line of sight and maybe shadow geometry uint32 total_barriers; // route barrier wrapper file _linked_data_file *route_wrapper; uint32 total_slices; // useful out of file bool8 barrier_mask; DXrect mask; }; inline void _barrier_handler::Set_route_barrier_mask(int32 left, int32 right, int32 top, int32 bottom) { // certain route building will provide an inner rect that barriers must lie within barrier_mask = TRUE8; mask.left = left; mask.right = right; mask.top = top; mask.bottom = bottom; } inline void _barrier_handler::Clear_route_barrier_mask() { // cancel inner route barrier mask barrier_mask = FALSE8; } inline uint32 _barrier_handler::Fetch_number_of_child_boxes(_parent_box *parent) { return (parent->num_childgroups); } inline _child_group *_barrier_handler::Fetch_child_box(_parent_box *parent, uint32 child) { return ((_child_group *)(((uint8 *)parent) + parent->childgroups[child])); } inline uint32 _barrier_handler::Fetch_total_barriers() { return (total_barriers); } } // End of namespace ICB #endif