1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304
|
/* 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 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.
*
*/
#include "bladerunner/scene_objects.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/obstacles.h"
#include "bladerunner/view.h"
namespace BladeRunner {
SceneObjects::SceneObjects(BladeRunnerEngine *vm, View *view) {
_vm = vm;
_view = view;
_count = 0;
_sceneObjects = new SceneObject[SCENE_OBJECTS_COUNT];
_sceneObjectsSortedByDistance = new int[SCENE_OBJECTS_COUNT];
for (int i = 0; i < SCENE_OBJECTS_COUNT; ++i) {
_sceneObjectsSortedByDistance[i] = -1;
}
}
SceneObjects::~SceneObjects() {
_vm = nullptr;
_view = nullptr;
_count = 0;
delete[] _sceneObjectsSortedByDistance;
delete[] _sceneObjects;
}
void SceneObjects::clear() {
for (int i = 0; i < SCENE_OBJECTS_COUNT; ++i) {
_sceneObjects[i]._sceneObjectId = -1;
_sceneObjects[i]._sceneObjectType = SceneObjectTypeUnknown;
_sceneObjects[i]._distanceToCamera = 0;
_sceneObjects[i]._present = 0;
_sceneObjects[i]._isClickable = 0;
_sceneObjects[i]._isObstacle = 0;
_sceneObjects[i]._unknown1 = 0;
_sceneObjects[i]._isTarget = 0;
_sceneObjects[i]._isMoving = 0;
_sceneObjects[i]._isRetired = 0;
}
_count = 0;
}
bool SceneObjects::addActor(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isClickable, uint8 isMoving, uint8 isTarget, uint8 isRetired) {
return addSceneObject(sceneObjectId, SceneObjectTypeActor, boundingBox, screenRectangle, isClickable, 0, 0, isTarget, isMoving, isRetired);
}
bool SceneObjects::addObject(int sceneObjectId, BoundingBox *boundingBox, uint8 isClickable, uint8 isObstacle, uint8 unknown1, uint8 isTarget) {
Common::Rect rect(-1, -1, -1, -1);
return addSceneObject(sceneObjectId, SceneObjectTypeObject, boundingBox, &rect, isClickable, isObstacle, unknown1, isTarget, 0, 0);
}
bool SceneObjects::addItem(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isTarget, uint8 isObstacle) {
return addSceneObject(sceneObjectId, SceneObjectTypeItem, boundingBox, screenRectangle, isObstacle, 0, 0, isTarget, 0, 0);
}
bool SceneObjects::remove(int sceneObjectId) {
int i = findById(sceneObjectId);
if (i == -1) {
return false;
}
_sceneObjects[i]._present = 0;
int j;
for (j = 0; j < _count; ++j) {
if (_sceneObjectsSortedByDistance[j] == i) {
break;
}
}
for (int k = j; k < _count - 1; ++k) {
_sceneObjectsSortedByDistance[k] = _sceneObjectsSortedByDistance[k + 1];
}
--_count;
return true;
}
int SceneObjects::findByXYZ(int *isClickable, int *isObstacle, int *isTarget, float x, float y, float z, int findClickables, int findObstacles, int findTargets) {
*isClickable = 0;
*isObstacle = 0;
*isTarget = 0;
for (int i = 0; i < _count; ++i) {
assert(_sceneObjectsSortedByDistance[i] < SCENE_OBJECTS_COUNT);
SceneObject &sceneObject = _sceneObjects[_sceneObjectsSortedByDistance[i]];
if ((findClickables && sceneObject._isClickable) ||
(findObstacles && sceneObject._isObstacle) ||
(findTargets && sceneObject._isTarget)) {
BoundingBox boundingBox = sceneObject._boundingBox;
if (sceneObject._sceneObjectType == SceneObjectTypeObject || sceneObject._sceneObjectType == SceneObjectTypeItem) {
boundingBox.expand(-4.0, 0.0, -4.0, 4.0, 0.0, 4.0);
}
if (boundingBox.inside(x, y, z)) {
*isClickable = sceneObject._isClickable;
*isObstacle = sceneObject._isObstacle;
*isTarget = sceneObject._isTarget;
return sceneObject._sceneObjectId;
}
}
}
return -1;
}
bool SceneObjects::existsOnXZ(int exceptSceneObjectId, float x, float z, bool a5, bool a6) {
float xMin = x - 12.5f;
float xMax = x + 12.5f;
float zMin = z - 12.5f;
float zMax = z + 12.5f;
int count = this->_count;
if (count > 0) {
for (int i = 0; i < count; i++) {
SceneObject *sceneObject = &this->_sceneObjects[this->_sceneObjectsSortedByDistance[i]];
bool v13 = false;
if (sceneObject->_sceneObjectType == SceneObjectTypeActor) {
if (sceneObject->_isRetired) {
v13 = false;
} else if (sceneObject->_isMoving) {
v13 = a5 != 0;
} else {
v13 = a6 != 0;
}
} else {
v13 = sceneObject->_isObstacle;
}
if (v13 && sceneObject->_sceneObjectId != exceptSceneObjectId) {
float x1, y1, z1, x2, y2, z2;
sceneObject->_boundingBox.getXYZ(&x1, &y1, &z1, &x2, &y2, &z2);
if (z1 <= zMax && z2 >= zMin && x1 <= xMax && x2 >= xMin) {
return true;
}
}
}
}
return false;
}
int SceneObjects::findById(int sceneObjectId) {
for (int i = 0; i < _count; ++i) {
int j = this->_sceneObjectsSortedByDistance[i];
if (_sceneObjects[j]._present && _sceneObjects[j]._sceneObjectId == sceneObjectId) {
return j;
}
}
return -1;
}
bool SceneObjects::addSceneObject(int sceneObjectId, SceneObjectType sceneObjectType, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isClickable, uint8 isObstacle, uint8 unknown1, uint8 isTarget, uint isMoving, uint isRetired) {
int index = findEmpty();
if (index == -1) {
return false;
}
_sceneObjects[index]._sceneObjectId = sceneObjectId;
_sceneObjects[index]._sceneObjectType = sceneObjectType;
_sceneObjects[index]._present = 1;
_sceneObjects[index]._boundingBox = *boundingBox;
_sceneObjects[index]._screenRectangle = *screenRectangle;
_sceneObjects[index]._isClickable = isClickable;
_sceneObjects[index]._isObstacle = isObstacle;
_sceneObjects[index]._unknown1 = unknown1;
_sceneObjects[index]._isTarget = isTarget;
_sceneObjects[index]._isMoving = isMoving;
_sceneObjects[index]._isRetired = isRetired;
float centerZ = (_sceneObjects[index]._boundingBox.getZ0() + _sceneObjects[index]._boundingBox.getZ1()) / 2.0;
float distanceToCamera = fabs(_view->_cameraPosition.z - centerZ);
_sceneObjects[index]._distanceToCamera = distanceToCamera;
// insert according to distance from camera
int i;
for (i = 0; i < _count; ++i) {
if (distanceToCamera < _sceneObjects[_sceneObjectsSortedByDistance[i]]._distanceToCamera) {
break;
}
}
for (int j = _count - 2; j >= i; --j) {
_sceneObjectsSortedByDistance[j + 1] = _sceneObjectsSortedByDistance[j];
}
_sceneObjectsSortedByDistance[i] = index;
++_count;
return true;
}
int SceneObjects::findEmpty() {
for (int i = 0; i < SCENE_OBJECTS_COUNT; ++i) {
if (!_sceneObjects[i]._present)
return i;
}
return -1;
}
void SceneObjects::setMoving(int sceneObjectId, bool isMoving) {
int i = findById(sceneObjectId);
if (i == -1) {
return;
}
_sceneObjects[i]._isMoving = isMoving;
}
void SceneObjects::setRetired(int sceneObjectId, bool isRetired) {
int i = findById(sceneObjectId);
if (i == -1) {
return;
}
_sceneObjects[i]._isRetired = isRetired;
}
bool SceneObjects::isBetweenTwoXZ(int sceneObjectId, float x1, float z1, float x2, float z2) {
int i = findById(sceneObjectId);
if (i == -1) {
return false;
}
float objectX1, objectY1, objectZ1, objectX2, objectY2, objectZ2;
_sceneObjects[i]._boundingBox.getXYZ(&objectX1, &objectY1, &objectZ1, &objectX2, &objectY2, &objectZ2);
//TODO
// if (!lineIntersectection(sourceX, sourceZ, targetX, targetZ, objectX1, objectZ1, objectX2, objectZ1, &intersectionX, &intersectionY, &v18)
// && !lineIntersectection(sourceX, sourceZ, targetX, targetZ, objectX2, objectZ1, objectX2, objectZ2, &intersectionX, &intersectionY, &v18)
// && !lineIntersectection(sourceX, sourceZ, targetX, targetZ, objectX2, objectZ2, objectX1, objectZ2, &intersectionX, &intersectionY, &v18)
// && !lineIntersectection(sourceX, sourceZ, targetX, targetZ, objectX1, objectZ2, objectX1, objectZ1, &intersectionX, &intersectionY, &v18))
// return false;
return true;
}
void SceneObjects::setIsClickable(int sceneObjectId, bool isClickable) {
int i = findById(sceneObjectId);
if (i == -1) {
return;
}
_sceneObjects[i]._isClickable = isClickable;
}
void SceneObjects::setIsObstacle(int sceneObjectId, bool isObstacle) {
int i = findById(sceneObjectId);
if (i == -1) {
return;
}
_sceneObjects[i]._isObstacle = isObstacle;
}
void SceneObjects::setIsTarget(int sceneObjectId, bool isTarget) {
int i = findById(sceneObjectId);
if (i == -1) {
return;
}
_sceneObjects[i]._isTarget = isTarget;
}
void SceneObjects::updateObstacles() {
_vm->_obstacles->clear();
for(int i = 0; i < _count; i++) {
int index = _sceneObjectsSortedByDistance[i];
SceneObject sceneObject = _sceneObjects[index];
if(sceneObject._isObstacle) {
float x0, y0, z0, x1, y1, z1;
sceneObject._boundingBox.getXYZ(&x0, &y0, &z0, &x1, &y1, &z1);
_vm->_obstacles->add(x0, z0, x1, z1);
}
}
_vm->_obstacles->backup();
}
} // End of namespace BladeRunner
|