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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef BLADERUNNER_SCENE_OBJECTS_H
#define BLADERUNNER_SCENE_OBJECTS_H
#include "bladerunner/boundingbox.h"
#include "common/rect.h"
namespace BladeRunner {
class BladeRunnerEngine;
class SaveFileReadStream;
class SaveFileWriteStream;
class View;
enum SceneObjectType {
kSceneObjectTypeUnknown = -1,
kSceneObjectTypeActor = 0,
kSceneObjectTypeObject = 1,
kSceneObjectTypeItem = 2
};
class SceneObjects {
friend class Debugger;
static const int kSceneObjectCount = 115;
struct SceneObject {
int id;
SceneObjectType type;
BoundingBox boundingBox;
Common::Rect screenRectangle;
float distanceToCamera;
bool isPresent;
bool isClickable;
bool isObstacle;
int unknown1;
bool isTarget;
bool isMoving;
bool isRetired;
};
BladeRunnerEngine *_vm;
View *_view;
int _count;
SceneObject _sceneObjects[kSceneObjectCount];
int _sceneObjectsSortedByDistance[kSceneObjectCount];
public:
SceneObjects(BladeRunnerEngine *vm, View *view);
~SceneObjects();
bool addActor(int sceneObjectId, const BoundingBox &boundingBox, const Common::Rect &screenRectangle, bool isClickable, bool isMoving, bool isTarget, bool isRetired);
bool addObject(int sceneObjectId, const BoundingBox &boundingBox, bool isClickable, bool isObstacle, uint8 unknown1, bool isTarget);
bool addItem(int sceneObjectId, const BoundingBox &boundingBox, const Common::Rect &screenRectangle, bool isTarget, bool isObstacle);
bool remove(int sceneObjectId);
void clear();
int findByXYZ(bool *isClickable, bool *isObstacle, bool *isTarget, Vector3 &position, bool findClickables, bool findObstacles, bool findTargets) const;
bool existsOnXZ(int exceptSceneObjectId, float x, float z, bool movingActorIsObstacle, bool standingActorIsObstacle) const;
void setMoving(int sceneObjectId, bool isMoving);
void setRetired(int sceneObjectId, bool isRetired);
bool isBetween(float sourceX, float sourceZ, float targetX, float targetZ, int sceneObjectId) const;
bool isObstacleBetween(const Vector3 &source, const Vector3 &target, int exceptSceneObjectId) const;
void setIsClickable(int sceneObjectId, bool isClickable);
void setIsObstacle(int sceneObjectId, bool isObstacle);
void setIsTarget(int sceneObjectId, bool isTarget);
void updateObstacles();
int getCount() { return _count; }
int findById(int sceneObjectId) const;
bool isEmptyScreenRectangle(int sceneObjectId);
int compareScreenRectangle(int sceneObjectId, const Common::Rect &rectangle);
void resetScreenRectangleAndBbox(int sceneObjectId);
void synchScreenRectangle(int sceneObjectId, const Common::Rect &targetScreenRect);
void save(SaveFileWriteStream &f);
void load(SaveFileReadStream &f);
private:
bool addSceneObject(int sceneObjectId, SceneObjectType sceneObjectType, const BoundingBox &boundingBox, const Common::Rect &screenRectangle, bool isClickable, bool isObstacle, uint8 unknown1, bool isTarget, bool isMoving, bool isRetired);
int findEmpty() const;
};
} // End of namespace BladeRunner
#endif
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