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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701
|
/* 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/>.
*
*/
#include "bladerunner/set.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/game_constants.h"
#include "bladerunner/lights.h"
#include "bladerunner/savefile.h"
#include "bladerunner/scene.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/set_effects.h"
#include "bladerunner/slice_renderer.h"
#include "common/debug.h"
#include "common/ptr.h"
#include "common/str.h"
#include "common/stream.h"
namespace BladeRunner {
#define kSet0 0x53657430
Set::Set(BladeRunnerEngine *vm) {
_vm = vm;
_objectCount = 0;
_walkboxCount = 0;
_objects = new Object[85];
_walkboxes = new Walkbox[95];
_footstepSoundOverride = -1;
_effects = new SetEffects(vm);
_loaded = false;
}
Set::~Set() {
delete _effects;
delete[] _objects;
delete[] _walkboxes;
}
bool Set::open(const Common::String &name) {
Common::ScopedPtr<Common::SeekableReadStream> s(_vm->getResourceStream(_vm->_enhancedEdition ? ("scenes/" + name) : name));
uint32 sig = s->readUint32BE();
if (sig != kSet0)
return false;
int frameCount = s->readUint32LE();
_objectCount = s->readUint32LE();
assert(_objectCount <= 85);
char buf[20];
for (int i = 0; i < _objectCount; ++i) {
s->read(buf, sizeof(buf));
_objects[i].name = buf;
float x0, y0, z0, x1, y1, z1;
x0 = s->readFloatLE();
y0 = s->readFloatLE();
z0 = s->readFloatLE();
x1 = s->readFloatLE();
y1 = s->readFloatLE();
z1 = s->readFloatLE();
_objects[i].bbox = BoundingBox(x0, y0, z0, x1, y1, z1);
_objects[i].isObstacle = s->readByte();
_objects[i].isClickable = s->readByte();
_objects[i].isHotMouse = 0;
_objects[i].unknown1 = 0;
_objects[i].isTarget = 0;
s->skip(4);
}
#if BLADERUNNER_ORIGINAL_BUGS
#else
patchInAdditionalObjectsInSet();
patchOutBadObjectsFromSet();
#endif // BLADERUNNER_ORIGINAL_BUGS
_walkboxCount = s->readUint32LE();
assert(_walkboxCount <= 95);
for (int i = 0; i < _walkboxCount; ++i) {
s->read(buf, sizeof(buf));
_walkboxes[i].name = buf;
_walkboxes[i].altitude = s->readFloatLE();
_walkboxes[i].vertexCount = s->readUint32LE();
assert(_walkboxes[i].vertexCount <= 8);
for (int j = 0; j < _walkboxes[i].vertexCount; ++j) {
float x = s->readFloatLE();
float z = s->readFloatLE();
_walkboxes[i].vertices[j] = Vector3(x, _walkboxes[i].altitude, z);
}
}
_vm->_lights->reset();
_vm->_lights->read(s.get(), frameCount);
_vm->_sliceRenderer->setLights(_vm->_lights);
_effects->reset();
_effects->read(s.get(), frameCount);
_vm->_sliceRenderer->setSetEffects(_effects);
// _vm->_sliceRenderer->set_setColors(&colors);
_loaded = true;
for (int i = 0; i < _walkboxCount; ++i) {
setWalkboxStepSound(i, 0);
}
return true;
}
void Set::addObjectsToScene(SceneObjects *sceneObjects) const {
for (int i = 0; i < _objectCount; ++i) {
#if BLADERUNNER_ORIGINAL_BUGS
#else
overrideSceneObjectInfo(i); // For bugfixes with respect to clickable/targetable box positioning/bounding box
#endif // BLADERUNNER_ORIGINAL_BUGS
sceneObjects->addObject(i + kSceneObjectOffsetObjects, _objects[i].bbox, _objects[i].isClickable, _objects[i].isObstacle, _objects[i].unknown1, _objects[i].isTarget);
}
}
// Source: http://www.faqs.org/faqs/graphics/algorithms-faq/ section 2.03
/*
static
bool pointInWalkbox(float x, float z, const Walkbox &w)
{
uint32 i, j;
bool c = false;
for (i = 0, j = w._vertexCount - 1; i < w._vertexCount; j = i++) {
if ((((w._vertices[i].z <= z) && (z < w._vertices[j].z)) ||
((w._vertices[j].z <= z) && (z < w._vertices[i].z))) &&
(x < (w._vertices[j].x - w._vertices[i].x) * (z - w._vertices[i].z) / (w._vertices[j].z - w._vertices[i].z) + w._vertices[i].x))
{
c = !c;
}
}
return c;
}
*/
bool Set::isXZInWalkbox(float x, float z, const Walkbox &walkbox) {
int found = 0;
float lastX = walkbox.vertices[walkbox.vertexCount - 1].x;
float lastZ = walkbox.vertices[walkbox.vertexCount - 1].z;
for (int i = 0; i < walkbox.vertexCount; ++i) {
float currentX = walkbox.vertices[i].x;
float currentZ = walkbox.vertices[i].z;
if ((currentZ > z && z >= lastZ) || (currentZ <= z && z < lastZ)) {
float lineX = (lastX - currentX) / (lastZ - currentZ) * (z - currentZ) + currentX;
if (x < lineX)
++found;
}
lastX = currentX;
lastZ = currentZ;
}
return found & 1;
}
float Set::getAltitudeAtXZ(float x, float z, bool *inWalkbox) const {
float altitude = _walkboxes[0].altitude;
*inWalkbox = false;
for (int i = 0; i < _walkboxCount; ++i) {
const Walkbox &walkbox = _walkboxes[i];
if (isXZInWalkbox(x, z, walkbox)) {
if (!*inWalkbox || altitude < walkbox.altitude) {
altitude = walkbox.altitude;
*inWalkbox = true;
}
}
}
return altitude;
}
int Set::findWalkbox(float x, float z) const {
int result = -1;
for (int i = 0; i < _walkboxCount; ++i) {
const Walkbox &w = _walkboxes[i];
if (isXZInWalkbox(x, z, w)) {
if (result == -1 || w.altitude > _walkboxes[result].altitude) {
result = i;
}
}
}
return result;
}
int Set::findObject(const Common::String &objectName) const {
for (int i = 0; i < _objectCount; ++i) {
if (objectName.compareToIgnoreCase(_objects[i].name) == 0) {
return i;
}
}
warning("Set::findObject didn't find \"%s\"", objectName.c_str());
return -1;
}
bool Set::objectSetHotMouse(int objectId) const {
if (!_objects || objectId < 0 || objectId >= (int)_objectCount) {
return false;
}
_objects[objectId].isHotMouse = true;
return true;
}
bool Set::objectGetBoundingBox(int objectId, BoundingBox *boundingBox) const {
assert(boundingBox);
if (!_objects || objectId < 0 || objectId >= (int)_objectCount) {
boundingBox->setXYZ(0, 0, 0, 0, 0, 0);
return false;
}
float x0, y0, z0, x1, y1, z1;
_objects[objectId].bbox.getXYZ(&x0, &y0, &z0, &x1, &y1, &z1);
boundingBox->setXYZ(x0, y0, z0, x1, y1, z1);
return true;
}
void Set::objectSetIsClickable(int objectId, bool isClickable) {
_objects[objectId].isClickable = isClickable;
}
void Set::objectSetIsObstacle(int objectId, bool isObstacle) {
_objects[objectId].isObstacle = isObstacle;
}
void Set::objectSetIsTarget(int objectId, bool isTarget) {
_objects[objectId].isTarget = isTarget;
}
const Common::String &Set::objectGetName(int objectId) const {
return _objects[objectId].name;
}
void Set::setWalkboxStepSound(int walkboxId, int floorType) {
_walkboxStepSound[walkboxId] = floorType;
}
void Set::setFoodstepSoundOverride(int floorType) {
_footstepSoundOverride = floorType;
}
void Set::resetFoodstepSoundOverride() {
_footstepSoundOverride = -1;
}
int Set::getWalkboxSoundWalkLeft(int walkboxId) const{
int floorType;
if (_footstepSoundOverride >= 0) {
floorType = _footstepSoundOverride;
} else {
floorType = _walkboxStepSound[walkboxId];
}
if (floorType == 0) { //stone floor
// one of kSfxCEMENTL1, kSfxCEMENTL2, kSfxCEMENTL3, kSfxCEMENTL4, kSfxCEMENTL5
return _vm->_rnd.getRandomNumberRng(kSfxCEMENTL1, kSfxCEMENTL5);
}
if (floorType == 1) { //gravel floor
#if BLADERUNNER_ORIGINAL_BUGS
// A bug?
// one of kSfxCEMENTL5, kSfxCEMENTR1, kSfxCEMENTR2, kSfxCEMENTR3, kSfxCEMENTR4, kSfxCEMENTR5, kSfxCEMWETL1
return _vm->_rnd.getRandomNumberRng(kSfxCEMENTL5, kSfxCEMWETL1);
#else
// one of kSfxCEMWETL1, kSfxCEMWETL2, kSfxCEMWETL3, kSfxCEMWETL4, kSfxCEMWETL5
return _vm->_rnd.getRandomNumberRng(kSfxCEMWETL1, kSfxCEMWETL5);
#endif // BLADERUNNER_ORIGINAL_BUGS
}
if (floorType == 2) { //wooden floor
// one of kSfxWOODL1, kSfxWOODL2, kSfxWOODL3, kSfxWOODL4, kSfxWOODL5
return _vm->_rnd.getRandomNumberRng(kSfxWOODL1, kSfxWOODL5);
}
if (floorType == 3) { //metal floor
// one of kSfxMETALL1, kSfxMETALL2, kSfxMETALL3, kSfxMETALL4, kSfxMETALL5
return _vm->_rnd.getRandomNumberRng(kSfxMETALL1, kSfxMETALL5);
}
return -1;
}
int Set::getWalkboxSoundWalkRight(int walkboxId) const {
int floorType;
if (_footstepSoundOverride >= 0) {
floorType = _footstepSoundOverride;
} else {
floorType = _walkboxStepSound[walkboxId];
}
if (floorType == 0) { //stone floor
// one of kSfxCEMENTR1, kSfxCEMENTR2, kSfxCEMENTR3, kSfxCEMENTR4, kSfxCEMENTR5
return _vm->_rnd.getRandomNumberRng(kSfxCEMENTR1, kSfxCEMENTR5);
}
if (floorType == 1) { //gravel floor
#if BLADERUNNER_ORIGINAL_BUGS
// A bug?
// one of kSfxCEMENTR5, kSfxCEMWETL1, kSfxCEMWETL2, kSfxCEMWETL3, kSfxCEMWETL4, kSfxCEMWETL5, kSfxCEMWETR1
return _vm->_rnd.getRandomNumberRng(kSfxCEMENTR5, kSfxCEMWETR1);
#else
// one of kSfxCEMWETR1, kSfxCEMWETR2, kSfxCEMWETR3, kSfxCEMWETR4, kSfxCEMWETR5
return _vm->_rnd.getRandomNumberRng(kSfxCEMWETR1, kSfxCEMWETR5);
#endif // BLADERUNNER_ORIGINAL_BUGS
}
if (floorType == 2) { //wooden floor
// one of kSfxWOODR1, kSfxWOODR2, kSfxWOODR3, kSfxWOODR4, kSfxWOODR5
return _vm->_rnd.getRandomNumberRng(kSfxWOODR1, kSfxWOODR5);
}
if (floorType == 3) { //metal floor
// one of kSfxMETALR1, kSfxMETALR2, kSfxMETALR3, kSfxMETALR4, kSfxMETALR5
return _vm->_rnd.getRandomNumberRng(kSfxMETALR1, kSfxMETALR5);
}
return -1;
}
int Set::getWalkboxSoundRunLeft(int walkboxId) const {
return getWalkboxSoundWalkLeft(walkboxId);
}
int Set::getWalkboxSoundRunRight(int walkboxId) const {
return getWalkboxSoundWalkRight(walkboxId);
}
void Set::save(SaveFileWriteStream &f) {
f.writeBool(_loaded);
f.writeInt(_objectCount);
f.writeInt(_walkboxCount);
for (int i = 0; i != _objectCount; ++i) {
f.writeStringSz(_objects[i].name, 20);
f.writeBoundingBox(_objects[i].bbox, true);
f.writeBool(_objects[i].isObstacle);
f.writeBool(_objects[i].isClickable);
f.writeBool(_objects[i].isHotMouse);
f.writeInt(_objects[i].unknown1);
f.writeBool(_objects[i].isTarget);
}
for (int i = 0; i != _walkboxCount; ++i) {
f.writeStringSz(_walkboxes[i].name, 20);
f.writeFloat(_walkboxes[i].altitude);
f.writeInt(_walkboxes[i].vertexCount);
for (int j = 0; j != 8; ++j) {
f.writeVector3(_walkboxes[i].vertices[j]);
// In BLADE.EXE vertices are a vec5
f.writeInt(0);
f.writeInt(0);
}
}
for (int i = 0; i != 85; ++i) {
f.writeInt(_walkboxStepSound[i]);
}
f.writeInt(_footstepSoundOverride);
}
void Set::load(SaveFileReadStream &f) {
_loaded = f.readBool();
_objectCount = f.readInt();
_walkboxCount = f.readInt();
for (int i = 0; i != _objectCount; ++i) {
_objects[i].name = f.readStringSz(20);
_objects[i].bbox = f.readBoundingBox(true);
_objects[i].isObstacle = f.readBool();
_objects[i].isClickable = f.readBool();
_objects[i].isHotMouse = f.readBool();
_objects[i].unknown1 = f.readInt();
_objects[i].isTarget = f.readBool();
}
for (int i = 0; i != _walkboxCount; ++i) {
_walkboxes[i].name = f.readStringSz(20);
_walkboxes[i].altitude = f.readFloat();
_walkboxes[i].vertexCount = f.readInt();
for (int j = 0; j != 8; ++j) {
_walkboxes[i].vertices[j] = f.readVector3();
// In BLADE.EXE vertices are a vec5
f.skip(8);
}
}
for (int i = 0; i != 85; ++i) {
_walkboxStepSound[i] = f.readInt();
}
_footstepSoundOverride = f.readInt();
}
#if BLADERUNNER_ORIGINAL_BUGS
#else
/**
* Used for bugfixes mainly with respect to bad box positioning / bounding box fixes
* TODO If we have many such cases, perhaps we could use a lookup table
* using sceneId, objectId (or name) as keys
*/
void Set::overrideSceneObjectInfo(int objectId) const {
switch (_vm->_scene->getSceneId()) {
case kSceneRC02:
// improve path for Runciter to his desk
// this won't fix the issue entirely (of Runciter awkwardly walking around the cage to reach his desk)
// but it make it less of an occurrence
if (objectId == 0 && _objects[objectId].name == "TABLETOP") {
_objects[objectId].bbox.setXYZ(9.0f, -1235.57f, 108386.98f, 47.90f, -1214.99f, 108410.42f);
} else if (objectId == 2 && _objects[objectId].name == "OUTR_DESK") {
_objects[objectId].bbox.setXYZ(-4.0f, -1239.81f, 108315.97f, 83.98f, -1185.50f, 108387.42f);
} else if (objectId == 42 && _objects[objectId].name == "P_BURN01") {
_objects[objectId].bbox.setXYZ(-4.0f, -1239.81f, 108312.98f, 87.98f, -1185.50f, 108388.19f);
} else if (objectId == 15 && _objects[objectId].name == "POLE_ROP01") {
_objects[objectId].bbox.setXYZ(-76.48f, -1239.31f, 108308.19f, -56.32f, -1191.11f, 108326.42f);
} else if (objectId == 16 && _objects[objectId].name == "POLE_ROP02") {
_objects[objectId].bbox.setXYZ(-75.17f, -1239.29f, 108340.13f, -56.32f, -1221.16f, 108365.65f);
}
break;
case kSceneCT02:
// prevent McCoy from moving "around and behind" the map
if (objectId == 18 && _objects[objectId].name == "BACK-DOOR") {
_objects[objectId].bbox.setXYZ(-177.95f, -145.11f, -86.25f, -130.13f, -49.00f, -4.74f);
} else if (objectId == 19 && _objects[objectId].name == "BACKWALL") {
_objects[objectId].bbox.setXYZ(-323.10f, -162.41f, -16.25f, -177.95f, 160.29f, -4.74f);
} else if (objectId == 7 && _objects[objectId].name == "LFTSTOVE-1") {
_objects[objectId].bbox.setXYZ(-315.17f, -145.11f, 171.93f, -282.86f, -103.98f, 225.29f);
}
break;
case kSceneCT04:
// prevent McCoy or transient from blending/glitching with the right wall
if (objectId == 6 && _objects[objectId].name == "BOX04") {
_objects[objectId].bbox.setXYZ(-251.80f, -636.49f, 414.38f, -206.66f, -445.84f, 900.44f);
}
break;
case kSceneBB06:
// Sebastian's room with doll
if (objectId == 3 && _objects[objectId].name == "BOX31") {
// dollhouse box in BB06
_objects[objectId].bbox.setXYZ(-161.47f, 30.0f, 53.75f, -110.53f, 69.81f, 90.90f);
}
break;
case kSceneBB51:
// Sebastian's room with chess and egg boiler
if (objectId == 0 && _objects[objectId].name == "V2CHESSTBL01") {
// Chess
_objects[objectId].bbox.setXYZ(114.55f, 20.83f, -67.91f, 153.58f, 28.14f, -29.16f);
} else if (objectId == 1 && _objects[objectId].name == "TOP02") {
// egg boiler
_objects[objectId].bbox.setXYZ(60.00f, 16.00f, -141.21f, 91.60f, 39.94f, -116.00f);
}
break;
case kScenePS05:
if (objectId == 8 && _objects[objectId].name == "WIRE BASKET") {
// waste basket click box
_objects[objectId].bbox.setXYZ(707.30f, 0.14f, -350.80f, 724.90f, 15.15f, -330.09f);
} else if (objectId == 0 && _objects[objectId].name == "FIRE EXTINGISHER") {
// fire extinguisher is click-able (original game) but does nothing
// still it's best to fix its clickbox and remove clickable
// or restore functionality from the scene script
_objects[objectId].bbox.setXYZ(695.63f, 42.65f, -628.10f, 706.71f, 69.22f, -614.47f);
}
break;
case kScenePS07:
// Make the mid-wall thinner to enable access to clickable object (buzzer)
if (objectId == 1 && _objects[objectId].name == "BOX01") {
_objects[objectId].bbox.setXYZ(526.91f, 0.0f, -582.62f, 531.50f, 48.43f, -511.72f);
}
break;
case kSceneNR05:
if (objectId == 10 && _objects[objectId].name == "BOX08") {
_objects[objectId].bbox.setXYZ(-748.75f, 0.0f, -257.39f, -685.37f, 32.01f, -211.47f);
} else if (objectId == 11 && _objects[objectId].name == "BOX09") {
_objects[objectId].bbox.setXYZ(-729.00f, 0.0f, -179.27f, -690.00f, 33.47f, -15.80f);
} else if (objectId == 12 && _objects[objectId].name == "BOX11") {
_objects[objectId].bbox.setXYZ(-688.03f, 0.0f, -67.41f, -490.38f, 29.10f, -32.86f);
}
break;
case kSceneNR11:
// Right coat rack needs adjustment of bounding box
if (objectId == 1 && _objects[objectId].name == "COATRACK") {
_objects[objectId].bbox.setXYZ(14.91f, 0.0f, -368.79f, 114.67f, 87.04f, -171.28f);
}
break;
case kSceneUG09:
// block passage to buggy pipe
if (objectId == 7 && _objects[objectId].name == "BOXS FOR ARCHWAY 01") {
_objects[objectId].bbox.setXYZ(-168.99f, 151.38f, -139.10f, -105.95f, 239.59f, 362.70f);
}
break;
case kSceneUG13:
// fix obstacles map / stairs glitch
if (objectId == 31 && _objects[objectId].name == "BOX FOR ELEVATR WAL") {
_objects[objectId].bbox.setXYZ(-337.79f, 35.78f, -918.73f, -282.79f, 364.36f, -804.54f);
} else if (objectId == 32 && _objects[objectId].name == "BOX FOR ELEVATR WAL") {
_objects[objectId].bbox.setXYZ(-455.47f, 35.78f, -1071.24f, -335.98f, 364.36f, -824.54f);
}
break;
case kSceneUG18:
// fix obstacles map
if (objectId == 1 && _objects[objectId].name == "PIT_RAIL 03") {
_objects[objectId].bbox.setXYZ(-615.83f, 0.0f, -1237.04f, -602.30f, 37.66f, -13.48f);
} else if (objectId == 4 && _objects[objectId].name == "WALL_LEFT") {
_objects[objectId].bbox.setXYZ(-1310.70f, 0.0f, -2105.59f, -910.95f, 840.0f, -111.55f);
} else if (objectId == 5 && _objects[objectId].name == "OBSTACLE1") {
_objects[objectId].bbox.setXYZ(91.00f, -1.87f, 375.75f, 476.37f, 61.18f, 955.24f);
} else if (objectId == 6 && _objects[objectId].name == "OBSTACLE02") {
_objects[objectId].bbox.setXYZ(-1191.22f, -1.87f, -2105.59f, -606.15f, 61.18f, -937.04f);
}
break;
default:
return;
}
}
void Set::setupNewObjectInSet(Common::String objName, BoundingBox objBbox) {
int objectId = _objectCount;
_objects[objectId].name = objName.c_str();
_objects[objectId].bbox = objBbox;
_objects[objectId].isObstacle = 0; // init as false - Can be changed in Scene script eg. SceneLoaded() with (Un)Obstacle_Object()
_objects[objectId].isClickable = 0; // init as false - Can be changed in Scene script eg. SceneLoaded() with (Un)Clickable_Object()
_objects[objectId].isHotMouse = 0;
_objects[objectId].unknown1 = 0;
_objects[objectId].isTarget = 0; // init as false - Can be changed in Scene script eg. SceneLoaded() with (Un_)Combat_Target_Object
++_objectCount;
}
/**
* Used for adding objects in a Set mainly to fix a few "McCoy walking to places he should not" issues
* This is called in Set::open()
* Note:
* - ScummVM (post fix) save games will have the extra objects information
* - Original save games will not have the extra objects if the save game room scene was an affected scene
* but they will get them if the player exits and re-enters. The code anticipates not finding an object in a scene
* so this should not be an issue.
*/
void Set::patchInAdditionalObjectsInSet() {
Common::String custObjName;
BoundingBox bbox;
switch (_vm->_scene->getSceneId()) {
case kSceneBB09:
bbox = BoundingBox(406.12f, -9.18f, 140.87f, 440.04f, 172.49f, 165.33f);
custObjName = "BACKWALL1";
setupNewObjectInSet(custObjName, bbox);
bbox = BoundingBox(400.12f, -9.18f, 208.87f, 440.04f, 182.49f, 231.33f);
custObjName = "BACKWALL2";
setupNewObjectInSet(custObjName, bbox);
break;
case kSceneCT02:
bbox = BoundingBox(-130.13f, -162.41f, -16.25f, -81.74f, 160.29f, -4.74f);
custObjName = "BACKWALL2";
setupNewObjectInSet(custObjName, bbox);
break;
case kSceneHF06:
// block clicking / path access to northern part of the scene
// which causes McCoy and Police officers/ rats to go behind the map
bbox = BoundingBox(220.00f, 350.02f, -90.86f, 310.00f, 380.02f, -70.71f);
custObjName = "FRONTBLOCK1";
setupNewObjectInSet(custObjName, bbox);
bbox = BoundingBox(20.00f, 350.02f, -90.86f, 170.00f, 380.02f, -45.71f);
custObjName = "FRONTBLOCK2";
setupNewObjectInSet(custObjName, bbox);
break;
case kScenePS05:
// block actual passage to ESPER room because
// it causes McCoy to sometimes go behind the wall
bbox = BoundingBox(730.50f, -0.0f, -481.10f, 734.51f, 144.75f, -437.55f);
custObjName = "MAINFBLOCK";
setupNewObjectInSet(custObjName, bbox);
break;
case kScenePS07:
// add missing buzzer button to annoy Klein
bbox = BoundingBox(530.16f, 48.44f, -570.13f, 550.41f, 50.46f, -558.77f);
custObjName = "L.MOUSE";
setupNewObjectInSet(custObjName, bbox);
break;
case kSceneNR05:
bbox = BoundingBox(-690.0f, 0.0f, -155.0f, -640.0f, 33.47f, -100.0f);
custObjName = "CUSTLFTBLOCK";
setupNewObjectInSet(custObjName, bbox);
break;
case kSceneUG08:
// block clicking / path access to northern part of the scene
// which causes McCoy and Police officers/ rats to go behind the map
bbox = BoundingBox(-386.26f, -8.07f, -1078.99f, 100.00f, 170.63f, -478.99f);
custObjName = "NORTHBLOCK";
setupNewObjectInSet(custObjName, bbox);
break;
case kSceneUG13:
// Underground homeless place
// block passage to empty elevator chute
bbox = BoundingBox(-80.00f, 35.78f, -951.75f, 74.36f, 364.36f, -810.56f);
custObjName = "ELEVBLOCK";
setupNewObjectInSet(custObjName, bbox);
break;
default:
return;
}
}
/**
* Used for "removing" objects from a Set mainly to fix a few "McCoy walking to places he should not" issues
* This is called in Set::open()
* Note:
* - ScummVM (post fix) save games will have the removed objects information
* - Original save games will not have the removed objects info if the save game room scene was an affected scene
* but they will get them if the player exits and re-enters. This should not be an issue.
*/
void Set::patchOutBadObjectsFromSet() {
int removedIndexRef = 0;
bool removeCurrObj = false;
for (int objectId = 0; objectId < _objectCount; ++objectId) {
switch (_vm->_scene->getSceneId()) {
case kSceneNR05:
if ((objectId == 0 && _objects[objectId].name == "NM1-1+")
|| (objectId == 2 && _objects[objectId].name == "NM1-1+")
|| (objectId == 3 && _objects[objectId].name == "NM1-1+")
) {
// Remove objects that are named the same and set as clickables
// leave only objectId == 1, named "NM1-1+"
removeCurrObj = true;
}
break;
case kSceneNR11:
if ((objectId == 46 && _objects[objectId].name == "BOX53")
|| (objectId == 36 && _objects[objectId].name == "BOX43")
|| (objectId == 37 && _objects[objectId].name == "BOX44")
|| (objectId == 13 && _objects[objectId].name == "LOFT04")
) {
// Removing obj 46, 36, 37 (BOX53, BOX43, BOX44) fixes paths in the scene
// Removing obj 13 (LOFT04) fixes duplicate named box that confuses the engine
removeCurrObj = true;
}
break;
case kSceneDR02:
if ((objectId == 44 && _objects[objectId].name == "TRASH CAN WITH FIRE")) {
// Removing obj 44 (TRASH CAN WITH FIRE) fixes duplicate named box (id: 29) that confuses the engine
removeCurrObj = true;
}
break;
default:
break;
}
if (removeCurrObj) {
removeCurrObj = false;
_objects[objectId].name = Common::String::format("REMOVED%02d", removedIndexRef++);
_objects[objectId].isObstacle = 0;
_objects[objectId].isClickable = 0;
_objects[objectId].isHotMouse = 0;
_objects[objectId].unknown1 = 0;
_objects[objectId].isTarget = 0;
}
}
return;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
} // End of namespace BladeRunner
|