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101 lines
3.5 KiB
C++
101 lines
3.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef BLADERUNNER_SCENE_OBJECTS_H
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#define BLADERUNNER_SCENE_OBJECTS_H
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#include "bladerunner/boundingbox.h"
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#include "common/rect.h"
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namespace BladeRunner {
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class BladeRunnerEngine;
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class View;
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enum SceneObjectType {
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SceneObjectTypeUnknown = -1,
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SceneObjectTypeActor = 0,
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SceneObjectTypeObject = 1,
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SceneObjectTypeItem = 2
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};
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#define SCENE_OBJECTS_COUNT 115
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#define SCENE_OBJECTS_ACTORS_OFFSET 0
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#define SCENE_OBJECTS_ITEMS_OFFSET 74
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#define SCENE_OBJECTS_OBJECTS_OFFSET 198
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struct SceneObject {
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int _sceneObjectId;
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SceneObjectType _sceneObjectType;
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BoundingBox _boundingBox;
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Common::Rect _screenRectangle;
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float _distanceToCamera;
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int _present;
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int _isClickable;
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int _isObstacle;
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int _unknown1;
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int _isTarget;
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int _isMoving;
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int _isRetired;
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};
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class SceneObjects {
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#if _DEBUG
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friend class BladeRunnerEngine;
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#endif
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BladeRunnerEngine *_vm;
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private:
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View *_view;
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int _count;
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SceneObject *_sceneObjects;
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int *_sceneObjectsSortedByDistance;
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public:
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SceneObjects(BladeRunnerEngine *vm, View *view);
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~SceneObjects();
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bool addActor(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isClickable, uint8 unknown1, uint8 isTarget, uint8 isRetired);
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bool addObject(int sceneObjectId, BoundingBox *boundingBox, uint8 isClickable, uint8 isObstacle, uint8 unknown1, uint8 isTarget);
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bool addItem(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isTarget, uint8 isObstacle);
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bool remove(int sceneObjectId);
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void clear();
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int findByXYZ(int *isClickable, int *isObstacle, int *isTarget, float x, float y, float z, int findClickables, int findObstacles, int findTargets);
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bool existsOnXZ(int exceptSceneObjectId, float x, float z, bool a5, bool a6);
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void setMoving(int sceneObjectId, bool isMoving);
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void setRetired(int sceneObjectId, bool isRetired);
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bool isBetweenTwoXZ(int sceneObjectId, float x1, float z1, float x2, float z2);
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void setIsClickable(int sceneObjectId, bool isClickable);
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void setIsObstacle(int sceneObjectId, bool isObstacle);
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void setIsTarget(int sceneObjectId, bool isTarget);
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void updateObstacles();
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private:
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int findById(int sceneObjectId);
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bool addSceneObject(int sceneObjectId, SceneObjectType sceneObjectType, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isClickable, uint8 isObstacle, uint8 unknown1, uint8 isTarget, uint unknown2, uint isRetired);
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int findEmpty();
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};
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} // End of namespace BladeRunner
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#endif
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