mirror of
https://github.com/libretro/scummvm.git
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122 lines
3.4 KiB
C++
122 lines
3.4 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_SET_H
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#define BLADERUNNER_SET_H
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#include "bladerunner/boundingbox.h"
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#include "common/scummsys.h"
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#include "common/str.h"
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namespace BladeRunner {
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class BladeRunnerEngine;
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class SaveFileReadStream;
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class SaveFileWriteStream;
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class SetEffects;
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class SceneObjects;
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class VQADecoder;
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class Set {
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friend class Debugger;
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struct Object {
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Common::String name;
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BoundingBox bbox;
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uint8 isObstacle;
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uint8 isClickable;
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uint8 isHotMouse;
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uint8 isTarget;
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uint8 unknown1;
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};
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struct Walkbox {
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Common::String name;
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float altitude;
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int vertexCount;
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Vector3 vertices[8];
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};
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BladeRunnerEngine *_vm;
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bool _loaded;
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int _objectCount;
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int _walkboxCount;
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Object *_objects;
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Walkbox *_walkboxes;
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int _walkboxStepSound[85];
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int _footstepSoundOverride;
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// float _unknown[10];
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public:
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SetEffects *_effects;
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public:
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Set(BladeRunnerEngine *vm);
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~Set();
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bool open(const Common::String &name);
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void addObjectsToScene(SceneObjects *sceneObjects) const;
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uint32 getObjectCount() const { return _objectCount; }
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float getAltitudeAtXZ(float x, float z, bool *inWalkbox) const;
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int findWalkbox(float x, float z) const;
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int findObject(const Common::String &objectName) const;
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bool objectSetHotMouse(int objectId) const;
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bool objectGetBoundingBox(int objectId, BoundingBox *boundingBox) const;
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void objectSetIsClickable(int objectId, bool isClickable);
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void objectSetIsObstacle(int objectId, bool isObstacle);
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void objectSetIsTarget(int objectId, bool isTarget);
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const Common::String &objectGetName(int objectId) const;
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void setWalkboxStepSound(int walkboxId, int floorType);
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void setFoodstepSoundOverride(int floorType);
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void resetFoodstepSoundOverride();
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int getWalkboxSoundWalkLeft(int walkboxId) const;
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int getWalkboxSoundWalkRight(int walkboxId) const;
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int getWalkboxSoundRunLeft(int walkboxId) const;
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int getWalkboxSoundRunRight(int walkboxId) const;
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void save(SaveFileWriteStream &f);
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void load(SaveFileReadStream &f);
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private:
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static bool isXZInWalkbox(float x, float z, const Walkbox &walkbox);
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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void overrideSceneObjectInfo(int objectId) const;
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void setupNewObjectInSet(Common::String objName, BoundingBox objBbox);
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void patchInAdditionalObjectsInSet();
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void patchOutBadObjectsFromSet();
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#endif // BLADERUNNER_ORIGINAL_BUGS
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};
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} // End of namespace BladeRunner
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#endif
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