scummvm/engines/bladerunner/item.cpp
antoniou79 21e1c4ee95 BLADERUNNER: object, item and region commands
New commands to debug bound boxes and properties for obj, items, regions
2019-05-03 16:08:07 +03:00

226 lines
5.9 KiB
C++

/* 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/item.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/savefile.h"
#include "bladerunner/slice_renderer.h"
#include "bladerunner/zbuffer.h"
namespace BladeRunner {
Item::Item(BladeRunnerEngine *vm) {
_vm = vm;
_itemId = -1;
_setId = -1;
_animationId = -1;
_position.x = 0;
_position.y = 0;
_position.z = 0;
_facing = 0;
_angle = 0.0f;
_width = 0;
_height = 0;
_boundingBox.setXYZ(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
_screenX = 0;
_screenY = 0;
_depth = 0.0f;
_isTarget = false;
_isSpinning = false;
_facingChange = 0;
_isVisible = true;
_isPoliceMazeEnemy = false;
_screenRectangle.bottom = -1;
_screenRectangle.right = -1;
_screenRectangle.top = -1;
_screenRectangle.left = -1;
}
void Item::getXYZ(float *x, float *y, float *z) const {
*x = _position.x;
*y = _position.y;
*z = _position.z;
}
void Item::getWidthHeight(int *width, int *height) const {
*width = _width;
*height = _height;
}
void Item::getAnimationId(int *animationId) const {
*animationId = _animationId;
}
void Item::setFacing(int facing) {
_facing = facing;
_angle = _facing * (M_PI / 512.0f);
}
bool Item::tick(Common::Rect *screenRect, bool special) {
if (!_isVisible) {
*screenRect = Common::Rect();
return false;
}
bool isVisibleFlag = false;
Vector3 position(_position.x, -_position.z, _position.y);
int animationId = _animationId + (special ? 1 : 0);
_vm->_sliceRenderer->drawInWorld(animationId, 0, position, M_PI - _angle, 1.0f, _vm->_surfaceFront, _vm->_zbuffer->getData());
_vm->_sliceRenderer->getScreenRectangle(&_screenRectangle, animationId, 0, position, M_PI - _angle, 1.0f);
if (!_screenRectangle.isEmpty()) {
*screenRect = _screenRectangle;
isVisibleFlag = true;
} else {
*screenRect = Common::Rect();
}
if (_isSpinning) {
_facing += _facingChange;
if (_facing >= 1024) {
_facing -= 1024;
} else if (_facing < 0) {
_facing += 1024;
}
_angle = _facing * (M_PI / 512.0f);
if (_facingChange > 0) {
_facingChange = _facingChange - 20;
if (_facingChange < 0) {
_facingChange = 0;
_isSpinning = false;
}
} else if (_facingChange < 0) {
_facingChange = _facingChange + 20;
if (_facingChange > 0) {
_facingChange = 0;
_isSpinning = false;
}
} else {
_isSpinning = false;
}
}
return isVisibleFlag;
}
// setXYZ() recalculates the item's bounding box,
// but in addition to the item's (Vector3) position
// it takes into account the item's width and height
void Item::setXYZ(Vector3 position) {
_position = position;
int halfWidth = _width / 2;
_boundingBox.setXYZ(_position.x - halfWidth, _position.y, _position.z - halfWidth,
_position.x + halfWidth, _position.y + _height, _position.z + halfWidth);
Vector3 screenPosition = _vm->_view->calculateScreenPosition(_position);
_screenX = screenPosition.x;
_screenY = screenPosition.y;
_depth = screenPosition.z * 25.5f;
}
void Item::setup(int itemId, int setId, int animationId, Vector3 position, int facing, int height, int width, bool isTargetFlag, bool isVisibleFlag, bool isPoliceMazeEnemyFlag) {
_itemId = itemId;
_setId = setId;
_animationId = animationId;
_facing = facing;
_angle = facing * (M_PI / 512.0f);
_width = width;
_height = height;
_isTarget = isTargetFlag;
_isVisible = isVisibleFlag;
_isPoliceMazeEnemy = isPoliceMazeEnemyFlag;
setXYZ(position);
_screenRectangle.bottom = -1;
_screenRectangle.right = -1;
_screenRectangle.top = -1;
_screenRectangle.left = -1;
}
void Item::spinInWorld() {
_isSpinning = true;
if (_vm->_rnd.getRandomNumberRng(1, 2) == 1) {
_facingChange = -340;
} else {
_facingChange = 340;
}
}
bool Item::isUnderMouse(int mouseX, int mouseY) const {
return _isVisible
&& mouseX >= _screenRectangle.left - 10
&& mouseX <= _screenRectangle.right + 10
&& mouseY >= _screenRectangle.top - 10
&& mouseY <= _screenRectangle.bottom + 10;
}
void Item::save(SaveFileWriteStream &f) {
f.writeInt(_setId);
f.writeInt(_itemId);
f.writeBoundingBox(_boundingBox, false);
f.writeRect(_screenRectangle);
f.writeInt(_animationId);
f.writeVector3(_position);
f.writeInt(_facing);
f.writeFloat(_angle);
f.writeInt(_width);
f.writeInt(_height);
f.writeInt(_screenX);
f.writeInt(_screenY);
f.writeFloat(_depth);
f.writeBool(_isTarget);
f.writeBool(_isSpinning);
f.writeInt(_facingChange);
f.writeFloat(0.0f); // _viewAngle
f.writeBool(_isVisible);
f.writeBool(_isPoliceMazeEnemy);
}
void Item::load(SaveFileReadStream &f) {
_setId = f.readInt();
_itemId = f.readInt();
_boundingBox = f.readBoundingBox(false);
_screenRectangle = f.readRect();
_animationId = f.readInt();
_position = f.readVector3();
_facing = f.readInt();
_angle = f.readFloat();
_width = f.readInt();
_height = f.readInt();
_screenX = f.readInt();
_screenY = f.readInt();
_depth = f.readFloat();
_isTarget = f.readBool();
_isSpinning = f.readBool();
_facingChange = f.readInt();
f.skip(4);
_isVisible = f.readBool();
_isPoliceMazeEnemy = f.readBool();
}
} // End of namespace BladeRunner