mirror of
https://github.com/libretro/scummvm.git
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21e1c4ee95
New commands to debug bound boxes and properties for obj, items, regions
226 lines
5.9 KiB
C++
226 lines
5.9 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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#include "bladerunner/item.h"
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/savefile.h"
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#include "bladerunner/slice_renderer.h"
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#include "bladerunner/zbuffer.h"
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namespace BladeRunner {
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Item::Item(BladeRunnerEngine *vm) {
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_vm = vm;
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_itemId = -1;
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_setId = -1;
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_animationId = -1;
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_position.x = 0;
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_position.y = 0;
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_position.z = 0;
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_facing = 0;
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_angle = 0.0f;
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_width = 0;
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_height = 0;
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_boundingBox.setXYZ(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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_screenX = 0;
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_screenY = 0;
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_depth = 0.0f;
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_isTarget = false;
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_isSpinning = false;
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_facingChange = 0;
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_isVisible = true;
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_isPoliceMazeEnemy = false;
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_screenRectangle.bottom = -1;
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_screenRectangle.right = -1;
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_screenRectangle.top = -1;
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_screenRectangle.left = -1;
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}
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void Item::getXYZ(float *x, float *y, float *z) const {
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*x = _position.x;
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*y = _position.y;
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*z = _position.z;
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}
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void Item::getWidthHeight(int *width, int *height) const {
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*width = _width;
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*height = _height;
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}
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void Item::getAnimationId(int *animationId) const {
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*animationId = _animationId;
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}
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void Item::setFacing(int facing) {
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_facing = facing;
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_angle = _facing * (M_PI / 512.0f);
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}
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bool Item::tick(Common::Rect *screenRect, bool special) {
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if (!_isVisible) {
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*screenRect = Common::Rect();
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return false;
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}
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bool isVisibleFlag = false;
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Vector3 position(_position.x, -_position.z, _position.y);
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int animationId = _animationId + (special ? 1 : 0);
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_vm->_sliceRenderer->drawInWorld(animationId, 0, position, M_PI - _angle, 1.0f, _vm->_surfaceFront, _vm->_zbuffer->getData());
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_vm->_sliceRenderer->getScreenRectangle(&_screenRectangle, animationId, 0, position, M_PI - _angle, 1.0f);
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if (!_screenRectangle.isEmpty()) {
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*screenRect = _screenRectangle;
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isVisibleFlag = true;
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} else {
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*screenRect = Common::Rect();
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}
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if (_isSpinning) {
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_facing += _facingChange;
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if (_facing >= 1024) {
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_facing -= 1024;
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} else if (_facing < 0) {
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_facing += 1024;
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}
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_angle = _facing * (M_PI / 512.0f);
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if (_facingChange > 0) {
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_facingChange = _facingChange - 20;
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if (_facingChange < 0) {
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_facingChange = 0;
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_isSpinning = false;
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}
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} else if (_facingChange < 0) {
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_facingChange = _facingChange + 20;
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if (_facingChange > 0) {
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_facingChange = 0;
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_isSpinning = false;
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}
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} else {
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_isSpinning = false;
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}
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}
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return isVisibleFlag;
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}
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// setXYZ() recalculates the item's bounding box,
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// but in addition to the item's (Vector3) position
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// it takes into account the item's width and height
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void Item::setXYZ(Vector3 position) {
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_position = position;
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int halfWidth = _width / 2;
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_boundingBox.setXYZ(_position.x - halfWidth, _position.y, _position.z - halfWidth,
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_position.x + halfWidth, _position.y + _height, _position.z + halfWidth);
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Vector3 screenPosition = _vm->_view->calculateScreenPosition(_position);
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_screenX = screenPosition.x;
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_screenY = screenPosition.y;
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_depth = screenPosition.z * 25.5f;
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}
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void Item::setup(int itemId, int setId, int animationId, Vector3 position, int facing, int height, int width, bool isTargetFlag, bool isVisibleFlag, bool isPoliceMazeEnemyFlag) {
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_itemId = itemId;
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_setId = setId;
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_animationId = animationId;
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_facing = facing;
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_angle = facing * (M_PI / 512.0f);
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_width = width;
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_height = height;
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_isTarget = isTargetFlag;
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_isVisible = isVisibleFlag;
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_isPoliceMazeEnemy = isPoliceMazeEnemyFlag;
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setXYZ(position);
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_screenRectangle.bottom = -1;
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_screenRectangle.right = -1;
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_screenRectangle.top = -1;
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_screenRectangle.left = -1;
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}
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void Item::spinInWorld() {
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_isSpinning = true;
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if (_vm->_rnd.getRandomNumberRng(1, 2) == 1) {
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_facingChange = -340;
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} else {
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_facingChange = 340;
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}
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}
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bool Item::isUnderMouse(int mouseX, int mouseY) const {
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return _isVisible
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&& mouseX >= _screenRectangle.left - 10
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&& mouseX <= _screenRectangle.right + 10
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&& mouseY >= _screenRectangle.top - 10
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&& mouseY <= _screenRectangle.bottom + 10;
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}
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void Item::save(SaveFileWriteStream &f) {
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f.writeInt(_setId);
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f.writeInt(_itemId);
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f.writeBoundingBox(_boundingBox, false);
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f.writeRect(_screenRectangle);
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f.writeInt(_animationId);
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f.writeVector3(_position);
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f.writeInt(_facing);
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f.writeFloat(_angle);
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f.writeInt(_width);
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f.writeInt(_height);
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f.writeInt(_screenX);
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f.writeInt(_screenY);
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f.writeFloat(_depth);
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f.writeBool(_isTarget);
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f.writeBool(_isSpinning);
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f.writeInt(_facingChange);
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f.writeFloat(0.0f); // _viewAngle
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f.writeBool(_isVisible);
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f.writeBool(_isPoliceMazeEnemy);
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}
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void Item::load(SaveFileReadStream &f) {
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_setId = f.readInt();
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_itemId = f.readInt();
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_boundingBox = f.readBoundingBox(false);
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_screenRectangle = f.readRect();
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_animationId = f.readInt();
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_position = f.readVector3();
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_facing = f.readInt();
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_angle = f.readFloat();
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_width = f.readInt();
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_height = f.readInt();
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_screenX = f.readInt();
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_screenY = f.readInt();
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_depth = f.readFloat();
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_isTarget = f.readBool();
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_isSpinning = f.readBool();
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_facingChange = f.readInt();
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f.skip(4);
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_isVisible = f.readBool();
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_isPoliceMazeEnemy = f.readBool();
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}
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} // End of namespace BladeRunner
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