scummvm/engines/bladerunner/item.h
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

102 lines
2.9 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.
*
*/
#ifndef BLADERUNNER_ITEM_H
#define BLADERUNNER_ITEM_H
#include "bladerunner/boundingbox.h"
#include "bladerunner/vector.h"
#include "common/rect.h"
namespace BladeRunner {
class BladeRunnerEngine;
class Items;
class SaveFileReadStream;
class SaveFileWriteStream;
class Item {
friend class Items;
BladeRunnerEngine *_vm;
int _itemId;
int _setId;
BoundingBox _boundingBox;
Common::Rect _screenRectangle;
int _animationId;
Vector3 _position;
int _facing;
float _angle;
int _width;
int _height;
int _screenX;
int _screenY;
float _depth;
bool _isTarget;
bool _isSpinning;
int _facingChange;
bool _isVisible;
bool _isPoliceMazeEnemy;
public:
Item(BladeRunnerEngine *vm);
void getXYZ(float *x, float *y, float *z) const;
void setXYZ(Vector3 position);
void getWidthHeight(int *width, int *height) const;
void getAnimationId(int *animationId) const;
const BoundingBox &getBoundingBox() { return _boundingBox; }
const Common::Rect &getScreenRectangle() { return _screenRectangle; }
int getFacing() const { return _facing; }
void setFacing(int facing);
bool isTarget() const { return _isTarget; }
void setIsTarget(bool val) { _isTarget = val; }
bool isSpinning() const { return _isSpinning; }
void spinInWorld();
bool isVisible() const { return _isVisible; }
void setVisible(bool val) { _isVisible = val; }
bool isPoliceMazeEnemy() const { return _isPoliceMazeEnemy; }
void setPoliceMazeEnemy(bool val) { _isPoliceMazeEnemy = val; }
bool tick(Common::Rect *screenRect, bool special);
void setup(int itemId, int setId, int animationId, Vector3 position, int facing, int height, int width, bool isTargetFlag, bool isVisibleFlag, bool isPoliceMazeEnemyFlag);
bool isUnderMouse(int mouseX, int mouseY) const;
void save(SaveFileWriteStream &f);
void load(SaveFileReadStream &f);
};
}
#endif