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