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https://github.com/libretro/scummvm.git
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d3e64544b3
Rename the surfaces to more meaningful names and move ownership out of the VQA classes. This means that the VQA classes no longer create their own internal surfaces but instead draw on externally provided surfaces.
159 lines
4.1 KiB
C++
159 lines
4.1 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/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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_isTargetable = false;
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_isSpinning = false;
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_facingChange = 0;
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_isVisible = true;
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_isPoliceMazeEnemy = true;
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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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Item::~Item() {
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}
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void Item::getXYZ(float *x, float *y, float *z) {
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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) {
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*width = _width;
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*height = _height;
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}
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bool Item::isTargetable() {
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return _isTargetable;
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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 isVisible = 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->_surfaceGame, _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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isVisible = 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 isVisible;
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}
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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 isTargetableFlag, 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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_isTargetable = isTargetableFlag;
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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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} // End of namespace BladeRunner
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