mirror of
https://github.com/libretro/scummvm.git
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309 lines
7.4 KiB
C++
309 lines
7.4 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/items.h"
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#include "bladerunner/game_constants.h"
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#include "bladerunner/savefile.h"
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#include "bladerunner/scene.h"
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#include "bladerunner/scene_objects.h"
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#include "bladerunner/zbuffer.h"
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namespace BladeRunner {
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Items::Items(BladeRunnerEngine *vm) {
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_vm = vm;
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}
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Items::~Items() {
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reset();
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}
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void Items::reset() {
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for (int i = _items.size() - 1; i >= 0; --i) {
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delete _items.remove_at(i);
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}
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}
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void Items::getXYZ(int itemId, float *x, float *y, float *z) const {
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int itemIndex = findItem(itemId);
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assert(itemIndex != -1);
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_items[itemIndex]->getXYZ(x, y, z);
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}
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void Items::setXYZ(int itemId, Vector3 position) {
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int itemIndex = findItem(itemId);
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assert(itemIndex != -1);
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_items[itemIndex]->setXYZ(position);
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}
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void Items::getWidthHeight(int itemId, int *width, int *height) const {
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int itemIndex = findItem(itemId);
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assert(itemIndex != -1);
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_items[itemIndex]->getWidthHeight(width, height);
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}
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void Items::getAnimationId(int itemId, int *animationId) const {
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int itemIndex = findItem(itemId);
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assert(itemIndex != -1);
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_items[itemIndex]->getAnimationId(animationId);
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}
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void Items::tick() {
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int setId = _vm->_scene->getSetId();
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for (int i = 0; i < (int)_items.size(); ++i) {
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if (_items[i]->_setId != setId) {
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continue;
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}
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bool notPoliceMazeTarget = setId == kSetPS10_PS11_PS12_PS13 && !_items[i]->isTarget();
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Common::Rect screenRect;
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if (_items[i]->tick(&screenRect, notPoliceMazeTarget)) {
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_vm->_zbuffer->mark(screenRect);
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}
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}
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}
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bool Items::addToWorld(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTargetFlag, bool isVisibleFlag, bool isPoliceMazeEnemyFlag, bool addToSetFlag) {
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if (_items.size() >= 100) {
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return false;
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}
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int itemIndex = findItem(itemId);
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if (itemIndex == -1) {
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itemIndex = _items.size();
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_items.push_back(new Item(_vm));
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}
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Item *item = _items[itemIndex];
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item->setup(itemId, setId, animationId, position, facing, height, width, isTargetFlag, isVisibleFlag, isPoliceMazeEnemyFlag);
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if (addToSetFlag && setId == _vm->_scene->getSetId()) {
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return _vm->_sceneObjects->addItem(itemId + kSceneObjectOffsetItems, item->_boundingBox, item->_screenRectangle, isTargetFlag, isVisibleFlag);
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}
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return true;
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}
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bool Items::addToSet(int setId) {
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int itemCount = _items.size();
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if (itemCount == 0) {
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return true;
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}
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for (int i = 0; i < itemCount; ++i) {
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Item *item = _items[i];
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if (item->_setId == setId) {
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_vm->_sceneObjects->addItem(item->_itemId + kSceneObjectOffsetItems, item->_boundingBox, item->_screenRectangle, item->isTarget(), item->_isVisible);
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}
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}
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return true;
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}
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#if !BLADERUNNER_ORIGINAL_BUGS
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bool Items::removeFromCurrentSceneOnly(int itemId) {
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if (_items.size() == 0) {
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return false;
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}
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int itemIndex = findItem(itemId);
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if (itemIndex == -1) {
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return false;
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}
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if (_items[itemIndex]->_setId == _vm->_scene->getSetId()) {
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_vm->_sceneObjects->remove(itemId + kSceneObjectOffsetItems);
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}
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return true;
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}
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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bool Items::remove(int itemId) {
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if (_items.size() == 0) {
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return false;
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}
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int itemIndex = findItem(itemId);
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if (itemIndex == -1) {
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return false;
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}
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if (_items[itemIndex]->_setId == _vm->_scene->getSetId()) {
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_vm->_sceneObjects->remove(itemId + kSceneObjectOffsetItems);
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}
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delete _items.remove_at(itemIndex);
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return true;
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}
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void Items::setIsTarget(int itemId, bool val) {
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int itemIndex = findItem(itemId);
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if (itemIndex == -1) {
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return;
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}
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_items[itemIndex]->setIsTarget(val);
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_vm->_sceneObjects->setIsTarget(itemId + kSceneObjectOffsetItems, val);
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}
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bool Items::isTarget(int itemId) const {
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int itemIndex = findItem(itemId);
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if (itemIndex == -1) {
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return false;
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}
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return _items[itemIndex]->isTarget();
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}
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bool Items::isSpinning(int itemId) const {
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int itemIndex = findItem(itemId);
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if (itemIndex == -1) {
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return false;
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}
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return _items[itemIndex]->isSpinning();
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}
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bool Items::isVisible(int itemId) const {
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int itemIndex = findItem(itemId);
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if (itemIndex == -1) {
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return false;
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}
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return _items[itemIndex]->isVisible();
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}
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bool Items::isPoliceMazeEnemy(int itemId) const {
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int itemIndex = findItem(itemId);
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if (itemIndex == -1) {
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return false;
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}
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return _items[itemIndex]->isPoliceMazeEnemy();
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}
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void Items::setPoliceMazeEnemy(int itemId, bool val) {
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int itemIndex = findItem(itemId);
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if (itemIndex == -1) {
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return;
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}
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_items[itemIndex]->setPoliceMazeEnemy(val);
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}
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void Items::setIsObstacle(int itemId, bool val) {
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int itemIndex = findItem(itemId);
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if (itemIndex == -1) {
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return;
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}
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_items[itemIndex]->setVisible(val);
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_vm->_sceneObjects->setIsClickable(itemId + kSceneObjectOffsetItems, val);
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}
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const BoundingBox &Items::getBoundingBox(int itemId) {
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int itemIndex = findItem(itemId);
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// if (itemIndex == -1) {
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// return nullptr;
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// }
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return _items[itemIndex]->getBoundingBox();
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}
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const Common::Rect &Items::getScreenRectangle(int itemId) {
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int itemIndex = findItem(itemId);
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// if (itemIndex == -1) {
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// return nullptr;
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// }
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return _items[itemIndex]->getScreenRectangle();
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}
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int Items::getFacing(int itemId) const {
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int itemIndex = findItem(itemId);
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if (itemIndex == -1) {
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return 0;
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}
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return _items[itemIndex]->getFacing();
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}
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void Items::setFacing(int itemId, int facing) {
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int itemIndex = findItem(itemId);
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if (itemIndex == -1) {
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return;
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}
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_items[itemIndex]->setFacing(facing);
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}
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void Items::spinInWorld(int itemId) {
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int itemIndex = findItem(itemId);
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if (itemIndex == -1) {
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return;
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}
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_items[itemIndex]->spinInWorld();
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}
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int Items::findTargetUnderMouse(int mouseX, int mouseY) const {
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int setId = _vm->_scene->getSetId();
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for (int i = 0 ; i < (int)_items.size(); ++i) {
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if (_items[i]->_setId == setId && _items[i]->isTarget() && _items[i]->isUnderMouse(mouseX, mouseY)) {
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return _items[i]->_itemId;
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}
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}
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return -1;
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}
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int Items::findItem(int itemId) const {
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for (int i = 0; i < (int)_items.size(); ++i) {
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if (_items[i]->_itemId == itemId) {
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return i;
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}
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}
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return -1;
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}
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void Items::save(SaveFileWriteStream &f) {
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int size = (int)_items.size();
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f.writeInt(size);
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int i;
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for (i = 0; i != size; ++i) {
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_items[i]->save(f);
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}
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// Always write out 100 items
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for (; i != 100; ++i) {
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f.padBytes(0x174); // bbox + rect + 18 float fields
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}
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}
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void Items::load(SaveFileReadStream &f) {
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for (int i = _items.size() - 1; i >= 0; --i) {
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delete _items.remove_at(i);
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}
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_items.resize(f.readInt());
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int size = (int)_items.size();
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int i;
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for (i = 0; i != size; ++i) {
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_items[i] = new Item(_vm);
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_items[i]->load(f);
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}
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// Always read out 100 items
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for (; i != 100; ++i) {
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f.skip(0x174); // bbox + rect + 18 float fields
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}
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}
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} // End of namespace BladeRunner
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