mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-07 10:21:31 +00:00
702 lines
23 KiB
C++
702 lines
23 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/set.h"
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/game_constants.h"
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#include "bladerunner/lights.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/set_effects.h"
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#include "bladerunner/slice_renderer.h"
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#include "common/debug.h"
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#include "common/ptr.h"
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#include "common/str.h"
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#include "common/stream.h"
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namespace BladeRunner {
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#define kSet0 0x53657430
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Set::Set(BladeRunnerEngine *vm) {
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_vm = vm;
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_objectCount = 0;
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_walkboxCount = 0;
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_objects = new Object[85];
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_walkboxes = new Walkbox[95];
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_footstepSoundOverride = -1;
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_effects = new SetEffects(vm);
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_loaded = false;
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}
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Set::~Set() {
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delete _effects;
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delete[] _objects;
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delete[] _walkboxes;
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}
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bool Set::open(const Common::String &name) {
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Common::ScopedPtr<Common::SeekableReadStream> s(_vm->getResourceStream(_vm->_enhancedEdition ? ("scenes/" + name) : name));
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uint32 sig = s->readUint32BE();
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if (sig != kSet0)
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return false;
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int frameCount = s->readUint32LE();
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_objectCount = s->readUint32LE();
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assert(_objectCount <= 85);
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char buf[20];
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for (int i = 0; i < _objectCount; ++i) {
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s->read(buf, sizeof(buf));
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_objects[i].name = buf;
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float x0, y0, z0, x1, y1, z1;
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x0 = s->readFloatLE();
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y0 = s->readFloatLE();
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z0 = s->readFloatLE();
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x1 = s->readFloatLE();
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y1 = s->readFloatLE();
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z1 = s->readFloatLE();
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_objects[i].bbox = BoundingBox(x0, y0, z0, x1, y1, z1);
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_objects[i].isObstacle = s->readByte();
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_objects[i].isClickable = s->readByte();
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_objects[i].isHotMouse = 0;
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_objects[i].unknown1 = 0;
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_objects[i].isTarget = 0;
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s->skip(4);
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}
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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patchInAdditionalObjectsInSet();
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patchOutBadObjectsFromSet();
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#endif // BLADERUNNER_ORIGINAL_BUGS
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_walkboxCount = s->readUint32LE();
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assert(_walkboxCount <= 95);
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for (int i = 0; i < _walkboxCount; ++i) {
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s->read(buf, sizeof(buf));
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_walkboxes[i].name = buf;
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_walkboxes[i].altitude = s->readFloatLE();
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_walkboxes[i].vertexCount = s->readUint32LE();
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assert(_walkboxes[i].vertexCount <= 8);
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for (int j = 0; j < _walkboxes[i].vertexCount; ++j) {
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float x = s->readFloatLE();
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float z = s->readFloatLE();
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_walkboxes[i].vertices[j] = Vector3(x, _walkboxes[i].altitude, z);
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}
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}
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_vm->_lights->reset();
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_vm->_lights->read(s.get(), frameCount);
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_vm->_sliceRenderer->setLights(_vm->_lights);
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_effects->reset();
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_effects->read(s.get(), frameCount);
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_vm->_sliceRenderer->setSetEffects(_effects);
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// _vm->_sliceRenderer->set_setColors(&colors);
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_loaded = true;
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for (int i = 0; i < _walkboxCount; ++i) {
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setWalkboxStepSound(i, 0);
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}
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return true;
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}
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void Set::addObjectsToScene(SceneObjects *sceneObjects) const {
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for (int i = 0; i < _objectCount; ++i) {
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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overrideSceneObjectInfo(i); // For bugfixes with respect to clickable/targetable box positioning/bounding box
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#endif // BLADERUNNER_ORIGINAL_BUGS
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sceneObjects->addObject(i + kSceneObjectOffsetObjects, _objects[i].bbox, _objects[i].isClickable, _objects[i].isObstacle, _objects[i].unknown1, _objects[i].isTarget);
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}
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}
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// Source: http://www.faqs.org/faqs/graphics/algorithms-faq/ section 2.03
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/*
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static
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bool pointInWalkbox(float x, float z, const Walkbox &w)
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{
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uint32 i, j;
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bool c = false;
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for (i = 0, j = w._vertexCount - 1; i < w._vertexCount; j = i++) {
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if ((((w._vertices[i].z <= z) && (z < w._vertices[j].z)) ||
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((w._vertices[j].z <= z) && (z < w._vertices[i].z))) &&
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(x < (w._vertices[j].x - w._vertices[i].x) * (z - w._vertices[i].z) / (w._vertices[j].z - w._vertices[i].z) + w._vertices[i].x))
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{
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c = !c;
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}
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}
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return c;
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}
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*/
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bool Set::isXZInWalkbox(float x, float z, const Walkbox &walkbox) {
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int found = 0;
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float lastX = walkbox.vertices[walkbox.vertexCount - 1].x;
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float lastZ = walkbox.vertices[walkbox.vertexCount - 1].z;
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for (int i = 0; i < walkbox.vertexCount; ++i) {
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float currentX = walkbox.vertices[i].x;
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float currentZ = walkbox.vertices[i].z;
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if ((currentZ > z && z >= lastZ) || (currentZ <= z && z < lastZ)) {
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float lineX = (lastX - currentX) / (lastZ - currentZ) * (z - currentZ) + currentX;
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if (x < lineX)
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++found;
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}
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lastX = currentX;
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lastZ = currentZ;
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}
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return found & 1;
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}
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float Set::getAltitudeAtXZ(float x, float z, bool *inWalkbox) const {
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float altitude = _walkboxes[0].altitude;
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*inWalkbox = false;
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for (int i = 0; i < _walkboxCount; ++i) {
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const Walkbox &walkbox = _walkboxes[i];
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if (isXZInWalkbox(x, z, walkbox)) {
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if (!*inWalkbox || altitude < walkbox.altitude) {
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altitude = walkbox.altitude;
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*inWalkbox = true;
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}
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}
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}
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return altitude;
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}
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int Set::findWalkbox(float x, float z) const {
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int result = -1;
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for (int i = 0; i < _walkboxCount; ++i) {
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const Walkbox &w = _walkboxes[i];
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if (isXZInWalkbox(x, z, w)) {
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if (result == -1 || w.altitude > _walkboxes[result].altitude) {
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result = i;
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}
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}
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}
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return result;
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}
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int Set::findObject(const Common::String &objectName) const {
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for (int i = 0; i < _objectCount; ++i) {
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if (objectName.compareToIgnoreCase(_objects[i].name) == 0) {
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return i;
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}
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}
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warning("Set::findObject didn't find \"%s\"", objectName.c_str());
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return -1;
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}
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bool Set::objectSetHotMouse(int objectId) const {
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if (!_objects || objectId < 0 || objectId >= (int)_objectCount) {
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return false;
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}
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_objects[objectId].isHotMouse = true;
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return true;
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}
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bool Set::objectGetBoundingBox(int objectId, BoundingBox *boundingBox) const {
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assert(boundingBox);
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if (!_objects || objectId < 0 || objectId >= (int)_objectCount) {
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boundingBox->setXYZ(0, 0, 0, 0, 0, 0);
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return false;
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}
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float x0, y0, z0, x1, y1, z1;
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_objects[objectId].bbox.getXYZ(&x0, &y0, &z0, &x1, &y1, &z1);
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boundingBox->setXYZ(x0, y0, z0, x1, y1, z1);
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return true;
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}
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void Set::objectSetIsClickable(int objectId, bool isClickable) {
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_objects[objectId].isClickable = isClickable;
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}
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void Set::objectSetIsObstacle(int objectId, bool isObstacle) {
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_objects[objectId].isObstacle = isObstacle;
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}
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void Set::objectSetIsTarget(int objectId, bool isTarget) {
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_objects[objectId].isTarget = isTarget;
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}
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const Common::String &Set::objectGetName(int objectId) const {
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return _objects[objectId].name;
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}
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void Set::setWalkboxStepSound(int walkboxId, int floorType) {
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_walkboxStepSound[walkboxId] = floorType;
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}
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void Set::setFoodstepSoundOverride(int floorType) {
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_footstepSoundOverride = floorType;
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}
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void Set::resetFoodstepSoundOverride() {
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_footstepSoundOverride = -1;
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}
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int Set::getWalkboxSoundWalkLeft(int walkboxId) const{
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int floorType;
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if (_footstepSoundOverride >= 0) {
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floorType = _footstepSoundOverride;
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} else {
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floorType = _walkboxStepSound[walkboxId];
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}
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if (floorType == 0) { //stone floor
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// one of kSfxCEMENTL1, kSfxCEMENTL2, kSfxCEMENTL3, kSfxCEMENTL4, kSfxCEMENTL5
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return _vm->_rnd.getRandomNumberRng(kSfxCEMENTL1, kSfxCEMENTL5);
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}
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if (floorType == 1) { //gravel floor
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#if BLADERUNNER_ORIGINAL_BUGS
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// A bug?
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// one of kSfxCEMENTL5, kSfxCEMENTR1, kSfxCEMENTR2, kSfxCEMENTR3, kSfxCEMENTR4, kSfxCEMENTR5, kSfxCEMWETL1
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return _vm->_rnd.getRandomNumberRng(kSfxCEMENTL5, kSfxCEMWETL1);
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#else
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// one of kSfxCEMWETL1, kSfxCEMWETL2, kSfxCEMWETL3, kSfxCEMWETL4, kSfxCEMWETL5
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return _vm->_rnd.getRandomNumberRng(kSfxCEMWETL1, kSfxCEMWETL5);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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if (floorType == 2) { //wooden floor
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// one of kSfxWOODL1, kSfxWOODL2, kSfxWOODL3, kSfxWOODL4, kSfxWOODL5
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return _vm->_rnd.getRandomNumberRng(kSfxWOODL1, kSfxWOODL5);
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}
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if (floorType == 3) { //metal floor
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// one of kSfxMETALL1, kSfxMETALL2, kSfxMETALL3, kSfxMETALL4, kSfxMETALL5
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return _vm->_rnd.getRandomNumberRng(kSfxMETALL1, kSfxMETALL5);
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}
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return -1;
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}
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int Set::getWalkboxSoundWalkRight(int walkboxId) const {
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int floorType;
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if (_footstepSoundOverride >= 0) {
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floorType = _footstepSoundOverride;
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} else {
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floorType = _walkboxStepSound[walkboxId];
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}
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if (floorType == 0) { //stone floor
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// one of kSfxCEMENTR1, kSfxCEMENTR2, kSfxCEMENTR3, kSfxCEMENTR4, kSfxCEMENTR5
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return _vm->_rnd.getRandomNumberRng(kSfxCEMENTR1, kSfxCEMENTR5);
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}
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if (floorType == 1) { //gravel floor
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#if BLADERUNNER_ORIGINAL_BUGS
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// A bug?
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// one of kSfxCEMENTR5, kSfxCEMWETL1, kSfxCEMWETL2, kSfxCEMWETL3, kSfxCEMWETL4, kSfxCEMWETL5, kSfxCEMWETR1
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return _vm->_rnd.getRandomNumberRng(kSfxCEMENTR5, kSfxCEMWETR1);
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#else
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// one of kSfxCEMWETR1, kSfxCEMWETR2, kSfxCEMWETR3, kSfxCEMWETR4, kSfxCEMWETR5
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return _vm->_rnd.getRandomNumberRng(kSfxCEMWETR1, kSfxCEMWETR5);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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if (floorType == 2) { //wooden floor
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// one of kSfxWOODR1, kSfxWOODR2, kSfxWOODR3, kSfxWOODR4, kSfxWOODR5
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return _vm->_rnd.getRandomNumberRng(kSfxWOODR1, kSfxWOODR5);
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}
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if (floorType == 3) { //metal floor
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// one of kSfxMETALR1, kSfxMETALR2, kSfxMETALR3, kSfxMETALR4, kSfxMETALR5
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return _vm->_rnd.getRandomNumberRng(kSfxMETALR1, kSfxMETALR5);
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}
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return -1;
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}
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int Set::getWalkboxSoundRunLeft(int walkboxId) const {
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return getWalkboxSoundWalkLeft(walkboxId);
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}
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int Set::getWalkboxSoundRunRight(int walkboxId) const {
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return getWalkboxSoundWalkRight(walkboxId);
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}
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void Set::save(SaveFileWriteStream &f) {
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f.writeBool(_loaded);
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f.writeInt(_objectCount);
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f.writeInt(_walkboxCount);
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for (int i = 0; i != _objectCount; ++i) {
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f.writeStringSz(_objects[i].name, 20);
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f.writeBoundingBox(_objects[i].bbox, true);
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f.writeBool(_objects[i].isObstacle);
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f.writeBool(_objects[i].isClickable);
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f.writeBool(_objects[i].isHotMouse);
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f.writeInt(_objects[i].unknown1);
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f.writeBool(_objects[i].isTarget);
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}
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for (int i = 0; i != _walkboxCount; ++i) {
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f.writeStringSz(_walkboxes[i].name, 20);
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f.writeFloat(_walkboxes[i].altitude);
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f.writeInt(_walkboxes[i].vertexCount);
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for (int j = 0; j != 8; ++j) {
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f.writeVector3(_walkboxes[i].vertices[j]);
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// In BLADE.EXE vertices are a vec5
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f.writeInt(0);
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f.writeInt(0);
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}
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}
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for (int i = 0; i != 85; ++i) {
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f.writeInt(_walkboxStepSound[i]);
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}
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f.writeInt(_footstepSoundOverride);
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}
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void Set::load(SaveFileReadStream &f) {
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_loaded = f.readBool();
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_objectCount = f.readInt();
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_walkboxCount = f.readInt();
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for (int i = 0; i != _objectCount; ++i) {
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_objects[i].name = f.readStringSz(20);
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_objects[i].bbox = f.readBoundingBox(true);
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_objects[i].isObstacle = f.readBool();
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_objects[i].isClickable = f.readBool();
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_objects[i].isHotMouse = f.readBool();
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_objects[i].unknown1 = f.readInt();
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_objects[i].isTarget = f.readBool();
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}
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for (int i = 0; i != _walkboxCount; ++i) {
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_walkboxes[i].name = f.readStringSz(20);
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_walkboxes[i].altitude = f.readFloat();
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_walkboxes[i].vertexCount = f.readInt();
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for (int j = 0; j != 8; ++j) {
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_walkboxes[i].vertices[j] = f.readVector3();
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// In BLADE.EXE vertices are a vec5
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f.skip(8);
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}
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}
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for (int i = 0; i != 85; ++i) {
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_walkboxStepSound[i] = f.readInt();
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}
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_footstepSoundOverride = f.readInt();
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}
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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/**
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* Used for bugfixes mainly with respect to bad box positioning / bounding box fixes
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* TODO If we have many such cases, perhaps we could use a lookup table
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* using sceneId, objectId (or name) as keys
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*/
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void Set::overrideSceneObjectInfo(int objectId) const {
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switch (_vm->_scene->getSceneId()) {
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case kSceneRC02:
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// improve path for Runciter to his desk
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// this won't fix the issue entirely (of Runciter awkwardly walking around the cage to reach his desk)
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// but it make it less of an occurrence
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if (objectId == 0 && _objects[objectId].name == "TABLETOP") {
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_objects[objectId].bbox.setXYZ(9.0f, -1235.57f, 108386.98f, 47.90f, -1214.99f, 108410.42f);
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} else if (objectId == 2 && _objects[objectId].name == "OUTR_DESK") {
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_objects[objectId].bbox.setXYZ(-4.0f, -1239.81f, 108315.97f, 83.98f, -1185.50f, 108387.42f);
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} else if (objectId == 42 && _objects[objectId].name == "P_BURN01") {
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_objects[objectId].bbox.setXYZ(-4.0f, -1239.81f, 108312.98f, 87.98f, -1185.50f, 108388.19f);
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} else if (objectId == 15 && _objects[objectId].name == "POLE_ROP01") {
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_objects[objectId].bbox.setXYZ(-76.48f, -1239.31f, 108308.19f, -56.32f, -1191.11f, 108326.42f);
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} else if (objectId == 16 && _objects[objectId].name == "POLE_ROP02") {
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_objects[objectId].bbox.setXYZ(-75.17f, -1239.29f, 108340.13f, -56.32f, -1221.16f, 108365.65f);
|
|
}
|
|
break;
|
|
case kSceneCT02:
|
|
// prevent McCoy from moving "around and behind" the map
|
|
if (objectId == 18 && _objects[objectId].name == "BACK-DOOR") {
|
|
_objects[objectId].bbox.setXYZ(-177.95f, -145.11f, -86.25f, -130.13f, -49.00f, -4.74f);
|
|
} else if (objectId == 19 && _objects[objectId].name == "BACKWALL") {
|
|
_objects[objectId].bbox.setXYZ(-323.10f, -162.41f, -16.25f, -177.95f, 160.29f, -4.74f);
|
|
} else if (objectId == 7 && _objects[objectId].name == "LFTSTOVE-1") {
|
|
_objects[objectId].bbox.setXYZ(-315.17f, -145.11f, 171.93f, -282.86f, -103.98f, 225.29f);
|
|
}
|
|
break;
|
|
case kSceneCT04:
|
|
// prevent McCoy or transient from blending/glitching with the right wall
|
|
if (objectId == 6 && _objects[objectId].name == "BOX04") {
|
|
_objects[objectId].bbox.setXYZ(-251.80f, -636.49f, 414.38f, -206.66f, -445.84f, 900.44f);
|
|
}
|
|
break;
|
|
case kSceneBB06:
|
|
// Sebastian's room with doll
|
|
if (objectId == 3 && _objects[objectId].name == "BOX31") {
|
|
// dollhouse box in BB06
|
|
_objects[objectId].bbox.setXYZ(-161.47f, 30.0f, 53.75f, -110.53f, 69.81f, 90.90f);
|
|
}
|
|
break;
|
|
case kSceneBB51:
|
|
// Sebastian's room with chess and egg boiler
|
|
if (objectId == 0 && _objects[objectId].name == "V2CHESSTBL01") {
|
|
// Chess
|
|
_objects[objectId].bbox.setXYZ(114.55f, 20.83f, -67.91f, 153.58f, 28.14f, -29.16f);
|
|
} else if (objectId == 1 && _objects[objectId].name == "TOP02") {
|
|
// egg boiler
|
|
_objects[objectId].bbox.setXYZ(60.00f, 16.00f, -141.21f, 91.60f, 39.94f, -116.00f);
|
|
}
|
|
break;
|
|
case kScenePS05:
|
|
if (objectId == 8 && _objects[objectId].name == "WIRE BASKET") {
|
|
// waste basket click box
|
|
_objects[objectId].bbox.setXYZ(707.30f, 0.14f, -350.80f, 724.90f, 15.15f, -330.09f);
|
|
} else if (objectId == 0 && _objects[objectId].name == "FIRE EXTINGISHER") {
|
|
// fire extinguisher is click-able (original game) but does nothing
|
|
// still it's best to fix its clickbox and remove clickable
|
|
// or restore functionality from the scene script
|
|
_objects[objectId].bbox.setXYZ(695.63f, 42.65f, -628.10f, 706.71f, 69.22f, -614.47f);
|
|
}
|
|
break;
|
|
case kScenePS07:
|
|
// Make the mid-wall thinner to enable access to clickable object (buzzer)
|
|
if (objectId == 1 && _objects[objectId].name == "BOX01") {
|
|
_objects[objectId].bbox.setXYZ(526.91f, 0.0f, -582.62f, 531.50f, 48.43f, -511.72f);
|
|
}
|
|
break;
|
|
case kSceneNR05:
|
|
if (objectId == 10 && _objects[objectId].name == "BOX08") {
|
|
_objects[objectId].bbox.setXYZ(-748.75f, 0.0f, -257.39f, -685.37f, 32.01f, -211.47f);
|
|
} else if (objectId == 11 && _objects[objectId].name == "BOX09") {
|
|
_objects[objectId].bbox.setXYZ(-729.00f, 0.0f, -179.27f, -690.00f, 33.47f, -15.80f);
|
|
} else if (objectId == 12 && _objects[objectId].name == "BOX11") {
|
|
_objects[objectId].bbox.setXYZ(-688.03f, 0.0f, -67.41f, -490.38f, 29.10f, -32.86f);
|
|
}
|
|
break;
|
|
case kSceneNR11:
|
|
// Right coat rack needs adjustment of bounding box
|
|
if (objectId == 1 && _objects[objectId].name == "COATRACK") {
|
|
_objects[objectId].bbox.setXYZ(14.91f, 0.0f, -368.79f, 114.67f, 87.04f, -171.28f);
|
|
}
|
|
break;
|
|
|
|
case kSceneUG09:
|
|
// block passage to buggy pipe
|
|
if (objectId == 7 && _objects[objectId].name == "BOXS FOR ARCHWAY 01") {
|
|
_objects[objectId].bbox.setXYZ(-168.99f, 151.38f, -139.10f, -105.95f, 239.59f, 362.70f);
|
|
}
|
|
break;
|
|
|
|
case kSceneUG13:
|
|
// fix obstacles map / stairs glitch
|
|
if (objectId == 31 && _objects[objectId].name == "BOX FOR ELEVATR WAL") {
|
|
_objects[objectId].bbox.setXYZ(-337.79f, 35.78f, -918.73f, -282.79f, 364.36f, -804.54f);
|
|
} else if (objectId == 32 && _objects[objectId].name == "BOX FOR ELEVATR WAL") {
|
|
_objects[objectId].bbox.setXYZ(-455.47f, 35.78f, -1071.24f, -335.98f, 364.36f, -824.54f);
|
|
}
|
|
break;
|
|
|
|
case kSceneUG18:
|
|
// fix obstacles map
|
|
if (objectId == 1 && _objects[objectId].name == "PIT_RAIL 03") {
|
|
_objects[objectId].bbox.setXYZ(-615.83f, 0.0f, -1237.04f, -602.30f, 37.66f, -13.48f);
|
|
} else if (objectId == 4 && _objects[objectId].name == "WALL_LEFT") {
|
|
_objects[objectId].bbox.setXYZ(-1310.70f, 0.0f, -2105.59f, -910.95f, 840.0f, -111.55f);
|
|
} else if (objectId == 5 && _objects[objectId].name == "OBSTACLE1") {
|
|
_objects[objectId].bbox.setXYZ(91.00f, -1.87f, 375.75f, 476.37f, 61.18f, 955.24f);
|
|
} else if (objectId == 6 && _objects[objectId].name == "OBSTACLE02") {
|
|
_objects[objectId].bbox.setXYZ(-1191.22f, -1.87f, -2105.59f, -606.15f, 61.18f, -937.04f);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
}
|
|
|
|
void Set::setupNewObjectInSet(Common::String objName, BoundingBox objBbox) {
|
|
int objectId = _objectCount;
|
|
_objects[objectId].name = objName.c_str();
|
|
_objects[objectId].bbox = objBbox;
|
|
_objects[objectId].isObstacle = 0; // init as false - Can be changed in Scene script eg. SceneLoaded() with (Un)Obstacle_Object()
|
|
_objects[objectId].isClickable = 0; // init as false - Can be changed in Scene script eg. SceneLoaded() with (Un)Clickable_Object()
|
|
_objects[objectId].isHotMouse = 0;
|
|
_objects[objectId].unknown1 = 0;
|
|
_objects[objectId].isTarget = 0; // init as false - Can be changed in Scene script eg. SceneLoaded() with (Un_)Combat_Target_Object
|
|
++_objectCount;
|
|
}
|
|
/**
|
|
* Used for adding objects in a Set mainly to fix a few "McCoy walking to places he should not" issues
|
|
* This is called in Set::open()
|
|
* Note:
|
|
* - ScummVM (post fix) save games will have the extra objects information
|
|
* - Original save games will not have the extra objects if the save game room scene was an affected scene
|
|
* but they will get them if the player exits and re-enters. The code anticipates not finding an object in a scene
|
|
* so this should not be an issue.
|
|
*/
|
|
void Set::patchInAdditionalObjectsInSet() {
|
|
Common::String custObjName;
|
|
BoundingBox bbox;
|
|
switch (_vm->_scene->getSceneId()) {
|
|
case kSceneBB09:
|
|
bbox = BoundingBox(406.12f, -9.18f, 140.87f, 440.04f, 172.49f, 165.33f);
|
|
custObjName = "BACKWALL1";
|
|
setupNewObjectInSet(custObjName, bbox);
|
|
bbox = BoundingBox(400.12f, -9.18f, 208.87f, 440.04f, 182.49f, 231.33f);
|
|
custObjName = "BACKWALL2";
|
|
setupNewObjectInSet(custObjName, bbox);
|
|
break;
|
|
case kSceneCT02:
|
|
bbox = BoundingBox(-130.13f, -162.41f, -16.25f, -81.74f, 160.29f, -4.74f);
|
|
custObjName = "BACKWALL2";
|
|
setupNewObjectInSet(custObjName, bbox);
|
|
break;
|
|
case kSceneHF06:
|
|
// block clicking / path access to northern part of the scene
|
|
// which causes McCoy and Police officers/ rats to go behind the map
|
|
bbox = BoundingBox(220.00f, 350.02f, -90.86f, 310.00f, 380.02f, -70.71f);
|
|
custObjName = "FRONTBLOCK1";
|
|
setupNewObjectInSet(custObjName, bbox);
|
|
|
|
bbox = BoundingBox(20.00f, 350.02f, -90.86f, 170.00f, 380.02f, -45.71f);
|
|
custObjName = "FRONTBLOCK2";
|
|
setupNewObjectInSet(custObjName, bbox);
|
|
break;
|
|
|
|
case kScenePS05:
|
|
// block actual passage to ESPER room because
|
|
// it causes McCoy to sometimes go behind the wall
|
|
bbox = BoundingBox(730.50f, -0.0f, -481.10f, 734.51f, 144.75f, -437.55f);
|
|
custObjName = "MAINFBLOCK";
|
|
setupNewObjectInSet(custObjName, bbox);
|
|
break;
|
|
|
|
case kScenePS07:
|
|
// add missing buzzer button to annoy Klein
|
|
bbox = BoundingBox(530.16f, 48.44f, -570.13f, 550.41f, 50.46f, -558.77f);
|
|
custObjName = "L.MOUSE";
|
|
setupNewObjectInSet(custObjName, bbox);
|
|
break;
|
|
|
|
case kSceneNR05:
|
|
bbox = BoundingBox(-690.0f, 0.0f, -155.0f, -640.0f, 33.47f, -100.0f);
|
|
custObjName = "CUSTLFTBLOCK";
|
|
setupNewObjectInSet(custObjName, bbox);
|
|
break;
|
|
|
|
case kSceneUG08:
|
|
// block clicking / path access to northern part of the scene
|
|
// which causes McCoy and Police officers/ rats to go behind the map
|
|
bbox = BoundingBox(-386.26f, -8.07f, -1078.99f, 100.00f, 170.63f, -478.99f);
|
|
custObjName = "NORTHBLOCK";
|
|
setupNewObjectInSet(custObjName, bbox);
|
|
break;
|
|
|
|
case kSceneUG13:
|
|
// Underground homeless place
|
|
// block passage to empty elevator chute
|
|
bbox = BoundingBox(-80.00f, 35.78f, -951.75f, 74.36f, 364.36f, -810.56f);
|
|
custObjName = "ELEVBLOCK";
|
|
setupNewObjectInSet(custObjName, bbox);
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Used for "removing" objects from a Set mainly to fix a few "McCoy walking to places he should not" issues
|
|
* This is called in Set::open()
|
|
* Note:
|
|
* - ScummVM (post fix) save games will have the removed objects information
|
|
* - Original save games will not have the removed objects info if the save game room scene was an affected scene
|
|
* but they will get them if the player exits and re-enters. This should not be an issue.
|
|
*/
|
|
void Set::patchOutBadObjectsFromSet() {
|
|
int removedIndexRef = 0;
|
|
bool removeCurrObj = false;
|
|
for (int objectId = 0; objectId < _objectCount; ++objectId) {
|
|
switch (_vm->_scene->getSceneId()) {
|
|
case kSceneNR05:
|
|
if ((objectId == 0 && _objects[objectId].name == "NM1-1+")
|
|
|| (objectId == 2 && _objects[objectId].name == "NM1-1+")
|
|
|| (objectId == 3 && _objects[objectId].name == "NM1-1+")
|
|
) {
|
|
// Remove objects that are named the same and set as clickables
|
|
// leave only objectId == 1, named "NM1-1+"
|
|
removeCurrObj = true;
|
|
}
|
|
break;
|
|
case kSceneNR11:
|
|
if ((objectId == 46 && _objects[objectId].name == "BOX53")
|
|
|| (objectId == 36 && _objects[objectId].name == "BOX43")
|
|
|| (objectId == 37 && _objects[objectId].name == "BOX44")
|
|
|| (objectId == 13 && _objects[objectId].name == "LOFT04")
|
|
) {
|
|
// Removing obj 46, 36, 37 (BOX53, BOX43, BOX44) fixes paths in the scene
|
|
// Removing obj 13 (LOFT04) fixes duplicate named box that confuses the engine
|
|
removeCurrObj = true;
|
|
}
|
|
break;
|
|
case kSceneDR02:
|
|
if ((objectId == 44 && _objects[objectId].name == "TRASH CAN WITH FIRE")) {
|
|
// Removing obj 44 (TRASH CAN WITH FIRE) fixes duplicate named box (id: 29) that confuses the engine
|
|
removeCurrObj = true;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (removeCurrObj) {
|
|
removeCurrObj = false;
|
|
_objects[objectId].name = Common::String::format("REMOVED%02d", removedIndexRef++);
|
|
_objects[objectId].isObstacle = 0;
|
|
_objects[objectId].isClickable = 0;
|
|
_objects[objectId].isHotMouse = 0;
|
|
_objects[objectId].unknown1 = 0;
|
|
_objects[objectId].isTarget = 0;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
#endif // BLADERUNNER_ORIGINAL_BUGS
|
|
|
|
} // End of namespace BladeRunner
|