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authorPeter Kohaut2016-10-02 00:20:56 +0200
committerPeter Kohaut2016-10-02 00:20:56 +0200
commit2c15b164d736d1339998f9dcf7a4a230984cdff5 (patch)
tree587d77b4e6ebd6d17d146c2f422057c4856983d2 /engines/bladerunner/items.cpp
parentfe2add5d5fb955724af9f0308d07c46c3110baad (diff)
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BLADERUNNER: added support for rendering items in scenes
Diffstat (limited to 'engines/bladerunner/items.cpp')
-rw-r--r--engines/bladerunner/items.cpp40
1 files changed, 38 insertions, 2 deletions
diff --git a/engines/bladerunner/items.cpp b/engines/bladerunner/items.cpp
index da3e74c69a..46ea9e842c 100644
--- a/engines/bladerunner/items.cpp
+++ b/engines/bladerunner/items.cpp
@@ -1,5 +1,8 @@
#include "bladerunner/items.h"
+#include "bladerunner/scene.h"
+#include "bladerunner/scene_objects.h"
+
namespace BladeRunner {
Items::Items(BladeRunnerEngine *vm) {
@@ -7,18 +10,51 @@ Items::Items(BladeRunnerEngine *vm) {
}
Items::~Items() {
+ for(int i = _items.size() -1; i >= 0; i--) {
+ delete _items.remove_at(i);
+ }
}
void Items::getXYZ(int itemId, float* x, float* y, float* z) {
int itemIndex = findItem(itemId);
assert(itemIndex != -1);
- _items[itemIndex].getXYZ(x, y, z);
+ _items[itemIndex]->getXYZ(x, y, z);
+}
+
+void Items::tick() {
+ int setId = _vm->_scene->getSetId();
+ for(int i = 0; i < (int)_items.size(); i++) {
+ if(_items[i]->_setId != setId) {
+ continue;
+ }
+ bool set14NotTarget = setId == 14 && !_items[i]->isTargetable();
+ _items[i]->tick(set14NotTarget);
+ }
+}
+
+bool Items::add(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTargetable, bool isVisible, bool isPoliceMazeEnemy, bool addToSet) {
+ if (_items.size() >= 100) {
+ return false;
+ }
+ int i = findItem(itemId);
+ if(i == -1) {
+ i = _items.size();
+ }
+
+ Item *item = new Item(_vm);
+ item->init(itemId, setId, animationId, position, facing, height, width, isTargetable, isVisible, isPoliceMazeEnemy);
+ _items.push_back(item);
+
+ if(addToSet && setId == _vm->_scene->getSetId()) {
+ return _vm->_sceneObjects->addItem(itemId + SCENE_OBJECTS_ITEMS_OFFSET, &item->_boundingBox, &item->_screenRectangle, isTargetable, isVisible);
+ }
+ return true;
}
int Items::findItem(int itemId) {
for (int i = 0; i < (int)_items.size(); i++) {
- if (_items[i]._itemId == itemId)
+ if (_items[i]->_itemId == itemId)
return i;
}
return -1;