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-rw-r--r--engines/bladerunner/scene_objects.cpp302
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diff --git a/engines/bladerunner/scene_objects.cpp b/engines/bladerunner/scene_objects.cpp
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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "bladerunner/scene_objects.h"
+
+#include "bladerunner/bladerunner.h"
+
+#include "bladerunner/obstacles.h"
+#include "bladerunner/view.h"
+
+
+namespace BladeRunner {
+
+SceneObjects::SceneObjects(BladeRunnerEngine *vm, View *view) {
+ _vm = vm;
+ _view = view;
+
+ _count = 0;
+ _sceneObjects = new SceneObject[SCENE_OBJECTS_COUNT];
+ _sceneObjectsSortedByDistance = new int[SCENE_OBJECTS_COUNT];
+
+ for (int i = 0; i < SCENE_OBJECTS_COUNT; ++i) {
+ _sceneObjectsSortedByDistance[i] = -1;
+ }
+}
+
+SceneObjects::~SceneObjects() {
+ _vm = nullptr;
+ _view = nullptr;
+ _count = 0;
+
+ delete[] _sceneObjectsSortedByDistance;
+ delete[] _sceneObjects;
+}
+
+void SceneObjects::clear() {
+ for (int i = 0; i < SCENE_OBJECTS_COUNT; ++i) {
+ _sceneObjects[i]._sceneObjectId = -1;
+ _sceneObjects[i]._sceneObjectType = SceneObjectTypeUnknown;
+ _sceneObjects[i]._distanceToCamera = 0;
+ _sceneObjects[i]._present = 0;
+ _sceneObjects[i]._isClickable = 0;
+ _sceneObjects[i]._isObstacle = 0;
+ _sceneObjects[i]._unknown1 = 0;
+ _sceneObjects[i]._isTarget = 0;
+ _sceneObjects[i]._isMoving = 0;
+ _sceneObjects[i]._isRetired = 0;
+ }
+ _count = 0;
+}
+
+bool SceneObjects::addActor(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isClickable, uint8 isMoving, uint8 isTarget, uint8 isRetired) {
+ return addSceneObject(sceneObjectId, SceneObjectTypeActor, boundingBox, screenRectangle, isClickable, 0, 0, isTarget, isMoving, isRetired);
+}
+
+bool SceneObjects::addObject(int sceneObjectId, BoundingBox *boundingBox, uint8 isClickable, uint8 isObstacle, uint8 unknown1, uint8 isTarget) {
+ Common::Rect rect(-1, -1, -1, -1);
+ return addSceneObject(sceneObjectId, SceneObjectTypeObject, boundingBox, &rect, isClickable, isObstacle, unknown1, isTarget, 0, 0);
+}
+
+bool SceneObjects::addItem(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isTarget, uint8 isObstacle) {
+ return addSceneObject(sceneObjectId, SceneObjectTypeItem, boundingBox, screenRectangle, isObstacle, 0, 0, isTarget, 0, 0);
+}
+
+bool SceneObjects::remove(int sceneObjectId) {
+ int i = findById(sceneObjectId);
+ if (i == -1) {
+ return false;
+ }
+
+ int j;
+ for (j = 0; j < _count; ++j) {
+ if (_sceneObjectsSortedByDistance[j] == i) {
+ break;
+ }
+ }
+ for (int k = j; k < _count - 1; ++k) {
+ _sceneObjectsSortedByDistance[k] = _sceneObjectsSortedByDistance[k + 1];
+ }
+
+ --_count;
+ return true;
+}
+
+int SceneObjects::findByXYZ(int *isClickable, int *isObstacle, int *isTarget, float x, float y, float z, int findClickables, int findObstacles, int findTargets) {
+ *isClickable = 0;
+ *isObstacle = 0;
+ *isTarget = 0;
+
+ for (int i = 0; i < _count; ++i) {
+ assert(_sceneObjectsSortedByDistance[i] < _count);
+
+ SceneObject &sceneObject = _sceneObjects[_sceneObjectsSortedByDistance[i]];
+
+ if ((findClickables && sceneObject._isClickable) ||
+ (findObstacles && sceneObject._isObstacle) ||
+ (findTargets && sceneObject._isTarget)) {
+ BoundingBox boundingBox = sceneObject._boundingBox;
+
+ if (sceneObject._sceneObjectType == SceneObjectTypeObject || sceneObject._sceneObjectType == SceneObjectTypeItem) {
+ boundingBox.expand(-4.0, 0.0, -4.0, 4.0, 0.0, 4.0);
+ }
+
+ if (boundingBox.inside(x, y, z)) {
+ *isClickable = sceneObject._isClickable;
+ *isObstacle = sceneObject._isObstacle;
+ *isTarget = sceneObject._isTarget;
+
+ return sceneObject._sceneObjectId;
+ }
+ }
+ }
+
+ return -1;
+}
+
+bool SceneObjects::existsOnXZ(int exceptSceneObjectId, float x, float z, bool a5, bool a6) {
+ float xMin = x - 12.5f;
+ float xMax = x + 12.5f;
+ float zMin = z - 12.5f;
+ float zMax = z + 12.5f;
+
+ int count = this->_count;
+
+ if (count > 0) {
+ for (int i = 0; i < count; i++) {
+ SceneObject *sceneObject = &this->_sceneObjects[this->_sceneObjectsSortedByDistance[i]];
+ bool v13 = false;
+ if (sceneObject->_sceneObjectType == SceneObjectTypeActor) {
+ if (sceneObject->_isRetired) {
+ v13 = false;
+ } else if (sceneObject->_isMoving) {
+ v13 = a5 != 0;
+ } else {
+ v13 = a6 != 0;
+ }
+ } else {
+ v13 = sceneObject->_isObstacle;
+ }
+
+ if (v13 && sceneObject->_sceneObjectId != exceptSceneObjectId) {
+ float x1, y1, z1, x2, y2, z2;
+ sceneObject->_boundingBox.getXYZ(&x1, &y1, &z1, &x2, &y2, &z2);
+ if (z1 <= zMax && z2 >= zMin && x1 <= xMax && x2 >= xMin) {
+ return true;
+ }
+ }
+ }
+ }
+ return false;
+}
+
+int SceneObjects::findById(int sceneObjectId) {
+ for (int i = 0; i < _count; ++i) {
+ if (_sceneObjects[i]._present && _sceneObjects[i]._sceneObjectId == sceneObjectId) {
+ return i;
+ }
+ }
+ return -1;
+}
+
+bool SceneObjects::addSceneObject(int sceneObjectId, SceneObjectType sceneObjectType, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isClickable, uint8 isObstacle, uint8 unknown1, uint8 isTarget, uint isMoving, uint isRetired) {
+ int index = findEmpty();
+ if (index == -1) {
+ return false;
+ }
+
+ _sceneObjects[index]._sceneObjectId = sceneObjectId;
+ _sceneObjects[index]._sceneObjectType = sceneObjectType;
+ _sceneObjects[index]._present = 1;
+ _sceneObjects[index]._boundingBox = *boundingBox;
+ _sceneObjects[index]._screenRectangle = *screenRectangle;
+ _sceneObjects[index]._isClickable = isClickable;
+ _sceneObjects[index]._isObstacle = isObstacle;
+ _sceneObjects[index]._unknown1 = unknown1;
+ _sceneObjects[index]._isTarget = isTarget;
+ _sceneObjects[index]._isMoving = isMoving;
+ _sceneObjects[index]._isRetired = isRetired;
+
+ float centerZ = (_sceneObjects[index]._boundingBox.getZ0() + _sceneObjects[index]._boundingBox.getZ1()) / 2.0;
+
+ float distanceToCamera = fabs(_view->_cameraPosition.z - centerZ);
+ _sceneObjects[index]._distanceToCamera = distanceToCamera;
+
+ // insert according to distance from camera
+ int i;
+ for (i = 0; i < _count; ++i) {
+ if (distanceToCamera < _sceneObjects[_sceneObjectsSortedByDistance[i]]._distanceToCamera) {
+ break;
+ }
+ }
+ for (int j = _count - 2; j >= i; --j) {
+ _sceneObjectsSortedByDistance[j + 1] = _sceneObjectsSortedByDistance[j];
+ }
+
+ _sceneObjectsSortedByDistance[i] = index;
+ ++_count;
+ return true;
+}
+
+int SceneObjects::findEmpty() {
+ for (int i = 0; i < SCENE_OBJECTS_COUNT; ++i) {
+ if (!_sceneObjects[i]._present)
+ return i;
+ }
+ return -1;
+}
+
+void SceneObjects::setMoving(int sceneObjectId, bool isMoving) {
+ int i = findById(sceneObjectId);
+ if (i == -1) {
+ return;
+ }
+ _sceneObjects[i]._isMoving = isMoving;
+}
+
+void SceneObjects::setRetired(int sceneObjectId, bool isRetired) {
+ int i = findById(sceneObjectId);
+ if (i == -1) {
+ return;
+ }
+ _sceneObjects[i]._isRetired = isRetired;
+}
+
+bool SceneObjects::isBetweenTwoXZ(int sceneObjectId, float x1, float z1, float x2, float z2) {
+ int i = findById(sceneObjectId);
+ if (i == -1) {
+ return false;
+ }
+
+ float objectX1, objectY1, objectZ1, objectX2, objectY2, objectZ2;
+ _sceneObjects[i]._boundingBox.getXYZ(&objectX1, &objectY1, &objectZ1, &objectX2, &objectY2, &objectZ2);
+
+ //TODO
+ // if (!lineIntersectection(sourceX, sourceZ, targetX, targetZ, objectX1, objectZ1, objectX2, objectZ1, &intersectionX, &intersectionY, &v18)
+ // && !lineIntersectection(sourceX, sourceZ, targetX, targetZ, objectX2, objectZ1, objectX2, objectZ2, &intersectionX, &intersectionY, &v18)
+ // && !lineIntersectection(sourceX, sourceZ, targetX, targetZ, objectX2, objectZ2, objectX1, objectZ2, &intersectionX, &intersectionY, &v18)
+ // && !lineIntersectection(sourceX, sourceZ, targetX, targetZ, objectX1, objectZ2, objectX1, objectZ1, &intersectionX, &intersectionY, &v18))
+ // return false;
+ return true;
+}
+
+
+void SceneObjects::setIsClickable(int sceneObjectId, bool isClickable) {
+ int i = findById(sceneObjectId);
+ if (i == -1) {
+ return;
+ }
+ _sceneObjects[i]._isClickable = isClickable;
+}
+
+void SceneObjects::setIsObstacle(int sceneObjectId, bool isObstacle) {
+ int i = findById(sceneObjectId);
+ if (i == -1) {
+ return;
+ }
+ _sceneObjects[i]._isObstacle = isObstacle;
+}
+
+void SceneObjects::setIsTarget(int sceneObjectId, bool isTarget) {
+ int i = findById(sceneObjectId);
+ if (i == -1) {
+ return;
+ }
+ _sceneObjects[i]._isTarget = isTarget;
+}
+
+
+void SceneObjects::updateObstacles() {
+ _vm->_obstacles->clear();
+ for(int i = 0; i < _count; i++) {
+ int index = _sceneObjectsSortedByDistance[i];
+ SceneObject sceneObject = _sceneObjects[index];
+ if(sceneObject._isObstacle) {
+ float x0, y0, z0, x1, y1, z1;
+ sceneObject._boundingBox.getXYZ(&x0, &y0, &z0, &x1, &y1, &z1);
+ _vm->_obstacles->add(x0, z0, x1, z1);
+ }
+ }
+ _vm->_obstacles->backup();
+}
+
+} // End of namespace BladeRunner