/* 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/items.h" #include "bladerunner/game_constants.h" #include "bladerunner/savefile.h" #include "bladerunner/scene.h" #include "bladerunner/scene_objects.h" #include "bladerunner/zbuffer.h" namespace BladeRunner { Items::Items(BladeRunnerEngine *vm) { _vm = vm; } Items::~Items() { reset(); } void Items::reset() { 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) const { int itemIndex = findItem(itemId); assert(itemIndex != -1); _items[itemIndex]->getXYZ(x, y, z); } void Items::setXYZ(int itemId, Vector3 position) { int itemIndex = findItem(itemId); assert(itemIndex != -1); _items[itemIndex]->setXYZ(position); } void Items::getWidthHeight(int itemId, int *width, int *height) const { int itemIndex = findItem(itemId); assert(itemIndex != -1); _items[itemIndex]->getWidthHeight(width, height); } void Items::getAnimationId(int itemId, int *animationId) const { int itemIndex = findItem(itemId); assert(itemIndex != -1); _items[itemIndex]->getAnimationId(animationId); } void Items::tick() { int setId = _vm->_scene->getSetId(); for (int i = 0; i < (int)_items.size(); i++) { if (_items[i]->_setId != setId) { continue; } bool notPoliceMazeTarget = setId == kSetPS10_PS11_PS12_PS13 && !_items[i]->isTarget(); Common::Rect screenRect; if (_items[i]->tick(&screenRect, notPoliceMazeTarget)) { _vm->_zbuffer->mark(screenRect); } } } 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) { if (_items.size() >= 100) { return false; } int itemIndex = findItem(itemId); if (itemIndex == -1) { itemIndex = _items.size(); _items.push_back(new Item(_vm)); } Item *item = _items[itemIndex]; item->setup(itemId, setId, animationId, position, facing, height, width, isTargetFlag, isVisibleFlag, isPoliceMazeEnemyFlag); if (addToSetFlag && setId == _vm->_scene->getSetId()) { return _vm->_sceneObjects->addItem(itemId + kSceneObjectOffsetItems, item->_boundingBox, item->_screenRectangle, isTargetFlag, isVisibleFlag); } return true; } bool Items::addToSet(int setId) { int itemCount = _items.size(); if (itemCount == 0) { return true; } for (int i = 0; i < itemCount; i++) { Item *item = _items[i]; if (item->_setId == setId) { _vm->_sceneObjects->addItem(item->_itemId + kSceneObjectOffsetItems, item->_boundingBox, item->_screenRectangle, item->isTarget(), item->_isVisible); } } return true; } bool Items::remove(int itemId) { if (_items.size() == 0) { return false; } int itemIndex = findItem(itemId); if (itemIndex == -1) { return false; } if (_items[itemIndex]->_setId == _vm->_scene->getSetId()) { _vm->_sceneObjects->remove(itemId + kSceneObjectOffsetItems); } delete _items.remove_at(itemIndex); return true; } void Items::setIsTarget(int itemId, bool val) { int itemIndex = findItem(itemId); if (itemIndex == -1) { return; } _items[itemIndex]->setIsTarget(val); _vm->_sceneObjects->setIsTarget(itemId + kSceneObjectOffsetItems, val); } bool Items::isTarget(int itemId) const { int itemIndex = findItem(itemId); if (itemIndex == -1) { return false; } return _items[itemIndex]->isTarget(); } bool Items::isSpinning(int itemId) const { int itemIndex = findItem(itemId); if (itemIndex == -1) { return false; } return _items[itemIndex]->isSpinning(); } bool Items::isVisible(int itemId) const { int itemIndex = findItem(itemId); if (itemIndex == -1) { return false; } return _items[itemIndex]->isVisible(); } bool Items::isPoliceMazeEnemy(int itemId) const { int itemIndex = findItem(itemId); if (itemIndex == -1) { return false; } return _items[itemIndex]->isPoliceMazeEnemy(); } void Items::setPoliceMazeEnemy(int itemId, bool val) { int itemIndex = findItem(itemId); if (itemIndex == -1) { return; } _items[itemIndex]->setPoliceMazeEnemy(val); } void Items::setIsObstacle(int itemId, bool val) { int itemIndex = findItem(itemId); if (itemIndex == -1) { return; } _items[itemIndex]->setVisible(val); _vm->_sceneObjects->setIsClickable(itemId + kSceneObjectOffsetItems, val); } const BoundingBox &Items::getBoundingBox(int itemId) { int itemIndex = findItem(itemId); // if (itemIndex == -1) { // return nullptr; // } return _items[itemIndex]->getBoundingBox(); } const Common::Rect &Items::getScreenRectangle(int itemId) { int itemIndex = findItem(itemId); // if (itemIndex == -1) { // return nullptr; // } return _items[itemIndex]->getScreenRectangle(); } int Items::getFacing(int itemId) const { int itemIndex = findItem(itemId); if (itemIndex == -1) { return 0; } return _items[itemIndex]->getFacing(); } void Items::setFacing(int itemId, int facing) { int itemIndex = findItem(itemId); if (itemIndex == -1) { return; } _items[itemIndex]->setFacing(facing); } void Items::spinInWorld(int itemId) { int itemIndex = findItem(itemId); if (itemIndex == -1) { return; } _items[itemIndex]->spinInWorld(); } int Items::findTargetUnderMouse(int mouseX, int mouseY) const { int setId = _vm->_scene->getSetId(); for (int i = 0 ; i < (int)_items.size(); ++i) { if (_items[i]->_setId == setId && _items[i]->isTarget() && _items[i]->isUnderMouse(mouseX, mouseY)) { return _items[i]->_itemId; } } return -1; } int Items::findItem(int itemId) const { for (int i = 0; i < (int)_items.size(); i++) { if (_items[i]->_itemId == itemId) { return i; } } return -1; } void Items::save(SaveFileWriteStream &f) { int size = (int)_items.size(); f.writeInt(size); int i; for (i = 0; i != size; ++i) { _items[i]->save(f); } // Always write out 100 items for (; i != 100; ++i) { f.padBytes(0x174); // bbox + rect + 18 float fields } } void Items::load(SaveFileReadStream &f) { for (int i = _items.size() - 1; i >= 0; i--) { delete _items.remove_at(i); } _items.resize(f.readInt()); int size = (int)_items.size(); int i; for (i = 0; i != size; ++i) { _items[i] = new Item(_vm); _items[i]->load(f); } // Always read out 100 items for (; i != 100; ++i) { f.skip(0x174); // bbox + rect + 18 float fields } } } // End of namespace BladeRunner