/* 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/scene.h" #include "bladerunner/scene_objects.h" #include "bladerunner/zbuffer.h" namespace BladeRunner { Items::Items(BladeRunnerEngine *vm) { _vm = 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); } void Items::getWidthHeight(int itemId, int *width, int *height) { int itemIndex = findItem(itemId); assert(itemIndex != -1); _items[itemIndex]->getWidthHeight(width, height); } 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(); Common::Rect screenRect; if (_items[i]->tick(&screenRect, set14NotTarget)) { _vm->_zbuffer->mark(screenRect); } } } bool Items::addToWorld(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTargetableFlag, bool isVisibleFlag, bool isPoliceMazeEnemyFlag, bool addToSetFlag) { if (_items.size() >= 100) { return false; } int itemIndex = findItem(itemId); if (itemIndex == -1) { itemIndex = _items.size(); } Item *item = new Item(_vm); item->setup(itemId, setId, animationId, position, facing, height, width, isTargetableFlag, isVisibleFlag, isPoliceMazeEnemyFlag); _items.push_back(item); if (addToSetFlag && setId == _vm->_scene->getSetId()) { return _vm->_sceneObjects->addItem(itemId + SCENE_OBJECTS_ITEMS_OFFSET, &item->_boundingBox, &item->_screenRectangle, isTargetableFlag, isVisibleFlag); } return true; } bool Items::addToSet(int setId) { int itemsCount = _vm->_items->_items.size(); if (itemsCount == 0) { return true; } for (int i = 0; i < itemsCount; i++) { Item *item = _vm->_items->_items[i]; if (item->_setId == setId) { _vm->_sceneObjects->addItem(item->_itemId + SCENE_OBJECTS_ITEMS_OFFSET, &item->_boundingBox, &item->_screenRectangle, item->isTargetable(), 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 + SCENE_OBJECTS_ITEMS_OFFSET); } _items.remove_at(itemIndex); return true; } int Items::findItem(int itemId) { for (int i = 0; i < (int)_items.size(); i++) { if (_items[i]->_itemId == itemId) return i; } return -1; } } // End of namespace BladeRunner