/* 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; } _sceneObjects[i]._present = 0; 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] < SCENE_OBJECTS_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) { int j = this->_sceneObjectsSortedByDistance[i]; if (_sceneObjects[j]._present && _sceneObjects[j]._sceneObjectId == sceneObjectId) { return j; } } 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