/* 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. * */ #ifndef BLADERUNNER_SCENE_OBJECTS_H #define BLADERUNNER_SCENE_OBJECTS_H #include "bladerunner/boundingbox.h" #include "common/rect.h" namespace BladeRunner { class BladeRunnerEngine; class View; enum SceneObjectType { SceneObjectTypeUnknown = -1, SceneObjectTypeActor = 0, SceneObjectTypeObject = 1, SceneObjectTypeItem = 2 }; #define SCENE_OBJECTS_COUNT 115 #define SCENE_OBJECTS_ACTORS_OFFSET 0 #define SCENE_OBJECTS_ITEMS_OFFSET 74 #define SCENE_OBJECTS_OBJECTS_OFFSET 198 struct SceneObject { int _sceneObjectId; SceneObjectType _sceneObjectType; BoundingBox _boundingBox; Common::Rect _screenRectangle; float _distanceToCamera; int _present; int _isClickable; int _isObstacle; int _unknown1; int _isTarget; int _isMoving; int _isRetired; }; class SceneObjects { #if _DEBUG friend class BladeRunnerEngine; #endif BladeRunnerEngine *_vm; private: View *_view; int _count; SceneObject *_sceneObjects; int *_sceneObjectsSortedByDistance; public: SceneObjects(BladeRunnerEngine *vm, View *view); ~SceneObjects(); bool addActor(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isClickable, uint8 unknown1, uint8 isTarget, uint8 isRetired); bool addObject(int sceneObjectId, BoundingBox *boundingBox, uint8 isClickable, uint8 isObstacle, uint8 unknown1, uint8 isTarget); bool addItem(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isTarget, uint8 isObstacle); bool remove(int sceneObjectId); void clear(); int findByXYZ(int *isClickable, int *isObstacle, int *isTarget, float x, float y, float z, int findClickables, int findObstacles, int findTargets); bool existsOnXZ(int exceptSceneObjectId, float x, float z, bool a5, bool a6); void setMoving(int sceneObjectId, bool isMoving); void setRetired(int sceneObjectId, bool isRetired); bool isBetweenTwoXZ(int sceneObjectId, float x1, float z1, float x2, float z2); void setIsClickable(int sceneObjectId, bool isClickable); void setIsObstacle(int sceneObjectId, bool isObstacle); void setIsTarget(int sceneObjectId, bool isTarget); void updateWalkpath(); private: int findById(int sceneObjectId); bool addSceneObject(int sceneObjectId, SceneObjectType sceneObjectType, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isClickable, uint8 isObstacle, uint8 unknown1, uint8 isTarget, uint unknown2, uint isRetired); int findEmpty(); }; } // End of namespace BladeRunner #endif