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#include "bladerunner/items.h"
#include "bladerunner/scene.h"
#include "bladerunner/scene_objects.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::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();
_items[i]->tick(set14NotTarget);
}
}
bool Items::add(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTargetable, bool isVisible, bool isPoliceMazeEnemy, bool addToSet) {
if (_items.size() >= 100) {
return false;
}
int i = findItem(itemId);
if(i == -1) {
i = _items.size();
}
Item *item = new Item(_vm);
item->init(itemId, setId, animationId, position, facing, height, width, isTargetable, isVisible, isPoliceMazeEnemy);
_items.push_back(item);
if(addToSet && setId == _vm->_scene->getSetId()) {
return _vm->_sceneObjects->addItem(itemId + SCENE_OBJECTS_ITEMS_OFFSET, &item->_boundingBox, &item->_screenRectangle, isTargetable, isVisible);
}
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
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