1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
|
/* 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"
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();
_items[i]->tick(set14NotTarget);
}
}
bool Items::addToWorld(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 itemIndex = findItem(itemId);
if (itemIndex == -1) {
itemIndex = _items.size();
}
Item *item = new Item(_vm);
item->setup(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;
}
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
|