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/* 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_ITEMS_H
#define BLADERUNNER_ITEMS_H
#include "bladerunner/bladerunner.h"
#include "bladerunner/item.h"
#include "common/array.h"
namespace BladeRunner {
class SaveFileReadStream;
class SaveFileWriteStream;
class Items {
BladeRunnerEngine *_vm;
Common::Array<Item *> _items;
public:
Items(BladeRunnerEngine *vm);
~Items();
void reset();
void getXYZ(int itemId, float *x, float *y, float *z) const;
void setXYZ(int itemId, Vector3 position);
void getWidthHeight(int itemId, int *width, int *height) const;
void getAnimationId(int itemId, int *animationId) const;
void tick();
bool addToWorld(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTargetFlag, bool isVisibleFlag, bool isPoliceMazeEnemyFlag, bool addToSetFlag);
bool addToSet(int itemId);
bool remove(int itemId);
void setIsTarget(int itemId, bool val);
bool isTarget(int itemId) const;
bool isSpinning(int itemId) const;
bool isPoliceMazeEnemy(int itemId) const;
void setPoliceMazeEnemy(int itemId, bool val);
void setIsObstacle(int itemId, bool val);
bool isVisible(int itemId) const;
int findTargetUnderMouse(int mouseX, int mouseY) const;
const BoundingBox &getBoundingBox(int itemId);
const Common::Rect &getScreenRectangle(int itemId);
int getFacing(int itemId) const;
void setFacing(int itemId, int facing);
void spinInWorld(int itemId);
void save(SaveFileWriteStream &f);
void load(SaveFileReadStream &f);
private:
int findItem(int itemId) const;
};
} // End of namespace BladeRunner
#endif
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