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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.
*
*/
#include "bladerunner/scene_objects.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;
}
}
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;
}
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] < _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) {
if (_sceneObjects[i]._present && _sceneObjects[i]._sceneObjectId == sceneObjectId) {
return i;
}
}
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 - 1; 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::updateWalkpath() {
//TODO: implement
}
} // End of namespace BladeRunner
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