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path: root/engines/bladerunner/scene_objects.cpp
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#include "bladerunner/scene_objects.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];

	int i;
	for (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() {
	int i;
	for (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]._isCombatTarget = 0;
		_sceneObjects[i]._isMoving = 0;
		_sceneObjects[i]._isRetired = 0;
	}
}

bool SceneObjects::addActor(int sceneObjectId, BoundingBox* boundingBox, Common::Rect* screenRectangle, uint8 isClickable, uint8 isMoving, uint8 isCombatTarget, uint8 isRetired) {
	return addSceneObject(sceneObjectId, SceneObjectTypeActor, boundingBox, screenRectangle, isClickable, 0, 0, isCombatTarget, isMoving, isRetired);
}

bool SceneObjects::addObject(int sceneObjectId, BoundingBox* boundingBox, uint8 isClickable, uint8 isObstacle, uint8 unknown1, uint8 isCombatTarget) {
	Common::Rect rect(-1, -1, -1, -1);
	return addSceneObject(sceneObjectId, SceneObjectTypeObject, boundingBox, &rect, isClickable, isObstacle, unknown1, isCombatTarget, 0, 0);
}

bool SceneObjects::addItem(int sceneObjectId, BoundingBox* boundingBox, Common::Rect* screenRectangle, uint8 isCombatTarget, uint8 isObstacle) {
	return addSceneObject(sceneObjectId, SceneObjectTypeItem, boundingBox, screenRectangle, isObstacle, 0, 0, isCombatTarget, 0, 0);
}

bool SceneObjects::remove(int sceneObjectId)
{
	int i = findById(sceneObjectId);
	if (i == -1 || !_sceneObjects[i]._present) {
		return false;
	}
	int j;
	for (j = 0; j < _count; j++) {
		if (_sceneObjectsSortedByDistance[j] == i) {
			break;
		}
	}
	int k;
	for (k = j; k < _count - 1; k++) {
		_sceneObjectsSortedByDistance[k] = _sceneObjectsSortedByDistance[k + 1];
	}

	--_count;
	return true;
}

int SceneObjects::findByXYZ(int *isClickable, int *isObstacle, int *isCombatTarget, float x, float y, float z, int mustBeClickable, int mustBeObstacle, int mustBeCombatTarget) {
	BoundingBox boundingBox;
	*isClickable = 0;
	*isObstacle = 0;
	*isCombatTarget = 0;

	if (!_count)
		return -1;

	int i;
	for (i = 0; i < _count; i++) {
		//assert(_sceneObjectsSortedByDistance[i] < _count);
		SceneObject *sceneObject = &_sceneObjects[_sceneObjectsSortedByDistance[i]];
		if ((mustBeClickable && !sceneObject->_isClickable)
			|| (mustBeObstacle && !sceneObject->_isObstacle)
			|| (mustBeCombatTarget && !sceneObject->_isCombatTarget)) {
			continue;
		}

		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;
			*isCombatTarget = sceneObject->_isCombatTarget;
			return sceneObject->_sceneObjectId;
		}
	}

	return -1;
}

int SceneObjects::findById(int sceneObjectId)
{
	int i;
	for (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 isCombatTarget, uint isMoving, uint isRetired) {
	int index = findEmpty();
	if (_count >= SCENE_OBJECTS_COUNT || 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]._isCombatTarget = isCombatTarget;
	_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, j;
	for (i = 0; i < _count; i++) {
		if (distanceToCamera < _sceneObjects[_sceneObjectsSortedByDistance[i]]._distanceToCamera) {
			break;
		}
	}

	for (j = _count - 1; j >= i; j--) {
		_sceneObjectsSortedByDistance[j + 1] = _sceneObjectsSortedByDistance[j];
	}

	_sceneObjectsSortedByDistance[i] = index;
	++_count;
	return true;
}

int SceneObjects::findEmpty() {
	int i;
	for (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 || !_sceneObjects[i]._present) {
		return;
	}
	_sceneObjects[i]._isMoving = isMoving;
}

void SceneObjects::setRetired(int sceneObjectId, bool isRetired) {
	int i = findById(sceneObjectId);
	if (i == -1 || !_sceneObjects[i]._present) {
		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 || !_sceneObjects[i]._present) {
		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 || !_sceneObjects[i]._present) {
		return;
	}
	_sceneObjects[i]._isClickable = isClickable;
}

void SceneObjects::setIsObstacle(int sceneObjectId, bool isObstacle) {
	int i = findById(sceneObjectId);
	if (i == -1 || !_sceneObjects[i]._present) {
		return;
	}
	_sceneObjects[i]._isObstacle = isObstacle;
}

void SceneObjects::setIsCombatTarget(int sceneObjectId, bool isCombatTarget) {
	int i = findById(sceneObjectId);
	if (i == -1 || !_sceneObjects[i]._present) {
		return;
	}
	_sceneObjects[i]._isCombatTarget = isCombatTarget;
}


void SceneObjects::updateWalkpath() {
	//TODO: implement
}

}