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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_SCENE_OBJECTS_H
#define BLADERUNNER_SCENE_OBJECTS_H

#include "bladerunner/boundingbox.h"

#include "common/rect.h"

namespace BladeRunner {

class BladeRunnerEngine;
class View;

enum SceneObjectType
{
	SceneObjectTypeUnknown = -1,
	SceneObjectTypeActor = 0,
	SceneObjectTypeObject = 1,
	SceneObjectTypeItem = 2
};

#define SCENE_OBJECTS_COUNT 115
#define SCENE_OBJECTS_ACTORS_OFFSET 0
#define SCENE_OBJECTS_ITEMS_OFFSET 74
#define SCENE_OBJECTS_OBJECTS_OFFSET 198

struct SceneObject
{
	int             _sceneObjectId;
	SceneObjectType _sceneObjectType;
	BoundingBox     _boundingBox;
	Common::Rect    _screenRectangle;
	float           _distanceToCamera;
	int             _present;
	int             _isClickable;
	int             _isObstacle;
	int             _unknown1;
	int             _isTarget;
	int             _isMoving;
	int             _isRetired;
};

class SceneObjects {
#if _DEBUG
	friend class BladeRunnerEngine;
#endif
	BladeRunnerEngine *_vm;

private:
	View        *_view;
	int          _count;
	SceneObject *_sceneObjects;
	int         *_sceneObjectsSortedByDistance;

public:
	SceneObjects(BladeRunnerEngine *vm, View *view);
	~SceneObjects();
	bool addActor(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isClickable, uint8 unknown1, uint8 isTarget, uint8 isRetired);
	bool addObject(int sceneObjectId, BoundingBox *boundingBox, uint8 isClickable, uint8 isObstacle, uint8 unknown1, uint8 isTarget);
	bool addItem(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isTarget, uint8 isObstacle);
	bool remove(int sceneObjectId);
	void clear();
	int findByXYZ(int *isClickable, int *isObstacle, int *isTarget, float x, float y, float z, int findClickables, int findObstacles, int findTargets);
	bool existsOnXZ(int exceptSceneObjectId, float x, float z, bool a5, bool a6);
	void setMoving(int sceneObjectId, bool isMoving);
	void setRetired(int sceneObjectId, bool isRetired);
	bool isBetweenTwoXZ(int sceneObjectId, float x1, float z1, float x2, float z2);
	void setIsClickable(int sceneObjectId, bool isClickable);
	void setIsObstacle(int sceneObjectId, bool isObstacle);
	void setIsTarget(int sceneObjectId, bool isTarget);
	void updateWalkpath();

private:
	int findById(int sceneObjectId);
	bool addSceneObject(int sceneObjectId, SceneObjectType sceneObjectType, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isClickable, uint8 isObstacle, uint8 unknown1, uint8 isTarget, uint unknown2, uint isRetired);
	int findEmpty();
};

} // End of namespace BladeRunner

#endif