/* 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_ITEM_H #define BLADERUNNER_ITEM_H #include "bladerunner/boundingbox.h" #include "bladerunner/vector.h" #include "common/rect.h" namespace BladeRunner { class BladeRunnerEngine; class Items; class SaveFileReadStream; class SaveFileWriteStream; class Item { friend class Items; BladeRunnerEngine *_vm; int _itemId; int _setId; BoundingBox _boundingBox; Common::Rect _screenRectangle; int _animationId; Vector3 _position; int _facing; float _angle; int _width; int _height; int _screenX; int _screenY; float _depth; bool _isTarget; bool _isSpinning; int _facingChange; bool _isVisible; bool _isPoliceMazeEnemy; public: Item(BladeRunnerEngine *vm); void getXYZ(float *x, float *y, float *z) const; void setXYZ(Vector3 position); void getWidthHeight(int *width, int *height) const; void getAnimationId(int *animationId) const; const BoundingBox &getBoundingBox() { return _boundingBox; } const Common::Rect &getScreenRectangle() { return _screenRectangle; } int getFacing() const { return _facing; } void setFacing(int facing); bool isTarget() const { return _isTarget; } void setIsTarget(bool val) { _isTarget = val; } bool isSpinning() const { return _isSpinning; } void spinInWorld(); bool isVisible() const { return _isVisible; } void setVisible(bool val) { _isVisible = val; } bool isPoliceMazeEnemy() const { return _isPoliceMazeEnemy; } void setPoliceMazeEnemy(bool val) { _isPoliceMazeEnemy = val; } bool tick(Common::Rect *screenRect, bool special); void setup(int itemId, int setId, int animationId, Vector3 position, int facing, int height, int width, bool isTargetFlag, bool isVisibleFlag, bool isPoliceMazeEnemyFlag); bool isUnderMouse(int mouseX, int mouseY) const; void save(SaveFileWriteStream &f); void load(SaveFileReadStream &f); }; } #endif