/* 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 SaveFileReadStream; class SaveFileWriteStream; class View; enum SceneObjectType { kSceneObjectTypeUnknown = -1, kSceneObjectTypeActor = 0, kSceneObjectTypeObject = 1, kSceneObjectTypeItem = 2 }; class SceneObjects { friend class Debugger; static const int kSceneObjectCount = 115; struct SceneObject { int id; SceneObjectType type; BoundingBox boundingBox; Common::Rect screenRectangle; float distanceToCamera; bool isPresent; bool isClickable; bool isObstacle; int unknown1; bool isTarget; bool isMoving; bool isRetired; }; BladeRunnerEngine *_vm; View *_view; int _count; SceneObject _sceneObjects[kSceneObjectCount]; int _sceneObjectsSortedByDistance[kSceneObjectCount]; public: SceneObjects(BladeRunnerEngine *vm, View *view); ~SceneObjects(); bool addActor(int sceneObjectId, const BoundingBox &boundingBox, const Common::Rect &screenRectangle, bool isClickable, bool isMoving, bool isTarget, bool isRetired); bool addObject(int sceneObjectId, const BoundingBox &boundingBox, bool isClickable, bool isObstacle, uint8 unknown1, bool isTarget); bool addItem(int sceneObjectId, const BoundingBox &boundingBox, const Common::Rect &screenRectangle, bool isTarget, bool isObstacle); bool remove(int sceneObjectId); void clear(); int findByXYZ(bool *isClickable, bool *isObstacle, bool *isTarget, Vector3 &position, bool findClickables, bool findObstacles, bool findTargets) const; bool existsOnXZ(int exceptSceneObjectId, float x, float z, bool movingActorIsObstacle, bool standingActorIsObstacle) const; void setMoving(int sceneObjectId, bool isMoving); void setRetired(int sceneObjectId, bool isRetired); bool isBetween(float sourceX, float sourceZ, float targetX, float targetZ, int sceneObjectId) const; bool isObstacleBetween(const Vector3 &source, const Vector3 &target, int exceptSceneObjectId) const; void setIsClickable(int sceneObjectId, bool isClickable); void setIsObstacle(int sceneObjectId, bool isObstacle); void setIsTarget(int sceneObjectId, bool isTarget); void updateObstacles(); int getCount() { return _count; } int findById(int sceneObjectId) const; bool isEmptyScreenRectangle(int sceneObjectId); int compareScreenRectangle(int sceneObjectId, const Common::Rect &rectangle); void resetScreenRectangleAndBbox(int sceneObjectId); void synchScreenRectangle(int sceneObjectId, const Common::Rect &targetScreenRect); void save(SaveFileWriteStream &f); void load(SaveFileReadStream &f); private: bool addSceneObject(int sceneObjectId, SceneObjectType sceneObjectType, const BoundingBox &boundingBox, const Common::Rect &screenRectangle, bool isClickable, bool isObstacle, uint8 unknown1, bool isTarget, bool isMoving, bool isRetired); int findEmpty() const; }; } // End of namespace BladeRunner #endif