1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "bladerunner/set.h"
24
25 #include "bladerunner/bladerunner.h"
26 #include "bladerunner/game_constants.h"
27 #include "bladerunner/lights.h"
28 #include "bladerunner/savefile.h"
29 #include "bladerunner/scene.h"
30 #include "bladerunner/scene_objects.h"
31 #include "bladerunner/set_effects.h"
32 #include "bladerunner/slice_renderer.h"
33
34 #include "common/debug.h"
35 #include "common/ptr.h"
36 #include "common/str.h"
37 #include "common/stream.h"
38
39 namespace BladeRunner {
40
41 #define kSet0 0x53657430
42
Set(BladeRunnerEngine * vm)43 Set::Set(BladeRunnerEngine *vm) {
44 _vm = vm;
45 _objectCount = 0;
46 _walkboxCount = 0;
47 _objects = new Object[85];
48 _walkboxes = new Walkbox[95];
49 _footstepSoundOverride = -1;
50 _effects = new SetEffects(vm);
51 _loaded = false;
52 }
53
~Set()54 Set::~Set() {
55 delete _effects;
56 delete[] _objects;
57 delete[] _walkboxes;
58 }
59
open(const Common::String & name)60 bool Set::open(const Common::String &name) {
61 Common::ScopedPtr<Common::SeekableReadStream> s(_vm->getResourceStream(name));
62
63 uint32 sig = s->readUint32BE();
64 if (sig != kSet0)
65 return false;
66
67 int frameCount = s->readUint32LE();
68
69 _objectCount = s->readUint32LE();
70 assert(_objectCount <= 85);
71
72 char buf[20];
73 for (int i = 0; i < _objectCount; ++i) {
74 s->read(buf, sizeof(buf));
75 _objects[i].name = buf;
76
77 float x0, y0, z0, x1, y1, z1;
78 x0 = s->readFloatLE();
79 y0 = s->readFloatLE();
80 z0 = s->readFloatLE();
81 x1 = s->readFloatLE();
82 y1 = s->readFloatLE();
83 z1 = s->readFloatLE();
84
85 _objects[i].bbox = BoundingBox(x0, y0, z0, x1, y1, z1);
86 _objects[i].isObstacle = s->readByte();
87 _objects[i].isClickable = s->readByte();
88 _objects[i].isHotMouse = 0;
89 _objects[i].unknown1 = 0;
90 _objects[i].isTarget = 0;
91 s->skip(4);
92 }
93 #if BLADERUNNER_ORIGINAL_BUGS
94 #else
95 patchInAdditionalObjectsInSet();
96 patchOutBadObjectsFromSet();
97 #endif // BLADERUNNER_ORIGINAL_BUGS
98
99 _walkboxCount = s->readUint32LE();
100 assert(_walkboxCount <= 95);
101
102 for (int i = 0; i < _walkboxCount; ++i) {
103 s->read(buf, sizeof(buf));
104 _walkboxes[i].name = buf;
105
106 _walkboxes[i].altitude = s->readFloatLE();
107 _walkboxes[i].vertexCount = s->readUint32LE();
108
109 assert(_walkboxes[i].vertexCount <= 8);
110
111 for (int j = 0; j < _walkboxes[i].vertexCount; ++j) {
112 float x = s->readFloatLE();
113 float z = s->readFloatLE();
114
115 _walkboxes[i].vertices[j] = Vector3(x, _walkboxes[i].altitude, z);
116 }
117 }
118
119 _vm->_lights->reset();
120 _vm->_lights->read(s.get(), frameCount);
121 _vm->_sliceRenderer->setLights(_vm->_lights);
122 _effects->reset();
123 _effects->read(s.get(), frameCount);
124 _vm->_sliceRenderer->setSetEffects(_effects);
125
126 // _vm->_sliceRenderer->set_setColors(&colors);
127 _loaded = true;
128
129 for (int i = 0; i < _walkboxCount; ++i) {
130 setWalkboxStepSound(i, 0);
131 }
132
133 return true;
134 }
135
addObjectsToScene(SceneObjects * sceneObjects) const136 void Set::addObjectsToScene(SceneObjects *sceneObjects) const {
137 for (int i = 0; i < _objectCount; ++i) {
138 #if BLADERUNNER_ORIGINAL_BUGS
139 #else
140 overrideSceneObjectInfo(i); // For bugfixes with respect to clickable/targetable box positioning/bounding box
141 #endif // BLADERUNNER_ORIGINAL_BUGS
142 sceneObjects->addObject(i + kSceneObjectOffsetObjects, _objects[i].bbox, _objects[i].isClickable, _objects[i].isObstacle, _objects[i].unknown1, _objects[i].isTarget);
143 }
144 }
145
146 // Source: http://www.faqs.org/faqs/graphics/algorithms-faq/ section 2.03
147 /*
148 static
149 bool pointInWalkbox(float x, float z, const Walkbox &w)
150 {
151 uint32 i, j;
152 bool c = false;
153
154 for (i = 0, j = w._vertexCount - 1; i < w._vertexCount; j = i++) {
155 if ((((w._vertices[i].z <= z) && (z < w._vertices[j].z)) ||
156 ((w._vertices[j].z <= z) && (z < w._vertices[i].z))) &&
157 (x < (w._vertices[j].x - w._vertices[i].x) * (z - w._vertices[i].z) / (w._vertices[j].z - w._vertices[i].z) + w._vertices[i].x))
158 {
159 c = !c;
160 }
161 }
162 return c;
163 }
164 */
165
isXZInWalkbox(float x,float z,const Walkbox & walkbox)166 bool Set::isXZInWalkbox(float x, float z, const Walkbox &walkbox) {
167 int found = 0;
168
169 float lastX = walkbox.vertices[walkbox.vertexCount - 1].x;
170 float lastZ = walkbox.vertices[walkbox.vertexCount - 1].z;
171 for (int i = 0; i < walkbox.vertexCount; ++i) {
172 float currentX = walkbox.vertices[i].x;
173 float currentZ = walkbox.vertices[i].z;
174
175 if ((currentZ > z && z >= lastZ) || (currentZ <= z && z < lastZ)) {
176 float lineX = (lastX - currentX) / (lastZ - currentZ) * (z - currentZ) + currentX;
177 if (x < lineX)
178 ++found;
179 }
180 lastX = currentX;
181 lastZ = currentZ;
182 }
183 return found & 1;
184 }
185
getAltitudeAtXZ(float x,float z,bool * inWalkbox) const186 float Set::getAltitudeAtXZ(float x, float z, bool *inWalkbox) const {
187 float altitude = _walkboxes[0].altitude;
188 *inWalkbox = false;
189
190 for (int i = 0; i < _walkboxCount; ++i) {
191 const Walkbox &walkbox = _walkboxes[i];
192
193 if (isXZInWalkbox(x, z, walkbox)) {
194 if (!*inWalkbox || altitude < walkbox.altitude) {
195 altitude = walkbox.altitude;
196 *inWalkbox = true;
197 }
198 }
199 }
200
201 return altitude;
202 }
203
findWalkbox(float x,float z) const204 int Set::findWalkbox(float x, float z) const {
205 int result = -1;
206
207 for (int i = 0; i < _walkboxCount; ++i) {
208 const Walkbox &w = _walkboxes[i];
209
210 if (isXZInWalkbox(x, z, w)) {
211 if (result == -1 || w.altitude > _walkboxes[result].altitude) {
212 result = i;
213 }
214 }
215 }
216
217 return result;
218 }
219
findObject(const Common::String & objectName) const220 int Set::findObject(const Common::String &objectName) const {
221 for (int i = 0; i < _objectCount; ++i) {
222 if (objectName.compareToIgnoreCase(_objects[i].name) == 0) {
223 return i;
224 }
225 }
226
227 warning("Set::findObject didn't find \"%s\"", objectName.c_str());
228
229 return -1;
230 }
231
objectSetHotMouse(int objectId) const232 bool Set::objectSetHotMouse(int objectId) const {
233 if (!_objects || objectId < 0 || objectId >= (int)_objectCount) {
234 return false;
235 }
236
237 _objects[objectId].isHotMouse = true;
238 return true;
239 }
240
objectGetBoundingBox(int objectId,BoundingBox * boundingBox) const241 bool Set::objectGetBoundingBox(int objectId, BoundingBox *boundingBox) const {
242 assert(boundingBox);
243
244 if (!_objects || objectId < 0 || objectId >= (int)_objectCount) {
245 boundingBox->setXYZ(0, 0, 0, 0, 0, 0);
246 return false;
247 }
248 float x0, y0, z0, x1, y1, z1;
249
250 _objects[objectId].bbox.getXYZ(&x0, &y0, &z0, &x1, &y1, &z1);
251 boundingBox->setXYZ(x0, y0, z0, x1, y1, z1);
252
253 return true;
254 }
255
objectSetIsClickable(int objectId,bool isClickable)256 void Set::objectSetIsClickable(int objectId, bool isClickable) {
257 _objects[objectId].isClickable = isClickable;
258 }
259
objectSetIsObstacle(int objectId,bool isObstacle)260 void Set::objectSetIsObstacle(int objectId, bool isObstacle) {
261 _objects[objectId].isObstacle = isObstacle;
262 }
263
objectSetIsTarget(int objectId,bool isTarget)264 void Set::objectSetIsTarget(int objectId, bool isTarget) {
265 _objects[objectId].isTarget = isTarget;
266 }
267
objectGetName(int objectId) const268 const Common::String &Set::objectGetName(int objectId) const {
269 return _objects[objectId].name;
270 }
271
setWalkboxStepSound(int walkboxId,int floorType)272 void Set::setWalkboxStepSound(int walkboxId, int floorType) {
273 _walkboxStepSound[walkboxId] = floorType;
274 }
275
setFoodstepSoundOverride(int floorType)276 void Set::setFoodstepSoundOverride(int floorType) {
277 _footstepSoundOverride = floorType;
278 }
279
resetFoodstepSoundOverride()280 void Set::resetFoodstepSoundOverride() {
281 _footstepSoundOverride = -1;
282 }
283
getWalkboxSoundWalkLeft(int walkboxId) const284 int Set::getWalkboxSoundWalkLeft(int walkboxId) const{
285 int floorType;
286 if (_footstepSoundOverride >= 0) {
287 floorType = _footstepSoundOverride;
288 } else {
289 floorType = _walkboxStepSound[walkboxId];
290 }
291
292 if (floorType == 0) { //stone floor
293 // one of kSfxCEMENTL1, kSfxCEMENTL2, kSfxCEMENTL3, kSfxCEMENTL4, kSfxCEMENTL5
294 return _vm->_rnd.getRandomNumberRng(kSfxCEMENTL1, kSfxCEMENTL5);
295 }
296 if (floorType == 1) { //gravel floor
297 #if BLADERUNNER_ORIGINAL_BUGS
298 // A bug?
299 // one of kSfxCEMENTL5, kSfxCEMENTR1, kSfxCEMENTR2, kSfxCEMENTR3, kSfxCEMENTR4, kSfxCEMENTR5, kSfxCEMWETL1
300 return _vm->_rnd.getRandomNumberRng(kSfxCEMENTL5, kSfxCEMWETL1);
301 #else
302 // one of kSfxCEMWETL1, kSfxCEMWETL2, kSfxCEMWETL3, kSfxCEMWETL4, kSfxCEMWETL5
303 return _vm->_rnd.getRandomNumberRng(kSfxCEMWETL1, kSfxCEMWETL5);
304 #endif // BLADERUNNER_ORIGINAL_BUGS
305 }
306 if (floorType == 2) { //wooden floor
307 // one of kSfxWOODL1, kSfxWOODL2, kSfxWOODL3, kSfxWOODL4, kSfxWOODL5
308 return _vm->_rnd.getRandomNumberRng(kSfxWOODL1, kSfxWOODL5);
309 }
310 if (floorType == 3) { //metal floor
311 // one of kSfxMETALL1, kSfxMETALL2, kSfxMETALL3, kSfxMETALL4, kSfxMETALL5
312 return _vm->_rnd.getRandomNumberRng(kSfxMETALL1, kSfxMETALL5);
313 }
314
315 return -1;
316 }
317
getWalkboxSoundWalkRight(int walkboxId) const318 int Set::getWalkboxSoundWalkRight(int walkboxId) const {
319 int floorType;
320 if (_footstepSoundOverride >= 0) {
321 floorType = _footstepSoundOverride;
322 } else {
323 floorType = _walkboxStepSound[walkboxId];
324 }
325
326 if (floorType == 0) { //stone floor
327 // one of kSfxCEMENTR1, kSfxCEMENTR2, kSfxCEMENTR3, kSfxCEMENTR4, kSfxCEMENTR5
328 return _vm->_rnd.getRandomNumberRng(kSfxCEMENTR1, kSfxCEMENTR5);
329 }
330 if (floorType == 1) { //gravel floor
331 #if BLADERUNNER_ORIGINAL_BUGS
332 // A bug?
333 // one of kSfxCEMENTR5, kSfxCEMWETL1, kSfxCEMWETL2, kSfxCEMWETL3, kSfxCEMWETL4, kSfxCEMWETL5, kSfxCEMWETR1
334 return _vm->_rnd.getRandomNumberRng(kSfxCEMENTR5, kSfxCEMWETR1);
335 #else
336 // one of kSfxCEMWETR1, kSfxCEMWETR2, kSfxCEMWETR3, kSfxCEMWETR4, kSfxCEMWETR5
337 return _vm->_rnd.getRandomNumberRng(kSfxCEMWETR1, kSfxCEMWETR5);
338 #endif // BLADERUNNER_ORIGINAL_BUGS
339
340 }
341 if (floorType == 2) { //wooden floor
342 // one of kSfxWOODR1, kSfxWOODR2, kSfxWOODR3, kSfxWOODR4, kSfxWOODR5
343 return _vm->_rnd.getRandomNumberRng(kSfxWOODR1, kSfxWOODR5);
344 }
345 if (floorType == 3) { //metal floor
346 // one of kSfxMETALR1, kSfxMETALR2, kSfxMETALR3, kSfxMETALR4, kSfxMETALR5
347 return _vm->_rnd.getRandomNumberRng(kSfxMETALR1, kSfxMETALR5);
348 }
349
350 return -1;
351 }
352
getWalkboxSoundRunLeft(int walkboxId) const353 int Set::getWalkboxSoundRunLeft(int walkboxId) const {
354 return getWalkboxSoundWalkLeft(walkboxId);
355 }
356
getWalkboxSoundRunRight(int walkboxId) const357 int Set::getWalkboxSoundRunRight(int walkboxId) const {
358 return getWalkboxSoundWalkRight(walkboxId);
359 }
360
save(SaveFileWriteStream & f)361 void Set::save(SaveFileWriteStream &f) {
362 f.writeBool(_loaded);
363 f.writeInt(_objectCount);
364 f.writeInt(_walkboxCount);
365
366 for (int i = 0; i != _objectCount; ++i) {
367 f.writeStringSz(_objects[i].name, 20);
368 f.writeBoundingBox(_objects[i].bbox, true);
369 f.writeBool(_objects[i].isObstacle);
370 f.writeBool(_objects[i].isClickable);
371 f.writeBool(_objects[i].isHotMouse);
372 f.writeInt(_objects[i].unknown1);
373 f.writeBool(_objects[i].isTarget);
374 }
375
376 for (int i = 0; i != _walkboxCount; ++i) {
377 f.writeStringSz(_walkboxes[i].name, 20);
378 f.writeFloat(_walkboxes[i].altitude);
379 f.writeInt(_walkboxes[i].vertexCount);
380 for (int j = 0; j != 8; ++j) {
381 f.writeVector3(_walkboxes[i].vertices[j]);
382
383 // In BLADE.EXE vertices are a vec5
384 f.writeInt(0);
385 f.writeInt(0);
386 }
387 }
388
389 for (int i = 0; i != 85; ++i) {
390 f.writeInt(_walkboxStepSound[i]);
391 }
392
393 f.writeInt(_footstepSoundOverride);
394 }
395
load(SaveFileReadStream & f)396 void Set::load(SaveFileReadStream &f) {
397 _loaded = f.readBool();
398 _objectCount = f.readInt();
399 _walkboxCount = f.readInt();
400
401 for (int i = 0; i != _objectCount; ++i) {
402 _objects[i].name = f.readStringSz(20);
403 _objects[i].bbox = f.readBoundingBox(true);
404 _objects[i].isObstacle = f.readBool();
405 _objects[i].isClickable = f.readBool();
406 _objects[i].isHotMouse = f.readBool();
407 _objects[i].unknown1 = f.readInt();
408 _objects[i].isTarget = f.readBool();
409 }
410
411 for (int i = 0; i != _walkboxCount; ++i) {
412 _walkboxes[i].name = f.readStringSz(20);
413 _walkboxes[i].altitude = f.readFloat();
414 _walkboxes[i].vertexCount = f.readInt();
415 for (int j = 0; j != 8; ++j) {
416 _walkboxes[i].vertices[j] = f.readVector3();
417
418 // In BLADE.EXE vertices are a vec5
419 f.skip(8);
420 }
421 }
422
423 for (int i = 0; i != 85; ++i) {
424 _walkboxStepSound[i] = f.readInt();
425 }
426
427 _footstepSoundOverride = f.readInt();
428 }
429
430 #if BLADERUNNER_ORIGINAL_BUGS
431 #else
432 /**
433 * Used for bugfixes mainly with respect to bad box positioning / bounding box fixes
434 * TODO If we have many such cases, perhaps we could use a lookup table
435 * using sceneId, objectId (or name) as keys
436 */
overrideSceneObjectInfo(int objectId) const437 void Set::overrideSceneObjectInfo(int objectId) const {
438 switch (_vm->_scene->getSceneId()) {
439 case kSceneRC02:
440 // improve path for Runciter to his desk
441 // this won't fix the issue entirely (of Runciter awkwardly walking around the cage to reach his desk)
442 // but it make it less of an occurrence
443 if (objectId == 0 && _objects[objectId].name == "TABLETOP") {
444 _objects[objectId].bbox.setXYZ(9.0f, -1235.57f, 108386.98f, 47.90f, -1214.99f, 108410.42f);
445 } else if (objectId == 2 && _objects[objectId].name == "OUTR_DESK") {
446 _objects[objectId].bbox.setXYZ(-4.0f, -1239.81f, 108315.97f, 83.98f, -1185.50f, 108387.42f);
447 } else if (objectId == 42 && _objects[objectId].name == "P_BURN01") {
448 _objects[objectId].bbox.setXYZ(-4.0f, -1239.81f, 108312.98f, 87.98f, -1185.50f, 108388.19f);
449 } else if (objectId == 15 && _objects[objectId].name == "POLE_ROP01") {
450 _objects[objectId].bbox.setXYZ(-76.48f, -1239.31f, 108308.19f, -56.32f, -1191.11f, 108326.42f);
451 } else if (objectId == 16 && _objects[objectId].name == "POLE_ROP02") {
452 _objects[objectId].bbox.setXYZ(-75.17f, -1239.29f, 108340.13f, -56.32f, -1221.16f, 108365.65f);
453 }
454 break;
455 case kSceneCT02:
456 // prevent McCoy from moving "around and behind" the map
457 if (objectId == 18 && _objects[objectId].name == "BACK-DOOR") {
458 _objects[objectId].bbox.setXYZ(-177.95f, -145.11f, -86.25f, -130.13f, -49.00f, -4.74f);
459 } else if (objectId == 19 && _objects[objectId].name == "BACKWALL") {
460 _objects[objectId].bbox.setXYZ(-323.10f, -162.41f, -16.25f, -177.95f, 160.29f, -4.74f);
461 } else if (objectId == 7 && _objects[objectId].name == "LFTSTOVE-1") {
462 _objects[objectId].bbox.setXYZ(-315.17f, -145.11f, 171.93f, -282.86f, -103.98f, 225.29f);
463 }
464 break;
465 case kSceneCT04:
466 // prevent McCoy or transient from blending/glitching with the right wall
467 if (objectId == 6 && _objects[objectId].name == "BOX04") {
468 _objects[objectId].bbox.setXYZ(-251.80f, -636.49f, 414.38f, -206.66f, -445.84f, 900.44f);
469 }
470 break;
471 case kSceneBB06:
472 // Sebastian's room with doll
473 if (objectId == 3 && _objects[objectId].name == "BOX31") {
474 // dollhouse box in BB06
475 _objects[objectId].bbox.setXYZ(-161.47f, 30.0f, 53.75f, -110.53f, 69.81f, 90.90f);
476 }
477 break;
478 case kSceneBB51:
479 // Sebastian's room with chess and egg boiler
480 if (objectId == 0 && _objects[objectId].name == "V2CHESSTBL01") {
481 // Chess
482 _objects[objectId].bbox.setXYZ(114.55f, 20.83f, -67.91f, 153.58f, 28.14f, -29.16f);
483 } else if (objectId == 1 && _objects[objectId].name == "TOP02") {
484 // egg boiler
485 _objects[objectId].bbox.setXYZ(60.00f, 16.00f, -141.21f, 91.60f, 39.94f, -116.00f);
486 }
487 break;
488 case kScenePS05:
489 if (objectId == 8 && _objects[objectId].name == "WIRE BASKET") {
490 // waste basket click box
491 _objects[objectId].bbox.setXYZ(706.32f, 0.0f, -350.80f, 724.90f, 15.15f, -330.09f);
492 } else if (objectId == 0 && _objects[objectId].name == "FIRE EXTINGISHER") {
493 // fire extinguisher is click-able (original game) but does nothing
494 // still it's best to fix its clickbox and remove clickable or restore functionality from
495 // the scene script
496 _objects[objectId].bbox.setXYZ(695.63f, 42.65f, -628.10f, 706.71f, 69.22f, -614.47f);
497 }
498 break;
499 case kScenePS07:
500 // Make the mid-wall thinner to enable access to clickable object (buzzer)
501 if (objectId == 1 && _objects[objectId].name == "BOX01") {
502 _objects[objectId].bbox.setXYZ(526.91f, 0.0f, -582.62f, 531.50f, 48.43f, -511.72f);
503 }
504 break;
505 case kSceneNR05:
506 if (objectId == 10 && _objects[objectId].name == "BOX08") {
507 _objects[objectId].bbox.setXYZ(-748.75f, 0.0f, -257.39f, -685.37f, 32.01f, -211.47f);
508 } else if (objectId == 11 && _objects[objectId].name == "BOX09") {
509 _objects[objectId].bbox.setXYZ(-729.00f, 0.0f, -179.27f, -690.00f, 33.47f, -15.80f);
510 } else if (objectId == 12 && _objects[objectId].name == "BOX11") {
511 _objects[objectId].bbox.setXYZ(-688.03f, 0.0f, -67.41f, -490.38f, 29.10f, -32.86f);
512 }
513 break;
514 case kSceneNR11:
515 // Right coat rack needs adjustment of bounding box
516 if (objectId == 1 && _objects[objectId].name == "COATRACK") {
517 _objects[objectId].bbox.setXYZ(14.91f, 0.0f, -368.79f, 114.67f, 87.04f, -171.28f);
518 }
519 break;
520
521 case kSceneUG09:
522 // block passage to buggy pipe
523 if (objectId == 7 && _objects[objectId].name == "BOXS FOR ARCHWAY 01") {
524 _objects[objectId].bbox.setXYZ(-168.99f, 151.38f, -139.10f, -105.95f, 239.59f, 362.70f);
525 }
526 break;
527
528 case kSceneUG13:
529 // fix obstacles map / stairs glitch
530 if (objectId == 31 && _objects[objectId].name == "BOX FOR ELEVATR WAL") {
531 _objects[objectId].bbox.setXYZ(-337.79f, 35.78f, -918.73f, -282.79f, 364.36f, -804.54f);
532 } else if (objectId == 32 && _objects[objectId].name == "BOX FOR ELEVATR WAL") {
533 _objects[objectId].bbox.setXYZ(-455.47f, 35.78f, -1071.24f, -335.98f, 364.36f, -824.54f);
534 }
535 break;
536
537 case kSceneUG18:
538 // fix obstacles map
539 if (objectId == 1 && _objects[objectId].name == "PIT_RAIL 03") {
540 _objects[objectId].bbox.setXYZ(-615.83f, 0.0f, -1237.04f, -602.30f, 37.66f, -13.48f);
541 } else if (objectId == 4 && _objects[objectId].name == "WALL_LEFT") {
542 _objects[objectId].bbox.setXYZ(-1310.70f, 0.0f, -2105.59f, -910.95f, 840.0f, -111.55f);
543 } else if (objectId == 5 && _objects[objectId].name == "OBSTACLE1") {
544 _objects[objectId].bbox.setXYZ(91.00f, -1.87f, 375.75f, 476.37f, 61.18f, 955.24f);
545 } else if (objectId == 6 && _objects[objectId].name == "OBSTACLE02") {
546 _objects[objectId].bbox.setXYZ(-1191.22f, -1.87f, -2105.59f, -606.15f, 61.18f, -937.04f);
547 }
548 break;
549
550 default:
551 return;
552 }
553 }
554
setupNewObjectInSet(Common::String objName,BoundingBox objBbox)555 void Set::setupNewObjectInSet(Common::String objName, BoundingBox objBbox) {
556 int objectId = _objectCount;
557 _objects[objectId].name = objName.c_str();
558 _objects[objectId].bbox = objBbox;
559 _objects[objectId].isObstacle = 0; // init as false - Can be changed in Scene script eg. SceneLoaded() with (Un)Obstacle_Object()
560 _objects[objectId].isClickable = 0; // init as false - Can be changed in Scene script eg. SceneLoaded() with (Un)Clickable_Object()
561 _objects[objectId].isHotMouse = 0;
562 _objects[objectId].unknown1 = 0;
563 _objects[objectId].isTarget = 0; // init as false - Can be changed in Scene script eg. SceneLoaded() with (Un_)Combat_Target_Object
564 ++_objectCount;
565 }
566 /**
567 * Used for adding objects in a Set mainly to fix a few "McCoy walking to places he should not" issues
568 * This is called in Set::open()
569 * Note:
570 * - ScummVM (post fix) save games will have the extra objects information
571 * - Original save games will not have the extra objects if the save game room scene was an affected scene
572 * but they will get them if the player exits and re-enters. The code anticipates not finding an object in a scene
573 * so this should not be an issue.
574 */
patchInAdditionalObjectsInSet()575 void Set::patchInAdditionalObjectsInSet() {
576 Common::String custObjName;
577 BoundingBox bbox;
578 switch (_vm->_scene->getSceneId()) {
579 case kSceneBB09:
580 bbox = BoundingBox(406.12f, -9.18f, 140.87f, 440.04f, 172.49f, 165.33f);
581 custObjName = "BACKWALL1";
582 setupNewObjectInSet(custObjName, bbox);
583 bbox = BoundingBox(400.12f, -9.18f, 208.87f, 440.04f, 182.49f, 231.33f);
584 custObjName = "BACKWALL2";
585 setupNewObjectInSet(custObjName, bbox);
586 break;
587 case kSceneCT02:
588 bbox = BoundingBox(-130.13f, -162.41f, -16.25f, -81.74f, 160.29f, -4.74f);
589 custObjName = "BACKWALL2";
590 setupNewObjectInSet(custObjName, bbox);
591 break;
592 case kSceneHF06:
593 // block clicking / path access to northern part of the scene
594 // which causes McCoy and Police officers/ rats to go behind the map
595 bbox = BoundingBox(220.00f, 350.02f, -90.86f, 310.00f, 380.02f, -70.71f);
596 custObjName = "FRONTBLOCK1";
597 setupNewObjectInSet(custObjName, bbox);
598
599 bbox = BoundingBox(20.00f, 350.02f, -90.86f, 170.00f, 380.02f, -45.71f);
600 custObjName = "FRONTBLOCK2";
601 setupNewObjectInSet(custObjName, bbox);
602 break;
603
604 case kScenePS05:
605 // block actual passage to ESPER room because
606 // it causes McCoy to sometimes go behind the wall
607 bbox = BoundingBox(730.50f, -0.0f, -481.10f, 734.51f, 144.75f, -437.55f);
608 custObjName = "MAINFBLOCK";
609 setupNewObjectInSet(custObjName, bbox);
610 break;
611
612 case kScenePS07:
613 // add missing buzzer button to annoy Klein
614 bbox = BoundingBox(530.16f, 48.44f, -570.13f, 550.41f, 50.46f, -558.77f);
615 custObjName = "L.MOUSE";
616 setupNewObjectInSet(custObjName, bbox);
617 break;
618
619 case kSceneNR05:
620 bbox = BoundingBox(-690.0f, 0.0f, -155.0f, -640.0f, 33.47f, -100.0f);
621 custObjName = "CUSTLFTBLOCK";
622 setupNewObjectInSet(custObjName, bbox);
623 break;
624
625 case kSceneUG08:
626 // block clicking / path access to northern part of the scene
627 // which causes McCoy and Police officers/ rats to go behind the map
628 bbox = BoundingBox(-386.26f, -8.07f, -1078.99f, 100.00f, 170.63f, -478.99f);
629 custObjName = "NORTHBLOCK";
630 setupNewObjectInSet(custObjName, bbox);
631 break;
632
633 case kSceneUG13:
634 // Underground homeless place
635 // block passage to empty elevator chute
636 bbox = BoundingBox(-80.00f, 35.78f, -951.75f, 74.36f, 364.36f, -810.56f);
637 custObjName = "ELEVBLOCK";
638 setupNewObjectInSet(custObjName, bbox);
639 break;
640 default:
641 return;
642 }
643 }
644
645 /**
646 * Used for "removing" objects from a Set mainly to fix a few "McCoy walking to places he should not" issues
647 * This is called in Set::open()
648 * Note:
649 * - ScummVM (post fix) save games will have the removed objects information
650 * - Original save games will not have the removed objects info if the save game room scene was an affected scene
651 * but they will get them if the player exits and re-enters. This should not be an issue.
652 */
patchOutBadObjectsFromSet()653 void Set::patchOutBadObjectsFromSet() {
654 int removedIndexRef = 0;
655 bool removeCurrObj = false;
656 for (int objectId = 0; objectId < _objectCount; ++objectId) {
657 switch (_vm->_scene->getSceneId()) {
658 case kSceneNR05:
659 if ((objectId == 0 && _objects[objectId].name == "NM1-1+")
660 || (objectId == 2 && _objects[objectId].name == "NM1-1+")
661 || (objectId == 3 && _objects[objectId].name == "NM1-1+")
662 ) {
663 // Remove objects that are named the same and set as clickables
664 // leave only objectId == 1, named "NM1-1+"
665 removeCurrObj = true;
666 }
667 break;
668 case kSceneNR11:
669 if ((objectId == 46 && _objects[objectId].name == "BOX53")
670 || (objectId == 36 && _objects[objectId].name == "BOX43")
671 || (objectId == 37 && _objects[objectId].name == "BOX44")
672 || (objectId == 13 && _objects[objectId].name == "LOFT04")
673 ) {
674 // Removing obj 46, 36, 37 (BOX53, BOX43, BOX44) fixes paths in the scene
675 // Removing obj 13 (LOFT04) fixes duplicate named box that confuses the engine
676 removeCurrObj = true;
677 }
678 break;
679 case kSceneDR02:
680 if ((objectId == 44 && _objects[objectId].name == "TRASH CAN WITH FIRE")) {
681 // Removing obj 44 (TRASH CAN WITH FIRE) fixes duplicate named box (id: 29) that confuses the engine
682 removeCurrObj = true;
683 }
684 break;
685 default:
686 break;
687 }
688 if (removeCurrObj) {
689 removeCurrObj = false;
690 _objects[objectId].name = Common::String::format("REMOVED%02d", removedIndexRef++);
691 _objects[objectId].isObstacle = 0;
692 _objects[objectId].isClickable = 0;
693 _objects[objectId].isHotMouse = 0;
694 _objects[objectId].unknown1 = 0;
695 _objects[objectId].isTarget = 0;
696 }
697 }
698 return;
699 }
700 #endif // BLADERUNNER_ORIGINAL_BUGS
701
702 } // End of namespace BladeRunner
703