scummvm/engines/qdengine/qdcore/qd_game_object.cpp
2024-10-30 01:08:20 +01:00

235 lines
6.1 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/debug.h"
#include "common/stream.h"
#include "qdengine/qd_fwd.h"
#include "qdengine/xmath.h"
#include "qdengine/parser/xml_tag_buffer.h"
#include "qdengine/parser/qdscr_parser.h"
#include "qdengine/qdcore/qd_game_object.h"
#include "qdengine/qdcore/qd_camera.h"
namespace QDEngine {
qdGameObject::qdGameObject() : _r(0, 0, 0),
_parallax_offset(0.0f, 0.0f),
_screen_r(0, 0),
_screen_depth(0.0f), _tempPosInList(0) {
}
qdGameObject::qdGameObject(const qdGameObject &obj) : qdNamedObject(obj),
_r(obj._r),
_parallax_offset(obj._parallax_offset),
_screen_r(obj._screen_r),
_screen_depth(obj._screen_depth), _tempPosInList(obj._tempPosInList) {
}
qdGameObject::~qdGameObject() {
}
qdGameObject &qdGameObject::operator = (const qdGameObject &obj) {
if (this == &obj) return *this;
*static_cast<qdNamedObject *>(this) = obj;
_r = obj._r;
_parallax_offset = obj._parallax_offset;
_screen_r = obj._screen_r;
_screen_depth = obj._screen_depth;
return *this;
}
bool qdGameObject::load_script_body(const xml::tag *p) {
int fl;
for (xml::tag::subtag_iterator it = p->subtags_begin(); it != p->subtags_end(); ++it) {
switch (it->ID()) {
case QDSCR_NAME:
set_name(it->data());
break;
case QDSCR_POS2D:
xml::tag_buffer(*it) > _r.x > _r.y;
_r.z = 0.0f;
break;
case QDSCR_POS3D:
xml::tag_buffer(*it) > _r.x > _r.y > _r.z;
break;
case QDSCR_FLAG:
xml::tag_buffer(*it) > fl;
set_flag(fl);
break;
case QDSCR_PARALLAX_OFFSET:
xml::tag_buffer(*it) > _parallax_offset.x > _parallax_offset.y;
break;
}
}
return true;
}
bool qdGameObject::save_script_body(Common::WriteStream &fh, int indent) const {
for (int i = 0; i <= indent; i++) {
fh.writeString("\t");
}
fh.writeString(Common::String::format("<pos_3d>%f %f %f</pos_3d>\r\n", _r.x, _r.y, _r.z));
if (_parallax_offset.x || _parallax_offset.y) {
for (int i = 0; i <= indent; i++) {
fh.writeString("\t");
}
fh.writeString(Common::String::format("<parallax_offset>%d %d</parallax_offset>\r\n", _parallax_offset.x, _parallax_offset.y));
}
if (flags()) {
for (int i = 0; i <= indent; i++) {
fh.writeString("\t");
}
if (debugChannelSet(-1, kDebugLog))
fh.writeString(Common::String::format("<flag>%s</flag>\r\n", flag2str(flags()).c_str()));
else
fh.writeString(Common::String::format("<flag>%d</flag>\r\n", flags()));
}
return true;
}
void qdGameObject::quant(float dt) {
}
bool qdGameObject::update_screen_pos() {
if (!check_flag(QD_OBJ_SCREEN_COORDS_FLAG)) {
if (const qdCamera * cp = qdCamera::current_camera()) {
Vect3f v = cp->global2camera_coord(R());
if (check_flag(QD_OBJ_FIXED_SCREEN_COORDS_FLAG)) {
_screen_r = cp->camera_coord2rscr(v);
_screen_r.x += cp->get_scr_sx() / 2;
_screen_r.y = cp->get_scr_sy() / 2 - _screen_r.y;
_screen_depth = 0.0f;
} else {
_screen_r = cp->camera_coord2scr(v);
Vect3f rr = R();
rr.z = cp->get_grid_center().z;
_screen_depth = cp->global2camera_coord(rr).z;
}
if (_parallax_offset.x || _parallax_offset.y) {
_screen_r.x += round(float(_parallax_offset.x) * cp->scrolling_phase_x());
_screen_r.y += round(float(_parallax_offset.y) * cp->scrolling_phase_y());
}
} else
return false;
} else {
_screen_r = Vect2i(R().xi(), R().yi());
_screen_depth = 0.0f;
}
return true;
}
bool qdGameObject::load_data(Common::SeekableReadStream &fh, int saveVersion) {
debugC(3, kDebugSave, " qdGameObject::load_data(): before: %d", (int)fh.pos());
if (!qdNamedObject::load_data(fh, saveVersion)) {
return false;
}
_r.x = fh.readFloatLE();
_r.y = fh.readFloatLE();
_r.z = fh.readFloatLE();
debugC(3, kDebugSave, " qdGameObject::load_data(): after: %d", (int)fh.pos());
return true;
}
bool qdGameObject::save_data(Common::WriteStream &fh) const {
debugC(3, kDebugSave, " qdGameObject::save_data(): before: %d", (int)fh.pos());
if (!qdNamedObject::save_data(fh)) {
return false;
}
fh.writeFloatLE(_r.x);
fh.writeFloatLE(_r.y);
fh.writeFloatLE(_r.z);
debugC(3, kDebugSave, " qdGameObject::save_data(): after: %d", (int)fh.pos());
return true;
}
bool qdGameObject::init() {
drop_flag(QD_OBJ_SCREEN_COORDS_FLAG);
drop_flag(QD_OBJ_STATE_CHANGE_FLAG | QD_OBJ_IS_IN_TRIGGER_FLAG | QD_OBJ_IS_IN_INVENTORY_FLAG);
drop_flag(QD_OBJ_HIDDEN_FLAG);
return true;
}
#define defFlag(x) { x, #x }
struct FlagsList {
int f;
const char *s;
} static flagList[] = {
defFlag(QD_OBJ_MOVING_FLAG),
defFlag(QD_OBJ_HIDDEN_FLAG),
defFlag(QD_OBJ_INVERSE_PERSPECTIVE_FLAG),
defFlag(QD_OBJ_SHOW_NAME_FLAG),
defFlag(QD_OBJ_NO_SCALE_FLAG),
defFlag(QD_OBJ_SCREEN_COORDS_FLAG),
defFlag(QD_OBJ_NON_PLAYER_PERSONAGE_FLAG),
defFlag(QD_OBJ_HAS_BOUND_FLAG),
defFlag(QD_OBJ_DISABLE_MOVEMENT_FLAG),
defFlag(QD_OBJ_DISABLE_MOUSE_FLAG),
defFlag(QD_OBJ_IS_IN_TRIGGER_FLAG),
defFlag(QD_OBJ_STATE_CHANGE_FLAG),
defFlag(QD_OBJ_IS_IN_INVENTORY_FLAG),
defFlag(QD_OBJ_KEYBOARD_CONTROL_FLAG),
defFlag(QD_OBJ_FIXED_SCREEN_COORDS_FLAG),
};
Common::String qdGameObject::flag2str(int fl) const {
Common::String res;
for (int i = 0; i < ARRAYSIZE(flagList); i++) {
if (fl & flagList[i].f) {
if (!res.empty())
res += " | ";
res += flagList[i].s;
fl &= ~flagList[i].f;
}
}
if (fl)
res += Common::String::format(" | %x", fl);
return res;
}
} // namespace QDEngine