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113 lines
3.1 KiB
C++
113 lines
3.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "freescape/objects/sensor.h"
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namespace Freescape {
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Sensor::Sensor(
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uint16 objectID_,
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const Math::Vector3d &origin_,
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const Math::Vector3d &rotation_,
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byte color_,
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byte firingInterval_,
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uint16 firingRange_,
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uint16 axis_,
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uint8 flags_,
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FCLInstructionVector condition_,
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Common::String conditionSource_) {
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_objectID = objectID_;
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_origin = origin_;
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_rotation = rotation_;
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if (axis_ == 0x01 || axis_ == 0x02)
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_size = Math::Vector3d(0, 3, 3);
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else if (axis_ == 0x04 || axis_ == 0x08)
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_size = Math::Vector3d(3, 0, 3);
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else if (axis_ == 0x10 || axis_ == 0x20)
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_size = Math::Vector3d(3, 3, 0);
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else
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_size = Math::Vector3d(3, 3, 3);
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_colours = new Common::Array<uint8>;
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for (int i = 0; i < 6; i++)
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_colours->push_back(color_);
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_firingInterval = firingInterval_;
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_firingRange = firingRange_;
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_axis = axis_;
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_flags = flags_;
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if (isInitiallyInvisible())
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makeInvisible();
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else
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makeVisible();
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_conditionSource = conditionSource_;
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_condition = condition_;
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_isShooting = false;
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}
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void Sensor::scale(int factor) {
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_origin = _origin / factor;
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_size = _size / factor;
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};
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Object *Sensor::duplicate() {
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Sensor *sensor = new Sensor(_objectID, _origin, _rotation, (*_colours)[0], _firingInterval, _firingRange, _axis, _flags, _condition, _conditionSource);
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return sensor;
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}
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void Sensor::draw(Freescape::Renderer *gfx, float offset) {
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gfx->renderCube(_origin, _size, _colours, nullptr, offset);
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}
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bool Sensor::playerDetected(const Math::Vector3d &position, Area *area) {
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if (isDestroyed() || isInvisible())
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return false;
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Math::Vector3d diff = _origin - position;
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bool detected = false;
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if (_axis == 0x01 && diff.x() >= 0)
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detected = true;
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else if (_axis == 0x02 && diff.x() <= 0)
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detected = true;
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else if (_axis == 0x04 && diff.y() >= 0)
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detected = true;
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else if (_axis == 0x08 && diff.y() <= 0)
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detected = true;
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else if (_axis == 0x10 && diff.z() >= 0)
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detected = true;
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else if (_axis == 0x20 && diff.z() <= 0)
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detected = true;
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if (detected) {
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Math::Ray sight(_origin, -diff);
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detected = area->checkInSight(sight, diff.length());
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}
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if (detected) {
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detected = ABS(diff.x() + ABS(diff.y())) + ABS(diff.z()) <= _firingRange;
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}
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return detected;
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}
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} // End of namespace Freescape
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