scummvm/engines/freescape/objects/sensor.cpp

113 lines
3.1 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 "freescape/objects/sensor.h"
namespace Freescape {
Sensor::Sensor(
uint16 objectID_,
const Math::Vector3d &origin_,
const Math::Vector3d &rotation_,
byte color_,
byte firingInterval_,
uint16 firingRange_,
uint16 axis_,
uint8 flags_,
FCLInstructionVector condition_,
Common::String conditionSource_) {
_objectID = objectID_;
_origin = origin_;
_rotation = rotation_;
if (axis_ == 0x01 || axis_ == 0x02)
_size = Math::Vector3d(0, 3, 3);
else if (axis_ == 0x04 || axis_ == 0x08)
_size = Math::Vector3d(3, 0, 3);
else if (axis_ == 0x10 || axis_ == 0x20)
_size = Math::Vector3d(3, 3, 0);
else
_size = Math::Vector3d(3, 3, 3);
_colours = new Common::Array<uint8>;
for (int i = 0; i < 6; i++)
_colours->push_back(color_);
_firingInterval = firingInterval_;
_firingRange = firingRange_;
_axis = axis_;
_flags = flags_;
if (isInitiallyInvisible())
makeInvisible();
else
makeVisible();
_conditionSource = conditionSource_;
_condition = condition_;
_isShooting = false;
}
void Sensor::scale(int factor) {
_origin = _origin / factor;
_size = _size / factor;
};
Object *Sensor::duplicate() {
Sensor *sensor = new Sensor(_objectID, _origin, _rotation, (*_colours)[0], _firingInterval, _firingRange, _axis, _flags, _condition, _conditionSource);
return sensor;
}
void Sensor::draw(Freescape::Renderer *gfx, float offset) {
gfx->renderCube(_origin, _size, _colours, nullptr, offset);
}
bool Sensor::playerDetected(const Math::Vector3d &position, Area *area) {
if (isDestroyed() || isInvisible())
return false;
Math::Vector3d diff = _origin - position;
bool detected = false;
if (_axis == 0x01 && diff.x() >= 0)
detected = true;
else if (_axis == 0x02 && diff.x() <= 0)
detected = true;
else if (_axis == 0x04 && diff.y() >= 0)
detected = true;
else if (_axis == 0x08 && diff.y() <= 0)
detected = true;
else if (_axis == 0x10 && diff.z() >= 0)
detected = true;
else if (_axis == 0x20 && diff.z() <= 0)
detected = true;
if (detected) {
Math::Ray sight(_origin, -diff);
detected = area->checkInSight(sight, diff.length());
}
if (detected) {
detected = ABS(diff.x() + ABS(diff.y())) + ABS(diff.z()) <= _firingRange;
}
return detected;
}
} // End of namespace Freescape