Initial commit
This commit is contained in:
114
engines/freescape/objects/sensor.cpp
Normal file
114
engines/freescape/objects/sensor.cpp
Normal file
@@ -0,0 +1,114 @@
|
||||
/* 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_) {
|
||||
_type = kSensorType;
|
||||
_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
|
||||
Reference in New Issue
Block a user