/* 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 . * */ #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; 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