ScummVM API documentation
object.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 *
20 */
21
22// Based on Phantasma code by Thomas Harte (2013),
23// available at https://github.com/TomHarte/Phantasma/ (MIT)
24
25#ifndef FREESCAPE_OBJECT_H
26#define FREESCAPE_OBJECT_H
27
28#include "math/aabb.h"
29
30#include "freescape/gfx.h"
31
32namespace Freescape {
33
34enum ObjectType {
35 kEntranceType = 0,
36 kCubeType = 1,
37 kSensorType = 2,
38 kRectangleType = 3,
39
40 kEastPyramidType = 4,
41 kWestPyramidType = 5,
42 kUpPyramidType = 6,
43 kDownPyramidType = 7,
44 kNorthPyramidType = 8,
45 kSouthPyramidType = 9,
46
47 kLineType = 10,
48 kTriangleType = 11,
49 kQuadrilateralType = 12,
50 kPentagonType = 13,
51 kHexagonType = 14,
52
53 kGroupType = 15
54};
55
56class Object {
57public:
58 virtual ObjectType getType() { return _type; }
59 uint16 getObjectID() { return _objectID; }
60 uint16 getObjectFlags() { return _flags; }
61 bool isGeometric() {
62 return _type != kEntranceType && _type != kGroupType && _type != kSensorType;
63 }
64 void setObjectFlags(uint32 flags_) { _flags = flags_; }
65 Math::Vector3d getOrigin() { return _origin; }
66 virtual void setOrigin(Math::Vector3d origin_) { _origin = origin_; };
67 Math::Vector3d getSize() { return _size; }
68
69 virtual bool isDrawable() { return false; }
70 virtual bool isPlanar() { return false; }
71 virtual void scale(int factor) = 0;
72
73 bool isInvisible() { return _flags & 0x40; }
74 void makeInvisible() { _flags = _flags | 0x40; }
75 void makeVisible() { _flags = _flags & ~0x40; }
76 bool isInitiallyInvisible() { return _flags & 0x80; }
77 void makeInitiallyInvisible() { _flags = _flags | 0x80; }
78 void makeInitiallyVisible() { _flags = _flags & ~0x80; }
79 bool isDestroyed() { return _flags & 0x20; }
80 void destroy() { _flags = _flags | 0x20; }
81 void restore() { _flags = _flags & ~0x20; }
82 void toggleVisibility() { _flags = _flags ^ 0x40; }
83
84 virtual ~Object() {}
85 virtual Object *duplicate() = 0;
86
87 virtual void draw(Freescape::Renderer *gfx, float offset = 0.0) = 0;
88
89 uint16 _flags;
90 ObjectType _type;
91 uint16 _objectID;
92 Math::Vector3d _origin, _size, _rotation;
93 Math::AABB _boundingBox;
94 Math::AABB _occlusionBox;
95 Object *_partOfGroup = nullptr;
96 // Position in the object file, used to seed the renderer's depth sort in the
97 // same order the original game iterates its object list (see Area::draw).
98 uint16 _loadIndex = 0xFFFF;
99};
100
101} // End of namespace Freescape
102
103#endif // FREESCAPE_OBJECT_H
Definition: object.h:56
Definition: gfx.h:63
Definition: area.h:36