/* 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. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * 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 . * */ #ifndef ICB_TRACER_H_INCLUDED #define ICB_TRACER_H_INCLUDED #include "engines/icb/game_volume.h" #include "engines/icb/p4.h" #include "engines/icb/p4_generic.h" #include "engines/icb/common/px_3drealpoint.h" #include "engines/icb/common/px_2drealline.h" namespace ICB { class _floor_world; class _tracer : public _game_volume { public: // Definitions used by this class. enum FaceID { NO_FACE, LEFT, RIGHT, FRONT, BACK, TOP, BOTTOM }; // Default constructor and destructor. inline _tracer() { m_pyBarrierMemFile = NULL; m_nPadding[0] = 0; } virtual inline ~_tracer() { ; } // This checks a line through game-world space and returns the point of its first impact. bool8 Trace(const px3DRealPoint &oFrom, const px3DRealPoint &oTo, eBarrierRayType eRayType, px3DRealPoint &oImpact, eBarrierLogicValue eImpactType); // Call this before using the tracer, to point it at its barriers. void SetBarrierPointer(LinkedDataFile *pyBarriers) { m_pyBarrierMemFile = pyBarriers; } // Call this to give the tracer access to the floor data. void SetFloorsPointer(_floor_world *pFloorWorld) { m_pFloorWorld = pFloorWorld; } private: LinkedDataFile *m_pyBarrierMemFile; // The memory image of the barrier file. _floor_world *m_pFloorWorld; // The floors data (loaded by the routing code). PXreal m_fXDiff, m_fYDiff, m_fZDiff; // Delta x, y and z for the line we're tracing. PXreal m_fSqrLength; // Square length of the vector we're tracing. bool8 m_bXPositiveGoing; // These 3 get set once for each bool8 m_bYPositiveGoing; // call to the tracer, and indicate bool8 m_bZPositiveGoing; // which way the line is going. uint8 m_nPadding[1]; // Here I block the use of the default '='. _tracer(const _tracer &t) : _game_volume(t) { ; } void operator=(const _tracer &t) { ; } // Private functions used only by this class. void GetBarriersForCube(const _XYZ_index &oCubeIndices, uint32 *oThisCubesBarriers, int32 &nNumBarriers, int32 nExtraSliceIndex) const; px3DRealPoint CalculateEntryToNextCube(const px3DRealPoint &oCurrentPoint, const px3DRealPoint &oTo, const _bullet_cube &oThisCube, FaceID &eCubeLeavingFace) const; bool8 CheckRayHeightAgainstBarrier(const px3DRealPoint &oFrom, const px3DRealPoint &oTo, const RouteBarrier *pBarrier, px3DRealPoint &o3DImpactPoint) const; uint32 FindClosest(const px3DRealPoint &oFrom, px3DRealPoint *oImpactList, uint32 nNumImpacts) const; px3DRealPoint CalculateRayIntersectionWithCubeWall(const px3DRealPoint &oCurrentPoint, const px3DRealPoint &oTo, const _bullet_cube &oThisCube, FaceID eLeavingFace) const; inline const RouteBarrier *GetBarrier(uint32 i) const; }; inline const RouteBarrier *_tracer::GetBarrier(uint32 i) const { RouteBarrier *pBarriers; if (!m_pyBarrierMemFile) Fatal_error("No barrier file in _tracer::GetBarrier()"); pBarriers = (RouteBarrier *)LinkedDataObject::Fetch_item_by_name(m_pyBarrierMemFile, "Data"); return &(pBarriers[i]); } extern _tracer *g_oTracer; // Object for doing the plotting of bullets and line-of-sight. } // End of namespace ICB #endif // #if !defined( TRACER_H_INCLUDED )