scummvm/engines/icb/tracer.h
2021-03-20 00:19:47 +00:00

103 lines
4.2 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#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, _barrier_ray_type eRayType, px3DRealPoint &oImpact, _barrier_logic_value eImpactType);
// Call this before using the tracer, to point it at its barriers.
void SetBarrierPointer(_linked_data_file *pyBarriers) { m_pyBarrierMemFile = pyBarriers; }
// Call this to give the tracer access to the floor data.
void SetFloorsPointer(_floor_world *pFloorWorld) { m_pFloorWorld = pFloorWorld; }
private:
_linked_data_file *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 _route_barrier *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 _route_barrier *GetBarrier(uint32 i) const;
};
inline const _route_barrier *_tracer::GetBarrier(uint32 i) const {
_route_barrier *pBarriers;
if (!m_pyBarrierMemFile)
Fatal_error("No barrier file in _tracer::GetBarrier()");
pBarriers = (_route_barrier *)m_pyBarrierMemFile->Fetch_item_by_name("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 )