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103 lines
4.2 KiB
C++
103 lines
4.2 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef ICB_TRACER_H_INCLUDED
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#define ICB_TRACER_H_INCLUDED
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#include "engines/icb/game_volume.h"
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#include "engines/icb/p4.h"
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#include "engines/icb/p4_generic.h"
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#include "engines/icb/common/px_3drealpoint.h"
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#include "engines/icb/common/px_2drealline.h"
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namespace ICB {
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class _floor_world;
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class _tracer : public _game_volume {
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public:
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// Definitions used by this class.
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enum FaceID { NO_FACE, LEFT, RIGHT, FRONT, BACK, TOP, BOTTOM };
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// Default constructor and destructor.
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inline _tracer() { m_pyBarrierMemFile = NULL; m_nPadding[0] = 0; }
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virtual inline ~_tracer() { ; }
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// This checks a line through game-world space and returns the point of its first impact.
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bool8 Trace(const px3DRealPoint &oFrom, const px3DRealPoint &oTo, _barrier_ray_type eRayType, px3DRealPoint &oImpact, _barrier_logic_value eImpactType);
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// Call this before using the tracer, to point it at its barriers.
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void SetBarrierPointer(_linked_data_file *pyBarriers) { m_pyBarrierMemFile = pyBarriers; }
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// Call this to give the tracer access to the floor data.
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void SetFloorsPointer(_floor_world *pFloorWorld) { m_pFloorWorld = pFloorWorld; }
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private:
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_linked_data_file *m_pyBarrierMemFile; // The memory image of the barrier file.
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_floor_world *m_pFloorWorld; // The floors data (loaded by the routing code).
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PXreal m_fXDiff, m_fYDiff, m_fZDiff; // Delta x, y and z for the line we're tracing.
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PXreal m_fSqrLength; // Square length of the vector we're tracing.
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bool8 m_bXPositiveGoing; // These 3 get set once for each
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bool8 m_bYPositiveGoing; // call to the tracer, and indicate
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bool8 m_bZPositiveGoing; // which way the line is going.
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uint8 m_nPadding[1];
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// Here I block the use of the default '='.
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_tracer(const _tracer &t) : _game_volume(t) { ; }
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void operator=(const _tracer &t) { ; }
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// Private functions used only by this class.
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void GetBarriersForCube(const _XYZ_index &oCubeIndices, uint32 *oThisCubesBarriers, int32 &nNumBarriers, int32 nExtraSliceIndex) const;
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px3DRealPoint CalculateEntryToNextCube(const px3DRealPoint &oCurrentPoint, const px3DRealPoint &oTo, const _bullet_cube &oThisCube, FaceID &eCubeLeavingFace) const;
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bool8 CheckRayHeightAgainstBarrier(const px3DRealPoint &oFrom, const px3DRealPoint &oTo, const _route_barrier *pBarrier, px3DRealPoint &o3DImpactPoint) const;
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uint32 FindClosest(const px3DRealPoint &oFrom, px3DRealPoint *oImpactList, uint32 nNumImpacts) const;
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px3DRealPoint CalculateRayIntersectionWithCubeWall(const px3DRealPoint &oCurrentPoint, const px3DRealPoint &oTo, const _bullet_cube &oThisCube, FaceID eLeavingFace) const;
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inline const _route_barrier *GetBarrier(uint32 i) const;
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};
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inline const _route_barrier *_tracer::GetBarrier(uint32 i) const {
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_route_barrier *pBarriers;
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if (!m_pyBarrierMemFile)
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Fatal_error("No barrier file in _tracer::GetBarrier()");
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pBarriers = (_route_barrier *)m_pyBarrierMemFile->Fetch_item_by_name("Data");
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return &(pBarriers[i]);
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}
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extern _tracer *g_oTracer; // Object for doing the plotting of bullets and line-of-sight.
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} // End of namespace ICB
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#endif // #if !defined( TRACER_H_INCLUDED )
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