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engines/freescape/objects/sensor.h
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77
engines/freescape/objects/sensor.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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// Based on Phantasma code by Thomas Harte (2013),
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// available at https://github.com/TomHarte/Phantasma/ (MIT)
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#ifndef FREESCAPE_SENSOR_H
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#define FREESCAPE_SENSOR_H
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#include "freescape/area.h"
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#include "freescape/objects/object.h"
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#include "freescape/language/instruction.h"
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namespace Freescape {
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class Sensor : public Object {
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public:
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Sensor(
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uint16 objectID_,
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const Math::Vector3d &origin_,
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const Math::Vector3d &rotation_,
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byte color_,
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byte firingInterval_,
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uint16 firingRange_,
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uint16 axis_,
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uint8 flags_,
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FCLInstructionVector condition_,
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Common::String conditionSource_);
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byte _firingInterval;
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uint16 _firingRange;
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uint16 _axis;
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bool _isShooting;
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Common::String _conditionSource;
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FCLInstructionVector _condition;
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virtual ~Sensor() { delete _colours; }
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bool isDrawable() override { return true; }
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bool isPlanar() override { return true; }
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bool isShooting() { return _isShooting; }
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void scale(int factor) override;
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Object *duplicate() override;
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ObjectType getType() override { return kSensorType; };
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Math::Vector3d getRotation() { return _rotation; }
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void shouldShoot(bool shooting) { _isShooting = shooting; }
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void draw(Freescape::Renderer *gfx, float offset = 0.0) override;
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bool playerDetected(const Math::Vector3d &position, Area *area);
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private:
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Common::Array<uint8> *_colours;
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};
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} // End of namespace Freescape
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#endif // FREESCAPE_SENSOR_H
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