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engines/grim/sector.h
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115
engines/grim/sector.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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#ifndef GRIM_WALKPLANE_H
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#define GRIM_WALKPLANE_H
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#include "common/str.h"
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#include "common/list.h"
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#include "math/vector3d.h"
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#include "math/line3d.h"
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namespace Common {
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class SeekableReadStream;
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}
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namespace Grim {
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class SaveGame;
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class TextSplitter;
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class Sector {
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public:
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enum SectorType {
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NoneType = 0,
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WalkType = 0x1000,
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FunnelType = 0x1100,
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CameraType = 0x2000,
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SpecialType = 0x4000,
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HotType = 0x8000
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};
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Sector();
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Sector(const Sector &other);
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virtual ~Sector();
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void saveState(SaveGame *savedState) const;
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bool restoreState(SaveGame *savedState);
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void load(TextSplitter &ts);
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void loadBinary(Common::SeekableReadStream *data);
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void setVisible(bool visible);
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void shrink(float radius);
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void unshrink();
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Common::String getName() const { return _name; }
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int getSectorId() const { return _id; }
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SectorType getType() const { return _type; } // FIXME: Implement type de-masking
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bool isVisible() const { return _visible && !_invalid; }
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bool isPointInSector(const Math::Vector3d &point) const;
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float distanceToPoint(const Math::Vector3d &point) const;
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Common::List<Math::Line3d> getBridgesTo(Sector *sector) const;
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Math::Vector3d getProjectionToPlane(const Math::Vector3d &point) const;
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Math::Vector3d getProjectionToPuckVector(const Math::Vector3d &v) const;
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Math::Vector3d getClosestPoint(const Math::Vector3d &point) const;
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// Interface to trace a ray to its exit from the polygon
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struct ExitInfo {
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Math::Vector3d exitPoint;
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Math::Angle angleWithEdge;
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Math::Vector3d edgeDir;
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int edgeVertex;
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};
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void getExitInfo(const Math::Vector3d &start, const Math::Vector3d &dir, struct ExitInfo *result) const;
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int getNumSortplanes() { return _numSortplanes; }
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int getSortplane(int setup) { return _sortplanes[setup]; }
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int getNumVertices() { return _numVertices; }
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Math::Vector3d *getVertices() const { return _vertices; }
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Math::Vector3d getNormal() const { return _normal; }
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Sector &operator=(const Sector &other);
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bool operator==(const Sector &other) const;
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private:
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int _numVertices;
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int _id;
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int _numSortplanes;
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int *_sortplanes;
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Common::String _name;
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SectorType _type;
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bool _visible;
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bool _invalid;
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Math::Vector3d *_vertices;
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Math::Vector3d *_origVertices;
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float _height;
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float _shrinkRadius;
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Math::Vector3d _normal;
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};
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} // end of namespace Grim
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#endif
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