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engines/hpl1/engine/scene/TileMapLineIt.h
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83
engines/hpl1/engine/scene/TileMapLineIt.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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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_TILEMAP_LINE_IT_H
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#define HPL_TILEMAP_LINE_IT_H
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#include "hpl1/engine/math/MathTypes.h"
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#include "hpl1/engine/scene/TileMap.h"
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#include "hpl1/engine/scene/TileMapIt.h"
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namespace hpl {
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class cTileMapLineIt : public iTileMapIt {
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public:
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/**
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*
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* \param avPos
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* \param avSize
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* \param apTileMap
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* \param alLayer The layer that is to be iterated. -1 = All layers (hiding tiles behind solid ones)
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* \return
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*/
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cTileMapLineIt(cVector2f avStartPos, cVector2f avEndPos, cTileMap *apTileMap, int alLayer);
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~cTileMapLineIt();
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bool HasNext();
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cTile *Next();
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cTile *PeekNext();
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int GetNum();
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int GetCurrentLayer();
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private:
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cVector2l mvEndPos;
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cVector2f mvPos;
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cVector2f mvPosAdd;
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cVector2l mvTilePos;
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int mlLayer;
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int mlLayerCount;
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int mlCurrentLayer;
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int mlTileNum;
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bool mbUpdated;
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bool mbAtLastTile;
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bool mbAddNext;
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cTileMap *mpTileMap;
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cTile *mpTile;
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void GetTile();
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void GetXYIntersection(const cVector2f &avPosA, cVector2f *avXIntersect, cVector2f *avYIntersect);
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};
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} // namespace hpl
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#endif // HPL_TILEMAP_LINE_IT_H
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