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engines/icb/game_volume.h
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188
engines/icb/game_volume.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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* 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 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 ICB_GAMEVOLUME_H_INCLUDED
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#define ICB_GAMEVOLUME_H_INCLUDED
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#include "engines/icb/p4.h"
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#include "engines/icb/common/px_3drealpoint.h"
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/common/px_linkeddatafile.h"
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#include "engines/icb/common/px_route_barriers.h"
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#include "math/utils.h"
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namespace ICB {
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// Set a limit on how many slices we can have (safe to increase this if we ever hit it).
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#define MAX_SLICES 10
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// Simply pairs together a top and bottom for a slice.
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struct _slice_limit {
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PXreal fTop, fBottom;
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// Initialization.
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_slice_limit() {
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fTop = REAL_ZERO;
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fBottom = REAL_ZERO;
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}
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};
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// This is used to store the actual size and position of one of the cubes in the game volume.
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struct _bullet_cube {
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PXreal fTop, fBottom;
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PXreal fLeft, fRight;
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PXreal fBack, fFront;
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// Initialization.
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_bullet_cube() {
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fTop = REAL_ZERO;
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fBottom = REAL_ZERO;
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fLeft = REAL_ZERO;
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fRight = REAL_ZERO;
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fBack = REAL_ZERO;
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fFront = REAL_ZERO;
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}
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};
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// Holds a 3D index into the game space.
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struct _XYZ_index {
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int32 nX, nY, nZ;
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// Initialization.
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_XYZ_index() {
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nX = 0;
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nY = 0;
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nZ = 0;
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}
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};
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// Note that this class is abstract. Holds parameters about the space occupied by a game
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// session for use by the line-of-sight code.
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class _game_volume {
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public:
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// Default constructor and destructor.
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inline _game_volume();
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virtual inline ~_game_volume() = 0;
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// Copy constructor.
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_game_volume(const _game_volume &oX) { CopyObject(oX); }
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// Operator '='.
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inline const _game_volume &operator=(const _game_volume &oOpB);
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// This single function sets up all the parameters.
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void SetUpParameters(LinkedDataFile *pyLOSData);
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// Gets and sets.
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PXreal GetAbsoluteTop() const { return (m_fAbsoluteTop); }
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PXreal GetAbsoluteBottom() const { return (m_fAbsoluteBottom); }
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PXreal GetLeftEdge() const { return (m_fLeftEdge); }
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PXreal GetRightEdge() const { return (m_fRightEdge); }
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PXreal GetBackEdge() const { return (m_fBackEdge); }
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PXreal GetFrontEdge() const { return (m_fFrontEdge); }
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uint32 GetNumSlices() const { return (m_nNumSlices); }
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PXreal GetSliceTop(uint32 i) const { return (m_oSliceLimits[i].fTop); }
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PXreal GetSliceBottom(uint32 i) const { return (m_oSliceLimits[i].fBottom); }
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uint32 GetXSize() const { return (m_nXSize); }
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uint32 GetZSize() const { return (m_nZSize); }
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bool8 IsValid() const { return (m_bValid); }
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// This works out the indices for the cube a point is in.
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bool8 GetCubeAndIndices(const px3DRealPoint &oPoint, _XYZ_index &oIndex, _bullet_cube &oCube) const;
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protected:
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LinkedDataFile *m_pyLOSMemFile; // Pointer to the line-of-sight data file.
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private:
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PXreal m_fAbsoluteTop; // The 'roof' of the cube.
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PXreal m_fAbsoluteBottom; // The base of the cube.
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PXreal m_fLeftEdge; // The leftmost edge of the cube.
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PXreal m_fRightEdge; // The rightmost edge of the cube.
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PXreal m_fBackEdge; // The backmost edge of the cube.
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PXreal m_fFrontEdge; // The frontmost edge of the cube.
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_slice_limit m_oSliceLimits[MAX_SLICES]; // Top and bottom of each slice.
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uint32 m_nNumSlices; // The number of slices in the session.
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uint32 m_nXSize; // Number of cubes along X dimension.
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uint32 m_nZSize; // Number of cubes along Z dimension.
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int32 m_nMinimumXIndex; // Minimum X index in the game space.
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int32 m_nMinimumZIndex; // Ditto Z.
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bool8 m_bValid; // TRUE when the object has been set up.
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uint8 m_nPadding[3];
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// Private functions used only by this class.
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inline void CopyObject(const _game_volume &oX);
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};
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inline _game_volume::_game_volume() {
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m_fAbsoluteTop = FLOAT_MAX;
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m_fAbsoluteBottom = FLOAT_MIN;
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m_fLeftEdge = REAL_ZERO;
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m_fRightEdge = REAL_ZERO;
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m_fBackEdge = REAL_ZERO;
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m_fFrontEdge = REAL_ZERO;
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m_nNumSlices = 0;
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m_nXSize = 0;
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m_nZSize = 0;
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m_nMinimumXIndex = 0;
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m_nMinimumZIndex = 0;
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m_bValid = FALSE8;
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}
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inline _game_volume::~_game_volume() {
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// Doesn't actually need to do anything.
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}
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inline const _game_volume &_game_volume::operator=(const _game_volume &oOpB) {
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CopyObject(oOpB);
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return (*this);
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}
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inline void _game_volume::CopyObject(const _game_volume &oX) {
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uint32 i;
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m_fAbsoluteTop = oX.m_fAbsoluteTop;
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m_fAbsoluteBottom = oX.m_fAbsoluteBottom;
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m_fLeftEdge = oX.m_fLeftEdge;
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m_fRightEdge = oX.m_fRightEdge;
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m_fBackEdge = oX.m_fBackEdge;
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m_fFrontEdge = oX.m_fFrontEdge;
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m_nXSize = oX.m_nXSize;
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m_nZSize = oX.m_nZSize;
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m_bValid = oX.m_bValid;
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m_nNumSlices = oX.m_nNumSlices;
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for (i = 0; i < oX.m_nNumSlices; ++i)
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m_oSliceLimits[i] = oX.m_oSliceLimits[i];
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}
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} // End of namespace ICB
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#endif // #if !defined( GAMEVOLUME_H_INCLUDED )
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