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engines/wintermute/ad/ad_object_3d.h
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77
engines/wintermute/ad/ad_object_3d.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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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#ifndef WINTERMUTE_AD_OBJECT_3D_H
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#define WINTERMUTE_AD_OBJECT_3D_H
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#include "engines/wintermute/ad/ad_object.h"
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namespace Wintermute {
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class ShadowVolume;
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class AdObject3D : public AdObject {
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public:
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bool setupLights();
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bool convert3DTo2D(DXMatrix *worldMat, int32 *posX, int32 *posY);
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bool skipTo(int x, int y, bool tolerant = false);
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char *_tempSkelAnim;
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DXVector3 _lastPosVector;
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DECLARE_PERSISTENT(AdObject3D, AdObject)
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bool _dropToFloor;
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bool display() override;
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bool update() override;
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AdObject3D(BaseGame *inGame);
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virtual ~AdObject3D();
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bool getBonePosition2D(const char *boneName, int32 *x, int32 *y);
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bool getBonePosition3D(const char *boneName, DXVector3 *pos, DXVector3 *offset = nullptr);
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float _velocity;
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float _angVelocity;
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uint32 _ambientLightColor;
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bool _hasAmbientLightColor;
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// scripting interface
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ScValue *scGetProperty(const char *name) override;
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bool scSetProperty(const char *name, ScValue *value) override;
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bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override;
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const char *scToString() override;
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ShadowVolume *getShadowVolume();
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private:
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ShadowVolume *_shadowVolume;
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BaseArray<char *> _ignoredLights;
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void clearIgnoredLights();
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bool addIgnoredLight(const char *lightName);
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bool removeIgnoredLight(const char *lightName);
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};
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} // namespace Wintermute
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#endif
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