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engines/wintermute/ad/ad_path3d.cpp
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134
engines/wintermute/ad/ad_path3d.cpp
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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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#include "engines/wintermute/ad/ad_path3d.h"
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#include "engines/wintermute/base/base_persistence_manager.h"
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namespace Wintermute {
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IMPLEMENT_PERSISTENT(AdPath3D, false)
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//////////////////////////////////////////////////////////////////////////
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AdPath3D::AdPath3D(BaseGame *inGame) : BaseClass(inGame) {
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_currIndex = -1;
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_ready = false;
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}
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//////////////////////////////////////////////////////////////////////////
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AdPath3D::~AdPath3D() {
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reset();
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}
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//////////////////////////////////////////////////////////////////////////
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void AdPath3D::reset() {
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for (int32 i = 0; i < _points.getSize(); i++) {
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delete _points[i];
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}
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_points.removeAll();
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_currIndex = -1;
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_ready = false;
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}
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//////////////////////////////////////////////////////////////////////////
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void AdPath3D::addPoint(DXVector3 point) {
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_points.add(new DXVector3(point));
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}
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//////////////////////////////////////////////////////////////////////////
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void AdPath3D::addPoint(float x, float y, float z) {
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_points.add(new DXVector3(x, y, z));
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdPath3D::setReady(bool ready) {
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bool orig = _ready;
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_ready = ready;
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return orig;
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}
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//////////////////////////////////////////////////////////////////////////
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DXVector3 *AdPath3D::getFirst() {
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if (_points.getSize() > 0) {
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_currIndex = 0;
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return _points[_currIndex];
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} else {
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return nullptr;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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DXVector3 *AdPath3D::getNext() {
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_currIndex++;
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if (_currIndex < _points.getSize()) {
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return _points[_currIndex];
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} else {
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return nullptr;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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DXVector3 *AdPath3D::getCurrent() {
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if (_currIndex >= 0 && _currIndex < _points.getSize()) {
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return _points[_currIndex];
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} else {
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return nullptr;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdPath3D::persist(BasePersistenceManager *persistMgr) {
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persistMgr->transferPtr(TMEMBER(_game));
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persistMgr->transferSint32(TMEMBER(_currIndex));
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persistMgr->transferBool(TMEMBER(_ready));
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if (persistMgr->getIsSaving()) {
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int32 j = _points.getSize();
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persistMgr->transferSint32("ArraySize", &j);
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for (int32 i = 0; i < j; i++) {
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persistMgr->transferFloat("x", &_points[i]->_x);
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persistMgr->transferFloat("y", &_points[i]->_y);
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persistMgr->transferFloat("z", &_points[i]->_z);
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}
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} else {
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int32 j = 0;
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persistMgr->transferSint32("ArraySize", &j);
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for (int32 i = 0; i < j; i++) {
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float x, y, z;
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persistMgr->transferFloat("x", &x);
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persistMgr->transferFloat("y", &y);
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persistMgr->transferFloat("z", &z);
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addPoint(x, y, z);
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}
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}
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return true;
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}
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} // namespace Wintermute
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