/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * This file is based on WME. * http://dead-code.org/redir.php?target=wme * Copyright (c) 2003-2013 Jan Nedoma and contributors */ #ifndef WINTERMUTE_AD_PATH3D_H #define WINTERMUTE_AD_PATH3D_H #include "engines/wintermute/base/base.h" #include "engines/wintermute/coll_templ.h" #include "engines/wintermute/persistent.h" namespace Wintermute { class AdPath3D : public BaseClass { public: DECLARE_PERSISTENT(AdPath3D, BaseClass) DXVector3 *getCurrent(); DXVector3 *getNext(); DXVector3 *getFirst(); bool setReady(bool ready); void addPoint(float x, float y, float z); void addPoint(DXVector3 Point); void reset(); AdPath3D(BaseGame *inGame); virtual ~AdPath3D(); bool _ready; BaseArray _points; int32 _currIndex; }; } // namespace Wintermute #endif