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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef BLADERUNNER_OBSTACLES_H
#define BLADERUNNER_OBSTACLES_H
#include "vector.h"
namespace BladeRunner {
struct ObstaclesPolygon {
bool _isPresent;
int _verticesCount;
float _left;
float _bottom;
float _right;
float _top;
Vector2 _vertices[160];
int _vertexType[160];
};
class BladeRunnerEngine;
class Obstacles {
BladeRunnerEngine *_vm;
private:
ObstaclesPolygon *_polygons;
ObstaclesPolygon *_polygons2;
int *_unknown;
int _count;
bool _processed;
public:
Obstacles(BladeRunnerEngine *vm);
~Obstacles();
void clear();
void add(float x0, float z0, float x1, float z1);
bool find(const Vector3 &from, const Vector3 &to, Vector3 *next);
void process();
};
} // End of namespace BladeRunner
#endif
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