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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