1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
|
/* 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 SLUDGE_FLOOR_H
#define SLUDGE_FLOOR_H
#include "common/rect.h"
namespace Sludge {
class SludgeEngine;
struct OnScreenPerson;
struct FloorPolygon {
int numVertices;
int *vertexID;
};
struct Floor {
int originalNum;
Common::Point *vertex;
int numPolygons;
FloorPolygon *polygon;
int **matrix;
};
class FloorManager {
public:
FloorManager(SludgeEngine *vm);
~FloorManager();
bool init();
void kill();
void setFloorNull();
bool setFloor(int fileNum);
void drawFloor();
int inFloor(int x, int y);
bool isFloorNoPolygon() { return !_currentFloor || _currentFloor->numPolygons == 0; }
// For Person collision detection
bool handleClosestPoint(int &setX, int &setY, int &setPoly);
bool doBorderStuff(OnScreenPerson *moveMe);
// Save & load
void save(Common::WriteStream *stream);
bool load(Common::SeekableReadStream *stream);
private:
Floor *_currentFloor;
SludgeEngine *_vm;
bool getMatchingCorners(FloorPolygon &, FloorPolygon &, int &, int &);
bool closestPointOnLine(int &closestX, int &closestY, int x1, int y1, int x2, int y2, int xP, int yP);
bool pointInFloorPolygon(FloorPolygon &floorPoly, int x, int y);
bool polysShareSide(FloorPolygon &a, FloorPolygon &b);
};
} // End of namespace Sludge
#endif
|