mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-09 11:20:56 +00:00
297 lines
7.7 KiB
C++
297 lines
7.7 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "graphics/surface.h"
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#include "sludge/allfiles.h"
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#include "sludge/newfatal.h"
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#include "sludge/fileset.h"
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#include "sludge/graphics.h"
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#include "sludge/moreio.h"
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#include "sludge/sludge.h"
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#include "sludge/floor.h"
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namespace Sludge {
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Floor *currentFloor = NULL;
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bool pointInFloorPolygon(FloorPolygon &floorPoly, int x, int y) {
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int i = 0, j, c = 0;
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float xp_i, yp_i;
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float xp_j, yp_j;
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for (j = floorPoly.numVertices - 1; i < floorPoly.numVertices; j = i++) {
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xp_i = currentFloor->vertex[floorPoly.vertexID[i]].x;
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yp_i = currentFloor->vertex[floorPoly.vertexID[i]].y;
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xp_j = currentFloor->vertex[floorPoly.vertexID[j]].x;
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yp_j = currentFloor->vertex[floorPoly.vertexID[j]].y;
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if ((((yp_i <= y) && (y < yp_j)) || ((yp_j <= y) && (y < yp_i))) && (x < (xp_j - xp_i) * (y - yp_i) / (yp_j - yp_i) + xp_i)) {
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c = !c;
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}
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}
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return c;
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}
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bool getMatchingCorners(FloorPolygon &a, FloorPolygon &b, int &cornerA, int &cornerB) {
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int sharedVertices = 0;
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int i, j;
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for (i = 0; i < a.numVertices; i++) {
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for (j = 0; j < b.numVertices; j++) {
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if (a.vertexID[i] == b.vertexID[j]) {
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if (sharedVertices++) {
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cornerB = a.vertexID[i];
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return true;
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} else {
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cornerA = a.vertexID[i];
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}
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}
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}
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}
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return false;
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}
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bool polysShareSide(FloorPolygon &a, FloorPolygon &b) {
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int sharedVertices = 0;
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int i, j;
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for (i = 0; i < a.numVertices; i++) {
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for (j = 0; j < b.numVertices; j++) {
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if (a.vertexID[i] == b.vertexID[j]) {
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if (sharedVertices++)
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return true;
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}
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}
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}
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return false;
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}
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void noFloor() {
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currentFloor->numPolygons = 0;
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currentFloor->polygon = NULL;
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currentFloor->vertex = NULL;
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currentFloor->matrix = NULL;
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}
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bool initFloor() {
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currentFloor = new Floor;
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if (!checkNew(currentFloor))
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return false;
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noFloor();
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return true;
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}
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void killFloor() {
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if (currentFloor) {
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for (int i = 0; i < currentFloor->numPolygons; i++) {
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delete []currentFloor->polygon[i].vertexID;
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delete []currentFloor->matrix[i];
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}
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delete []currentFloor->polygon;
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currentFloor->polygon = NULL;
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delete []currentFloor->vertex;
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currentFloor->vertex = NULL;
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delete []currentFloor->matrix;
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currentFloor->matrix = NULL;
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}
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}
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void setFloorNull() {
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killFloor();
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noFloor();
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}
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bool setFloor(int fileNum) {
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int i, j;
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killFloor();
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setResourceForFatal(fileNum);
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if (!g_sludge->_resMan->openFileFromNum(fileNum))
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return false;
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// Find out how many polygons there are and reserve memory
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currentFloor->originalNum = fileNum;
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currentFloor->numPolygons = g_sludge->_resMan->getData()->readByte();
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currentFloor->polygon = new FloorPolygon[currentFloor->numPolygons];
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if (!checkNew(currentFloor->polygon))
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return false;
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// Read in each polygon
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for (i = 0; i < currentFloor->numPolygons; i++) {
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// Find out how many vertex IDs there are and reserve memory
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currentFloor->polygon[i].numVertices = g_sludge->_resMan->getData()->readByte();
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currentFloor->polygon[i].vertexID = new int[currentFloor->polygon[i].numVertices];
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if (!checkNew(currentFloor->polygon[i].vertexID))
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return false;
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// Read in each vertex ID
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for (j = 0; j < currentFloor->polygon[i].numVertices; j++) {
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currentFloor->polygon[i].vertexID[j] = g_sludge->_resMan->getData()->readUint16BE();
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}
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}
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// Find out how many vertices there are and reserve memory
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i = g_sludge->_resMan->getData()->readUint16BE();
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currentFloor->vertex = new Common::Point[i];
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if (!checkNew(currentFloor->vertex))
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return false;
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for (j = 0; j < i; j++) {
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currentFloor->vertex[j].x = g_sludge->_resMan->getData()->readUint16BE();
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currentFloor->vertex[j].y = g_sludge->_resMan->getData()->readUint16BE();
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}
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g_sludge->_resMan->finishAccess();
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// Now build the movement martix
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currentFloor->matrix = new int *[currentFloor->numPolygons];
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int **distanceMatrix = new int *[currentFloor->numPolygons];
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if (!checkNew(currentFloor->matrix))
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return false;
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for (i = 0; i < currentFloor->numPolygons; i++) {
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currentFloor->matrix[i] = new int[currentFloor->numPolygons];
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distanceMatrix[i] = new int[currentFloor->numPolygons];
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if (!checkNew(currentFloor->matrix[i]))
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return false;
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for (j = 0; j < currentFloor->numPolygons; j++) {
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currentFloor->matrix[i][j] = -1;
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distanceMatrix[i][j] = 10000;
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}
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}
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for (i = 0; i < currentFloor->numPolygons; i++) {
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for (j = 0; j < currentFloor->numPolygons; j++) {
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if (i != j) {
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if (polysShareSide(currentFloor->polygon[i], currentFloor->polygon[j])) {
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currentFloor->matrix[i][j] = j;
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distanceMatrix[i][j] = 1;
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}
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} else {
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currentFloor->matrix[i][j] = -2;
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distanceMatrix[i][j] = 0;
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}
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}
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}
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bool madeChange;
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int lookForDistance = 0;
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do {
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lookForDistance++;
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// debugMatrix ();
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madeChange = false;
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for (i = 0; i < currentFloor->numPolygons; i++) {
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for (j = 0; j < currentFloor->numPolygons; j++) {
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if (currentFloor->matrix[i][j] == -1) {
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// OK, so we don't know how to get from i to j...
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for (int d = 0; d < currentFloor->numPolygons; d++) {
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if (d != i && d != j) {
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if (currentFloor->matrix[i][d] == d && currentFloor->matrix[d][j] >= 0 && distanceMatrix[d][j] <= lookForDistance) {
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currentFloor->matrix[i][j] = d;
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distanceMatrix[i][j] = lookForDistance + 1;
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madeChange = true;
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}
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}
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}
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}
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}
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}
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} while (madeChange);
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for (i = 0; i < currentFloor->numPolygons; i++) {
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delete[] distanceMatrix[i];
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}
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delete []distanceMatrix;
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distanceMatrix = NULL;
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setResourceForFatal(-1);
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return true;
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}
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void drawFloor() {
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int i, j, nV;
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for (i = 0; i < currentFloor->numPolygons; i++) {
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nV = currentFloor->polygon[i].numVertices;
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if (nV > 1) {
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for (j = 1; j < nV; j++) {
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g_sludge->_gfxMan->drawLine(currentFloor->vertex[currentFloor->polygon[i].vertexID[j - 1]].x, currentFloor->vertex[currentFloor->polygon[i].vertexID[j - 1]].y,
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currentFloor->vertex[currentFloor->polygon[i].vertexID[j]].x, currentFloor->vertex[currentFloor->polygon[i].vertexID[j]].y);
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}
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g_sludge->_gfxMan->drawLine(currentFloor->vertex[currentFloor->polygon[i].vertexID[0]].x, currentFloor->vertex[currentFloor->polygon[i].vertexID[0]].y,
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currentFloor->vertex[currentFloor->polygon[i].vertexID[nV - 1]].x, currentFloor->vertex[currentFloor->polygon[i].vertexID[nV - 1]].y);
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}
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}
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}
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int inFloor(int x, int y) {
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int i, r = -1;
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for (i = 0; i < currentFloor->numPolygons; i++)
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if (pointInFloorPolygon(currentFloor->polygon[i], x, y))
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r = i;
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return r;
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}
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bool closestPointOnLine(int &closestX, int &closestY, int x1, int y1, int x2, int y2, int xP, int yP) {
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int xDiff = x2 - x1;
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int yDiff = y2 - y1;
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double m = xDiff * (xP - x1) + yDiff * (yP - y1);
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m /= (xDiff * xDiff) + (yDiff * yDiff);
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if (m < 0) {
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closestX = x1;
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closestY = y1;
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} else if (m > 1) {
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closestX = x2;
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closestY = y2;
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} else {
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closestX = x1 + m * xDiff;
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closestY = y1 + m * yDiff;
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return true;
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}
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return false;
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}
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} // End of namespace Sludge
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