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https://github.com/libretro/scummvm.git
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447 lines
14 KiB
C++
447 lines
14 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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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 "engines/icb/p4.h"
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/common/px_floor_map.h"
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#include "engines/icb/common/px_linkeddatafile.h"
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#include "engines/icb/mission.h"
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#include "engines/icb/session.h"
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#include "engines/icb/object_structs.h"
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#include "engines/icb/debug.h"
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#include "engines/icb/floors.h"
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#include "engines/icb/global_objects.h"
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#include "engines/icb/res_man.h"
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namespace ICB {
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_floor_world::_floor_world() {}
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void _floor_world::___init() {
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// init the floor and exit object
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// works out how many floor levels are in the map and makes a list of them
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// sets total_floors
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// total_heights
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// fills heights[]
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uint32 buf_hash = NULL_HASH;
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uint32 j, k, len;
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PXreal temp;
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_floor *floor;
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// load the file for this session
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// When clustered the session files have the base stripped
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len = sprintf(temp_buf, "%s", PX_FILENAME_FLOOR_MAP);
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if (len > ENGINE_STRING_LEN)
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Fatal_error("_floor_world::___init string len error");
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uint32 cluster_hash = MS->Fetch_session_cluster_hash();
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floors = (_linked_data_file *)private_session_resman->Res_open(temp_buf, buf_hash, MS->Fetch_session_cluster(), cluster_hash);
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// Check the file schema
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if (floors->GetHeaderVersion() != VERSION_PXWGFLOORS)
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Fatal_error("Incorrect version number for floor data [%s] - file has %d, engine has %d", temp_buf, floors->GetHeaderVersion(), VERSION_PXWGFLOORS);
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// set this for convenience
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total_floors = floors->Fetch_number_of_items();
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Tdebug("floors.txt", "##total floors %d", total_floors);
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// check for no floors
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if (!total_floors) // no floors :O
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Fatal_error("session has no floors - engine cannot proceed");
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if (total_floors > MAX_floors) // general legality check to catch corrupt files
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Fatal_error("engine stopping due to suspicious PxWGFloors file - has %d floors", total_floors);
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// get some useful stats
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total_heights = 0; // set to 0
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int nMissing = 0;
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for (j = 0; j < total_floors; j++) {
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floor = (_floor *)floors->Fetch_item_by_number(j);
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if (total_heights) {
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// see if this height is already defined
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for (k = 0; k < total_heights; k++)
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if (heights[k] == floor->base_height)
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break; // already here
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if (k == total_heights) {
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// not found so register the new height
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heights[total_heights++] = floor->base_height;
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if (total_heights > MAX_slices)
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Fatal_error("_floor_world::___init has run out of slices - %d found, %d allowed", total_heights, MAX_slices);
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}
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} else {
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// register the first height
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heights[0] = floor->base_height;
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total_heights = 1;
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}
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}
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if (nMissing > 0) {
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Fatal_error("%d missing cameras : Game must terminate", nMissing);
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}
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// now sort the heights
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if (total_heights > 1) {
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for (j = 0; j < total_heights; j++) {
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for (k = 0; k < total_heights - 1; k++) {
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if (heights[k] > heights[k + 1]) {
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temp = heights[k + 1];
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heights[k + 1] = heights[k];
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heights[k] = temp;
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}
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}
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}
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}
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// create a dummy top floor figure for floor_y_volume creation
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heights[total_heights] = REAL_LARGE;
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Tdebug("floors.txt", "\n\n\n\n%d different heights", total_heights);
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for (j = 0; j < total_heights; j++)
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Tdebug("floors.txt", " %3.1f", heights[j]);
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Tdebug("floors.txt", "\n\n\ncreating floor y volume table\n");
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// in-case second time around
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// create room height table
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for (j = 0; j < total_floors; j++) {
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floor = (_floor *)floors->Fetch_item_by_number(j);
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for (k = 0; k < total_heights; k++) {
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if (floor->base_height == heights[k]) {
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floor_y_volume[j] = (heights[k + 1] - REAL_ONE);
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Tdebug("floors.txt", "floor %d, base %3.2f, top %3.2f", j, floor->base_height, floor_y_volume[j]);
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}
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}
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}
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}
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bool8 _floor_world::On_a_floor(_mega *mega) {
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// is a mega on a floor
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// used to dismiss gunshots when on stairs, etc.
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uint32 j;
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for (j = 0; j < total_heights; j++)
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if (mega->actor_xyz.y == heights[j])
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return TRUE8;
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return FALSE8;
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}
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void _floor_world::Allign_with_floor(_mega *mega) {
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uint32 j;
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// check against actualy heights
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for (j = 0; j < total_heights; j++) {
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if (mega->actor_xyz.y == heights[j])
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return;
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}
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// not on one so align with one if we are pretty near
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for (j = 0; j < total_heights; j++) {
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if (PXfabs(mega->actor_xyz.y - heights[j]) < (REAL_ONE * 15)) {
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mega->actor_xyz.y = heights[j];
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return;
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}
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}
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}
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PXreal _floor_world::Return_true_y(PXreal y) {
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// snap a y coordinate up or down to the floor it is meant to be
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// used by walk area camera director
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uint32 j;
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// check against actualy heights
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for (j = 0; j < total_heights; j++)
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if (y == heights[j])
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return y;
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// not on one so align with one if we are pretty near
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for (j = 0; j < total_heights; j++)
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if (PXfabs(y - heights[j]) < (REAL_ONE * 15)) {
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y = heights[j];
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return y;
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}
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return y;
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}
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_floor_world::~_floor_world() {
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//_floor_world destructor
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Zdebug("*_floor_world destructing*");
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}
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uint32 _floor_world::Fetch_floor_number_by_name(const char *name) {
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// return a pointer to a named floor to an external routine - most likely a fn_funtion
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return (floors->Fetch_item_number_by_name(name));
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}
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uint32 _floor_world::Return_floor_rect(PXreal x, PXreal z, PXreal y, uint32 rubber) {
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// find the floor LRECT that point x,y,z lies within
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// returns rect number and pointer to _rect
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// or PXNULL
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uint32 j;
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// search through all floors
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for (j = 0; j < total_floors; j++) {
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_floor *floor;
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floor = (_floor *)floors->Fetch_item_by_number(j);
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if (floor->base_height == (int32)y) {
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// this floor is in our view level
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// check our x,z against all the rects
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// if hit then return floor number
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if ((x >= (PXreal)(floor->rect.x1 - rubber)) && (x <= (PXreal)(floor->rect.x2 + rubber)) && (z >= (PXreal)(floor->rect.z1 - rubber)) &&
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(z <= (PXreal)(floor->rect.z2 + rubber)))
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return (j);
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}
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}
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// point is not on any floor rect
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return (PXNULL);
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}
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bool8 _floor_world::Point_on_rubber_floor(PXreal x, PXreal z, PXreal y, uint32 rubber, uint32 rect_num) {
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_floor *floor;
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floor = (_floor *)floors->Fetch_item_by_number(rect_num);
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if (floor->base_height == (int32)y) {
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// if hit then return floor number
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if ((x >= (PXreal)(floor->rect.x1 - rubber)) && (x <= (PXreal)(floor->rect.x2 + rubber)) && (z >= (PXreal)(floor->rect.z1 - rubber)) &&
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(z <= (PXreal)(floor->rect.z2 + rubber)))
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return TRUE8;
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}
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// point is not on floor rect
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return FALSE8;
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}
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uint32 _floor_world::Locate_floor_rect(PXreal x, PXreal z, PXreal y, _floor **rct) {
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// find the floor RECT that point x,y,z lies within
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// returns rect number and pointer to _rect
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// or PXNULL
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uint32 j;
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for (j = 0; j < total_floors; j++) {
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_floor *floor;
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floor = (_floor *)floors->Fetch_item_by_number(j);
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if (floor->base_height == (int32)y) {
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// this floor is in our view level
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// check our x,z against all the rects
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// if hit then return floor number
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if ((x >= (PXreal)floor->rect.x1) && (x <= (PXreal)floor->rect.x2) && (z >= (PXreal)floor->rect.z1) && (z <= (PXreal)floor->rect.z2)) {
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*rct = floor;
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return (j);
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}
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}
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}
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// point is not on any floor rect
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Message_box("no floor");
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return (PXNULL);
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}
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void _floor_world::Set_floor_rect_flag(_logic *log) {
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// find the floor RECT that character belongs to and fill in the owner_floor_rect flag
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// note - there are ways to speed this up. We could record the rect and then only do a full search if the object
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// moves outside the recorded rect again
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uint32 j;
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_floor *floor;
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PXreal y;
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#define FLOOR_RUBBER (20 * REAL_ONE)
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// y locking
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if (log->mega->y_locked)
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y = log->mega->y_lock;
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else
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y = log->mega->actor_xyz.y;
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// ylocking
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// first see if we're one same one as last time
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floor = (_floor *)floors->Fetch_item_by_number(log->owner_floor_rect);
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if ((y >= (floor->base_height - (0 * REAL_ONE))) && ((y <= (floor_y_volume[log->owner_floor_rect] - (0 * REAL_ONE))))) // this floor is in our view level
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if ((log->mega->actor_xyz.x >= (floor->rect.x1 - FLOOR_RUBBER)) && (log->mega->actor_xyz.x <= (floor->rect.x2 + FLOOR_RUBBER)) &&
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(log->mega->actor_xyz.z >= (floor->rect.z1 - FLOOR_RUBBER)) && (log->mega->actor_xyz.z <= (floor->rect.z2 + FLOOR_RUBBER))) {
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Zdebug("[%s]still on %d", MS->Fetch_object_name(MS->Fetch_cur_id()), log->owner_floor_rect);
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return; // yup, still hitting!
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}
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// search through all floors
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for (j = 0; j < total_floors; j++) {
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floor = (_floor *)floors->Fetch_item_by_number(j);
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if ((y >= (floor->base_height - (0 * REAL_ONE))) && ((y <= (floor_y_volume[j] - (0 * REAL_ONE))))) {
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// this floor is in our view level
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// if hit then return floor number
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if ((log->mega->actor_xyz.x >= floor->rect.x1) && (log->mega->actor_xyz.x <= floor->rect.x2) && (log->mega->actor_xyz.z >= floor->rect.z1) &&
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(log->mega->actor_xyz.z <= floor->rect.z2)) {
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log->owner_floor_rect = j;
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return;
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}
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}
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}
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// point is not on any floor rect
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// hmmm, well, hold previous value i guess
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Tdebug("warning.txt", "Set_floor_rect_flag; %s has no floor", MS->Fetch_object_name(MS->Fetch_cur_id()));
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}
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uint32 _floor_world::Return_non_rubber_floor_no(_logic *log, uint32 cur_rubber_floor) {
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// return exact box
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// used by camera director when leaving WA's
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uint32 j;
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_floor *floor;
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// first see if we're one same one as last time
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floor = (_floor *)floors->Fetch_item_by_number(cur_rubber_floor);
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if ((log->mega->actor_xyz.y >= floor->base_height) && ((log->mega->actor_xyz.y <= floor_y_volume[log->owner_floor_rect]))) // this floor is in our view level
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if ((log->mega->actor_xyz.x >= (floor->rect.x1)) && (log->mega->actor_xyz.x <= (floor->rect.x2)) && (log->mega->actor_xyz.z >= (floor->rect.z1)) &&
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(log->mega->actor_xyz.z <= (floor->rect.z2))) {
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return cur_rubber_floor; // yup, still hitting!
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}
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// search through all floors
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for (j = 0; j < total_floors; j++) {
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floor = (_floor *)floors->Fetch_item_by_number(j);
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if ((log->mega->actor_xyz.y >= floor->base_height) && ((log->mega->actor_xyz.y <= floor_y_volume[j]))) {
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// this floor is in our view level
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// if hit then return floor number
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if ((log->mega->actor_xyz.x >= floor->rect.x1) && (log->mega->actor_xyz.x <= floor->rect.x2) && (log->mega->actor_xyz.z >= floor->rect.z1) &&
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(log->mega->actor_xyz.z <= floor->rect.z2)) {
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return j;
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}
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}
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}
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// point is not on any floor rect
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// hmmm, well, hold previous value i guess
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return cur_rubber_floor;
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}
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PXreal _floor_world::Gravitise_y(PXreal y) {
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// pull a y coordinate back to a floor height
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int32 j;
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for (j = total_heights - 1; j != -1; j--) { // 4 heights == j=3 == [0][1][2][3]
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if (y >= heights[j]) {
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return (heights[j]);
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}
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}
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Zdebug("\n\nGravitise_y %3.2f", y);
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for (j = 0; j < (int32)total_heights; j++)
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Zdebug("%d [%3.2f]", j, heights[j]);
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Fatal_error("Gravitise_y finds major height problem - %s", MS->Fetch_object_name(MS->Fetch_cur_id()));
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return (y);
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}
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PXreal _floor_world::Floor_safe_gravitise_y(PXreal fY) {
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int32 i;
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// This function does the same as Gravitise_y() but does not Fatal_error if it
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// falls out of the bottom of the game world. This is to correct faults in the
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// art (surprise, surprise) that were causing megas on ladders to briefly have a
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// y-coordinate lower than the floor the ladder bottom is on.
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for (i = total_heights - 1; i != -1; --i) {
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if (fY >= heights[i])
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return (heights[i]);
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}
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// Simply return the lowest floor height.
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return (heights[0]);
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}
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int32 _floor_world::Project_point_down_through_floors(int32 nX, int32 nY, int32 nZ) {
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int32 nSliceIndex;
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uint32 j;
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_floor *pFloor;
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// Do what the normal Gravitise_y() does to place the point on the slice height below it.
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nSliceIndex = total_heights - 1;
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while ((nSliceIndex > -1) && (nY < (int32)heights[nSliceIndex]))
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--nSliceIndex;
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// See which loop condition failed.
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if (nSliceIndex == -1) {
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// Fell out of the bottom of the floor world, but this is not an error in this function.
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return (-1);
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}
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// Right, we have put the point on a slice. While there are slices still to go
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// beneath the current point, we check if the point lies within a floor rectangle
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// on that height.
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while (nSliceIndex > -1) {
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nY = (int32)heights[nSliceIndex];
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for (j = 0; j < total_floors; ++j) {
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pFloor = (_floor *)floors->Fetch_item_by_number(j);
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if (pFloor->base_height == nY) {
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// Floor at this height, so check its position.
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if ((nX >= pFloor->rect.x1) && (nX <= pFloor->rect.x2) && (nZ >= pFloor->rect.z1) && (nZ <= pFloor->rect.z2)) {
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return (nSliceIndex);
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}
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}
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}
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// Right, the point hit nothing on that level. Move to the slice below.
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--nSliceIndex;
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}
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// If we fell out, it is not an error. It simply means there is no floor beneath
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// the point we are checking.
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return (-1);
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}
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} // End of namespace ICB
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