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131 lines
4.5 KiB
C++
131 lines
4.5 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/game_volume.h"
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#include "engines/icb/debug.h"
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namespace ICB {
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void _game_volume::SetUpParameters(_linked_data_file *pyLOSData) {
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uint32 i;
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_barrier_slice *pSlice;
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_slice_limit sSliceLimit;
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// Store the pointer to the data file.
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m_pyLOSMemFile = pyLOSData;
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// Get the first slice and use this to set the horizontal sizes, since they all share the
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// same horizontal sizes.
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pSlice = (_barrier_slice *)pyLOSData->Fetch_item_by_number(0);
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m_fLeftEdge = pSlice->left_edge;
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m_fRightEdge = pSlice->right_edge;
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m_fBackEdge = pSlice->back_edge;
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m_fFrontEdge = pSlice->front_edge;
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// Set the array dimensions.
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m_nXSize = pSlice->row_length;
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m_nZSize = pSlice->num_cubes / m_nXSize;
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// Work out minimum X and Z, so I can work out true array indices later.
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m_nMinimumXIndex = (int32)(m_fLeftEdge / (PXreal)FLOOR_CUBE_SIZE);
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m_nMinimumZIndex = (int32)(m_fBackEdge / (PXreal)FLOOR_CUBE_SIZE);
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// Now set the slice heights.
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m_nNumSlices = pyLOSData->Fetch_number_of_items();
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for (i = 0; i < m_nNumSlices; ++i) {
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pSlice = (_barrier_slice *)pyLOSData->Fetch_item_by_number(i);
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sSliceLimit.fTop = pSlice->top;
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sSliceLimit.fBottom = pSlice->bottom;
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m_oSliceLimits[i] = sSliceLimit;
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}
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// Set the absolute top and bottom of the volume.
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m_fAbsoluteTop = m_oSliceLimits[m_nNumSlices - 1].fTop;
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m_fAbsoluteBottom = m_oSliceLimits[0].fBottom;
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// The object is now valid.
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m_bValid = TRUE8;
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m_nPadding[0] = 0;
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m_nPadding[1] = 0;
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m_nPadding[2] = 0;
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}
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bool8 _game_volume::GetCubeAndIndices(const px3DRealPoint &oPoint, // IN: The current point in space.
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_XYZ_index &oIndex, // OUT: The XYZ array index containing the point.
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_bullet_cube &oCube // OUT: Dimensions of the cube represented by the index.
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) const {
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int32 nIndex;
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int32 nLeastSide;
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uint32 nSlice;
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// Check if the point is outside the game world. If it is, we can't have hit the object and we
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// won't be colliding with anymore barriers, so we simply stop tracing.
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if ((oPoint.GetX() < m_fLeftEdge) || (oPoint.GetX() > m_fRightEdge) || (oPoint.GetZ() < m_fBackEdge) || (oPoint.GetZ() > m_fFrontEdge) ||
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(oPoint.GetY() < m_fAbsoluteBottom) || (oPoint.GetY() > m_fAbsoluteTop))
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return (FALSE8);
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// Work out left and right.
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if (oPoint.GetX() < REAL_ZERO)
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nIndex = (int32)((oPoint.GetX() + REAL_ONE) / (PXreal)FLOOR_CUBE_SIZE) - 1;
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else
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nIndex = (int32)(oPoint.GetX() / (PXreal)FLOOR_CUBE_SIZE);
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nLeastSide = nIndex * FLOOR_CUBE_SIZE;
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oCube.fLeft = (PXreal)nLeastSide;
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oCube.fRight = (PXreal)(nLeastSide + (FLOOR_CUBE_SIZE - 1));
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oIndex.nX = nIndex + (-m_nMinimumXIndex);
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// Now front and back.
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if (oPoint.GetZ() < REAL_ZERO)
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nIndex = (int32)((oPoint.GetZ() + REAL_ONE) / (PXreal)FLOOR_CUBE_SIZE) - 1;
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else
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nIndex = (int32)(oPoint.GetZ() / (PXreal)FLOOR_CUBE_SIZE);
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nLeastSide = nIndex * FLOOR_CUBE_SIZE;
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oCube.fBack = (PXreal)nLeastSide;
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oCube.fFront = (PXreal)(nLeastSide + (FLOOR_CUBE_SIZE - 1));
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oIndex.nZ = nIndex + (-m_nMinimumZIndex);
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// The top and bottom involve finding out which slice the point is in.
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nSlice = 0;
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while ((nSlice < m_nNumSlices) && (oPoint.GetY() > m_oSliceLimits[nSlice].fTop))
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++nSlice;
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oIndex.nY = nSlice;
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oCube.fBottom = m_oSliceLimits[oIndex.nY].fBottom;
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oCube.fTop = m_oSliceLimits[oIndex.nY].fTop;
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// Tell tracer to continue tracing.
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return (TRUE8);
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}
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} // End of namespace ICB
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