mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-16 06:39:17 +00:00
a060d35418
numPolygons wasn't getting reset to 0, so the next invocation was trying to delete non-existent polygons
428 lines
12 KiB
C++
428 lines
12 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/fileset.h"
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#include "sludge/floor.h"
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#include "sludge/graphics.h"
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#include "sludge/moreio.h"
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#include "sludge/newfatal.h"
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#include "sludge/people.h"
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#include "sludge/sludge.h"
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#define ANGLEFIX (180.0 / 3.14157)
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namespace Sludge {
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FloorManager::FloorManager(SludgeEngine *vm) {
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_vm = vm;
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_currentFloor = nullptr;
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}
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FloorManager::~FloorManager() {
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kill();
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}
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bool FloorManager::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 FloorManager::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 FloorManager::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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bool FloorManager::init() {
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_currentFloor = new Floor;
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if (!checkNew(_currentFloor))
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return false;
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_currentFloor->numPolygons = 0;
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_currentFloor->polygon = nullptr;
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_currentFloor->vertex = nullptr;
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_currentFloor->matrix = nullptr;
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return true;
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}
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void FloorManager::setFloorNull() {
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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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_currentFloor->numPolygons = 0;
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delete[] _currentFloor->polygon;
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_currentFloor->polygon = nullptr;
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delete[] _currentFloor->vertex;
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_currentFloor->vertex = nullptr;
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delete[] _currentFloor->matrix;
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_currentFloor->matrix = nullptr;
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}
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}
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void FloorManager::kill() {
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setFloorNull();
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if (_currentFloor) {
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delete _currentFloor;
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_currentFloor = nullptr;
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}
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}
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bool FloorManager::setFloor(int fileNum) {
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int i, j;
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setFloorNull();
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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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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 = nullptr;
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setResourceForFatal(-1);
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return true;
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}
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void FloorManager::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 FloorManager::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 FloorManager::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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bool FloorManager::handleClosestPoint(int &setX, int &setY, int &setPoly) {
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int gotX = 320, gotY = 200, gotPoly = -1, i, j, xTest1, yTest1, xTest2, yTest2, closestX, closestY, oldJ, currentDistance = 0xFFFFF, thisDistance;
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for (i = 0; i < _currentFloor->numPolygons; i++) {
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oldJ = _currentFloor->polygon[i].numVertices - 1;
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for (j = 0; j < _currentFloor->polygon[i].numVertices; j++) {
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xTest1 = _currentFloor->vertex[_currentFloor->polygon[i].vertexID[j]].x;
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yTest1 = _currentFloor->vertex[_currentFloor->polygon[i].vertexID[j]].y;
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xTest2 = _currentFloor->vertex[_currentFloor->polygon[i].vertexID[oldJ]].x;
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yTest2 = _currentFloor->vertex[_currentFloor->polygon[i].vertexID[oldJ]].y;
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closestPointOnLine(closestX, closestY, xTest1, yTest1, xTest2, yTest2, setX, setY);
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xTest1 = setX - closestX;
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yTest1 = setY - closestY;
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thisDistance = xTest1 * xTest1 + yTest1 * yTest1;
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if (thisDistance < currentDistance) {
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currentDistance = thisDistance;
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gotX = closestX;
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gotY = closestY;
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gotPoly = i;
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}
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oldJ = j;
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}
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}
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if (gotPoly == -1)
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return false;
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setX = gotX;
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setY = gotY;
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setPoly = gotPoly;
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return true;
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}
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bool FloorManager::doBorderStuff(OnScreenPerson *moveMe) {
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if (moveMe->inPoly == moveMe->walkToPoly) {
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moveMe->inPoly = -1;
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moveMe->thisStepX = moveMe->walkToX;
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moveMe->thisStepY = moveMe->walkToY;
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} else {
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// The section in which we need to be next...
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int newPoly = _currentFloor->matrix[moveMe->inPoly][moveMe->walkToPoly];
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if (newPoly == -1)
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return false;
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// Grab the index of the second matching corner...
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int ID, ID2;
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if (!getMatchingCorners(_currentFloor->polygon[moveMe->inPoly], _currentFloor->polygon[newPoly], ID, ID2))
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return fatal("Not a valid floor plan!");
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// Remember that we're walking to the new polygon...
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moveMe->inPoly = newPoly;
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// Calculate the destination position on the coincidantal line...
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int x1 = moveMe->x, y1 = moveMe->y;
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int x2 = moveMe->walkToX, y2 = moveMe->walkToY;
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int x3 = _currentFloor->vertex[ID].x, y3 = _currentFloor->vertex[ID].y;
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int x4 = _currentFloor->vertex[ID2].x, y4 = _currentFloor->vertex[ID2].y;
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int xAB = x1 - x2;
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int yAB = y1 - y2;
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int xCD = x4 - x3;
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int yCD = y4 - y3;
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double m = (yAB * (x3 - x1) - xAB * (y3 - y1));
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m /= ((xAB * yCD) - (yAB * xCD));
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if (m > 0 && m < 1) {
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moveMe->thisStepX = x3 + m * xCD;
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moveMe->thisStepY = y3 + m * yCD;
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} else {
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int dx13 = x1 - x3, dx14 = x1 - x4, dx23 = x2 - x3, dx24 = x2 - x4;
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int dy13 = y1 - y3, dy14 = y1 - y4, dy23 = y2 - y3, dy24 = y2 - y4;
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dx13 *= dx13;
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dx14 *= dx14;
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dx23 *= dx23;
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dx24 *= dx24;
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dy13 *= dy13;
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dy14 *= dy14;
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dy23 *= dy23;
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dy24 *= dy24;
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if (sqrt((double)dx13 + dy13) + sqrt((double)dx23 + dy23) < sqrt((double)dx14 + dy14) + sqrt((double)dx24 + dy24)) {
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moveMe->thisStepX = x3;
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moveMe->thisStepY = y3;
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} else {
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moveMe->thisStepX = x4;
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moveMe->thisStepY = y4;
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}
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}
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}
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float yDiff = moveMe->thisStepY - moveMe->y;
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float xDiff = moveMe->x - moveMe->thisStepX;
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if (xDiff || yDiff) {
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moveMe->wantAngle = 180 + ANGLEFIX * atan2(xDiff, yDiff * 2);
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moveMe->spinning = true;
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}
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moveMe->makeTalker();
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return true;
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}
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void FloorManager::save(Common::WriteStream *stream) {
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if (_currentFloor->numPolygons) {
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stream->writeByte(1);
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stream->writeUint16BE(_currentFloor->originalNum);
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} else {
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stream->writeByte(0);
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}
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}
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bool FloorManager::load(Common::SeekableReadStream *stream) {
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if (stream->readByte()) {
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if (!setFloor(stream->readUint16BE()))
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return false;
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} else {
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setFloorNull();
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}
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return true;
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}
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} // End of namespace Sludge
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