scummvm/engines/sludge/floor.cpp
Sebastian Krzyszkowiak a060d35418 SLUDGE: fix crash in FloorManager::setFloorNull
numPolygons wasn't getting reset to 0, so the next invocation was
trying to delete non-existent polygons
2019-06-18 00:10:03 +03:00

428 lines
12 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "graphics/surface.h"
#include "sludge/allfiles.h"
#include "sludge/fileset.h"
#include "sludge/floor.h"
#include "sludge/graphics.h"
#include "sludge/moreio.h"
#include "sludge/newfatal.h"
#include "sludge/people.h"
#include "sludge/sludge.h"
#define ANGLEFIX (180.0 / 3.14157)
namespace Sludge {
FloorManager::FloorManager(SludgeEngine *vm) {
_vm = vm;
_currentFloor = nullptr;
}
FloorManager::~FloorManager() {
kill();
}
bool FloorManager::pointInFloorPolygon(FloorPolygon &floorPoly, int x, int y) {
int i = 0, j, c = 0;
float xp_i, yp_i;
float xp_j, yp_j;
for (j = floorPoly.numVertices - 1; i < floorPoly.numVertices; j = i++) {
xp_i = _currentFloor->vertex[floorPoly.vertexID[i]].x;
yp_i = _currentFloor->vertex[floorPoly.vertexID[i]].y;
xp_j = _currentFloor->vertex[floorPoly.vertexID[j]].x;
yp_j = _currentFloor->vertex[floorPoly.vertexID[j]].y;
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)) {
c = !c;
}
}
return c;
}
bool FloorManager::getMatchingCorners(FloorPolygon &a, FloorPolygon &b, int &cornerA, int &cornerB) {
int sharedVertices = 0;
int i, j;
for (i = 0; i < a.numVertices; i++) {
for (j = 0; j < b.numVertices; j++) {
if (a.vertexID[i] == b.vertexID[j]) {
if (sharedVertices++) {
cornerB = a.vertexID[i];
return true;
} else {
cornerA = a.vertexID[i];
}
}
}
}
return false;
}
bool FloorManager::polysShareSide(FloorPolygon &a, FloorPolygon &b) {
int sharedVertices = 0;
int i, j;
for (i = 0; i < a.numVertices; i++) {
for (j = 0; j < b.numVertices; j++) {
if (a.vertexID[i] == b.vertexID[j]) {
if (sharedVertices++)
return true;
}
}
}
return false;
}
bool FloorManager::init() {
_currentFloor = new Floor;
if (!checkNew(_currentFloor))
return false;
_currentFloor->numPolygons = 0;
_currentFloor->polygon = nullptr;
_currentFloor->vertex = nullptr;
_currentFloor->matrix = nullptr;
return true;
}
void FloorManager::setFloorNull() {
if (_currentFloor) {
for (int i = 0; i < _currentFloor->numPolygons; i++) {
delete[] _currentFloor->polygon[i].vertexID;
delete[] _currentFloor->matrix[i];
}
_currentFloor->numPolygons = 0;
delete[] _currentFloor->polygon;
_currentFloor->polygon = nullptr;
delete[] _currentFloor->vertex;
_currentFloor->vertex = nullptr;
delete[] _currentFloor->matrix;
_currentFloor->matrix = nullptr;
}
}
void FloorManager::kill() {
setFloorNull();
if (_currentFloor) {
delete _currentFloor;
_currentFloor = nullptr;
}
}
bool FloorManager::setFloor(int fileNum) {
int i, j;
setFloorNull();
setResourceForFatal(fileNum);
if (!g_sludge->_resMan->openFileFromNum(fileNum))
return false;
// Find out how many polygons there are and reserve memory
_currentFloor->originalNum = fileNum;
_currentFloor->numPolygons = g_sludge->_resMan->getData()->readByte();
_currentFloor->polygon = new FloorPolygon[_currentFloor->numPolygons];
if (!checkNew(_currentFloor->polygon))
return false;
// Read in each polygon
for (i = 0; i < _currentFloor->numPolygons; i++) {
// Find out how many vertex IDs there are and reserve memory
_currentFloor->polygon[i].numVertices = g_sludge->_resMan->getData()->readByte();
_currentFloor->polygon[i].vertexID = new int[_currentFloor->polygon[i].numVertices];
if (!checkNew(_currentFloor->polygon[i].vertexID))
return false;
// Read in each vertex ID
for (j = 0; j < _currentFloor->polygon[i].numVertices; j++) {
_currentFloor->polygon[i].vertexID[j] = g_sludge->_resMan->getData()->readUint16BE();
}
}
// Find out how many vertices there are and reserve memory
i = g_sludge->_resMan->getData()->readUint16BE();
_currentFloor->vertex = new Common::Point[i];
if (!checkNew(_currentFloor->vertex))
return false;
for (j = 0; j < i; j++) {
_currentFloor->vertex[j].x = g_sludge->_resMan->getData()->readUint16BE();
_currentFloor->vertex[j].y = g_sludge->_resMan->getData()->readUint16BE();
}
g_sludge->_resMan->finishAccess();
// Now build the movement martix
_currentFloor->matrix = new int *[_currentFloor->numPolygons];
int **distanceMatrix = new int *[_currentFloor->numPolygons];
if (!checkNew(_currentFloor->matrix))
return false;
for (i = 0; i < _currentFloor->numPolygons; i++) {
_currentFloor->matrix[i] = new int[_currentFloor->numPolygons];
distanceMatrix[i] = new int[_currentFloor->numPolygons];
if (!checkNew(_currentFloor->matrix[i]))
return false;
for (j = 0; j < _currentFloor->numPolygons; j++) {
_currentFloor->matrix[i][j] = -1;
distanceMatrix[i][j] = 10000;
}
}
for (i = 0; i < _currentFloor->numPolygons; i++) {
for (j = 0; j < _currentFloor->numPolygons; j++) {
if (i != j) {
if (polysShareSide(_currentFloor->polygon[i], _currentFloor->polygon[j])) {
_currentFloor->matrix[i][j] = j;
distanceMatrix[i][j] = 1;
}
} else {
_currentFloor->matrix[i][j] = -2;
distanceMatrix[i][j] = 0;
}
}
}
bool madeChange;
int lookForDistance = 0;
do {
lookForDistance++;
madeChange = false;
for (i = 0; i < _currentFloor->numPolygons; i++) {
for (j = 0; j < _currentFloor->numPolygons; j++) {
if (_currentFloor->matrix[i][j] == -1) {
// OK, so we don't know how to get from i to j...
for (int d = 0; d < _currentFloor->numPolygons; d++) {
if (d != i && d != j) {
if (_currentFloor->matrix[i][d] == d && _currentFloor->matrix[d][j] >= 0 && distanceMatrix[d][j] <= lookForDistance) {
_currentFloor->matrix[i][j] = d;
distanceMatrix[i][j] = lookForDistance + 1;
madeChange = true;
}
}
}
}
}
}
} while (madeChange);
for (i = 0; i < _currentFloor->numPolygons; i++) {
delete[] distanceMatrix[i];
}
delete []distanceMatrix;
distanceMatrix = nullptr;
setResourceForFatal(-1);
return true;
}
void FloorManager::drawFloor() {
int i, j, nV;
for (i = 0; i < _currentFloor->numPolygons; i++) {
nV = _currentFloor->polygon[i].numVertices;
if (nV > 1) {
for (j = 1; j < nV; j++) {
g_sludge->_gfxMan->drawLine(_currentFloor->vertex[_currentFloor->polygon[i].vertexID[j - 1]].x, _currentFloor->vertex[_currentFloor->polygon[i].vertexID[j - 1]].y,
_currentFloor->vertex[_currentFloor->polygon[i].vertexID[j]].x, _currentFloor->vertex[_currentFloor->polygon[i].vertexID[j]].y);
}
g_sludge->_gfxMan->drawLine(_currentFloor->vertex[_currentFloor->polygon[i].vertexID[0]].x, _currentFloor->vertex[_currentFloor->polygon[i].vertexID[0]].y,
_currentFloor->vertex[_currentFloor->polygon[i].vertexID[nV - 1]].x, _currentFloor->vertex[_currentFloor->polygon[i].vertexID[nV - 1]].y);
}
}
}
int FloorManager::inFloor(int x, int y) {
int i, r = -1;
for (i = 0; i < _currentFloor->numPolygons; i++)
if (pointInFloorPolygon(_currentFloor->polygon[i], x, y))
r = i;
return r;
}
bool FloorManager::closestPointOnLine(int &closestX, int &closestY, int x1, int y1, int x2, int y2, int xP, int yP) {
int xDiff = x2 - x1;
int yDiff = y2 - y1;
double m = xDiff * (xP - x1) + yDiff * (yP - y1);
m /= (xDiff * xDiff) + (yDiff * yDiff);
if (m < 0) {
closestX = x1;
closestY = y1;
} else if (m > 1) {
closestX = x2;
closestY = y2;
} else {
closestX = x1 + m * xDiff;
closestY = y1 + m * yDiff;
return true;
}
return false;
}
bool FloorManager::handleClosestPoint(int &setX, int &setY, int &setPoly) {
int gotX = 320, gotY = 200, gotPoly = -1, i, j, xTest1, yTest1, xTest2, yTest2, closestX, closestY, oldJ, currentDistance = 0xFFFFF, thisDistance;
for (i = 0; i < _currentFloor->numPolygons; i++) {
oldJ = _currentFloor->polygon[i].numVertices - 1;
for (j = 0; j < _currentFloor->polygon[i].numVertices; j++) {
xTest1 = _currentFloor->vertex[_currentFloor->polygon[i].vertexID[j]].x;
yTest1 = _currentFloor->vertex[_currentFloor->polygon[i].vertexID[j]].y;
xTest2 = _currentFloor->vertex[_currentFloor->polygon[i].vertexID[oldJ]].x;
yTest2 = _currentFloor->vertex[_currentFloor->polygon[i].vertexID[oldJ]].y;
closestPointOnLine(closestX, closestY, xTest1, yTest1, xTest2, yTest2, setX, setY);
xTest1 = setX - closestX;
yTest1 = setY - closestY;
thisDistance = xTest1 * xTest1 + yTest1 * yTest1;
if (thisDistance < currentDistance) {
currentDistance = thisDistance;
gotX = closestX;
gotY = closestY;
gotPoly = i;
}
oldJ = j;
}
}
if (gotPoly == -1)
return false;
setX = gotX;
setY = gotY;
setPoly = gotPoly;
return true;
}
bool FloorManager::doBorderStuff(OnScreenPerson *moveMe) {
if (moveMe->inPoly == moveMe->walkToPoly) {
moveMe->inPoly = -1;
moveMe->thisStepX = moveMe->walkToX;
moveMe->thisStepY = moveMe->walkToY;
} else {
// The section in which we need to be next...
int newPoly = _currentFloor->matrix[moveMe->inPoly][moveMe->walkToPoly];
if (newPoly == -1)
return false;
// Grab the index of the second matching corner...
int ID, ID2;
if (!getMatchingCorners(_currentFloor->polygon[moveMe->inPoly], _currentFloor->polygon[newPoly], ID, ID2))
return fatal("Not a valid floor plan!");
// Remember that we're walking to the new polygon...
moveMe->inPoly = newPoly;
// Calculate the destination position on the coincidantal line...
int x1 = moveMe->x, y1 = moveMe->y;
int x2 = moveMe->walkToX, y2 = moveMe->walkToY;
int x3 = _currentFloor->vertex[ID].x, y3 = _currentFloor->vertex[ID].y;
int x4 = _currentFloor->vertex[ID2].x, y4 = _currentFloor->vertex[ID2].y;
int xAB = x1 - x2;
int yAB = y1 - y2;
int xCD = x4 - x3;
int yCD = y4 - y3;
double m = (yAB * (x3 - x1) - xAB * (y3 - y1));
m /= ((xAB * yCD) - (yAB * xCD));
if (m > 0 && m < 1) {
moveMe->thisStepX = x3 + m * xCD;
moveMe->thisStepY = y3 + m * yCD;
} else {
int dx13 = x1 - x3, dx14 = x1 - x4, dx23 = x2 - x3, dx24 = x2 - x4;
int dy13 = y1 - y3, dy14 = y1 - y4, dy23 = y2 - y3, dy24 = y2 - y4;
dx13 *= dx13;
dx14 *= dx14;
dx23 *= dx23;
dx24 *= dx24;
dy13 *= dy13;
dy14 *= dy14;
dy23 *= dy23;
dy24 *= dy24;
if (sqrt((double)dx13 + dy13) + sqrt((double)dx23 + dy23) < sqrt((double)dx14 + dy14) + sqrt((double)dx24 + dy24)) {
moveMe->thisStepX = x3;
moveMe->thisStepY = y3;
} else {
moveMe->thisStepX = x4;
moveMe->thisStepY = y4;
}
}
}
float yDiff = moveMe->thisStepY - moveMe->y;
float xDiff = moveMe->x - moveMe->thisStepX;
if (xDiff || yDiff) {
moveMe->wantAngle = 180 + ANGLEFIX * atan2(xDiff, yDiff * 2);
moveMe->spinning = true;
}
moveMe->makeTalker();
return true;
}
void FloorManager::save(Common::WriteStream *stream) {
if (_currentFloor->numPolygons) {
stream->writeByte(1);
stream->writeUint16BE(_currentFloor->originalNum);
} else {
stream->writeByte(0);
}
}
bool FloorManager::load(Common::SeekableReadStream *stream) {
if (stream->readByte()) {
if (!setFloor(stream->readUint16BE()))
return false;
} else {
setFloorNull();
}
return true;
}
} // End of namespace Sludge