/* 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/newfatal.h" #include "sludge/fileset.h" #include "sludge/moreio.h" #include "sludge/floor.h" namespace Sludge { extern Graphics::Surface backdropSurface; flor *currentFloor = NULL; bool 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 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 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; } void noFloor() { currentFloor->numPolygons = 0; currentFloor->polygon = NULL; currentFloor->vertex = NULL; currentFloor->matrix = NULL; } bool initFloor() { currentFloor = new flor; if (!checkNew(currentFloor)) return false; noFloor(); return true; } void killFloor() { for (int i = 0; i < currentFloor->numPolygons; i++) { delete currentFloor->polygon[i].vertexID; delete currentFloor->matrix[i]; } delete currentFloor->polygon; currentFloor->polygon = NULL; delete currentFloor->vertex; currentFloor->vertex = NULL; delete currentFloor->matrix; currentFloor->matrix = NULL; } void setFloorNull() { killFloor(); noFloor(); } bool setFloor(int fileNum) { int i, j; killFloor(); setResourceForFatal(fileNum); if (!openFileFromNum(fileNum)) return false; // Find out how many polygons there are and reserve memory currentFloor->originalNum = fileNum; currentFloor->numPolygons = bigDataFile->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 = bigDataFile->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] = bigDataFile->readUint16BE(); } } // Find out how many vertices there are and reserve memory i = bigDataFile->readUint16BE(); currentFloor->vertex = new Common::Point[i]; if (!checkNew(currentFloor->vertex)) return false; for (j = 0; j < i; j++) { currentFloor->vertex[j].x = bigDataFile->readUint16BE(); currentFloor->vertex[j].y = bigDataFile->readUint16BE(); } 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++; // debugMatrix (); 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 = NULL; setResourceForFatal(-1); return true; } void 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++) { backdropSurface.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, backdropSurface.format.ARGBToColor(255, 0, 0, 0)); } backdropSurface.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, backdropSurface.format.ARGBToColor(255, 0, 0, 0)); } } } int 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 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; } } // End of namespace Sludge