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/* 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/sludge.h"
namespace Sludge {
Floor *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 Floor;
if (!checkNew(currentFloor))
return false;
noFloor();
return true;
}
void killFloor() {
if (currentFloor) {
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 (!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++;
// 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++) {
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 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
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