TombEngine/TR5Main/Game/misc.cpp

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#include "framework.h"
#include "misc.h"
#include "setup.h"
#include "level.h"
#include "lara.h"
#include "draw.h"
2021-08-29 10:04:49 +02:00
#include "creature_info.h"
using std::vector;
short GF(short animIndex, short frameToStart)
{
return g_Level.Anims[animIndex].frameBase + frameToStart;
}
short GF2(short objectID, short animIndex, short frameToStart)
{
return g_Level.Anims[Objects[objectID].animIndex + animIndex].frameBase + frameToStart;
}
CREATURE_INFO* GetCreatureInfo(ITEM_INFO* item)
{
return (CREATURE_INFO*)item->data;
}
void TargetNearestEntity(ITEM_INFO* item, CREATURE_INFO* creature)
{
ITEM_INFO* target;
int bestdistance;
int distance;
int x, z;
bestdistance = MAXINT;
for (int i = 0; i < g_Level.NumItems; i++)
{
target = &g_Level.Items[i];
if (target != nullptr)
{
if (target != item && target->hitPoints > 0 && target->status != ITEM_INVISIBLE)
{
x = target->pos.xPos - item->pos.xPos;
z = target->pos.zPos - item->pos.zPos;
distance = SQUARE(z) + SQUARE(x);
if (distance < bestdistance)
{
creature->enemy = target;
bestdistance = distance;
}
}
}
}
}
void GetRoomList(short roomNumber, short* roomArray, short* numRooms)
{
short numDoors, * door, adjoiningRoom;
int i, j;
bool adjoiningRoomFound;
roomArray[0] = roomNumber;
*numRooms = 1;
ROOM_INFO* room = &g_Level.Rooms[roomNumber];
for (i = 0; i < room->doors.size(); i++)
{
adjoiningRoom = room->doors[i].room;
adjoiningRoomFound = false;
for (j = 0; j < *numRooms; j++)
{
if (roomArray[i] == adjoiningRoom)
{
adjoiningRoomFound = true;
break;
}
}
if (!adjoiningRoomFound)
{
roomArray[*numRooms] = adjoiningRoom;
*numRooms = *numRooms + 1;
}
}
}
void GetRoomList(short roomNumber, vector<short>* destRoomList)
{
vector<short> roomList;
short adjoiningRoom;
int i, j;
bool adjoiningRoomFound;
roomList.push_back(roomNumber);
ROOM_INFO* room = &g_Level.Rooms[roomNumber];
for (i = 0; i < room->doors.size(); i++)
{
adjoiningRoom = room->doors[i].room;
adjoiningRoomFound = false;
for (j = 0; j < roomList.size(); j++)
{
if (roomList[i] == adjoiningRoom)
{
adjoiningRoomFound = true;
break;
}
}
if (!adjoiningRoomFound)
roomList.push_back(adjoiningRoom);
}
*destRoomList = roomList;
}