TombEngine/TombEngine/Game/control/los.cpp
2023-06-25 15:45:50 +10:00

875 lines
22 KiB
C++

#include "framework.h"
#include "Game/control/los.h"
#include "Game/animation.h"
#include "Game/collision/collide_room.h"
#include "Game/effects/tomb4fx.h"
#include "Game/effects/debris.h"
#include "Game/items.h"
#include "Game/Lara/lara_fire.h"
#include "Game/Lara/lara_one_gun.h"
#include "Game/Setup.h"
#include "Objects/Generic/Object/objects.h"
#include "Objects/Generic/Switches/switch.h"
#include "Scripting/Include/Objects/ScriptInterfaceObjectsHandler.h"
#include "Scripting/Include/ScriptInterfaceGame.h"
#include "Sound/sound.h"
#include "Specific/Input/Input.h"
int NumberLosRooms;
short LosRooms[20];
int ClosestItem;
int ClosestDist;
Vector3i ClosestCoord;
bool ClipTarget(GameVector* origin, GameVector* target)
{
int x, y, z, wx, wy, wz;
short roomNumber = target->RoomNumber;
if (target->y > GetFloorHeight(GetFloor(target->x, target->y, target->z, &roomNumber), target->x, target->y, target->z))
{
x = (7 * (target->x - origin->x) >> 3) + origin->x;
y = (7 * (target->y - origin->y) >> 3) + origin->y;
z = (7 * (target->z - origin->z) >> 3) + origin->z;
for (int i = 3; i > 0; --i)
{
wx = ((target->x - x) * i >> 2) + x;
wy = ((target->y - y) * i >> 2) + y;
wz = ((target->z - z) * i >> 2) + z;
if (wy < GetFloorHeight(GetFloor(wx, wy, wz, &roomNumber), wx, wy, wz))
break;
}
target->x = wx;
target->y = wy;
target->z = wz;
target->RoomNumber = roomNumber;
return false;
}
roomNumber = target->RoomNumber;
if (target->y < GetCeiling(GetFloor(target->x, target->y, target->z, &roomNumber), target->x, target->y, target->z))
{
x = (7 * (target->x - origin->x) >> 3) + origin->x;
y = (7 * (target->y - origin->y) >> 3) + origin->y;
z = (7 * (target->z - origin->z) >> 3) + origin->z;
for (int i = 3; i > 0; --i)
{
wx = ((target->x - x) * i >> 2) + x;
wy = ((target->y - y) * i >> 2) + y;
wz = ((target->z - z) * i >> 2) + z;
if (wy > GetCeiling(GetFloor(wx, wy, wz, &roomNumber), wx, wy, wz))
break;
}
target->x = wx;
target->y = wy;
target->z = wz;
target->RoomNumber = roomNumber;
return false;
}
return true;
}
bool GetTargetOnLOS(GameVector* origin, GameVector* target, bool drawTarget, bool isFiring)
{
auto directionNorm = target->ToVector3() - origin->ToVector3();
directionNorm.Normalize();
auto target2 = *target;
int result = LOS(origin, &target2);
GetFloor(target2.x, target2.y, target2.z, &target2.RoomNumber);
if (isFiring && LaserSight)
{
Lara.Control.Weapon.HasFired = true;
Lara.Control.Weapon.Fired = true;
if (Lara.Control.Weapon.GunType == LaraWeaponType::Revolver)
SoundEffect(SFX_TR4_REVOLVER_FIRE, nullptr);
}
bool hasHit = false;
MESH_INFO* mesh = nullptr;
auto vector = Vector3i::Zero;
int itemNumber = ObjectOnLOS2(origin, target, &vector, &mesh);
if (itemNumber != NO_LOS_ITEM)
{
target2.x = vector.x - ((vector.x - origin->x) >> 5);
target2.y = vector.y - ((vector.y - origin->y) >> 5);
target2.z = vector.z - ((vector.z - origin->z) >> 5);
GetFloor(target2.x, target2.y, target2.z, &target2.RoomNumber);
if (isFiring)
{
if (Lara.Control.Weapon.GunType != LaraWeaponType::Crossbow)
{
if (itemNumber < 0)
{
if (StaticObjects[mesh->staticNumber].shatterType != SHT_NONE)
{
ShatterImpactData.impactDirection = directionNorm;
ShatterImpactData.impactLocation = Vector3(mesh->pos.Position.x, mesh->pos.Position.y, mesh->pos.Position.z);
ShatterObject(nullptr, mesh, 128, target2.RoomNumber, 0);
SoundEffect(GetShatterSound(mesh->staticNumber), (Pose*)mesh);
}
TriggerRicochetSpark(target2, LaraItem->Pose.Orientation.y, 3, 0);
TriggerRicochetSpark(target2, LaraItem->Pose.Orientation.y, 3, 0);
}
else
{
auto* item = &g_Level.Items[itemNumber];
if (item->ObjectNumber < ID_SHOOT_SWITCH1 || item->ObjectNumber > ID_SHOOT_SWITCH4)
{
if ((Objects[item->ObjectNumber].explodableMeshbits & ShatterItem.bit) &&
LaserSight)
{
item->MeshBits &= ~ShatterItem.bit;
ShatterImpactData.impactDirection = directionNorm;
ShatterImpactData.impactLocation = Vector3(ShatterItem.sphere.x, ShatterItem.sphere.y, ShatterItem.sphere.z);
ShatterObject(&ShatterItem, 0, 128, target2.RoomNumber, 0);
TriggerRicochetSpark(target2, LaraItem->Pose.Orientation.y, 3, 0);
}
else
{
auto* object = &Objects[item->ObjectNumber];
if (drawTarget && (Lara.Control.Weapon.GunType == LaraWeaponType::Revolver ||
Lara.Control.Weapon.GunType == LaraWeaponType::HK))
{
if (object->intelligent || object->HitRoutine)
{
const auto& weapon = Weapons[(int)Lara.Control.Weapon.GunType];
int num = GetSpheres(item, CreatureSpheres, SPHERES_SPACE_WORLD, Matrix::Identity);
auto ray = Ray(origin->ToVector3(), directionNorm);
float bestDistance = INFINITY;
int bestJointIndex = NO_JOINT;
for (int i = 0; i < num; i++)
{
auto sphere = BoundingSphere(Vector3(CreatureSpheres[i].x, CreatureSpheres[i].y, CreatureSpheres[i].z), CreatureSpheres[i].r);
float distance = 0.0f;
if (ray.Intersects(sphere, distance))
{
if (distance < bestDistance)
{
bestDistance = distance;
bestJointIndex = i;
}
}
}
HitTarget(LaraItem, item, &target2, Weapons[(int)Lara.Control.Weapon.GunType].Damage, false, bestJointIndex);
}
else
{
// TR5
if (object->hitEffect == HitEffect::Richochet)
TriggerRicochetSpark(target2, LaraItem->Pose.Orientation.y, 3, 0);
}
}
else
{
if (item->ObjectNumber >= ID_SMASH_OBJECT1 && item->ObjectNumber <= ID_SMASH_OBJECT8)
{
SmashObject(itemNumber);
}
else
{
const auto& weapon = Weapons[(int)Lara.Control.Weapon.GunType];
if (object->HitRoutine != nullptr)
object->HitRoutine(*item, *LaraItem, target2, weapon.Damage, false, NO_JOINT);
else
DefaultItemHit(*item, *LaraItem, target2, weapon.Damage, false, NO_JOINT);
}
}
}
}
else
{
if (ShatterItem.bit == 1 << (Objects[item->ObjectNumber].nmeshes - 1))
{
if (!(item->Flags & 0x40))
{
if (item->ObjectNumber == ID_SHOOT_SWITCH1)
ExplodeItemNode(item, Objects[item->ObjectNumber].nmeshes - 1, 0, 64);
if (item->TriggerFlags == 444 && item->ObjectNumber == ID_SHOOT_SWITCH2)
{
// TR5 ID_SWITCH_TYPE_8/ID_SHOOT_SWITCH2
ProcessExplodingSwitchType8(item);
}
else
{
/*if (item->objectNumber == ID_SHOOT_SWITCH3)
{
// TR4 ID_SWITCH_TYPE7
ExplodeItemNode(item, Objects[item->objectNumber].nmeshes - 1, 0, 64);
}*/
if (item->Flags & IFLAG_ACTIVATION_MASK &&
(item->Flags & IFLAG_ACTIVATION_MASK) != IFLAG_ACTIVATION_MASK)
{
TestTriggers(item->Pose.Position.x, item->Pose.Position.y - 256, item->Pose.Position.z, item->RoomNumber, true, item->Flags & IFLAG_ACTIVATION_MASK);
}
else
{
short triggerItems[8];
for (int count = GetSwitchTrigger(item, triggerItems, 1); count > 0; --count)
{
AddActiveItem(triggerItems[count - 1]);
g_Level.Items[triggerItems[count - 1]].Status = ITEM_ACTIVE;
g_Level.Items[triggerItems[count - 1]].Flags |= IFLAG_ACTIVATION_MASK;
}
}
}
}
if (item->Status != ITEM_DEACTIVATED)
{
AddActiveItem(itemNumber);
item->Status = ITEM_ACTIVE;
item->Flags |= IFLAG_ACTIVATION_MASK | 0x40;
}
}
TriggerRicochetSpark(target2, LaraItem->Pose.Orientation.y, 3, 0);
}
}
}
else
{
if (LaserSight && isFiring)
FireCrossBowFromLaserSight(*LaraItem, origin, &target2);
}
}
hasHit = true;
}
else
{
if (Lara.Control.Weapon.GunType == LaraWeaponType::Crossbow)
{
if (isFiring && LaserSight)
FireCrossBowFromLaserSight(*LaraItem, origin, &target2);
}
else
{
target2.x -= (target2.x - origin->x) >> 5;
target2.y -= (target2.y - origin->y) >> 5;
target2.z -= (target2.z - origin->z) >> 5;
if (isFiring && !result)
TriggerRicochetSpark(target2, LaraItem->Pose.Orientation.y, 8, 0);
}
}
if (drawTarget && (hasHit || !result))
{
TriggerDynamicLight(target2.x, target2.y, target2.z, 64, 255, 0, 0);
LaserSightActive = 1;
LaserSightX = target2.x;
LaserSightY = target2.y;
LaserSightZ = target2.z;
}
return hasHit;
}
int ObjectOnLOS2(GameVector* origin, GameVector* target, Vector3i* vec, MESH_INFO** mesh, GAME_OBJECT_ID priorityObject)
{
ClosestItem = NO_LOS_ITEM;
ClosestDist = SQUARE(target->x - origin->x) + SQUARE(target->y - origin->y) + SQUARE(target->z - origin->z);
for (int r = 0; r < NumberLosRooms; ++r)
{
Pose pos;
auto* room = &g_Level.Rooms[LosRooms[r]];
for (int m = 0; m < room->mesh.size(); m++)
{
auto* meshp = &room->mesh[m];
if (meshp->flags & StaticMeshFlags::SM_VISIBLE)
{
pos.Position = meshp->pos.Position;
pos.Orientation.y = meshp->pos.Orientation.y;
if (DoRayBox(origin, target, &GetBoundsAccurate(*meshp, false), &pos, vec, -1 - meshp->staticNumber))
{
*mesh = meshp;
target->RoomNumber = LosRooms[r];
}
}
}
for (short linkNumber = room->itemNumber; linkNumber != NO_ITEM; linkNumber = g_Level.Items[linkNumber].NextItem)
{
auto* item = &g_Level.Items[linkNumber];
if ((item->Status == ITEM_DEACTIVATED) || (item->Status == ITEM_INVISIBLE))
continue;
if ((priorityObject != GAME_OBJECT_ID::ID_NO_OBJECT) && (item->ObjectNumber != priorityObject))
continue;
if ((item->ObjectNumber != ID_LARA) && (Objects[item->ObjectNumber].collision == nullptr))
continue;
if ((item->ObjectNumber == ID_LARA) && (priorityObject != ID_LARA))
continue;
auto box = GameBoundingBox(item);
pos.Position = item->Pose.Position;
pos.Orientation.y = item->Pose.Orientation.y;
if (DoRayBox(origin, target, &box, &pos, vec, linkNumber))
target->RoomNumber = LosRooms[r];
}
}
vec->x = ClosestCoord.x;
vec->y = ClosestCoord.y;
vec->z = ClosestCoord.z;
return ClosestItem;
}
bool DoRayBox(GameVector* origin, GameVector* target, GameBoundingBox* box, Pose* itemOrStaticPos, Vector3i* hitPos, short closesItemNumber)
{
// Ray
FXMVECTOR rayOrigin = { (float)origin->x, (float)origin->y, (float)origin->z };
FXMVECTOR rayTarget = { (float)target->x, (float)target->y, (float)target->z };
FXMVECTOR rayDirection = { (float)(target->x - origin->x), (float)(target->y - origin->y), (float)(target->z - origin->z) };
XMVECTOR rayDirectionNorm = XMVector3Normalize(rayDirection);
// Create the bounding box for raw collision detection
auto oBox = box->ToBoundingOrientedBox(*itemOrStaticPos);
// Get the collision with the bounding box
float distance;
bool collided = oBox.Intersects(rayOrigin, rayDirectionNorm, distance);
// If no collision happened, then don't test spheres
if (!collided)
return false;
// Get the raw collision point
Vector3 collidedPoint = rayOrigin + distance * rayDirectionNorm;
hitPos->x = collidedPoint.x - itemOrStaticPos->Position.x;
hitPos->y = collidedPoint.y - itemOrStaticPos->Position.y;
hitPos->z = collidedPoint.z - itemOrStaticPos->Position.z;
// Now in the case of items we need to test single spheres
int meshIndex = 0;
int bit = 0;
int sp = -2;
float minDistance = std::numeric_limits<float>::max();
if (closesItemNumber < 0)
{
// Static meshes don't require further tests
sp = -1;
minDistance = distance;
}
else
{
// For items instead we need to test spheres
ItemInfo* item = &g_Level.Items[closesItemNumber];
ObjectInfo* obj = &Objects[item->ObjectNumber];
// Get the transformed sphere of meshes
GetSpheres(item, CreatureSpheres, SPHERES_SPACE_WORLD, Matrix::Identity);
SPHERE spheres[34];
memcpy(spheres, CreatureSpheres, sizeof(SPHERE) * 34);
if (obj->nmeshes <= 0)
return false;
meshIndex = obj->meshIndex;
for (int i = 0; i < obj->nmeshes; i++)
{
// If mesh is visible...
if (item->MeshBits & (1 << i))
{
SPHERE* sphere = &CreatureSpheres[i];
// TODO: this approach is the correct one but, again, Core's math is a mystery and this test was meant
// to fail deliberately in some way. I've so added again Core's legacy test for allowing the current game logic
// but after more testing we should trash it in the future and restore the new way.
#if 0
// Create the bounding sphere and test it against the ray
BoundingSphere sph = BoundingSphere(Vector3(sphere->x, sphere->y, sphere->z), sphere->r);
float newDist;
if (sph.Intersects(rayStart, rayDirNormalized, newDist))
{
// HACK: Core seems to take in account for distance not the real hit point but the centre of the sphere.
// This can work well for example for GUARDIAN because the head sphere is so big that would always be hit
// and eyes would not be destroyed.
newDist = sqrt(SQUARE(sphere->x - start->x) + SQUARE(sphere->y - start->y) + SQUARE(sphere->z - start->z));
// Test for min distance
if (newDist < minDistance)
{
minDistance = newDist;
meshPtr = &g_Level.Meshes[obj->meshIndex + i];
bit = 1 << i;
sp = i;
}
}
#endif
Vector3i p[4];
p[1].x = origin->x;
p[1].y = origin->y;
p[1].z = origin->z;
p[2].x = target->x;
p[2].y = target->y;
p[2].z = target->z;
p[3].x = sphere->x;
p[3].y = sphere->y;
p[3].z = sphere->z;
int r0 = (p[3].x - p[1].x) * (p[2].x - p[1].x) +
(p[3].y - p[1].y) * (p[2].y - p[1].y) +
(p[3].z - p[1].z) * (p[2].z - p[1].z);
int r1 = SQUARE(p[2].x - p[1].x) +
SQUARE(p[2].y - p[1].y) +
SQUARE(p[2].z - p[1].z);
if (((r0 < 0 && r1 < 0) ||
(r1 > 0 && r0 > 0)) &&
(abs(r0) <= abs(r1)))
{
r1 >>= 16;
if (r1)
r0 /= r1;
else
r0 = 0;
p[0].x = p[1].x + ((r0 * (p[2].x - p[1].x)) >> 16);
p[0].y = p[1].y + ((r0 * (p[2].y - p[1].y)) >> 16);
p[0].z = p[1].z + ((r0 * (p[2].z - p[1].z)) >> 16);
int dx = SQUARE(p[0].x - p[3].x);
int dy = SQUARE(p[0].y - p[3].y);
int dz = SQUARE(p[0].z - p[3].z);
int distance = dx + dy + dz;
if (distance < SQUARE(sphere->r))
{
dx = SQUARE(sphere->x - origin->x);
dy = SQUARE(sphere->y - origin->y);
dz = SQUARE(sphere->z - origin->z);
distance = dx + dy + dz;
if (distance < minDistance)
{
minDistance = distance;
meshIndex = obj->meshIndex + i;
bit = 1 << i;
sp = i;
}
}
}
}
}
if (sp < -1)
return false;
}
if (distance >= ClosestDist)
return false;
// Setup test result
ClosestCoord.x = hitPos->x + itemOrStaticPos->Position.x;
ClosestCoord.y = hitPos->y + itemOrStaticPos->Position.y;
ClosestCoord.z = hitPos->z + itemOrStaticPos->Position.z;
ClosestDist = distance;
ClosestItem = closesItemNumber;
// If collided object is an item, then setup the shatter item data struct
if (sp >= 0)
{
ItemInfo* item = &g_Level.Items[closesItemNumber];
GetSpheres(item, CreatureSpheres, SPHERES_SPACE_WORLD | SPHERES_SPACE_BONE_ORIGIN, Matrix::Identity);
ShatterItem.yRot = item->Pose.Orientation.y;
ShatterItem.meshIndex = meshIndex;
ShatterItem.color = item->Model.Color;
ShatterItem.sphere.x = CreatureSpheres[sp].x;
ShatterItem.sphere.y = CreatureSpheres[sp].y;
ShatterItem.sphere.z = CreatureSpheres[sp].z;
ShatterItem.bit = bit;
ShatterItem.flags = 0;
}
return true;
}
bool LOS(GameVector* origin, GameVector* target)
{
int result1, result2;
target->RoomNumber = origin->RoomNumber;
if (abs(target->z - origin->z) > abs(target->x - origin->x))
{
result1 = xLOS(origin, target);
result2 = zLOS(origin, target);
}
else
{
result1 = zLOS(origin, target);
result2 = xLOS(origin, target);
}
if (result2)
{
GetFloor(target->x, target->y, target->z, &target->RoomNumber);
if (ClipTarget(origin, target) && result1 == 1 && result2 == 1)
return true;
}
return false;
}
int xLOS(GameVector* origin, GameVector* target)
{
int dx = target->x - origin->x;
if (!dx)
return 1;
int dy = ((target->y - origin->y) << 10) / dx;
int dz = ((target->z - origin->z) << 10) / dx;
NumberLosRooms = 1;
LosRooms[0] = origin->RoomNumber;
short room = origin->RoomNumber;
short room2 = origin->RoomNumber;
int flag = 1;
if (dx < 0)
{
int x = origin->x & 0xFFFFFC00;
int y = ((x - origin->x) * dy >> 10) + origin->y;
int z = ((x - origin->x) * dz >> 10) + origin->z;
while (x > target->x)
{
auto* floor = GetFloor(x, y, z, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
{
flag = -1;
break;
}
floor = GetFloor(x - 1, y, z, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x - 1, y, z) || y < GetCeiling(floor, x - 1, y, z))
{
flag = 0;
break;
}
x -= BLOCK(1);
y -= dy;
z -= dz;
}
if (flag != 1)
{
target->x = x;
target->y = y;
target->z = z;
}
target->RoomNumber = flag ? room : room2;
}
else
{
int x = origin->x | 0x3FF;
int y = ((x - origin->x) * dy >> 10) + origin->y;
int z = ((x - origin->x) * dz >> 10) + origin->z;
while (x < target->x)
{
auto* floor = GetFloor(x, y, z, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
{
flag = -1;
break;
}
floor = GetFloor(x + 1, y, z, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x + 1, y, z) || y < GetCeiling(floor, x + 1, y, z))
{
flag = 0;
break;
}
x += BLOCK(1);
y += dy;
z += dz;
}
if (flag != 1)
{
target->x = x;
target->y = y;
target->z = z;
}
target->RoomNumber = flag ? room : room2;
}
return flag;
}
int zLOS(GameVector* origin, GameVector* target)
{
int dz = target->z - origin->z;
if (!dz)
return 1;
int dx = ((target->x - origin->x) << 10) / dz;
int dy = ((target->y - origin->y) << 10) / dz;
NumberLosRooms = 1;
LosRooms[0] = origin->RoomNumber;
short room = origin->RoomNumber;
short room2 = origin->RoomNumber;
int flag = 1;
if (dz < 0)
{
int z = origin->z & 0xFFFFFC00;
int x = ((z - origin->z) * dx >> 10) + origin->x;
int y = ((z - origin->z) * dy >> 10) + origin->y;
while (z > target->z)
{
auto* floor = GetFloor(x, y, z, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
{
flag = -1;
break;
}
floor = GetFloor(x, y, z - 1, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x, y, z - 1) || y < GetCeiling(floor, x, y, z - 1))
{
flag = 0;
break;
}
z -= BLOCK(1);
x -= dx;
y -= dy;
}
if (flag != 1)
{
target->x = x;
target->y = y;
target->z = z;
}
target->RoomNumber = flag ? room : room2;
}
else
{
int z = origin->z | 0x3FF;
int x = ((z - origin->z) * dx >> 10) + origin->x;
int y = ((z - origin->z) * dy >> 10) + origin->y;
while (z < target->z)
{
auto* floor = GetFloor(x, y, z, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
{
flag = -1;
break;
}
floor = GetFloor(x, y, z + 1, &room);
if (room != room2)
{
room2 = room;
LosRooms[NumberLosRooms] = room;
++NumberLosRooms;
}
if (y > GetFloorHeight(floor, x, y, z + 1) || y < GetCeiling(floor, x, y, z + 1))
{
flag = 0;
break;
}
z += BLOCK(1);
x += dx;
y += dy;
}
if (flag != 1)
{
target->x = x;
target->y = y;
target->z = z;
}
target->RoomNumber = flag ? room : room2;
}
return flag;
}
bool LOSAndReturnTarget(GameVector* origin, GameVector* target, int push)
{
int x = origin->x;
int y = origin->y;
int z = origin->z;
short roomNumber = origin->RoomNumber;
short roomNumber2 = roomNumber;
int dx = (target->x - x) >> 3;
int dy = (target->y - y) >> 3;
int dz = (target->z - z) >> 3;
bool flag = false;
bool result = false;
int i;
for (i = 0; i < 8; ++i)
{
roomNumber2 = roomNumber;
auto* floor = GetFloor(x, y, z, &roomNumber);
if (g_Level.Rooms[roomNumber2].flags & ENV_FLAG_SWAMP)
{
flag = true;
break;
}
int floorHeight = GetFloorHeight(floor, x, y, z);
int ceilingHeight = GetCeiling(floor, x, y, z);
if (floorHeight != NO_HEIGHT && ceilingHeight != NO_HEIGHT && ceilingHeight < floorHeight)
{
if (y > floorHeight)
{
if (y - floorHeight >= push)
{
flag = true;
break;
}
y = floorHeight;
}
if (y < ceilingHeight)
{
if (ceilingHeight - y >= push)
{
flag = true;
break;
}
y = ceilingHeight;
}
result = true;
}
else if (result)
{
flag = true;
break;
}
x += dx;
y += dy;
z += dz;
}
if (i)
{
x -= dx;
y -= dy;
z -= dz;
}
GetFloor(x, y, z, &roomNumber2);
target->x = x;
target->y = y;
target->z = z;
target->RoomNumber = roomNumber2;
return !flag;
}