TombEngine/TR5Main/Game/room.cpp

190 lines
4.3 KiB
C++

#include "framework.h"
#include "room.h"
#include "control/control.h"
#include "control/lot.h"
#include "control/volume.h"
#include "Renderer11.h"
#include "items.h"
using namespace TEN::Renderer;
byte FlipStatus = 0;
int FlipStats[MAX_FLIPMAP];
int FlipMap[MAX_FLIPMAP];
std::vector<short> OutsideRoomTable[OUTSIDE_SIZE][OUTSIDE_SIZE];
void DoFlipMap(short group)
{
ROOM_INFO temp;
for (size_t i = 0; i < g_Level.Rooms.size(); i++)
{
ROOM_INFO* r = &g_Level.Rooms[i];
if (r->flippedRoom >= 0 && r->flipNumber == group)
{
RemoveRoomFlipItems(r);
ROOM_INFO* flipped = &g_Level.Rooms[r->flippedRoom];
temp = *r;
*r = *flipped;
*flipped = temp;
r->flippedRoom = flipped->flippedRoom;
flipped->flippedRoom = -1;
r->itemNumber = flipped->itemNumber;
r->fxNumber = flipped->fxNumber;
AddRoomFlipItems(r);
g_Renderer.flipRooms(static_cast<short>(i), r->flippedRoom);
for (auto& fd : r->floor)
fd.Room = i;
for (auto& fd : flipped->floor)
fd.Room = r->flippedRoom;
}
}
FlipStatus = FlipStats[group] = !FlipStats[group];
for (int i = 0; i < ActiveCreatures.size(); i++)
{
ActiveCreatures[i]->LOT.targetBox = NO_BOX;
}
}
void AddRoomFlipItems(ROOM_INFO* r)
{
for (short linkNum = r->itemNumber; linkNum != NO_ITEM; linkNum = g_Level.Items[linkNum].nextItem)
{
ITEM_INFO* item = &g_Level.Items[linkNum];
//if (item->objectNumber == ID_RAISING_BLOCK1 && item->itemFlags[1])
// AlterFloorHeight(item, -1024);
if (item->objectNumber == ID_RAISING_BLOCK2)
{
//if (item->itemFlags[1])
// AlterFloorHeight(item, -2048);
}
}
}
void RemoveRoomFlipItems(ROOM_INFO* r)
{
for (short linkNum = r->itemNumber; linkNum != NO_ITEM; linkNum = g_Level.Items[linkNum].nextItem)
{
ITEM_INFO* item = &g_Level.Items[linkNum];
if (item->flags & ONESHOT
&& Objects[item->objectNumber].intelligent
&& item->hitPoints <= 0
&& item->hitPoints != NOT_TARGETABLE)
{
KillItem(linkNum);
}
}
}
int IsObjectInRoom(short roomNumber, short objectNumber)
{
short itemNumber = g_Level.Rooms[roomNumber].itemNumber;
if (itemNumber == NO_ITEM)
return 0;
while (true)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
if (item->objectNumber == objectNumber)
break;
itemNumber = item->nextItem;
if (itemNumber == NO_ITEM)
return 0;
}
return 1;
}
int IsRoomOutside(int x, int y, int z)
{
if (x < 0 || z < 0)
return NO_ROOM;
int xTable = x / 1024;
int zTable = z / 1024;
if (OutsideRoomTable[xTable][zTable].size() == 0)
return NO_ROOM;
for (size_t i = 0; i < OutsideRoomTable[xTable][zTable].size(); i++)
{
short roomNumber = OutsideRoomTable[xTable][zTable][i];
auto r = &g_Level.Rooms[roomNumber];
if ((y > r->maxceiling) && (y < r->minfloor)
&& ((z > (r->z + 1024)) && (z < (r->z + ((r->zSize - 1) * 1024))))
&& ((x > (r->x + 1024)) && (x < (r->x + ((r->xSize - 1) * 1024)))))
{
auto floor = GetFloor(x, y, z, &roomNumber);
int height = GetFloorHeight(floor, x, y, z);
if (height == NO_HEIGHT || y > height)
return NO_ROOM;
height = GetCeiling(floor, x, y, z);
if (y < height)
return NO_ROOM;
return ((r->flags & (ENV_FLAG_WIND | ENV_FLAG_WATER)) != 0 ? roomNumber : NO_ROOM);
}
}
return NO_ROOM;
}
FLOOR_INFO* GetSector(ROOM_INFO* r, int x, int z)
{
int sectorX = std::clamp(x / SECTOR(1), 0, r->xSize - 1);
int sectorZ = std::clamp(z / SECTOR(1), 0, r->zSize - 1);
int index = sectorZ + sectorX * r->zSize;
if (index > r->floor.size())
{
return nullptr;
}
return &r->floor[index];
}
bool IsPointInRoom(PHD_3DPOS const & pos, int roomNumber)
{
int x = pos.xPos;
int y = pos.yPos;
int z = pos.zPos;
ROOM_INFO* r = &g_Level.Rooms[roomNumber];
int xSector = (x - r->x) / SECTOR(1);
int zSector = (z - r->z) / SECTOR(1);
return (xSector >= 0 && xSector <= r->xSize - 1) &&
(zSector >= 0 && zSector <= r->zSize - 1) &&
(y <= r->minfloor && y >= r->maxceiling); // up is negative y axis, hence y should be "less" than floor
}
PHD_3DPOS GetRoomCenter(int roomNumber)
{
ROOM_INFO* r = &g_Level.Rooms[roomNumber];
auto halfLength = SECTOR(r->xSize)/2;
auto halfDepth = SECTOR(r->zSize)/2;
auto halfHeight = (r->maxceiling - r->minfloor) / 2;
PHD_3DPOS center;
center.xPos = r->x + halfLength;
center.yPos = r->minfloor + halfHeight;
center.zPos = r->z + halfDepth;
return center;
}