// Residual - Virtual machine to run LucasArts' 3D adventure games // Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org) // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as published by the Free Software Foundation; either // version 2.1 of the License, or (at your option) any later version. // // This library 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 // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA #include "walkplane.h" #include "textsplit.h" void Sector::load(TextSplitter &ts) { char buf[256]; int id = 0; ts.scanString(" sector %256s", 1, buf); ts.scanString(" id %d", 1, &id); load0(ts, buf, id); } void Sector::load0(TextSplitter &ts, char *name, int id) { char buf[256]; int i = 0; float height = 12345.f; // Yaz: this is in the original code... Vector3d tempVert; name_ = name; id_ = id; ts.scanString(" type %256s", 1, buf); // Flags used in function at 4A66C0 (buildWalkPlane) if (strstr(buf, "walk")) type_ = 0x1000; else if (strstr(buf, "funnel")) type_ = 0x1100; else if (strstr(buf, "camera")) type_ = 0x2000; else if (strstr(buf, "special")) type_ = 0x4000; else if (strstr(buf, "chernobyl")) type_ = 0x8000; else error("Unknown sector type '%s' in room setup", buf); ts.scanString(" default visibility %256s", 1, buf); visibility_ = buf; ts.scanString(" height %f", 1, &height_); ts.scanString(" numvertices %d", 1, &numVertices_); vertices_ = new Vector3d[numVertices_ + 1]; ts.scanString(" vertices: %f %f %f", 3, &vertices_[0].x(), &vertices_[0].y(), &vertices_[0].z()); for (i=1;iB, check whether the z-component // of (B-A) x (P-A) is >= 0. Then the point is at least in the // cylinder above&below the polygon. (This works because the polygons' // vertices are always given in counterclockwise order, and the // polygons are always convex.) // // (I don't know whether the box height actually has to be considered; // if not then this will be fine as is.) for (int i = 0; i < numVertices_; i++) { Vector3d edge = vertices_[i+1] - vertices_[i]; Vector3d delta = point - vertices_[i]; if (edge.x() * delta.y() < edge.y() * delta.x()) return false; } return true; }