#include "water_map_v1.h" WaterMapV1::WaterMapV1() { BSP_Root = nullptr; } WaterMapV1::~WaterMapV1() { if (BSP_Root) { delete[] BSP_Root; } } WaterRegionType WaterMapV1::ReturnRegionType(float y, float x, float z) const { return BSPReturnRegionType(1, y, x, z); } bool WaterMapV1::InWater(float y, float x, float z) const { return ReturnRegionType(y, x, z) == RegionTypeWater; } bool WaterMapV1::InVWater(float y, float x, float z) const { return ReturnRegionType(y, x, z) == RegionTypeVWater; } bool WaterMapV1::InLava(float y, float x, float z) const { return ReturnRegionType(y, x, z) == RegionTypeLava; } bool WaterMapV1::InLiquid(float y, float x, float z) const { return InWater(y, x, z) || InLava(y, x, z); } bool WaterMapV1::Load(FILE *fp) { uint32 bsp_tree_size; if (fread(&bsp_tree_size, sizeof(bsp_tree_size), 1, fp) != 1) { return false; } BSP_Root = new ZBSP_Node[bsp_tree_size]; if (!BSP_Root) { return false; } if (fread(BSP_Root, sizeof(ZBSP_Node), bsp_tree_size, fp) != bsp_tree_size) { return false; } return true; } WaterRegionType WaterMapV1::BSPReturnRegionType(int32 node_number, float y, float x, float z) const { float distance; const ZBSP_Node *current_node = &BSP_Root[node_number - 1]; if ((current_node->left == 0) && (current_node->right == 0)) { return (WaterRegionType)current_node->special; } distance = (x * current_node->normal[0]) + (y * current_node->normal[1]) + (z * current_node->normal[2]) + current_node->splitdistance; if (distance == 0.0f) { return(RegionTypeNormal); } if (distance >0.0f) { if (current_node->left == 0) { return(RegionTypeNormal); } return BSPReturnRegionType(current_node->left, y, x, z); } if (current_node->right == 0) { return(RegionTypeNormal); } return BSPReturnRegionType(current_node->right, y, x, z); }