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authorRobert Crossfield2016-07-16 17:18:11 +1000
committerRobert Crossfield2016-07-19 18:54:14 +1000
commit44000ba8262a470612f1c83e2879b8b6f3d8a0b2 (patch)
tree146ad9fe2d11a9b35b43a5f36fc3faf87d886af3
parent1a880c748c5cfb5ed64ca220ff332bc353726345 (diff)
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SCUMM: Maniac V0: Implement original walkbox queue, Cleanup actor walk code
-rw-r--r--engines/scumm/actor.cpp178
-rw-r--r--engines/scumm/actor.h14
-rw-r--r--engines/scumm/boxes.cpp55
-rw-r--r--engines/scumm/saveload.h2
-rw-r--r--engines/scumm/scumm.h2
5 files changed, 215 insertions, 36 deletions
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp
index cd54c175cc..6cb5ce5708 100644
--- a/engines/scumm/actor.cpp
+++ b/engines/scumm/actor.cpp
@@ -259,6 +259,8 @@ void Actor_v0::initActor(int mode) {
_limb_flipped[i] = false;
}
+ walkBoxQueueReset();
+
if (_vm->_game.features & GF_DEMO) {
_sound[0] = v0ActorDemoTalk[_number];
} else {
@@ -266,6 +268,116 @@ void Actor_v0::initActor(int mode) {
}
}
+void Actor_v0::walkBoxQueueReset() {
+ _walkboxHistory.clear();
+ _walkboxQueueIndex = 0;
+
+ for (uint i = 0; i < ARRAYSIZE( _walkboxQueue ); ++i) {
+ _walkboxQueue[i] = kInvalidBox;
+ }
+}
+
+bool Actor_v0::walkBoxQueueAdd(int box) {
+
+ if (_walkboxQueueIndex == ARRAYSIZE( _walkboxQueue ))
+ return false;
+
+ _walkboxQueue[_walkboxQueueIndex++] = box ;
+ _walkboxHistory.push_back( box );
+ return true;
+}
+
+void Actor_v0::walkboxQueueReverse() {
+ int j = ARRAYSIZE( _walkboxQueue ) - 1;
+
+ while (_walkboxQueue[j] == kInvalidBox && j >= 1)
+ --j;
+
+ if (j <= 1)
+ return;
+
+ for (int i = 1; i < j && j >= 1 ; ++i, --j) {
+
+ byte tmp = _walkboxQueue[i];
+
+ _walkboxQueue[i] = _walkboxQueue[j];
+ _walkboxQueue[j] = tmp;
+ }
+}
+
+bool Actor_v0::walkBoxQueueFind(int box) {
+
+ for (uint i = 0; i < _walkboxHistory.size(); ++i) {
+ if (box == _walkboxHistory[i])
+ return true;
+ }
+
+ return false;
+}
+
+bool Actor_v0::walkBoxQueuePrepare() {
+ walkBoxQueueReset();
+ int BoxFound = _walkbox;
+
+ if (BoxFound == _walkdata.destbox) {
+
+ _newWalkBoxEntered = true;
+ return true;
+ }
+
+ // Build a series of walkboxes from our current position, to the target
+ do {
+ // Add the current box to the queue
+ if (!walkBoxQueueAdd( BoxFound ))
+ return false;
+
+ // Loop until we find a walkbox which hasn't been tested
+ while (_walkboxQueueIndex > 0) {
+
+ // Check if the dest box is a direct neighbour
+ if ((BoxFound = _vm->getNextBox( BoxFound, _walkdata.destbox )) == kInvalidBox) {
+
+ // Its not, start hunting through this boxes immediate connections
+ byte* boxm = _vm->getBoxConnectionBase( _walkboxQueue[_walkboxQueueIndex - 1] );
+
+ // Attempt to find one, which we havn't already used
+ for (; *boxm != kInvalidBox; ++boxm) {
+ if (walkBoxQueueFind( *boxm ) != true)
+ break;
+ }
+
+ BoxFound = *boxm;
+ }
+
+ // Found one?
+ if (BoxFound != kInvalidBox) {
+
+ // Did we find a connection to the final walkbox
+ if (BoxFound == _walkdata.destbox) {
+
+ _newWalkBoxEntered = true;
+
+ walkBoxQueueAdd( BoxFound );
+
+ walkboxQueueReverse();
+ return true;
+ }
+
+ // Nope, check the next box
+ break;
+ }
+
+ // Drop this box, its useless to us
+ _walkboxQueue[--_walkboxQueueIndex] = kInvalidBox;
+
+ BoxFound = _walkboxQueue[_walkboxQueueIndex - 1];
+ }
+
+ } while (_walkboxQueueIndex > 0);
+
+ return false;
+}
+
void Actor::setBox(int box) {
_walkbox = box;
setupActorScale();
@@ -634,17 +746,18 @@ void Actor::startWalkActor(int destX, int destY, int dir) {
_walkdata.dest.y = abr.y;
_walkdata.destbox = abr.box;
_walkdata.destdir = dir;
-
+ _walkdata.point3.x = 32000;
+ _walkdata.curbox = _walkbox;
+
if (_vm->_game.version == 0) {
- ((Actor_v0*)this)->_newWalkBoxEntered = true;
+ ((Actor_v0*)this)->walkBoxQueuePrepare();
+
} else if (_vm->_game.version <= 2) {
_moving = (_moving & ~(MF_LAST_LEG | MF_IN_LEG)) | MF_NEW_LEG;
} else {
_moving = (_moving & MF_IN_LEG) | MF_NEW_LEG;
}
- _walkdata.point3.x = 32000;
- _walkdata.curbox = _walkbox;
}
void Actor::startWalkAnim(int cmd, int angle) {
@@ -861,13 +974,7 @@ L2C36:;
stopActorMoving();
return;
}
- // 2C98: Yes, an exact copy of what just occurred.. the original does this, so im doing it...
- // Just to keep me sane when going over it :)
- if (A == 0xFF) {
- setActorFromTmp();
- stopActorMoving();
- return;
- }
+
return;
}
@@ -1398,13 +1505,13 @@ void Actor::putActor(int dstX, int dstY, int newRoom) {
showActor();
}
- // V0 always sets the actor to face the camera upon entering a room
if (_vm->_game.version == 0) {
- _walkdata.dest = _pos;
- ((Actor_v0*)this)->_newWalkBoxEntered = true;
+ ((Actor_v0*)this)->_newWalkBoxEntered = false;
((Actor_v0*)this)->_CurrentWalkTo = _pos;
+ ((Actor_v0*)this)->_NewWalkTo = _pos;
+ // V0 always sets the actor to face the camera upon entering a room
setDirection(oldDirToNewDir(2));
}
}
@@ -1549,7 +1656,7 @@ AdjustBoxResult Actor_v0::adjustPosInBorderWalkbox(AdjustBoxResult box) {
if (A < box.x)
return box;
- if (A < 0xA0 || A == 0xA0)
+ if (A <= 0xA0)
A = 0;
Result.x = A;
@@ -1980,9 +2087,10 @@ void ScummEngine::processActors() {
if (_game.version == 0) {
// 0x057B
Actor_v0 *a0 = (Actor_v0*) a;
- if (a0->_speaking & 1)
+ if (a0->_speaking & 1) {
a0->_speaking ^= 0xFE;
-
+ ++_V0Delay._actorRedrawCount;
+ }
// 0x22B5
if (a0->_miscflags & kActorMiscFlagHide)
continue;
@@ -2404,8 +2512,13 @@ void Actor_v0::limbFrameCheck(int limb) {
void Actor_v0::animateCostume() {
speakCheck();
- if (_vm->_costumeLoader->increaseAnims(this))
+ byte count = _vm->_costumeLoader->increaseAnims( this );
+
+ if (count) {
+ _vm->_V0Delay._actorLimbRedrawDrawCount += count;
+
_needRedraw = true;
+ }
}
void Actor_v0::speakCheck() {
@@ -3254,7 +3367,7 @@ void Actor_v0::animateActor(int anim) {
} else {
- if (anim > 4 && anim <= 7)
+ if (anim >= 4 && anim <= 7)
_facing = normalizeAngle(oldDirToNewDir(dir));
}
}
@@ -3311,7 +3424,7 @@ void Actor_v0::setActorFromTmp() {
}
void Actor_v0::actorSetWalkTo() {
-
+
if (_newWalkBoxEntered == false)
return;
@@ -3350,10 +3463,33 @@ void Actor_v0::saveLoadWithSerializer(Serializer *ser) {
MKLINE(Actor_v0, _walkYCount, sleByte, VER(97)),
MKLINE(Actor_v0, _walkYCountInc, sleByte, VER(97)),
MKLINE(Actor_v0, _walkMaxXYCountInc, sleByte, VER(97)),
+
+ MKARRAY(Actor_v0, _walkboxQueue[0], sleByte, 16, VER(98)),
+ MKLINE(Actor_v0, _walkboxQueueIndex, sleByte, VER(98)),
MKEND()
};
ser->saveLoadEntries(this, actorEntries);
+
+ if (ser->isLoading()) {
+ if (_costCommand != 0xFF ) {
+
+ if (_walkboxQueueIndex < 1) {
+
+ _costCommand = 0xFF;
+ setDirection( _facing );
+ speakCheck();
+ }
+ else {
+ //_costCommandNew = _costCommand;
+ //_costCommand = 0xFF;
+ //animateActor( _costCommandNew );
+ _facing = 0;
+ directionUpdate();
+ animateActor( newDirToOldDir( _facing ) );
+ }
+ }
+ }
}
void Actor::saveLoadWithSerializer(Serializer *ser) {
@@ -3496,6 +3632,8 @@ void Actor::saveLoadWithSerializer(Serializer *ser) {
_walkdata.point3.x >>= V12_X_SHIFT;
_walkdata.point3.y >>= V12_Y_SHIFT;
}
+
+ setDirection( _facing );
}
}
diff --git a/engines/scumm/actor.h b/engines/scumm/actor.h
index c1a3f23318..3bc301fddb 100644
--- a/engines/scumm/actor.h
+++ b/engines/scumm/actor.h
@@ -350,6 +350,11 @@ class Actor_v0 : public Actor_v2 {
public:
Common::Point _CurrentWalkTo, _NewWalkTo;
+ Common::Array<byte> _walkboxHistory;
+
+ byte _walkboxQueue[0x10];
+ byte _walkboxQueueIndex;
+
byte _costCommandNew;
byte _costCommand;
byte _miscflags;
@@ -380,6 +385,12 @@ public:
bool _limb_flipped[8];
+private:
+
+ bool walkBoxQueueAdd( int box );
+ bool walkBoxQueueFind( int box );
+ void walkboxQueueReverse();
+
public:
Actor_v0(ScummEngine *scumm, int id) : Actor_v2(scumm, id) {}
@@ -401,6 +412,9 @@ public:
byte actorWalkY();
byte updateWalkbox();
+ void walkBoxQueueReset();
+ bool walkBoxQueuePrepare();
+
AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY);
AdjustBoxResult adjustPosInBorderWalkbox(AdjustBoxResult box);
diff --git a/engines/scumm/boxes.cpp b/engines/scumm/boxes.cpp
index 087d8425ac..108f227ec2 100644
--- a/engines/scumm/boxes.cpp
+++ b/engines/scumm/boxes.cpp
@@ -692,6 +692,22 @@ byte *ScummEngine::getBoxMatrixBaseAddr() {
return ptr;
}
+byte *ScummEngine::getBoxConnectionBase( int box ) {
+ byte *boxm = getBoxMatrixBaseAddr();
+
+ int boxIndex = 0;
+
+ for (; boxIndex != box; ++boxIndex) {
+
+ while ( *boxm != 0xFF) {
+ ++boxm;
+ }
+
+ ++boxm;
+ }
+
+ return boxm;
+}
/**
* Compute if there is a way that connects box 'from' with box 'to'.
* Returns the number of a box adjacent to 'from' that is the next on the
@@ -719,21 +735,18 @@ int ScummEngine::getNextBox(byte from, byte to) {
boxm = getBoxMatrixBaseAddr();
if (_game.version == 0) {
- // calculate shortest paths
- byte *itineraryMatrix = (byte *)malloc(numOfBoxes * numOfBoxes);
- calcItineraryMatrix(itineraryMatrix, numOfBoxes);
- dest = to;
- do {
- dest = itineraryMatrix[numOfBoxes * from + dest];
- } while (dest != Actor::kInvalidBox && !areBoxesNeighbors(from, dest));
+ boxm = getBoxConnectionBase( from );
+
+ for (; *boxm != 0xFF; ++boxm) {
+ if (*boxm == to)
+ break;
+ }
- if (dest == Actor::kInvalidBox)
- dest = -1;
+ return *boxm;
- free(itineraryMatrix);
- return dest;
- } else if (_game.version <= 2) {
+ }
+ else if (_game.version <= 2) {
// The v2 box matrix is a real matrix with numOfBoxes rows and columns.
// The first numOfBoxes bytes contain indices to the start of the corresponding
// row (although that seems unnecessary to me - the value is easily computable.
@@ -967,6 +980,7 @@ void ScummEngine::calcItineraryMatrix(byte *itineraryMatrix, int num) {
// 255 (= infinity) to all other boxes.
for (i = 0; i < num; i++) {
for (j = 0; j < num; j++) {
+
if (i == j) {
adjacentMatrix[i * boxSize + j] = 0;
itineraryMatrix[i * boxSize + j] = j;
@@ -1160,20 +1174,31 @@ bool ScummEngine::areBoxesNeighbors(int box1nr, int box2nr) {
byte ScummEngine_v0::walkboxFindTarget(Actor *a, int destbox, Common::Point walkdest) {
Actor_v0 *Actor = (Actor_v0*)a;
+ byte nextBox = kOldInvalidBox;
- byte nextBox = getNextBox(a->_walkbox, destbox);
+ // Do we have a walkbox queue to process
+ if (Actor->_walkboxQueueIndex > 1) {
+ nextBox = Actor->_walkboxQueue[--Actor->_walkboxQueueIndex];
- if (nextBox != 0xFF && nextBox == destbox && areBoxesNeighbors(a->_walkbox, nextBox)) {
+ if (Actor->_walkboxQueueIndex <= 1) {
+ Actor->walkBoxQueueReset();
+ }
+ }
+
+ // Target box reached?
+ if (nextBox != Actor::kInvalidBox && nextBox == destbox && areBoxesNeighbors(a->_walkbox, nextBox)) {
Actor->_NewWalkTo = walkdest;
return nextBox;
}
- if (nextBox != 0xFF && nextBox != a->_walkbox) {
+ // Next box reached
+ if (nextBox != Actor::kInvalidBox && nextBox != a->_walkbox) {
getClosestPtOnBox(getBoxCoordinates(nextBox), a->getPos().x, a->getPos().y, Actor->_NewWalkTo.x, Actor->_NewWalkTo.y);
} else {
+
if (walkdest.x == -1)
Actor->_NewWalkTo = Actor->_CurrentWalkTo;
else
diff --git a/engines/scumm/saveload.h b/engines/scumm/saveload.h
index 753287e217..fb2d45df8c 100644
--- a/engines/scumm/saveload.h
+++ b/engines/scumm/saveload.h
@@ -47,7 +47,7 @@ namespace Scumm {
* only saves/loads those which are valid for the version of the savegame
* which is being loaded/saved currently.
*/
-#define CURRENT_VER 97
+#define CURRENT_VER 98
/**
* An auxillary macro, used to specify savegame versions. We use this instead
diff --git a/engines/scumm/scumm.h b/engines/scumm/scumm.h
index f9758aec33..5a653d0970 100644
--- a/engines/scumm/scumm.h
+++ b/engines/scumm/scumm.h
@@ -1131,6 +1131,8 @@ public:
byte getNumBoxes();
byte *getBoxMatrixBaseAddr();
+ byte *getBoxConnectionBase( int box );
+
int getNextBox(byte from, byte to);
void setBoxFlags(int box, int val);