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authorFilippos Karapetis2014-02-22 20:34:52 +0200
committerFilippos Karapetis2014-02-22 20:34:52 +0200
commitb56f8f2212d50ac959e00136d093b313a1fb2ea2 (patch)
tree0ae445016261871b5e7dddad8fc232a8576fb390
parent0958ac9b7fe196b0ea8459b19c7576da2686a9cc (diff)
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BBVS: Move some code out of bbvs.cpp
-rw-r--r--engines/bbvs/bbvs.cpp879
-rw-r--r--engines/bbvs/bbvs.h7
-rw-r--r--engines/bbvs/logic.cpp265
-rw-r--r--engines/bbvs/module.mk3
-rw-r--r--engines/bbvs/scene.cpp227
-rw-r--r--engines/bbvs/walk.cpp466
6 files changed, 968 insertions, 879 deletions
diff --git a/engines/bbvs/bbvs.cpp b/engines/bbvs/bbvs.cpp
index d7e6606d04..3da9e8b3ce 100644
--- a/engines/bbvs/bbvs.cpp
+++ b/engines/bbvs/bbvs.cpp
@@ -66,41 +66,11 @@ static const BBRect kVerbRects[6] = {
{ 13, -33, 19, 27}, {-10, 8, 19, 27}, {-11, -49, 19, 27}
};
-static const int8 kWalkTurnTbl[] = {
- 7, 9, 4, 8, 6, 10, 5, 11
-};
-
-static const int8 kWalkAnimTbl[32] = {
- 3, 0, 0, 0, 2, 1, 1, 1,
- 15, 12, 14, 13, 0, 0, 0, 0,
- 7, 9, 4, 8, 6, 10, 5, 11,
- 3, 0, 2, 1, 15, 12, 14, 13
-};
-
-static const int8 kTurnInfo[8][8] = {
- { 0, 1, 1, 1, 1, -1, -1, -1},
- {-1, 0, 1, 1, 1, 1, -1, -1},
- {-1, -1, 0, 1, 1, 1, 1, -1},
- {-1, -1, -1, 0, 1, 1, 1, 1},
- { 1, -1, -1, -1, 0, 1, 1, 1},
- { 1, 1, -1, -1, -1, 0, 1, 1},
- { 1, 1, 1, -1, -1, -1, 0, 1},
- { 1, 1, 1, 1, -1, -1, -1, 0}
-};
-
static const byte kTurnTbl[] = {
2, 6, 4, 0, 2, 6, 4, 0,
3, 1, 5, 7, 0, 0, 0, 0
};
-static const int kAfterVideoSceneNum[] = {
- 0, 43, 23, 12, 4, 44, 2,
- 16, 4, 4, 4, 44, 12, 44
-};
-
-const int kMainMenu = 44;
-const int kCredits = 45;
-
bool WalkArea::contains(const Common::Point &pt) const {
return Common::Rect(x, y, x + width, y + height).contains(pt);
}
@@ -312,243 +282,6 @@ void BbvsEngine::updateGame() {
}
-bool BbvsEngine::evalCondition(Conditions &conditions) {
- bool result = true;
- for (int i = 0; i < 8 && result; ++i) {
- const Condition &condition = conditions.conditions[i];
- switch (condition.cond) {
- case kCondSceneObjectVerb:
- result = _activeItemType == KITSceneObject &&
- condition.value1 == _currVerbNum &&
- condition.value2 == _activeItemIndex;
- break;
- case kCondBgObjectVerb:
- result = _activeItemType == kITBgObject &&
- condition.value1 == _currVerbNum &&
- condition.value2 == _activeItemIndex;
- break;
- case kCondSceneObjectInventory:
- result = _activeItemType == KITSceneObject &&
- _currVerbNum == kVerbInvItem &&
- condition.value1 == _currInventoryItem &&
- condition.value2 == _activeItemIndex;
- break;
- case kCondBgObjectInventory:
- result = _activeItemType == kITBgObject &&
- _currVerbNum == kVerbInvItem &&
- condition.value1 == _currInventoryItem &&
- condition.value2 == _activeItemIndex;
- break;
- case kCondHasInventoryItem:
- result = _inventoryItemStatus[condition.value1] != 0;
- break;
- case kCondHasNotInventoryItem:
- result = _inventoryItemStatus[condition.value1] == 0;
- break;
- case kCondIsGameVar:
- result = _gameVars[condition.value2] != 0;
- break;
- case kCondIsNotGameVar:
- result = _gameVars[condition.value2] == 0;
- break;
- case kCondIsPrevSceneNum:
- result = condition.value2 == _prevSceneNum;
- break;
- case kCondIsCurrTalkObject:
- result = condition.value2 == _currTalkObjectIndex;
- break;
- case kCondIsDialogItem:
- result = _activeItemType == kITDialog &&
- condition.value1 == _activeItemIndex;
- break;
- case kCondIsCameraNum:
- result = condition.value1 == _currCameraNum;
- break;
- case kCondIsNotPrevSceneNum:
- result = condition.value2 != _prevSceneNum;
- break;
- case kCondIsButtheadAtBgObject:
- result = _buttheadObject &&
- _gameModule->getBgObject(condition.value2)->rect.contains(_buttheadObject->x >> 16, _buttheadObject->y >> 16);
- break;
- case kCondIsNotSceneVisited:
- result = _sceneVisited[_currSceneNum] == 0;
- break;
- case kCondIsSceneVisited:
- result = _sceneVisited[_currSceneNum] != 0;
- break;
- case kCondUnused:
- case kCondDialogItem0:
- case kCondIsCameraNumTransition:
- result = false;
- break;
- }
- }
- return result;
-}
-
-bool BbvsEngine::evalCameraCondition(Conditions &conditions, int value) {
- bool result = true;
- for (int i = 0; i < 8 && result; ++i) {
- const Condition &condition = conditions.conditions[i];
- switch (condition.cond) {
- case kCondHasInventoryItem:
- result = _inventoryItemStatus[condition.value1] != 0;
- break;
- case kCondHasNotInventoryItem:
- result = _inventoryItemStatus[condition.value1] == 0;
- break;
- case kCondIsGameVar:
- result = _gameVars[condition.value2] != 0;
- break;
- case kCondIsNotGameVar:
- result = _gameVars[condition.value2] == 0;
- break;
- case kCondIsPrevSceneNum:
- result = condition.value2 == _prevSceneNum;
- break;
- case kCondIsNotPrevSceneNum:
- result = condition.value2 != _prevSceneNum;
- break;
- case kCondIsNotSceneVisited:
- result = _sceneVisited[_currSceneNum] == 0;
- break;
- case kCondIsSceneVisited:
- result = _sceneVisited[_currSceneNum] != 0;
- break;
- case kCondIsCameraNumTransition:
- result = condition.value1 == _currCameraNum &&
- condition.value2 == value;
- break;
- case kCondUnused:
- case kCondSceneObjectVerb:
- case kCondBgObjectVerb:
- case kCondSceneObjectInventory:
- case kCondBgObjectInventory:
- case kCondIsCurrTalkObject:
- case kCondIsDialogItem:
- case kCondIsCameraNum:
- case kCondDialogItem0:
- case kCondIsButtheadAtBgObject:
- result = false;
- break;
- default:
- break;
- }
- }
- return result;
-}
-
-int BbvsEngine::evalDialogCondition(Conditions &conditions) {
- int result = -1;
- bool success = false;
- for (int i = 0; i < 8; ++i) {
- const Condition &condition = conditions.conditions[i];
- switch (condition.cond) {
- case kCondSceneObjectVerb:
- success = _activeItemType == KITSceneObject &&
- condition.value1 == _currVerbNum &&
- condition.value2 == _activeItemIndex;
- break;
- case kCondBgObjectVerb:
- success = _activeItemType == kITBgObject &&
- condition.value1 == _currVerbNum &&
- condition.value2 == _activeItemIndex;
- break;
- case kCondSceneObjectInventory:
- success = _activeItemType == KITSceneObject &&
- _currVerbNum == kVerbInvItem &&
- condition.value1 == _currInventoryItem &&
- condition.value2 == _activeItemIndex;
- break;
- case kCondBgObjectInventory:
- success = _activeItemType == kITBgObject &&
- _currVerbNum == kVerbInvItem &&
- condition.value1 == _currInventoryItem &&
- condition.value2 == _activeItemIndex;
- break;
- case kCondHasInventoryItem:
- success = _inventoryItemStatus[condition.value1] != 0;
- break;
- case kCondHasNotInventoryItem:
- success = _inventoryItemStatus[condition.value1] == 0;
- break;
- case kCondIsGameVar:
- success = _gameVars[condition.value2] != 0;
- break;
- case kCondIsNotGameVar:
- success = _gameVars[condition.value2] == 0;
- break;
- case kCondIsPrevSceneNum:
- success = condition.value2 == _prevSceneNum;
- break;
- case kCondIsCurrTalkObject:
- success = condition.value2 == _currTalkObjectIndex;
- break;
- case kCondIsDialogItem:
- result = condition.value1;
- break;
- case kCondIsCameraNum:
- success = condition.value1 == _currCameraNum;
- break;
- case kCondIsNotPrevSceneNum:
- success = condition.value2 != _prevSceneNum;
- break;
- case kCondIsButtheadAtBgObject:
- success = _buttheadObject &&
- _gameModule->getBgObject(condition.value2)->rect.contains(_buttheadObject->x >> 16, _buttheadObject->y >> 16);
- break;
- case kCondIsNotSceneVisited:
- success = _sceneVisited[_currSceneNum] == 0;
- break;
- case kCondIsSceneVisited:
- success = _sceneVisited[_currSceneNum] != 0;
- break;
- case kCondDialogItem0:
- return 0;
- case kCondUnused:
- case kCondIsCameraNumTransition:
- success = false;
- break;
- }
- if (!success)
- return -1;
- }
- return result;
-}
-
-void BbvsEngine::evalActionResults(ActionResults &results) {
- for (int i = 0; i < 8; ++i) {
- const ActionResult &result = results.actionResults[i];
- switch (result.kind) {
- case kActResAddInventoryItem:
- _inventoryItemStatus[result.value1] = 1;
- _currVerbNum = kVerbInvItem;
- _currInventoryItem = result.value1;
- break;
- case kActResRemoveInventoryItem:
- _inventoryItemStatus[result.value1] = 0;
- if (result.value1 == _currInventoryItem)
- _currInventoryItem = -1;
- if (_currVerbNum == kVerbInvItem)
- _currVerbNum = kVerbLook;
- break;
- case kActResSetGameVar:
- _gameVars[result.value2] = 1;
- break;
- case kActResUnsetGameVar:
- _gameVars[result.value2] = 0;
- break;
- case kActResStartDialog:
- _gameState = kGSDialog;
- break;
- case kActResChangeScene:
- _newSceneNum = result.value2;
- break;
- }
- }
-}
-
void BbvsEngine::updateBackgroundSounds() {
for (int i = 0; i < _gameModule->getSceneSoundsCount(); ++i) {
SceneSound *sceneSound = _gameModule->getSceneSound(i);
@@ -564,198 +297,6 @@ void BbvsEngine::updateBackgroundSounds() {
}
}
-void BbvsEngine::loadScene(int sceneNum) {
- debug(0, "BbvsEngine::loadScene() sceneNum: %d", sceneNum);
-
- Common::String sprFilename = Common::String::format("vnm/vspr%04d.vnm", sceneNum);
- Common::String gamFilename = Common::String::format("vnm/game%04d.vnm", sceneNum);
-
- _screen->clear();
-
- _spriteModule->load(sprFilename.c_str());
- _gameModule->load(gamFilename.c_str());
-
- Palette palette = _spriteModule->getPalette();
- _screen->setPalette(palette);
-
- // Preload sounds
- for (uint i = 0; i < _gameModule->getPreloadSoundsCount(); ++i) {
- Common::String filename = Common::String::format("snd/snd%05d.aif", _gameModule->getPreloadSound(i));
- _sound->loadSound(filename);
- }
-
- if (sceneNum >= kMainMenu) {
- DrawList drawList;
- drawList.add(_gameModule->getBgSpriteIndex(0), 0, 0, 0);
- _screen->drawDrawList(drawList, _spriteModule);
- drawScreen();
- }
-
-}
-
-void BbvsEngine::initScene(bool sounds) {
-
- stopSpeech();
- stopSounds();
- _sound->unloadSounds();
-
- _gameState = kGSScene;
- _prevSceneNum = _currSceneNum;
- _sceneVisited[_currSceneNum] = 1;
- _mouseCursorSpriteIndex = 0;
- _verbPos.x = -1;
- _verbPos.y = -1;
- _activeItemType = kITEmpty;
- _activeItemIndex = 0;
- _cameraPos.x = 0;
- _cameraPos.y = 0;
- _newCameraPos.x = 0;
- _newCameraPos.y = 0;
- _inventoryButtonIndex = -1;
- _currTalkObjectIndex = -1;
- _currCameraNum = 0;
- _walkMousePos.x = -1;
- _walkMousePos.y = -1;
- _currAction = 0;
- _currActionCommandIndex = -1;
- _currActionCommandTimeStamp = 0;
- _dialogSlotCount = 0;
- _buttheadObject = 0;
- _beavisObject = 0;
-
- memset(_backgroundSoundsActive, 0, sizeof(_backgroundSoundsActive));
-
- memset(_sceneObjects, 0, sizeof(_sceneObjects));
- for (int i = 0; i < kSceneObjectsCount; ++i) {
- _sceneObjects[i].walkDestPt.x = -1;
- _sceneObjects[i].walkDestPt.y = -1;
- }
-
- memset(_dialogItemStatus, 0, sizeof(_dialogItemStatus));
-
- _sceneObjectActions.clear();
-
- loadScene(_newSceneNum);
- _currSceneNum = _newSceneNum;
- _newSceneNum = 0;
-
- for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i)
- _sceneObjects[i].sceneObjectDef = _gameModule->getSceneObjectDef(i);
-
- for (int i = 0; i < _gameModule->getSceneObjectInitsCount(); ++i) {
- SceneObjectInit *soInit = _gameModule->getSceneObjectInit(i);
- if (evalCondition(soInit->conditions)) {
- SceneObject *sceneObject = &_sceneObjects[soInit->sceneObjectIndex];
- sceneObject->anim = _gameModule->getAnimation(soInit->animIndex);
- sceneObject->animIndex = soInit->animIndex;
- sceneObject->frameIndex = sceneObject->anim->frameCount - 1;
- sceneObject->frameTicks = 1;
- sceneObject->x = soInit->x << 16;
- sceneObject->y = soInit->y << 16;
- }
- }
-
- if (_gameModule->getButtheadObjectIndex() >= 0) {
- _buttheadObject = &_sceneObjects[_gameModule->getButtheadObjectIndex()];
- // Search for the Beavis object
- for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i)
- if (!strcmp(_sceneObjects[i].sceneObjectDef->name, "Beavis")) {
- _beavisObject = &_sceneObjects[i];
- break;
- }
- }
-
- updateSceneObjectsTurnValue();
-
- updateWalkableRects();
-
- _currCameraNum = 0;
- if (_buttheadObject) {
- int minDistance = 0xFFFFFF;
- for (int cameraNum = 0; cameraNum < 4; ++cameraNum) {
- CameraInit *cameraInit = _gameModule->getCameraInit(cameraNum);
- int curDistance = ABS(cameraInit->cameraPos.x - (int)(_buttheadObject->x >> 16) + 160);
- if (curDistance < minDistance) {
- minDistance = curDistance;
- _currCameraNum = cameraNum;
- }
- }
- }
-
- _cameraPos = _gameModule->getCameraInit(_currCameraNum)->cameraPos;
- _newCameraPos = _cameraPos;
-
- _walkAreaActions.clear();
- for (int i = 0; i < _gameModule->getActionsCount(); ++i) {
- Action *action = _gameModule->getAction(i);
- for (int j = 0; j < 8; ++j)
- if (action->conditions.conditions[j].cond == kCondIsButtheadAtBgObject)
- _walkAreaActions.push_back(action);
- }
-
- _mouseCursorSpriteIndex = 0;
-
- _activeItemIndex = 0;
- _activeItemType = kITEmpty;
-
- for (int i = 0; i < _gameModule->getActionsCount(); ++i) {
- Action *action = _gameModule->getAction(i);
- if (evalCondition(action->conditions)) {
- _gameState = kGSWait;
- _currAction = action;
- for (uint j = 0; j < action->actionCommands.size(); ++j) {
- ActionCommand *actionCommand = &action->actionCommands[j];
- if (actionCommand->cmd == kActionCmdSetCameraPos) {
- _currCameraNum = actionCommand->param;
- _cameraPos = _gameModule->getCameraInit(_currCameraNum)->cameraPos;
- _newCameraPos = _cameraPos;
- break;
- }
- }
- break;
- }
- }
-
- if (sounds)
- updateBackgroundSounds();
-
-}
-
-bool BbvsEngine::changeScene() {
-
- writeContinueSavegame();
-
- if (_newSceneNum >= 27 && _newSceneNum <= 30) {
- // Run minigames
- stopSpeech();
- stopSounds();
- _sceneVisited[_currSceneNum] = 1;
- if (runMinigame(_newSceneNum - 27)) {
- SWAP(_currSceneNum, _newSceneNum);
- }
- } else if (_newSceneNum >= 31 && _newSceneNum <= 43) {
- // Play video
- stopSpeech();
- stopSounds();
- _sceneVisited[_currSceneNum] = 1;
- _playVideoNumber = _newSceneNum - 30;
- _currSceneNum = _newSceneNum;
- _newSceneNum = kAfterVideoSceneNum[_playVideoNumber];
- } else if (_newSceneNum >= 100 && _currSceneNum == kCredits) {
- // Play secret video
- stopSounds();
- _playVideoNumber = _newSceneNum;
- _currSceneNum = 49;
- _newSceneNum = kCredits;
- } else {
- // Normal scene
- initScene(true);
- }
-
- return true;
-
-}
-
bool BbvsEngine::update(int mouseX, int mouseY, uint mouseButtons, Common::KeyCode keyCode) {
if (_bootSaveSlot >= 0) {
@@ -1676,426 +1217,6 @@ void BbvsEngine::updateCommon() {
}
-void BbvsEngine::startWalkObject(SceneObject *sceneObject) {
- const int kMaxDistance = 0xFFFFFF;
-
- if (_buttheadObject != sceneObject && _beavisObject != sceneObject)
- return;
-
- initWalkAreas(sceneObject);
- _sourceWalkAreaPt.x = sceneObject->x >> 16;
- _sourceWalkAreaPt.y = sceneObject->y >> 16;
-
- _sourceWalkArea = getWalkAreaAtPos(_sourceWalkAreaPt);
- if (!_sourceWalkArea)
- return;
-
- _destWalkAreaPt = sceneObject->walkDestPt;
-
- _destWalkArea = getWalkAreaAtPos(_destWalkAreaPt);
- if (!_destWalkArea)
- return;
-
- if (_sourceWalkArea != _destWalkArea) {
- _currWalkDistance = kMaxDistance;
- walkFindPath(_sourceWalkArea, 0);
- _destWalkAreaPt = _currWalkDistance == kMaxDistance ? _sourceWalkAreaPt : _finalWalkPt;
- }
-
- walkObject(sceneObject, _destWalkAreaPt, sceneObject->sceneObjectDef->walkSpeed);
-
-}
-
-void BbvsEngine::updateWalkObject(SceneObject *sceneObject) {
- int animIndex;
-
- if (sceneObject->walkCount > 0 && (sceneObject->xIncr != 0 || sceneObject->yIncr != 0)) {
- if (ABS(sceneObject->xIncr) <= ABS(sceneObject->yIncr))
- sceneObject->turnValue = sceneObject->yIncr >= 0 ? 0 : 4;
- else
- sceneObject->turnValue = sceneObject->xIncr >= 0 ? 6 : 2;
- animIndex = sceneObject->sceneObjectDef->animIndices[kWalkAnimTbl[sceneObject->turnValue]];
- sceneObject->turnCount = 0;
- sceneObject->turnTicks = 0;
- } else {
- animIndex = sceneObject->sceneObjectDef->animIndices[kWalkTurnTbl[sceneObject->turnValue]];
- }
-
- Animation *anim = 0;
- if (animIndex > 0)
- anim = _gameModule->getAnimation(animIndex);
-
- if (sceneObject->anim != anim) {
- if (anim) {
- sceneObject->anim = anim;
- sceneObject->animIndex = animIndex;
- sceneObject->frameTicks = 1;
- sceneObject->frameIndex = anim->frameCount - 1;
- } else {
- sceneObject->anim = 0;
- sceneObject->animIndex = 0;
- sceneObject->frameTicks = 0;
- sceneObject->frameIndex = 0;
- }
- }
-
-}
-
-void BbvsEngine::walkObject(SceneObject *sceneObject, const Common::Point &destPt, int walkSpeed) {
- int deltaX = destPt.x - (sceneObject->x >> 16);
- int deltaY = destPt.y - (sceneObject->y >> 16);
- float distance = sqrt((double)(deltaX * deltaX + deltaY * deltaY));
- // NOTE The original doesn't have this check but without it the whole pathfinding breaks
- if (distance > 0.0) {
- sceneObject->walkCount = distance / ((((float)ABS(deltaX) / distance) + 1.0) * ((float)walkSpeed / 120));
- sceneObject->xIncr = ((float)deltaX / sceneObject->walkCount) * 65536.0;
- sceneObject->yIncr = ((float)deltaY / sceneObject->walkCount) * 65536.0;
- sceneObject->x = (sceneObject->x & 0xFFFF0000) | 0x8000;
- sceneObject->y = (sceneObject->y & 0xFFFF0000) | 0x8000;
- } else
- sceneObject->walkCount = 0;
-}
-
-void BbvsEngine::turnObject(SceneObject *sceneObject) {
- if (sceneObject->turnTicks > 0) {
- --sceneObject->turnTicks;
- } else {
- int turnDir = kTurnInfo[sceneObject->turnValue][sceneObject->turnCount & 0x7F];
- if (turnDir) {
- sceneObject->turnValue = (sceneObject->turnValue + turnDir) & 7;
- int turnAnimIndex = sceneObject->sceneObjectDef->animIndices[kWalkTurnTbl[sceneObject->turnValue]];
- if (turnAnimIndex) {
- Animation *anim = _gameModule->getAnimation(turnAnimIndex);
- if (anim) {
- sceneObject->anim = anim;
- sceneObject->animIndex = turnAnimIndex;
- sceneObject->turnTicks = 4;
- sceneObject->frameTicks = 1;
- sceneObject->frameIndex = anim->frameCount - 1;
- }
- }
- } else {
- sceneObject->turnCount = 0;
- }
- }
-}
-
-int BbvsEngine::rectSubtract(const Common::Rect &rect1, const Common::Rect &rect2, Common::Rect *outRects) {
- int count = 0;
- Common::Rect workRect = rect1.findIntersectingRect(rect2);
- if (!workRect.isEmpty()) {
- count = 0;
- outRects[count] = Common::Rect(rect2.width(), workRect.top - rect2.top);
- if (!outRects[count].isEmpty()) {
- outRects[count].translate(rect2.left, rect2.top);
- ++count;
- }
- outRects[count] = Common::Rect(workRect.left - rect2.left, workRect.height());
- if (!outRects[count].isEmpty()) {
- outRects[count].translate(rect2.left, workRect.top);
- ++count;
- }
- outRects[count] = Common::Rect(rect2.right - workRect.right, workRect.height());
- if (!outRects[count].isEmpty()) {
- outRects[count].translate(workRect.right, workRect.top);
- ++count;
- }
- outRects[count] = Common::Rect(rect2.width(), rect2.bottom - workRect.bottom);
- if (!outRects[count].isEmpty()) {
- outRects[count].translate(rect2.left, workRect.bottom);
- ++count;
- }
- } else {
- outRects[0] = rect2;
- count = 1;
- }
- return count;
-}
-
-WalkInfo *BbvsEngine::addWalkInfo(int16 x, int16 y, int delta, int direction, int16 midPtX, int16 midPtY, int walkAreaIndex) {
- WalkInfo *walkInfo = &_walkInfos[_walkInfosCount++];
- walkInfo->walkAreaIndex = walkAreaIndex;
- walkInfo->direction = direction;
- walkInfo->x = x;
- walkInfo->y = y;
- walkInfo->delta = delta;
- walkInfo->midPt.x = midPtX;
- walkInfo->midPt.y = midPtY;
- return walkInfo;
-}
-
-void BbvsEngine::initWalkAreas(SceneObject *sceneObject) {
- int16 objX = sceneObject->x >> 16;
- int16 objY = sceneObject->y >> 16;
- Common::Rect rect;
- bool doRect = false;
- Common::Rect *workWalkableRects;
-
- if (_buttheadObject == sceneObject && _beavisObject->anim) {
- rect = _beavisObject->anim->frameRects2[_beavisObject->frameIndex];
- rect.translate(_beavisObject->x >> 16, 1 + (_beavisObject->y >> 16));
- doRect = !rect.isEmpty();
- } else if (_buttheadObject->anim) {
- rect = _buttheadObject->anim->frameRects2[_buttheadObject->frameIndex];
- rect.translate(_buttheadObject->x >> 16, 1 + (_buttheadObject->y >> 16));
- doRect = !rect.isEmpty();
- }
-
- workWalkableRects = _walkableRects;
-
- _walkAreasCount = _walkableRectsCount;
-
- if (doRect && !rect.contains(objX, objY)) {
- _walkAreasCount = 0;
- for (int i = 0; i < _walkableRectsCount; ++i)
- _walkAreasCount += rectSubtract(rect, _walkableRects[i], &_tempWalkableRects1[_walkAreasCount]);
- workWalkableRects = _tempWalkableRects1;
- }
-
- for (int i = 0; i < _walkAreasCount; ++i) {
- _walkAreas[i].x = workWalkableRects[i].left;
- _walkAreas[i].y = workWalkableRects[i].top;
- _walkAreas[i].width = workWalkableRects[i].width();
- _walkAreas[i].height = workWalkableRects[i].height();
- _walkAreas[i].checked = false;
- _walkAreas[i].linksCount = 0;
- }
-
- _walkInfosCount = 0;
-
- // Find connections between the walkRects
-
- for (int i = 0; i < _walkAreasCount; ++i) {
- WalkArea *walkArea1 = &_walkAreas[i];
- int xIter = walkArea1->x + walkArea1->width;
- int yIter = walkArea1->y + walkArea1->height;
-
- for (int j = 0; j < _walkAreasCount; ++j) {
- WalkArea *walkArea2 = &_walkAreas[j];
-
- if (i == j)
- continue;
-
- if (walkArea2->y == yIter) {
- int wa1x = MAX(walkArea1->x, walkArea2->x);
- int wa2x = MIN(walkArea2->x + walkArea2->width, xIter);
- if (wa2x > wa1x) {
- debug(5, "WalkArea %d connected to %d by Y", i, j);
- WalkInfo *walkInfo1 = addWalkInfo(wa1x, yIter - 1, wa2x - wa1x, 0, wa1x + (wa2x - wa1x) / 2, yIter - 1, i);
- WalkInfo *walkInfo2 = addWalkInfo(wa1x, yIter, wa2x - wa1x, 0, wa1x + (wa2x - wa1x) / 2, yIter, j);
- walkArea1->linksD1[walkArea1->linksCount] = walkInfo1;
- walkArea1->linksD2[walkArea1->linksCount] = walkInfo2;
- walkArea1->links[walkArea1->linksCount++] = walkArea2;
- walkArea2->linksD1[walkArea2->linksCount] = walkInfo2;
- walkArea2->linksD2[walkArea2->linksCount] = walkInfo1;
- walkArea2->links[walkArea2->linksCount++] = walkArea1;
- }
- }
-
- if (walkArea2->x == xIter) {
- int wa1y = MAX(walkArea1->y, walkArea2->y);
- int wa2y = MIN(walkArea2->y + walkArea2->height, yIter);
- if (wa2y > wa1y) {
- debug(5, "WalkArea %d connected to %d by X", i, j);
- WalkInfo *walkInfo1 = addWalkInfo(xIter - 1, wa1y, wa2y - wa1y, 1, xIter - 1, wa1y + (wa2y - wa1y) / 2, i);
- WalkInfo *walkInfo2 = addWalkInfo(xIter, wa1y, wa2y - wa1y, 1, xIter, wa1y + (wa2y - wa1y) / 2, j);
- walkArea1->linksD1[walkArea1->linksCount] = walkInfo1;
- walkArea1->linksD2[walkArea1->linksCount] = walkInfo2;
- walkArea1->links[walkArea1->linksCount++] = walkArea2;
- walkArea2->linksD1[walkArea2->linksCount] = walkInfo2;
- walkArea2->linksD2[walkArea2->linksCount] = walkInfo1;
- walkArea2->links[walkArea2->linksCount++] = walkArea1;
- }
- }
-
- }
-
- }
-
-}
-
-WalkArea *BbvsEngine::getWalkAreaAtPos(const Common::Point &pt) {
- for (int i = 0; i < _walkAreasCount; ++i) {
- WalkArea *walkArea = &_walkAreas[i];
- if (walkArea->contains(pt))
- return walkArea;
- }
- return 0;
-}
-
-bool BbvsEngine::canButtheadWalkToDest(const Common::Point &destPt) {
- Common::Point srcPt;
-
- _walkReachedDestArea = false;
- initWalkAreas(_buttheadObject);
- srcPt.x = _buttheadObject->x >> 16;
- srcPt.y = _buttheadObject->y >> 16;
- _sourceWalkArea = getWalkAreaAtPos(srcPt);
- if (_sourceWalkArea) {
- _destWalkArea = getWalkAreaAtPos(destPt);
- if (_destWalkArea)
- canWalkToDest(_sourceWalkArea, 0);
- }
- return _walkReachedDestArea;
-}
-
-void BbvsEngine::canWalkToDest(WalkArea *walkArea, int infoCount) {
-
- if (_destWalkArea == walkArea) {
- _walkReachedDestArea = true;
- return;
- }
-
- if (_gameModule->getFieldC() <= 320 || infoCount <= 20) {
- walkArea->checked = true;
- for (int linkIndex = 0; linkIndex < walkArea->linksCount; ++linkIndex) {
- if (!walkArea->links[linkIndex]->checked) {
- canWalkToDest(walkArea->links[linkIndex], infoCount + 2);
- if (_walkReachedDestArea)
- break;
- }
- }
- walkArea->checked = false;
- }
-
-}
-
-bool BbvsEngine::walkTestLineWalkable(const Common::Point &sourcePt, const Common::Point &destPt, WalkInfo *walkInfo) {
- const float ptDeltaX = destPt.x - sourcePt.x;
- const float ptDeltaY = destPt.y - sourcePt.y;
- const float wDeltaX = walkInfo->x - sourcePt.x;
- const float wDeltaY = walkInfo->y - sourcePt.y;
- if (destPt.x == sourcePt.x)
- return true;
- if (walkInfo->direction) {
- const float nDeltaY = wDeltaX * ptDeltaY / ptDeltaX + (float)sourcePt.y - (float)walkInfo->y;
- return (nDeltaY >= 0.0) && (nDeltaY < (float)walkInfo->delta);
- } else {
- const float nDeltaX = wDeltaY / ptDeltaX * ptDeltaY + (float)sourcePt.x - (float)walkInfo->x;
- return (nDeltaX >= 0.0) && (nDeltaX < (float)walkInfo->delta);
- }
- return false;
-}
-
-void BbvsEngine::walkFindPath(WalkArea *sourceWalkArea, int infoCount) {
- if (_destWalkArea == sourceWalkArea) {
- walkFoundPath(infoCount);
- } else if (_gameModule->getFieldC() <= 320 || infoCount <= 20) {
- sourceWalkArea->checked = true;
- for (int linkIndex = 0; linkIndex < sourceWalkArea->linksCount; ++linkIndex) {
- if (!sourceWalkArea->links[linkIndex]->checked) {
- _walkInfoPtrs[infoCount + 0] = sourceWalkArea->linksD1[linkIndex];
- _walkInfoPtrs[infoCount + 1] = sourceWalkArea->linksD2[linkIndex];
- walkFindPath(sourceWalkArea->links[linkIndex], infoCount + 2);
- }
- }
- sourceWalkArea->checked = false;
- }
-}
-
-int BbvsEngine::calcDistance(const Common::Point &pt1, const Common::Point &pt2) {
- return (int)sqrt((double)(pt1.x - pt2.x) * (pt1.x - pt2.x) + (pt1.y - pt2.y) * (pt1.y - pt2.y));
-}
-
-void BbvsEngine::walkFoundPath(int count) {
- debug(5, "BbvsEngine::walkFoundPath(%d)", count);
-
- Common::Point midPt = _sourceWalkAreaPt;
- int totalMidPtDistance = 0;
-
- if (count > 0) {
- Common::Point lastMidPt;
- int halfCount = (count + 1) >> 1;
- for (int i = 0; i < halfCount; ++i) {
- lastMidPt = midPt;
- midPt = _walkInfoPtrs[i * 2]->midPt;
- totalMidPtDistance += calcDistance(midPt, lastMidPt);
- }
- }
-
- int distance = calcDistance(midPt, _destWalkAreaPt) + totalMidPtDistance;
-
- debug(5, "BbvsEngine::walkFoundPath() distance: %d; _currWalkDistance: %d", distance, _currWalkDistance);
-
- if (distance >= _currWalkDistance)
- return;
-
- debug(5, "BbvsEngine::walkFoundPath() distance smaller");
-
- _currWalkDistance = distance;
-
- Common::Point destPt = _destWalkAreaPt, newDestPt;
-
- while (1) {
-
- int index = 0;
- if (count > 0) {
- do {
- if (!walkTestLineWalkable(_sourceWalkAreaPt, destPt, _walkInfoPtrs[index]))
- break;
- ++index;
- } while (index < count);
- }
-
- if (index == count)
- break;
-
- WalkInfo *walkInfo = _walkInfoPtrs[--count];
- destPt.x = walkInfo->x;
- destPt.y = walkInfo->y;
-
- if (walkInfo->direction) {
- newDestPt.x = walkInfo->x;
- newDestPt.y = walkInfo->y + walkInfo->delta - 1;
- } else {
- newDestPt.x = walkInfo->x + walkInfo->delta - 1;
- newDestPt.y = walkInfo->y;
- }
-
- if ((newDestPt.x - _destWalkAreaPt.x) * (newDestPt.x - _destWalkAreaPt.x) +
- (newDestPt.y - _destWalkAreaPt.y) * (newDestPt.y - _destWalkAreaPt.y) <
- (destPt.x - _destWalkAreaPt.x) * (destPt.x - _destWalkAreaPt.x) +
- (destPt.y - _destWalkAreaPt.y) * (destPt.y - _destWalkAreaPt.y))
- destPt = newDestPt;
-
- }
-
- debug(5, "BbvsEngine::walkFoundPath() destPt: (%d, %d)", destPt.x, destPt.y);
-
- _finalWalkPt = destPt;
-
- debug(5, "BbvsEngine::walkFoundPath() OK");
-
-}
-
-void BbvsEngine::updateWalkableRects() {
- // Go through all walkable rects and subtract all scene object rects
- Common::Rect *rectsList1 = _tempWalkableRects1;
- Common::Rect *rectsList2 = _gameModule->getWalkRects();
- _walkableRectsCount = _gameModule->getWalkRectsCount();
- for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) {
- SceneObject *sceneObject = &_sceneObjects[i];
- Animation *anim = sceneObject->anim;
- if (anim && _buttheadObject != sceneObject && _beavisObject != sceneObject) {
- Common::Rect rect = sceneObject->anim->frameRects2[sceneObject->frameIndex];
- rect.translate(sceneObject->x >> 16, sceneObject->y >> 16);
- int count = _walkableRectsCount;
- _walkableRectsCount = 0;
- for (int j = 0; j < count; ++j)
- _walkableRectsCount += rectSubtract(rect, rectsList2[j], &rectsList1[_walkableRectsCount]);
- if (rectsList1 == _tempWalkableRects1) {
- rectsList1 = _tempWalkableRects2;
- rectsList2 = _tempWalkableRects1;
- } else {
- rectsList1 = _tempWalkableRects1;
- rectsList2 = _tempWalkableRects2;
- }
- }
- }
- for (int i = 0; i < _walkableRectsCount; ++i)
- _walkableRects[i] = rectsList2[i];
-}
-
void BbvsEngine::updateSceneObjectsTurnValue() {
for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) {
SceneObject *sceneObject = &_sceneObjects[i];
diff --git a/engines/bbvs/bbvs.h b/engines/bbvs/bbvs.h
index b429c315f7..8136184e0b 100644
--- a/engines/bbvs/bbvs.h
+++ b/engines/bbvs/bbvs.h
@@ -206,6 +206,13 @@ const int kDialogItemStatusCount = 50;
const int kGameVarsCount = 2000;
const int kSceneVisitedCount = 64;
+const int kMainMenu = 44;
+const int kCredits = 45;
+
+static const int8 kWalkTurnTbl[] = {
+ 7, 9, 4, 8, 6, 10, 5, 11
+};
+
class BbvsEngine : public Engine {
protected:
Common::Error run();
diff --git a/engines/bbvs/logic.cpp b/engines/bbvs/logic.cpp
new file mode 100644
index 0000000000..06792e2df1
--- /dev/null
+++ b/engines/bbvs/logic.cpp
@@ -0,0 +1,265 @@
+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program 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 General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "bbvs/bbvs.h"
+#include "bbvs/gamemodule.h"
+
+namespace Bbvs {
+
+bool BbvsEngine::evalCondition(Conditions &conditions) {
+ bool result = true;
+ for (int i = 0; i < 8 && result; ++i) {
+ const Condition &condition = conditions.conditions[i];
+ switch (condition.cond) {
+ case kCondSceneObjectVerb:
+ result = _activeItemType == KITSceneObject &&
+ condition.value1 == _currVerbNum &&
+ condition.value2 == _activeItemIndex;
+ break;
+ case kCondBgObjectVerb:
+ result = _activeItemType == kITBgObject &&
+ condition.value1 == _currVerbNum &&
+ condition.value2 == _activeItemIndex;
+ break;
+ case kCondSceneObjectInventory:
+ result = _activeItemType == KITSceneObject &&
+ _currVerbNum == kVerbInvItem &&
+ condition.value1 == _currInventoryItem &&
+ condition.value2 == _activeItemIndex;
+ break;
+ case kCondBgObjectInventory:
+ result = _activeItemType == kITBgObject &&
+ _currVerbNum == kVerbInvItem &&
+ condition.value1 == _currInventoryItem &&
+ condition.value2 == _activeItemIndex;
+ break;
+ case kCondHasInventoryItem:
+ result = _inventoryItemStatus[condition.value1] != 0;
+ break;
+ case kCondHasNotInventoryItem:
+ result = _inventoryItemStatus[condition.value1] == 0;
+ break;
+ case kCondIsGameVar:
+ result = _gameVars[condition.value2] != 0;
+ break;
+ case kCondIsNotGameVar:
+ result = _gameVars[condition.value2] == 0;
+ break;
+ case kCondIsPrevSceneNum:
+ result = condition.value2 == _prevSceneNum;
+ break;
+ case kCondIsCurrTalkObject:
+ result = condition.value2 == _currTalkObjectIndex;
+ break;
+ case kCondIsDialogItem:
+ result = _activeItemType == kITDialog &&
+ condition.value1 == _activeItemIndex;
+ break;
+ case kCondIsCameraNum:
+ result = condition.value1 == _currCameraNum;
+ break;
+ case kCondIsNotPrevSceneNum:
+ result = condition.value2 != _prevSceneNum;
+ break;
+ case kCondIsButtheadAtBgObject:
+ result = _buttheadObject &&
+ _gameModule->getBgObject(condition.value2)->rect.contains(_buttheadObject->x >> 16, _buttheadObject->y >> 16);
+ break;
+ case kCondIsNotSceneVisited:
+ result = _sceneVisited[_currSceneNum] == 0;
+ break;
+ case kCondIsSceneVisited:
+ result = _sceneVisited[_currSceneNum] != 0;
+ break;
+ case kCondUnused:
+ case kCondDialogItem0:
+ case kCondIsCameraNumTransition:
+ result = false;
+ break;
+ }
+ }
+ return result;
+}
+
+bool BbvsEngine::evalCameraCondition(Conditions &conditions, int value) {
+ bool result = true;
+ for (int i = 0; i < 8 && result; ++i) {
+ const Condition &condition = conditions.conditions[i];
+ switch (condition.cond) {
+ case kCondHasInventoryItem:
+ result = _inventoryItemStatus[condition.value1] != 0;
+ break;
+ case kCondHasNotInventoryItem:
+ result = _inventoryItemStatus[condition.value1] == 0;
+ break;
+ case kCondIsGameVar:
+ result = _gameVars[condition.value2] != 0;
+ break;
+ case kCondIsNotGameVar:
+ result = _gameVars[condition.value2] == 0;
+ break;
+ case kCondIsPrevSceneNum:
+ result = condition.value2 == _prevSceneNum;
+ break;
+ case kCondIsNotPrevSceneNum:
+ result = condition.value2 != _prevSceneNum;
+ break;
+ case kCondIsNotSceneVisited:
+ result = _sceneVisited[_currSceneNum] == 0;
+ break;
+ case kCondIsSceneVisited:
+ result = _sceneVisited[_currSceneNum] != 0;
+ break;
+ case kCondIsCameraNumTransition:
+ result = condition.value1 == _currCameraNum &&
+ condition.value2 == value;
+ break;
+ case kCondUnused:
+ case kCondSceneObjectVerb:
+ case kCondBgObjectVerb:
+ case kCondSceneObjectInventory:
+ case kCondBgObjectInventory:
+ case kCondIsCurrTalkObject:
+ case kCondIsDialogItem:
+ case kCondIsCameraNum:
+ case kCondDialogItem0:
+ case kCondIsButtheadAtBgObject:
+ result = false;
+ break;
+ default:
+ break;
+ }
+ }
+ return result;
+}
+
+int BbvsEngine::evalDialogCondition(Conditions &conditions) {
+ int result = -1;
+ bool success = false;
+ for (int i = 0; i < 8; ++i) {
+ const Condition &condition = conditions.conditions[i];
+ switch (condition.cond) {
+ case kCondSceneObjectVerb:
+ success = _activeItemType == KITSceneObject &&
+ condition.value1 == _currVerbNum &&
+ condition.value2 == _activeItemIndex;
+ break;
+ case kCondBgObjectVerb:
+ success = _activeItemType == kITBgObject &&
+ condition.value1 == _currVerbNum &&
+ condition.value2 == _activeItemIndex;
+ break;
+ case kCondSceneObjectInventory:
+ success = _activeItemType == KITSceneObject &&
+ _currVerbNum == kVerbInvItem &&
+ condition.value1 == _currInventoryItem &&
+ condition.value2 == _activeItemIndex;
+ break;
+ case kCondBgObjectInventory:
+ success = _activeItemType == kITBgObject &&
+ _currVerbNum == kVerbInvItem &&
+ condition.value1 == _currInventoryItem &&
+ condition.value2 == _activeItemIndex;
+ break;
+ case kCondHasInventoryItem:
+ success = _inventoryItemStatus[condition.value1] != 0;
+ break;
+ case kCondHasNotInventoryItem:
+ success = _inventoryItemStatus[condition.value1] == 0;
+ break;
+ case kCondIsGameVar:
+ success = _gameVars[condition.value2] != 0;
+ break;
+ case kCondIsNotGameVar:
+ success = _gameVars[condition.value2] == 0;
+ break;
+ case kCondIsPrevSceneNum:
+ success = condition.value2 == _prevSceneNum;
+ break;
+ case kCondIsCurrTalkObject:
+ success = condition.value2 == _currTalkObjectIndex;
+ break;
+ case kCondIsDialogItem:
+ result = condition.value1;
+ break;
+ case kCondIsCameraNum:
+ success = condition.value1 == _currCameraNum;
+ break;
+ case kCondIsNotPrevSceneNum:
+ success = condition.value2 != _prevSceneNum;
+ break;
+ case kCondIsButtheadAtBgObject:
+ success = _buttheadObject &&
+ _gameModule->getBgObject(condition.value2)->rect.contains(_buttheadObject->x >> 16, _buttheadObject->y >> 16);
+ break;
+ case kCondIsNotSceneVisited:
+ success = _sceneVisited[_currSceneNum] == 0;
+ break;
+ case kCondIsSceneVisited:
+ success = _sceneVisited[_currSceneNum] != 0;
+ break;
+ case kCondDialogItem0:
+ return 0;
+ case kCondUnused:
+ case kCondIsCameraNumTransition:
+ success = false;
+ break;
+ }
+ if (!success)
+ return -1;
+ }
+ return result;
+}
+
+void BbvsEngine::evalActionResults(ActionResults &results) {
+ for (int i = 0; i < 8; ++i) {
+ const ActionResult &result = results.actionResults[i];
+ switch (result.kind) {
+ case kActResAddInventoryItem:
+ _inventoryItemStatus[result.value1] = 1;
+ _currVerbNum = kVerbInvItem;
+ _currInventoryItem = result.value1;
+ break;
+ case kActResRemoveInventoryItem:
+ _inventoryItemStatus[result.value1] = 0;
+ if (result.value1 == _currInventoryItem)
+ _currInventoryItem = -1;
+ if (_currVerbNum == kVerbInvItem)
+ _currVerbNum = kVerbLook;
+ break;
+ case kActResSetGameVar:
+ _gameVars[result.value2] = 1;
+ break;
+ case kActResUnsetGameVar:
+ _gameVars[result.value2] = 0;
+ break;
+ case kActResStartDialog:
+ _gameState = kGSDialog;
+ break;
+ case kActResChangeScene:
+ _newSceneNum = result.value2;
+ break;
+ }
+ }
+}
+
+} // End of namespace Bbvs
diff --git a/engines/bbvs/module.mk b/engines/bbvs/module.mk
index eb6dc86332..90c62d0acb 100644
--- a/engines/bbvs/module.mk
+++ b/engines/bbvs/module.mk
@@ -6,10 +6,13 @@ MODULE_OBJS := \
dialogs.o \
gamemodule.o \
graphics.o \
+ logic.o \
saveload.o \
+ scene.o \
sound.o \
spritemodule.o \
videoplayer.o \
+ walk.o \
minigames/bbairguitar.o \
minigames/bbairguitar_anims.o \
minigames/bbant.o \
diff --git a/engines/bbvs/scene.cpp b/engines/bbvs/scene.cpp
new file mode 100644
index 0000000000..0d86eb4dbc
--- /dev/null
+++ b/engines/bbvs/scene.cpp
@@ -0,0 +1,227 @@
+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program 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 General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "bbvs/bbvs.h"
+#include "bbvs/gamemodule.h"
+#include "bbvs/graphics.h"
+#include "bbvs/sound.h"
+
+namespace Bbvs {
+
+static const int kAfterVideoSceneNum[] = {
+ 0, 43, 23, 12, 4, 44, 2,
+ 16, 4, 4, 4, 44, 12, 44
+};
+
+void BbvsEngine::loadScene(int sceneNum) {
+ debug(0, "BbvsEngine::loadScene() sceneNum: %d", sceneNum);
+
+ Common::String sprFilename = Common::String::format("vnm/vspr%04d.vnm", sceneNum);
+ Common::String gamFilename = Common::String::format("vnm/game%04d.vnm", sceneNum);
+
+ _screen->clear();
+
+ _spriteModule->load(sprFilename.c_str());
+ _gameModule->load(gamFilename.c_str());
+
+ Palette palette = _spriteModule->getPalette();
+ _screen->setPalette(palette);
+
+ // Preload sounds
+ for (uint i = 0; i < _gameModule->getPreloadSoundsCount(); ++i) {
+ Common::String filename = Common::String::format("snd/snd%05d.aif", _gameModule->getPreloadSound(i));
+ _sound->loadSound(filename);
+ }
+
+ if (sceneNum >= kMainMenu) {
+ DrawList drawList;
+ drawList.add(_gameModule->getBgSpriteIndex(0), 0, 0, 0);
+ _screen->drawDrawList(drawList, _spriteModule);
+ drawScreen();
+ }
+
+}
+
+void BbvsEngine::initScene(bool sounds) {
+
+ stopSpeech();
+ stopSounds();
+ _sound->unloadSounds();
+
+ _gameState = kGSScene;
+ _prevSceneNum = _currSceneNum;
+ _sceneVisited[_currSceneNum] = 1;
+ _mouseCursorSpriteIndex = 0;
+ _verbPos.x = -1;
+ _verbPos.y = -1;
+ _activeItemType = kITEmpty;
+ _activeItemIndex = 0;
+ _cameraPos.x = 0;
+ _cameraPos.y = 0;
+ _newCameraPos.x = 0;
+ _newCameraPos.y = 0;
+ _inventoryButtonIndex = -1;
+ _currTalkObjectIndex = -1;
+ _currCameraNum = 0;
+ _walkMousePos.x = -1;
+ _walkMousePos.y = -1;
+ _currAction = 0;
+ _currActionCommandIndex = -1;
+ _currActionCommandTimeStamp = 0;
+ _dialogSlotCount = 0;
+ _buttheadObject = 0;
+ _beavisObject = 0;
+
+ memset(_backgroundSoundsActive, 0, sizeof(_backgroundSoundsActive));
+
+ memset(_sceneObjects, 0, sizeof(_sceneObjects));
+ for (int i = 0; i < kSceneObjectsCount; ++i) {
+ _sceneObjects[i].walkDestPt.x = -1;
+ _sceneObjects[i].walkDestPt.y = -1;
+ }
+
+ memset(_dialogItemStatus, 0, sizeof(_dialogItemStatus));
+
+ _sceneObjectActions.clear();
+
+ loadScene(_newSceneNum);
+ _currSceneNum = _newSceneNum;
+ _newSceneNum = 0;
+
+ for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i)
+ _sceneObjects[i].sceneObjectDef = _gameModule->getSceneObjectDef(i);
+
+ for (int i = 0; i < _gameModule->getSceneObjectInitsCount(); ++i) {
+ SceneObjectInit *soInit = _gameModule->getSceneObjectInit(i);
+ if (evalCondition(soInit->conditions)) {
+ SceneObject *sceneObject = &_sceneObjects[soInit->sceneObjectIndex];
+ sceneObject->anim = _gameModule->getAnimation(soInit->animIndex);
+ sceneObject->animIndex = soInit->animIndex;
+ sceneObject->frameIndex = sceneObject->anim->frameCount - 1;
+ sceneObject->frameTicks = 1;
+ sceneObject->x = soInit->x << 16;
+ sceneObject->y = soInit->y << 16;
+ }
+ }
+
+ if (_gameModule->getButtheadObjectIndex() >= 0) {
+ _buttheadObject = &_sceneObjects[_gameModule->getButtheadObjectIndex()];
+ // Search for the Beavis object
+ for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i)
+ if (!strcmp(_sceneObjects[i].sceneObjectDef->name, "Beavis")) {
+ _beavisObject = &_sceneObjects[i];
+ break;
+ }
+ }
+
+ updateSceneObjectsTurnValue();
+
+ updateWalkableRects();
+
+ _currCameraNum = 0;
+ if (_buttheadObject) {
+ int minDistance = 0xFFFFFF;
+ for (int cameraNum = 0; cameraNum < 4; ++cameraNum) {
+ CameraInit *cameraInit = _gameModule->getCameraInit(cameraNum);
+ int curDistance = ABS(cameraInit->cameraPos.x - (int)(_buttheadObject->x >> 16) + 160);
+ if (curDistance < minDistance) {
+ minDistance = curDistance;
+ _currCameraNum = cameraNum;
+ }
+ }
+ }
+
+ _cameraPos = _gameModule->getCameraInit(_currCameraNum)->cameraPos;
+ _newCameraPos = _cameraPos;
+
+ _walkAreaActions.clear();
+ for (int i = 0; i < _gameModule->getActionsCount(); ++i) {
+ Action *action = _gameModule->getAction(i);
+ for (int j = 0; j < 8; ++j)
+ if (action->conditions.conditions[j].cond == kCondIsButtheadAtBgObject)
+ _walkAreaActions.push_back(action);
+ }
+
+ _mouseCursorSpriteIndex = 0;
+
+ _activeItemIndex = 0;
+ _activeItemType = kITEmpty;
+
+ for (int i = 0; i < _gameModule->getActionsCount(); ++i) {
+ Action *action = _gameModule->getAction(i);
+ if (evalCondition(action->conditions)) {
+ _gameState = kGSWait;
+ _currAction = action;
+ for (uint j = 0; j < action->actionCommands.size(); ++j) {
+ ActionCommand *actionCommand = &action->actionCommands[j];
+ if (actionCommand->cmd == kActionCmdSetCameraPos) {
+ _currCameraNum = actionCommand->param;
+ _cameraPos = _gameModule->getCameraInit(_currCameraNum)->cameraPos;
+ _newCameraPos = _cameraPos;
+ break;
+ }
+ }
+ break;
+ }
+ }
+
+ if (sounds)
+ updateBackgroundSounds();
+
+}
+
+bool BbvsEngine::changeScene() {
+
+ writeContinueSavegame();
+
+ if (_newSceneNum >= 27 && _newSceneNum <= 30) {
+ // Run minigames
+ stopSpeech();
+ stopSounds();
+ _sceneVisited[_currSceneNum] = 1;
+ if (runMinigame(_newSceneNum - 27)) {
+ SWAP(_currSceneNum, _newSceneNum);
+ }
+ } else if (_newSceneNum >= 31 && _newSceneNum <= 43) {
+ // Play video
+ stopSpeech();
+ stopSounds();
+ _sceneVisited[_currSceneNum] = 1;
+ _playVideoNumber = _newSceneNum - 30;
+ _currSceneNum = _newSceneNum;
+ _newSceneNum = kAfterVideoSceneNum[_playVideoNumber];
+ } else if (_newSceneNum >= 100 && _currSceneNum == kCredits) {
+ // Play secret video
+ stopSounds();
+ _playVideoNumber = _newSceneNum;
+ _currSceneNum = 49;
+ _newSceneNum = kCredits;
+ } else {
+ // Normal scene
+ initScene(true);
+ }
+
+ return true;
+
+}
+
+} // End of namespace Bbvs
diff --git a/engines/bbvs/walk.cpp b/engines/bbvs/walk.cpp
new file mode 100644
index 0000000000..cabe402a46
--- /dev/null
+++ b/engines/bbvs/walk.cpp
@@ -0,0 +1,466 @@
+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program 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 General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "bbvs/bbvs.h"
+#include "bbvs/gamemodule.h"
+
+namespace Bbvs {
+
+static const int8 kTurnInfo[8][8] = {
+ { 0, 1, 1, 1, 1, -1, -1, -1},
+ {-1, 0, 1, 1, 1, 1, -1, -1},
+ {-1, -1, 0, 1, 1, 1, 1, -1},
+ {-1, -1, -1, 0, 1, 1, 1, 1},
+ { 1, -1, -1, -1, 0, 1, 1, 1},
+ { 1, 1, -1, -1, -1, 0, 1, 1},
+ { 1, 1, 1, -1, -1, -1, 0, 1},
+ { 1, 1, 1, 1, -1, -1, -1, 0}
+};
+
+static const int8 kWalkAnimTbl[32] = {
+ 3, 0, 0, 0, 2, 1, 1, 1,
+ 15, 12, 14, 13, 0, 0, 0, 0,
+ 7, 9, 4, 8, 6, 10, 5, 11,
+ 3, 0, 2, 1, 15, 12, 14, 13
+};
+
+void BbvsEngine::startWalkObject(SceneObject *sceneObject) {
+ const int kMaxDistance = 0xFFFFFF;
+
+ if (_buttheadObject != sceneObject && _beavisObject != sceneObject)
+ return;
+
+ initWalkAreas(sceneObject);
+ _sourceWalkAreaPt.x = sceneObject->x >> 16;
+ _sourceWalkAreaPt.y = sceneObject->y >> 16;
+
+ _sourceWalkArea = getWalkAreaAtPos(_sourceWalkAreaPt);
+ if (!_sourceWalkArea)
+ return;
+
+ _destWalkAreaPt = sceneObject->walkDestPt;
+
+ _destWalkArea = getWalkAreaAtPos(_destWalkAreaPt);
+ if (!_destWalkArea)
+ return;
+
+ if (_sourceWalkArea != _destWalkArea) {
+ _currWalkDistance = kMaxDistance;
+ walkFindPath(_sourceWalkArea, 0);
+ _destWalkAreaPt = _currWalkDistance == kMaxDistance ? _sourceWalkAreaPt : _finalWalkPt;
+ }
+
+ walkObject(sceneObject, _destWalkAreaPt, sceneObject->sceneObjectDef->walkSpeed);
+
+}
+
+void BbvsEngine::updateWalkObject(SceneObject *sceneObject) {
+ int animIndex;
+
+ if (sceneObject->walkCount > 0 && (sceneObject->xIncr != 0 || sceneObject->yIncr != 0)) {
+ if (ABS(sceneObject->xIncr) <= ABS(sceneObject->yIncr))
+ sceneObject->turnValue = sceneObject->yIncr >= 0 ? 0 : 4;
+ else
+ sceneObject->turnValue = sceneObject->xIncr >= 0 ? 6 : 2;
+ animIndex = sceneObject->sceneObjectDef->animIndices[kWalkAnimTbl[sceneObject->turnValue]];
+ sceneObject->turnCount = 0;
+ sceneObject->turnTicks = 0;
+ } else {
+ animIndex = sceneObject->sceneObjectDef->animIndices[kWalkTurnTbl[sceneObject->turnValue]];
+ }
+
+ Animation *anim = 0;
+ if (animIndex > 0)
+ anim = _gameModule->getAnimation(animIndex);
+
+ if (sceneObject->anim != anim) {
+ if (anim) {
+ sceneObject->anim = anim;
+ sceneObject->animIndex = animIndex;
+ sceneObject->frameTicks = 1;
+ sceneObject->frameIndex = anim->frameCount - 1;
+ } else {
+ sceneObject->anim = 0;
+ sceneObject->animIndex = 0;
+ sceneObject->frameTicks = 0;
+ sceneObject->frameIndex = 0;
+ }
+ }
+
+}
+
+void BbvsEngine::walkObject(SceneObject *sceneObject, const Common::Point &destPt, int walkSpeed) {
+ int deltaX = destPt.x - (sceneObject->x >> 16);
+ int deltaY = destPt.y - (sceneObject->y >> 16);
+ float distance = sqrt((double)(deltaX * deltaX + deltaY * deltaY));
+ // NOTE The original doesn't have this check but without it the whole pathfinding breaks
+ if (distance > 0.0) {
+ sceneObject->walkCount = distance / ((((float)ABS(deltaX) / distance) + 1.0) * ((float)walkSpeed / 120));
+ sceneObject->xIncr = ((float)deltaX / sceneObject->walkCount) * 65536.0;
+ sceneObject->yIncr = ((float)deltaY / sceneObject->walkCount) * 65536.0;
+ sceneObject->x = (sceneObject->x & 0xFFFF0000) | 0x8000;
+ sceneObject->y = (sceneObject->y & 0xFFFF0000) | 0x8000;
+ } else
+ sceneObject->walkCount = 0;
+}
+
+void BbvsEngine::turnObject(SceneObject *sceneObject) {
+ if (sceneObject->turnTicks > 0) {
+ --sceneObject->turnTicks;
+ } else {
+ int turnDir = kTurnInfo[sceneObject->turnValue][sceneObject->turnCount & 0x7F];
+ if (turnDir) {
+ sceneObject->turnValue = (sceneObject->turnValue + turnDir) & 7;
+ int turnAnimIndex = sceneObject->sceneObjectDef->animIndices[kWalkTurnTbl[sceneObject->turnValue]];
+ if (turnAnimIndex) {
+ Animation *anim = _gameModule->getAnimation(turnAnimIndex);
+ if (anim) {
+ sceneObject->anim = anim;
+ sceneObject->animIndex = turnAnimIndex;
+ sceneObject->turnTicks = 4;
+ sceneObject->frameTicks = 1;
+ sceneObject->frameIndex = anim->frameCount - 1;
+ }
+ }
+ } else {
+ sceneObject->turnCount = 0;
+ }
+ }
+}
+
+int BbvsEngine::rectSubtract(const Common::Rect &rect1, const Common::Rect &rect2, Common::Rect *outRects) {
+ int count = 0;
+ Common::Rect workRect = rect1.findIntersectingRect(rect2);
+ if (!workRect.isEmpty()) {
+ count = 0;
+ outRects[count] = Common::Rect(rect2.width(), workRect.top - rect2.top);
+ if (!outRects[count].isEmpty()) {
+ outRects[count].translate(rect2.left, rect2.top);
+ ++count;
+ }
+ outRects[count] = Common::Rect(workRect.left - rect2.left, workRect.height());
+ if (!outRects[count].isEmpty()) {
+ outRects[count].translate(rect2.left, workRect.top);
+ ++count;
+ }
+ outRects[count] = Common::Rect(rect2.right - workRect.right, workRect.height());
+ if (!outRects[count].isEmpty()) {
+ outRects[count].translate(workRect.right, workRect.top);
+ ++count;
+ }
+ outRects[count] = Common::Rect(rect2.width(), rect2.bottom - workRect.bottom);
+ if (!outRects[count].isEmpty()) {
+ outRects[count].translate(rect2.left, workRect.bottom);
+ ++count;
+ }
+ } else {
+ outRects[0] = rect2;
+ count = 1;
+ }
+ return count;
+}
+
+WalkInfo *BbvsEngine::addWalkInfo(int16 x, int16 y, int delta, int direction, int16 midPtX, int16 midPtY, int walkAreaIndex) {
+ WalkInfo *walkInfo = &_walkInfos[_walkInfosCount++];
+ walkInfo->walkAreaIndex = walkAreaIndex;
+ walkInfo->direction = direction;
+ walkInfo->x = x;
+ walkInfo->y = y;
+ walkInfo->delta = delta;
+ walkInfo->midPt.x = midPtX;
+ walkInfo->midPt.y = midPtY;
+ return walkInfo;
+}
+
+void BbvsEngine::initWalkAreas(SceneObject *sceneObject) {
+ int16 objX = sceneObject->x >> 16;
+ int16 objY = sceneObject->y >> 16;
+ Common::Rect rect;
+ bool doRect = false;
+ Common::Rect *workWalkableRects;
+
+ if (_buttheadObject == sceneObject && _beavisObject->anim) {
+ rect = _beavisObject->anim->frameRects2[_beavisObject->frameIndex];
+ rect.translate(_beavisObject->x >> 16, 1 + (_beavisObject->y >> 16));
+ doRect = !rect.isEmpty();
+ } else if (_buttheadObject->anim) {
+ rect = _buttheadObject->anim->frameRects2[_buttheadObject->frameIndex];
+ rect.translate(_buttheadObject->x >> 16, 1 + (_buttheadObject->y >> 16));
+ doRect = !rect.isEmpty();
+ }
+
+ workWalkableRects = _walkableRects;
+
+ _walkAreasCount = _walkableRectsCount;
+
+ if (doRect && !rect.contains(objX, objY)) {
+ _walkAreasCount = 0;
+ for (int i = 0; i < _walkableRectsCount; ++i)
+ _walkAreasCount += rectSubtract(rect, _walkableRects[i], &_tempWalkableRects1[_walkAreasCount]);
+ workWalkableRects = _tempWalkableRects1;
+ }
+
+ for (int i = 0; i < _walkAreasCount; ++i) {
+ _walkAreas[i].x = workWalkableRects[i].left;
+ _walkAreas[i].y = workWalkableRects[i].top;
+ _walkAreas[i].width = workWalkableRects[i].width();
+ _walkAreas[i].height = workWalkableRects[i].height();
+ _walkAreas[i].checked = false;
+ _walkAreas[i].linksCount = 0;
+ }
+
+ _walkInfosCount = 0;
+
+ // Find connections between the walkRects
+
+ for (int i = 0; i < _walkAreasCount; ++i) {
+ WalkArea *walkArea1 = &_walkAreas[i];
+ int xIter = walkArea1->x + walkArea1->width;
+ int yIter = walkArea1->y + walkArea1->height;
+
+ for (int j = 0; j < _walkAreasCount; ++j) {
+ WalkArea *walkArea2 = &_walkAreas[j];
+
+ if (i == j)
+ continue;
+
+ if (walkArea2->y == yIter) {
+ int wa1x = MAX(walkArea1->x, walkArea2->x);
+ int wa2x = MIN(walkArea2->x + walkArea2->width, xIter);
+ if (wa2x > wa1x) {
+ debug(5, "WalkArea %d connected to %d by Y", i, j);
+ WalkInfo *walkInfo1 = addWalkInfo(wa1x, yIter - 1, wa2x - wa1x, 0, wa1x + (wa2x - wa1x) / 2, yIter - 1, i);
+ WalkInfo *walkInfo2 = addWalkInfo(wa1x, yIter, wa2x - wa1x, 0, wa1x + (wa2x - wa1x) / 2, yIter, j);
+ walkArea1->linksD1[walkArea1->linksCount] = walkInfo1;
+ walkArea1->linksD2[walkArea1->linksCount] = walkInfo2;
+ walkArea1->links[walkArea1->linksCount++] = walkArea2;
+ walkArea2->linksD1[walkArea2->linksCount] = walkInfo2;
+ walkArea2->linksD2[walkArea2->linksCount] = walkInfo1;
+ walkArea2->links[walkArea2->linksCount++] = walkArea1;
+ }
+ }
+
+ if (walkArea2->x == xIter) {
+ int wa1y = MAX(walkArea1->y, walkArea2->y);
+ int wa2y = MIN(walkArea2->y + walkArea2->height, yIter);
+ if (wa2y > wa1y) {
+ debug(5, "WalkArea %d connected to %d by X", i, j);
+ WalkInfo *walkInfo1 = addWalkInfo(xIter - 1, wa1y, wa2y - wa1y, 1, xIter - 1, wa1y + (wa2y - wa1y) / 2, i);
+ WalkInfo *walkInfo2 = addWalkInfo(xIter, wa1y, wa2y - wa1y, 1, xIter, wa1y + (wa2y - wa1y) / 2, j);
+ walkArea1->linksD1[walkArea1->linksCount] = walkInfo1;
+ walkArea1->linksD2[walkArea1->linksCount] = walkInfo2;
+ walkArea1->links[walkArea1->linksCount++] = walkArea2;
+ walkArea2->linksD1[walkArea2->linksCount] = walkInfo2;
+ walkArea2->linksD2[walkArea2->linksCount] = walkInfo1;
+ walkArea2->links[walkArea2->linksCount++] = walkArea1;
+ }
+ }
+
+ }
+
+ }
+
+}
+
+WalkArea *BbvsEngine::getWalkAreaAtPos(const Common::Point &pt) {
+ for (int i = 0; i < _walkAreasCount; ++i) {
+ WalkArea *walkArea = &_walkAreas[i];
+ if (walkArea->contains(pt))
+ return walkArea;
+ }
+ return 0;
+}
+
+bool BbvsEngine::canButtheadWalkToDest(const Common::Point &destPt) {
+ Common::Point srcPt;
+
+ _walkReachedDestArea = false;
+ initWalkAreas(_buttheadObject);
+ srcPt.x = _buttheadObject->x >> 16;
+ srcPt.y = _buttheadObject->y >> 16;
+ _sourceWalkArea = getWalkAreaAtPos(srcPt);
+ if (_sourceWalkArea) {
+ _destWalkArea = getWalkAreaAtPos(destPt);
+ if (_destWalkArea)
+ canWalkToDest(_sourceWalkArea, 0);
+ }
+ return _walkReachedDestArea;
+}
+
+void BbvsEngine::canWalkToDest(WalkArea *walkArea, int infoCount) {
+
+ if (_destWalkArea == walkArea) {
+ _walkReachedDestArea = true;
+ return;
+ }
+
+ if (_gameModule->getFieldC() <= 320 || infoCount <= 20) {
+ walkArea->checked = true;
+ for (int linkIndex = 0; linkIndex < walkArea->linksCount; ++linkIndex) {
+ if (!walkArea->links[linkIndex]->checked) {
+ canWalkToDest(walkArea->links[linkIndex], infoCount + 2);
+ if (_walkReachedDestArea)
+ break;
+ }
+ }
+ walkArea->checked = false;
+ }
+
+}
+
+bool BbvsEngine::walkTestLineWalkable(const Common::Point &sourcePt, const Common::Point &destPt, WalkInfo *walkInfo) {
+ const float ptDeltaX = destPt.x - sourcePt.x;
+ const float ptDeltaY = destPt.y - sourcePt.y;
+ const float wDeltaX = walkInfo->x - sourcePt.x;
+ const float wDeltaY = walkInfo->y - sourcePt.y;
+ if (destPt.x == sourcePt.x)
+ return true;
+ if (walkInfo->direction) {
+ const float nDeltaY = wDeltaX * ptDeltaY / ptDeltaX + (float)sourcePt.y - (float)walkInfo->y;
+ return (nDeltaY >= 0.0) && (nDeltaY < (float)walkInfo->delta);
+ } else {
+ const float nDeltaX = wDeltaY / ptDeltaX * ptDeltaY + (float)sourcePt.x - (float)walkInfo->x;
+ return (nDeltaX >= 0.0) && (nDeltaX < (float)walkInfo->delta);
+ }
+ return false;
+}
+
+void BbvsEngine::walkFindPath(WalkArea *sourceWalkArea, int infoCount) {
+ if (_destWalkArea == sourceWalkArea) {
+ walkFoundPath(infoCount);
+ } else if (_gameModule->getFieldC() <= 320 || infoCount <= 20) {
+ sourceWalkArea->checked = true;
+ for (int linkIndex = 0; linkIndex < sourceWalkArea->linksCount; ++linkIndex) {
+ if (!sourceWalkArea->links[linkIndex]->checked) {
+ _walkInfoPtrs[infoCount + 0] = sourceWalkArea->linksD1[linkIndex];
+ _walkInfoPtrs[infoCount + 1] = sourceWalkArea->linksD2[linkIndex];
+ walkFindPath(sourceWalkArea->links[linkIndex], infoCount + 2);
+ }
+ }
+ sourceWalkArea->checked = false;
+ }
+}
+
+int BbvsEngine::calcDistance(const Common::Point &pt1, const Common::Point &pt2) {
+ return (int)sqrt((double)(pt1.x - pt2.x) * (pt1.x - pt2.x) + (pt1.y - pt2.y) * (pt1.y - pt2.y));
+}
+
+void BbvsEngine::walkFoundPath(int count) {
+ debug(5, "BbvsEngine::walkFoundPath(%d)", count);
+
+ Common::Point midPt = _sourceWalkAreaPt;
+ int totalMidPtDistance = 0;
+
+ if (count > 0) {
+ Common::Point lastMidPt;
+ int halfCount = (count + 1) >> 1;
+ for (int i = 0; i < halfCount; ++i) {
+ lastMidPt = midPt;
+ midPt = _walkInfoPtrs[i * 2]->midPt;
+ totalMidPtDistance += calcDistance(midPt, lastMidPt);
+ }
+ }
+
+ int distance = calcDistance(midPt, _destWalkAreaPt) + totalMidPtDistance;
+
+ debug(5, "BbvsEngine::walkFoundPath() distance: %d; _currWalkDistance: %d", distance, _currWalkDistance);
+
+ if (distance >= _currWalkDistance)
+ return;
+
+ debug(5, "BbvsEngine::walkFoundPath() distance smaller");
+
+ _currWalkDistance = distance;
+
+ Common::Point destPt = _destWalkAreaPt, newDestPt;
+
+ while (1) {
+
+ int index = 0;
+ if (count > 0) {
+ do {
+ if (!walkTestLineWalkable(_sourceWalkAreaPt, destPt, _walkInfoPtrs[index]))
+ break;
+ ++index;
+ } while (index < count);
+ }
+
+ if (index == count)
+ break;
+
+ WalkInfo *walkInfo = _walkInfoPtrs[--count];
+ destPt.x = walkInfo->x;
+ destPt.y = walkInfo->y;
+
+ if (walkInfo->direction) {
+ newDestPt.x = walkInfo->x;
+ newDestPt.y = walkInfo->y + walkInfo->delta - 1;
+ } else {
+ newDestPt.x = walkInfo->x + walkInfo->delta - 1;
+ newDestPt.y = walkInfo->y;
+ }
+
+ if ((newDestPt.x - _destWalkAreaPt.x) * (newDestPt.x - _destWalkAreaPt.x) +
+ (newDestPt.y - _destWalkAreaPt.y) * (newDestPt.y - _destWalkAreaPt.y) <
+ (destPt.x - _destWalkAreaPt.x) * (destPt.x - _destWalkAreaPt.x) +
+ (destPt.y - _destWalkAreaPt.y) * (destPt.y - _destWalkAreaPt.y))
+ destPt = newDestPt;
+
+ }
+
+ debug(5, "BbvsEngine::walkFoundPath() destPt: (%d, %d)", destPt.x, destPt.y);
+
+ _finalWalkPt = destPt;
+
+ debug(5, "BbvsEngine::walkFoundPath() OK");
+
+}
+
+void BbvsEngine::updateWalkableRects() {
+ // Go through all walkable rects and subtract all scene object rects
+ Common::Rect *rectsList1 = _tempWalkableRects1;
+ Common::Rect *rectsList2 = _gameModule->getWalkRects();
+ _walkableRectsCount = _gameModule->getWalkRectsCount();
+ for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) {
+ SceneObject *sceneObject = &_sceneObjects[i];
+ Animation *anim = sceneObject->anim;
+ if (anim && _buttheadObject != sceneObject && _beavisObject != sceneObject) {
+ Common::Rect rect = sceneObject->anim->frameRects2[sceneObject->frameIndex];
+ rect.translate(sceneObject->x >> 16, sceneObject->y >> 16);
+ int count = _walkableRectsCount;
+ _walkableRectsCount = 0;
+ for (int j = 0; j < count; ++j)
+ _walkableRectsCount += rectSubtract(rect, rectsList2[j], &rectsList1[_walkableRectsCount]);
+ if (rectsList1 == _tempWalkableRects1) {
+ rectsList1 = _tempWalkableRects2;
+ rectsList2 = _tempWalkableRects1;
+ } else {
+ rectsList1 = _tempWalkableRects1;
+ rectsList2 = _tempWalkableRects2;
+ }
+ }
+ }
+ for (int i = 0; i < _walkableRectsCount; ++i)
+ _walkableRects[i] = rectsList2[i];
+}
+
+} // End of namespace Bbvs