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authorMax Horn2006-02-11 22:45:04 +0000
committerMax Horn2006-02-11 22:45:04 +0000
commit26ee630756ebdd7c96bccede0881a8c8b98e8f2b (patch)
tree26e378d5cf990a2b81c2c96e9e683a7f333b62e8 /engines/sword2/router.h
parent2a9a0d4211b1ea5723f1409d91cb95de8984429e (diff)
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Moved engines to the new engines/ directory
svn-id: r20582
Diffstat (limited to 'engines/sword2/router.h')
-rw-r--r--engines/sword2/router.h255
1 files changed, 255 insertions, 0 deletions
diff --git a/engines/sword2/router.h b/engines/sword2/router.h
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+/* Copyright (C) 1994-1998 Revolution Software Ltd.
+ * Copyright (C) 2003-2006 The ScummVM project
+ *
+ * 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.
+ *
+ * $URL$
+ * $Id$
+ */
+
+#ifndef _ROUTER_H
+#define _ROUTER_H
+
+// This used to be a variable, but it was never set. Actually, it wasn't even
+// initialised!
+//
+// Define this to force the use of slidy router (so solid path not used when
+// ending walk in ANY direction)
+//
+// #define FORCE_SLIDY
+
+#include "sword2/object.h"
+
+namespace Sword2 {
+
+struct WalkData {
+ uint16 frame;
+ int16 x;
+ int16 y;
+ uint8 step;
+ uint8 dir;
+};
+
+struct BarData {
+ int16 x1;
+ int16 y1;
+ int16 x2;
+ int16 y2;
+ int16 xmin;
+ int16 ymin;
+ int16 xmax;
+ int16 ymax;
+ int16 dx; // x2 - x1
+ int16 dy; // y2 - y1
+ int32 co; // co = (y1 * dx) - (x1 * dy) from an equation for a
+ // line y * dx = x * dy + co
+};
+
+struct NodeData {
+ int16 x;
+ int16 y;
+ int16 level;
+ int16 prev;
+ int16 dist;
+};
+
+// because we only have 2 megas in the game!
+#define TOTAL_ROUTE_SLOTS 2
+
+#define MAX_FRAMES_PER_CYCLE 16
+#define NO_DIRECTIONS 8
+#define MAX_FRAMES_PER_CHAR (MAX_FRAMES_PER_CYCLE * NO_DIRECTIONS)
+#define ROUTE_END_FLAG 255
+
+#define MAX_WALKGRIDS 10
+
+#define O_WALKANIM_SIZE 600 // max number of nodes in router output
+#define O_GRID_SIZE 200 // max 200 lines & 200 points
+#define O_ROUTE_SIZE 50 // max number of modules in a route
+
+struct RouteData {
+ int32 x;
+ int32 y;
+ int32 dirS;
+ int32 dirD;
+};
+
+struct PathData {
+ int32 x;
+ int32 y;
+ int32 dir;
+ int32 num;
+};
+
+class Router {
+private:
+ Sword2Engine *_vm;
+
+ int16 _standbyX; // see fnSetStandbyCoords()
+ int16 _standbyY;
+ int16 _standbyDir;
+
+ // stores pointers to mem blocks containing routes created & used by
+ // megas (NULL if slot not in use)
+ WalkData *_routeSlots[TOTAL_ROUTE_SLOTS];
+
+ BarData _bars[O_GRID_SIZE];
+ NodeData _node[O_GRID_SIZE];
+
+ int32 _walkGridList[MAX_WALKGRIDS];
+
+ int32 _nBars;
+ int32 _nNodes;
+
+ int32 _startX;
+ int32 _startY;
+ int32 _startDir;
+ int32 _targetX;
+ int32 _targetY;
+ int32 _targetDir;
+ int32 _scaleA;
+ int32 _scaleB;
+
+ RouteData _route[O_ROUTE_SIZE];
+ PathData _smoothPath[O_ROUTE_SIZE];
+ PathData _modularPath[O_ROUTE_SIZE];
+ int32 _routeLength;
+
+ int32 _framesPerStep;
+ int32 _framesPerChar;
+
+ ObjectWalkdata _walkData;
+
+ int8 _modX[NO_DIRECTIONS];
+ int8 _modY[NO_DIRECTIONS];
+ int32 _diagonalx;
+ int32 _diagonaly;
+
+ int32 _firstStandFrame;
+
+ int32 _firstStandingTurnLeftFrame;
+ int32 _firstStandingTurnRightFrame;
+
+ int32 _firstWalkingTurnLeftFrame; // left walking turn
+ int32 _firstWalkingTurnRightFrame; // right walking turn
+
+ uint32 _firstSlowInFrame[NO_DIRECTIONS];
+
+ int32 _firstSlowOutFrame;
+
+ // number of slow-out frames on for each leading-leg in each direction
+ // ie. total number of slow-out frames = (numberOfSlowOutFrames * 2 *
+ // NO_DIRECTIONS)
+
+ int32 _numberOfSlowOutFrames;
+
+ int32 _stepCount;
+
+ int32 _moduleX;
+ int32 _moduleY;
+ int32 _currentDir;
+ int32 _lastCount;
+ int32 _frame;
+
+ uint8 returnSlotNo(uint32 megaId);
+
+ int32 getRoute();
+ void extractRoute();
+ void loadWalkGrid();
+ void setUpWalkGrid(byte *ob_mega, int32 x, int32 y, int32 dir);
+ void loadWalkData(byte *ob_walkdata);
+ bool scan(int32 level);
+
+ int32 newCheck(int32 status, int32 x1, int32 y1, int32 x2, int32 y2);
+ bool lineCheck(int32 x1, int32 x2, int32 y1, int32 y2);
+ bool vertCheck(int32 x, int32 y1, int32 y2);
+ bool horizCheck(int32 x1, int32 y, int32 x2);
+ bool check(int32 x1, int32 y1, int32 x2, int32 y2);
+ int32 checkTarget(int32 x, int32 y);
+
+ int32 smoothestPath();
+ void slidyPath();
+
+ int32 smoothCheck(int32 best, int32 p, int32 dirS, int32 dirD);
+
+ bool addSlowInFrames(WalkData *walkAnim);
+ void addSlowOutFrames(WalkData *walkAnim);
+ void slidyWalkAnimator(WalkData *walkAnim);
+
+#ifndef FORCE_SLIDY
+ int32 solidPath();
+ int32 solidWalkAnimator(WalkData *walkAnim);
+#endif
+
+ void plotCross(int16 x, int16 y, uint8 colour);
+
+public:
+ Router(Sword2Engine *vm) : _vm(vm), _diagonalx(0), _diagonaly(0) {
+ memset(_routeSlots, 0, sizeof(_routeSlots));
+ memset(_bars, 0, sizeof(_bars));
+ memset(_node, 0, sizeof(_node));
+ memset(_walkGridList, 0, sizeof(_walkGridList));
+ memset(_route, 0, sizeof(_route));
+ memset(_smoothPath, 0, sizeof(_smoothPath));
+ memset(_modularPath, 0, sizeof(_modularPath));
+ memset(_modX, 0, sizeof(_modX));
+ memset(_modY, 0, sizeof(_modY));
+ memset(_firstSlowInFrame, 0, sizeof(_firstSlowInFrame));
+ }
+
+ void setStandbyCoords(int16 x, int16 y, uint8 dir);
+ int whatTarget(int startX, int startY, int destX, int destY);
+
+ // Sprites
+ void setSpriteStatus(byte *ob_graph, uint32 type);
+ void setSpriteShading(byte *ob_graph, uint32 type);
+
+ // Animation
+ int doAnimate(byte *ob_logic, byte *ob_graph, int32 animRes, bool reverse);
+ int megaTableAnimate(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *animTable, bool reverse);
+
+ // Walking
+ int doWalk(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y, uint8 target_dir);
+ int walkToAnim(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 animRes);
+ int walkToTalkToMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId, uint32 separation);
+
+ // Turning
+ int doFace(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint8 target_dir);
+ int faceXY(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y);
+ int faceMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId);
+
+ // Standing
+ void standAt(byte *ob_graph, byte *ob_mega, int32 x, int32 y, int32 dir);
+ void standAfterAnim(byte *ob_graph, byte *ob_mega, uint32 animRes);
+ void standAtAnim(byte *ob_graph, byte *ob_mega, uint32 animRes);
+
+ int32 routeFinder(byte *ob_mega, byte *ob_walkdata, int32 x, int32 y, int32 dir);
+
+ void earlySlowOut(byte *ob_mega, byte *ob_walkdata);
+
+ void allocateRouteMem();
+ WalkData *getRouteMem();
+ void freeRouteMem();
+ void freeAllRouteMem();
+ void addWalkGrid(int32 gridResource);
+ void removeWalkGrid(int32 gridResource);
+ void clearWalkGridList();
+
+ void plotWalkGrid();
+};
+
+} // End of namespace Sword2
+
+#endif