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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/walker.cpp
parent2a9a0d4211b1ea5723f1409d91cb95de8984429e (diff)
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Moved engines to the new engines/ directory
svn-id: r20582
Diffstat (limited to 'engines/sword2/walker.cpp')
-rw-r--r--engines/sword2/walker.cpp454
1 files changed, 454 insertions, 0 deletions
diff --git a/engines/sword2/walker.cpp b/engines/sword2/walker.cpp
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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.
+ *
+ * $URL$
+ * $Id$
+ */
+
+// WALKER.CPP by James (14nov96)
+
+// Functions for moving megas about the place & also for keeping tabs on them
+
+#include "common/stdafx.h"
+#include "sword2/sword2.h"
+#include "sword2/defs.h"
+#include "sword2/interpreter.h"
+#include "sword2/logic.h"
+#include "sword2/resman.h"
+#include "sword2/router.h"
+
+namespace Sword2 {
+
+void Router::setStandbyCoords(int16 x, int16 y, uint8 dir) {
+ assert(dir <= 7);
+
+ _standbyX = x;
+ _standbyY = y;
+ _standbyDir = dir;
+}
+
+/**
+ * Work out direction from start to dest.
+ */
+
+// Used in whatTarget(); not valid for all megas
+#define diagonalx 36
+#define diagonaly 8
+
+int Router::whatTarget(int startX, int startY, int destX, int destY) {
+ int deltaX = destX - startX;
+ int deltaY = destY - startY;
+
+ // 7 0 1
+ // 6 2
+ // 5 4 3
+
+ // Flat route
+
+ if (ABS(deltaY) * diagonalx < ABS(deltaX) * diagonaly / 2)
+ return (deltaX > 0) ? 2 : 6;
+
+ // Vertical route
+
+ if (ABS(deltaY) * diagonalx / 2 > ABS(deltaX) * diagonaly)
+ return (deltaY > 0) ? 4 : 0;
+
+ // Diagonal route
+
+ if (deltaX > 0)
+ return (deltaY > 0) ? 3 : 1;
+
+ return (deltaY > 0) ? 5 : 7;
+}
+
+/**
+ * Walk meta to (x,y,dir). Set RESULT to 0 if it succeeded. Otherwise, set
+ * RESULT to 1. Return true if the mega has finished walking.
+ */
+
+int Router::doWalk(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y, uint8 target_dir) {
+ ObjectLogic obLogic(ob_logic);
+ ObjectGraphic obGraph(ob_graph);
+ ObjectMega obMega(ob_mega);
+
+ // If this is the start of the walk, calculate the route.
+
+ if (obLogic.getLooping() == 0) {
+ // If we're already there, don't even bother allocating
+ // memory and calling the router, just quit back & continue
+ // the script! This avoids an embarassing mega stand frame
+ // appearing for one cycle when we're already in position for
+ // an anim eg. repeatedly clicking on same object to repeat
+ // an anim - no mega frame will appear in between runs of the
+ // anim.
+
+ if (obMega.getFeetX() == target_x && obMega.getFeetY() == target_y && obMega.getCurDir() == target_dir) {
+ _vm->_logic->writeVar(RESULT, 0);
+ return IR_CONT;
+ }
+
+ assert(target_dir <= 8);
+
+ obMega.setWalkPc(0);
+
+ // Set up mem for _walkData in route_slots[] & set mega's
+ // 'route_slot_id' accordingly
+ allocateRouteMem();
+
+ int32 route = routeFinder(ob_mega, ob_walkdata, target_x, target_y, target_dir);
+
+ // 0 = can't make route to target
+ // 1 = created route
+ // 2 = zero route but may need to turn
+
+ if (route != 1 && route != 2) {
+ freeRouteMem();
+ _vm->_logic->writeVar(RESULT, 1);
+ return IR_CONT;
+ }
+
+ // Walk is about to start
+
+ obMega.setIsWalking(1);
+ obLogic.setLooping(1);
+ obGraph.setAnimResource(obMega.getMegasetRes());
+ } else if (_vm->_logic->readVar(EXIT_FADING) && _vm->_screen->getFadeStatus() == RDFADE_BLACK) {
+ // Double clicked an exit, and the screen has faded down to
+ // black. Ok, that's it. Back to script and change screen.
+
+ // We have to clear te EXIT_CLICK_ID variable in case there's a
+ // walk instruction on the new screen, or it'd be cut short.
+
+ freeRouteMem();
+
+ obLogic.setLooping(0);
+ obMega.setIsWalking(0);
+ _vm->_logic->writeVar(EXIT_CLICK_ID, 0);
+ _vm->_logic->writeVar(RESULT, 0);
+
+ return IR_CONT;
+ }
+
+ // Get pointer to walkanim & current frame position
+
+ WalkData *walkAnim = getRouteMem();
+ int32 walk_pc = obMega.getWalkPc();
+
+ // If stopping the walk early, overwrite the next step with a
+ // slow-out, then finish
+
+ if (_vm->_logic->checkEventWaiting() && walkAnim[walk_pc].step == 0 && walkAnim[walk_pc + 1].step == 1) {
+ // At the beginning of a step
+ earlySlowOut(ob_mega, ob_walkdata);
+ }
+
+ // Get new frame of walk
+
+ obGraph.setAnimPc(walkAnim[walk_pc].frame);
+ obMega.setCurDir(walkAnim[walk_pc].dir);
+ obMega.setFeetX(walkAnim[walk_pc].x);
+ obMega.setFeetY(walkAnim[walk_pc].y);
+
+ // Is the NEXT frame is the end-marker (512) of the walk sequence?
+
+ if (walkAnim[walk_pc + 1].frame != 512) {
+ // No, it wasn't. Increment the walk-anim frame number and
+ // come back next cycle.
+ obMega.setWalkPc(obMega.getWalkPc() + 1);
+ return IR_REPEAT;
+ }
+
+ // We have reached the end-marker, which means we can return to the
+ // script just as the final (stand) frame of the walk is set.
+
+ freeRouteMem();
+ obLogic.setLooping(0);
+ obMega.setIsWalking(0);
+
+ // If George's walk has been interrupted to run a new action script for
+ // instance or Nico's walk has been interrupted by player clicking on
+ // her to talk
+
+ // There used to be code here for checking if two megas were colliding,
+ // but it had been commented out, and it was only run if a function
+ // that always returned zero returned non-zero.
+
+ if (_vm->_logic->checkEventWaiting()) {
+ _vm->_logic->startEvent();
+ _vm->_logic->writeVar(RESULT, 1);
+ return IR_TERMINATE;
+ }
+
+ _vm->_logic->writeVar(RESULT, 0);
+
+ // CONTINUE the script so that RESULT can be checked! Also, if an anim
+ // command follows the fnWalk command, the 1st frame of the anim (which
+ // is always a stand frame itself) can replace the final stand frame of
+ // the walk, to hide the slight difference between the shrinking on the
+ // mega frames and the pre-shrunk anim start-frame.
+
+ return IR_CONT;
+}
+
+/**
+ * Walk mega to start position of anim
+ */
+
+int Router::walkToAnim(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 animRes) {
+ int16 target_x = 0;
+ int16 target_y = 0;
+ uint8 target_dir = 0;
+
+ // Walkdata is needed for earlySlowOut if player clicks elsewhere
+ // during the walk.
+
+ // If this is the start of the walk, read anim file to get start coords
+
+ ObjectLogic obLogic(ob_logic);
+
+ if (obLogic.getLooping() == 0) {
+ byte *anim_file = _vm->_resman->openResource(animRes);
+ AnimHeader anim_head;
+
+ anim_head.read(_vm->fetchAnimHeader(anim_file));
+
+ target_x = anim_head.feetStartX;
+ target_y = anim_head.feetStartY;
+ target_dir = anim_head.feetStartDir;
+
+ _vm->_resman->closeResource(animRes);
+
+ // If start coords not yet set in anim header, use the standby
+ // coords (which should be set beforehand in the script).
+
+ if (target_x == 0 && target_y == 0) {
+ target_x = _standbyX;
+ target_y = _standbyY;
+ target_dir = _standbyDir;
+ }
+
+ assert(target_dir <= 7);
+ }
+
+ return doWalk(ob_logic, ob_graph, ob_mega, ob_walkdata, target_x, target_y, target_dir);
+}
+
+/**
+ * Route to the left or right hand side of target id, if possible.
+ */
+
+int Router::walkToTalkToMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId, uint32 separation) {
+ ObjectMega obMega(ob_mega);
+
+ int16 target_x = 0;
+ int16 target_y = 0;
+ uint8 target_dir = 0;
+
+ // If this is the start of the walk, calculate the route.
+
+ ObjectLogic obLogic(ob_logic);
+
+ if (obLogic.getLooping() == 0) {
+ assert(_vm->_resman->fetchType(megaId) == GAME_OBJECT);
+
+ // Call the base script. This is the graphic/mouse service
+ // call, and will set _engineMega to the ObjectMega of mega we
+ // want to route to.
+
+ _vm->_logic->runResScript(megaId, 3);
+
+ ObjectMega targetMega(_vm->_logic->getEngineMega());
+
+ // Stand exactly beside the mega, ie. at same y-coord
+ target_y = targetMega.getFeetY();
+
+ int scale = obMega.calcScale();
+ int mega_separation = (separation * scale) / 256;
+
+ debug(4, "Target is at (%d, %d), separation %d", targetMega.getFeetX(), targetMega.getFeetY(), mega_separation);
+
+ if (targetMega.getFeetX() < obMega.getFeetX()) {
+ // Target is left of us, so aim to stand to their
+ // right. Face down_left
+
+ target_x = targetMega.getFeetX() + mega_separation;
+ target_dir = 5;
+ } else {
+ // Ok, must be right of us so aim to stand to their
+ // left. Face down_right.
+
+ target_x = targetMega.getFeetX() - mega_separation;
+ target_dir = 3;
+ }
+ }
+
+ return doWalk(ob_logic, ob_graph, ob_mega, ob_walkdata, target_x, target_y, target_dir);
+}
+/**
+ * Turn mega to the specified direction. Just needs to call doWalk() with
+ * current feet coords, so router can produce anim of turn frames.
+ */
+
+int Router::doFace(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint8 target_dir) {
+ int16 target_x = 0;
+ int16 target_y = 0;
+
+ // If this is the start of the turn, get the mega's current feet
+ // coords + the required direction
+
+ ObjectLogic obLogic(ob_logic);
+
+ if (obLogic.getLooping() == 0) {
+ assert(target_dir <= 7);
+
+ ObjectMega obMega(ob_mega);
+
+ target_x = obMega.getFeetX();
+ target_y = obMega.getFeetY();
+ }
+
+ return doWalk(ob_logic, ob_graph, ob_mega, ob_walkdata, target_x, target_y, target_dir);
+}
+
+/**
+ * Turn mega to face point (x,y) on the floor
+ */
+
+int Router::faceXY(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y) {
+ uint8 target_dir = 0;
+
+ // If this is the start of the turn, get the mega's current feet
+ // coords + the required direction
+
+ ObjectLogic obLogic(ob_logic);
+
+ if (obLogic.getLooping() == 0) {
+ ObjectMega obMega(ob_mega);
+
+ target_dir = whatTarget(obMega.getFeetX(), obMega.getFeetY(), target_x, target_y);
+ }
+
+ return doFace(ob_logic, ob_graph, ob_mega, ob_walkdata, target_dir);
+}
+
+/**
+ * Turn mega to face another mega.
+ */
+
+int Router::faceMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId) {
+ uint8 target_dir = 0;
+
+ // If this is the start of the walk, decide where to walk to.
+
+ ObjectLogic obLogic(ob_logic);
+
+ if (obLogic.getLooping() == 0) {
+ assert(_vm->_resman->fetchType(megaId) == GAME_OBJECT);
+
+ // Call the base script. This is the graphic/mouse service
+ // call, and will set _engineMega to the ObjectMega of mega we
+ // want to turn to face.
+
+ _vm->_logic->runResScript(megaId, 3);
+
+ ObjectMega obMega(ob_mega);
+ ObjectMega targetMega(_vm->_logic->getEngineMega());
+
+ target_dir = whatTarget(obMega.getFeetX(), obMega.getFeetY(), targetMega.getFeetX(), targetMega.getFeetY());
+ }
+
+ return doFace(ob_logic, ob_graph, ob_mega, ob_walkdata, target_dir);
+}
+
+/**
+ * Stand mega at (x,y,dir)
+ * Sets up the graphic object, but also needs to set the new 'current_dir' in
+ * the mega object, so the router knows in future
+ */
+
+void Router::standAt(byte *ob_graph, byte *ob_mega, int32 x, int32 y, int32 dir) {
+ assert(dir >= 0 && dir <= 7);
+
+ ObjectGraphic obGraph(ob_graph);
+ ObjectMega obMega(ob_mega);
+
+ // Set up the stand frame & set the mega's new direction
+
+ obMega.setFeetX(x);
+ obMega.setFeetY(y);
+ obMega.setCurDir(dir);
+
+ // Mega-set animation file
+ obGraph.setAnimResource(obMega.getMegasetRes());
+
+ // Dir + first stand frame (always frame 96)
+ obGraph.setAnimPc(dir + 96);
+}
+
+/**
+ * Stand mega at end position of anim
+ */
+
+void Router::standAfterAnim(byte *ob_graph, byte *ob_mega, uint32 animRes) {
+ byte *anim_file = _vm->_resman->openResource(animRes);
+ AnimHeader anim_head;
+
+ anim_head.read(_vm->fetchAnimHeader(anim_file));
+
+ int32 x = anim_head.feetEndX;
+ int32 y = anim_head.feetEndY;
+ int32 dir = anim_head.feetEndDir;
+
+ _vm->_resman->closeResource(animRes);
+
+ // If start coords not available either use the standby coords (which
+ // should be set beforehand in the script)
+
+ if (x == 0 && y == 0) {
+ x = _standbyX;
+ y = _standbyY;
+ dir = _standbyDir;
+ }
+
+ standAt(ob_graph, ob_mega, x, y, dir);
+}
+
+void Router::standAtAnim(byte *ob_graph, byte *ob_mega, uint32 animRes) {
+ byte *anim_file = _vm->_resman->openResource(animRes);
+ AnimHeader anim_head;
+
+ anim_head.read(_vm->fetchAnimHeader(anim_file));
+
+ int32 x = anim_head.feetStartX;
+ int32 y = anim_head.feetStartY;
+ int32 dir = anim_head.feetStartDir;
+
+ _vm->_resman->closeResource(animRes);
+
+ // If start coords not available use the standby coords (which should
+ // be set beforehand in the script)
+
+ if (x == 0 && y == 0) {
+ x = _standbyX;
+ y = _standbyY;
+ dir = _standbyDir;
+ }
+
+ standAt(ob_graph, ob_mega, x, y, dir);
+}
+
+} // End of namespace Sword2