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authorTorbjörn Andersson2005-01-28 16:33:14 +0000
committerTorbjörn Andersson2005-01-28 16:33:14 +0000
commitc0a3816e1790182b7b4b3854846f01247b00ebbe (patch)
tree65e6fd93a7dcff1bb2111c802f283ff511b8b027 /sword2/walker.cpp
parent6feb7ae90f38c11b85868c54fb5b328d50844856 (diff)
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Began what I hope is the final major restructuring of the BS2 engine.
In this first step, I have moved all opcode functions into functions.cpp, instead of having them scattered all over the place. To get things to compile again, I had to rewrite the overly complicated sound effects handling. It's much simpler now. The next step will be to move any non-trivial code out of the opcode functions and into the appropriate object. This, I hope, will make it easier to create well-separated objects, instead of the current mess. I also want to tear down the artificial boundary between the main directory and the "driver" directory. We already have a cross-platform layer; there's no need to have yet another one. (Actually, the rewriting of the sound effects code took one first step in this direction.) At the final stage, I'd like to get rid of the "drivers" directory completely, but I'll probably need some help with that if I want to preserve the CVS history of the code. Things will probably be a bit bumpy along the way, but I seem to have reached a point of relative stability again, which is why I'm commiting this now. svn-id: r16668
Diffstat (limited to 'sword2/walker.cpp')
-rw-r--r--sword2/walker.cpp639
1 files changed, 0 insertions, 639 deletions
diff --git a/sword2/walker.cpp b/sword2/walker.cpp
index da1c2b5057..d0238b4df7 100644
--- a/sword2/walker.cpp
+++ b/sword2/walker.cpp
@@ -36,405 +36,6 @@
namespace Sword2 {
/**
- * Walk mega to (x,y,dir). Set RESULT to 0 if it succeeded. Otherwise, set
- * RESULT to 1.
- */
-
-int32 Logic::fnWalk(int32 *params) {
- // params: 0 pointer to object's logic structure
- // 1 pointer to object's graphic structure
- // 2 pointer to object's mega structure
- // 3 pointer to object's walkdata structure
- // 4 target x-coord
- // 5 target y-coord
- // 6 target direction (8 means end walk on ANY direction)
-
- ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
- ObjectGraphic *ob_graph = (ObjectGraphic *) _vm->_memory->decodePtr(params[1]);
- ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[2]);
-
- int16 target_x = (int16) params[4];
- int16 target_y = (int16) params[5];
- uint8 target_dir = (uint8) params[6];
-
- ObjectWalkdata *ob_walkdata;
-
- // If this is the start of the walk, calculate the route.
-
- if (!ob_logic->looping) {
- // 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 (ob_mega->feet_x == target_x && ob_mega->feet_y == target_y && ob_mega->current_dir == target_dir) {
- _scriptVars[RESULT] = 0;
- return IR_CONT;
- }
-
- assert(params[6] >= 0 && params[6] <= 8);
-
- ob_walkdata = (ObjectWalkdata *) _vm->_memory->decodePtr(params[3]);
-
- ob_mega->walk_pc = 0;
-
- // Set up mem for _walkData in route_slots[] & set mega's
- // 'route_slot_id' accordingly
-
- _router->allocateRouteMem();
-
- int32 route = _router->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) {
- // so script fnWalk loop continues until end of
- // walk-anim
-
- ob_logic->looping = 1;
-
- // need to animate the route now, so don't set result
- // or return yet!
-
- // started walk
- ob_mega->currently_walking = 1;
-
- // (see fnGetPlayerSaveData() in save_rest.cpp
- } else {
- _router->freeRouteMem();
- _scriptVars[RESULT] = 1;
- return IR_CONT;
- }
-
- // Walk is about to start, so set the mega's graphic resource
- ob_graph->anim_resource = ob_mega->megaset_res;
- } else if (_scriptVars[EXIT_FADING] && _vm->_graphics->getFadeStatus() == RDFADE_BLACK) {
- // Double clicked an exit so quit the walk when screen is black
- // ok, thats it - back to script and change screen
-
- ob_logic->looping = 0;
- _router->freeRouteMem();
-
- // Must clear in-case on the new screen there's a walk
- // instruction (which would get cut short)
- _scriptVars[EXIT_CLICK_ID] = 0;
-
- // finished walk
- ob_mega->currently_walking = 0;
-
- // see fnGetPlayerSaveData() in save_rest.cpp
-
- _scriptVars[RESULT] = 0;
-
- // continue the script so that RESULT can be checked!
- return IR_CONT;
- }
-
- // get pointer to walkanim & current frame position
-
- WalkData *walkAnim = _router->getRouteMem();
- int32 walk_pc = ob_mega->walk_pc;
-
- // If stopping the walk early, overwrite the next step with a
- // slow-out, then finish
-
- if (checkEventWaiting()) {
- if (walkAnim[walk_pc].step == 0 && walkAnim[walk_pc + 1].step == 1) {
- // At the beginning of a step
- ob_walkdata = (ObjectWalkdata *) _vm->_memory->decodePtr(params[3]);
- _router->earlySlowOut(ob_mega, ob_walkdata);
- }
- }
-
- // Get new frame of walk
-
- ob_graph->anim_pc = walkAnim[walk_pc].frame;
- ob_mega->current_dir = walkAnim[walk_pc].dir;
- ob_mega->feet_x = walkAnim[walk_pc].x;
- ob_mega->feet_y = walkAnim[walk_pc].y;
-
- // Check if NEXT frame is in fact the end-marker of the walk sequence
- // so we can return to script just as the final (stand) frame of the
- // walk is set - so that if followed by an anim, the anim's first
- // frame replaces the final stand-frame of the walk (see below)
-
- // '512' is end-marker
- if (walkAnim[walk_pc + 1].frame == 512) {
- ob_logic->looping = 0;
- _router->freeRouteMem();
-
- // finished walk
- ob_mega->currently_walking = 0;
-
- // (see fnGetPlayerSaveData() in save_rest.cpp
-
- // 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 that code had been commented out, and it
- // was only run if a function that always returned zero
- // returned non-zero.
-
- if (checkEventWaiting()) {
- startEvent();
- _scriptVars[RESULT] = 1;
- return IR_TERMINATE;
- } else {
- _scriptVars[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;
- }
- }
-
- // Increment the walkanim frame number and come back next cycle
-
- ob_mega->walk_pc++;
- return IR_REPEAT;
-}
-
-/**
- * Walk mega to start position of anim
- */
-
-int32 Logic::fnWalkToAnim(int32 *params) {
- // params: 0 pointer to object's logic structure
- // 1 pointer to object's graphic structure
- // 2 pointer to object's mega structure
- // 3 pointer to object's walkdata structure
- // 4 anim resource id
-
- int32 pars[7];
-
- // Walkdata is needed for earlySlowOut if player clicks elsewhere
- // during the walk.
-
- pars[0] = params[0];
- pars[1] = params[1];
- pars[2] = params[2];
- pars[3] = params[3];
-
- ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
-
- // If this is the start of the walk, read anim file to get start coords
-
- if (!ob_logic->looping) {
- byte *anim_file = _vm->_resman->openResource(params[4]);
- AnimHeader *anim_head = _vm->fetchAnimHeader( anim_file );
-
- pars[4] = anim_head->feetStartX;
- pars[5] = anim_head->feetStartY;
- pars[6] = anim_head->feetStartDir;
-
- _vm->_resman->closeResource(params[4]);
-
- // If start coords not yet set in anim header, use the standby
- // coords (which should be set beforehand in the script).
-
- if (pars[4] == 0 && pars[5] == 0) {
- byte buf[NAME_LEN];
-
- pars[4] = _standbyX;
- pars[5] = _standbyY;
- pars[6] = _standbyDir;
-
- debug(3, "WARNING: fnWalkToAnim(%s) used standby coords", _vm->fetchObjectName(params[4], buf));
- }
-
- assert(pars[6] >= 0 && pars[6] <= 7);
- }
-
- return fnWalk(pars);
-}
-
-/**
- * Turn mega to the specified direction. Just needs to call fnWalk() with
- * current feet coords, so router can produce anim of turn frames.
- */
-
-int32 Logic::fnTurn(int32 *params) {
- // params: 0 pointer to object's logic structure
- // 1 pointer to object's graphic structure
- // 2 pointer to object's mega structure
- // 3 pointer to object's walkdata structure
- // 4 target direction
-
- int32 pars[7];
-
- pars[0] = params[0];
- pars[1] = params[1];
- pars[2] = params[2];
- pars[3] = params[3];
-
- ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
-
- // If this is the start of the turn, get the mega's current feet
- // coords + the required direction
-
- if (!ob_logic->looping) {
- assert(params[4] >= 0 && params[4] <= 7);
-
- ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[2]);
-
- pars[4] = ob_mega->feet_x;
- pars[5] = ob_mega->feet_y;
- pars[6] = params[4];
- }
-
- return fnWalk(pars);
-}
-
-/**
- * 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
- */
-
-int32 Logic::fnStandAt(int32 *params) {
- // params: 0 pointer to object's graphic structure
- // 1 pointer to object's mega structure
- // 2 target x-coord
- // 3 target y-coord
- // 4 target direction
-
- assert(params[4] >= 0 && params[4] <= 7);
-
- ObjectGraphic *ob_graph = (ObjectGraphic *) _vm->_memory->decodePtr(params[0]);
- ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[1]);
-
- // set up the stand frame & set the mega's new direction
-
- ob_mega->feet_x = params[2];
- ob_mega->feet_y = params[3];
- ob_mega->current_dir = params[4];
-
- // mega-set animation file
- ob_graph->anim_resource = ob_mega->megaset_res;
-
- // dir + first stand frame (always frame 96)
- ob_graph->anim_pc = params[4] + 96;
-
- return IR_CONT;
-}
-
-/**
- * Stand mega into the specified direction at current feet coords.
- * Just needs to call fnStandAt() with current feet coords.
- */
-
-int32 Logic::fnStand(int32 *params) {
- // params: 0 pointer to object's graphic structure
- // 1 pointer to object's mega structure
- // 2 target direction
-
- ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[1]);
-
- int32 pars[5];
-
- pars[0] = params[0];
- pars[1] = params[1];
- pars[2] = ob_mega->feet_x;
- pars[3] = ob_mega->feet_y;
- pars[4] = params[2];
-
- return fnStandAt(pars);
-}
-
-/**
- * stand mega at end position of anim
- */
-
-int32 Logic::fnStandAfterAnim(int32 *params) {
- // params: 0 pointer to object's graphic structure
- // 1 pointer to object's mega structure
- // 2 anim resource id
-
- byte *anim_file = _vm->_resman->openResource(params[2]);
- AnimHeader *anim_head = _vm->fetchAnimHeader(anim_file);
-
- int32 pars[5];
-
- pars[0] = params[0];
- pars[1] = params[1];
-
- pars[2] = anim_head->feetEndX;
- pars[3] = anim_head->feetEndY;
- pars[4] = anim_head->feetEndDir;
-
- // If start coords not available either use the standby coords (which
- // should be set beforehand in the script)
-
- if (pars[2] == 0 && pars[3] == 0) {
- byte buf[NAME_LEN];
-
- pars[2] = _standbyX;
- pars[3] = _standbyY;
- pars[4] = _standbyDir;
-
- debug(3, "WARNING: fnStandAfterAnim(%s) used standby coords", _vm->fetchObjectName(params[2], buf));
- }
-
- assert(pars[4] >= 0 && pars[4] <= 7);
-
- _vm->_resman->closeResource(params[2]);
- return fnStandAt(pars);
-}
-
-/**
- * Stand mega at start position of anim
- */
-
-int32 Logic::fnStandAtAnim(int32 *params) {
- // params: 0 pointer to object's graphic structure
- // 1 pointer to object's mega structure
- // 2 anim resource id
-
- byte *anim_file = _vm->_resman->openResource(params[2]);
- AnimHeader *anim_head = _vm->fetchAnimHeader(anim_file);
-
- int32 pars[5];
-
- pars[0] = params[0];
- pars[1] = params[1];
-
- pars[2] = anim_head->feetStartX;
- pars[3] = anim_head->feetStartY;
- pars[4] = anim_head->feetStartDir;
-
- // If start coords not available use the standby coords (which should
- // be set beforehand in the script)
-
- if (pars[2] == 0 && pars[3] == 0) {
- byte buf[NAME_LEN];
-
- pars[2] = _standbyX;
- pars[3] = _standbyY;
- pars[4] = _standbyDir;
-
- debug(3, "WARNING: fnStandAtAnim(%s) used standby coords", _vm->fetchObjectName(params[2], buf));
- }
-
- assert(pars[4] >= 0 && pars[4] <= 7);
-
- _vm->_resman->closeResource(params[2]);
- return fnStandAt(pars);
-}
-
-/**
* Work out direction from start to dest.
*/
@@ -468,244 +69,4 @@ int Logic::whatTarget(int startX, int startY, int destX, int destY) {
return (deltaY > 0) ? 5 : 7;
}
-/**
- * Turn mega to face point (x,y) on the floor
- * Just needs to call fnWalk() with current feet coords & direction computed
- * by whatTarget()
- */
-
-int32 Logic::fnFaceXY(int32 *params) {
- // params: 0 pointer to object's logic structure
- // 1 pointer to object's graphic structure
- // 2 pointer to object's mega structure
- // 3 pointer to object's walkdata structure
- // 4 target x-coord
- // 5 target y-coord
-
- int32 pars[7];
-
- pars[0] = params[0];
- pars[1] = params[1];
- pars[2] = params[2];
- pars[3] = params[3];
-
- ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
-
- // If this is the start of the turn, get the mega's current feet
- // coords + the required direction
-
- if (!ob_logic->looping) {
- ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[2]);
-
- pars[4] = ob_mega->feet_x;
- pars[5] = ob_mega->feet_y;
- pars[6] = whatTarget(ob_mega->feet_x, ob_mega->feet_y, params[4], params[5]);
- }
-
- return fnWalk(pars);
-}
-
-int32 Logic::fnFaceMega(int32 *params) {
- // params: 0 pointer to object's logic structure
- // 1 pointer to object's graphic structure
- // 2 pointer to object's mega structure
- // 3 pointer to object's walkdata structure
- // 4 id of target mega to face
-
- int32 pars[7];
-
- pars[0] = params[0];
- pars[1] = params[1];
- pars[2] = params[2];
- pars[3] = params[3];
-
- ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
-
- // If this is the start of the walk, decide where to walk to.
-
- if (!ob_logic->looping) {
- StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(params[4]);
-
- assert(head->fileType == 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.
-
- char *raw_script_ad = (char *) head;
- uint32 null_pc = 3;
-
- runScript(raw_script_ad, raw_script_ad, &null_pc);
-
- _vm->_resman->closeResource(params[4]);
-
- ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[2]);
-
- pars[3] = params[3];
- pars[4] = ob_mega->feet_x;
- pars[5] = ob_mega->feet_y;
- pars[6] = whatTarget(ob_mega->feet_x, ob_mega->feet_y, _engineMega.feet_x, _engineMega.feet_y);
- }
-
- return fnWalk(pars);
-}
-
-/**
- * Route to the left or right hand side of target id, if possible.
- */
-
-int32 Logic::fnWalkToTalkToMega(int32 *params) {
- // params: 0 pointer to object's logic structure
- // 1 pointer to object's graphic structure
- // 2 pointer to object's mega structure
- // 3 pointer to object's walkdata structure
- // 4 id of target mega to face
- // 5 distance
-
- int32 pars[7];
-
- pars[0] = params[0];
- pars[1] = params[1];
- pars[2] = params[2];
- pars[3] = params[3];
-
- ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
-
- // If this is the start of the walk, calculate the route.
-
- if (!ob_logic->looping) {
- StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(params[4]);
-
- assert(head->fileType == 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.
-
- char *raw_script_ad = (char *) head;
- uint32 null_pc = 3;
-
- runScript(raw_script_ad, raw_script_ad, &null_pc);
-
- _vm->_resman->closeResource(params[4]);
-
- // Stand exactly beside the mega, ie. at same y-coord
- pars[5] = _engineMega.feet_y;
-
- ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[2]);
-
- // Apply scale factor to walk distance. Ay+B gives 256 * scale
- // ie. 256 * 256 * true_scale for even better accuracy, ie.
- // scale = (Ay + B) / 256
-
- int scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b) / 256;
- int mega_separation = (params[5] * scale) / 256;
-
- debug(4, "Target is at (%d, %d), separation %d", _engineMega.feet_x, _engineMega.feet_y, mega_separation);
-
- if (_engineMega.feet_x < ob_mega->feet_x) {
- // Target is left of us, so aim to stand to their
- // right. Face down_left
-
- pars[4] = _engineMega.feet_x + mega_separation;
- pars[6] = 5;
- } else {
- // Ok, must be right of us so aim to stand to their
- // left. Face down_right.
-
- pars[4] = _engineMega.feet_x - mega_separation;
- pars[6] = 3;
- }
- }
-
- return fnWalk(pars);
-}
-
-int32 Logic::fnSetWalkGrid(int32 *params) {
- // params: none
-
- error("fnSetWalkGrid() is no longer a valid opcode");
- return IR_CONT;
-}
-
-/**
- * Add this walkgrid resource to the list of those used for routing in this
- * location. Note that this is ignored if the resource is already in the list.
- */
-
-int32 Logic::fnAddWalkGrid(int32 *params) {
- // params: 0 id of walkgrid resource
-
- // All objects that add walkgrids must be restarted whenever we
- // re-enter a location.
-
- // DON'T EVER KILL GEORGE!
- if (_scriptVars[ID] != 8) {
- // Need to call this in case it wasn't called in script!
- fnAddToKillList(NULL);
- }
-
- _router->addWalkGrid(params[0]);
- fnPreLoad(params);
- return IR_CONT;
-}
-
-/**
- * Remove this walkgrid resource from the list of those used for routing in
- * this location. Note that this is ignored if the resource isn't actually
- * in the list.
- */
-
-int32 Logic::fnRemoveWalkGrid(int32 *params) {
- // params: 0 id of walkgrid resource
-
- _router->removeWalkGrid(params[0]);
- return IR_CONT;
-}
-
-int32 Logic::fnRegisterWalkGrid(int32 *params) {
- // params: none
-
- error("fnRegisterWalkGrid() is no longer a valid opcode");
- return IR_CONT;
-}
-
-int32 Logic::fnSetScaling(int32 *params) {
- // params: 0 pointer to object's mega structure
- // 1 scale constant A
- // 2 scale constant B
-
- // 256 * s = A * y + B
-
- // Where s is system scale, which itself is (256 * actual_scale) ie.
- // s == 128 is half size
-
- ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[0]);
-
- ob_mega->scale_a = params[1];
- ob_mega->scale_b = params[2];
-
- return IR_CONT;
-}
-
-/**
- * Set the standby walk coords to be used by fnWalkToAnim() and
- * fnStandAfterAnim() when the anim header's start/end coords are zero.
- * Useful during development; can stay in final game anyway.
- */
-
-int32 Logic::fnSetStandbyCoords(int32 *params) {
- // params: 0 x-coord
- // 1 y-coord
- // 2 direction (0..7)
-
- assert(params[2] >= 0 && params[2] <= 7);
-
- _standbyX = (int16) params[0];
- _standbyY = (int16) params[1];
- _standbyDir = (uint8) params[2];
-
- return IR_CONT;
-}
-
} // End of namespace Sword2