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Diffstat (limited to 'engines/hugo/object_v2d.cpp')
-rw-r--r-- | engines/hugo/object_v2d.cpp | 349 |
1 files changed, 349 insertions, 0 deletions
diff --git a/engines/hugo/object_v2d.cpp b/engines/hugo/object_v2d.cpp new file mode 100644 index 0000000000..983c422500 --- /dev/null +++ b/engines/hugo/object_v2d.cpp @@ -0,0 +1,349 @@ +/* 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. + * + * $URL$ + * $Id$ + * + */ + +/* + * This code is based on original Hugo Trilogy source code + * + * Copyright (c) 1989-1995 David P. Gray + * + */ + +#include "common/system.h" +#include "common/random.h" + +#include "hugo/game.h" +#include "hugo/hugo.h" +#include "hugo/object.h" +#include "hugo/global.h" +#include "hugo/display.h" +#include "hugo/file.h" +#include "hugo/route.h" +#include "hugo/util.h" +#include "hugo/parser.h" + +namespace Hugo { + +ObjectHandler_v2d::ObjectHandler_v2d(HugoEngine *vm) : ObjectHandler_v1d(vm) { +} + +ObjectHandler_v2d::~ObjectHandler_v2d() { +} + +// Draw all objects on screen as follows: +// 1. Sort 'FLOATING' objects in order of y2 (base of object) +// 2. Display new object frames/positions in dib +// Finally, cycle any animating objects to next frame +void ObjectHandler_v2d::updateImages() { + debugC(5, kDebugEngine, "updateImages"); + + // Initialise the index array to visible objects in current screen + int num_objs = 0; + byte objindex[MAXOBJECTS]; // Array of indeces to objects + + for (int i = 0; i < _vm->_numObj; i++) { + object_t *obj = &_objects[i]; + if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling >= ALMOST_INVISIBLE)) + objindex[num_objs++] = i; + } + + // Sort the objects into increasing y+y2 (painter's algorithm) + qsort(objindex, num_objs, sizeof(objindex[0]), y2comp); + + // Add each visible object to display list + for (int i = 0; i < num_objs; i++) { + object_t *obj = &_objects[objindex[i]]; + // Count down inter-frame timer + if (obj->frameTimer) + obj->frameTimer--; + + if (obj->cycling > ALMOST_INVISIBLE) { // Only if visible + switch (obj->cycling) { + case NOT_CYCLING: + _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL); + break; + case CYCLE_FORWARD: + if (obj->frameTimer) // Not time to see next frame yet + _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL); + else + _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr->nextSeqPtr, obj->priority == OVEROVL); + break; + case CYCLE_BACKWARD: { + seq_t *seqPtr = obj->currImagePtr; + if (!obj->frameTimer) { // Show next frame + while (seqPtr->nextSeqPtr != obj->currImagePtr) + seqPtr = seqPtr->nextSeqPtr; + } + _vm->_screen->displayFrame(obj->x, obj->y, seqPtr, obj->priority == OVEROVL); + break; + } + default: + break; + } + } + } + + // Cycle any animating objects + for (int i = 0; i < num_objs; i++) { + object_t *obj = &_objects[objindex[i]]; + if (obj->cycling != INVISIBLE) { + // Only if it's visible + if (obj->cycling == ALMOST_INVISIBLE) + obj->cycling = INVISIBLE; + + // Now Rotate to next picture in sequence + switch (obj->cycling) { + case NOT_CYCLING: + break; + case CYCLE_FORWARD: + if (!obj->frameTimer) { + // Time to step to next frame + obj->currImagePtr = obj->currImagePtr->nextSeqPtr; + // Find out if this is last frame of sequence + // If so, reset frame_timer and decrement n_cycle + if (obj->frameInterval || obj->cycleNumb) { + obj->frameTimer = obj->frameInterval; + for (int j = 0; j < obj->seqNumb; j++) { + if (obj->currImagePtr->nextSeqPtr == obj->seqList[j].seqPtr) { + if (obj->cycleNumb) { // Decr cycleNumb if Non-continous + if (!--obj->cycleNumb) + obj->cycling = NOT_CYCLING; + } + } + } + } + } + break; + case CYCLE_BACKWARD: { + if (!obj->frameTimer) { + // Time to step to prev frame + seq_t *seqPtr = obj->currImagePtr; + while (obj->currImagePtr->nextSeqPtr != seqPtr) + obj->currImagePtr = obj->currImagePtr->nextSeqPtr; + // Find out if this is first frame of sequence + // If so, reset frame_timer and decrement n_cycle + if (obj->frameInterval || obj->cycleNumb) { + obj->frameTimer = obj->frameInterval; + for (int j = 0; j < obj->seqNumb; j++) { + if (obj->currImagePtr == obj->seqList[j].seqPtr) { + if (obj->cycleNumb){ // Decr cycleNumb if Non-continous + if (!--obj->cycleNumb) + obj->cycling = NOT_CYCLING; + } + } + } + } + } + break; + } + default: + break; + } + obj->oldx = obj->x; + obj->oldy = obj->y; + } + } +} + +// Update all object positions. Process object 'local' events +// including boundary events and collisions +void ObjectHandler_v2d::moveObjects() { + debugC(4, kDebugEngine, "moveObjects"); + + // Added to DOS version in order to handle mouse properly + // If route mode enabled, do special route processing + if (_vm->getGameStatus().routeIndex >= 0) + _vm->_route->processRoute(); + + // Perform any adjustments to velocity based on special path types + // and store all (visible) object baselines into the boundary file. + // Don't store foreground or background objects + for (int i = 0; i < _vm->_numObj; i++) { + object_t *obj = &_objects[i]; // Get pointer to object + seq_t *currImage = obj->currImagePtr; // Get ptr to current image + if (obj->screenIndex == *_vm->_screen_p) { + switch (obj->pathType) { + case CHASE: + case CHASE2: { + int8 radius = obj->radius; // Default to object's radius + if (radius < 0) // If radius infinity, use closer value + radius = DX; + + // Allowable motion wrt boundary + int dx = _vm->_hero->x + _vm->_hero->currImagePtr->x1 - obj->x - currImage->x1; + int dy = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - obj->y - currImage->y2 - 1; + if (abs(dx) <= radius) + obj->vx = 0; + else + obj->vx = (dx > 0) ? MIN(dx, obj->vxPath) : MAX(dx, -obj->vxPath); + if (abs(dy) <= radius) + obj->vy = 0; + else + obj->vy = (dy > 0) ? MIN(dy, obj->vyPath) : MAX(dy, -obj->vyPath); + + // Set first image in sequence (if multi-seq object) + switch (obj->seqNumb) { + case 4: + if (!obj->vx) { // Got 4 directions + if (obj->vx != obj->oldvx) { // vx just stopped + if (dy > 0) + obj->currImagePtr = obj->seqList[DOWN].seqPtr; + else + obj->currImagePtr = obj->seqList[_UP].seqPtr; + } + } else if (obj->vx != obj->oldvx) { + if (dx > 0) + obj->currImagePtr = obj->seqList[RIGHT].seqPtr; + else + obj->currImagePtr = obj->seqList[LEFT].seqPtr; + } + break; + case 3: + case 2: + if (obj->vx != obj->oldvx) { // vx just stopped + if (dx > 0) // Left & right only + obj->currImagePtr = obj->seqList[RIGHT].seqPtr; + else + obj->currImagePtr = obj->seqList[LEFT].seqPtr; + } + break; + } + + if (obj->vx || obj->vy) { + obj->cycling = CYCLE_FORWARD; + } else { + obj->cycling = NOT_CYCLING; + _vm->boundaryCollision(obj); // Must have got hero! + } + obj->oldvx = obj->vx; + obj->oldvy = obj->vy; + currImage = obj->currImagePtr; // Get (new) ptr to current image + break; + } + case WANDER2: + case WANDER: + if (!_vm->_rnd->getRandomNumber(3 * NORMAL_TPS)) { // Kick on random interval + obj->vx = _vm->_rnd->getRandomNumber(obj->vxPath << 1) - obj->vxPath; + obj->vy = _vm->_rnd->getRandomNumber(obj->vyPath << 1) - obj->vyPath; + + // Set first image in sequence (if multi-seq object) + if (obj->seqNumb > 1) { + if (!obj->vx && (obj->seqNumb >= 4)) { + if (obj->vx != obj->oldvx) { // vx just stopped + if (obj->vy > 0) + obj->currImagePtr = obj->seqList[DOWN].seqPtr; + else + obj->currImagePtr = obj->seqList[_UP].seqPtr; + } + } else if (obj->vx != obj->oldvx) { + if (obj->vx > 0) + obj->currImagePtr = obj->seqList[RIGHT].seqPtr; + else + obj->currImagePtr = obj->seqList[LEFT].seqPtr; + } + } + obj->oldvx = obj->vx; + obj->oldvy = obj->vy; + currImage = obj->currImagePtr; // Get (new) ptr to current image + } + if (obj->vx || obj->vy) + obj->cycling = CYCLE_FORWARD; + break; + default: + ; // Really, nothing + } + // Store boundaries + if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) + _vm->storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2); + } + } + + // Move objects, allowing for boundaries + for (int i = 0; i < _vm->_numObj; i++) { + object_t *obj = &_objects[i]; // Get pointer to object + if ((obj->screenIndex == *_vm->_screen_p) && (obj->vx || obj->vy)) { + // Only process if it's moving + + // Do object movement. Delta_x,y return allowed movement in x,y + // to move as close to a boundary as possible without crossing it. + seq_t *currImage = obj->currImagePtr; // Get ptr to current image + // object coordinates + int x1 = obj->x + currImage->x1; // Left edge of object + int x2 = obj->x + currImage->x2; // Right edge + int y1 = obj->y + currImage->y1; // Top edge + int y2 = obj->y + currImage->y2; // Bottom edge + + if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) + _vm->clearBoundary(x1, x2, y2); // Clear our own boundary + + // Allowable motion wrt boundary + int dx = _vm->deltaX(x1, x2, obj->vx, y2); + if (dx != obj->vx) { + // An object boundary collision! + _vm->boundaryCollision(obj); + obj->vx = 0; + } + + int dy = _vm->deltaY(x1, x2, obj->vy, y2); + if (dy != obj->vy) { + // An object boundary collision! + _vm->boundaryCollision(obj); + obj->vy = 0; + } + + if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) + _vm->storeBoundary(x1, x2, y2); // Re-store our own boundary + + obj->x += dx; // Update object position + obj->y += dy; + + // Don't let object go outside screen + if (x1 < EDGE) + obj->x = EDGE2; + if (x2 > (XPIX - EDGE)) + obj->x = XPIX - EDGE2 - (x2 - x1); + if (y1 < EDGE) + obj->y = EDGE2; + if (y2 > (YPIX - EDGE)) + obj->y = YPIX - EDGE2 - (y2 - y1); + + if ((obj->vx == 0) && (obj->vy == 0) && (obj->pathType != WANDER2) && (obj->pathType != CHASE2)) + obj->cycling = NOT_CYCLING; + } + } + + // Clear all object baselines from the boundary file. + for (int i = 0; i < _vm->_numObj; i++) { + object_t *obj = &_objects[i]; // Get pointer to object + seq_t *currImage = obj->currImagePtr; // Get ptr to current image + if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) + _vm->clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2); + } + + // If maze mode is enabled, do special maze processing + if (_maze.enabledFl) + _vm->processMaze(); +} + +} // End of namespace Hugo |