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+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ * Handles walking and use of the path system.
+ *
+ * Contains the dodgiest code in the whole system.
+ */
+
+#include "tinsel/actors.h"
+#include "tinsel/anim.h"
+#include "tinsel/background.h"
+#include "tinsel/cursor.h"
+#include "tinsel/dw.h"
+#include "tinsel/graphics.h"
+#include "tinsel/move.h"
+#include "tinsel/multiobj.h" // multi-part object defintions etc.
+#include "tinsel/object.h"
+#include "tinsel/polygons.h"
+#include "tinsel/rince.h"
+#include "tinsel/scroll.h"
+#include "tinsel/tinlib.h" // For stand()
+
+namespace Tinsel {
+
+//----------------- DEVELOPMENT OPTIONS --------------------
+
+#define SLOW_RINCE_DOWN 0
+
+//----------------- EXTERNAL FUNCTIONS ---------------------
+
+// in BG.C
+extern int BackgroundWidth(void);
+extern int BackgroundHeight(void);
+
+
+// in POLYGONS.C
+// Deliberatley defined here, and not in polygons.h
+HPOLYGON InitExtraBlock(PMACTOR ca, PMACTOR ta);
+
+//----------------- LOCAL DEFINES --------------------
+
+#define XMDIST 4
+#define XHMDIST 2
+#define YMDIST 2
+#define YHMDIST 2
+
+#define XTHERE 1
+#define XRESTRICT 2
+#define YTHERE 4
+#define YRESTRICT 8
+#define STUCK 16
+
+#define LEAVING_PATH 0x100
+#define ENTERING_BLOCK 0x200
+#define ENTERING_MBLOCK 0x400
+
+#define ALL_SORTED 1
+#define NOT_SORTED 0
+
+
+//----------------- LOCAL GLOBAL DATA --------------------
+
+#if SLOW_RINCE_DOWN
+static int Interlude = 0; // For slowing down walking, for testing
+static int BogusVar = 0; // For slowing down walking, for testing
+#endif
+
+static int32 DefaultRefer = 0;
+static int hSlowVar = 0; // used by MoveActor()
+
+
+//----------------- FORWARD REFERENCES --------------------
+
+static void NewCoOrdinates(int fromx, int fromy, int *targetX, int *targetY,
+ int *newx, int *newy, int *s1, int *s2, HPOLYGON *hS2p,
+ bool bOver, bool bBodge,
+ PMACTOR pActor, PMACTOR *collisionActor = 0);
+
+
+#if SLOW_RINCE_DOWN
+/**
+ * AddInterlude
+ */
+
+void AddInterlude(int n) {
+ Interlude += n;
+ if (Interlude < 0)
+ Interlude = 0;
+}
+#endif
+
+/**
+ * Given (x, y) of a click within a path polygon, checks that the
+ * co-ordinates are not within a blocking polygon. If it is not, the
+ * destination is the click point, otherwise tries to find a legal point
+ * below or above the click point.
+ * Returns:
+ * NOT_SORTED - if a destination is worked out (movement required)
+ * ALL_SORTED - no destination found (so no movement required)
+ */
+static int ClickedOnPath(int clickX, int clickY, int *ptgtX, int *ptgtY) {
+ int Loffset, Toffset;
+ int i;
+
+ /*--------------------------------------
+ Clicked within a path,
+ go to where requested unless blocked.
+ --------------------------------------*/
+ if (InPolygon(clickX, clickY, BLOCKING) == NOPOLY) {
+ // Not in a blocking polygon - go to where requested.
+ *ptgtX = clickX;
+ *ptgtY = clickY;
+ } else {
+ /*------------------------------------------------------
+ In a Blocking polygon - try searching down and up.
+ If still nowhere (for now) give up!
+ ------------------------------------------------------*/
+ PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
+
+ for (i = clickY+1; i < SCREEN_HEIGHT + Toffset; i++) {
+ // Don't leave the path system
+ if (InPolygon(clickX, i, PATH) == NOPOLY) {
+ i = SCREEN_HEIGHT;
+ break;
+ }
+ if (InPolygon(clickX, i, BLOCKING) == NOPOLY) {
+ *ptgtX = clickX;
+ *ptgtY = i;
+ break;
+ }
+ }
+ if (i == SCREEN_HEIGHT) {
+ for (i = clickY-1; i >= Toffset; i--) {
+ // Don't leave the path system
+ if (InPolygon(clickX, i, PATH) == NOPOLY) {
+ i = -1;
+ break;
+ }
+ if (InPolygon(clickX, i, BLOCKING) == NOPOLY) {
+ *ptgtX = clickX;
+ *ptgtY = i;
+ break;
+ }
+ }
+ }
+ if (i < 0) {
+ return ALL_SORTED;
+ }
+ }
+ return NOT_SORTED;
+}
+
+/**
+ * Given (x, y) of a click within a referral polygon, works out the
+ * destination according to the referral type.
+ * Returns:
+ * NOT_SORTED - if a destination is worked out (movement required)
+ * ALL_SORTED - no destination found (so no movement required)
+ */
+static int ClickedOnRefer(HPOLYGON hRefpoly, int clickX, int clickY, int *ptgtX, int *ptgtY) {
+ int i;
+ int end; // Extreme of the scene
+ int Loffset, Toffset;
+
+ PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
+ *ptgtX = *ptgtY = -1;
+
+ switch (PolySubtype(hRefpoly)) {
+ case REF_POINT: // Go to specified node
+ getPolyNode(hRefpoly, ptgtX, ptgtY);
+ assert(InPolygon(*ptgtX, *ptgtY, PATH) != NOPOLY); // POINT Referral to illegal point
+ break;
+
+ case REF_DOWN: // Search downwards
+ end = BackgroundHeight();
+ for (i = clickY+1; i < end; i++)
+ if (InPolygon(clickX, i, PATH) != NOPOLY
+ && InPolygon(clickX, i, BLOCKING) == NOPOLY) {
+ *ptgtX = clickX;
+ *ptgtY = i;
+ break;
+ }
+ break;
+
+ case REF_UP: // Search upwards
+ for (i = clickY-1; i >= 0; i--)
+ if (InPolygon(clickX, i, PATH) != NOPOLY
+ && InPolygon(clickX, i, BLOCKING) == NOPOLY) {
+ *ptgtX = clickX;
+ *ptgtY = i;
+ break;
+ }
+ break;
+
+ case REF_RIGHT: // Search to the right
+ end = BackgroundWidth();
+ for (i = clickX+1; i < end; i++)
+ if (InPolygon(i, clickY, PATH) != NOPOLY
+ && InPolygon(i, clickY, BLOCKING) == NOPOLY) {
+ *ptgtX = i;
+ *ptgtY = clickY;
+ break;
+ }
+ break;
+
+ case REF_LEFT: // Search to the left
+ for (i = clickX-1; i >= 0; i--)
+ if (InPolygon(i, clickY, PATH) != NOPOLY
+ && InPolygon(i, clickY, BLOCKING) == NOPOLY) {
+ *ptgtX = i;
+ *ptgtY = clickY;
+ break;
+ }
+ break;
+ }
+ if (*ptgtX != -1 && *ptgtY != -1) {
+ return NOT_SORTED;
+ } else
+ return ALL_SORTED;
+}
+
+/**
+ * Given (x, y) of a click, works out the destination according to the
+ * default referral type.
+ * Returns:
+ * NOT_SORTED - if a destination is worked out (movement required)
+ * ALL_SORTED - no destination found (so no movement required)
+ */
+static int ClickedOnNothing(int clickX, int clickY, int *ptgtX, int *ptgtY) {
+ int i;
+ int end; // Extreme of the scene
+ int Loffset, Toffset;
+
+ PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
+
+ switch (DefaultRefer) {
+ case REF_DEFAULT:
+ // Try searching down and up (onscreen).
+ for (i = clickY+1; i < SCREEN_HEIGHT+Toffset; i++)
+ if (InPolygon(clickX, i, PATH) != NOPOLY) {
+ return ClickedOnPath(clickX, i, ptgtX, ptgtY);
+ }
+ for (i = clickY-1; i >= Toffset; i--)
+ if (InPolygon(clickX, i, PATH) != NOPOLY) {
+ return ClickedOnPath(clickX, i, ptgtX, ptgtY);
+ }
+ // Try searching down and up (offscreen).
+ end = BackgroundHeight();
+ for (i = clickY+1; i < end; i++)
+ if (InPolygon(clickX, i, PATH) != NOPOLY) {
+ return ClickedOnPath(clickX, i, ptgtX, ptgtY);
+ }
+ for (i = clickY-1; i >= 0; i--)
+ if (InPolygon(clickX, i, PATH) != NOPOLY) {
+ return ClickedOnPath(clickX, i, ptgtX, ptgtY);
+ }
+ break;
+
+ case REF_UP:
+ for (i = clickY-1; i >= 0; i--)
+ if (InPolygon(clickX, i, PATH) != NOPOLY) {
+ return ClickedOnPath(clickX, i, ptgtX, ptgtY);
+ }
+ break;
+
+ case REF_DOWN:
+ end = BackgroundHeight();
+ for (i = clickY+1; i < end; i++)
+ if (InPolygon(clickX, i, PATH) != NOPOLY) {
+ return ClickedOnPath(clickX, i, ptgtX, ptgtY);
+ }
+ break;
+
+ case REF_LEFT:
+ for (i = clickX-1; i >= 0; i--)
+ if (InPolygon(i, clickY, PATH) != NOPOLY) {
+ return ClickedOnPath(i, clickY, ptgtX, ptgtY);
+ }
+ break;
+
+ case REF_RIGHT:
+ end = BackgroundWidth();
+ for (i = clickX + 1; i < end; i++)
+ if (InPolygon(i, clickY, PATH) != NOPOLY) {
+ return ClickedOnPath(i, clickY, ptgtX, ptgtY);
+ }
+ break;
+ }
+
+ // Going nowhere!
+ return ALL_SORTED;
+}
+
+/**
+ * Given (x, y) of the click, ascertains whether the click is within a
+ * path, within a referral poly, or niether. The appropriate function
+ * then gets called to give us a revised destination.
+ * Returns:
+ * NOT_SORTED - if a destination is worked out (movement required)
+ * ALL_SORTED - no destination found (so no movement required)
+ */
+static int WorkOutDestination(int clickX, int clickY, int *ptgtX, int *ptgtY) {
+ HPOLYGON hPoly;
+
+ /*--------------------------------------
+ Clicked within a path?
+ if not, within a referral poly?
+ if not, try and sort something out.
+ ---------------------------------------*/
+ if (InPolygon(clickX, clickY, PATH) != NOPOLY) {
+ return ClickedOnPath(clickX, clickY, ptgtX, ptgtY);
+ } else if ((hPoly = InPolygon(clickX, clickY, REFER)) != NOPOLY) {
+ return ClickedOnRefer(hPoly, clickX, clickY, ptgtX, ptgtY);
+ } else {
+ return ClickedOnNothing(clickX, clickY, ptgtX, ptgtY);
+ }
+}
+
+/**
+ * Work out which reel to adopt for a section of movement.
+ */
+static DIRREEL GetDirectionReel(int fromx, int fromy, int tox, int toy, DIRREEL lastreel, HPOLYGON hPath) {
+ int xchange = 0, ychange = 0;
+ enum {X_NONE, X_LEFT, X_RIGHT, X_NO} xdir;
+ enum {Y_NONE, Y_UP, Y_DOWN, Y_NO} ydir;
+
+ DIRREEL reel = lastreel; // Leave alone if can't decide
+
+ /*
+ * Determine size and direction of X movement.
+ * i.e. left, right, none or not allowed.
+ */
+ if (getPolyReelType(hPath) == REEL_VERT)
+ xdir = X_NO;
+ else if (tox == -1)
+ xdir = X_NONE;
+ else {
+ xchange = tox - fromx;
+ if (xchange > 0)
+ xdir = X_RIGHT;
+ else if (xchange < 0) {
+ xchange = -xchange;
+ xdir = X_LEFT;
+ } else
+ xdir = X_NONE;
+ }
+
+ /*
+ * Determine size and direction of Y movement.
+ * i.e. up, down, none or not allowed.
+ */
+ if (getPolyReelType(hPath) == REEL_HORIZ)
+ ydir = Y_NO;
+ else if (toy == -1)
+ ydir = Y_NONE;
+ else {
+ ychange = toy - fromy;
+ if (ychange > 0)
+ ydir = Y_DOWN;
+ else if (ychange < 0) {
+ ychange = -ychange;
+ ydir = Y_UP;
+ } else
+ ydir = Y_NONE;
+ }
+
+ /*
+ * Some adjustment to allow for different x and y pixell sizes.
+ */
+ ychange += ychange; // Double y distance to cover
+
+ /*
+ * Determine which reel to use.
+ */
+ if (xdir == X_NO) {
+ // Forced to be FORWARD or AWAY
+ switch (ydir) {
+ case Y_DOWN:
+ reel = FORWARD;
+ break;
+ case Y_UP:
+ reel = AWAY;
+ break;
+ default:
+ if (reel != AWAY) // No gratuitous turn
+ reel = FORWARD;
+ break;
+ }
+ } else if (ydir == Y_NO) {
+ // Forced to be LEFTREEL or RIGHTREEL
+ switch (xdir) {
+ case X_LEFT:
+ reel = LEFTREEL;
+ break;
+ case X_RIGHT:
+ reel = RIGHTREEL;
+ break;
+ default:
+ if (reel != LEFTREEL) // No gratuitous turn
+ reel = RIGHTREEL;
+ break;
+ }
+ } else if (xdir != X_NONE || ydir != Y_NONE) {
+ if (xdir == X_NONE)
+ reel = (ydir == Y_DOWN) ? FORWARD : AWAY;
+ else if (ydir == Y_NONE)
+ reel = (xdir == X_LEFT) ? LEFTREEL : RIGHTREEL;
+ else {
+ bool DontBother = false;
+
+ if (xchange <= 4 && ychange <= 4) {
+ switch (reel) {
+ case LEFTREEL:
+ if (xdir == X_LEFT)
+ DontBother = true;
+ break;
+ case RIGHTREEL:
+ if (xdir == X_RIGHT)
+ DontBother = true;
+ break;
+ case FORWARD:
+ if (ydir == Y_DOWN)
+ DontBother = true;
+ break;
+ case AWAY:
+ if (ydir == Y_UP)
+ DontBother = true;
+ break;
+ }
+ }
+ if (!DontBother) {
+ if (xchange > ychange)
+ reel = (xdir == X_LEFT) ? LEFTREEL : RIGHTREEL;
+ else
+ reel = (ydir == Y_DOWN) ? FORWARD : AWAY;
+ }
+ }
+ }
+ return reel;
+}
+
+/**
+ * Haven't moved, look towards the cursor.
+ */
+static void GotThereWithoutMoving(PMACTOR pActor) {
+ int curX, curY;
+ DIRREEL reel;
+
+ if (!pActor->TagReelRunning) {
+ GetCursorXYNoWait(&curX, &curY, true);
+
+ reel = GetDirectionReel(pActor->objx, pActor->objy, curX, curY, pActor->dirn, pActor->hCpath);
+
+ if (reel != pActor->dirn)
+ SetMActorWalkReel(pActor, reel, pActor->scale, false);
+ }
+}
+
+/**
+ * Arrived at final destination.
+ */
+static void GotThere(PMACTOR pActor) {
+ pActor->targetX = pActor->targetY = -1; // 4/1/95
+ pActor->ItargetX = pActor->ItargetY = -1;
+ pActor->UtargetX = pActor->UtargetY = -1;
+
+ // Perhaps we have'nt moved.
+ if (pActor->objx == (int)pActor->fromx && pActor->objy == (int)pActor->fromy)
+ GotThereWithoutMoving(pActor);
+
+ ReTagActor(pActor->actorID); // Tag allowed while stationary
+
+ SetMActorStanding(pActor);
+
+ pActor->bMoving = false;
+}
+
+enum cgt { GT_NOTL, GT_NOTB, GT_NOT2, GT_OK, GT_MAY };
+
+/**
+ * Can we get straight there?
+ */
+static cgt CanGetThere(PMACTOR pActor, int tx, int ty) {
+ int s1, s2; // s2 not used here!
+ HPOLYGON hS2p; // nor is s2p!
+ int nextx, nexty;
+
+ int targetX = tx;
+ int targetY = ty; // Ultimate destination
+ int x = pActor->objx;
+ int y = pActor->objy; // Present position
+
+ while (targetX != -1 || targetY != -1) {
+ NewCoOrdinates(x, y, &targetX, &targetY, &nextx, &nexty,
+ &s1, &s2, &hS2p, pActor->over, false, pActor);
+
+ if (s1 == (XTHERE | YTHERE)) {
+ return GT_OK; // Can get there directly.
+ } else if (s1 == (XTHERE | YRESTRICT) || s1 == (YTHERE | XRESTRICT)) {
+ return GT_MAY; // Can't get there directly.
+ } else if (s1 & STUCK) {
+ if (s2 == LEAVING_PATH)
+ return GT_NOTL; // Can't get there.
+ else
+ return GT_NOTB; // Can't get there.
+ } else if (x == nextx && y == nexty) {
+ return GT_NOT2; // Can't get there.
+ }
+ x = nextx;
+ y = nexty;
+ }
+ return GT_MAY;
+}
+
+
+/**
+ * Set final destination.
+ */
+static void SetMoverUltDest(PMACTOR pActor, int x, int y) {
+ pActor->UtargetX = x;
+ pActor->UtargetY = y;
+ pActor->hUpath = InPolygon(x, y, PATH);
+
+ assert(pActor->hUpath != NOPOLY || pActor->bIgPath); // Invalid ultimate destination
+}
+
+/**
+ * Set intermediate destination.
+ *
+ * If in final destination path, go straight to target.
+ * If in a neighbouring path to the final destination, if the target path
+ * is a follow nodes path, head for the end node, otherwise head straight
+ * for the target.
+ * Otherwise, head towards the pseudo-centre or end node of the first
+ * en-route path.
+ */
+static void SetMoverIntDest(PMACTOR pActor, int x, int y) {
+ HPOLYGON hIpath, hTpath;
+ int node;
+
+ hTpath = InPolygon(x, y, PATH); // Target path
+#ifdef DEBUG
+ if (!pActor->bIgPath)
+ assert(hTpath != NOPOLY); // SetMoverIntDest() - target not in path
+#endif
+
+ if (pActor->hCpath == hTpath || pActor->bIgPath
+ || IsInPolygon(pActor->objx, pActor->objy, hTpath)) {
+ // In destination path - head straight for the target.
+ pActor->ItargetX = x;
+ pActor->ItargetY = y;
+ pActor->hIpath = hTpath;
+ } else if (IsAdjacentPath(pActor->hCpath, hTpath)) {
+ // In path adjacent to target
+ if (PolySubtype(hTpath) != NODE) {
+ // Target path is normal - head for target.
+ // Added 26/01/95, innroom
+ if (CanGetThere(pActor, x, y) == GT_NOTL) {
+ NearestCorner(&x, &y, pActor->hCpath, hTpath);
+ }
+ pActor->ItargetX = x;
+ pActor->ItargetY = y;
+ } else {
+ // Target path is node - head for end node.
+ node = NearestEndNode(hTpath, pActor->objx, pActor->objy);
+ getNpathNode(hTpath, node, &pActor->ItargetX, &pActor->ItargetY);
+
+ }
+ pActor->hIpath = hTpath;
+ } else {
+ assert(hTpath != NOPOLY); // Error 701
+ hIpath = getPathOnTheWay(pActor->hCpath, hTpath);
+
+ if (hIpath != NOPOLY) {
+ /* Head for an en-route path */
+ if (PolySubtype(hIpath) != NODE) {
+ /* En-route path is normal - head for pseudo centre. */
+ if (CanGetThere(pActor, x, y) == GT_OK) {
+ pActor->ItargetX = x;
+ pActor->ItargetY = y;
+ } else {
+ pActor->ItargetX = PolyCentreX(hIpath);
+ pActor->ItargetY = PolyCentreY(hIpath);
+ }
+ } else {
+ /* En-route path is node - head for end node. */
+ node = NearestEndNode(hIpath, pActor->objx, pActor->objy);
+ getNpathNode(hIpath, node, &pActor->ItargetX, &pActor->ItargetY);
+ }
+ pActor->hIpath = hIpath;
+ }
+ }
+
+ pActor->InDifficulty = NO_PROB;
+}
+
+/**
+ * Set short-term destination and adopt the appropriate reel.
+ */
+static void SetMoverDest(PMACTOR pActor, int x, int y) {
+ int scale;
+ DIRREEL reel;
+
+ // Set the co-ordinates requested.
+ pActor->targetX = x;
+ pActor->targetY = y;
+ pActor->InDifficulty = NO_PROB;
+
+ reel = GetDirectionReel(pActor->objx, pActor->objy, x, y, pActor->dirn, pActor->hCpath);
+ scale = GetScale(pActor->hCpath, pActor->objy);
+ if (scale != pActor->scale || reel != pActor->dirn) {
+ SetMActorWalkReel(pActor, reel, scale, false);
+ }
+}
+
+/**
+ * SetNextDest
+ */
+static void SetNextDest(PMACTOR pActor) {
+ int targetX, targetY; // Ultimate destination
+ int x, y; // Present position
+ int nextx, nexty;
+ int s1, lstatus = 0;
+ int s2;
+ HPOLYGON hS2p;
+ int i;
+ HPOLYGON hNpoly;
+ HPOLYGON hPath;
+ int znode;
+ int nx, ny;
+ int sx, sy;
+ HPOLYGON hEb;
+
+ int ss1, ss2;
+ HPOLYGON shS2p;
+ PMACTOR collisionActor;
+#if 1
+ int sTargetX, sTargetY;
+#endif
+
+ /*
+ * Desired destination (Itarget) is already set
+ */
+ x = pActor->objx; // Current position
+ y = pActor->objy;
+ targetX = pActor->ItargetX; // Desired position
+ targetY = pActor->ItargetY;
+
+ /*
+ * If we're where we're headed, end it all (the moving).
+ */
+// if (x == targetX && y == targetY)
+ if (ABS(x - targetX) < XMDIST && ABS(y - targetY) < YMDIST) {
+ if (targetX == pActor->UtargetX && targetY == pActor->UtargetY) {
+ // Desired position
+ GotThere(pActor);
+ return;
+ } else {
+ assert(pActor->bIgPath || InPolygon(pActor->UtargetX, pActor->UtargetY, PATH) != NOPOLY); // Error 5001
+ SetMoverIntDest(pActor, pActor->UtargetX, pActor->UtargetY);
+ }
+ }
+
+ if (pActor->bNoPath || pActor->bIgPath) {
+ /* Can get there directly. */
+ SetMoverDest(pActor, targetX, targetY);
+ pActor->over = false;
+ return;
+ }
+
+ /*----------------------------------------------------------------------
+ | Some work to do here if we're in a follow nodes polygon - basically
+ | head for the next node.
+ ----------------------------------------------------------------------*/
+ hNpoly = pActor->hFnpath; // The node path we're in (if any)
+ switch (pActor->npstatus) {
+ case NOT_IN:
+ break;
+
+ case ENTERING:
+ znode = NearestEndNode(hNpoly, x, y);
+ /* Hang on, we're probably here already! */
+ if (znode) {
+ pActor->npstatus = GOING_DOWN;
+ pActor->line = znode-1;
+ getNpathNode(hNpoly, znode - 1, &nx, &ny);
+ } else {
+ pActor->npstatus = GOING_UP;
+ pActor->line = znode;
+ getNpathNode(hNpoly, 1, &nx, &ny);
+ }
+ SetMoverDest(pActor, nx, ny);
+
+ // Test for pseudo-one-node npaths
+ if (numNodes(hNpoly) == 2 &&
+ ABS(pActor->objx - pActor->targetX) < XMDIST &&
+ ABS(pActor->objy - pActor->targetY) < YMDIST) {
+ // That's enough, we're leaving
+ pActor->npstatus = LEAVING;
+ } else {
+ // Normal situation
+ pActor->over = true;
+ return;
+ }
+ // Fall through for LEAVING
+
+ case LEAVING:
+ assert(pActor->bIgPath || InPolygon(pActor->UtargetX, pActor->UtargetY, PATH) != NOPOLY); // Error 5002
+ SetMoverIntDest(pActor, pActor->UtargetX, pActor->UtargetY);
+ targetX = pActor->ItargetX; // Desired position
+ targetY = pActor->ItargetY;
+ break;
+
+ case GOING_UP:
+ i = pActor->line; // The line we're on
+
+ // Is this the final target line?
+ if (i+1 == pActor->Tline && hNpoly == pActor->hUpath) {
+ // The final leg of the journey
+ pActor->line = i+1;
+ SetMoverDest(pActor, pActor->UtargetX, pActor->UtargetY);
+ pActor->over = false;
+ return;
+ } else {
+ // Go to the next node unless we're at the last one
+ i++; // The node we're at
+ if (++i < numNodes(hNpoly)) {
+ getNpathNode(hNpoly, i, &nx, &ny);
+ SetMoverDest(pActor, nx, ny);
+ pActor->line = i-1;
+ if (ABS(pActor->UtargetX - pActor->targetX) < XMDIST &&
+ ABS(pActor->UtargetY - pActor->targetY) < YMDIST)
+ pActor->over = false;
+ else
+ pActor->over = true;
+ return;
+ } else {
+ // Last node - we're off
+ pActor->npstatus = LEAVING;
+ assert(pActor->bIgPath || InPolygon(pActor->UtargetX, pActor->UtargetY, PATH) != NOPOLY); // Error 5003
+ SetMoverIntDest(pActor, pActor->UtargetX, pActor->UtargetY);
+ targetX = pActor->ItargetX; // Desired position
+ targetY = pActor->ItargetY;
+ break;
+ }
+ }
+
+ case GOING_DOWN:
+ i = pActor->line; // The line we're on and the node we're at
+
+ // Is this the final target line?
+ if (i - 1 == pActor->Tline && hNpoly == pActor->hUpath) {
+ // The final leg of the journey
+ SetMoverDest(pActor, pActor->UtargetX, pActor->UtargetY);
+ pActor->line = i-1;
+ pActor->over = false;
+ return;
+ } else {
+ // Go to the next node unless we're at the last one
+ if (--i >= 0) {
+ getNpathNode(hNpoly, i, &nx, &ny);
+ SetMoverDest(pActor, nx, ny);
+ pActor->line--; /* The next node to head for */
+ if (ABS(pActor->UtargetX - pActor->targetX) < XMDIST &&
+ ABS(pActor->UtargetY - pActor->targetY) < YMDIST)
+ pActor->over = false;
+ else
+ pActor->over = true;
+ return;
+ } else {
+ // Last node - we're off
+ pActor->npstatus = LEAVING;
+ assert(pActor->bIgPath || InPolygon(pActor->UtargetX, pActor->UtargetY, PATH) != NOPOLY); // Error 5004
+ SetMoverIntDest(pActor, pActor->UtargetX, pActor->UtargetY);
+ targetX = pActor->ItargetX; // Desired position
+ targetY = pActor->ItargetY;
+ break;
+ }
+ }
+ }
+
+
+
+
+ /*------------------------------------------------------
+ | See if it can get there directly. There may be an
+ | intermediate destination to head for.
+ ------------------------------------------------------*/
+
+ while (targetX != -1 || targetY != -1) {
+#if 1
+ // 'push' the target
+ sTargetX = targetX;
+ sTargetY = targetY;
+#endif
+ NewCoOrdinates(x, y, &targetX, &targetY, &nextx, &nexty,
+ &s1, &s2, &hS2p, pActor->over, false, pActor, &collisionActor);
+
+ if (s1 != (XTHERE | YTHERE) && x == nextx && y == nexty) {
+ ss1 = s1;
+ ss2 = s2;
+ shS2p = hS2p;
+#if 1
+ // 'pop' the target
+ targetX = sTargetX;
+ targetY = sTargetY;
+#endif
+ // Note: this aint right - targetX/Y (may) have been
+ // nobbled by that last call to NewCoOrdinates()
+ // Re-instating them (can) leads to oscillation
+ NewCoOrdinates(x, y, &targetX, &targetY, &nextx, &nexty,
+ &s1, &s2, &hS2p, pActor->over, true, pActor, &collisionActor);
+
+ if (x == nextx && y == nexty) {
+ s1 = ss1;
+ s2 = ss2;
+ hS2p = shS2p;
+ }
+ }
+
+ if (s1 == (XTHERE | YTHERE)) {
+ /* Can get there directly. */
+ SetMoverDest(pActor, nextx, nexty);
+ pActor->over = false;
+ break;
+ } else if ((s1 & STUCK) || s1 == (XRESTRICT + YRESTRICT)
+ || s1 == (XTHERE | YRESTRICT) || s1 == (YTHERE | XRESTRICT)) {
+ /*-------------------------------------------------
+ Can't go any further in this direction. |
+ If it's because of a blocking polygon, try to do |
+ something about it. |
+ -------------------------------------------------*/
+ if (s2 & ENTERING_BLOCK) {
+ x = pActor->objx; // Current position
+ y = pActor->objy;
+ // Go to the nearest corner of the blocking polygon concerned
+ BlockingCorner(hS2p, &x, &y, pActor->ItargetX, pActor->ItargetY);
+ SetMoverDest(pActor, x, y);
+ pActor->over = false;
+ } else if (s2 & ENTERING_MBLOCK) {
+ if (InMActorBlock(pActor, pActor->UtargetX, pActor->UtargetY)) {
+ // The best we're going to achieve
+ SetMoverUltDest(pActor, x, y);
+ SetMoverDest(pActor, x, y);
+ } else {
+ sx = pActor->objx;
+ sy = pActor->objy;
+// pActor->objx = x;
+// pActor->objy = y;
+
+ hEb = InitExtraBlock(pActor, collisionActor);
+ x = pActor->objx;
+ y = pActor->objy;
+ BlockingCorner(hEb, &x, &y, pActor->ItargetX, pActor->ItargetY);
+
+ pActor->objx = sx;
+ pActor->objy = sy;
+ SetMoverDest(pActor, x, y);
+ pActor->over = false;
+ }
+ } else {
+ /*----------------------------------------
+ Currently, this is as far as we can go. |
+ Definitely room for improvement here! |
+ ----------------------------------------*/
+ hPath = InPolygon(pActor->ItargetX, pActor->ItargetY, PATH);
+ if (hPath != pActor->hIpath) {
+ if (IsInPolygon(pActor->ItargetX, pActor->ItargetY, pActor->hIpath))
+ hPath = pActor->hIpath;
+ }
+ assert(hPath == pActor->hIpath);
+
+ if (pActor->InDifficulty == NO_PROB) {
+ x = PolyCentreX(hPath);
+ y = PolyCentreY(hPath);
+ SetMoverDest(pActor, x, y);
+ pActor->InDifficulty = TRY_CENTRE;
+ pActor->over = false;
+ } else if (pActor->InDifficulty == TRY_CENTRE) {
+ NearestCorner(&x, &y, pActor->hCpath, pActor->hIpath);
+ SetMoverDest(pActor, x, y);
+ pActor->InDifficulty = TRY_CORNER;
+ pActor->over = false;
+ } else if (pActor->InDifficulty == TRY_CORNER) {
+ NearestCorner(&x, &y, pActor->hCpath, pActor->hIpath);
+ SetMoverDest(pActor, x, y);
+ pActor->InDifficulty = TRY_NEXTCORNER;
+ pActor->over = false;
+ }
+ }
+ break;
+ }
+ else if (((lstatus & YRESTRICT) && !(s1 & YRESTRICT))
+ || ((lstatus & XRESTRICT) && !(s1 & XRESTRICT))) {
+ /*-----------------------------------------------
+ A restriction in a direction has been removed. |
+ Use this as an intermediate destination. |
+ -----------------------------------------------*/
+ SetMoverDest(pActor, nextx, nexty);
+ pActor->over = false;
+ break;
+ }
+
+ x = nextx;
+ y = nexty;
+
+ /*-------------------------
+ Change of path polygon? |
+ -------------------------*/
+ hPath = InPolygon(x, y, PATH);
+ if (pActor->hCpath != hPath &&
+ !IsInPolygon(x, y, pActor->hCpath) &&
+ !IsAdjacentPath(pActor->hCpath, pActor->hIpath)) {
+ /*----------------------------------------------------------
+ If just entering a follow nodes polygon, go to first node.|
+ Else if just going to pass through, go to pseudo-centre. |
+ ----------------------------------------------------------*/
+ if (PolySubtype(hPath) == NODE && pActor->hFnpath != hPath && pActor->npstatus != LEAVING) {
+ int node = NearestEndNode(hPath, x, y);
+ getNpathNode(hPath, node, &nx, &ny);
+ SetMoverDest(pActor, nx, ny);
+ pActor->over = true;
+ } else if (!IsInPolygon(pActor->ItargetX, pActor->ItargetY, hPath) &&
+ !IsInPolygon(pActor->ItargetX, pActor->ItargetY, pActor->hCpath)) {
+ SetMoverDest(pActor, PolyCentreX(hPath), PolyCentreY(hPath));
+ pActor->over = true;
+ } else {
+ SetMoverDest(pActor, pActor->ItargetX, pActor->ItargetY);
+ }
+ break;
+ }
+
+ lstatus = s1;
+ }
+}
+
+/**
+ * Work out where the next position should be.
+ * Check that it's in a path and not in a blocking polygon.
+ */
+static void NewCoOrdinates(int fromx, int fromy, int *targetX, int *targetY,
+ int *newx, int *newy, int *s1, int *s2,
+ HPOLYGON *hS2p, bool bOver, bool bBodge,
+ PMACTOR pActor, PMACTOR *collisionActor) {
+ HPOLYGON hPoly;
+ int sidem, depthm;
+ int sidesteps, depthsteps;
+ PMACTOR ma;
+
+ *s1 = *s2 = 0;
+
+ /*------------------------------------------------
+ Don't overrun if this is the final destination. |
+ ------------------------------------------------*/
+ if (*targetX == pActor->UtargetX && (*targetY == -1 || *targetY == pActor->UtargetY) ||
+ *targetY == pActor->UtargetY && (*targetX == -1 || *targetX == pActor->UtargetX))
+ bOver = false;
+
+ /*----------------------------------------------------
+ Decide how big a step to attempt in each direction. |
+ ----------------------------------------------------*/
+ sidesteps = *targetX == -1 ? 0 : *targetX - fromx;
+ sidesteps = ABS(sidesteps);
+
+ depthsteps = *targetY == -1 ? 0 : *targetY - fromy;
+ depthsteps = ABS(depthsteps);
+
+ if (sidesteps && depthsteps > sidesteps) {
+ depthm = YMDIST;
+ sidem = depthm * sidesteps/depthsteps;
+
+ if (!sidem)
+ sidem = 1;
+ } else if (depthsteps && sidesteps > depthsteps) {
+ sidem = XMDIST;
+ depthm = sidem * depthsteps/sidesteps;
+
+ if (!depthm) {
+ if (bBodge)
+ depthm = 1;
+ } else if (depthm > YMDIST)
+ depthm = YMDIST;
+ } else {
+ sidem = sidesteps ? XMDIST : 0;
+ depthm = depthsteps ? YMDIST : 0;
+ }
+
+ *newx = fromx;
+ *newy = fromy;
+
+ /*------------------------------------------------------------
+ If Left-Right movement is required - then make the move, |
+ but don't overshoot, and do notice when we're already there |
+ ------------------------------------------------------------*/
+ if (*targetX == -1)
+ *s1 |= XTHERE;
+ else {
+ if (*targetX > fromx) { /* To the right? */
+ *newx += sidem; // Move to the right...
+ if (*newx == *targetX)
+ *s1 |= XTHERE;
+ else if (*newx > *targetX) { // ...but don't overshoot
+ if (!bOver)
+ *newx = *targetX;
+ else
+ *targetX = *newx;
+ *s1 |= XTHERE;
+ }
+ } else if (*targetX < fromx) { /* To the left? */
+ *newx -= sidem; // Move to the left...
+ if (*newx == *targetX)
+ *s1 |= XTHERE;
+ else if (*newx < *targetX) { // ...but don't overshoot
+ if (!bOver)
+ *newx = *targetX;
+ else
+ *targetX = *newx;
+ *s1 |= XTHERE;
+ }
+ } else {
+ *targetX = -1; // We're already there!
+ *s1 |= XTHERE;
+ }
+ }
+
+ /*--------------------------------------------------------------
+ If Up-Down movement is required - then make the move,
+ but don't overshoot, and do notice when we're already there
+ --------------------------------------------------------------*/
+ if (*targetY == -1)
+ *s1 |= YTHERE;
+ else {
+ if (*targetY > fromy) { /* Downwards? */
+ *newy += depthm; // Move down...
+ if (*newy == *targetY) // ...but don't overshoot
+ *s1 |= YTHERE;
+ else if (*newy > *targetY) { // ...but don't overshoot
+ if (!bOver)
+ *newy = *targetY;
+ else
+ *targetY = *newy;
+ *s1 |= YTHERE;
+ }
+ } else if (*targetY < fromy) { /* Upwards? */
+ *newy -= depthm; // Move up...
+ if (*newy == *targetY) // ...but don't overshoot
+ *s1 |= YTHERE;
+ else if (*newy < *targetY) { // ...but don't overshoot
+ if (!bOver)
+ *newy = *targetY;
+ else
+ *targetY = *newy;
+ *s1 |= YTHERE;
+ }
+ } else {
+ *targetY = -1; // We're already there!
+ *s1 |= YTHERE;
+ }
+ }
+
+ /* Give over if this is it */
+ if (*s1 == (XTHERE | YTHERE))
+ return;
+
+ /*------------------------------------------------------
+ Have worked out where an optimum step would take us.
+ Must now check if it's in a legal spot.
+ ------------------------------------------------------*/
+
+ if (!pActor->bNoPath && !pActor->bIgPath) {
+ /*------------------------------
+ Must stay in a path polygon.
+ -------------------------------*/
+ hPoly = InPolygon(*newx, *newy, PATH);
+ if (hPoly == NOPOLY) {
+ *s2 = LEAVING_PATH; // Trying to leave the path polygons
+
+ if (*newx != fromx && InPolygon(*newx, fromy, PATH) != NOPOLY && InPolygon(*newx, fromy, BLOCKING) == NOPOLY) {
+ *newy = fromy;
+ *s1 |= YRESTRICT;
+ } else if (*newy != fromy && InPolygon(fromx, *newy, PATH) != NOPOLY && InPolygon(fromx, *newy, BLOCKING) == NOPOLY) {
+ *newx = fromx;
+ *s1 |= XRESTRICT;
+ } else {
+ *newx = fromx;
+ *newy = fromy;
+#if 1
+ *targetX = *targetY = -1;
+#endif
+ *s1 |= STUCK;
+ return;
+ }
+ }
+
+ /*--------------------------------------
+ Must stay out of blocking polygons.
+ --------------------------------------*/
+ hPoly = InPolygon(*newx, *newy, BLOCKING);
+ if (hPoly != NOPOLY) {
+ *s2 = ENTERING_BLOCK; // Trying to enter a blocking poly
+ *hS2p = hPoly;
+
+ if (*newx != fromx && InPolygon(*newx, fromy, BLOCKING) == NOPOLY && InPolygon(*newx, fromy, PATH) != NOPOLY) {
+ *newy = fromy;
+ *s1 |= YRESTRICT;
+ } else if (*newy != fromy && InPolygon(fromx, *newy, BLOCKING) == NOPOLY && InPolygon(fromx, *newy, PATH) != NOPOLY) {
+ *newx = fromx;
+ *s1 |= XRESTRICT;
+ } else {
+ *newx = fromx;
+ *newy = fromy;
+#if 1
+ *targetX = *targetY = -1;
+#endif
+ *s1 |= STUCK;
+ }
+ }
+ /*------------------------------------------------------
+ Must stay out of moving actors' blocking polygons.
+ ------------------------------------------------------*/
+ ma = InMActorBlock(pActor, *newx, *newy);
+ if (ma != NULL) {
+ // Ignore if already in it (it may have just appeared)
+ if (!InMActorBlock(pActor, pActor->objx, pActor->objy)) {
+ *s2 = ENTERING_MBLOCK; // Trying to walk through an actor
+
+ *hS2p = -1;
+ if (collisionActor)
+ *collisionActor = ma;
+
+ if (*newx != fromx && InMActorBlock(pActor, *newx, fromy) == NULL
+ && InPolygon(*newx, fromy, BLOCKING) == NOPOLY && InPolygon(*newx, fromy, PATH) != NOPOLY) {
+ *newy = fromy;
+ *s1 |= YRESTRICT;
+ } else if (*newy != fromy && InMActorBlock(pActor, fromx, *newy) == NULL
+ && InPolygon(fromx, *newy, BLOCKING) == NOPOLY && InPolygon(fromx, *newy, PATH) != NOPOLY) {
+ *newx = fromx;
+ *s1 |= XRESTRICT;
+ } else {
+ *newx = fromx;
+ *newy = fromy;
+#if 1
+ *targetX = *targetY = -1;
+#endif
+ *s1 |= STUCK;
+ }
+ }
+ }
+ }
+}
+
+/**
+ * SetOffWithinNodePath
+ */
+static void SetOffWithinNodePath(PMACTOR pActor, HPOLYGON StartPath, HPOLYGON DestPath,
+ int targetX, int targetY) {
+ int endnode;
+ HPOLYGON hIpath;
+ int nx, ny;
+ int x, y;
+
+ if (StartPath == DestPath) {
+ if (pActor->line == pActor->Tline) {
+ SetMoverDest(pActor, pActor->UtargetX, pActor->UtargetY);
+ pActor->over = false;
+ } else if (pActor->line < pActor->Tline) {
+ getNpathNode(StartPath, pActor->line+1, &nx, &ny);
+ SetMoverDest(pActor, nx, ny);
+ pActor->npstatus = GOING_UP;
+ } else if (pActor->line > pActor->Tline) {
+ getNpathNode(StartPath, pActor->line, &nx, &ny);
+ SetMoverDest(pActor, nx, ny);
+ pActor->npstatus = GOING_DOWN;
+ }
+ } else {
+ /*
+ * Leaving this path - work out
+ * which end of this path to head for.
+ */
+ assert(DestPath != NOPOLY); // Error 702
+ if ((hIpath = getPathOnTheWay(StartPath, DestPath)) == NOPOLY) {
+ // This should never happen!
+ // It's the old code that didn't always work.
+ endnode = NearestEndNode(StartPath, targetX, targetY);
+ } else {
+ if (PolySubtype(hIpath) != NODE) {
+ x = PolyCentreX(hIpath);
+ y = PolyCentreY(hIpath);
+ endnode = NearestEndNode(StartPath, x, y);
+ } else {
+ endnode = NearEndNode(StartPath, hIpath);
+ }
+ }
+
+#if 1
+ if ((pActor->npstatus == LEAVING) &&
+ endnode == NearestEndNode(StartPath, pActor->objx, pActor->objy)) {
+ // Leave it be
+ } else
+#endif
+ {
+ if (endnode) {
+ getNpathNode(StartPath, pActor->line+1, &nx, &ny);
+ SetMoverDest(pActor, nx, ny);
+ pActor->npstatus = GOING_UP;
+ } else {
+ getNpathNode(StartPath, pActor->line, &nx, &ny);
+ SetMoverDest(pActor, nx, ny);
+ pActor->npstatus = GOING_DOWN;
+ }
+ }
+ }
+}
+
+/**
+ * Restore a movement, called from restoreMovement() in ACTORS.CPP
+ */
+void SSetActorDest(PMACTOR pActor) {
+ if (pActor->UtargetX != -1 && pActor->UtargetY != -1) {
+ stand(pActor->actorID, pActor->objx, pActor->objy, 0);
+
+ if (pActor->UtargetX != -1 && pActor->UtargetY != -1) {
+ SetActorDest(pActor, pActor->UtargetX, pActor->UtargetY,
+ pActor->bIgPath, 0);
+ }
+ } else {
+ stand(pActor->actorID, pActor->objx, pActor->objy, 0);
+ }
+}
+
+/**
+ * Initiate a movement, called from WalkTo_Event()
+ */
+void SetActorDest(PMACTOR pActor, int clickX, int clickY, bool igPath, SCNHANDLE film) {
+ HPOLYGON StartPath, DestPath = 0;
+ int targetX, targetY;
+
+ if (pActor->actorID == LeadId()) // Now only for lead actor
+ UnTagActor(pActor->actorID); // Tag not allowed while moving
+ pActor->ticket++;
+ pActor->stop = false;
+ pActor->over = false;
+ pActor->fromx = pActor->objx;
+ pActor->fromy = pActor->objy;
+ pActor->bMoving = true;
+ pActor->bIgPath = igPath;
+
+ // Use the supplied reel or restore the normal actor.
+ if (film != 0)
+ AlterMActor(pActor, film, AR_WALKREEL);
+ else
+ AlterMActor(pActor, 0, AR_NORMAL);
+
+ if (igPath) {
+ targetX = clickX;
+ targetY = clickY;
+ } else {
+ if (WorkOutDestination(clickX, clickY, &targetX, &targetY) == ALL_SORTED) {
+ GotThere(pActor);
+ return;
+ }
+ assert(InPolygon(targetX, targetY, PATH) != NOPOLY); // illegal destination!
+ assert(InPolygon(targetX, targetY, BLOCKING) == NOPOLY); // illegal destination!
+ }
+
+
+ /***** Now have a destination to aim for. *****/
+
+ /*----------------------------------
+ | Don't move if it's not worth it.
+ ----------------------------------*/
+ if (ABS(targetX - pActor->objx) < XMDIST && ABS(targetY - pActor->objy) < YMDIST) {
+ GotThere(pActor);
+ return;
+ }
+
+ /*------------------------------------------------------
+ | If the destiation is within a follow nodes polygon,
+ | set destination as the nearest node.
+ ------------------------------------------------------*/
+ if (!igPath) {
+ DestPath = InPolygon(targetX, targetY, PATH);
+ if (PolySubtype(DestPath) == NODE) {
+ // Find the nearest point on a line, or nearest node
+ FindBestPoint(DestPath, &targetX, &targetY, &pActor->Tline);
+ }
+ }
+
+ assert(pActor->bIgPath || InPolygon(targetX, targetY, PATH) != NOPOLY); // Error 5005
+ SetMoverUltDest(pActor, targetX, targetY);
+ SetMoverIntDest(pActor, targetX, targetY);
+
+ /*-------------------------------------------------------------------
+ | If in a follow nodes path, need to set off in the right direction! |
+ -------------------------------------------------------------------*/
+ if ((StartPath = pActor->hFnpath) != NOPOLY && !igPath) {
+ SetOffWithinNodePath(pActor, StartPath, DestPath, targetX, targetY);
+ } else {
+ // Set off!
+ SetNextDest(pActor);
+ }
+}
+
+/**
+ * Change scale if appropriate.
+ */
+static void CheckScale(PMACTOR pActor, HPOLYGON hPath, int ypos) {
+ int scale;
+
+ scale = GetScale(hPath, ypos);
+ if (scale != pActor->scale) {
+ SetMActorWalkReel(pActor, pActor->dirn, scale, false);
+ }
+}
+
+/**
+ * Not going anywhere - Kick off again if not at final destination.
+ */
+static void NotMoving(PMACTOR pActor, int x, int y) {
+ pActor->targetX = pActor->targetY = -1;
+
+// if (x == pActor->UtargetX && y == pActor->UtargetY)
+ if (ABS(x - pActor->UtargetX) < XMDIST && ABS(y - pActor->UtargetY) < YMDIST) {
+ GotThere(pActor);
+ return;
+ }
+
+ if (pActor->ItargetX != -1 || pActor->ItargetY != -1) {
+ SetNextDest(pActor);
+ } else if (pActor->UtargetX != -1 || pActor->UtargetY != -1) {
+ assert(pActor->bIgPath || InPolygon(pActor->UtargetX, pActor->UtargetY, PATH) != NOPOLY); // Error 5006
+ SetMoverIntDest(pActor, pActor->UtargetX, pActor->UtargetY);
+ SetNextDest(pActor);
+ }
+}
+
+/**
+ * Does the necessary business when entering a different path polygon.
+ */
+static void EnteringNewPath(PMACTOR pActor, HPOLYGON hPath, int x, int y) {
+ int firstnode; // First node to go to
+ int lastnode; // Last node to go to
+ HPOLYGON hIpath;
+ int nx, ny;
+ int nxl, nyl;
+
+ pActor->hCpath = hPath; // current path
+
+ if (hPath == NOPOLY) {
+ // Not proved this ever happens, but just in case
+ pActor->hFnpath = NOPOLY;
+ pActor->npstatus = NOT_IN;
+ return;
+ }
+
+ // Is new path a node path?
+ if (PolySubtype(hPath) == NODE) {
+ // Node path - usually go to nearest end node
+ firstnode = NearestEndNode(hPath, x, y);
+ lastnode = -1;
+
+ // If this is not the destination path,
+ // find which end nodfe we wish to leave via
+ if (hPath != pActor->hUpath) {
+ if (pActor->bIgPath) {
+ lastnode = NearestEndNode(hPath, pActor->UtargetX, pActor->UtargetY);
+ } else {
+ assert(pActor->hUpath != NOPOLY); // Error 703
+ hIpath = getPathOnTheWay(hPath, pActor->hUpath);
+ assert(hIpath != NOPOLY); // No path on the way
+
+ if (PolySubtype(hIpath) != NODE) {
+ lastnode = NearestEndNode(hPath, PolyCentreX(hIpath), PolyCentreY(hIpath));
+ } else {
+ lastnode = NearEndNode(hPath, hIpath);
+ }
+ }
+ }
+ // Test for pseudo-one-node npaths
+ if (lastnode != -1 && numNodes(hPath) == 2) {
+ getNpathNode(hPath, firstnode, &nx, &ny);
+ getNpathNode(hPath, lastnode, &nxl, &nyl);
+ if (nxl == nx && nyl == ny)
+ firstnode = lastnode;
+ }
+
+ // If leaving by same node as entering, don't bother.
+ if (lastnode == firstnode) {
+ pActor->hFnpath = NOPOLY;
+ pActor->npstatus = NOT_IN;
+ assert(pActor->bIgPath || InPolygon(pActor->UtargetX, pActor->UtargetY, PATH) != NOPOLY); // Error 5007
+ SetMoverIntDest(pActor, pActor->UtargetX, pActor->UtargetY);
+ SetNextDest(pActor);
+ } else {
+ // Head for first node
+ pActor->over = true;
+ pActor->npstatus = ENTERING;
+ pActor->hFnpath = hPath;
+ pActor->line = firstnode ? firstnode - 1 : firstnode;
+ if (pActor->line == pActor->Tline && hPath == pActor->hUpath) {
+ assert(pActor->bIgPath || InPolygon(pActor->UtargetX, pActor->UtargetY, PATH) != NOPOLY); // Error 5008
+ SetMoverIntDest(pActor, pActor->UtargetX, pActor->UtargetY);
+ SetMoverDest(pActor, pActor->UtargetX, pActor->UtargetY);
+ } else {
+ // This doesn't seem right
+ getNpathNode(hPath, firstnode, &nx, &ny);
+ if (ABS(pActor->objx - nx) < XMDIST
+ && ABS(pActor->objy - ny) < YMDIST) {
+ pActor->npstatus = ENTERING;
+ pActor->hFnpath = hPath;
+ SetNextDest(pActor);
+ } else {
+ getNpathNode(hPath, firstnode, &nx, &ny);
+ SetMoverDest(pActor, nx, ny);
+ }
+ }
+ }
+ return;
+ } else {
+ pActor->hFnpath = NOPOLY;
+ pActor->npstatus = NOT_IN;
+ assert(pActor->bIgPath || InPolygon(pActor->UtargetX, pActor->UtargetY, PATH) != NOPOLY); // Error 5009
+// Added 26/01/95
+ if (IsPolyCorner(hPath, pActor->ItargetX, pActor->ItargetY))
+ return;
+
+ SetMoverIntDest(pActor, pActor->UtargetX, pActor->UtargetY);
+ SetNextDest(pActor);
+ }
+}
+
+/**
+ * Move
+ */
+void Move(PMACTOR pActor, int newx, int newy, HPOLYGON hPath) {
+ MultiSetAniXY(pActor->actorObj, newx, newy);
+ MAsetZPos(pActor, newy, getPolyZfactor(hPath));
+ if (StepAnimScript(&pActor->actorAnim) == ScriptFinished) {
+ // The end of a scale-change reel
+ // Revert to normal walking reel
+ pActor->walkReel = false;
+ pActor->scount = 0;
+ SetMActorWalkReel(pActor, pActor->dirn, pActor->scale, true);
+ }
+ pActor->objx = newx;
+ pActor->objy = newy;
+
+ // Synchronised walking reels
+ if (++pActor->scount >= 6)
+ pActor->scount = 0;
+}
+
+/**
+ * Called from MActorProcess() on every tick.
+ *
+ * Moves the actor as appropriate.
+ */
+void MoveActor(PMACTOR pActor) {
+ int newx, newy;
+ HPOLYGON hPath;
+ int status, s2; // s2 not used here!
+ HPOLYGON hS2p; // nor is s2p!
+ HPOLYGON hEb;
+ PMACTOR ma;
+ int sTargetX, sTargetY;
+ bool bNewPath = false;
+
+ // Only do anything if the actor needs to move!
+ if (pActor->targetX == -1 && pActor->targetY == -1)
+ return;
+
+ if (pActor->stop) {
+ GotThere(pActor);
+ pActor->stop = false;
+ SetMActorStanding(pActor);
+ return;
+ }
+
+#if SLOW_RINCE_DOWN
+/**/ if (BogusVar++ < Interlude) // Temporary slow-down-the-action code
+/**/ return; //
+/**/ BogusVar = 0; //
+#endif
+
+ // During swalk()s, movement while hidden may be slowed down.
+ if (pActor->aHidden) {
+ if (++hSlowVar < pActor->SlowFactor)
+ return;
+ hSlowVar = 0;
+ }
+
+ // 'push' the target
+ sTargetX = pActor->targetX;
+ sTargetY = pActor->targetY;
+
+ NewCoOrdinates(pActor->objx, pActor->objy, &pActor->targetX, &pActor->targetY,
+ &newx, &newy, &status, &s2, &hS2p, pActor->over, false, pActor);
+
+ if (newx == pActor->objx && newy == pActor->objy) {
+ // 'pop' the target
+ pActor->targetX = sTargetX;
+ pActor->targetY = sTargetY;
+
+ NewCoOrdinates(pActor->objx, pActor->objy, &pActor->targetX, &pActor->targetY, &newx, &newy,
+ &status, &s2, &hS2p, pActor->over, true, pActor);
+ if (newx == pActor->objx && newy == pActor->objy) {
+ NotMoving(pActor, newx, newy);
+ return;
+ }
+ }
+
+ // Find out which path we're in now
+ hPath = InPolygon(newx, newy, PATH);
+ if (hPath == NOPOLY) {
+ if (pActor->bNoPath) {
+ Move(pActor, newx, newy, pActor->hCpath);
+ return;
+ } else {
+ // May be marginally outside!
+ // OR bIgPath may be set.
+ hPath = pActor->hCpath;
+ }
+ } else if (pActor->bNoPath) {
+ pActor->bNoPath = false;
+ bNewPath = true;
+ } else if (hPath != pActor->hCpath) {
+ if (IsInPolygon(newx, newy, pActor->hCpath))
+ hPath = pActor->hCpath;
+ }
+
+ CheckScale(pActor, hPath, newy);
+
+ /*
+ * Must stay out of moving actors' blocking polygons.
+ */
+ ma = InMActorBlock(pActor, newx, newy);
+ if (ma != NULL) {
+ // Stop if there's no chance of arriving
+ if (InMActorBlock(pActor, pActor->UtargetX, pActor->UtargetY)) {
+ GotThere(pActor);
+ return;
+ }
+
+ if (InMActorBlock(pActor, pActor->objx, pActor->objy))
+ ;
+ else {
+ hEb = InitExtraBlock(pActor, ma);
+ newx = pActor->objx;
+ newy = pActor->objy;
+ BlockingCorner(hEb, &newx, &newy, pActor->ItargetX, pActor->ItargetY);
+ SetMoverDest(pActor, newx, newy);
+ return;
+ }
+ }
+
+ /*--------------------------------------
+ This is where it actually gets moved.
+ --------------------------------------*/
+ Move(pActor, newx, newy, hPath);
+
+ // Entering a new path polygon?
+ if (hPath != pActor->hCpath || bNewPath)
+ EnteringNewPath(pActor, hPath, newx, newy);
+}
+
+/**
+ * Store the default refer type for the current scene.
+ */
+void SetDefaultRefer(int32 defRefer) {
+ DefaultRefer = defRefer;
+}
+
+/**
+ * DoMoveActor
+ */
+void DoMoveActor(PMACTOR pActor) {
+ int wasx, wasy;
+ int i;
+
+#define NUMBER 1
+
+ wasx = pActor->objx;
+ wasy = pActor->objy;
+
+ MoveActor(pActor);
+
+ if ((pActor->targetX != -1 || pActor->targetY != -1)
+ && (wasx == pActor->objx && wasy == pActor->objy)) {
+ for (i=0; i < NUMBER; i++) {
+ MoveActor(pActor);
+ if (wasx != pActor->objx || wasy != pActor->objy)
+ break;
+ }
+// assert(i<NUMBER);
+ }
+}
+
+} // end of namespace Tinsel