diff options
Diffstat (limited to 'engines')
-rw-r--r-- | engines/scumm/actor.cpp | 93 | ||||
-rw-r--r-- | engines/scumm/actor.h | 5 |
2 files changed, 89 insertions, 9 deletions
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp index bc336292dc..1ba0eafc06 100644 --- a/engines/scumm/actor.cpp +++ b/engines/scumm/actor.cpp @@ -567,6 +567,90 @@ void Actor::walkActor() { calcMovementFactor(_walkdata.dest); } +bool Actor_v2::checkWalkboxesHaveDirectPath(Common::Point &foundPath) { + // only MM v0 supports walking in direct line between walkboxes. + // MM v1 already does not support it anymore. + return false; +} + +bool Actor_v0::intersectLineSegments(const Common::Point &line1Start, const Common::Point &line1End, + const Common::Point &line2Start, const Common::Point &line2End, Common::Point &result) +{ + const Common::Point v1 = line1End - line1Start; // line1(n1) = line1Start + n1 * v1 + const Common::Point v2 = line2End - line2Start; // line2(n2) = line2Start + n2 * v2 + + double det = v2.x * v1.y - v1.x * v2.y; + if (det == 0) + return false; + + double n1 = ((double)v2.x * (line2Start.y - line1Start.y) - + (double)v2.y * (line2Start.x - line1Start.x)) / det; + double n2 = ((double)v1.x * (line2Start.y - line1Start.y) - + (double)v1.y * (line2Start.x - line1Start.x)) / det; + + // both coefficients have to be in [0, 1], otherwise the intersection is + // not inside of at least one of the two line segments + if (n1 < 0.0 || n1 > 1.0 || n2 < 0.0 || n2 > 1.0) + return false; + + result.x = line1Start.x + (int)(n1 * v1.x); + result.y = line1Start.y + (int)(n1 * v1.y); + return true; +} + +/* + * MM v0 allows the actor to walk in a direct line between boxes to the target + * if actor and target share a horizontal or vertical corridor. + * If such a corridor is found the actor is not forced to go horizontally or + * vertically from one box to the next but can also walk diagonally. + * + * Note: the original v0 interpreter sets the target destination for diagonal + * walking only once and then rechecks whenever the actor reaches a new box if the + * walk destination is still suitable for the current box. + * ScummVM does not perform such a check, so it is possible to leave the walkboxes + * in some cases, for example L-shaped rooms like the swimming pool (actor walks over water) + * or the medical room (actor walks over examination table). + * To solve this we intersect the new walk destination with the actor's walkbox borders, + * so a recheck is done when the actor leaves his box. This is done by the + * intersectLineSegments() routine calls. + */ +bool Actor_v0::checkWalkboxesHaveDirectPath(Common::Point &foundPath) { + BoxCoords boxCoords = _vm->getBoxCoordinates(_walkbox); + BoxCoords curBoxCoords = _vm->getBoxCoordinates(_walkdata.curbox); + + // check if next walkbox is left or right to actor's box + if (boxCoords.ll.x > curBoxCoords.lr.x || boxCoords.lr.x < curBoxCoords.ll.x) { + // determine horizontal corridor gates + int gateUpper = MAX(boxCoords.ul.y, curBoxCoords.ul.y); + int gateLower = MIN(boxCoords.ll.y, curBoxCoords.ll.y); + + // check if actor and target are in the same horizontal corridor between the boxes + if ((_pos.y >= gateUpper && _pos.y <= gateLower) && + (_walkdata.dest.y >= gateUpper && _walkdata.dest.y <= gateLower)) { + if (boxCoords.ll.x > curBoxCoords.lr.x) // next box is left + return intersectLineSegments(_pos, _walkdata.dest, boxCoords.ll, boxCoords.ul, foundPath); + else // next box is right + return intersectLineSegments(_pos, _walkdata.dest, boxCoords.lr, boxCoords.ur, foundPath); + } + // check if next walkbox is above or below actor's box + } else if (boxCoords.ul.y > curBoxCoords.ll.y || boxCoords.ll.y < curBoxCoords.ul.y) { + // determine vertical corridor gates + int gateLeft = MAX(boxCoords.ll.x, curBoxCoords.ll.x); + int gateRight = MIN(boxCoords.lr.x, curBoxCoords.lr.x); + + // check if actor and target are in the same vertical corridor between the boxes + if ((_pos.x >= gateLeft && _pos.x <= gateRight) && + (_walkdata.dest.x >= gateLeft && _walkdata.dest.x <= gateRight)) { + if (boxCoords.ul.y > curBoxCoords.ll.y) // next box is above + return intersectLineSegments(_pos, _walkdata.dest, boxCoords.ul, boxCoords.ur, foundPath); + else // next box is below + return intersectLineSegments(_pos, _walkdata.dest, boxCoords.ll, boxCoords.lr, foundPath); + } + } + + return false; +} + void Actor_v2::walkActor() { Common::Point foundPath, tmp; int new_dir, next_box; @@ -618,14 +702,7 @@ void Actor_v2::walkActor() { _walkdata.curbox = next_box; - // WORKAROUND: The route of the meteor landing in the introduction isn't correct. - // MM V0 in contrast to MM V2 uses two walkboxes instead of just one. Hence a route - // from walkbox 1 to 0 is calculated first. This causes the meteor to fly on a - // horizontal line to walkbox 0 then vertically to the ground. - // To fix this problem, the box-to-box routing has been disabled in room 33. - if (_vm->_game.version == 0 && _vm->_currentRoom == 33) { - foundPath = _walkdata.dest; - } else { + if (!checkWalkboxesHaveDirectPath(foundPath)) { getClosestPtOnBox(_vm->getBoxCoordinates(_walkdata.curbox), _pos.x, _pos.y, tmp.x, tmp.y); getClosestPtOnBox(_vm->getBoxCoordinates(_walkbox), tmp.x, tmp.y, foundPath.x, foundPath.y); } diff --git a/engines/scumm/actor.h b/engines/scumm/actor.h index 69cfbfe398..0ed239d005 100644 --- a/engines/scumm/actor.h +++ b/engines/scumm/actor.h @@ -333,6 +333,7 @@ public: protected: virtual bool isPlayer(); virtual void prepareDrawActorCostume(BaseCostumeRenderer *bcr); + virtual bool checkWalkboxesHaveDirectPath(Common::Point &foundPath); }; enum ActorV0MiscFlags { @@ -376,7 +377,9 @@ public: virtual void saveLoadWithSerializer(Serializer *ser); protected: - + bool intersectLineSegments(const Common::Point &line1Start, const Common::Point &line1End, + const Common::Point &line2Start, const Common::Point &line2End, Common::Point &result); + virtual bool checkWalkboxesHaveDirectPath(Common::Point &foundPath); }; |