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+/* Copyright (C) 1994-2003 Revolution Software Ltd
+ *
+ * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * $Header$
+ */
+
+//--------------------------------------------------------------------------------------
+// WALKER.CPP by James (14nov96)
+
+// script functions for moving megas about the place & also for keeping tabs on them
+
+// FN_walk() // walk to (x,y,dir)
+// FN_walk_to_anim() // walk to start position of anim
+// FN_turn() // turn to (dir)
+// FN_stand_at() // stand at (x,y,dir)
+// FN_stand() // stand facing (dir)
+// FN_stand_after_anim() // stand at end position of anim
+// FN_face_id() // turn to face object (id)
+// FN_face_xy() // turn to face point (x,y)
+// FN_is_facing() // is mega (id) facing us?
+// FN_get_pos() // get details of another mega's position
+
+//--------------------------------------------------------------------------------------
+
+//#include "src\driver96.h"
+#include "console.h"
+#include "defs.h"
+#include "events.h"
+#include "function.h"
+#include "interpreter.h"
+#include "logic.h" // for FN_add_to_kill_list
+#include "object.h"
+#include "protocol.h"
+#include "router.h"
+#include "sync.h"
+
+//--------------------------------------------------------------------------------------
+
+int16 standby_x; // see FN_set_standby_coords
+int16 standby_y;
+uint8 standby_dir;
+
+//--------------------------------------------------------------------------------------
+/*
+uint8 Check_walk_anim_ok( Object_mega *ob_mega, Object_walkdata *ob_walkdata );
+//--------------------------------------------------------------------------------------
+// NEW CODE TO VERIFY THAT THE WALK-ANIM CONTAINS NO INVALID FRAMES!
+// (James 15sep97)
+uint8 Check_walk_anim_ok( Object_mega *ob_mega, Object_walkdata *ob_walkdata )
+{
+ int32 walk_pc=0;
+ _walkData *walkAnim;
+ uint8 *anim_file;
+ _animHeader *anim_head;
+ uint32 lastValidFrameNo;
+ uint8 ok=1;
+
+
+ anim_file = res_man.Res_open(ob_mega->megaset_res); // open mega-set file
+ anim_head = FetchAnimHeader( anim_file ); // set up pointer to the animation header
+ lastValidFrameNo = anim_head->noAnimFrames-1; // get last valid frame number
+ res_man.Res_close(ob_mega->megaset_res); // close file
+
+ walkAnim = LockRouteMem(); // lock the _walkData array
+
+ while (ok && (walkAnim[walk_pc].frame != 512)) // '512' id end-marker
+ {
+ if (walkAnim[walk_pc].frame > lastValidFrameNo) // if frame exceeds the allowed range
+ ok=0;
+
+ walk_pc++;
+ }
+
+ FloatRouteMem(); // allow _walkData array to float about memory again
+
+ return(ok);
+}
+*/
+//--------------------------------------------------------------------------------------
+// walk mega to (x,y,dir)
+
+int32 FN_walk(int32 *params) // James (14nov96)
+{
+ // 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
+
+ Object_logic *ob_logic;
+ Object_graphic *ob_graph;
+ Object_mega *ob_mega;
+ Object_walkdata *ob_walkdata;
+ int16 target_x;
+ int16 target_y;
+ uint8 target_dir;
+ int8 route;
+ int32 walk_pc;
+ _walkData *walkAnim;
+ uint8 colliding=0; // set to 1 when collision avoided
+
+ //----------------------------------------------------------------------------------------
+ // get the parameters
+
+ ob_logic = (Object_logic *)params[0];
+ ob_graph = (Object_graphic *)params[1];
+ ob_mega = (Object_mega *)params[2];
+
+ target_x = params[4];
+ target_y = params[5];
+ target_dir = params[6];
+
+ //----------------------------------------------------------------------------------------
+ // if this is the start of the walk, calculate route
+
+ if (ob_logic->looping==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 ((ob_mega->feet_x == target_x) && (ob_mega->feet_y == target_y)
+ && (ob_mega->current_dir == target_dir))
+ {
+ RESULT = 0; // 0 means ok - finished walk
+ return(IR_CONT); // may as well continue the script
+ }
+
+ //---------------------------
+ if ((params[6] < 0) || (params[6] > 8)) // invalid direction (NB. '8' means end walk on ANY direction)
+ Con_fatal_error("Invalid direction (%d) in FN_walk (%s line %u)",params[6],__FILE__,__LINE__);
+ //---------------------------
+
+ ob_walkdata = (Object_walkdata *)params[3];
+
+ ob_mega->walk_pc=0; //always
+
+ AllocateRouteMem(); // set up mem for _walkData in route_slots[] & set mega's 'route_slot_id' accordingly
+ route = RouteFinder(ob_mega, ob_walkdata, target_x, target_y, target_dir);
+
+ /*
+ if (id == PLAYER)
+ {
+ nExtraBars = 0;
+ nExtraNodes = 0;
+ if ((route == 1) || (route == 2))
+ {
+ megaOnGrid = 0; // if we have just checked a grid with the mega on the grid take the mega off
+ reRouteGeorge = 0;
+ }
+ }
+ */
+
+ if ((route == 1) || (route == 2)) // 1=created route 2=zero route but may need to turn
+ {
+ //-------------------------------------------
+ ob_logic->looping = 1; // so script FN_walk loop continues until end of walk-anim
+ // need to animate the route now, so don't set result or return yet!
+
+ ob_mega->currently_walking=1; // started walk(James23jun97)
+ // (see FN_get_player_savedata() in save_rest.cpp
+ //-------------------------------------------
+ }
+ else // 0=can't make route to target
+ {
+ FreeRouteMem(); // free up the walkdata mem block
+ RESULT = 1; // 1 means error, no walk created
+ return(IR_CONT); // may as well continue the script
+ }
+
+ // ok, walk is about to start, so set the mega's graphic resource
+ ob_graph->anim_resource = ob_mega->megaset_res;
+ }
+ //----------------------------------------------------------------------------------------
+ // double clicked an exit so quit the walk when screen is black
+
+ else if ((EXIT_FADING) && (GetFadeStatus()==RDFADE_BLACK))
+ {
+// ok, thats it - back to script and change screen
+
+ ob_logic->looping=0; // so script loop stops
+ FreeRouteMem(); // free up the walkdata mem block
+
+ EXIT_CLICK_ID=0; // must clear in-case on the new screen there's a walk instruction (which would get cut short)
+// EXIT_FADING=0; // this will be reset when we change screens, so we can use it in script to check if a 2nd-click came along
+
+
+ ob_mega->currently_walking=0; // finished walk (James23jun97)
+ // (see FN_get_player_savedata() in save_rest.cpp
+
+ ob_mega->colliding=0;
+
+ RESULT = 0; // 0 means ok
+ return(IR_CONT); // continue the script so that RESULT can be checked!
+ }
+ //----------------------------------------------------------------------------------------
+ // get pointer to walkanim & current frame position
+
+ walkAnim = LockRouteMem(); // lock the _walkData array
+ walk_pc = ob_mega->walk_pc;
+
+ //----------------------------------------------------------------------------------------
+ // if stopping the walk early, overwrite the next step with a slow-out, then finish
+
+ if (Check_event_waiting())
+ {
+ if ((walkAnim[walk_pc].step == 0) && (walkAnim[walk_pc+1].step == 1)) // at the beginning of a step
+ {
+ ob_walkdata = (Object_walkdata *)params[3];
+ EarlySlowOut(ob_mega,ob_walkdata);
+ }
+ }
+/*
+ else if (CheckForCollision())
+ {
+ if ((walkAnim[walk_pc].step == 0) && (walkAnim[walk_pc+1].step == 1)) // at the beginning of a step
+ {
+ ob_walkdata = (Object_walkdata *)params[3];
+ EarlySlowOut(ob_mega,ob_walkdata);
+
+ ob_mega->colliding=1;
+ }
+ }
+*/
+ //------------------------------------------------------------------
+ // 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)
+
+ if (walkAnim[walk_pc+1].frame==512) // '512' is end-marker
+ {
+ ob_logic->looping=0; // so script loop stops
+ FreeRouteMem(); // free up the walkdata mem block
+
+ ob_mega->currently_walking=0; // finished walk(James23jun97)
+ // (see FN_get_player_savedata() in save_rest.cpp
+/*
+ if (ID==CUR_PLAYER_ID)
+ {
+ george_walking = 0;
+
+ if (megaOnGrid == 2)
+ megaOnGrid = 0;
+ }
+*/
+
+ if (Check_event_waiting()) // 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
+ ob_mega->colliding=0; // Don't care about collision now we've got an event
+ Start_event();
+ RESULT = 1; // 1 means didn't finish walk
+ return(IR_TERMINATE);
+ }
+ else if (ob_mega->colliding) // If we almost collided with another mega,
+ { // then we want to re-route from scratch.
+ ob_mega->colliding=0; // reset the flag now we've acknowledged the collision
+ return(IR_REPEAT); // Stop the script, but repeat this call next cycle
+ }
+ else
+ {
+ RESULT = 0; // 0 means ok - finished walk
+ return(IR_CONT); // CONTINUE the script so that RESULT can be checked!
+ // Also, if an anim command follows the FN_walk 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.
+ }
+ }
+ //----------------------------------------------------------------------------------------
+ // increment the walkanim frame number, float the walkanim & come back next cycle
+
+ ob_mega->walk_pc++;
+
+ FloatRouteMem(); // allow _walkData array to float about memory again
+ return(IR_REPEAT); // stop the script, but repeat this call next cycle
+
+ //------------------------------------------------------------------
+}
+//--------------------------------------------------------------------------------------
+// walk mega to start position of anim
+
+int32 FN_walk_to_anim(int32 *params) // James (14nov96)
+{
+ // 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
+
+ Object_logic *ob_logic;
+ uint8 *anim_file;
+ _animHeader *anim_head;
+ int32 pars[7];
+
+ //----------------------------------------------------------------------------------------
+ // if this is the start of the walk, read anim file to get start coords
+
+ ob_logic = (Object_logic *)params[0];
+
+ if (ob_logic->looping==0)
+ {
+ anim_file = res_man.Res_open(params[4]); // open anim file
+ anim_head = FetchAnimHeader( anim_file ); // point to animation header
+
+ pars[4] = anim_head->feetStartX; // target_x
+ pars[5] = anim_head->feetStartY; // target_y
+ pars[6] = anim_head->feetStartDir; // target_dir
+
+ res_man.Res_close(params[4]); // close anim file
+
+ //------------------------------------------
+ if ((pars[4]==0)&&(pars[5]==0)) // if start coords not yet set in anim header
+ {
+ pars[4] = standby_x; // use the standby coords
+ pars[5] = standby_y; // (which should be set beforehand in the script)
+ pars[6] = standby_dir;
+
+ Zdebug("WARNING: FN_walk_to_anim(%s) used standby coords", FetchObjectName(params[4]));
+ }
+
+ if ((pars[6] < 0) || (pars[6] > 7)) // check for invalid direction
+ Con_fatal_error("Invalid direction (%d) in FN_walk_to_anim (%s line %u)", pars[6],__FILE__,__LINE__);
+
+ //------------------------------------------
+ }
+ //----------------------------------------------------------------------------------------
+ // set up the rest of the parameters for FN_walk()
+
+ pars[0] = params[0];
+ pars[1] = params[1];
+ pars[2] = params[2];
+ pars[3] = params[3]; // walkdata - needed for EarlySlowOut if player clicks elsewhere during the walk
+
+ //-------------------------------------------------------------------------------------------------------
+
+ return FN_walk(pars); // call FN_walk() with target coords set to anim start position
+}
+
+//--------------------------------------------------------------------------------------
+// turn mega to <direction>
+// just needs to call FN_walk() with current feet coords, so router can produce anim of turn frames
+
+int32 FN_turn(int32 *params) // James (15nov96)
+{
+ // 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
+
+ Object_logic *ob_logic;
+ Object_mega *ob_mega;
+ int32 pars[7];
+
+ // if this is the start of the turn, get the mega's current feet coords + the required direction
+
+ ob_logic = (Object_logic *)params[0];
+
+ if (ob_logic->looping==0)
+ {
+ //--------------------------------------------
+ if ((params[4] < 0) || (params[4] > 7)) // invalid direction
+ Con_fatal_error("Invalid direction (%d) in FN_turn (%s line %u)",params[4],__FILE__,__LINE__);
+ //--------------------------------------------
+
+ ob_mega = (Object_mega *)params[2];
+
+ pars[4] = ob_mega->feet_x;
+ pars[5] = ob_mega->feet_y;
+ pars[6] = params[4]; // DIRECTION to turn to
+ }
+
+ //----------------------------------------------------------------------------------------
+ // set up the rest of the parameters for FN_walk()
+
+ pars[0] = params[0];
+ pars[1] = params[1];
+ pars[2] = params[2];
+ pars[3] = params[3];
+
+ //----------------------------------------------------------------------------------------
+
+ return FN_walk(pars); // call FN_walk() with target coords set to feet coords
+}
+//--------------------------------------------------------------------------------------
+// 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 FN_stand_at(int32 *params) // James
+{
+ // 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
+
+ Object_mega *ob_mega;
+ Object_graphic *ob_graph;
+
+ //----------------------------------------------------------------------------------------
+ // check for invalid direction
+
+ if ((params[4] < 0) || (params[4] > 7)) // invalid direction
+ Con_fatal_error("Invalid direction (%d) in FN_stand_at (%s line %u)",params[4],__FILE__,__LINE__);
+
+ //----------------------------------------------------------------------------------------
+ // set up pointers to the graphic & mega structure
+
+ ob_graph = (Object_graphic *)params[0];
+ ob_mega = (Object_mega *)params[1];
+
+ //----------------------------------------------------------------------------------------
+ // set up the stand frame & set the mega's new direction
+
+ ob_graph->anim_resource = ob_mega->megaset_res; // mega-set animation file
+ ob_mega->feet_x = params[2]; // x
+ ob_mega->feet_y = params[3]; // y
+ ob_graph->anim_pc = params[4]+96; // dir + first stand frame (always frame 96)
+ ob_mega->current_dir = params[4]; // dir
+
+ //----------------------------------------------------------------------------------------
+
+ return(IR_CONT); // continue the script
+}
+
+//--------------------------------------------------------------------------------------
+// stand mega in <direction> at current feet coords
+// just needs to call FN_stand_at() with current feet coords
+
+int32 FN_stand(int32 *params) // James (15nov96)
+{
+ // params: 0 pointer to object's graphic structure
+ // 1 pointer to object's mega structure
+ // 2 target direction
+
+ Object_mega *ob_mega = (Object_mega *)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]; // DIRECTION to stand in
+
+ return FN_stand_at(pars); // call FN_stand_at() with target coords set to feet coords
+}
+//--------------------------------------------------------------------------------------
+// stand mega at end position of anim
+
+int32 FN_stand_after_anim(int32 *params) // James (14nov96)
+{
+ // params: 0 pointer to object's graphic structure
+ // 1 pointer to object's mega structure
+ // 2 anim resource id
+
+ uint8 *anim_file;
+ _animHeader *anim_head;
+ int32 pars[5];
+
+ //----------------------------------------------------------------------------------------
+ // open the anim file & set up a pointer to the animation header
+
+ anim_file = res_man.Res_open(params[2]); // open anim file
+ anim_head = FetchAnimHeader( anim_file );
+
+ //----------------------------------------------------------------------------------------
+ // set up the parameter list for FN_walk_to()
+
+ pars[0] = params[0];
+ pars[1] = params[1];
+
+ pars[2] = anim_head->feetEndX; // x
+ pars[3] = anim_head->feetEndY; // y
+ pars[4] = anim_head->feetEndDir; // dir
+
+ //----------------------------------------------------------------------------------------
+
+ if ((pars[2]==0)&&(pars[3]==0)) // if start coords not available either
+ {
+ pars[2] = standby_x; // use the standby coords
+ pars[3] = standby_y; // (which should be set beforehand in the script)
+ pars[4] = standby_dir;
+
+ Zdebug("WARNING: FN_stand_after_anim(%s) used standby coords", FetchObjectName(params[2]));
+ }
+
+ if ((pars[4] < 0) || (pars[4] > 7)) // check for invalid direction
+ Con_fatal_error("Invalid direction (%d) in FN_stand_after_anim (%s line %u)", pars[4],__FILE__,__LINE__);
+
+ //----------------------------------------------------------------------------------------
+ // close the anim file
+
+ res_man.Res_close(params[2]); // close anim file
+
+ //----------------------------------------------------------------------------------------
+
+ return FN_stand_at(pars); // call FN_stand_at() with target coords set to anim end position
+}
+
+//--------------------------------------------------------------------------------------
+// stand mega at start position of anim
+
+int32 FN_stand_at_anim(int32 *params) // James (07feb97)
+{
+ // params: 0 pointer to object's graphic structure
+ // 1 pointer to object's mega structure
+ // 2 anim resource id
+
+ uint8 *anim_file;
+ _animHeader *anim_head;
+ int32 pars[5];
+
+ //----------------------------------------------------------------------------------------
+ // open the anim file & set up a pointer to the animation header
+
+ anim_file = res_man.Res_open(params[2]); // open anim file
+ anim_head = FetchAnimHeader( anim_file );
+
+ //----------------------------------------------------------------------------------------
+ // set up the parameter list for FN_walk_to()
+
+ pars[0] = params[0];
+ pars[1] = params[1];
+
+ pars[2] = anim_head->feetStartX; // x
+ pars[3] = anim_head->feetStartY; // y
+ pars[4] = anim_head->feetStartDir; // dir
+
+ if ((pars[2]==0)&&(pars[3]==0)) // if start coords not available
+ {
+ pars[2] = standby_x; // use the standby coords
+ pars[3] = standby_y; // (which should be set beforehand in the script)
+ pars[4] = standby_dir;
+
+ Zdebug("WARNING: FN_stand_at_anim(%s) used standby coords", FetchObjectName(params[2]));
+ }
+
+ if ((pars[4] < 0) || (pars[4] > 7)) // check for invalid direction
+ Con_fatal_error("Invalid direction (%d) in FN_stand_after_anim (%s line %u)", pars[4],__FILE__,__LINE__);
+
+ //-------------------------------------------------------------------------------------------------------
+ // close the anim file
+
+ res_man.Res_close(params[2]); // close anim file
+
+ //-------------------------------------------------------------------------------------------------------
+
+ return FN_stand_at(pars); // call FN_stand_at() with target coords set to anim end position
+}
+
+//--------------------------------------------------------------------------------------
+// Code to workout direction from start to dest
+
+#define diagonalx 36 // used in what_target not valid for all megas jps 17mar95
+#define diagonaly 8
+
+
+int What_target(int startX, int startY, int destX, int destY) //S2.1(20Jul95JPS)
+{
+ int tar_dir;
+//setting up
+ int deltaX = destX-startX;
+ int deltaY = destY-startY;
+ int signX = (deltaX > 0);
+ int signY = (deltaY > 0);
+ int slope;
+
+ if ( (abs(deltaY) * diagonalx ) < (abs(deltaX) * diagonaly / 2))
+ {
+ slope = 0;// its flat
+ }
+ else if ( (abs(deltaY) * diagonalx / 2) > (abs(deltaX) * diagonaly ) )
+ {
+ slope = 2;// its vertical
+ }
+ else
+ {
+ slope = 1;// its diagonal
+ }
+
+ if (slope == 0) //flat
+ {
+ if (signX == 1) // going right
+ {
+ tar_dir = 2;
+ }
+ else
+ {
+ tar_dir = 6;
+ }
+ }
+ else if (slope == 2) //vertical
+ {
+ if (signY == 1) // going down
+ {
+ tar_dir = 4;
+ }
+ else
+ {
+ tar_dir = 0;
+ }
+ }
+ else if (signX == 1) //right diagonal
+ {
+ if (signY == 1) // going down
+ {
+ tar_dir = 3;
+ }
+ else
+ {
+ tar_dir = 1;
+ }
+ }
+ else //left diagonal
+ {
+ if (signY == 1) // going down
+ {
+ tar_dir = 5;
+ }
+ else
+ {
+ tar_dir = 7;
+ }
+ }
+ return tar_dir;
+}
+
+//--------------------------------------------------------------------------------------
+// turn mega to face point (x,y) on the floor
+// just needs to call FN_walk() with current feet coords & direction computed by What_target()
+
+int32 FN_face_xy(int32 *params) // James (29nov96)
+{
+ // 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
+
+ Object_logic *ob_logic;
+ Object_mega *ob_mega;
+ int32 pars[7];
+
+ //----------------------------------------------------------------------------------------
+ // if this is the start of the turn, get the mega's current feet coords + the required direction
+
+ ob_logic = (Object_logic *)params[0];
+
+ if (ob_logic->looping==0)
+ {
+ ob_mega = (Object_mega *)params[2];
+
+ pars[4] = ob_mega->feet_x;
+ pars[5] = ob_mega->feet_y;
+ pars[6] = What_target( ob_mega->feet_x, ob_mega->feet_y, params[4], params[5] ); // set target direction
+ }
+
+ //----------------------------------------------------------------------------------------
+ // set up the rest of the parameters for FN_walk()
+
+ pars[0] = params[0];
+ pars[1] = params[1];
+ pars[2] = params[2];
+ pars[3] = params[3];
+
+ //----------------------------------------------------------------------------------------
+
+ return FN_walk(pars); // call FN_walk() with target coords set to feet coords
+}
+//--------------------------------------------------------------------------------------
+int32 FN_face_mega(int32 *params) //S2.1(3mar95jps) Tony29Nov96
+{
+//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
+
+ uint32 null_pc=3; //get ob_mega
+ char *raw_script_ad;
+ int32 pars[7];
+ Object_logic *ob_logic;
+ Object_mega *ob_mega;
+ _standardHeader *head;
+
+
+ ob_mega = (Object_mega *)params[2];
+ ob_logic = (Object_logic *)params[0];
+
+
+ if (ob_logic->looping==0)
+ {
+
+// get targets info
+ head = (_standardHeader*) res_man.Res_open(params[4]);
+ if (head->fileType!=GAME_OBJECT)
+ Con_fatal_error("FN_face_mega %d not an object", params[4]);
+
+ raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data
+
+ RunScript( raw_script_ad, raw_script_ad, &null_pc ); //call the base script - this is the graphic/mouse service call
+ res_man.Res_close(params[4]);
+
+// engine_mega is now the Object_mega of mega we want to turn to face
+
+ pars[3] = params[3];
+ pars[4] = ob_mega->feet_x;
+ pars[5] = ob_mega->feet_y;
+ pars[6] = What_target( ob_mega->feet_x, ob_mega->feet_y, engine_mega.feet_x, engine_mega.feet_y );
+ }
+
+
+
+ pars[0] = params[0];
+ pars[1] = params[1];
+ pars[2] = params[2];
+ pars[3] = params[3];
+
+ return FN_walk(pars); // call FN_walk() with target coords set to feet coords
+
+}
+//--------------------------------------------------------------------------------------
+//--------------------------------------------------------------------------------------
+//--------------------------------------------------------------------------------------
+//--------------------------------------------------------------------------------------
+//--------------------------------------------------------------------------------------
+// FN_walk (here for reference instead of splitting a window)
+
+ // 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
+//------------------------------------------------------------------------------------
+int32 FN_walk_to_talk_to_mega(int32 *params) //Tony2Dec96
+{
+//we route to left or right hand side of target id if possible
+//target is a shrinking mega
+
+ Object_mega *ob_mega;
+ Object_logic *ob_logic;
+
+ uint32 null_pc=3; //4th script - get mega
+ char *raw_script_ad;
+ int32 pars[7];
+ int scale;
+ int mega_seperation=params[5];
+ _standardHeader *head;
+
+
+//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
+
+
+ ob_logic = (Object_logic*) params[0];
+ ob_mega = (Object_mega*) params[2];
+
+ pars[0] = params[0]; // standard stuff
+ pars[1] = params[1];
+ pars[2] = params[2];
+ pars[3] = params[3]; // walkdata
+
+
+
+ if (!ob_logic->looping) //not been here before so decide where to walk-to
+ {
+// first request the targets info
+ head = (_standardHeader*) res_man.Res_open(params[4]);
+ if (head->fileType!=GAME_OBJECT)
+ Con_fatal_error("FN_walk_to_talk_to_mega %d not an object", params[4]);
+
+ raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data
+ RunScript( raw_script_ad, raw_script_ad, &null_pc ); //call the base script - this is the graphic/mouse service call
+ res_man.Res_close(params[4]);
+
+// engine_mega is now the Object_mega of mega we want to route to
+
+
+ pars[5] = engine_mega.feet_y; // stand exactly beside the mega, ie. at same y-coord
+
+
+// apply scale factor to walk distance
+ scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b)/256; // Ay+B gives 256*scale ie. 256*256*true_scale for even better accuracy, ie. scale = (Ay+B)/256
+
+ mega_seperation= (mega_seperation*scale)/256;
+
+// Zdebug("seperation %d", mega_seperation);
+// Zdebug(" target x %d, y %d", engine_mega.feet_x, engine_mega.feet_y);
+
+ if (engine_mega.feet_x < ob_mega->feet_x) // target is left of us
+ {
+ pars[4] = engine_mega.feet_x+mega_seperation; // so aim to stand to their right
+ pars[6] = 5; // face down_left
+ }
+ else // ok, must be right of us
+ {
+ pars[4] = engine_mega.feet_x-mega_seperation; // so aim to stand to their left
+ pars[6] = 3; // face down_right
+ }
+ }
+
+ //first cycle builds the route - thereafter merely follows it
+
+ return FN_walk(pars); //call FN_walk() with target coords set to feet coords
+ //RESULT will be 1 when it finishes or 0 if it failed to build route
+}
+//------------------------------------------------------------------------------------
+int32 FN_set_walkgrid(int32 *params) // (6dec96 JEL)
+{
+ Con_fatal_error("FN_set_walkgrid no longer valid");
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+// add this walkgrid resource to the list of those used for routing in this location
+// - note this is ignored in the resource is already in the list
+
+int32 FN_add_walkgrid(int32 *params) // (03mar97 JEL)
+{
+ // params 0 id of walkgrid resource
+
+ // all objects that add walkgrids must be restarted whenever we reneter a location
+
+ if (ID != 8) // DON'T EVER KILL GEORGE!
+ FN_add_to_kill_list(params);// need to call this in case it wasn't called in script! ('params' just used as dummy param)
+
+ AddWalkGrid(params[0]);
+
+ res_man.Res_open(params[0]); // Touch the grid, getting it into memory.
+ res_man.Res_close(params[0]);
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+// 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 FN_remove_walkgrid(int32 *params) // (03mar97 JEL)
+{
+ // params 0 id of walkgrid resource
+
+ RemoveWalkGrid(params[0]);
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+int32 FN_register_walkgrid(int32 *params)
+{
+ Con_fatal_error("FN_register_walkgrid no longer valid");
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+int32 FN_set_scaling(int32 *params) // (6dec96 JEL)
+{
+ // 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
+
+ Object_mega *ob_mega = (Object_mega *) params[0];
+
+ ob_mega->scale_a = params[1];
+ ob_mega->scale_b = params[2];
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+int32 FN_set_standby_coords(int32 *params) // (10dec97 JEL)
+{
+ // set the standby walk coords to be used by FN_walk_to_anim & FN_stand_after_anim
+ // when the anim header's start/end coords are zero
+
+ // useful during development; can stay in final game anyway
+
+ // params 0 x-coord
+ // 1 y-coord
+ // 2 direction (0..7)
+
+ //----------------------------------------------------------------------------------------
+ // check for invalid direction
+
+ if ((params[2] < 0) || (params[2] > 7)) // invalid direction
+ Con_fatal_error("Invalid direction (%d) in FN_set_standby_coords (%s line %u)",params[2],__FILE__,__LINE__);
+
+ //----------------------------------------------------------------------------------------
+
+ standby_x = params[0];
+ standby_y = params[1];
+ standby_dir = params[2];
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------