/* 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. * */ /* * This code is based on original Soltys source code * Copyright (c) 1994-1995 Janus B. Wisniewski and L.K. Avalon */ #include "cge/walk.h" #include "cge/cge_main.h" namespace CGE { Walk *_hero; uint8 Cluster::_map[kMapZCnt][kMapXCnt]; CGEEngine *Cluster::_vm; void Cluster::init(CGEEngine *vm) { _vm = vm; } uint8 &Cluster::cell() { return _map[_b][_a]; } bool Cluster::isValid() const { return (_a >= 0) && (_a < kMapXCnt) && (_b >= 0) && (_b < kMapZCnt); } bool Cluster::chkBar() const { assert(_vm->_now <= _vm->_caveMax); return (_a == _vm->_barriers[_vm->_now]._horz) && (_b == _vm->_barriers[_vm->_now]._vert); } Cluster XZ(int x, int y) { if (y < kMapTop) y = kMapTop; if (y > kMapTop + kMapHig - kMapGridZ) y = kMapTop + kMapHig - kMapGridZ; return Cluster(x / kMapGridX, (y - kMapTop) / kMapGridZ); } Cluster XZ(Couple xy) { signed char x, y; xy.split(x, y); return XZ(x, y); } Walk::Walk(CGEEngine *vm, BitmapPtr *shpl) : Sprite(vm, shpl), _dir(kDirNone), _tracePtr(-1), _level(0), _vm(vm) { } void Walk::tick() { if (_flags._hide) return; _here = XZ(_x + _w / 2, _y + _h); if (_dir != kDirNone) { Sprite *spr; _sys->funTouch(); for (spr = _vga->_showQ->first(); spr; spr = spr->_next) { if (distance(spr) < 2) { if (!spr->_flags._near) { _vm->feedSnail(spr, kNear); spr->_flags._near = true; } } else { spr->_flags._near = false; } } } if (_flags._hold || _tracePtr < 0) park(); else { if (_here == _trace[_tracePtr]) { if (--_tracePtr < 0) park(); } else { signed char dx, dz; (_trace[_tracePtr] - _here).split(dx, dz); Dir d = (dx) ? ((dx > 0) ? kDirEast : kDirWest) : ((dz > 0) ? kDirSouth : kDirNorth); turn(d); } } step(); if ((_dir == kDirWest && _x <= 0) || (_dir == kDirEast && _x + _w >= kScrWidth) || (_dir == kDirSouth && _y + _w >= kWorldHeight - 2)) park(); else { signed char x; // dummy var _here.split(x, _z); // take current Z position _snail_->addCom(kSnZTrim, -1, 0, this); // update Hero's pos in show queue } } int Walk::distance(Sprite *spr) { int dx, dz; dx = spr->_x - (_x + _w - kWalkSide); if (dx < 0) dx = (_x + kWalkSide) - (spr->_x + spr->_w); if (dx < 0) dx = 0; dx /= kMapGridX; dz = spr->_z - _z; if (dz < 0) dz = - dz; dx = dx * dx + dz * dz; for (dz = 1; dz * dz < dx; dz++) ; return dz - 1; } void Walk::turn(Dir d) { Dir dir = (_dir == kDirNone) ? kDirSouth : _dir; if (d != _dir) { step((d == dir) ? (1 + dir + dir) : (9 + 4 * dir + d)); _dir = d; } } void Walk::park() { if (_time == 0) _time++; if (_dir != kDirNone) { step(9 + 4 * _dir + _dir); _dir = kDirNone; _tracePtr = -1; } } void Walk::findWay(Cluster c) { if (c != _here) { for (_findLevel = 1; _findLevel <= kMaxFindLevel; _findLevel++) { signed char x, z; _here.split(x, z); _target = Couple(x, z); c.split(x, z); if (find1Way(Cluster(x, z))) break; } _tracePtr = (_findLevel > kMaxFindLevel) ? -1 : (_findLevel - 1); if (_tracePtr < 0) noWay(); _time = 1; } } void Walk::findWay(Sprite *spr) { if (spr && spr != this) { int x = spr->_x; int z = spr->_z; if (spr->_flags._east) x += spr->_w + _w / 2 - kWalkSide; else x -= _w / 2 - kWalkSide; findWay(Cluster((x / kMapGridX), ((z < kMapZCnt - kDistMax) ? (z + 1) : (z - 1)))); } } bool Walk::lower(Sprite *spr) { return (spr->_y > _y + (_h * 3) / 5); } void Walk::reach(Sprite *spr, int mode) { if (spr) { _hero->findWay(spr); if (mode < 0) { mode = spr->_flags._east; if (lower(spr)) mode += 2; } } // note: insert SNAIL commands in reverse order _snail->insCom(kSnPause, -1, 64, NULL); _snail->insCom(kSnSeq, -1, kTSeq + mode, this); if (spr) { _snail->insCom(kSnWait, -1, -1, _hero); /////--------$$$$$$$ //SNINSERT(SNWALK, -1, -1, spr); } // sequence is not finished, // now it is just at sprite appear (disappear) point } void Walk::noWay() { _vm->trouble(kSeqNoWay, kNoWay); } bool Walk::find1Way(Cluster c) { Cluster start = c; const Cluster tab[4] = { Cluster(-1, 0), Cluster(1, 0), Cluster(0, -1), Cluster(0, 1)}; const int tabLen = 4; if (c == _target) // Found destination return true; if (_level >= _findLevel) // Nesting limit return false; // Look for barriers if (c.chkBar()) return false; if (c.cell()) // Location is occupied return false; // Loop through each direction for (int i = 0; i < tabLen; i++) { // Reset to starting position c = start; do { c += tab[i]; if (!c.isValid()) // Break to check next direction break; // Recursively check for further paths ++_level; ++start.cell(); bool foundPath = find1Way(c); --start.cell(); --_level; if (foundPath) { // Set route point _trace[_level] = start; return true; } } while (!c.chkBar() && !c.cell()); } return false; } } // End of namespace CGE