/* 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 Hugo Trilogy source code * * Copyright (c) 1989-1995 David P. Gray * */ #include "common/debug.h" #include "common/system.h" #include "common/random.h" #include "hugo/hugo.h" #include "hugo/game.h" #include "hugo/object.h" #include "hugo/display.h" #include "hugo/file.h" #include "hugo/route.h" #include "hugo/util.h" #include "hugo/parser.h" #include "hugo/schedule.h" namespace Hugo { ObjectHandler_v3d::ObjectHandler_v3d(HugoEngine *vm) : ObjectHandler_v2d(vm) { } ObjectHandler_v3d::~ObjectHandler_v3d() { } /** * Update all object positions. Process object 'local' events * including boundary events and collisions */ void ObjectHandler_v3d::moveObjects() { debugC(4, kDebugObject, "moveObjects"); // Added to DOS version in order to handle mouse properly // Do special route processing _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 < _numObj; i++) { Object *obj = &_objects[i]; // Get pointer to object Seq *currImage = obj->_currImagePtr; // Get ptr to current image if (obj->_screenIndex == *_vm->_screenPtr) { switch (obj->_pathType) { case kPathChase: case kPathChase2: { int8 radius = obj->_radius; // Default to object's radius if (radius < 0) // If radius infinity, use closer value radius = kStepDx; // 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[SEQ_DOWN]._seqPtr; else obj->_currImagePtr = obj->_seqList[SEQ_UP]._seqPtr; } } else if (obj->_vx != obj->_oldvx) { if (dx > 0) obj->_currImagePtr = obj->_seqList[SEQ_RIGHT]._seqPtr; else obj->_currImagePtr = obj->_seqList[SEQ_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[SEQ_RIGHT]._seqPtr; else obj->_currImagePtr = obj->_seqList[SEQ_LEFT]._seqPtr; } break; default: break; } if (obj->_vx || obj->_vy) { obj->_cycling = kCycleForward; } else { obj->_cycling = kCycleNotCycling; 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 kPathWander2: case kPathWander: if (!_vm->_rnd->getRandomNumber(3 * _vm->_normalTPS)) { // 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[SEQ_DOWN]._seqPtr; else obj->_currImagePtr = obj->_seqList[SEQ_UP]._seqPtr; } } else if (obj->_vx != obj->_oldvx) { if (obj->_vx > 0) obj->_currImagePtr = obj->_seqList[SEQ_RIGHT]._seqPtr; else obj->_currImagePtr = obj->_seqList[SEQ_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 = kCycleForward; break; default: ; // Really, nothing } // Store boundaries if ((obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating)) storeBoundary(obj->_x + currImage->_x1, obj->_x + currImage->_x2, obj->_y + currImage->_y2); } } // Move objects, allowing for boundaries for (int i = 0; i < _numObj; i++) { Object *obj = &_objects[i]; // Get pointer to object if ((obj->_screenIndex == *_vm->_screenPtr) && (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 *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 > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating)) clearBoundary(x1, x2, y2); // Clear our own boundary // Allowable motion wrt boundary int dx = deltaX(x1, x2, obj->_vx, y2); if (dx != obj->_vx) { // An object boundary collision! boundaryCollision(obj); obj->_vx = 0; } int dy = deltaY(x1, x2, obj->_vy, y2); if (dy != obj->_vy) { // An object boundary collision! boundaryCollision(obj); obj->_vy = 0; } if ((obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating)) 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 < kEdge) obj->_x = kEdge2; if (x2 > (kXPix - kEdge)) obj->_x = kXPix - kEdge2 - (x2 - x1); if (y1 < kEdge) obj->_y = kEdge2; if (y2 > (kYPix - kEdge)) obj->_y = kYPix - kEdge2 - (y2 - y1); if ((obj->_vx == 0) && (obj->_vy == 0) && (obj->_pathType != kPathWander2) && (obj->_pathType != kPathChase2)) obj->_cycling = kCycleNotCycling; } } // Clear all object baselines from the boundary file. for (int i = 0; i < _numObj; i++) { Object *obj = &_objects[i]; // Get pointer to object Seq *currImage = obj->_currImagePtr; // Get ptr to current image if ((obj->_screenIndex == *_vm->_screenPtr) && (obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating)) clearBoundary(obj->_oldx + currImage->_x1, obj->_oldx + currImage->_x2, obj->_oldy + currImage->_y2); } // If maze mode is enabled, do special maze processing if (_vm->_maze._enabledFl) { Seq *currImage = _vm->_hero->_currImagePtr;// Get ptr to current image // hero coordinates int x1 = _vm->_hero->_x + currImage->_x1; // Left edge of object int x2 = _vm->_hero->_x + currImage->_x2; // Right edge int y1 = _vm->_hero->_y + currImage->_y1; // Top edge int y2 = _vm->_hero->_y + currImage->_y2; // Bottom edge _vm->_scheduler->processMaze(x1, x2, y1, y2); } } /** * Swap all the images of one object with another. Set hero_image (we make * the assumption for now that the first obj is always the HERO) to the object * number of the swapped image */ void ObjectHandler_v3d::swapImages(int objIndex1, int objIndex2) { debugC(1, kDebugObject, "swapImages(%d, %d)", objIndex1, objIndex2); saveSeq(&_objects[objIndex1]); SeqList tmpSeqList[kMaxSeqNumb]; int seqListSize = sizeof(SeqList) * kMaxSeqNumb; memmove(tmpSeqList, _objects[objIndex1]._seqList, seqListSize); memmove(_objects[objIndex1]._seqList, _objects[objIndex2]._seqList, seqListSize); memmove(_objects[objIndex2]._seqList, tmpSeqList, seqListSize); restoreSeq(&_objects[objIndex1]); _objects[objIndex2]._currImagePtr = _objects[objIndex2]._seqList[0]._seqPtr; _vm->_heroImage = (_vm->_heroImage == kHeroIndex) ? objIndex2 : kHeroIndex; // Make sure baseline stays constant _objects[objIndex1]._y += _objects[objIndex2]._currImagePtr->_y2 - _objects[objIndex1]._currImagePtr->_y2; } } // End of namespace Hugo