/* ScummVM - Scumm Interpreter * Copyright (C) 2006 The ScummVM project * * 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. * * $URL$ * $Id$ * */ #include "parallaction/defs.h" #include "parallaction/parallaction.h" #include "parallaction/commands.h" #include "parallaction/graphics.h" #include "parallaction/walk.h" #include "parallaction/zone.h" namespace Parallaction { uint16 walkFunc1(int16, int16, WalkNode *); WalkNode _NULL_WALKNODE(); static byte *_buffer; static uint16 _doorData1 = 1000; static Zone *_zoneTrap = NULL; static uint16 walkData1 = 0; static uint16 walkData2 = 0; // next walk frame #if 0 static int16 walkData3 = -1000; // unused #endif int32 dotProduct(const Common::Point &p1, const Common::Point &p2) { return p1.x * p2.x + p1.y * p2.y; } // adjusts position towards nearest walkable point // void correctPathPoint(Common::Point &to) { if (queryPath(to.x, to.y)) return; int16 right = to.x; int16 left = to.x; do { right++; } while ((queryPath(right, to.y) == 0) && (right < SCREEN_WIDTH)); do { left--; } while ((queryPath(left, to.y) == 0) && (left > 0)); right = (right == SCREEN_WIDTH) ? 1000 : right - to.x; left = (left == 0) ? 1000 : to.x - left; int16 top = to.y; int16 bottom = to.y; do { top--; } while ((queryPath(to.x, top) == 0) && (top > 0)); do { bottom++; } while ((queryPath(to.x, bottom) == 0) && (bottom < SCREEN_HEIGHT)); top = (top == 0) ? 1000 : to.y - top; bottom = (bottom == SCREEN_HEIGHT) ? 1000 : bottom - to.y; int16 closeX = (right >= left) ? left : right; int16 closeY = (top >= bottom) ? bottom : top; int16 close = (closeX >= closeY) ? closeY : closeX; if (close == right) { to.x += right; #if 0 walkData3 = (_vm->_char._ani.getFrameNum() == 20) ? 7 : 9; #endif } else if (close == left) { to.x -= left; #if 0 walkData3 = 0; #endif } else if (close == top) { to.y -= top; } else if (close == bottom) { to.y += bottom; #if 0 walkData3 = (_vm->_char._ani.getFrameNum() == 20) ? 17 : 21; #endif } return; } uint32 buildSubPath(const Common::Point& pos, const Common::Point& stop, WalkNode* root) { WalkNode *v48 = root; uint32 v28 = 0; uint32 v2C = 0; uint32 v34 = pos.sqrDist(stop); // square distance from current position and target uint32 v30 = v34; Common::Point v20(pos); while (true) { WalkNode *nearestNode = NULL; WalkNode *locNode = (WalkNode*)_vm->_location._walkNodes._next; // scans location path nodes searching for the nearest Node // which can't be farther than the target position // otherwise no _closest_node is selected while (locNode != NULL) { Common::Point v8; locNode->getPoint(v8); v2C = v8.sqrDist(stop); v28 = v8.sqrDist(v20); if (v2C < v34 && v28 < v30) { v30 = v28; nearestNode = locNode; } locNode = (WalkNode*)locNode->_next; } if (nearestNode == NULL) break; nearestNode->getPoint(v20); v34 = v30 = v20.sqrDist(stop); addNode(v48, new WalkNode(*nearestNode)); v48 = (WalkNode*)v48->_next; } return v34; } // // x, y: mouse click (foot) coordinates // WalkNode *buildWalkPath(uint16 x, uint16 y) { debugC(1, kDebugWalk, "buildWalkPath to (%i, %i)", x, y); Common::Point to(x, y); correctPathPoint(to); debugC(1, kDebugWalk, "found closest path point at (%i, %i)", to.x, to.y); WalkNode *v48 = new WalkNode(to.x - _vm->_char._ani.width() / 2, to.y - _vm->_char._ani.height()); WalkNode *v44 = new WalkNode(*v48); uint16 v38 = walkFunc1(to.x, to.y, v44); if (v38 == 1) { // destination directly reachable debugC(1, kDebugWalk, "direct move to (%i, %i)", to.x, to.y); delete v44; return v48; } // path is obstructed: find alternative WalkNode dummy; addNode(&dummy, v48); Common::Point stop(v48->_x, v48->_y); Common::Point pos(_vm->_char._ani._left, _vm->_char._ani._top); v48 = &dummy; uint32 v34 = buildSubPath(pos, stop, v48); if (v38 != 0 && v34 > v38) { // no alternative path (gap?) freeNodeList(dummy._next); return v44; } ((WalkNode*)(dummy._next))->getPoint(stop); v48 = &dummy; buildSubPath(pos, stop, v48); delete v44; return (WalkNode*)dummy._next; } // // x,y : top left coordinates // // 0 : Point not reachable // 1 : Point reachable in a straight line // other values: square distance to target (point not reachable in a straight line) // uint16 walkFunc1(int16 x, int16 y, WalkNode *Node) { Common::Point arg(x, y); Common::Point v4(0, 0); Common::Point foot( _vm->_char._ani._left + _vm->_char._ani.width()/2, _vm->_char._ani._top + _vm->_char._ani.height() ); Common::Point v8(foot); while (foot != arg) { if (foot.x < x && queryPath(foot.x + 1, foot.y) != 0) foot.x++; if (foot.x > x && queryPath(foot.x - 1, foot.y) != 0) foot.x--; if (foot.y < y && queryPath(foot.x, foot.y + 1) != 0) foot.y++; if (foot.y > y && queryPath(foot.x, foot.y - 1) != 0) foot.y--; if (foot == v8 && foot != arg) { // foot couldn't move and still away from target v4 = foot; while (foot != arg) { if (foot.x < x && queryPath(foot.x + 1, foot.y) == 0) foot.x++; if (foot.x > x && queryPath(foot.x - 1, foot.y) == 0) foot.x--; if (foot.y < y && queryPath(foot.x, foot.y + 1) == 0) foot.y++; if (foot.y > y && queryPath(foot.x, foot.y - 1) == 0) foot.y--; if (foot == v8 && foot != arg) return 0; v8 = foot; } Node->_x = v4.x - _vm->_char._ani.width() / 2; Node->_y = v4.y - _vm->_char._ani.height(); return (x - v4.x) * (x - v4.x) + (y - v4.y) * (y - v4.y); } v8 = foot; } // there exists an unobstructed path return 1; } void clipMove(Common::Point& pos, const WalkNode* from) { if ((pos.x < from->_x) && (pos.x < SCREEN_WIDTH) && (queryPath(_vm->_char._ani.width()/2 + pos.x + 2, _vm->_char._ani.height() + pos.y) != 0)) { pos.x = (pos.x + 2 < from->_x) ? pos.x + 2 : from->_x; } if ((pos.x > from->_x) && (pos.x > -20) && (queryPath(_vm->_char._ani.width()/2 + pos.x - 2, _vm->_char._ani.height() + pos.y) != 0)) { pos.x = (pos.x - 2 > from->_x) ? pos.x - 2 : from->_x; } if ((pos.y < from->_y) && (pos.y < (SCREEN_HEIGHT - _vm->_char._ani.height())) && (queryPath(_vm->_char._ani.width()/2 + pos.x, _vm->_char._ani.height() + pos.y + 2) != 0)) { pos.y = (pos.y + 2 <= from->_y) ? pos.y + 2 : from->_y; } if ((pos.y > from->_y) && (pos.y > -20) && (queryPath(_vm->_char._ani.width()/2 + pos.x, _vm->_char._ani.height() + pos.y- 2) != 0)) { pos.y = (pos.y - 2 >= from->_y) ? pos.y - 2 :from->_y; } return; } int16 selectWalkFrame(const Common::Point& pos, const WalkNode* from) { Common::Point dist(from->_x - pos.x, from->_y - pos.y); if (dist.x < 0) dist.x = -dist.x; if (dist.y < 0) dist.y = -dist.y; walkData1++; // walk frame selection int16 v16; if (_vm->_char._ani.getFrameNum() == 20) { if (dist.x > dist.y) { walkData2 = (from->_x > pos.x) ? 0 : 7; walkData1 %= 12; v16 = walkData1 / 2; } else { walkData2 = (from->_y > pos.y) ? 14 : 17; walkData1 %= 8; v16 = walkData1 / 4; } } else { if (dist.x > dist.y) { walkData2 = (from->_x > pos.x) ? 0 : 9; walkData1 %= 16; v16 = walkData1 / 2; } else { walkData2 = (from->_y > pos.y) ? 18 : 21; walkData1 %= 8; v16 = walkData1 / 4; } } return v16; } WalkNode* getNextPathNode(const Common::Point& pos, WalkNode* curNode) { if ((curNode->_x == pos.x) && (curNode->_y == pos.y)) { if (curNode->_next == NULL) return NULL; WalkNode *tmp = curNode; curNode = (WalkNode*)curNode->_next; free(tmp); debugC(1, kDebugWalk, "jobWalk moving to next node (%i, %i)", tmp->_x, tmp->_y); } return curNode; } void jobWalk(void *parm, Job *j) { WalkNode *node = (WalkNode*)parm; Common::Point pos(_vm->_char._ani._left, _vm->_char._ani._top); _vm->_char._ani._oldPos = pos; node = getNextPathNode(pos, node); if (node == NULL) { debugC(1, kDebugWalk, "jobWalk reached last node"); j->_finished = 1; checkDoor(); free(node); return; } j->_parm = node; // selectWalkFrame must be performed before position is changed by clipMove int16 v16 = selectWalkFrame(pos, node); clipMove(pos, node); _vm->_char._ani._left = pos.x; _vm->_char._ani._top = pos.y; if (pos == _vm->_char._ani._oldPos) { j->_finished = 1; checkDoor(); freeNodeList(node); } else { _vm->_char._ani._frame = v16 + walkData2 + 1; } return; } uint16 checkDoor() { // printf("checkDoor()..."); if (_vm->_currentLocationIndex != _doorData1) { _doorData1 = _vm->_currentLocationIndex; _zoneTrap = NULL; } _engineFlags &= ~kEngineWalking; Zone *z = _vm->hitZone(kZoneDoor, _vm->_char._ani._left + _vm->_char._ani.width() / 2, _vm->_char._ani._top + _vm->_char._ani.height()); if (z != NULL) { if ((z->_flags & kFlagsClosed) == 0) { _vm->_location._startPosition.x = z->u.door->_startPos.x; _vm->_location._startPosition.y = z->u.door->_startPos.y; _vm->_location._startFrame = z->u.door->_startFrame; strcpy( _vm->_location._name, z->u.door->_location ); _engineFlags |= kEngineChangeLocation; _zoneTrap = NULL; } else { _vm->runCommands(z->_commands, z); } } z = _vm->hitZone(kZoneTrap, _vm->_char._ani._left + _vm->_char._ani.width() / 2, _vm->_char._ani._top + _vm->_char._ani.height()); if (z != NULL) { _localFlags[_vm->_currentLocationIndex] |= kFlagsEnter; _vm->runCommands(z->_commands, z); _localFlags[_vm->_currentLocationIndex] &= ~kFlagsEnter; _zoneTrap = z; } else if (_zoneTrap != NULL) { _localFlags[_vm->_currentLocationIndex] |= kFlagsExit; _vm->runCommands(_zoneTrap->_commands, _zoneTrap); _localFlags[_vm->_currentLocationIndex] &= ~kFlagsExit; _zoneTrap = NULL; } // printf("done\n"); _vm->_char._ani._frame = walkData2; return _vm->_char._ani._frame; } uint16 queryPath(uint16 x, uint16 y) { byte _al = _buffer[y*40 + x/8]; byte _dl = 1 << (x % 8); return _al & _dl; } void setPath(byte *path) { memcpy(_buffer, path, SCREENPATH_WIDTH*SCREEN_HEIGHT); } void initWalk() { _buffer = (byte*)malloc(SCREENPATH_WIDTH * SCREEN_HEIGHT); } } // namespace Parallaction