/* 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. * */ #ifndef SWORD1_ROUTER_H #define SWORD1_ROUTER_H #include "sword1/object.h" namespace Sword1 { #include "common/pack-start.h" // START STRUCT PACKING struct BarData { int16 x1; int16 y1; int16 x2; int16 y2; int16 xmin; int16 ymin; int16 xmax; int16 ymax; int16 dx; // x2 - x1 int16 dy; // y2 - y1 int32 co; // co = (y1*dx) - (x1*dy) from an equation for a line y*dx = x*dy + co } PACKED_STRUCT; struct NodeData { int16 x; int16 y; int16 level; int16 prev; int16 dist; } PACKED_STRUCT; #include "common/pack-end.h" // END STRUCT PACKING struct FloorData { int32 nbars; BarData *bars; int32 nnodes; NodeData *node; }; struct RouteData { int32 x; int32 y; int32 dirS; int32 dirD; }; struct PathData { int32 x; int32 y; int32 dir; int32 num; }; #define MAX_FRAMES_PER_CYCLE 16 #define NO_DIRECTIONS 8 #define MAX_FRAMES_PER_CHAR (MAX_FRAMES_PER_CYCLE * NO_DIRECTIONS) #define ROUTE_END_FLAG 255 #define O_GRID_SIZE 200 #define O_ROUTE_SIZE 50 class ObjectMan; class ResMan; class Screen; extern int whatTarget(int32 startX, int32 startY, int32 destX, int32 destY); class Router { public: Router(ObjectMan *pObjMan, ResMan *pResMan); int32 routeFinder(int32 id, Object *mega, int32 x, int32 y, int32 dir); void setPlayerTarget(int32 x, int32 y, int32 dir, int32 stance); // these should be private but are read by Screen for debugging: BarData _bars[O_GRID_SIZE]; NodeData _node[O_GRID_SIZE]; int32 _nBars; int32 _nNodes; private: // when the player collides with another mega, we'll receive a ReRouteRequest here. // that's why we need to remember the player's target coordinates int32 _playerTargetX, _playerTargetY, _playerTargetDir, _playerTargetStance; ObjectMan *_objMan; ResMan *_resMan; int32 _startX, _startY, _startDir; int32 _targetX, _targetY, _targetDir; int32 _scaleA, _scaleB; int32 megaId; RouteData _route[O_ROUTE_SIZE]; PathData _smoothPath[O_ROUTE_SIZE]; PathData _modularPath[O_ROUTE_SIZE]; int32 _routeLength; int32 _framesPerStep, _framesPerChar; uint8 _nWalkFrames, _nTurnFrames; int32 _dx[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR]; int32 _dy[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR]; int32 _modX[NO_DIRECTIONS]; int32 _modY[NO_DIRECTIONS]; int32 _diagonalx, _diagonaly; int32 standFrames; int32 turnFramesLeft, turnFramesRight; int32 walkFramesLeft, walkFramesRight; // left/right walking turn int32 slowInFrames, slowOutFrames; bool _slidyWalkAnimatorState; int32 LoadWalkResources(Object *mega, int32 x, int32 y, int32 dir); int32 getRoute(); int32 checkTarget(int32 x, int32 y); bool scan(int32 level); int32 newCheck(int32 status, int32 x1, int32 x2, int32 y1, int32 y2); bool check(int32 x1, int32 y1, int32 x2, int32 y2); bool horizCheck(int32 x1, int32 y, int32 x2); bool vertCheck(int32 x, int32 y1, int32 y2); bool lineCheck(int32 x1, int32 y1, int32 x2, int32 y2); void extractRoute(); void slidyPath(); void slidyWalkAnimator(WalkData *walkAnim); int32 smoothestPath(); void smoothCheck(int32 &steps, int32 best, int32 p, int32 dirS, int32 dirD); void solidPath(); int32 solidWalkAnimator(WalkData *walkAnim); }; } // End of namespace Sword1 #endif //BSROUTER_H