/* 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. * * Additional copyright for this file: * Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #ifndef SWORD2_ROUTER_H #define SWORD2_ROUTER_H // This used to be a variable, but it was never set. Actually, it wasn't even // initialized! // // Define this to force the use of slidy router (so solid path not used when // ending walk in ANY direction) // // #define FORCE_SLIDY #include "sword2/object.h" namespace Sword2 { struct WalkData { uint16 frame; int16 x; int16 y; uint8 step; uint8 dir; }; 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 }; struct NodeData { int16 x; int16 y; int16 level; int16 prev; int16 dist; }; // because we only have 2 megas in the game! #define TOTAL_ROUTE_SLOTS 2 #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 MAX_WALKGRIDS 10 #define O_WALKANIM_SIZE 600 // max number of nodes in router output #define O_GRID_SIZE 200 // max 200 lines & 200 points #define O_ROUTE_SIZE 50 // max number of modules in a route struct RouteData { int32 x; int32 y; int32 dirS; int32 dirD; }; struct PathData { int32 x; int32 y; int32 dir; int32 num; }; class Router { private: Sword2Engine *_vm; int16 _standbyX; // see fnSetStandbyCoords() int16 _standbyY; int16 _standbyDir; // stores pointers to mem blocks containing routes created & used by // megas (NULL if slot not in use) WalkData *_routeSlots[TOTAL_ROUTE_SLOTS]; BarData _bars[O_GRID_SIZE]; NodeData _node[O_GRID_SIZE]; int32 _walkGridList[MAX_WALKGRIDS]; int32 _nBars; int32 _nNodes; int32 _startX, _startY, _startDir; int32 _targetX, _targetY, _targetDir; int32 _scaleA, _scaleB; RouteData _route[O_ROUTE_SIZE]; PathData _smoothPath[O_ROUTE_SIZE]; PathData _modularPath[O_ROUTE_SIZE]; int32 _routeLength; int32 _framesPerStep; int32 _framesPerChar; ObjectWalkdata _walkData; int8 _modX[NO_DIRECTIONS]; int8 _modY[NO_DIRECTIONS]; int32 _diagonalx; int32 _diagonaly; int32 _firstStandFrame; int32 _firstStandingTurnLeftFrame; int32 _firstStandingTurnRightFrame; int32 _firstWalkingTurnLeftFrame; // left walking turn int32 _firstWalkingTurnRightFrame; // right walking turn uint32 _firstSlowInFrame[NO_DIRECTIONS]; int32 _firstSlowOutFrame; // number of slow-out frames on for each leading-leg in each direction // ie. total number of slow-out frames = (numberOfSlowOutFrames * 2 * // NO_DIRECTIONS) int32 _numberOfSlowOutFrames; int32 _stepCount; int32 _moduleX; int32 _moduleY; int32 _currentDir; int32 _lastCount; int32 _frame; uint8 returnSlotNo(uint32 megaId); int32 getRoute(); void extractRoute(); void loadWalkGrid(); void setUpWalkGrid(byte *ob_mega, int32 x, int32 y, int32 dir); void loadWalkData(byte *ob_walkdata); bool scan(int32 level); int32 newCheck(int32 status, int32 x1, int32 y1, int32 x2, int32 y2); bool lineCheck(int32 x1, int32 x2, int32 y1, int32 y2); bool vertCheck(int32 x, int32 y1, int32 y2); bool horizCheck(int32 x1, int32 y, int32 x2); bool check(int32 x1, int32 y1, int32 x2, int32 y2); int32 checkTarget(int32 x, int32 y); int32 smoothestPath(); void slidyPath(); void smoothCheck(int32 &steps, int32 best, int32 p, int32 dirS, int32 dirD); bool addSlowInFrames(WalkData *walkAnim); void addSlowOutFrames(WalkData *walkAnim); void slidyWalkAnimator(WalkData *walkAnim); #ifndef FORCE_SLIDY void solidPath(); int32 solidWalkAnimator(WalkData *walkAnim); #endif void plotCross(int16 x, int16 y, uint8 color); public: Router(Sword2Engine *vm) : _vm(vm), _diagonalx(0), _diagonaly(0) { memset(_routeSlots, 0, sizeof(_routeSlots)); memset(_bars, 0, sizeof(_bars)); memset(_node, 0, sizeof(_node)); memset(_walkGridList, 0, sizeof(_walkGridList)); memset(_route, 0, sizeof(_route)); memset(_smoothPath, 0, sizeof(_smoothPath)); memset(_modularPath, 0, sizeof(_modularPath)); memset(_modX, 0, sizeof(_modX)); memset(_modY, 0, sizeof(_modY)); memset(_firstSlowInFrame, 0, sizeof(_firstSlowInFrame)); } void setStandbyCoords(int16 x, int16 y, uint8 dir); int whatTarget(int startX, int startY, int destX, int destY); // Sprites void setSpriteStatus(byte *ob_graph, uint32 type); void setSpriteShading(byte *ob_graph, uint32 type); // Animation int doAnimate(byte *ob_logic, byte *ob_graph, int32 animRes, bool reverse); int megaTableAnimate(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *animTable, bool reverse); // Walking int doWalk(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y, uint8 target_dir); int walkToAnim(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 animRes); int walkToTalkToMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId, uint32 separation); // Turning int doFace(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint8 target_dir); int faceXY(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y); int faceMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId); // Standing void standAt(byte *ob_graph, byte *ob_mega, int32 x, int32 y, int32 dir); void standAfterAnim(byte *ob_graph, byte *ob_mega, uint32 animRes); void standAtAnim(byte *ob_graph, byte *ob_mega, uint32 animRes); int32 routeFinder(byte *ob_mega, byte *ob_walkdata, int32 x, int32 y, int32 dir); void earlySlowOut(byte *ob_mega, byte *ob_walkdata); void allocateRouteMem(); WalkData *getRouteMem(); void freeRouteMem(); void freeAllRouteMem(); void addWalkGrid(int32 gridResource); void removeWalkGrid(int32 gridResource); void clearWalkGridList(); void plotWalkGrid(); }; } // End of namespace Sword2 #endif