/* ScummVM - Scumm Interpreter * Copyright (C) 2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "stdafx.h" #include "queen/walk.h" #include "queen/logic.h" #include "queen/graphics.h" #include "queen/defs.h" namespace Queen { const MovePersonData Walk::_moveData[] = { {"COMPY", -1, -6, 1, 6, 0, 0, 0, 0,12,12,1,14}, {"DEINO", -1, -8, 1, 8, 0, 0, 0, 0,11,11,1,10}, {"FAYE", -1, -6, 1, 6,13,18, 7,12,19,22,2, 5}, {"GUARDS", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7,2, 5}, {"PRINCESS1", -1, -6, 1, 6,13,18, 7,12,19,21,2, 5}, {"PRINCESS2", -1, -6, 1, 6,13,18, 7,12,19,21,2, 5}, {"AMGUARD", -1, -6, 1, 6,13,18, 7,12,19,21,2, 5}, {"SPARKY", -1, -6, 1, 6,13,18, 7,12,21,20,2, 5}, {"LOLA_SHOWER", -1, -6,55,60, 0, 0, 0, 0, 7, 7,2, 5}, {"LOLA", -24,-29,24,29, 0, 0, 0, 0,30,30,2, 5}, {"BOB", -15,-20,15,20,21,26, 0, 0,27,29,2, 5}, {"CHEF", -1, -4, 1, 4, 0, 0, 0, 0, 1, 5,2, 4}, {"HENRY", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7,2, 6}, {"ANDERSON", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7,2, 5}, {"JASPAR", -4, -9, 4, 9,16,21,10,15, 1, 3,1,10}, {"PYGMY", -7,-12, 7,12, 0, 0, 0, 0,27,27,2, 5}, {"FRANK", 7, 12, 1, 6, 0, 0, 0, 0,13,13,2, 4}, {"WEDGEWOOD", -20,-25,20,25, 0, 0, 0, 0, 1, 1,1, 5}, {"TMPD", -1, -6, 1, 6,13,18, 7,12,19,21,2, 5}, {"IAN", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7,2, 6}, {"*", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0, 0} }; Walk::Walk(Logic *logic, Graphics *graphics) : _logic(logic), _graphics(graphics) { } void Walk::joeMoveBlock(int facing, uint16 areaNum, uint16 walkDataNum) { warning("Walk::moveJoeBlock() partially implemented"); _graphics->bob(0)->animating = false; // XXX CAN=-2; // Make Joe face the right direction _joeMoveBlock = true; _logic->joeFacing(facing); _logic->joeFace(); _logic->newRoom(0); _logic->entryObj(0); // XXX cutaway calls } void Walk::animateJoePrepare() { // queen.c l.2748-2788 uint16 i; for (i = 1; i <= _walkDataCount; ++i) { WalkData *pwd = &_walkData[i]; if (pwd->dx < 0) { pwd->anim.set(11, 16 + FRAMES_JOE_XTRA, DIR_LEFT); } else { pwd->anim.set(11, 16 + FRAMES_JOE_XTRA, DIR_RIGHT); } int16 k = ABS(pwd->dy); int16 ds = pwd->area->scaleDiff(); if (ds > 0) { k *= ((k * ds) / pwd->area->box.yDiff()) / 2; } if (ABS(pwd->dx) < k) { if (pwd->dy < 0) { if (ds < 0) { pwd->anim.set(17 + FRAMES_JOE_XTRA, 22 + FRAMES_JOE_XTRA, DIR_FRONT); } else { pwd->anim.set(23 + FRAMES_JOE_XTRA, 28 + FRAMES_JOE_XTRA, DIR_BACK); } } else if (pwd->dy > 0) { if (ds < 0) { pwd->anim.set(23 + FRAMES_JOE_XTRA, 28 + FRAMES_JOE_XTRA, DIR_BACK); } else { pwd->anim.set(17 + FRAMES_JOE_XTRA, 22 + FRAMES_JOE_XTRA, DIR_FRONT); } } } } } void Walk::animateJoe() { // queen.c l.2789-2835 uint16 lastDirection = 0; uint16 i; BobSlot *pbs = _graphics->bob(0); _logic->joeFacing(_walkData[1].anim.facing); _logic->joeScale(_walkData[1].area->calcScale(pbs->y)); _logic->joeFace(); bool interrupted = false; for (i = 1; i <= _walkDataCount && !interrupted; ++i) { WalkData *pwd = &_walkData[i]; // area has been turned off, see if we should execute a cutaway if (pwd->area->mapNeighbours < 0) { joeMoveBlock(pwd->anim.facing, pwd->areaNum, i); return; } if (lastDirection != pwd->anim.facing) { _graphics->bobAnimNormal(0, pwd->anim.firstFrame, pwd->anim.lastFrame, 1, false, false); } uint16 moveSpeed = _logic->findScale(pbs->x, pbs->y) * 6 / 100; _graphics->bobMove(0, pbs->x + pwd->dx, pbs->y + pwd->dy, moveSpeed); pbs->xflip = (pbs->xdir < 0); while (pbs->moving) { // adjust Joe's movespeed according to scale pbs->scale = pwd->area->calcScale(pbs->y); _logic->joeScale(pbs->scale); if (pbs->xmajor) { pbs->speed = pbs->scale * 6 / 100; } else { pbs->speed = pbs->scale * 3 / 100; } if (pbs->speed == 0) { pbs->speed = 1; } _graphics->update(); // CHECK_PLAYER(); if (_logic->joeWalk() == 2) { // || cutQuit // we are about to do something else, so stop walking interrupted = true; pbs->moving = false; } } lastDirection = pwd->anim.facing; } _logic->joeFacing(lastDirection); } void Walk::animatePersonPrepare(const MovePersonData *mpd, int direction) { // queen.c l.2469-2572 int i; for (i = 1; i <= _walkDataCount; ++i) { WalkData *pwd = &_walkData[i]; if (pwd->dx < 0) { pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_LEFT); } else if (pwd->dx > 0) { pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_RIGHT); } else { if (ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) { pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_RIGHT); } else { // we have specific moves for this actor, see what direction they were last facing if (direction == -3) { // previously facing right pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_LEFT); } else { // previously facing left pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_RIGHT); } } } int16 k = ABS(pwd->dy); int16 ds = pwd->area->scaleDiff(); if (ds > 0) { k *= ((k * ds) / pwd->area->box.yDiff()) / 2; } if(ABS(pwd->dx) < k) { if (pwd->dy < 0) { if (mpd->walkBack1 > 0) { pwd->anim.set(mpd->walkBack1, mpd->walkBack2, DIR_BACK); } else if (pwd->dx < 0) { pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_BACK); } else { pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_BACK); } } else if (pwd->dy > 0) { if (mpd->walkFront1 > 0) { pwd->anim.set(mpd->walkFront1, mpd->walkFront2, DIR_FRONT); } else if(ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) { if (pwd->dx < 0) { pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_FRONT); } else { pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_FRONT); } } else { // we have a special move for left/right, so select that instead! if (direction == -3) { // previously facing right pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_FRONT); } else { // previously facing left pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_FRONT); } } } } } } void Walk::animatePerson(const MovePersonData *mpd, uint16 image, uint16 bobNum, uint16 bankNum, int direction) { // queen.c l.2572-2651 BobSlot *pbs = _graphics->bob(bobNum); // check to see which way person should be facing if (mpd->walkLeft1 == mpd->walkRight1) { pbs->xflip = (direction == -3); } else { // they have special walk for left and right, so don't flip pbs->xflip = false; } uint16 i; for (i = 1; i <= _walkDataCount; ++i) { WalkData *pwd = &_walkData[i]; // unpack necessary frames for bob animation uint16 dstFrame = image; uint16 srcFrame = ABS(pwd->anim.firstFrame); while (srcFrame <= ABS(pwd->anim.lastFrame)) { _graphics->bankUnpack(srcFrame, dstFrame, bankNum); ++dstFrame; ++srcFrame; } // pass across bobs direction ONLY if walk is a mirror flip! if (ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) { _graphics->bobAnimNormal(bobNum, image, dstFrame - 1, mpd->animSpeed, false, pbs->xflip); } else { _graphics->bobAnimNormal(bobNum, image, dstFrame - 1, mpd->animSpeed, false, false); } // move other actors at correct speed relative to scale uint16 moveSpeed = _logic->findScale(pbs->x, pbs->y) * mpd->moveSpeed / 100; _graphics->bobMove(bobNum, pbs->x + pwd->dx, pbs->y + pwd->dy, moveSpeed); // flip if one set of frames for actor if (mpd->walkLeft1 < 0 || ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) { pbs->xflip = pwd->dx < 0; } while (pbs->moving) { _graphics->update(); uint16 scale = pwd->area->calcScale(pbs->y); pbs->scale = scale; if (pbs->xmajor) { pbs->speed = scale * mpd->moveSpeed / 100; } else { pbs->speed = scale * (mpd->moveSpeed / 2) / 100; } // if (cutQuit) } } } void Walk::joeMove(int direction, uint16 endx, uint16 endy, bool inCutaway) { // CAN=0 initWalkData(); uint16 oldx = _graphics->bob(0)->x; uint16 oldy = _graphics->bob(0)->y; _logic->joeWalk(1); uint16 oldPos = _logic->zoneInArea(ZONE_ROOM, oldx, oldy); uint16 newPos = _logic->zoneInArea(ZONE_ROOM, endx, endy); debug(9, "Walk::joeMove(%d, %d, %d, %d, %d) - old = %d, new = %d", direction, oldx, oldy, endx, endy, oldPos, newPos); // if in cutaway, allow Joe to walk anywhere if(newPos == 0 && inCutaway) { incWalkData(oldx, oldy, endx, endy, oldPos); } else { calc(oldPos, newPos, oldx, oldy, endx, endy); } if (_walkDataCount > 0) { animateJoePrepare(); animateJoe(); } else { // SPEAK(JOE_RESPstr[4],"JOE",find_cd_desc(4)); } _graphics->bob(0)->animating = false; // XXX if ((CAN==-1) && (walkgameload==0)) NEW_ROOM=0; // XXX walkgameload=0; if (!_joeMoveBlock && direction > 0) { _logic->joeFacing(direction); } _logic->joePrevFacing(_logic->joeFacing()); _logic->joeFace(); } void Walk::personMove(const Person *pp, uint16 endx, uint16 endy, uint16 curImage, int direction) { if (endx == 0 && endy == 0) { warning("Walk::personMove() - endx == 0 && endy == 0"); return; } // TODO: room 69 specific // CAN = 0; initWalkData(); uint16 bobNum = pp->actor->bobNum; uint16 bankNum = pp->bankNum; uint16 oldx = _graphics->bob(bobNum)->x; uint16 oldy = _graphics->bob(bobNum)->y; uint16 oldPos = _logic->zoneInArea(ZONE_ROOM, oldx, oldy); uint16 newPos = _logic->zoneInArea(ZONE_ROOM, endx, endy); debug(9, "Walk::personMove(%d, %d, %d, %d, %d) - old = %d, new = %d", direction, oldx, oldy, endx, endy, oldPos, newPos); calc(oldPos, newPos, oldx, oldy, endx, endy); // find MovePersonData associated to Person const MovePersonData *mpd = _moveData; while (mpd->name[0] != '*') { if (scumm_stricmp(mpd->name, pp->name) == 0) { break; } ++mpd; } if (_walkDataCount > 0) { animatePersonPrepare(mpd, direction); animatePerson(mpd, curImage, bobNum, bankNum, direction); } uint16 standingFrame = 0; if (bobNum <= 3) { standingFrame = 29 + FRAMES_JOE_XTRA + bobNum; } else { warning("Walk::personMove() - Wrong bob number : %d", bobNum); } // make other person face the right direction BobSlot *pbs = _graphics->bob(bobNum); pbs->endx = endx; pbs->endy = endy; pbs->animating = false; pbs->scale = _walkData[_walkDataCount].area->calcScale(endy); if (_walkData[_walkDataCount].anim.facing == DIR_BACK) { _graphics->bankUnpack(mpd->backStandingFrame, standingFrame, bankNum); } else { _graphics->bankUnpack(mpd->frontStandingFrame, standingFrame, bankNum); } uint16 obj = _logic->objectForPerson(bobNum); if (_walkData[_walkDataCount].dx < 0) { _logic->objectData(obj)->image = -3; pbs->xflip = true; } else { _logic->objectData(obj)->image = -4; pbs->xflip = false; } pbs->frameNum = standingFrame; } void Walk::calc(uint16 oldPos, uint16 newPos, uint16 oldx, uint16 oldy, uint16 x, uint16 y) { // if newPos is outside of an AREA then traverse Y axis until an AREA is found if (newPos == 0) { newPos = findAreaPosition(&x, &y, true); } // do the same for oldPos in case Joe somehow sits on the border of an AREA // and does not register if (oldPos == 0) { oldPos = findAreaPosition(&oldx, &oldy, false); } if (oldPos == newPos) { incWalkData(oldx, oldy, x, y, newPos); } else if (calcPath(oldPos, newPos)) { uint16 i; uint16 px = oldx; uint16 py = oldy; for (i = 2; i <= _areaListCount; ++i) { uint16 a1 = _areaList[i - 1]; uint16 a2 = _areaList[i]; const Area *pa1 = _logic->currentRoomArea(a1); const Area *pa2 = _logic->currentRoomArea(a2); uint16 x1 = calcC(pa1->box.x1, pa1->box.x2, pa2->box.x1, pa2->box.x2, px); uint16 y1 = calcC(pa1->box.y1, pa1->box.y2, pa2->box.y1, pa2->box.y2, py); incWalkData(px, py, x1, y1, a1); px = x1; py = y1; } incWalkData(px, py, x, y, newPos); } } uint16 Walk::calcC(uint16 c1, uint16 c2, uint16 c3, uint16 c4, uint16 lastc) { uint16 s1 = MAX(c1, c3); uint16 s2 = MIN(c2, c4); uint16 c; if ((lastc >= s1 && lastc <= s2) || (lastc >= s2 && lastc <= s1)) { c = lastc; } else { c = (s1 + s2) / 2; } return c; } int16 Walk::findAreaPosition(uint16 *x, uint16 *y, bool recalibrate) { // In order to locate the nearest available area, the original algorithm // computes the X (or Y) closest face distance for each available area. We // simply added the case where the pointer is neither lying in the X range // nor in the Y one. // To get an example of this in action, in the room D1, make Joe walking // to the wall at the right of the window (just above the radiator). On the // original game, Joe will go to the left door... uint16 i; uint16 pos = 1; uint32 minDist = ~0; const Box *b = &_logic->currentRoomArea(1)->box; for (i = 1; i <= _logic->currentRoomAreaMax(); ++i) { b = &_logic->currentRoomArea(i)->box; uint16 dx1 = ABS(b->x1 - *x); uint16 dx2 = ABS(b->x2 - *x); uint16 dy1 = ABS(b->y1 - *y); uint16 dy2 = ABS(b->y2 - *y); uint16 csx = MIN(dx1, dx2); uint16 csy = MIN(dy1, dy2); bool inX = (*x >= b->x1) && (*x <= b->x2); bool inY = (*y >= b->y1) && (*y <= b->y2); uint32 dist = minDist; if (!inX && !inY) { dist = csx * csx + csy * csy; } else if (inX) { dist = csy * csy; } else if (inY) { dist = csx * csx; } if (dist < minDist) { minDist = dist; pos = i; } } // we now have the closest area near X,Y, so we can recalibrate // the X,Y coord to be in this area if (recalibrate) { b = &_logic->currentRoomArea(pos)->box; if(*x < b->x1) *x = b->x1; if(*x > b->x2) *x = b->x2; if(*y < b->y1) *y = b->y1; if(*y > b->y2) *y = b->y2; } return pos; } uint16 Walk::findFreeArea(uint16 area) const { uint16 testArea; uint16 freeArea = 0; uint16 map = ABS(_logic->currentRoomArea(area)->mapNeighbours); for (testArea = 1; testArea <= _logic->currentRoomAreaMax(); ++testArea) { int b = _logic->currentRoomAreaMax() - testArea; if (map & (1 << b)) { // connecting area, check if it's been struck off if(!isAreaStruck(testArea)) { // legitimate connecting area, keep it freeArea = testArea; break; } } } return freeArea; } bool Walk::isAreaStruck(uint16 area) const { uint16 i; bool found = false; for (i = 1; i <= _areaStrikeCount; ++i) { if (_areaStrike[i] == area) { found = true; break; } } return found; } bool Walk::calcPath(uint16 oldArea, uint16 newArea) { debug(9, "Walk::calcPath(%d, %d)", oldArea, newArea); _areaList[1] = _areaStrike[1] = oldArea; _areaListCount = _areaStrikeCount = 1; uint16 area = oldArea; while (_areaListCount > 0 && area != newArea) { area = findFreeArea(area); if (!area) { // wrong path, rolling back _areaList[_areaListCount] = 0; --_areaListCount; area = _areaList[_areaListCount]; } else { ++_areaListCount; _areaList[_areaListCount] = area; if(!isAreaStruck(area)) { ++_areaStrikeCount; _areaStrike[_areaStrikeCount] = area; } } } return _areaList[1] != 0; } void Walk::initWalkData() { _walkDataCount = 0; memset(_walkData, 0, sizeof(_walkData)); _areaStrikeCount = 0; memset(_areaStrike, 0, sizeof(_areaStrike)); _areaListCount = 0; memset(_areaList, 0, sizeof(_areaList)); _joeMoveBlock = false; } void Walk::incWalkData(uint16 px, uint16 py, uint16 x, uint16 y, uint16 areaNum) { debug(9, "Walk::incWalkData(%d, %d, %d)", (int16)(x - px), (int16)(y - py), areaNum); if (px != x || py != y) { ++_walkDataCount; WalkData *pwd = &_walkData[_walkDataCount]; pwd->dx = x - px; pwd->dy = y - py; pwd->area = _logic->currentRoomArea(areaNum); pwd->areaNum = areaNum; // pwd->sign = ((pwd->dx < 0) ? -1 : ((pwd->dx > 0) ? 1 : 0)) ; } } } // End of namespace Queen