/* Copyright (C) 1994-2004 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ // WALKER.CPP by James (14nov96) // Script functions for moving megas about the place & also for keeping tabs // on them #include "common/stdafx.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/interpreter.h" #include "sword2/logic.h" #include "sword2/resman.h" #include "sword2/driver/d_draw.h" namespace Sword2 { /** * Walk mega to (x,y,dir). Set RESULT to 0 if it succeeded. Otherwise, set * RESULT to 1. */ int32 Logic::fnWalk(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure // 3 pointer to object's walkdata structure // 4 target x-coord // 5 target y-coord // 6 target direction (8 means end walk on ANY direction) ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]); ObjectGraphic *ob_graph = (ObjectGraphic *) _vm->_memory->decodePtr(params[1]); ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[2]); int16 target_x = (int16) params[4]; int16 target_y = (int16) params[5]; uint8 target_dir = (uint8) params[6]; ObjectWalkdata *ob_walkdata; // If this is the start of the walk, calculate the route. if (!ob_logic->looping) { // If we're already there, don't even bother allocating // memory and calling the router, just quit back & continue // the script! This avoids an embarassing mega stand frame // appearing for one cycle when we're already in position for // an anim eg. repeatedly clicking on same object to repeat // an anim - no mega frame will appear in between runs of the // anim. if (ob_mega->feet_x == target_x && ob_mega->feet_y == target_y && ob_mega->current_dir == target_dir) { _scriptVars[RESULT] = 0; return IR_CONT; } assert(params[6] >= 0 && params[6] <= 8); ob_walkdata = (ObjectWalkdata *) _vm->_memory->decodePtr(params[3]); ob_mega->walk_pc = 0; // Set up mem for _walkData in route_slots[] & set mega's // 'route_slot_id' accordingly _router->allocateRouteMem(); int32 route = _router->routeFinder(ob_mega, ob_walkdata, target_x, target_y, target_dir); // 0 = can't make route to target // 1 = created route // 2 = zero route but may need to turn if (route == 1 || route == 2) { // so script fnWalk loop continues until end of // walk-anim ob_logic->looping = 1; // need to animate the route now, so don't set result // or return yet! // started walk ob_mega->currently_walking = 1; // (see fnGetPlayerSaveData() in save_rest.cpp } else { _router->freeRouteMem(); _scriptVars[RESULT] = 1; return IR_CONT; } // Walk is about to start, so set the mega's graphic resource ob_graph->anim_resource = ob_mega->megaset_res; } else if (_scriptVars[EXIT_FADING] && _vm->_graphics->getFadeStatus() == RDFADE_BLACK) { // Double clicked an exit so quit the walk when screen is black // ok, thats it - back to script and change screen ob_logic->looping = 0; _router->freeRouteMem(); // Must clear in-case on the new screen there's a walk // instruction (which would get cut short) _scriptVars[EXIT_CLICK_ID] = 0; // finished walk ob_mega->currently_walking = 0; // see fnGetPlayerSaveData() in save_rest.cpp _scriptVars[RESULT] = 0; // continue the script so that RESULT can be checked! return IR_CONT; } // get pointer to walkanim & current frame position WalkData *walkAnim = _router->getRouteMem(); int32 walk_pc = ob_mega->walk_pc; // If stopping the walk early, overwrite the next step with a // slow-out, then finish if (checkEventWaiting()) { if (walkAnim[walk_pc].step == 0 && walkAnim[walk_pc + 1].step == 1) { // At the beginning of a step ob_walkdata = (ObjectWalkdata *) _vm->_memory->decodePtr(params[3]); _router->earlySlowOut(ob_mega, ob_walkdata); } } // Get new frame of walk ob_graph->anim_pc = walkAnim[walk_pc].frame; ob_mega->current_dir = walkAnim[walk_pc].dir; ob_mega->feet_x = walkAnim[walk_pc].x; ob_mega->feet_y = walkAnim[walk_pc].y; // Check if NEXT frame is in fact the end-marker of the walk sequence // so we can return to script just as the final (stand) frame of the // walk is set - so that if followed by an anim, the anim's first // frame replaces the final stand-frame of the walk (see below) // '512' is end-marker if (walkAnim[walk_pc + 1].frame == 512) { ob_logic->looping = 0; _router->freeRouteMem(); // finished walk ob_mega->currently_walking = 0; // (see fnGetPlayerSaveData() in save_rest.cpp // if George's walk has been interrupted to run a new action // script for instance or Nico's walk has been interrupted by // player clicking on her to talk // There used to be code here for checking if two megas were // colliding, but that code had been commented out, and it // was only run if a function that always returned zero // returned non-zero. if (checkEventWaiting()) { startEvent(); _scriptVars[RESULT] = 1; return IR_TERMINATE; } else { _scriptVars[RESULT] = 0; // CONTINUE the script so that RESULT can be checked! // Also, if an anim command follows the fnWalk command, // the 1st frame of the anim (which is always a stand // frame itself) can replace the final stand frame of // the walk, to hide the slight difference between the // shrinking on the mega frames and the pre-shrunk anim // start-frame. return IR_CONT; } } // Increment the walkanim frame number and come back next cycle ob_mega->walk_pc++; return IR_REPEAT; } /** * Walk mega to start position of anim */ int32 Logic::fnWalkToAnim(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure // 3 pointer to object's walkdata structure // 4 anim resource id int32 pars[7]; // Walkdata is needed for earlySlowOut if player clicks elsewhere // during the walk. pars[0] = params[0]; pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]); // If this is the start of the walk, read anim file to get start coords if (!ob_logic->looping) { byte *anim_file = _vm->_resman->openResource(params[4]); AnimHeader *anim_head = _vm->fetchAnimHeader( anim_file ); pars[4] = anim_head->feetStartX; pars[5] = anim_head->feetStartY; pars[6] = anim_head->feetStartDir; _vm->_resman->closeResource(params[4]); // If start coords not yet set in anim header, use the standby // coords (which should be set beforehand in the script). if (pars[4] == 0 && pars[5] == 0) { byte buf[NAME_LEN]; pars[4] = _standbyX; pars[5] = _standbyY; pars[6] = _standbyDir; debug(3, "WARNING: fnWalkToAnim(%s) used standby coords", _vm->fetchObjectName(params[4], buf)); } assert(pars[6] >= 0 && pars[6] <= 7); } return fnWalk(pars); } /** * Turn mega to the specified direction. Just needs to call fnWalk() with * current feet coords, so router can produce anim of turn frames. */ int32 Logic::fnTurn(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure // 3 pointer to object's walkdata structure // 4 target direction int32 pars[7]; pars[0] = params[0]; pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]); // If this is the start of the turn, get the mega's current feet // coords + the required direction if (!ob_logic->looping) { assert(params[4] >= 0 && params[4] <= 7); ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[2]); pars[4] = ob_mega->feet_x; pars[5] = ob_mega->feet_y; pars[6] = params[4]; } return fnWalk(pars); } /** * Stand mega at (x,y,dir) * Sets up the graphic object, but also needs to set the new 'current_dir' in * the mega object, so the router knows in future */ int32 Logic::fnStandAt(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 target x-coord // 3 target y-coord // 4 target direction assert(params[4] >= 0 && params[4] <= 7); ObjectGraphic *ob_graph = (ObjectGraphic *) _vm->_memory->decodePtr(params[0]); ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[1]); // set up the stand frame & set the mega's new direction ob_mega->feet_x = params[2]; ob_mega->feet_y = params[3]; ob_mega->current_dir = params[4]; // mega-set animation file ob_graph->anim_resource = ob_mega->megaset_res; // dir + first stand frame (always frame 96) ob_graph->anim_pc = params[4] + 96; return IR_CONT; } /** * Stand mega into the specified direction at current feet coords. * Just needs to call fnStandAt() with current feet coords. */ int32 Logic::fnStand(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 target direction ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[1]); int32 pars[5]; pars[0] = params[0]; pars[1] = params[1]; pars[2] = ob_mega->feet_x; pars[3] = ob_mega->feet_y; pars[4] = params[2]; return fnStandAt(pars); } /** * stand mega at end position of anim */ int32 Logic::fnStandAfterAnim(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 anim resource id byte *anim_file = _vm->_resman->openResource(params[2]); AnimHeader *anim_head = _vm->fetchAnimHeader(anim_file); int32 pars[5]; pars[0] = params[0]; pars[1] = params[1]; pars[2] = anim_head->feetEndX; pars[3] = anim_head->feetEndY; pars[4] = anim_head->feetEndDir; // If start coords not available either use the standby coords (which // should be set beforehand in the script) if (pars[2] == 0 && pars[3] == 0) { byte buf[NAME_LEN]; pars[2] = _standbyX; pars[3] = _standbyY; pars[4] = _standbyDir; debug(3, "WARNING: fnStandAfterAnim(%s) used standby coords", _vm->fetchObjectName(params[2], buf)); } assert(pars[4] >= 0 && pars[4] <= 7); _vm->_resman->closeResource(params[2]); return fnStandAt(pars); } /** * Stand mega at start position of anim */ int32 Logic::fnStandAtAnim(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 anim resource id byte *anim_file = _vm->_resman->openResource(params[2]); AnimHeader *anim_head = _vm->fetchAnimHeader(anim_file); int32 pars[5]; pars[0] = params[0]; pars[1] = params[1]; pars[2] = anim_head->feetStartX; pars[3] = anim_head->feetStartY; pars[4] = anim_head->feetStartDir; // If start coords not available use the standby coords (which should // be set beforehand in the script) if (pars[2] == 0 && pars[3] == 0) { byte buf[NAME_LEN]; pars[2] = _standbyX; pars[3] = _standbyY; pars[4] = _standbyDir; debug(3, "WARNING: fnStandAtAnim(%s) used standby coords", _vm->fetchObjectName(params[2], buf)); } assert(pars[4] >= 0 && pars[4] <= 7); _vm->_resman->closeResource(params[2]); return fnStandAt(pars); } /** * Work out direction from start to dest. */ // Used in whatTarget(); not valid for all megas #define diagonalx 36 #define diagonaly 8 int Logic::whatTarget(int startX, int startY, int destX, int destY) { int deltaX = destX - startX; int deltaY = destY - startY; // 7 0 1 // 6 2 // 5 4 3 // Flat route if (ABS(deltaY) * diagonalx < ABS(deltaX) * diagonaly / 2) return (deltaX > 0) ? 2 : 6; // Vertical route if (ABS(deltaY) * diagonalx / 2 > ABS(deltaX) * diagonaly) return (deltaY > 0) ? 4 : 0; // Diagonal route if (deltaX > 0) return (deltaY > 0) ? 3 : 1; return (deltaY > 0) ? 5 : 7; } /** * Turn mega to face point (x,y) on the floor * Just needs to call fnWalk() with current feet coords & direction computed * by whatTarget() */ int32 Logic::fnFaceXY(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure // 3 pointer to object's walkdata structure // 4 target x-coord // 5 target y-coord int32 pars[7]; pars[0] = params[0]; pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]); // If this is the start of the turn, get the mega's current feet // coords + the required direction if (!ob_logic->looping) { ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[2]); pars[4] = ob_mega->feet_x; pars[5] = ob_mega->feet_y; pars[6] = whatTarget(ob_mega->feet_x, ob_mega->feet_y, params[4], params[5]); } return fnWalk(pars); } int32 Logic::fnFaceMega(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure // 3 pointer to object's walkdata structure // 4 id of target mega to face int32 pars[7]; pars[0] = params[0]; pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]); // If this is the start of the walk, decide where to walk to. if (!ob_logic->looping) { StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(params[4]); assert(head->fileType == GAME_OBJECT); // Call the base script. This is the graphic/mouse service // call, and will set _engineMega to the ObjectMega of mega we // want to turn to face. char *raw_script_ad = (char *) head; uint32 null_pc = 3; runScript(raw_script_ad, raw_script_ad, &null_pc); _vm->_resman->closeResource(params[4]); ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[2]); pars[3] = params[3]; pars[4] = ob_mega->feet_x; pars[5] = ob_mega->feet_y; pars[6] = whatTarget(ob_mega->feet_x, ob_mega->feet_y, _engineMega.feet_x, _engineMega.feet_y); } return fnWalk(pars); } /** * Route to the left or right hand side of target id, if possible. */ int32 Logic::fnWalkToTalkToMega(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure // 3 pointer to object's walkdata structure // 4 id of target mega to face // 5 distance int32 pars[7]; pars[0] = params[0]; pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]); // If this is the start of the walk, calculate the route. if (!ob_logic->looping) { StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(params[4]); assert(head->fileType == GAME_OBJECT); // Call the base script. This is the graphic/mouse service // call, and will set _engineMega to the ObjectMega of mega we // want to route to. char *raw_script_ad = (char *) head; uint32 null_pc = 3; runScript(raw_script_ad, raw_script_ad, &null_pc); _vm->_resman->closeResource(params[4]); // Stand exactly beside the mega, ie. at same y-coord pars[5] = _engineMega.feet_y; ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[2]); // Apply scale factor to walk distance. Ay+B gives 256 * scale // ie. 256 * 256 * true_scale for even better accuracy, ie. // scale = (Ay + B) / 256 int scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b) / 256; int mega_separation = (params[5] * scale) / 256; debug(4, "Target is at (%d, %d), separation %d", _engineMega.feet_x, _engineMega.feet_y, mega_separation); if (_engineMega.feet_x < ob_mega->feet_x) { // Target is left of us, so aim to stand to their // right. Face down_left pars[4] = _engineMega.feet_x + mega_separation; pars[6] = 5; } else { // Ok, must be right of us so aim to stand to their // left. Face down_right. pars[4] = _engineMega.feet_x - mega_separation; pars[6] = 3; } } return fnWalk(pars); } int32 Logic::fnSetWalkGrid(int32 *params) { // params: none error("fnSetWalkGrid() is no longer a valid opcode"); return IR_CONT; } /** * Add this walkgrid resource to the list of those used for routing in this * location. Note that this is ignored if the resource is already in the list. */ int32 Logic::fnAddWalkGrid(int32 *params) { // params: 0 id of walkgrid resource // All objects that add walkgrids must be restarted whenever we // re-enter a location. // DON'T EVER KILL GEORGE! if (_scriptVars[ID] != 8) { // Need to call this in case it wasn't called in script! fnAddToKillList(NULL); } _router->addWalkGrid(params[0]); fnPreLoad(params); return IR_CONT; } /** * Remove this walkgrid resource from the list of those used for routing in * this location. Note that this is ignored if the resource isn't actually * in the list. */ int32 Logic::fnRemoveWalkGrid(int32 *params) { // params: 0 id of walkgrid resource _router->removeWalkGrid(params[0]); return IR_CONT; } int32 Logic::fnRegisterWalkGrid(int32 *params) { // params: none error("fnRegisterWalkGrid() is no longer a valid opcode"); return IR_CONT; } int32 Logic::fnSetScaling(int32 *params) { // params: 0 pointer to object's mega structure // 1 scale constant A // 2 scale constant B // 256 * s = A * y + B // Where s is system scale, which itself is (256 * actual_scale) ie. // s == 128 is half size ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[0]); ob_mega->scale_a = params[1]; ob_mega->scale_b = params[2]; return IR_CONT; } /** * Set the standby walk coords to be used by fnWalkToAnim() and * fnStandAfterAnim() when the anim header's start/end coords are zero. * Useful during development; can stay in final game anyway. */ int32 Logic::fnSetStandbyCoords(int32 *params) { // params: 0 x-coord // 1 y-coord // 2 direction (0..7) assert(params[2] >= 0 && params[2] <= 7); _standbyX = (int16) params[0]; _standbyY = (int16) params[1]; _standbyDir = (uint8) params[2]; return IR_CONT; } } // End of namespace Sword2