/* Copyright (C) 1994-2003 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 // FN_walk() // walk to (x,y,dir) // FN_walk_to_anim() // walk to start position of anim // FN_turn() // turn to (dir) // FN_stand_at() // stand at (x,y,dir) // FN_stand() // stand facing (dir) // FN_stand_after_anim() // stand at end position of anim // FN_face_id() // turn to face object (id) // FN_face_xy() // turn to face point (x,y) // FN_is_facing() // is mega (id) facing us? // FN_get_pos() // get details of another mega's position //-------------------------------------------------------------------------------------- //#include "src\driver96.h" #include "console.h" #include "defs.h" #include "events.h" #include "function.h" #include "interpreter.h" #include "logic.h" // for FN_add_to_kill_list #include "object.h" #include "protocol.h" #include "router.h" #include "sync.h" //-------------------------------------------------------------------------------------- int16 standby_x; // see FN_set_standby_coords int16 standby_y; uint8 standby_dir; //-------------------------------------------------------------------------------------- /* uint8 Check_walk_anim_ok( Object_mega *ob_mega, Object_walkdata *ob_walkdata ); //-------------------------------------------------------------------------------------- // NEW CODE TO VERIFY THAT THE WALK-ANIM CONTAINS NO INVALID FRAMES! // (James 15sep97) uint8 Check_walk_anim_ok( Object_mega *ob_mega, Object_walkdata *ob_walkdata ) { int32 walk_pc=0; _walkData *walkAnim; uint8 *anim_file; _animHeader *anim_head; uint32 lastValidFrameNo; uint8 ok=1; anim_file = res_man.Res_open(ob_mega->megaset_res); // open mega-set file anim_head = FetchAnimHeader( anim_file ); // set up pointer to the animation header lastValidFrameNo = anim_head->noAnimFrames-1; // get last valid frame number res_man.Res_close(ob_mega->megaset_res); // close file walkAnim = LockRouteMem(); // lock the _walkData array while (ok && (walkAnim[walk_pc].frame != 512)) // '512' id end-marker { if (walkAnim[walk_pc].frame > lastValidFrameNo) // if frame exceeds the allowed range ok=0; walk_pc++; } FloatRouteMem(); // allow _walkData array to float about memory again return(ok); } */ //-------------------------------------------------------------------------------------- // walk mega to (x,y,dir) int32 FN_walk(int32 *params) // James (14nov96) { // 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 Object_logic *ob_logic; Object_graphic *ob_graph; Object_mega *ob_mega; Object_walkdata *ob_walkdata; int16 target_x; int16 target_y; uint8 target_dir; int8 route; int32 walk_pc; _walkData *walkAnim; uint8 colliding=0; // set to 1 when collision avoided //---------------------------------------------------------------------------------------- // get the parameters ob_logic = (Object_logic *)params[0]; ob_graph = (Object_graphic *)params[1]; ob_mega = (Object_mega *)params[2]; target_x = params[4]; target_y = params[5]; target_dir = params[6]; //---------------------------------------------------------------------------------------- // if this is the start of the walk, calculate route if (ob_logic->looping==0) { //--------------------------- // 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)) { RESULT = 0; // 0 means ok - finished walk return(IR_CONT); // may as well continue the script } //--------------------------- if ((params[6] < 0) || (params[6] > 8)) // invalid direction (NB. '8' means end walk on ANY direction) Con_fatal_error("Invalid direction (%d) in FN_walk (%s line %u)",params[6],__FILE__,__LINE__); //--------------------------- ob_walkdata = (Object_walkdata *)params[3]; ob_mega->walk_pc=0; //always AllocateRouteMem(); // set up mem for _walkData in route_slots[] & set mega's 'route_slot_id' accordingly route = RouteFinder(ob_mega, ob_walkdata, target_x, target_y, target_dir); /* if (id == PLAYER) { nExtraBars = 0; nExtraNodes = 0; if ((route == 1) || (route == 2)) { megaOnGrid = 0; // if we have just checked a grid with the mega on the grid take the mega off reRouteGeorge = 0; } } */ if ((route == 1) || (route == 2)) // 1=created route 2=zero route but may need to turn { //------------------------------------------- ob_logic->looping = 1; // so script FN_walk loop continues until end of walk-anim // need to animate the route now, so don't set result or return yet! ob_mega->currently_walking=1; // started walk(James23jun97) // (see FN_get_player_savedata() in save_rest.cpp //------------------------------------------- } else // 0=can't make route to target { FreeRouteMem(); // free up the walkdata mem block RESULT = 1; // 1 means error, no walk created return(IR_CONT); // may as well continue the script } // ok, walk is about to start, so set the mega's graphic resource ob_graph->anim_resource = ob_mega->megaset_res; } //---------------------------------------------------------------------------------------- // double clicked an exit so quit the walk when screen is black else if ((EXIT_FADING) && (GetFadeStatus()==RDFADE_BLACK)) { // ok, thats it - back to script and change screen ob_logic->looping=0; // so script loop stops FreeRouteMem(); // free up the walkdata mem block EXIT_CLICK_ID=0; // must clear in-case on the new screen there's a walk instruction (which would get cut short) // EXIT_FADING=0; // this will be reset when we change screens, so we can use it in script to check if a 2nd-click came along ob_mega->currently_walking=0; // finished walk (James23jun97) // (see FN_get_player_savedata() in save_rest.cpp ob_mega->colliding=0; RESULT = 0; // 0 means ok return(IR_CONT); // continue the script so that RESULT can be checked! } //---------------------------------------------------------------------------------------- // get pointer to walkanim & current frame position walkAnim = LockRouteMem(); // lock the _walkData array walk_pc = ob_mega->walk_pc; //---------------------------------------------------------------------------------------- // if stopping the walk early, overwrite the next step with a slow-out, then finish if (Check_event_waiting()) { if ((walkAnim[walk_pc].step == 0) && (walkAnim[walk_pc+1].step == 1)) // at the beginning of a step { ob_walkdata = (Object_walkdata *)params[3]; EarlySlowOut(ob_mega,ob_walkdata); } } /* else if (CheckForCollision()) { if ((walkAnim[walk_pc].step == 0) && (walkAnim[walk_pc+1].step == 1)) // at the beginning of a step { ob_walkdata = (Object_walkdata *)params[3]; EarlySlowOut(ob_mega,ob_walkdata); ob_mega->colliding=1; } } */ //------------------------------------------------------------------ // 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) if (walkAnim[walk_pc+1].frame==512) // '512' is end-marker { ob_logic->looping=0; // so script loop stops FreeRouteMem(); // free up the walkdata mem block ob_mega->currently_walking=0; // finished walk(James23jun97) // (see FN_get_player_savedata() in save_rest.cpp /* if (ID==CUR_PLAYER_ID) { george_walking = 0; if (megaOnGrid == 2) megaOnGrid = 0; } */ if (Check_event_waiting()) // 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 ob_mega->colliding=0; // Don't care about collision now we've got an event Start_event(); RESULT = 1; // 1 means didn't finish walk return(IR_TERMINATE); } else if (ob_mega->colliding) // If we almost collided with another mega, { // then we want to re-route from scratch. ob_mega->colliding=0; // reset the flag now we've acknowledged the collision return(IR_REPEAT); // Stop the script, but repeat this call next cycle } else { RESULT = 0; // 0 means ok - finished walk return(IR_CONT); // CONTINUE the script so that RESULT can be checked! // Also, if an anim command follows the FN_walk 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. } } //---------------------------------------------------------------------------------------- // increment the walkanim frame number, float the walkanim & come back next cycle ob_mega->walk_pc++; FloatRouteMem(); // allow _walkData array to float about memory again return(IR_REPEAT); // stop the script, but repeat this call next cycle //------------------------------------------------------------------ } //-------------------------------------------------------------------------------------- // walk mega to start position of anim int32 FN_walk_to_anim(int32 *params) // James (14nov96) { // 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 Object_logic *ob_logic; uint8 *anim_file; _animHeader *anim_head; int32 pars[7]; //---------------------------------------------------------------------------------------- // if this is the start of the walk, read anim file to get start coords ob_logic = (Object_logic *)params[0]; if (ob_logic->looping==0) { anim_file = res_man.Res_open(params[4]); // open anim file anim_head = FetchAnimHeader( anim_file ); // point to animation header pars[4] = anim_head->feetStartX; // target_x pars[5] = anim_head->feetStartY; // target_y pars[6] = anim_head->feetStartDir; // target_dir res_man.Res_close(params[4]); // close anim file //------------------------------------------ if ((pars[4]==0)&&(pars[5]==0)) // if start coords not yet set in anim header { pars[4] = standby_x; // use the standby coords pars[5] = standby_y; // (which should be set beforehand in the script) pars[6] = standby_dir; Zdebug("WARNING: FN_walk_to_anim(%s) used standby coords", FetchObjectName(params[4])); } if ((pars[6] < 0) || (pars[6] > 7)) // check for invalid direction Con_fatal_error("Invalid direction (%d) in FN_walk_to_anim (%s line %u)", pars[6],__FILE__,__LINE__); //------------------------------------------ } //---------------------------------------------------------------------------------------- // set up the rest of the parameters for FN_walk() pars[0] = params[0]; pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; // walkdata - needed for EarlySlowOut if player clicks elsewhere during the walk //------------------------------------------------------------------------------------------------------- return FN_walk(pars); // call FN_walk() with target coords set to anim start position } //-------------------------------------------------------------------------------------- // turn mega to // just needs to call FN_walk() with current feet coords, so router can produce anim of turn frames int32 FN_turn(int32 *params) // James (15nov96) { // 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 Object_logic *ob_logic; Object_mega *ob_mega; int32 pars[7]; // if this is the start of the turn, get the mega's current feet coords + the required direction ob_logic = (Object_logic *)params[0]; if (ob_logic->looping==0) { //-------------------------------------------- if ((params[4] < 0) || (params[4] > 7)) // invalid direction Con_fatal_error("Invalid direction (%d) in FN_turn (%s line %u)",params[4],__FILE__,__LINE__); //-------------------------------------------- ob_mega = (Object_mega *)params[2]; pars[4] = ob_mega->feet_x; pars[5] = ob_mega->feet_y; pars[6] = params[4]; // DIRECTION to turn to } //---------------------------------------------------------------------------------------- // set up the rest of the parameters for FN_walk() pars[0] = params[0]; pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; //---------------------------------------------------------------------------------------- return FN_walk(pars); // call FN_walk() with target coords set to feet coords } //-------------------------------------------------------------------------------------- // 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 FN_stand_at(int32 *params) // James { // 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 Object_mega *ob_mega; Object_graphic *ob_graph; //---------------------------------------------------------------------------------------- // check for invalid direction if ((params[4] < 0) || (params[4] > 7)) // invalid direction Con_fatal_error("Invalid direction (%d) in FN_stand_at (%s line %u)",params[4],__FILE__,__LINE__); //---------------------------------------------------------------------------------------- // set up pointers to the graphic & mega structure ob_graph = (Object_graphic *)params[0]; ob_mega = (Object_mega *)params[1]; //---------------------------------------------------------------------------------------- // set up the stand frame & set the mega's new direction ob_graph->anim_resource = ob_mega->megaset_res; // mega-set animation file ob_mega->feet_x = params[2]; // x ob_mega->feet_y = params[3]; // y ob_graph->anim_pc = params[4]+96; // dir + first stand frame (always frame 96) ob_mega->current_dir = params[4]; // dir //---------------------------------------------------------------------------------------- return(IR_CONT); // continue the script } //-------------------------------------------------------------------------------------- // stand mega in at current feet coords // just needs to call FN_stand_at() with current feet coords int32 FN_stand(int32 *params) // James (15nov96) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 target direction Object_mega *ob_mega = (Object_mega *)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]; // DIRECTION to stand in return FN_stand_at(pars); // call FN_stand_at() with target coords set to feet coords } //-------------------------------------------------------------------------------------- // stand mega at end position of anim int32 FN_stand_after_anim(int32 *params) // James (14nov96) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 anim resource id uint8 *anim_file; _animHeader *anim_head; int32 pars[5]; //---------------------------------------------------------------------------------------- // open the anim file & set up a pointer to the animation header anim_file = res_man.Res_open(params[2]); // open anim file anim_head = FetchAnimHeader( anim_file ); //---------------------------------------------------------------------------------------- // set up the parameter list for FN_walk_to() pars[0] = params[0]; pars[1] = params[1]; pars[2] = anim_head->feetEndX; // x pars[3] = anim_head->feetEndY; // y pars[4] = anim_head->feetEndDir; // dir //---------------------------------------------------------------------------------------- if ((pars[2]==0)&&(pars[3]==0)) // if start coords not available either { pars[2] = standby_x; // use the standby coords pars[3] = standby_y; // (which should be set beforehand in the script) pars[4] = standby_dir; Zdebug("WARNING: FN_stand_after_anim(%s) used standby coords", FetchObjectName(params[2])); } if ((pars[4] < 0) || (pars[4] > 7)) // check for invalid direction Con_fatal_error("Invalid direction (%d) in FN_stand_after_anim (%s line %u)", pars[4],__FILE__,__LINE__); //---------------------------------------------------------------------------------------- // close the anim file res_man.Res_close(params[2]); // close anim file //---------------------------------------------------------------------------------------- return FN_stand_at(pars); // call FN_stand_at() with target coords set to anim end position } //-------------------------------------------------------------------------------------- // stand mega at start position of anim int32 FN_stand_at_anim(int32 *params) // James (07feb97) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 anim resource id uint8 *anim_file; _animHeader *anim_head; int32 pars[5]; //---------------------------------------------------------------------------------------- // open the anim file & set up a pointer to the animation header anim_file = res_man.Res_open(params[2]); // open anim file anim_head = FetchAnimHeader( anim_file ); //---------------------------------------------------------------------------------------- // set up the parameter list for FN_walk_to() pars[0] = params[0]; pars[1] = params[1]; pars[2] = anim_head->feetStartX; // x pars[3] = anim_head->feetStartY; // y pars[4] = anim_head->feetStartDir; // dir if ((pars[2]==0)&&(pars[3]==0)) // if start coords not available { pars[2] = standby_x; // use the standby coords pars[3] = standby_y; // (which should be set beforehand in the script) pars[4] = standby_dir; Zdebug("WARNING: FN_stand_at_anim(%s) used standby coords", FetchObjectName(params[2])); } if ((pars[4] < 0) || (pars[4] > 7)) // check for invalid direction Con_fatal_error("Invalid direction (%d) in FN_stand_after_anim (%s line %u)", pars[4],__FILE__,__LINE__); //------------------------------------------------------------------------------------------------------- // close the anim file res_man.Res_close(params[2]); // close anim file //------------------------------------------------------------------------------------------------------- return FN_stand_at(pars); // call FN_stand_at() with target coords set to anim end position } //-------------------------------------------------------------------------------------- // Code to workout direction from start to dest #define diagonalx 36 // used in what_target not valid for all megas jps 17mar95 #define diagonaly 8 int What_target(int startX, int startY, int destX, int destY) //S2.1(20Jul95JPS) { int tar_dir; //setting up int deltaX = destX-startX; int deltaY = destY-startY; int signX = (deltaX > 0); int signY = (deltaY > 0); int slope; if ( (abs(deltaY) * diagonalx ) < (abs(deltaX) * diagonaly / 2)) { slope = 0;// its flat } else if ( (abs(deltaY) * diagonalx / 2) > (abs(deltaX) * diagonaly ) ) { slope = 2;// its vertical } else { slope = 1;// its diagonal } if (slope == 0) //flat { if (signX == 1) // going right { tar_dir = 2; } else { tar_dir = 6; } } else if (slope == 2) //vertical { if (signY == 1) // going down { tar_dir = 4; } else { tar_dir = 0; } } else if (signX == 1) //right diagonal { if (signY == 1) // going down { tar_dir = 3; } else { tar_dir = 1; } } else //left diagonal { if (signY == 1) // going down { tar_dir = 5; } else { tar_dir = 7; } } return tar_dir; } //-------------------------------------------------------------------------------------- // turn mega to face point (x,y) on the floor // just needs to call FN_walk() with current feet coords & direction computed by What_target() int32 FN_face_xy(int32 *params) // James (29nov96) { // 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 Object_logic *ob_logic; Object_mega *ob_mega; int32 pars[7]; //---------------------------------------------------------------------------------------- // if this is the start of the turn, get the mega's current feet coords + the required direction ob_logic = (Object_logic *)params[0]; if (ob_logic->looping==0) { ob_mega = (Object_mega *)params[2]; pars[4] = ob_mega->feet_x; pars[5] = ob_mega->feet_y; pars[6] = What_target( ob_mega->feet_x, ob_mega->feet_y, params[4], params[5] ); // set target direction } //---------------------------------------------------------------------------------------- // set up the rest of the parameters for FN_walk() pars[0] = params[0]; pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; //---------------------------------------------------------------------------------------- return FN_walk(pars); // call FN_walk() with target coords set to feet coords } //-------------------------------------------------------------------------------------- int32 FN_face_mega(int32 *params) //S2.1(3mar95jps) Tony29Nov96 { //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 uint32 null_pc=3; //get ob_mega char *raw_script_ad; int32 pars[7]; Object_logic *ob_logic; Object_mega *ob_mega; _standardHeader *head; ob_mega = (Object_mega *)params[2]; ob_logic = (Object_logic *)params[0]; if (ob_logic->looping==0) { // get targets info head = (_standardHeader*) res_man.Res_open(params[4]); if (head->fileType!=GAME_OBJECT) Con_fatal_error("FN_face_mega %d not an object", params[4]); raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data RunScript( raw_script_ad, raw_script_ad, &null_pc ); //call the base script - this is the graphic/mouse service call res_man.Res_close(params[4]); // engine_mega is now the Object_mega of mega we want to turn to face pars[3] = params[3]; pars[4] = ob_mega->feet_x; pars[5] = ob_mega->feet_y; pars[6] = What_target( ob_mega->feet_x, ob_mega->feet_y, engine_mega.feet_x, engine_mega.feet_y ); } pars[0] = params[0]; pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; return FN_walk(pars); // call FN_walk() with target coords set to feet coords } //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- // FN_walk (here for reference instead of splitting a window) // 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 //------------------------------------------------------------------------------------ int32 FN_walk_to_talk_to_mega(int32 *params) //Tony2Dec96 { //we route to left or right hand side of target id if possible //target is a shrinking mega Object_mega *ob_mega; Object_logic *ob_logic; uint32 null_pc=3; //4th script - get mega char *raw_script_ad; int32 pars[7]; int scale; int mega_seperation=params[5]; _standardHeader *head; //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 ob_logic = (Object_logic*) params[0]; ob_mega = (Object_mega*) params[2]; pars[0] = params[0]; // standard stuff pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; // walkdata if (!ob_logic->looping) //not been here before so decide where to walk-to { // first request the targets info head = (_standardHeader*) res_man.Res_open(params[4]); if (head->fileType!=GAME_OBJECT) Con_fatal_error("FN_walk_to_talk_to_mega %d not an object", params[4]); raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data RunScript( raw_script_ad, raw_script_ad, &null_pc ); //call the base script - this is the graphic/mouse service call res_man.Res_close(params[4]); // engine_mega is now the Object_mega of mega we want to route to pars[5] = engine_mega.feet_y; // stand exactly beside the mega, ie. at same y-coord // apply scale factor to walk distance scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b)/256; // Ay+B gives 256*scale ie. 256*256*true_scale for even better accuracy, ie. scale = (Ay+B)/256 mega_seperation= (mega_seperation*scale)/256; // Zdebug("seperation %d", mega_seperation); // Zdebug(" target x %d, y %d", engine_mega.feet_x, engine_mega.feet_y); if (engine_mega.feet_x < ob_mega->feet_x) // target is left of us { pars[4] = engine_mega.feet_x+mega_seperation; // so aim to stand to their right pars[6] = 5; // face down_left } else // ok, must be right of us { pars[4] = engine_mega.feet_x-mega_seperation; // so aim to stand to their left pars[6] = 3; // face down_right } } //first cycle builds the route - thereafter merely follows it return FN_walk(pars); //call FN_walk() with target coords set to feet coords //RESULT will be 1 when it finishes or 0 if it failed to build route } //------------------------------------------------------------------------------------ int32 FN_set_walkgrid(int32 *params) // (6dec96 JEL) { Con_fatal_error("FN_set_walkgrid no longer valid"); return(IR_CONT); // continue script } //--------------------------------------------------------------------------------------------------------------------- // add this walkgrid resource to the list of those used for routing in this location // - note this is ignored in the resource is already in the list int32 FN_add_walkgrid(int32 *params) // (03mar97 JEL) { // params 0 id of walkgrid resource // all objects that add walkgrids must be restarted whenever we reneter a location if (ID != 8) // DON'T EVER KILL GEORGE! FN_add_to_kill_list(params);// need to call this in case it wasn't called in script! ('params' just used as dummy param) AddWalkGrid(params[0]); res_man.Res_open(params[0]); // Touch the grid, getting it into memory. res_man.Res_close(params[0]); return(IR_CONT); // continue script } //--------------------------------------------------------------------------------------------------------------------- // 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 FN_remove_walkgrid(int32 *params) // (03mar97 JEL) { // params 0 id of walkgrid resource RemoveWalkGrid(params[0]); return(IR_CONT); // continue script } //--------------------------------------------------------------------------------------------------------------------- int32 FN_register_walkgrid(int32 *params) { Con_fatal_error("FN_register_walkgrid no longer valid"); return(IR_CONT); // continue script } //--------------------------------------------------------------------------------------------------------------------- int32 FN_set_scaling(int32 *params) // (6dec96 JEL) { // 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 Object_mega *ob_mega = (Object_mega *) params[0]; ob_mega->scale_a = params[1]; ob_mega->scale_b = params[2]; return(IR_CONT); // continue script } //--------------------------------------------------------------------------------------------------------------------- int32 FN_set_standby_coords(int32 *params) // (10dec97 JEL) { // set the standby walk coords to be used by FN_walk_to_anim & FN_stand_after_anim // when the anim header's start/end coords are zero // useful during development; can stay in final game anyway // params 0 x-coord // 1 y-coord // 2 direction (0..7) //---------------------------------------------------------------------------------------- // check for invalid direction if ((params[2] < 0) || (params[2] > 7)) // invalid direction Con_fatal_error("Invalid direction (%d) in FN_set_standby_coords (%s line %u)",params[2],__FILE__,__LINE__); //---------------------------------------------------------------------------------------- standby_x = params[0]; standby_y = params[1]; standby_dir = params[2]; return(IR_CONT); // continue script } //---------------------------------------------------------------------------------------------------------------------