/* 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 #include "common/stdafx.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/interpreter.h" namespace Sword2 { /** * Walk mega to (x,y,dir) */ 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 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; // get the parameters ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]); ob_graph = (Object_graphic *) _vm->_memory->intToPtr(params[1]); ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[2]); target_x = (int16) params[4]; target_y = (int16) params[5]; target_dir = (uint8) 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 } // invalid direction (NB. '8' means end walk on ANY direction) if (params[6] < 0 || params[6] > 8) error("Invalid direction (%d) in fnWalk", params[6]); ob_walkdata = (Object_walkdata *) _vm->_memory->intToPtr(params[3]); ob_mega->walk_pc = 0; // always // set up mem for _walkData in route_slots[] & set mega's // 'route_slot_id' accordingly _router->allocateRouteMem(); route = (int8) _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 { // free up the walkdata mem block _router->freeRouteMem(); // 1 means error, no walk created RESULT = 1; // may as well continue the script return IR_CONT; } // ok, walk is about to start, so set the mega's graphic // resource ob_graph->anim_resource = ob_mega->megaset_res; } else if (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; // so script loop stops _router->freeRouteMem(); // free up the walkdata mem block // must clear in-case on the new screen there's a walk // instruction (which would get cut short) EXIT_CLICK_ID = 0; // this will be reset when we change screens, so we can use // it in script to check if a 2nd-click came along // EXIT_FADING = 0; // finished walk ob_mega->currently_walking = 0; // (see fnGetPlayerSaveData() in save_rest.cpp RESULT = 0; // 0 means ok // continue the script so that RESULT can be checked! return IR_CONT; } // get pointer to walkanim & current frame position // lock the _walkData array walkAnim = _router->lockRouteMem(); 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 = (Object_walkdata *) _vm->_memory->intToPtr(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; // so script loop stops _router->freeRouteMem(); // free up the walkdata mem block // 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(); RESULT = 1; // 1 means didn't finish walk return IR_TERMINATE; } else { RESULT = 0; // 0 means ok - finished walk // 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, float the walkanim & come // back next cycle ob_mega->walk_pc++; // allow _walkData array to float about memory again _router->floatRouteMem(); // stop the script, but repeat this call next cycle 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 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 *) _vm->_memory->intToPtr(params[0]); if (ob_logic->looping == 0) { // open anim file anim_file = _vm->_resman->openResource(params[4]); // point to animation header anim_head = _vm->fetchAnimHeader( anim_file ); pars[4] = anim_head->feetStartX; // target_x pars[5] = anim_head->feetStartY; // target_y pars[6] = anim_head->feetStartDir; // target_dir // close anim file _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) { pars[4] = _standbyX; pars[5] = _standbyY; pars[6] = _standbyDir; debug(5, "WARNING: fnWalkToAnim(%s) used standby coords", _vm->fetchObjectName(params[4])); } if (pars[6] < 0 || pars[6] > 7) error("Invalid direction (%d) in fnWalkToAnim", pars[6]); } // set up the rest of the parameters for fnWalk() pars[0] = params[0]; pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; // walkdata (param 3) is needed for earlySlowOut if player clicks // elsewhere during the walk // call fnWalk() with target coords set to anim start position return fnWalk(pars); } /** * turn mega to * 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 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 *) _vm->_memory->intToPtr(params[0]); if (ob_logic->looping == 0) { if (params[4] < 0 || params[4] > 7) error("Invalid direction (%d) in fnTurn", params[4]); ob_mega = (Object_mega *) _vm->_memory->intToPtr(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 fnWalk() pars[0] = params[0]; pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; // call fnWalk() with target coords set to feet coords 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 Object_mega *ob_mega; Object_graphic *ob_graph; // check for invalid direction if (params[4] < 0 || params[4] > 7) error("Invalid direction (%d) in fnStandAt", params[4]); // set up pointers to the graphic & mega structure ob_graph = (Object_graphic *) _vm->_memory->intToPtr(params[0]); ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[1]); // set up the stand frame & set the mega's new direction // mega-set animation file ob_graph->anim_resource = ob_mega->megaset_res; ob_mega->feet_x = params[2]; ob_mega->feet_y = params[3]; // dir + first stand frame (always frame 96) ob_graph->anim_pc = params[4] + 96; ob_mega->current_dir = params[4]; return IR_CONT; } // stand mega in 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 Object_mega *ob_mega = (Object_mega *) _vm->_memory->intToPtr(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 // call fnStandAt() with target coords set to feet coords 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 uint8 *anim_file; _animHeader *anim_head; int32 pars[5]; // open the anim file & set up a pointer to the animation header // open anim file anim_file = _vm->_resman->openResource(params[2]); anim_head = _vm->fetchAnimHeader(anim_file); // set up the parameter list for fnWalkTo() 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) { pars[2] = _standbyX; pars[3] = _standbyY; pars[4] = _standbyDir; debug(5, "WARNING: fnStandAfterAnim(%s) used standby coords", _vm->fetchObjectName(params[2])); } if (pars[4] < 0 || pars[4] > 7) error("Invalid direction (%d) in fnStandAfterAnim", pars[4]); // close the anim file _vm->_resman->closeResource(params[2]); // call fnStandAt() with target coords set to anim end position 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 uint8 *anim_file; _animHeader *anim_head; int32 pars[5]; // open the anim file & set up a pointer to the animation header // open anim file anim_file = _vm->_resman->openResource(params[2]); anim_head = _vm->fetchAnimHeader(anim_file); // set up the parameter list for fnWalkTo() 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) { pars[2] = _standbyX; pars[3] = _standbyY; pars[4] = _standbyDir; debug(5, "WARNING: fnStandAtAnim(%s) used standby coords", _vm->fetchObjectName(params[2])); } if (pars[4] < 0 || pars[4] > 7) error("Invalid direction (%d) in fnStandAfterAnim", pars[4]); // close the anim file _vm->_resman->closeResource(params[2]); // call fnStandAt() with target coords set to anim end position return fnStandAt(pars); } // Code to workout direction from start to dest // used in what_target 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 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 *) _vm->_memory->intToPtr(params[0]); if (ob_logic->looping == 0) { ob_mega = (Object_mega *) _vm->_memory->intToPtr(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]); } // set up the rest of the parameters for fnWalk() pars[0] = params[0]; pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; // call fnWalk() with target coords set to feet coords 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 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 *) _vm->_memory->intToPtr(params[2]); ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]); if (ob_logic->looping == 0) { // get targets info head = (_standardHeader *) _vm->_resman->openResource(params[4]); if (head->fileType != GAME_OBJECT) error("fnFaceMega %d not an object", params[4]); raw_script_ad = (char *) head; //call the base script - this is the graphic/mouse service call runScript(raw_script_ad, raw_script_ad, &null_pc); _vm->_resman->closeResource(params[4]); // engineMega 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] = whatTarget(ob_mega->feet_x, ob_mega->feet_y, _vm->_engineMega.feet_x, _vm->_engineMega.feet_y); } pars[0] = params[0]; pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; // call fnWalk() with target coords set to feet coords return fnWalk(pars); } int32 Logic::fnWalkToTalkToMega(int32 *params) { // we route to left or right hand side of target id if possible // target is a shrinking mega // 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 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_separation = params[5]; _standardHeader *head; ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]); ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[2]); pars[0] = params[0]; // standard stuff pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; // walkdata // not been here before so decide where to walk-to if (!ob_logic->looping) { // first request the targets info head = (_standardHeader *) _vm->_resman->openResource(params[4]); if (head->fileType != GAME_OBJECT) error("fnWalkToTalkToMega %d not an object", params[4]); raw_script_ad = (char *) head; // call the base script - this is the graphic/mouse service // call runScript(raw_script_ad, raw_script_ad, &null_pc); _vm->_resman->closeResource(params[4]); // engineMega is now the Object_mega of mega we want to // route to // stand exactly beside the mega, ie. at same y-coord pars[5] = _vm->_engineMega.feet_y; // 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 scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b) / 256; mega_separation= (mega_separation * scale) / 256; debug(5, "separation %d", mega_separation); debug(5, " target x %d, y %d", _vm->_engineMega.feet_x, _vm->_engineMega.feet_y); if (_vm->_engineMega.feet_x < ob_mega->feet_x) { // Target is left of us, so aim to stand to their // right. Face down_left pars[4] = _vm->_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] = _vm->_engineMega.feet_x - mega_separation; pars[6] = 3; } } // first cycle builds the route - thereafter merely follows it // Call fnWalk() with target coords set to feet coords. RESULT will // be 1 when it finishes, or 0 if it failed to build route. return fnWalk(pars); } int32 Logic::fnSetWalkGrid(int32 *params) { // params: none error("fnSetWalkGrid no longer valid"); return IR_CONT; } // 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 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 (ID != 8) { // need to call this in case it wasn't called in script! // ('params' just used as dummy param) fnAddToKillList(params); } _router->addWalkGrid(params[0]); // Touch the grid, getting it into memory. _vm->_resman->openResource(params[0]); _vm->_resman->closeResource(params[0]); 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 no longer valid"); 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 Object_mega *ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[0]); ob_mega->scale_a = params[1]; ob_mega->scale_b = params[2]; return IR_CONT; } int32 Logic::fnSetStandbyCoords(int32 *params) { // 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 // params: 0 x-coord // 1 y-coord // 2 direction (0..7) if (params[2] < 0 || params[2] > 7) error("Invalid direction (%d) in fnSetStandbyCoords", params[2]); _standbyX = (int16) params[0]; _standbyY = (int16) params[1]; _standbyDir = (uint8) params[2]; return IR_CONT; } } // End of namespace Sword2