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/* 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.
*
* 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 DRACI_WALKING_H
#define DRACI_WALKING_H
#include "common/array.h"
#include "common/rect.h"
namespace Draci {
class Sprite;
typedef Common::Array<Common::Point> WalkingPath;
class WalkingMap {
public:
WalkingMap() : _realWidth(0), _realHeight(0), _deltaX(1), _deltaY(1),
_mapWidth(0), _mapHeight(0), _byteWidth(0), _data(NULL) { }
void load(const byte *data, uint length);
bool getPixel(int x, int y) const;
bool isWalkable(const Common::Point &p) const;
Sprite *newOverlayFromMap(byte color) const;
Common::Point findNearestWalkable(int x, int y) const;
bool findShortestPath(Common::Point p1, Common::Point p2, WalkingPath *path) const;
void obliquePath(const WalkingPath& path, WalkingPath *obliquedPath);
Sprite *newOverlayFromPath(const WalkingPath &path, byte color) const;
Common::Point getDelta() const { return Common::Point(_deltaX, _deltaY); }
static int pointsBetween(const Common::Point &p1, const Common::Point &p2);
static Common::Point interpolate(const Common::Point &p1, const Common::Point &p2, int i, int n);
private:
int _realWidth, _realHeight;
int _deltaX, _deltaY;
int _mapWidth, _mapHeight;
int _byteWidth;
// We don't own the pointer. It points to the BArchive cache for this room.
const byte *_data;
// 4 possible directions to walk from a pixel.
static const int kDirections[][2];
void drawOverlayRectangle(const Common::Point &p, byte color, byte *buf) const;
bool lineIsCovered(const Common::Point &p1, const Common::Point &p2) const;
// Returns true if the number of vertices on the path was decreased.
bool managedToOblique(WalkingPath *path) const;
};
/*
* Enumerates the directions the dragon can look into when arrived.
*/
enum SightDirection {
kDirectionLast, kDirectionMouse, kDirectionUnknown,
kDirectionRight, kDirectionLeft, kDirectionIntelligent
};
/**
* Enumerates the animations for the dragon's movement.
*/
enum Movement {
kMoveUndefined = -1,
kMoveDown, kMoveUp, kMoveRight, kMoveLeft,
kFirstTurning,
kMoveRightDown = kFirstTurning, kMoveRightUp, kMoveLeftDown, kMoveLeftUp,
kMoveDownRight, kMoveUpRight, kMoveDownLeft, kMoveUpLeft,
kMoveLeftRight, kMoveRightLeft, kMoveUpStopLeft, kMoveUpStopRight,
kLastTurning = kMoveUpStopRight,
kSpeakRight, kSpeakLeft, kStopRight, kStopLeft,
kFirstTemporaryAnimation
};
class DraciEngine;
struct GPL2Program;
class WalkingState {
public:
explicit WalkingState(DraciEngine *vm) : _vm(vm) {
_dir = kDirectionLast;
_startingDirection = kMoveUndefined;
_segment = 0;
_lastAnimPhase = 0;
_turningFinished = 0;
_callbackOffset = 0;
stopWalking();
}
~WalkingState() {}
void stopWalking();
void startWalking(const Common::Point &p1, const Common::Point &p2,
const Common::Point &mouse, SightDirection dir,
const Common::Point &delta, const WalkingPath& path);
const WalkingPath& getPath() const { return _path; }
void setCallback(const GPL2Program *program, uint16 offset);
void callback();
bool isActive() const { return _path.size() > 0; }
// Advances the hero along the path and changes animation accordingly.
// Walking MUST be active when calling this method. When the hero has
// arrived to the target, returns false, but leaves the callback
// untouched (the caller must call it).
// The second variant also clears the path when returning false.
bool continueWalking();
bool continueWalkingOrClearPath();
// Called when the hero's turning animation has finished.
void heroAnimationFinished();
// Returns the hero's animation corresponding to looking into given
// direction. The direction can be smart and in that case this
// function needs to know the whole last path, the current position of
// the hero, or the mouse position.
static Movement animationForSightDirection(SightDirection dir, const Common::Point &hero, const Common::Point &mouse, const WalkingPath &path, Movement startingDirection);
private:
DraciEngine *_vm;
WalkingPath _path;
Common::Point _mouse;
SightDirection _dir;
Movement _startingDirection;
uint _segment; // Index of the path vertex we are currently going to / rotation on
int _lastAnimPhase;
bool _turningFinished;
const GPL2Program *_callback;
uint16 _callbackOffset;
// Initiates turning of the dragon into the direction for the next
// segment / after walking. Returns false when there is nothing left
// to do and walking is done.
bool turnForTheNextSegment();
// Starts walking on the next edge. Returns false if we are already at
// the final vertex and walking is done.
bool walkOnNextEdge();
// Return one of the 4 animations kMove{Down,Up,Right,Left}
// corresponding to walking from here to there.
static Movement animationForDirection(const Common::Point &here, const Common::Point &there);
// Returns the desired facing direction to begin the next phase of the
// walk. It's either a direction for the given edge or the desired
// final direction.
Movement directionForNextPhase() const;
// Returns either animation that needs to be played between given two
// animations (e.g., kMoveRightDown after kMoveRight and before
// kMoveDown), or kMoveUndefined if none animation is to be played.
static Movement transitionBetweenAnimations(Movement previous, Movement next);
static bool isTurningMovement(Movement m) {
return m >= kFirstTurning && m <= kLastTurning;
}
// Projects hero to the given edge. Returns true when hero has reached
// at least p2. prevHero is passed so that we can compute how much to
// adjust in the other-than-walking direction.
static bool alignHeroToEdge(const Common::Point &p1, const Common::Point &p2, const Common::Point &prevHero, Common::Point *hero);
};
} // End of namespace Draci
#endif // DRACI_WALKING_H
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