aboutsummaryrefslogtreecommitdiff
path: root/engines/hugo/object_v1d.cpp
blob: 2ad4134a72d05d91e2f5a78c4515d05b92a24755 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
/* 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.
 *
 * $URL$
 * $Id$
 *
 */

/*
 * This code is based on original Hugo Trilogy source code
 *
 * Copyright (c) 1989-1995 David P. Gray
 *
 */

#include "common/system.h"
#include "common/random.h"

#include "hugo/game.h"
#include "hugo/hugo.h"
#include "hugo/object.h"
#include "hugo/global.h"
#include "hugo/display.h"
#include "hugo/file.h"
#include "hugo/route.h"
#include "hugo/util.h"
#include "hugo/parser.h"

namespace Hugo {

ObjectHandler_v1d::ObjectHandler_v1d(HugoEngine *vm) : ObjectHandler(vm) {
}

ObjectHandler_v1d::~ObjectHandler_v1d() {
}

// Draw all objects on screen as follows:
// 1. Sort 'FLOATING' objects in order of y2 (base of object)
// 2. Display new object frames/positions in dib
// Finally, cycle any animating objects to next frame
void ObjectHandler_v1d::updateImages() {
	debugC(5, kDebugObject, "updateImages");

	// Initialise the index array to visible objects in current screen
	int  num_objs = 0;
	byte objindex[MAXOBJECTS];                      // Array of indeces to objects

	for (int i = 0; i < _vm->_numObj; i++) {
		object_t *obj = &_objects[i];
		if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling >= ALMOST_INVISIBLE))
			objindex[num_objs++] = i;
	}

	// Sort the objects into increasing y+y2 (painter's algorithm)
	qsort(objindex, num_objs, sizeof(objindex[0]), y2comp);

	// Add each visible object to display list
	for (int i = 0; i < num_objs; i++) {
		object_t *obj = &_objects[objindex[i]];
		// Count down inter-frame timer
		if (obj->frameTimer)
			obj->frameTimer--;

		if (obj->cycling > ALMOST_INVISIBLE) {      // Only if visible
			switch (obj->cycling) {
			case NOT_CYCLING:
				_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, false);
				break;
			case CYCLE_FORWARD:
				if (obj->frameTimer)                // Not time to see next frame yet
					_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, false);
				else
					_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr->nextSeqPtr, false);
				break;
			case CYCLE_BACKWARD: {
				seq_t *seqPtr = obj->currImagePtr;
				if (!obj->frameTimer) {             // Show next frame
					while (seqPtr->nextSeqPtr != obj->currImagePtr)
						seqPtr = seqPtr->nextSeqPtr;
				}
				_vm->_screen->displayFrame(obj->x, obj->y, seqPtr, false);
				break;
				}
			default:
				break;
			}
		}
	}

	// Cycle any animating objects
	for (int i = 0; i < num_objs; i++) {
		object_t *obj = &_objects[objindex[i]];
		if (obj->cycling != INVISIBLE) {
			// Only if it's visible
			if (obj->cycling == ALMOST_INVISIBLE)
				obj->cycling = INVISIBLE;

			// Now Rotate to next picture in sequence
			switch (obj->cycling) {
			case NOT_CYCLING:
				break;
			case CYCLE_FORWARD:
				if (!obj->frameTimer) {
					// Time to step to next frame
					obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
					// Find out if this is last frame of sequence
					// If so, reset frame_timer and decrement n_cycle
					if (obj->frameInterval || obj->cycleNumb) {
						obj->frameTimer = obj->frameInterval;
						for (int j = 0; j < obj->seqNumb; j++) {
							if (obj->currImagePtr->nextSeqPtr == obj->seqList[j].seqPtr) {
								if (obj->cycleNumb) { // Decr cycleNumb if Non-continous
									if (!--obj->cycleNumb)
										obj->cycling = NOT_CYCLING;
								}
							}
						}
					}
				}
				break;
			case CYCLE_BACKWARD: {
				if (!obj->frameTimer) {
					// Time to step to prev frame
					seq_t *seqPtr = obj->currImagePtr;
					while (obj->currImagePtr->nextSeqPtr != seqPtr)
						obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
					// Find out if this is first frame of sequence
					// If so, reset frame_timer and decrement n_cycle
					if (obj->frameInterval || obj->cycleNumb) {
						obj->frameTimer = obj->frameInterval;
						for (int j = 0; j < obj->seqNumb; j++) {
							if (obj->currImagePtr == obj->seqList[j].seqPtr) {
								if (obj->cycleNumb){ // Decr cycleNumb if Non-continous
									if (!--obj->cycleNumb)
										obj->cycling = NOT_CYCLING;
								}
							}
						}
					}
				}
				break;
				}
			default:
				break;
			}
			obj->oldx = obj->x;
			obj->oldy = obj->y;
		}
	}
}

// Update all object positions.  Process object 'local' events
// including boundary events and collisions
void ObjectHandler_v1d::moveObjects() {
	debugC(4, kDebugObject, "moveObjects");

	static int dxOld, dyOld;                        // previous directions for CHASEing

	// Added to DOS version in order to handle mouse properly
	// If route mode enabled, do special route processing
	if (_vm->getGameStatus().routeIndex >= 0)
		_vm->_route->processRoute();

	// Perform any adjustments to velocity based on special path types
	// and store all (visible) object baselines into the boundary file.
	// Don't store foreground or background objects
	for (int i = 0; i < _vm->_numObj; i++) {
		object_t *obj = &_objects[i];               // Get pointer to object
		seq_t *currImage = obj->currImagePtr;       // Get ptr to current image
		if (obj->screenIndex == *_vm->_screen_p) {
			switch (obj->pathType) {
			case CHASE: {
				// Allowable motion wrt boundary
				int dx = _vm->_hero->x + _vm->_hero->currImagePtr->x1 - obj->x - currImage->x1;
				int dy = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - obj->y - currImage->y2 - 1;
				if (abs(dx) <= 1)
					obj->vx = 0;
				else
					obj->vx = (dx > 0) ? MIN(dx, obj->vxPath) : MAX(dx, -obj->vxPath);
				if (abs(dy) <= 1)
					obj->vy = 0;
				else
					obj->vy = (dy > 0) ? MIN(dy, obj->vyPath) : MAX(dy, -obj->vyPath);

				// Set first image in sequence (if multi-seq object)
				if (obj->seqNumb == 4) {
					if (!obj->vx) {                 // Got 4 directions
						if (obj->vx != dxOld)  {    // vx just stopped
							if (dy > 0)
								obj->currImagePtr = obj->seqList[DOWN].seqPtr;
							else
								obj->currImagePtr = obj->seqList[_UP].seqPtr;
						}
					} else if (obj->vx != dxOld) {
						if (dx > 0)
							obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
						else
							obj->currImagePtr = obj->seqList[LEFT].seqPtr;
					}
				}

				if (obj->vx || obj->vy) {
					if (obj->seqNumb > 1)
						obj->cycling = CYCLE_FORWARD;
				} else {
					obj->cycling = NOT_CYCLING;
					_vm->boundaryCollision(obj);     // Must have got hero!
				}
				dxOld = obj->vx;
				dyOld = obj->vy;
				currImage = obj->currImagePtr;      // Get (new) ptr to current image
				break;
				}
			case WANDER:
				if (!_vm->_rnd->getRandomNumber(3 * NORMAL_TPS)) {       // Kick on random interval
					obj->vx = _vm->_rnd->getRandomNumber(obj->vxPath << 1) - obj->vxPath;
					obj->vy = _vm->_rnd->getRandomNumber(obj->vyPath << 1) - obj->vyPath;

					// Set first image in sequence (if multi-seq object)
					if (obj->seqNumb > 1) {
						if (!obj->vx && (obj->seqNumb > 2)) {
							if (obj->vx != dxOld)  { // vx just stopped
								if (obj->vy > 0)
									obj->currImagePtr = obj->seqList[DOWN].seqPtr;
								else
									obj->currImagePtr = obj->seqList[_UP].seqPtr;
							}
						} else if (obj->vx != dxOld) {
							if (obj->vx > 0)
								obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
							else
								obj->currImagePtr = obj->seqList[LEFT].seqPtr;
						}

						if (obj->vx || obj->vy)
							obj->cycling = CYCLE_FORWARD;
						else
							obj->cycling = NOT_CYCLING;
					}
					dxOld = obj->vx;
					dyOld = obj->vy;
					currImage = obj->currImagePtr;  // Get (new) ptr to current image
				}
				break;
			default:
				; // Really, nothing
			}
			// Store boundaries
			if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
				_vm->storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2);
		}
	}

	// Move objects, allowing for boundaries
	for (int i = 0; i < _vm->_numObj; i++) {
		object_t *obj = &_objects[i];                         // Get pointer to object
		if ((obj->screenIndex == *_vm->_screen_p) && (obj->vx || obj->vy)) {
			// Only process if it's moving

			// Do object movement.  Delta_x,y return allowed movement in x,y
			// to move as close to a boundary as possible without crossing it.
			seq_t *currImage = obj->currImagePtr;   // Get ptr to current image
			// object coordinates
			int x1 = obj->x + currImage->x1;        // Left edge of object
			int x2 = obj->x + currImage->x2;        // Right edge
			int y1 = obj->y + currImage->y1;        // Top edge
			int y2 = obj->y + currImage->y2;        // Bottom edge

			if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
				_vm->clearBoundary(x1, x2, y2);          // Clear our own boundary

			// Allowable motion wrt boundary
			int dx = _vm->deltaX(x1, x2, obj->vx, y2);
			if (dx != obj->vx) {
				// An object boundary collision!
				_vm->boundaryCollision(obj);
				obj->vx = 0;
			}

			int dy = _vm->deltaY(x1, x2, obj->vy, y2);
			if (dy != obj->vy) {
				// An object boundary collision!
				_vm->boundaryCollision(obj);
				obj->vy = 0;
			}

			if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
				_vm->storeBoundary(x1, x2, y2);          // Re-store our own boundary

			obj->x += dx;                           // Update object position
			obj->y += dy;

			// Don't let object go outside screen
			if (x1 < EDGE)
				obj->x = EDGE2;
			if (x2 > (XPIX - EDGE))
				obj->x = XPIX - EDGE2 - (x2 - x1);
			if (y1 < EDGE)
				obj->y = EDGE2;
			if (y2 > (YPIX - EDGE))
				obj->y = YPIX - EDGE2 - (y2 - y1);

			if ((obj->vx == 0) && (obj->vy == 0))
				obj->cycling = NOT_CYCLING;
		}
	}

	// Clear all object baselines from the boundary file.
	for (int i = 0; i < _vm->_numObj; i++) {
		object_t *obj = &_objects[i];               // Get pointer to object
		seq_t *currImage = obj->currImagePtr;       // Get ptr to current image
		if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
			_vm->clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2);
	}

	// If maze mode is enabled, do special maze processing
	if (_maze.enabledFl)
		_vm->processMaze();
}

void ObjectHandler_v1d::swapImages(int objNumb1, int objNumb2) {
// Swap all the images of one object with another.  Set hero_image (we make
// the assumption for now that the first obj is always the HERO) to the object
// number of the swapped image
	debugC(1, kDebugObject, "swapImages(%d, %d)", objNumb1, objNumb2);

	seqList_t tmpSeqList[MAX_SEQUENCES];
	int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES;

	memcpy(tmpSeqList, _objects[objNumb1].seqList, seqListSize);
	memcpy(_objects[objNumb1].seqList, _objects[objNumb2].seqList, seqListSize);
	memcpy(_objects[objNumb2].seqList, tmpSeqList, seqListSize);
	_objects[objNumb1].currImagePtr = _objects[objNumb1].seqList[0].seqPtr;
	_objects[objNumb2].currImagePtr = _objects[objNumb2].seqList[0].seqPtr;
	_vm->_heroImage = (_vm->_heroImage == HERO) ? objNumb2 : HERO;
}

} // End of namespace Hugo