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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.
*
* $URL$
* $Id$
*
*/
/*
* 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_v3d::ObjectHandler_v3d(HugoEngine *vm) : ObjectHandler_v2d(vm) {
}
ObjectHandler_v3d::~ObjectHandler_v3d() {
}
// Update all object positions. Process object 'local' events
// including boundary events and collisions
void ObjectHandler_v3d::moveObjects() {
debugC(4, kDebugObject, "moveObjects");
// 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:
case CHASE2: {
int8 radius = obj->radius; // Default to object's radius
if (radius < 0) // If radius infinity, use closer value
radius = DX;
// 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) <= radius)
obj->vx = 0;
else
obj->vx = (dx > 0) ? MIN(dx, obj->vxPath) : MAX(dx, -obj->vxPath);
if (abs(dy) <= radius)
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)
switch (obj->seqNumb) {
case 4:
if (!obj->vx) { // Got 4 directions
if (obj->vx != obj->oldvx) { // vx just stopped
if (dy >= 0)
obj->currImagePtr = obj->seqList[DOWN].seqPtr;
else
obj->currImagePtr = obj->seqList[_UP].seqPtr;
}
} else if (obj->vx != obj->oldvx) {
if (dx > 0)
obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
else
obj->currImagePtr = obj->seqList[LEFT].seqPtr;
}
break;
case 3:
case 2:
if (obj->vx != obj->oldvx) { // vx just stopped
if (dx > 0) // Left & right only
obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
else
obj->currImagePtr = obj->seqList[LEFT].seqPtr;
}
break;
}
if (obj->vx || obj->vy) {
obj->cycling = CYCLE_FORWARD;
} else {
obj->cycling = NOT_CYCLING;
_vm->boundaryCollision(obj); // Must have got hero!
}
obj->oldvx = obj->vx;
obj->oldvy = obj->vy;
currImage = obj->currImagePtr; // Get (new) ptr to current image
break;
}
case WANDER2:
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 >= 4)) {
if (obj->vx != obj->oldvx) { // vx just stopped
if (obj->vy > 0)
obj->currImagePtr = obj->seqList[DOWN].seqPtr;
else
obj->currImagePtr = obj->seqList[_UP].seqPtr;
}
} else if (obj->vx != obj->oldvx) {
if (obj->vx > 0)
obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
else
obj->currImagePtr = obj->seqList[LEFT].seqPtr;
}
}
obj->oldvx = obj->vx;
obj->oldvy = obj->vy;
currImage = obj->currImagePtr; // Get (new) ptr to current image
}
if (obj->vx || obj->vy)
obj->cycling = CYCLE_FORWARD;
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->pathType != WANDER2) && (obj->pathType != CHASE2))
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_v3d::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);
saveSeq(&_objects[objNumb1]);
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);
restoreSeq(&_objects[objNumb1]);
_objects[objNumb2].currImagePtr = _objects[objNumb2].seqList[0].seqPtr;
_vm->_heroImage = (_vm->_heroImage == HERO) ? objNumb2 : HERO;
}
} // End of namespace Hugo
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