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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.
*
* $URL$
* $Id$
*
*/
#include "parallaction/parallaction.h"
namespace Parallaction {
#define IS_PATH_CLEAR(x,y) _vm->_pathBuffer->getValue((x), (y))
inline byte PathBuffer::getValue(uint16 x, uint16 y) {
byte m = data[(x >> 3) + y * internalWidth];
uint bit = 0;
switch (_vm->getGameType()) {
case GType_Nippon:
bit = (_vm->getPlatform() == Common::kPlatformPC) ? (x & 7) : (7 - (x & 7));
break;
case GType_BRA:
// Amiga and PC versions pack the path bits the same way in BRA
bit = 7 - (x & 7);
break;
default:
error("path mask not yet implemented for this game type");
}
return ((1 << bit) & m) >> bit;
}
// adjusts position towards nearest walkable point
//
void PathBuilder_NS::correctPathPoint(Common::Point &to) {
if (IS_PATH_CLEAR(to.x, to.y)) return;
int16 right = to.x;
int16 left = to.x;
do {
right++;
} while (!IS_PATH_CLEAR(right, to.y) && (right < _vm->_pathBuffer->w));
do {
left--;
} while (!IS_PATH_CLEAR(left, to.y) && (left > 0));
right = (right == _vm->_pathBuffer->w) ? 1000 : right - to.x;
left = (left == 0) ? 1000 : to.x - left;
int16 top = to.y;
int16 bottom = to.y;
do {
top--;
} while (!IS_PATH_CLEAR(to.x, top) && (top > 0));
do {
bottom++;
} while (!IS_PATH_CLEAR(to.x, bottom) && (bottom < _vm->_pathBuffer->h));
top = (top == 0) ? 1000 : to.y - top;
bottom = (bottom == _vm->_pathBuffer->h) ? 1000 : bottom - to.y;
int16 closeX = (right >= left) ? left : right;
int16 closeY = (top >= bottom) ? bottom : top;
int16 close = (closeX >= closeY) ? closeY : closeX;
if (close == right) {
to.x += right;
} else
if (close == left) {
to.x -= left;
} else
if (close == top) {
to.y -= top;
} else
if (close == bottom) {
to.y += bottom;
}
return;
}
uint32 PathBuilder_NS::buildSubPath(const Common::Point& pos, const Common::Point& stop) {
uint32 v28 = 0;
uint32 v2C = 0;
uint32 v34 = pos.sqrDist(stop); // square distance from current position and target
uint32 v30 = v34;
_subPath.clear();
Common::Point v20(pos);
while (true) {
PointList::iterator nearest = _vm->_location._walkPoints.end();
PointList::iterator locNode = _vm->_location._walkPoints.begin();
// scans location path nodes searching for the nearest Node
// which can't be farther than the target position
// otherwise no _closest_node is selected
while (locNode != _vm->_location._walkPoints.end()) {
Common::Point v8 = *locNode;
v2C = v8.sqrDist(stop);
v28 = v8.sqrDist(v20);
if (v2C < v34 && v28 < v30) {
v30 = v28;
nearest = locNode;
}
locNode++;
}
if (nearest == _vm->_location._walkPoints.end()) break;
v20 = *nearest;
v34 = v30 = v20.sqrDist(stop);
_subPath.push_back(*nearest);
}
return v34;
}
//
// x, y: mouse click (foot) coordinates
//
void PathBuilder_NS::buildPath(uint16 x, uint16 y) {
debugC(1, kDebugWalk, "PathBuilder::buildPath to (%i, %i)", x, y);
_ch->_walkPath.clear();
Common::Point to(x, y);
correctPathPoint(to);
debugC(1, kDebugWalk, "found closest path point at (%i, %i)", to.x, to.y);
Common::Point v48(to);
Common::Point v44(to);
uint16 v38 = walkFunc1(to, v44);
if (v38 == 1) {
// destination directly reachable
debugC(1, kDebugWalk, "direct move to (%i, %i)", to.x, to.y);
_ch->_walkPath.push_back(v48);
return;
}
// path is obstructed: look for alternative
_ch->_walkPath.push_back(v48);
#if 0
printNodes(_list, "start");
#endif
Common::Point pos;
_ch->getFoot(pos);
uint32 v34 = buildSubPath(pos, v48);
if (v38 != 0 && v34 > v38) {
// no alternative path (gap?)
_ch->_walkPath.clear();
_ch->_walkPath.push_back(v44);
return;
}
_ch->_walkPath.insert(_ch->_walkPath.begin(), _subPath.begin(), _subPath.end());
buildSubPath(pos, *_ch->_walkPath.begin());
_ch->_walkPath.insert(_ch->_walkPath.begin(), _subPath.begin(), _subPath.end());
return;
}
//
// x,y : top left coordinates
//
// 0 : Point not reachable
// 1 : Point reachable in a straight line
// other values: square distance to target (point not reachable in a straight line)
//
uint16 PathBuilder_NS::walkFunc1(const Common::Point &to, Common::Point& node) {
Common::Point arg(to);
Common::Point v4;
Common::Point foot;
_ch->getFoot(foot);
Common::Point v8(foot);
while (foot != arg) {
if (foot.x < to.x && IS_PATH_CLEAR(foot.x + 1, foot.y)) foot.x++;
if (foot.x > to.x && IS_PATH_CLEAR(foot.x - 1, foot.y)) foot.x--;
if (foot.y < to.y && IS_PATH_CLEAR(foot.x, foot.y + 1)) foot.y++;
if (foot.y > to.y && IS_PATH_CLEAR(foot.x, foot.y - 1)) foot.y--;
if (foot == v8 && foot != arg) {
// foot couldn't move and still away from target
v4 = foot;
while (foot != arg) {
if (foot.x < to.x && !IS_PATH_CLEAR(foot.x + 1, foot.y)) foot.x++;
if (foot.x > to.x && !IS_PATH_CLEAR(foot.x - 1, foot.y)) foot.x--;
if (foot.y < to.y && !IS_PATH_CLEAR(foot.x, foot.y + 1)) foot.y++;
if (foot.y > to.y && !IS_PATH_CLEAR(foot.x, foot.y - 1)) foot.y--;
if (foot == v8 && foot != arg)
return 0;
v8 = foot;
}
node = v4;
return v4.sqrDist(to);
}
v8 = foot;
}
// there exists an unobstructed path
return 1;
}
void Parallaction::clipMove(Common::Point& pos, const Common::Point& to) {
if ((pos.x < to.x) && (pos.x < _pathBuffer->w) && IS_PATH_CLEAR(pos.x + 2, pos.y)) {
pos.x = (pos.x + 2 < to.x) ? pos.x + 2 : to.x;
}
if ((pos.x > to.x) && (pos.x > 0) && IS_PATH_CLEAR(pos.x - 2, pos.y)) {
pos.x = (pos.x - 2 > to.x) ? pos.x - 2 : to.x;
}
if ((pos.y < to.y) && (pos.y < _pathBuffer->h) && IS_PATH_CLEAR(pos.x, pos.y + 2)) {
pos.y = (pos.y + 2 <= to.y) ? pos.y + 2 : to.y;
}
if ((pos.y > to.y) && (pos.y > 0) && IS_PATH_CLEAR(pos.x, pos.y - 2)) {
pos.y = (pos.y - 2 >= to.y) ? pos.y - 2 : to.y;
}
return;
}
void Parallaction::checkDoor(const Common::Point &foot) {
ZonePtr z = hitZone(kZoneDoor, foot.x, foot.y);
if (z) {
if ((z->_flags & kFlagsClosed) == 0) {
_location._startPosition = z->u.door->_startPos;
_location._startFrame = z->u.door->_startFrame;
scheduleLocationSwitch(z->u.door->_location);
_zoneTrap = nullZonePtr;
} else {
_cmdExec->run(z->_commands, z);
}
}
z = hitZone(kZoneTrap, foot.x, foot.y);
if (z) {
setLocationFlags(kFlagsEnter);
_cmdExec->run(z->_commands, z);
clearLocationFlags(kFlagsEnter);
_zoneTrap = z;
} else
if (_zoneTrap) {
setLocationFlags(kFlagsExit);
_cmdExec->run(_zoneTrap->_commands, _zoneTrap);
clearLocationFlags(kFlagsExit);
_zoneTrap = nullZonePtr;
}
}
void Parallaction::finalizeWalk(Character &character) {
_engineFlags &= ~kEngineWalking;
Common::Point foot;
character.getFoot(foot);
checkDoor(foot);
character._walkPath.clear();
}
void Parallaction_ns::walk(Character &character) {
if ((_engineFlags & kEngineWalking) == 0) {
return;
}
Common::Point curPos;
character.getFoot(curPos);
// update target, if previous was reached
PointList::iterator it = character._walkPath.begin();
if (it != character._walkPath.end()) {
if (*it == curPos) {
debugC(1, kDebugWalk, "walk reached node (%i, %i)", (*it).x, (*it).y);
it = character._walkPath.erase(it);
}
}
// advance character towards the target
Common::Point targetPos;
if (it == character._walkPath.end()) {
debugC(1, kDebugWalk, "walk reached last node");
finalizeWalk(character);
targetPos = curPos;
} else {
// targetPos is saved to help setting character direction
targetPos = *it;
Common::Point newPos(curPos);
clipMove(newPos, targetPos);
character.setFoot(newPos);
if (newPos == curPos) {
debugC(1, kDebugWalk, "walk was blocked by an unforeseen obstacle");
finalizeWalk(character);
targetPos = newPos; // when walking is interrupted, targetPos must be hacked so that a still frame can be selected
}
}
// targetPos is used to select the direction (and the walkFrame) of a character,
// since it doesn't cause the sudden changes in orientation that newPos would.
// Since newPos is 'adjusted' according to walkable areas, an imaginary line drawn
// from curPos to newPos is prone to abrutply change in direction, thus making the
// code select 'too different' frames when walking diagonally against obstacles,
// and yielding an annoying shaking effect in the character.
character.updateDirection(curPos, targetPos);
}
PathBuilder_NS::PathBuilder_NS(Character *ch) : PathBuilder(ch), _list(0) {
}
bool PathBuilder_BR::directPathExists(const Common::Point &from, const Common::Point &to) {
Common::Point copy(from);
Common::Point p(copy);
while (p != to) {
if (p.x < to.x && IS_PATH_CLEAR(p.x + 1, p.y)) p.x++;
if (p.x > to.x && IS_PATH_CLEAR(p.x - 1, p.y)) p.x--;
if (p.y < to.y && IS_PATH_CLEAR(p.x, p.y + 1)) p.y++;
if (p.y > to.y && IS_PATH_CLEAR(p.x, p.y - 1)) p.y--;
if (p == copy && p != to) {
return false;
}
copy = p;
}
return true;
}
void PathBuilder_BR::buildPath(uint16 x, uint16 y) {
Common::Point foot;
_ch->getFoot(foot);
debugC(1, kDebugWalk, "buildPath: from (%i, %i) to (%i, %i)", foot.x, foot.y, x, y);
_ch->_walkPath.clear();
// look for easy path first
Common::Point dest(x, y);
if (directPathExists(foot, dest)) {
_ch->_walkPath.push_back(dest);
debugC(3, kDebugWalk, "buildPath: direct path found");
return;
}
// look for short circuit cases
ZonePtr z0 = _vm->hitZone(kZonePath, x, y);
if (z0 == nullZonePtr) {
_ch->_walkPath.push_back(dest);
debugC(3, kDebugWalk, "buildPath: corner case 0");
return;
}
ZonePtr z1 = _vm->hitZone(kZonePath, foot.x, foot.y);
if (z1 == nullZonePtr || z1 == z0) {
_ch->_walkPath.push_back(dest);
debugC(3, kDebugWalk, "buildPath: corner case 1");
return;
}
// build complex path
int id = atoi(z0->_name);
if (z1->u.path->_lists[id].empty()) {
_ch->_walkPath.clear();
debugC(3, kDebugWalk, "buildPath: no path");
return;
}
PointList::iterator b = z1->u.path->_lists[id].begin();
PointList::iterator e = z1->u.path->_lists[id].end();
for ( ; b != e; b++) {
_ch->_walkPath.push_front(*b);
}
_ch->_walkPath.push_back(dest);
debugC(3, kDebugWalk, "buildPath: complex path");
return;
}
PathBuilder_BR::PathBuilder_BR(Character *ch) : PathBuilder(ch) {
}
} // namespace Parallaction
|