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
|
/* ScummVM - Scumm Interpreter
* Copyright (C) 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef SWORD1_ROUTER_H
#define SWORD1_ROUTER_H
#include "sword1/object.h"
namespace Sword1 {
#include <common/pack-start.h> // START STRUCT PACKING
struct BarData {
int16 x1;
int16 y1;
int16 x2;
int16 y2;
int16 xmin;
int16 ymin;
int16 xmax;
int16 ymax;
int16 dx; // x2 - x1
int16 dy; // y2 - y1
int32 co; // co = (y1*dx) - (x1*dy) from an equation for a line y*dx = x*dy + co
};
struct NodeData {
int16 x;
int16 y;
int16 level;
int16 prev;
int16 dist;
};
#include <common/pack-end.h> // END STRUCT PACKING
struct FloorData {
int32 nbars;
BarData *bars;
int32 nnodes;
NodeData *node;
};
struct RouteData {
int32 x;
int32 y;
int32 dirS;
int32 dirD;
};
struct PathData {
int32 x;
int32 y;
int32 dir;
int32 num;
};
#define MAX_FRAMES_PER_CYCLE 16
#define NO_DIRECTIONS 8
#define MAX_FRAMES_PER_CHAR (MAX_FRAMES_PER_CYCLE * NO_DIRECTIONS)
#define ROUTE_END_FLAG 255
#define O_GRID_SIZE 200
#define O_ROUTE_SIZE 50
class ObjectMan;
class ResMan;
class Screen;
extern int whatTarget(int32 startX, int32 startY, int32 destX, int32 destY);
class Router {
public:
Router(ObjectMan *pObjMan, ResMan *pResMan);
int32 routeFinder(int32 id, Object *mega, int32 x, int32 y, int32 dir);
void setPlayerTarget(int32 x, int32 y, int32 dir, int32 stance);
// these should be private but are read by Screen for debugging:
BarData _bars[O_GRID_SIZE];
NodeData _node[O_GRID_SIZE];
int32 _nBars;
int32 _nNodes;
private:
// when the player collides with another mega, we'll receive a ReRouteRequest here.
// that's why we need to remember the player's target coordinates
int32 _playerTargetX, _playerTargetY, _playerTargetDir, _playerTargetStance;
ObjectMan *_objMan;
ResMan *_resMan;
int32 _startX, _startY, _startDir;
int32 _targetX, _targetY, _targetDir;
int32 _scaleA, _scaleB;
int32 megaId;
/*RouteData _route[O_ROUTE_SIZE];
//int32 _routeLength;
PathData _smoothPath[O_ROUTE_SIZE];
PathData _modularPath[O_ROUTE_SIZE];*/
RouteData _route[O_ROUTE_SIZE];
PathData _smoothPath[O_ROUTE_SIZE];
PathData _modularPath[O_ROUTE_SIZE];
int32 _routeLength;
int32 _framesPerStep, _framesPerChar;
uint8 _nWalkFrames, _nTurnFrames;
int32 _dx[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
int32 _dy[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
int32 _modX[NO_DIRECTIONS];
int32 _modY[NO_DIRECTIONS];
int32 _diagonalx, _diagonaly;
int32 standFrames;
int32 turnFramesLeft, turnFramesRight;
int32 walkFramesLeft, walkFramesRight; // left/right walking turn
int32 slowInFrames, slowOutFrames;
int32 LoadWalkResources(Object *mega, int32 x, int32 y, int32 dir);
int32 getRoute(void);
int32 checkTarget(int32 x, int32 y);
bool scan(int32 level);
int32 newCheck(int32 status, int32 x1, int32 x2, int32 y1, int32 y2);
bool check(int32 x1, int32 y1, int32 x2, int32 y2);
bool horizCheck(int32 x1, int32 y, int32 x2);
bool vertCheck(int32 x, int32 y1, int32 y2);
bool lineCheck(int32 x1, int32 y1, int32 x2, int32 y2);
void extractRoute();
void slidyPath();
void slidyWalkAnimator(WalkData *walkAnim);
int32 smoothestPath();
int32 smoothCheck(int32 best, int32 p, int32 dirS, int32 dirD);
void solidPath();
int32 solidWalkAnimator(WalkData *walkAnim);
};
} // End of namespace Sword1
#endif //BSROUTER_H
|