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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.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 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.
*/
#ifndef SWORD2_ROUTER_H
#define SWORD2_ROUTER_H
// This used to be a variable, but it was never set. Actually, it wasn't even
// initialized!
//
// Define this to force the use of slidy router (so solid path not used when
// ending walk in ANY direction)
//
// #define FORCE_SLIDY
#include "sword2/object.h"
namespace Sword2 {
struct WalkData {
uint16 frame;
int16 x;
int16 y;
uint8 step;
uint8 dir;
};
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;
};
// because we only have 2 megas in the game!
#define TOTAL_ROUTE_SLOTS 2
#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 MAX_WALKGRIDS 10
#define O_WALKANIM_SIZE 600 // max number of nodes in router output
#define O_GRID_SIZE 200 // max 200 lines & 200 points
#define O_ROUTE_SIZE 50 // max number of modules in a route
struct RouteData {
int32 x;
int32 y;
int32 dirS;
int32 dirD;
};
struct PathData {
int32 x;
int32 y;
int32 dir;
int32 num;
};
class Router {
private:
Sword2Engine *_vm;
int16 _standbyX; // see fnSetStandbyCoords()
int16 _standbyY;
int16 _standbyDir;
// stores pointers to mem blocks containing routes created & used by
// megas (NULL if slot not in use)
WalkData *_routeSlots[TOTAL_ROUTE_SLOTS];
BarData _bars[O_GRID_SIZE];
NodeData _node[O_GRID_SIZE];
int32 _walkGridList[MAX_WALKGRIDS];
int32 _nBars;
int32 _nNodes;
int32 _startX, _startY, _startDir;
int32 _targetX, _targetY, _targetDir;
int32 _scaleA, _scaleB;
RouteData _route[O_ROUTE_SIZE];
PathData _smoothPath[O_ROUTE_SIZE];
PathData _modularPath[O_ROUTE_SIZE];
int32 _routeLength;
int32 _framesPerStep;
int32 _framesPerChar;
ObjectWalkdata _walkData;
int8 _modX[NO_DIRECTIONS];
int8 _modY[NO_DIRECTIONS];
int32 _diagonalx;
int32 _diagonaly;
int32 _firstStandFrame;
int32 _firstStandingTurnLeftFrame;
int32 _firstStandingTurnRightFrame;
int32 _firstWalkingTurnLeftFrame; // left walking turn
int32 _firstWalkingTurnRightFrame; // right walking turn
uint32 _firstSlowInFrame[NO_DIRECTIONS];
int32 _firstSlowOutFrame;
// number of slow-out frames on for each leading-leg in each direction
// ie. total number of slow-out frames = (numberOfSlowOutFrames * 2 *
// NO_DIRECTIONS)
int32 _numberOfSlowOutFrames;
int32 _stepCount;
int32 _moduleX;
int32 _moduleY;
int32 _currentDir;
int32 _lastCount;
int32 _frame;
uint8 returnSlotNo(uint32 megaId);
int32 getRoute();
void extractRoute();
void loadWalkGrid();
void setUpWalkGrid(byte *ob_mega, int32 x, int32 y, int32 dir);
void loadWalkData(byte *ob_walkdata);
bool scan(int32 level);
int32 newCheck(int32 status, int32 x1, int32 y1, int32 x2, int32 y2);
bool lineCheck(int32 x1, int32 x2, int32 y1, int32 y2);
bool vertCheck(int32 x, int32 y1, int32 y2);
bool horizCheck(int32 x1, int32 y, int32 x2);
bool check(int32 x1, int32 y1, int32 x2, int32 y2);
int32 checkTarget(int32 x, int32 y);
int32 smoothestPath();
void slidyPath();
void smoothCheck(int32 &steps, int32 best, int32 p, int32 dirS, int32 dirD);
bool addSlowInFrames(WalkData *walkAnim);
void addSlowOutFrames(WalkData *walkAnim);
void slidyWalkAnimator(WalkData *walkAnim);
#ifndef FORCE_SLIDY
void solidPath();
int32 solidWalkAnimator(WalkData *walkAnim);
#endif
void plotCross(int16 x, int16 y, uint8 color);
public:
Router(Sword2Engine *vm) : _vm(vm), _diagonalx(0), _diagonaly(0) {
memset(_routeSlots, 0, sizeof(_routeSlots));
memset(_bars, 0, sizeof(_bars));
memset(_node, 0, sizeof(_node));
memset(_walkGridList, 0, sizeof(_walkGridList));
memset(_route, 0, sizeof(_route));
memset(_smoothPath, 0, sizeof(_smoothPath));
memset(_modularPath, 0, sizeof(_modularPath));
memset(_modX, 0, sizeof(_modX));
memset(_modY, 0, sizeof(_modY));
memset(_firstSlowInFrame, 0, sizeof(_firstSlowInFrame));
}
void setStandbyCoords(int16 x, int16 y, uint8 dir);
int whatTarget(int startX, int startY, int destX, int destY);
// Sprites
void setSpriteStatus(byte *ob_graph, uint32 type);
void setSpriteShading(byte *ob_graph, uint32 type);
// Animation
int doAnimate(byte *ob_logic, byte *ob_graph, int32 animRes, bool reverse);
int megaTableAnimate(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *animTable, bool reverse);
// Walking
int doWalk(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y, uint8 target_dir);
int walkToAnim(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 animRes);
int walkToTalkToMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId, uint32 separation);
// Turning
int doFace(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint8 target_dir);
int faceXY(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y);
int faceMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId);
// Standing
void standAt(byte *ob_graph, byte *ob_mega, int32 x, int32 y, int32 dir);
void standAfterAnim(byte *ob_graph, byte *ob_mega, uint32 animRes);
void standAtAnim(byte *ob_graph, byte *ob_mega, uint32 animRes);
int32 routeFinder(byte *ob_mega, byte *ob_walkdata, int32 x, int32 y, int32 dir);
void earlySlowOut(byte *ob_mega, byte *ob_walkdata);
void allocateRouteMem();
WalkData *getRouteMem();
void freeRouteMem();
void freeAllRouteMem();
void addWalkGrid(int32 gridResource);
void removeWalkGrid(int32 gridResource);
void clearWalkGridList();
void plotWalkGrid();
};
} // End of namespace Sword2
#endif
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