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
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
|
/* 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.
*/
// WALKER.CPP by James (14nov96)
// Functions for moving megas about the place & also for keeping tabs on them
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#include "sword2/screen.h"
namespace Sword2 {
void Router::setStandbyCoords(int16 x, int16 y, uint8 dir) {
assert(dir <= 7);
_standbyX = x;
_standbyY = y;
_standbyDir = dir;
}
/**
* Work out direction from start to dest.
*/
// Used in whatTarget(); not valid for all megas
#define diagonalx 36
#define diagonaly 8
int Router::whatTarget(int startX, int startY, int destX, int destY) {
int deltaX = destX - startX;
int deltaY = destY - startY;
// 7 0 1
// 6 2
// 5 4 3
// Flat route
if (ABS(deltaY) * diagonalx < ABS(deltaX) * diagonaly / 2)
return (deltaX > 0) ? 2 : 6;
// Vertical route
if (ABS(deltaY) * diagonalx / 2 > ABS(deltaX) * diagonaly)
return (deltaY > 0) ? 4 : 0;
// Diagonal route
if (deltaX > 0)
return (deltaY > 0) ? 3 : 1;
return (deltaY > 0) ? 5 : 7;
}
/**
* Walk meta to (x,y,dir). Set RESULT to 0 if it succeeded. Otherwise, set
* RESULT to 1. Return true if the mega has finished walking.
*/
int Router::doWalk(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y, uint8 target_dir) {
ObjectLogic obLogic(ob_logic);
ObjectGraphic obGraph(ob_graph);
ObjectMega obMega(ob_mega);
// If this is the start of the walk, calculate the route.
if (obLogic.getLooping() == 0) {
// If we're already there, don't even bother allocating
// memory and calling the router, just quit back & continue
// the script! This avoids an embarassing mega stand frame
// appearing for one cycle when we're already in position for
// an anim eg. repeatedly clicking on same object to repeat
// an anim - no mega frame will appear in between runs of the
// anim.
if (obMega.getFeetX() == target_x && obMega.getFeetY() == target_y && obMega.getCurDir() == target_dir) {
_vm->_logic->writeVar(RESULT, 0);
return IR_CONT;
}
assert(target_dir <= 8);
obMega.setWalkPc(0);
// Set up mem for _walkData in route_slots[] & set mega's
// 'route_slot_id' accordingly
allocateRouteMem();
int32 route = routeFinder(ob_mega, ob_walkdata, target_x, target_y, target_dir);
// 0 = can't make route to target
// 1 = created route
// 2 = zero route but may need to turn
if (route != 1 && route != 2) {
freeRouteMem();
_vm->_logic->writeVar(RESULT, 1);
return IR_CONT;
}
// Walk is about to start
obMega.setIsWalking(1);
obLogic.setLooping(1);
obGraph.setAnimResource(obMega.getMegasetRes());
} else if (_vm->_logic->readVar(EXIT_FADING) && _vm->_screen->getFadeStatus() == RDFADE_BLACK) {
// Double clicked an exit, and the screen has faded down to
// black. Ok, that's it. Back to script and change screen.
// We have to clear te EXIT_CLICK_ID variable in case there's a
// walk instruction on the new screen, or it'd be cut short.
freeRouteMem();
obLogic.setLooping(0);
obMega.setIsWalking(0);
_vm->_logic->writeVar(EXIT_CLICK_ID, 0);
_vm->_logic->writeVar(RESULT, 0);
return IR_CONT;
}
// Get pointer to walkanim & current frame position
WalkData *walkAnim = getRouteMem();
int32 walk_pc = obMega.getWalkPc();
// If stopping the walk early, overwrite the next step with a
// slow-out, then finish
if (_vm->_logic->checkEventWaiting() && walkAnim[walk_pc].step == 0 && walkAnim[walk_pc + 1].step == 1) {
// At the beginning of a step
earlySlowOut(ob_mega, ob_walkdata);
}
// Get new frame of walk
obGraph.setAnimPc(walkAnim[walk_pc].frame);
obMega.setCurDir(walkAnim[walk_pc].dir);
obMega.setFeetX(walkAnim[walk_pc].x);
obMega.setFeetY(walkAnim[walk_pc].y);
// Is the NEXT frame is the end-marker (512) of the walk sequence?
if (walkAnim[walk_pc + 1].frame != 512) {
// No, it wasn't. Increment the walk-anim frame number and
// come back next cycle.
obMega.setWalkPc(obMega.getWalkPc() + 1);
return IR_REPEAT;
}
// We have reached the end-marker, which means we can return to the
// script just as the final (stand) frame of the walk is set.
freeRouteMem();
obLogic.setLooping(0);
obMega.setIsWalking(0);
// If George's walk has been interrupted to run a new action script for
// instance or Nico's walk has been interrupted by player clicking on
// her to talk
// There used to be code here for checking if two megas were colliding,
// but it had been commented out, and it was only run if a function
// that always returned zero returned non-zero.
if (_vm->_logic->checkEventWaiting()) {
_vm->_logic->startEvent();
_vm->_logic->writeVar(RESULT, 1);
return IR_TERMINATE;
}
_vm->_logic->writeVar(RESULT, 0);
// CONTINUE the script so that RESULT can be checked! Also, if an anim
// command follows the fnWalk command, the 1st frame of the anim (which
// is always a stand frame itself) can replace the final stand frame of
// the walk, to hide the slight difference between the shrinking on the
// mega frames and the pre-shrunk anim start-frame.
return IR_CONT;
}
/**
* Walk mega to start position of anim
*/
int Router::walkToAnim(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 animRes) {
int16 target_x = 0;
int16 target_y = 0;
uint8 target_dir = 0;
// Walkdata is needed for earlySlowOut if player clicks elsewhere
// during the walk.
// If this is the start of the walk, read anim file to get start coords
ObjectLogic obLogic(ob_logic);
if (obLogic.getLooping() == 0) {
byte *anim_file = _vm->_resman->openResource(animRes);
AnimHeader anim_head;
anim_head.read(_vm->fetchAnimHeader(anim_file));
target_x = anim_head.feetStartX;
target_y = anim_head.feetStartY;
target_dir = anim_head.feetStartDir;
_vm->_resman->closeResource(animRes);
// If start coords not yet set in anim header, use the standby
// coords (which should be set beforehand in the script).
if (target_x == 0 && target_y == 0) {
target_x = _standbyX;
target_y = _standbyY;
target_dir = _standbyDir;
}
assert(target_dir <= 7);
}
return doWalk(ob_logic, ob_graph, ob_mega, ob_walkdata, target_x, target_y, target_dir);
}
/**
* Route to the left or right hand side of target id, if possible.
*/
int Router::walkToTalkToMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId, uint32 separation) {
ObjectMega obMega(ob_mega);
int16 target_x = 0;
int16 target_y = 0;
uint8 target_dir = 0;
// If this is the start of the walk, calculate the route.
ObjectLogic obLogic(ob_logic);
if (obLogic.getLooping() == 0) {
assert(_vm->_resman->fetchType(megaId) == GAME_OBJECT);
// Call the base script. This is the graphic/mouse service
// call, and will set _engineMega to the ObjectMega of mega we
// want to route to.
_vm->_logic->runResScript(megaId, 3);
ObjectMega targetMega(_vm->_logic->getEngineMega());
// Stand exactly beside the mega, ie. at same y-coord
target_y = targetMega.getFeetY();
int scale = obMega.calcScale();
int mega_separation = (separation * scale) / 256;
debug(4, "Target is at (%d, %d), separation %d", targetMega.getFeetX(), targetMega.getFeetY(), mega_separation);
if (targetMega.getFeetX() < obMega.getFeetX()) {
// Target is left of us, so aim to stand to their
// right. Face down_left
target_x = targetMega.getFeetX() + mega_separation;
target_dir = 5;
} else {
// Ok, must be right of us so aim to stand to their
// left. Face down_right.
target_x = targetMega.getFeetX() - mega_separation;
target_dir = 3;
}
}
return doWalk(ob_logic, ob_graph, ob_mega, ob_walkdata, target_x, target_y, target_dir);
}
/**
* Turn mega to the specified direction. Just needs to call doWalk() with
* current feet coords, so router can produce anim of turn frames.
*/
int Router::doFace(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint8 target_dir) {
int16 target_x = 0;
int16 target_y = 0;
// If this is the start of the turn, get the mega's current feet
// coords + the required direction
ObjectLogic obLogic(ob_logic);
if (obLogic.getLooping() == 0) {
assert(target_dir <= 7);
ObjectMega obMega(ob_mega);
target_x = obMega.getFeetX();
target_y = obMega.getFeetY();
}
return doWalk(ob_logic, ob_graph, ob_mega, ob_walkdata, target_x, target_y, target_dir);
}
/**
* Turn mega to face point (x,y) on the floor
*/
int Router::faceXY(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y) {
uint8 target_dir = 0;
// If this is the start of the turn, get the mega's current feet
// coords + the required direction
ObjectLogic obLogic(ob_logic);
if (obLogic.getLooping() == 0) {
ObjectMega obMega(ob_mega);
target_dir = whatTarget(obMega.getFeetX(), obMega.getFeetY(), target_x, target_y);
}
return doFace(ob_logic, ob_graph, ob_mega, ob_walkdata, target_dir);
}
/**
* Turn mega to face another mega.
*/
int Router::faceMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId) {
uint8 target_dir = 0;
// If this is the start of the walk, decide where to walk to.
ObjectLogic obLogic(ob_logic);
if (obLogic.getLooping() == 0) {
assert(_vm->_resman->fetchType(megaId) == GAME_OBJECT);
// Call the base script. This is the graphic/mouse service
// call, and will set _engineMega to the ObjectMega of mega we
// want to turn to face.
_vm->_logic->runResScript(megaId, 3);
ObjectMega obMega(ob_mega);
ObjectMega targetMega(_vm->_logic->getEngineMega());
target_dir = whatTarget(obMega.getFeetX(), obMega.getFeetY(), targetMega.getFeetX(), targetMega.getFeetY());
}
return doFace(ob_logic, ob_graph, ob_mega, ob_walkdata, target_dir);
}
/**
* Stand mega at (x,y,dir)
* Sets up the graphic object, but also needs to set the new 'current_dir' in
* the mega object, so the router knows in future
*/
void Router::standAt(byte *ob_graph, byte *ob_mega, int32 x, int32 y, int32 dir) {
assert(dir >= 0 && dir <= 7);
ObjectGraphic obGraph(ob_graph);
ObjectMega obMega(ob_mega);
// Set up the stand frame & set the mega's new direction
obMega.setFeetX(x);
obMega.setFeetY(y);
obMega.setCurDir(dir);
// Mega-set animation file
obGraph.setAnimResource(obMega.getMegasetRes());
// Dir + first stand frame (always frame 96)
obGraph.setAnimPc(dir + 96);
}
/**
* Stand mega at end position of anim
*/
void Router::standAfterAnim(byte *ob_graph, byte *ob_mega, uint32 animRes) {
byte *anim_file = _vm->_resman->openResource(animRes);
AnimHeader anim_head;
anim_head.read(_vm->fetchAnimHeader(anim_file));
int32 x = anim_head.feetEndX;
int32 y = anim_head.feetEndY;
int32 dir = anim_head.feetEndDir;
_vm->_resman->closeResource(animRes);
// If start coords not available either use the standby coords (which
// should be set beforehand in the script)
if (x == 0 && y == 0) {
x = _standbyX;
y = _standbyY;
dir = _standbyDir;
}
standAt(ob_graph, ob_mega, x, y, dir);
}
void Router::standAtAnim(byte *ob_graph, byte *ob_mega, uint32 animRes) {
byte *anim_file = _vm->_resman->openResource(animRes);
AnimHeader anim_head;
anim_head.read(_vm->fetchAnimHeader(anim_file));
int32 x = anim_head.feetStartX;
int32 y = anim_head.feetStartY;
int32 dir = anim_head.feetStartDir;
_vm->_resman->closeResource(animRes);
// If start coords not available use the standby coords (which should
// be set beforehand in the script)
if (x == 0 && y == 0) {
x = _standbyX;
y = _standbyY;
dir = _standbyDir;
}
standAt(ob_graph, ob_mega, x, y, dir);
}
} // End of namespace Sword2
|