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/* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef BSROUTER_H
#define BSROUTER_H
#include "scummsys.h"
#include "sword1/object.h"
namespace Sword1 {
#define EXTRA_GRID_SIZE 20
#define O_GRID_SIZE 200
#if !defined(__GNUC__)
#pragma START_PACK_STRUCTS
#endif
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
} GCC_PACK;
struct NodeData {
int16 x;
int16 y;
int16 level;
int16 prev;
int16 dist;
} GCC_PACK;
#if !defined(__GNUC__)
#pragma END_PACK_STRUCTS
#endif
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 ROUTE_END_FLAG 255
#define NO_DIRECTIONS 8
#define MAX_FRAMES_PER_CYCLE 16
#define MAX_FRAMES_PER_CHAR (MAX_FRAMES_PER_CYCLE * NO_DIRECTIONS)
#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);
void resetExtraData(void);
// these should be private but are read by Screen for debugging:
BarData bars[O_GRID_SIZE+EXTRA_GRID_SIZE];
NodeData node[O_GRID_SIZE+EXTRA_GRID_SIZE];
int32 nbars, 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;
// additional route data to block parts of the floor and enable routine around megas:
int32 _numExtraBars, _numExtraNodes;
BarData _extraBars[EXTRA_GRID_SIZE];
NodeData _extraNodes[EXTRA_GRID_SIZE];
ObjectMan *_objMan;
ResMan *_resMan;
/*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 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 targetDir);
int32 GetRoute(void);
int32 CheckTarget(int32 x, int32 y);
int32 Scan(int32 level);
int32 NewCheck(int32 status, int32 x1, int32 x2, int32 y1, int32 y2);
int32 Check(int32 x1, int32 y1, int32 x2, int32 y2);
int32 HorizCheck(int32 x1, int32 y, int32 x2);
int32 VertCheck(int32 x, int32 y1, int32 y2);
int32 LineCheck(int32 x1, int32 y1, int32 x2, int32 y2);
void ExtractRoute();
int32 SlidyPath();
void SlidyWalkAnimator(WalkData *walkAnim);
int32 SmoothestPath();
int32 SmoothCheck(int32 best, int32 p, int32 dirS, int32 dirD);
int32 SolidPath();
int32 SolidWalkAnimator(WalkData *walkAnim);
void RouteLine(int32 x1,int32 y1,int32 x2,int32 y2 ,int32 colour);
void BresenhamLine(int32 x1,int32 y1,int32 x2,int32 y2, uint8 *screen, int32 width, int32 height, int32 colour);
};
} // End of namespace Sword1
#endif //BSROUTER_H
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