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
|
/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2006 The ScummVM project
*
* 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.
*
* $Header$
*/
#ifndef _ROUTER_H
#define _ROUTER_H
// This used to be a variable, but it was never set. Actually, it wasn't even
// initialised!
//
// 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;
int32 _startY;
int32 _startDir;
int32 _targetX;
int32 _targetY;
int32 _targetDir;
int32 _scaleA;
int32 _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();
int32 smoothCheck(int32 best, int32 p, int32 dirS, int32 dirD);
bool addSlowInFrames(WalkData *walkAnim);
void addSlowOutFrames(WalkData *walkAnim);
void slidyWalkAnimator(WalkData *walkAnim);
#ifndef FORCE_SLIDY
int32 solidPath();
int32 solidWalkAnimator(WalkData *walkAnim);
#endif
void plotCross(int16 x, int16 y, uint8 colour);
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
|