aboutsummaryrefslogtreecommitdiff
path: root/sword2/walker.cpp
blob: 6430152acd89166b9a5d11e1bd189d9472966d26 (plain)
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
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
/* Copyright (C) 1994-2003 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.
 *
 * $Header$
 */

//--------------------------------------------------------------------------------------
// WALKER.CPP by James (14nov96)

// script functions for moving megas about the place & also for keeping tabs on them

// FN_walk()				// walk to (x,y,dir)
// FN_walk_to_anim()		// walk to start position of anim
// FN_turn()				// turn to (dir)
// FN_stand_at()			// stand at (x,y,dir)
// FN_stand()				// stand facing (dir)
// FN_stand_after_anim()	// stand at end position of anim
// FN_face_id()				// turn to face object (id)
// FN_face_xy()				// turn to face point (x,y)
// FN_is_facing()			// is mega (id) facing us?
// FN_get_pos()				// get details of another mega's position

//--------------------------------------------------------------------------------------

#include "stdafx.h"
//#include "src\driver96.h"
#include "console.h"
#include "defs.h"
#include "events.h"
#include "function.h"
#include "interpreter.h"
#include "logic.h"	// for FN_add_to_kill_list
#include "object.h"
#include "protocol.h"
#include "router.h"
#include "sync.h"

//--------------------------------------------------------------------------------------

int16	standby_x;			// see FN_set_standby_coords
int16	standby_y;
uint8	standby_dir;

//--------------------------------------------------------------------------------------
/*
uint8 Check_walk_anim_ok( Object_mega *ob_mega, Object_walkdata *ob_walkdata );
//--------------------------------------------------------------------------------------
// NEW CODE TO VERIFY THAT THE WALK-ANIM CONTAINS NO INVALID FRAMES!
// (James 15sep97)
uint8 Check_walk_anim_ok( Object_mega *ob_mega, Object_walkdata *ob_walkdata )
{
	int32		walk_pc=0;
	_walkData	*walkAnim;
	uint8		*anim_file;
	_animHeader	*anim_head;
	uint32		lastValidFrameNo;
	uint8		ok=1;


	anim_file = res_man.Res_open(ob_mega->megaset_res);	// open mega-set file
	anim_head = FetchAnimHeader( anim_file );			// set up pointer to the animation header
 	lastValidFrameNo = anim_head->noAnimFrames-1;		// get last valid frame number
	res_man.Res_close(ob_mega->megaset_res);			// close file

   	walkAnim = LockRouteMem();	// lock the _walkData array

	while (ok && (walkAnim[walk_pc].frame != 512))	// '512' id end-marker
	{
		if (walkAnim[walk_pc].frame > lastValidFrameNo)	// if frame exceeds the allowed range
			ok=0;

		walk_pc++;
	}

	FloatRouteMem();	// allow _walkData array to float about memory again

	return(ok);
}
*/
//--------------------------------------------------------------------------------------
// walk mega to (x,y,dir)

int32 FN_walk(int32 *params)	// James (14nov96)
{
	// params:	0 pointer to object's logic structure
	//			1 pointer to object's graphic structure
	//			2 pointer to object's mega structure
	//			3 pointer to object's walkdata structure
	//			4 target x-coord
	//			5 target y-coord
	//			6 target direction

	Object_logic	*ob_logic;
	Object_graphic	*ob_graph;
	Object_mega		*ob_mega;
	Object_walkdata	*ob_walkdata;
	int16			target_x;
	int16			target_y;
	uint8			target_dir;
	int8			route;
	int32			walk_pc;
	_walkData		*walkAnim;

	//----------------------------------------------------------------------------------------
	// get the parameters

	ob_logic	= (Object_logic *)params[0];
	ob_graph	= (Object_graphic *)params[1];
	ob_mega		= (Object_mega *)params[2];

	target_x	= (int16) params[4];
	target_y	= (int16) params[5];
	target_dir	= (uint8) params[6];

	//----------------------------------------------------------------------------------------
	// if this is the start of the walk, calculate route

	if (ob_logic->looping==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 ((ob_mega->feet_x == target_x) && (ob_mega->feet_y == target_y)
			&& (ob_mega->current_dir == target_dir))
		{
			RESULT = 0;				// 0 means ok - finished walk
			return(IR_CONT);			// may as well continue the script
		}

		//---------------------------
		if ((params[6] < 0) || (params[6] > 8))	// invalid direction (NB. '8' means end walk on ANY direction)
			Con_fatal_error("Invalid direction (%d) in FN_walk (%s line %u)",params[6],__FILE__,__LINE__);
		//---------------------------

		ob_walkdata	= (Object_walkdata *)params[3];

		ob_mega->walk_pc=0;			//always

		AllocateRouteMem();	// set up mem for _walkData in route_slots[] & set mega's 'route_slot_id' accordingly
		route = (int8) RouteFinder(ob_mega, ob_walkdata, target_x, target_y, target_dir);

		/*
		if (id == PLAYER)
		{
			nExtraBars = 0;
			nExtraNodes = 0;
			if	((route == 1) || (route == 2))
			{
				megaOnGrid = 0;	// if we have just checked a grid with the mega on the grid take the mega off
				reRouteGeorge = 0;
			}
		}
		*/

		if	((route == 1) || (route == 2))	// 1=created route	2=zero route but may need to turn
		{
			//-------------------------------------------
			ob_logic->looping	= 1;		// so script FN_walk loop continues until end of walk-anim
											// need to animate the route now, so don't set result or return yet!

			ob_mega->currently_walking=1;	// started walk(James23jun97)
											// (see FN_get_player_savedata() in save_rest.cpp
			//-------------------------------------------
		}
		else							// 0=can't make route to target
		{
			FreeRouteMem();		// free up the walkdata mem block
			RESULT = 1;					// 1 means error, no walk created
			return(IR_CONT);			// may as well continue the script
		}

		// ok, walk is about to start, so set the mega's graphic resource
		ob_graph->anim_resource = ob_mega->megaset_res;
	}
	//----------------------------------------------------------------------------------------
	// double clicked an exit so quit the walk when screen is black

 	else if ((EXIT_FADING) && (GetFadeStatus()==RDFADE_BLACK))
	{
//		ok, thats it - back to script and change screen

		ob_logic->looping=0;	// so script loop stops
		FreeRouteMem();			// free up the walkdata mem block

		EXIT_CLICK_ID=0;		// must clear in-case on the new screen there's a walk instruction (which would get cut short)
//		EXIT_FADING=0;	// this will be reset when we change screens, so we can use it in script to check if a 2nd-click came along


		ob_mega->currently_walking=0;	// finished walk (James23jun97)
										// (see FN_get_player_savedata() in save_rest.cpp

		ob_mega->colliding=0;

		RESULT = 0;				// 0 means ok
		return(IR_CONT);		// continue the script so that RESULT can be checked!
	}
	//----------------------------------------------------------------------------------------
	// get pointer to walkanim & current frame position

	walkAnim	= LockRouteMem();	// lock the _walkData array
	walk_pc		= ob_mega->walk_pc;

	//----------------------------------------------------------------------------------------
	// if stopping the walk early, overwrite the next step with a slow-out, then finish

	if (Check_event_waiting())
	{
		if ((walkAnim[walk_pc].step == 0) && (walkAnim[walk_pc+1].step == 1))	// at the beginning of a step
		{
			ob_walkdata	= (Object_walkdata *)params[3];
			EarlySlowOut(ob_mega,ob_walkdata);
		}
	}
/*
	else if (CheckForCollision())
	{
		if ((walkAnim[walk_pc].step == 0) && (walkAnim[walk_pc+1].step == 1))	// at the beginning of a step
		{
			ob_walkdata	= (Object_walkdata *)params[3];
			EarlySlowOut(ob_mega,ob_walkdata);

			ob_mega->colliding=1;
		}
	}
*/
	//------------------------------------------------------------------
	// get new frame of walk

	ob_graph->anim_pc		= walkAnim[walk_pc].frame;
	ob_mega->current_dir	= walkAnim[walk_pc].dir;
	ob_mega->feet_x			= walkAnim[walk_pc].x;
	ob_mega->feet_y			= walkAnim[walk_pc].y;

	//------------------------------------------------------------------
	// check if NEXT frame is in fact the end-marker of the walk sequence
	// so we can return to script just as the final (stand) frame of the walk is set
	// - so that if followed by an anim, the anim's first frame replaces the final stand-frame
	// of the walk (see below)

	if (walkAnim[walk_pc+1].frame==512)	// '512' is end-marker
	{
		ob_logic->looping=0;	// so script loop stops
		FreeRouteMem();	// free up the walkdata mem block

		ob_mega->currently_walking=0;	// finished walk(James23jun97)
										// (see FN_get_player_savedata() in save_rest.cpp
/*
		if (ID==CUR_PLAYER_ID)
		{
			george_walking = 0;

			if (megaOnGrid == 2)
				megaOnGrid = 0;
		}
*/

		if (Check_event_waiting())	// 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
			ob_mega->colliding=0;	// Don't care about collision now we've got an event
			Start_event();
			RESULT = 1;				// 1 means didn't finish walk
			return(IR_TERMINATE);
		}
		else if (ob_mega->colliding)	// If we almost collided with another mega,
		{								// then we want to re-route from scratch.
			ob_mega->colliding=0;		// reset the flag now we've acknowledged the collision
			return(IR_REPEAT);			// Stop the script, but repeat this call next cycle
		}
		else
		{
			RESULT = 0;				// 0 means ok - finished walk
			return(IR_CONT);		// CONTINUE the script so that RESULT can be checked!
									// Also, if an anim command follows the FN_walk 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.
		}
	}
	//----------------------------------------------------------------------------------------
	// increment the walkanim frame number, float the walkanim & come back next cycle

	ob_mega->walk_pc++;

	FloatRouteMem();	// allow _walkData array to float about memory again
	return(IR_REPEAT);	// stop the script, but repeat this call next cycle

	//------------------------------------------------------------------
}
//--------------------------------------------------------------------------------------
// walk mega to start position of anim

int32 FN_walk_to_anim(int32 *params)	// James (14nov96)
{
	// params:	0 pointer to object's logic structure
	//			1 pointer to object's graphic structure
	//			2 pointer to object's mega structure
	//			3 pointer to object's walkdata structure
	//			4 anim resource id

	Object_logic	*ob_logic;
	uint8			*anim_file;
	_animHeader		*anim_head;
	int32			pars[7];

	//----------------------------------------------------------------------------------------
	// if this is the start of the walk, read anim file to get start coords

	ob_logic = (Object_logic *)params[0];

	if (ob_logic->looping==0)
	{
		anim_file = res_man.Res_open(params[4]);		// open anim file
		anim_head = FetchAnimHeader( anim_file );		// point to animation header

		pars[4] = anim_head->feetStartX;				// target_x
		pars[5] = anim_head->feetStartY;				// target_y
		pars[6] = anim_head->feetStartDir;				// target_dir

		res_man.Res_close(params[4]);					// close anim file

		//------------------------------------------
		if ((pars[4]==0)&&(pars[5]==0))					// if start coords not yet set in anim header
		{
			pars[4] = standby_x;						// use the standby coords
			pars[5] = standby_y;						// (which should be set beforehand in the script)
			pars[6] = standby_dir;

			Zdebug("WARNING: FN_walk_to_anim(%s) used standby coords", FetchObjectName(params[4]));
		}

		if ((pars[6] < 0) || (pars[6] > 7))				// check for invalid direction
			Con_fatal_error("Invalid direction (%d) in FN_walk_to_anim (%s line %u)", pars[6],__FILE__,__LINE__);

		//------------------------------------------
	}
	//----------------------------------------------------------------------------------------
	// set up the rest of the parameters for FN_walk()

	pars[0] = params[0];
	pars[1] = params[1];
	pars[2] = params[2];
	pars[3] = params[3];	// walkdata - needed for EarlySlowOut if player clicks elsewhere during the walk

	//-------------------------------------------------------------------------------------------------------

	return FN_walk(pars);	// call FN_walk() with target coords set to anim start position
}

//--------------------------------------------------------------------------------------
// turn mega to <direction>
// just needs to call FN_walk() with current feet coords, so router can produce anim of turn frames

int32 FN_turn(int32 *params)	// James (15nov96)
{
	// params:	0 pointer to object's logic structure
	//			1 pointer to object's graphic structure
	//			2 pointer to object's mega structure
	//			3 pointer to object's walkdata structure
	//			4 target direction

	Object_logic	*ob_logic;
	Object_mega		*ob_mega;
	int32			pars[7];

	// if this is the start of the turn, get the mega's current feet coords + the required direction

	ob_logic = (Object_logic *)params[0];

	if (ob_logic->looping==0)
	{
	 	//--------------------------------------------
		if ((params[4] < 0) || (params[4] > 7))	// invalid direction
			Con_fatal_error("Invalid direction (%d) in FN_turn (%s line %u)",params[4],__FILE__,__LINE__);
		//--------------------------------------------

	 	ob_mega = (Object_mega *)params[2];
	
		pars[4] = ob_mega->feet_x;
		pars[5] = ob_mega->feet_y;
		pars[6] = params[4];	// DIRECTION to turn to
	}

	//----------------------------------------------------------------------------------------
	// set up the rest of the parameters for FN_walk()

	pars[0] = params[0];
	pars[1] = params[1];
	pars[2] = params[2];
	pars[3] = params[3];

	//----------------------------------------------------------------------------------------

	return FN_walk(pars);	// call FN_walk() with target coords set to feet coords
}
//--------------------------------------------------------------------------------------
// 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

int32 FN_stand_at(int32 *params)	// James
{
	// params:	0 pointer to object's graphic structure
	//			1 pointer to object's mega structure
	//			2 target x-coord
	//			3 target y-coord
	//			4 target direction

	Object_mega		*ob_mega;
	Object_graphic	*ob_graph;

	//----------------------------------------------------------------------------------------
	// check for invalid direction

	if ((params[4] < 0) || (params[4] > 7))	// invalid direction
		Con_fatal_error("Invalid direction (%d) in FN_stand_at (%s line %u)",params[4],__FILE__,__LINE__);

	//----------------------------------------------------------------------------------------
	// set up pointers to the graphic & mega structure

	ob_graph	= (Object_graphic *)params[0];
	ob_mega		= (Object_mega *)params[1];

	//----------------------------------------------------------------------------------------
	// set up the stand frame & set the mega's new direction

	ob_graph->anim_resource	= ob_mega->megaset_res;	// mega-set animation file
	ob_mega->feet_x			= params[2];			// x
	ob_mega->feet_y			= params[3];			// y
	ob_graph->anim_pc		= params[4]+96;			// dir + first stand frame (always frame 96)
	ob_mega->current_dir	= params[4];			// dir

 	//----------------------------------------------------------------------------------------

	return(IR_CONT);	// continue the script
}

//--------------------------------------------------------------------------------------
// stand mega in <direction> at current feet coords
// just needs to call FN_stand_at() with current feet coords

int32 FN_stand(int32 *params)	// James (15nov96)
{
	// params:	0 pointer to object's graphic structure
	//			1 pointer to object's mega structure
	//			2 target direction

	Object_mega *ob_mega = (Object_mega *)params[1];
	int32 pars[5];

	pars[0] = params[0];
	pars[1] = params[1];
	pars[2] = ob_mega->feet_x;
	pars[3] = ob_mega->feet_y;
	pars[4] = params[2];	// DIRECTION to stand in

	return FN_stand_at(pars);	// call FN_stand_at() with target coords set to feet coords
}
//--------------------------------------------------------------------------------------
// stand mega at end position of anim

int32 FN_stand_after_anim(int32 *params)	// James (14nov96)
{
	// params:	0 pointer to object's graphic structure
	//			1 pointer to object's mega structure
	//			2 anim resource id

	uint8 *anim_file;
	_animHeader *anim_head;
	int32 pars[5];

	//----------------------------------------------------------------------------------------
	// open the anim file & set up a pointer to the animation header

	anim_file = res_man.Res_open(params[2]);	// open anim file
	anim_head = FetchAnimHeader( anim_file );

	//----------------------------------------------------------------------------------------
	// set up the parameter list for FN_walk_to()

	pars[0] = params[0];
	pars[1] = params[1];

	pars[2] = anim_head->feetEndX;					// x
	pars[3] = anim_head->feetEndY;					// y
	pars[4] = anim_head->feetEndDir;				// dir

	//----------------------------------------------------------------------------------------

	if ((pars[2]==0)&&(pars[3]==0))					// if start coords not available either
	{
		pars[2] = standby_x;						// use the standby coords
		pars[3] = standby_y;						// (which should be set beforehand in the script)
		pars[4] = standby_dir;

		Zdebug("WARNING: FN_stand_after_anim(%s) used standby coords", FetchObjectName(params[2]));
	}

	if ((pars[4] < 0) || (pars[4] > 7))				// check for invalid direction
		Con_fatal_error("Invalid direction (%d) in FN_stand_after_anim (%s line %u)", pars[4],__FILE__,__LINE__);

	//----------------------------------------------------------------------------------------
	// close the anim file

	res_man.Res_close(params[2]);		// close anim file

	//----------------------------------------------------------------------------------------

	return FN_stand_at(pars);			// call FN_stand_at() with target coords set to anim end position
}

//--------------------------------------------------------------------------------------
// stand mega at start position of anim

int32 FN_stand_at_anim(int32 *params)	// James (07feb97)
{
	// params:	0 pointer to object's graphic structure
	//			1 pointer to object's mega structure
	//			2 anim resource id

	uint8 *anim_file;
	_animHeader *anim_head;
	int32 pars[5];

	//----------------------------------------------------------------------------------------
	// open the anim file & set up a pointer to the animation header

	anim_file = res_man.Res_open(params[2]);	// open anim file
	anim_head = FetchAnimHeader( anim_file );

	//----------------------------------------------------------------------------------------
	// set up the parameter list for FN_walk_to()

	pars[0] = params[0];
	pars[1] = params[1];

	pars[2] = anim_head->feetStartX;				// x
	pars[3] = anim_head->feetStartY;				// y
	pars[4] = anim_head->feetStartDir;				// dir

	if ((pars[2]==0)&&(pars[3]==0))					// if start coords not available
	{
		pars[2] = standby_x;						// use the standby coords
		pars[3] = standby_y;						// (which should be set beforehand in the script)
		pars[4] = standby_dir;

		Zdebug("WARNING: FN_stand_at_anim(%s) used standby coords", FetchObjectName(params[2]));
	}

	if ((pars[4] < 0) || (pars[4] > 7))				// check for invalid direction
		Con_fatal_error("Invalid direction (%d) in FN_stand_after_anim (%s line %u)", pars[4],__FILE__,__LINE__);

	//-------------------------------------------------------------------------------------------------------
	// close the anim file

	res_man.Res_close(params[2]);		// close anim file

	//-------------------------------------------------------------------------------------------------------

	return FN_stand_at(pars);			// call FN_stand_at() with target coords set to anim end position
}

//--------------------------------------------------------------------------------------
// Code to workout direction from start to dest

#define	diagonalx 36	// used in what_target not valid for all megas	jps 17mar95
#define	diagonaly 8


int What_target(int startX,	int	startY, int	destX, int	destY)		//S2.1(20Jul95JPS)
{
	int tar_dir;
//setting up
	int deltaX = destX-startX;
	int deltaY = destY-startY;
	int signX = (deltaX > 0);
	int signY = (deltaY > 0);
	int	slope;

	if ( (abs(deltaY) * diagonalx ) < (abs(deltaX) * diagonaly / 2))
	{
		slope = 0;// its flat
	}
	else if ( (abs(deltaY) * diagonalx / 2) > (abs(deltaX) * diagonaly ) )
	{
		slope = 2;// its vertical
	}
	else
	{
		slope = 1;// its diagonal
	}

	if (slope == 0) //flat
	{
		if (signX == 1)	// going right
		{
			tar_dir = 2;
		}
		else
		{
			tar_dir = 6;
		}
	}
	else if (slope == 2) //vertical
	{
		if (signY == 1)	// going down
		{
			tar_dir = 4;
		}
		else
		{
			tar_dir = 0;
		}
	}
	else if (signX == 1) //right diagonal
	{
		if (signY == 1)	// going down
		{
			tar_dir = 3;
		}
		else
		{
			tar_dir = 1;
		}
	}
 	else //left diagonal
	{
		if (signY == 1)	// going down
		{
			tar_dir = 5;
		}
		else
		{
			tar_dir = 7;
		}
	}
	return tar_dir;
}

//--------------------------------------------------------------------------------------
// turn mega to face point (x,y) on the floor
// just needs to call FN_walk() with current feet coords & direction computed by What_target()

int32 FN_face_xy(int32 *params)	// James (29nov96)
{
	// params:	0 pointer to object's logic structure
	//			1 pointer to object's graphic structure
	//			2 pointer to object's mega structure
	//			3 pointer to object's walkdata structure
	//			4 target x-coord
	//			5 target y-coord

	Object_logic	*ob_logic;
	Object_mega		*ob_mega;
 	int32			pars[7];

	//----------------------------------------------------------------------------------------
	// if this is the start of the turn, get the mega's current feet coords + the required direction

	ob_logic = (Object_logic *)params[0];

	if (ob_logic->looping==0)
	{
	 	ob_mega = (Object_mega *)params[2];
	
		pars[4] = ob_mega->feet_x;
		pars[5] = ob_mega->feet_y;
		pars[6] = What_target( ob_mega->feet_x, ob_mega->feet_y, params[4], params[5] );	// set target direction
	}

	//----------------------------------------------------------------------------------------
	// set up the rest of the parameters for FN_walk()

	pars[0] = params[0];
	pars[1] = params[1];
	pars[2] = params[2];
	pars[3] = params[3];

	//----------------------------------------------------------------------------------------

	return FN_walk(pars);	// call FN_walk() with target coords set to feet coords
}
//--------------------------------------------------------------------------------------
int32	FN_face_mega(int32	*params) 	//S2.1(3mar95jps)	Tony29Nov96
{
//params	0 pointer to object's logic structure
//			1 pointer to object's graphic structure
//			2 pointer to object's mega structure
//			3 pointer to object's walkdata structure

//			4 id of target mega to face

	uint32	null_pc=3;	//get ob_mega
	char	*raw_script_ad;
	int32	pars[7];
	Object_logic	*ob_logic;
	Object_mega		*ob_mega;
	_standardHeader	*head;


	ob_mega = (Object_mega *)params[2];
	ob_logic = (Object_logic *)params[0];


	if (ob_logic->looping==0)
	{

//		get targets info
		head = (_standardHeader*) res_man.Res_open(params[4]);
		if	(head->fileType!=GAME_OBJECT)
			Con_fatal_error("FN_face_mega %d not an object", params[4]);

		raw_script_ad = (char *)head;	// (head+1) + sizeof(_object_hub);	//get to raw script data

		RunScript( raw_script_ad, raw_script_ad, &null_pc );	//call the base script - this is the graphic/mouse service call
		res_man.Res_close(params[4]);

//		engine_mega is now the Object_mega of mega we want to turn to face

		pars[3] = params[3];
		pars[4] = ob_mega->feet_x;
		pars[5] = ob_mega->feet_y;
		pars[6] = What_target( ob_mega->feet_x, ob_mega->feet_y, engine_mega.feet_x, engine_mega.feet_y );
	}



	pars[0] = params[0];
	pars[1] = params[1];
	pars[2] = params[2];
	pars[3] = params[3];

	return FN_walk(pars);	// call FN_walk() with target coords set to feet coords

}
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
//	FN_walk		(here for reference instead of splitting a window)

	// params:	0 pointer to object's logic structure
	//			1 pointer to object's graphic structure
	//			2 pointer to object's mega structure
	//			3 pointer to object's walkdata structure
	//			4 target x-coord
	//			5 target y-coord
	//			6 target direction
//------------------------------------------------------------------------------------
int32	FN_walk_to_talk_to_mega(int32	*params)	//Tony2Dec96
{
//we route to left or right hand side of target id if possible
//target is a shrinking mega

	Object_mega		*ob_mega;
	Object_logic	*ob_logic;

	uint32	null_pc=3;	//4th script - get mega
	char	*raw_script_ad;
	int32	pars[7];
	int	scale;
	int	mega_seperation=params[5];
	_standardHeader	*head;


//params	0 pointer to object's logic structure
//			1 pointer to object's graphic structure
//			2 pointer to object's mega structure
//			3 pointer to object's walkdata structure

//			4 id of target mega to face
//			5 distance


	ob_logic = (Object_logic*) params[0];
	ob_mega = (Object_mega*) params[2];

	pars[0] = params[0];	// standard stuff
	pars[1] = params[1];
	pars[2] = params[2];
	pars[3] = params[3];			// walkdata



	if	(!ob_logic->looping)	//not been here before so decide where to walk-to
	{
//		first request the targets info
		head = (_standardHeader*) res_man.Res_open(params[4]);
		if	(head->fileType!=GAME_OBJECT)
			Con_fatal_error("FN_walk_to_talk_to_mega %d not an object", params[4]);

		raw_script_ad = (char *)head;	// (head+1) + sizeof(_object_hub);	//get to raw script data
		RunScript( raw_script_ad, raw_script_ad, &null_pc );	//call the base script - this is the graphic/mouse service call
		res_man.Res_close(params[4]);

//		engine_mega is now the Object_mega of mega we want to route to


		pars[5] = engine_mega.feet_y;	// stand exactly beside the mega, ie. at same y-coord


//		apply scale factor to walk distance
		scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b)/256;	// Ay+B gives 256*scale ie. 256*256*true_scale for even better accuracy, ie. scale = (Ay+B)/256

		mega_seperation= (mega_seperation*scale)/256;

//		Zdebug("seperation %d", mega_seperation);
//		Zdebug(" target x %d, y %d", engine_mega.feet_x, engine_mega.feet_y);

		if	(engine_mega.feet_x < ob_mega->feet_x)	// target is left of us
		{
			pars[4] = engine_mega.feet_x+mega_seperation;	// so aim to stand to their right
			pars[6] = 5;	// face down_left
		}
		else										// ok, must be right of us
		{
			pars[4] = engine_mega.feet_x-mega_seperation;	// so aim to stand to their left
			pars[6] = 3;	// face down_right
		}
	}

  	//first cycle builds the route - thereafter merely follows it

	return FN_walk(pars);	//call FN_walk() with target coords set to feet coords
							//RESULT will be 1 when it finishes or 0 if it failed to build route
}
//------------------------------------------------------------------------------------
int32 FN_set_walkgrid(int32 *params)	// (6dec96 JEL)
{
	Con_fatal_error("FN_set_walkgrid no longer valid");
	return(IR_CONT);	//	continue script
}
//---------------------------------------------------------------------------------------------------------------------
// add this walkgrid resource to the list of those used for routing in this location
// - note this is ignored in the resource is already in the list

int32 FN_add_walkgrid(int32 *params)	// (03mar97 JEL)
{
	// params	0 id of walkgrid resource

	// all objects that add walkgrids must be restarted whenever we reneter a location

	if (ID != 8)	// DON'T EVER KILL GEORGE!
		FN_add_to_kill_list(params);// need to call this in case it wasn't called in script! ('params' just used as dummy param)

	AddWalkGrid(params[0]);

	res_man.Res_open(params[0]);	// Touch the grid, getting it into memory.
	res_man.Res_close(params[0]);

	return(IR_CONT);	//	continue script
}
//---------------------------------------------------------------------------------------------------------------------
// remove this walkgrid resource from the list of those used for routing in this location
// - note that this is ignored if the resource isn't actually in the list

int32 FN_remove_walkgrid(int32 *params)	// (03mar97 JEL)
{
	// params	0 id of walkgrid resource

	RemoveWalkGrid(params[0]);

	return(IR_CONT);	//	continue script
}
//---------------------------------------------------------------------------------------------------------------------
int32 FN_register_walkgrid(int32 *params)
{
	Con_fatal_error("FN_register_walkgrid no longer valid");
	return(IR_CONT);	//	continue script
}
//---------------------------------------------------------------------------------------------------------------------
int32 FN_set_scaling(int32 *params)	// (6dec96 JEL)
{
	// params	0 pointer to object's mega structure
	//				1 scale constant A
	//				2 scale constant B

	// 256*s = A*y + B

	// where s is system scale, which itself is (256 * actual_scale) ie. s==128 is half size

 	Object_mega *ob_mega = (Object_mega *) params[0];

	ob_mega->scale_a = params[1];
	ob_mega->scale_b = params[2];

	return(IR_CONT);	//	continue script
}
//---------------------------------------------------------------------------------------------------------------------
int32 FN_set_standby_coords(int32 *params)	// (10dec97 JEL)
{
	// set the standby walk coords to be used by FN_walk_to_anim & FN_stand_after_anim
	// when the anim header's start/end coords are zero

	// useful during development; can stay in final game anyway

	// params	0 x-coord
	//			1 y-coord
	//			2 direction (0..7)

	//----------------------------------------------------------------------------------------
	// check for invalid direction

	if ((params[2] < 0) || (params[2] > 7))	// invalid direction
		Con_fatal_error("Invalid direction (%d) in FN_set_standby_coords (%s line %u)",params[2],__FILE__,__LINE__);

	//----------------------------------------------------------------------------------------

	standby_x	= (int16) params[0];
	standby_y	= (int16) params[1];
	standby_dir	= (uint8) params[2];

	return(IR_CONT);	//	continue script
}
//---------------------------------------------------------------------------------------------------------------------