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/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 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.
*
* $Header$
*/
// WALKER.CPP by James (14nov96)
// Functions for moving megas about the place & also for keeping tabs on them
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#include "sword2/router.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(ObjectLogic *ob_logic, ObjectGraphic *ob_graph, ObjectMega *ob_mega, ObjectWalkdata *ob_walkdata, int16 target_x, int16 target_y, uint8 target_dir) {
// If this is the start of the walk, calculate the route.
if (!ob_logic->looping) {
// 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) {
Logic::_scriptVars[RESULT] = 0;
return IR_CONT;
}
assert(target_dir <= 8);
ob_mega->walk_pc = 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();
Logic::_scriptVars[RESULT] = 1;
return IR_CONT;
}
// Walk is about to start
ob_mega->currently_walking = 1;
ob_logic->looping = 1;
ob_graph->anim_resource = ob_mega->megaset_res;
} else if (Logic::_scriptVars[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();
ob_logic->looping = 0;
ob_mega->currently_walking = 0;
Logic::_scriptVars[EXIT_CLICK_ID] = 0;
Logic::_scriptVars[RESULT] = 0;
return IR_CONT;
}
// Get pointer to walkanim & current frame position
WalkData *walkAnim = getRouteMem();
int32 walk_pc = ob_mega->walk_pc;
// 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
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;
// 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.
ob_mega->walk_pc++;
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();
ob_logic->looping = 0;
ob_mega->currently_walking = 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();
Logic::_scriptVars[RESULT] = 1;
return IR_TERMINATE;
}
Logic::_scriptVars[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(ObjectLogic *ob_logic, ObjectGraphic *ob_graph, ObjectMega *ob_mega, ObjectWalkdata *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
if (!ob_logic->looping) {
byte *anim_file = _vm->_resman->openResource(animRes);
AnimHeader *anim_head = _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(ObjectLogic *ob_logic, ObjectGraphic *ob_graph, ObjectMega *ob_mega, ObjectWalkdata *ob_walkdata, uint32 megaId, uint32 separation) {
int16 target_x = 0;
int16 target_y = 0;
uint8 target_dir = 0;
// If this is the start of the walk, calculate the route.
if (!ob_logic->looping) {
StandardHeader *head = (StandardHeader *)_vm->_resman->openResource(megaId);
assert(head->fileType == 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.
char *raw_script_ad = (char *)head;
uint32 null_pc = 3;
_vm->_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
_vm->_resman->closeResource(megaId);
ObjectMega *targetMega = _vm->_logic->getEngineMega();
// Stand exactly beside the mega, ie. at same y-coord
target_y = targetMega->feet_y;
// Apply scale factor to walk distance. Ay+B gives 256 * scale
// ie. 256 * 256 * true_scale for even better accuracy, ie.
// scale = (Ay + B) / 256
int scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b) / 256;
int mega_separation = (separation * scale) / 256;
debug(4, "Target is at (%d, %d), separation %d", targetMega->feet_x, targetMega->feet_y, mega_separation);
if (targetMega->feet_x < ob_mega->feet_x) {
// Target is left of us, so aim to stand to their
// right. Face down_left
target_x = targetMega->feet_x + 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->feet_x - 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(ObjectLogic *ob_logic, ObjectGraphic *ob_graph, ObjectMega *ob_mega, ObjectWalkdata *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
if (!ob_logic->looping) {
assert(target_dir <= 7);
target_x = ob_mega->feet_x;
target_y = ob_mega->feet_y;
}
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(ObjectLogic *ob_logic, ObjectGraphic *ob_graph, ObjectMega *ob_mega, ObjectWalkdata *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
if (!ob_logic->looping) {
target_dir = whatTarget(ob_mega->feet_x, ob_mega->feet_y, 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(ObjectLogic *ob_logic, ObjectGraphic *ob_graph, ObjectMega *ob_mega, ObjectWalkdata *ob_walkdata, uint32 megaId) {
uint8 target_dir = 0;
// If this is the start of the walk, decide where to walk to.
if (!ob_logic->looping) {
StandardHeader *head = (StandardHeader *)_vm->_resman->openResource(megaId);
assert(head->fileType == 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.
char *raw_script_ad = (char *)head;
uint32 null_pc = 3;
_vm->_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
_vm->_resman->closeResource(megaId);
ObjectMega *targetMega = _vm->_logic->getEngineMega();
target_dir = whatTarget(ob_mega->feet_x, ob_mega->feet_y, targetMega->feet_x, targetMega->feet_y);
}
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(ObjectGraphic *ob_graph, ObjectMega *ob_mega, int32 x, int32 y, int32 dir) {
assert(dir >= 0 && dir <= 7);
// Set up the stand frame & set the mega's new direction
ob_mega->feet_x = x;
ob_mega->feet_y = y;
ob_mega->current_dir = dir;
// Mega-set animation file
ob_graph->anim_resource = ob_mega->megaset_res;
// Dir + first stand frame (always frame 96)
ob_graph->anim_pc = dir + 96;
}
/**
* stand mega at end position of anim
*/
void Router::standAfterAnim(ObjectGraphic *ob_graph, ObjectMega *ob_mega, uint32 animRes) {
byte *anim_file = _vm->_resman->openResource(animRes);
AnimHeader *anim_head = _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(ObjectGraphic *ob_graph, ObjectMega *ob_mega, uint32 animRes) {
byte *anim_file = _vm->_resman->openResource(animRes);
AnimHeader *anim_head = _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
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