scummvm/engines/gob/map.cpp

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/* 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.
*
* 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.
*
*/
#include "gob/gob.h"
#include "gob/map.h"
#include "gob/goblin.h"
#include "gob/scenery.h"
#include "gob/mult.h"
namespace Gob {
Map::Map(GobEngine *vm) : _vm(vm) {
_mapVersion = 0;
_passWidth = 0;
_mapWidth = -1;
_mapHeight = -1;
_passMap = 0;
_screenWidth = 0;
_screenHeight = 0;
_tilesWidth = 0;
_tilesHeight = 0;
_bigTiles = false;
_mapUnknownBool = false;
_wayPointCount = 0;
_wayPoints = 0;
_nearestWayPoint = 0;
_nearestDest = 0;
_itemsMap = 0;
for (int i = 0; i < 40; i++) {
_itemPoses[i].x = 0;
_itemPoses[i].y = 0;
_itemPoses[i].orient = 0;
}
_curGoblinX = 0;
_curGoblinY = 0;
_destX = 0;
_destY = 0;
_sourceFile[0] = 0;
_loadFromAvo = false;
}
Map::~Map() {
delete[] _passMap;
if (_itemsMap) {
for (int i = 0; i < _mapHeight; i++)
delete[] _itemsMap[i];
delete[] _itemsMap;
}
delete[] _wayPoints;
}
uint8 Map::getVersion() const {
return _mapVersion;
}
int16 Map::getMapWidth() const {
return _mapWidth;
}
int16 Map::getMapHeight() const {
return _mapHeight;
}
int16 Map::getScreenWidth() const {
return _screenWidth;
}
int16 Map::getScreenHeight() const {
return _screenHeight;
}
int16 Map::getTilesWidth() const {
return _tilesWidth;
}
int16 Map::getTilesHeight() const {
return _tilesHeight;
}
bool Map::hasBigTiles() const {
return _bigTiles;
}
int8 Map::getPass(int x, int y, int width) const {
if (!_passMap)
return 0;
if ((x < 0) || (y < 0) || (x >= _mapWidth) || (y >= _mapHeight))
return 0;
if (width == -1)
width = _passWidth;
return _passMap[y * width + x];
}
void Map::setPass(int x, int y, int8 pass, int width) {
if (!_passMap)
return;
if ((x < 0) || (y < 0) || (x >= _mapWidth) || (y >= _mapHeight))
return;
if (width == -1)
width = _passWidth;
_passMap[y * width + x] = pass;
}
const WayPoint &Map::getWayPoint(int n) const {
assert(_wayPoints);
assert(n < _wayPointCount);
return _wayPoints[n];
}
int16 Map::getItem(int x, int y) const {
assert(_itemsMap);
x = CLIP<int>(x, 0, _mapWidth - 1);
y = CLIP<int>(y, 0, _mapHeight - 1);
return _itemsMap[y][x];
}
void Map::setItem(int x, int y, int16 item) {
assert(_itemsMap);
x = CLIP<int>(x, 0, _mapWidth - 1);
y = CLIP<int>(y, 0, _mapHeight - 1);
_itemsMap[y][x] = item;
}
void Map::placeItem(int16 x, int16 y, int16 id) {
if ((getItem(x, y) & 0xFF00) != 0)
setItem(x, y, (getItem(x, y) & 0xFF00) | id);
else
setItem(x, y, (getItem(x, y) & 0x00FF) | (id << 8));
}
Direction Map::getDirection(int16 x0, int16 y0, int16 x1, int16 y1) {
if ((x0 == x1) && (y0 == y1))
// Already at the destination
return kDirNone;
if ((x1 < 0) || (x1 > _mapWidth) || (y1 < 0) || (y1 > _mapHeight))
// Destination out of range
return kDirNone;
RelativeDirection relDir = kRelDirNone;
// Find the direct direction we want to move
if (y1 > y0)
relDir = kRelDirDown;
else if (y1 < y0)
relDir = kRelDirUp;
if (x1 > x0)
relDir = (RelativeDirection)(relDir | kRelDirRight);
else if (x1 < x0)
relDir = (RelativeDirection)(relDir | kRelDirLeft);
// Are we on ladders and can continue the ladder in the wanted direction?
if ((getPass(x0, y0) == 3) && (relDir & kRelDirUp ) && (getPass(x0, y0 - 1) != 0))
return kDirN;
if ((getPass(x0, y0) == 3) && (relDir & kRelDirDown) && (getPass(x0, y0 + 1) != 0))
return kDirS;
if ((getPass(x0, y0) == 6) && (relDir & kRelDirUp ) && (getPass(x0, y0 - 1) != 0))
return kDirN;
if ((getPass(x0, y0) == 6) && (relDir & kRelDirDown) && (getPass(x0, y0 + 1) != 0))
return kDirS;
// Want to go left
if (relDir == kRelDirLeft) {
if (getPass(x0 - 1, y0) != 0)
// Can go west
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return kDirW;
// Can't go
return kDirNone;
}
// Want to go left
if (relDir == kRelDirRight) {
if (getPass(x0 + 1, y0) != 0)
// Can go east
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return kDirE;
// Can't go
return kDirNone;
}
// Want to go up
if (relDir == kRelDirUp) {
if (getPass(x0 , y0 - 1) != 0)
// Can go north
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return kDirN;
if (getPass(x0 - 1, y0 - 1) != 0)
// Can up north-west instead
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return kDirNW;
if (getPass(x0 + 1, y0 - 1) != 0)
// Can up north-east instead
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return kDirNE;
// Can't go at all
return kDirNone;
}
// Want to go down
if (relDir == kRelDirDown) {
if (getPass(x0 , y0 + 1) != 0)
// Can go south
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return kDirS;
if (getPass(x0 - 1, y0 + 1) != 0)
// Can up south-west instead
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return kDirSW;
if (getPass(x0 + 1, y0 + 1) != 0)
// Can up south-east instead
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return kDirSE;
// Can't go at all
return kDirNone;
}
// Want to go up and right
if (relDir == kRelDirRightUp) {
if (getPass(x0 + 1, y0 - 1) != 0)
// Can go north-east
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return kDirNE;
if (getPass(x0 , y0 - 1) != 0)
// Can only go north
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return kDirN;
if (getPass(x0 + 1, y0 ) != 0)
// Can only go east
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return kDirE;
// Can't go at all
return kDirNone;
}
// Want to go down and right
if (relDir == kRelDirRightDown) {
if (getPass(x0 + 1, y0 + 1) != 0)
// Can go south-east
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return kDirSE;
if (getPass(x0 , y0 + 1) != 0)
// Can only go south
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return kDirS;
if (getPass(x0 + 1, y0 ) != 0)
// Can only go east
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return kDirE;
// Can't go at all
return kDirNone;
}
// Want to go up and left
if (relDir == kRelDirLeftUp) {
if (getPass(x0 - 1, y0 - 1) != 0)
// Can go north-west
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return kDirNW;
if (getPass(x0 , y0 - 1) != 0)
// Can only go north
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return kDirN;
if (getPass(x0 - 1, y0 ) != 0)
// Can only go west
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return kDirW;
// Can't go at all
return kDirNone;
}
// Want to go left and down
if (relDir == kRelDirLeftDown) {
if (getPass(x0 - 1, y0 + 1) != 0)
// Can go south-west
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return kDirSW;
if (getPass(x0 , y0 + 1) != 0)
// Can only go south
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return kDirS;
if (getPass(x0 - 1, y0 ) != 0)
// Can only go west
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return kDirW;
// Can't go at all
return kDirNone;
}
warning("Map::getDirection(): Invalid direction?!?");
return kDirNone;
}
int16 Map::findNearestWayPoint(int16 x, int16 y) {
int16 nearestWayPoint = -1;
int16 length;
int16 tmp;
length = 30000;
for (int i = 0; i < _wayPointCount; i++) {
if ((_wayPoints[i].x < 0) || (_wayPoints[i].x >= _mapWidth) ||
(_wayPoints[i].y < 0) || (_wayPoints[i].y >= _mapHeight))
break;
tmp = ABS(x - _wayPoints[i].x) + ABS(y - _wayPoints[i].y);
if (tmp <= length) {
nearestWayPoint = i;
length = tmp;
}
}
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return nearestWayPoint;
}
void Map::findNearestWalkable(int16 &gobDestX, int16 &gobDestY,
int16 mouseX, int16 mouseY) {
int16 mapWidth, mapHeight;
int16 pos1 = -1, pos2 = -1;
int16 distance;
int16 direction;
int i;
mapWidth = _screenWidth / _tilesWidth;
mapHeight = _vm->_height / _tilesHeight;
direction = 0;
for (i = 1; i <= gobDestX; i++)
if (getPass(gobDestX - i, gobDestY) != 0)
break;
if (i <= gobDestX)
pos1 = ((i - 1) * _tilesWidth) + (mouseX % _tilesWidth) + 1;
distance = i;
for (i = 1; (gobDestX + i) < mapWidth; i++)
if (getPass(gobDestX + i, gobDestY) != 0)
break;
if ((gobDestX + i) < mapWidth)
pos2 = (i * _tilesWidth) - (mouseX % _tilesWidth);
if ((pos2 != -1) && ((pos1 == -1) || (pos1 > pos2))) {
pos1 = pos2;
direction = 1;
distance = i;
}
pos2 = -1;
for (i = 1; (gobDestY + i) < mapHeight; i++)
if (getPass(gobDestX, gobDestY + i) != 0)
break;
if ((gobDestY + i) < mapHeight)
pos2 = (i * _tilesHeight) - (mouseY % _tilesHeight);
if ((pos2 != -1) && ((pos1 == -1) || (pos1 > pos2))) {
pos1 = pos2;
direction = 2;
distance = i;
}
pos2 = -1;
for (i = 1; i <= gobDestY; i++)
if (getPass(gobDestX, gobDestY - i) != 0)
break;
if (i <= gobDestY)
pos2 = ((i - 1) * _tilesHeight) + (mouseY % _tilesHeight) + 1;
if ((pos2 != -1) && ((pos1 == -1) || (pos1 > pos2))) {
direction = 3;
distance = i;
}
if (direction == 0)
gobDestX -= distance;
else if (direction == 1)
gobDestX += distance;
else if (direction == 2)
gobDestY += distance;
else if (direction == 3)
gobDestY -= distance;
}
void Map::moveDirection(Direction dir, int16 &x, int16 &y) {
switch (dir) {
case kDirNW:
x--;
y--;
break;
case kDirN:
y--;
break;
case kDirNE:
x++;
y--;
break;
case kDirW:
x--;
break;
case kDirE:
x++;
break;
case kDirSW:
x--;
y++;
break;
case kDirS:
y++;
break;
case kDirSE:
x++;
y++;
break;
default:
break;
}
}
int16 Map::checkDirectPath(Mult::Mult_Object *obj, int16 x0, int16 y0, int16 x1, int16 y1) {
while (1) {
Direction dir = getDirection(x0, y0, x1, y1);
if (obj) {
// Check for a blocking waypoint
if (obj->nearestWayPoint < obj->nearestDest)
if ((obj->nearestWayPoint + 1) < _wayPointCount)
if (_wayPoints[obj->nearestWayPoint + 1].notWalkable == 1)
return 3;
if (obj->nearestWayPoint > obj->nearestDest)
if (obj->nearestWayPoint > 0)
if (_wayPoints[obj->nearestWayPoint - 1].notWalkable == 1)
return 3;
}
if ((x0 == x1) && (y0 == y1))
// Successfully reached the destination
return 1;
if (dir == kDirNone)
// No way
return 3;
moveDirection(dir, x0, y0);
}
}
int16 Map::checkLongPath(int16 x0, int16 y0, int16 x1, int16 y1, int16 i0, int16 i1) {
int16 curX = x0;
int16 curY = y0;
int16 nextLink = 1;
while (1) {
if ((x0 == curX) && (y0 == curY))
nextLink = 1;
if (nextLink != 0) {
if (checkDirectPath(0, x0, y0, x1, y1) == 1)
return 1;
nextLink = 0;
if (i0 > i1) {
curX = _wayPoints[i0].x;
curY = _wayPoints[i0].y;
i0--;
} else if (i0 < i1) {
curX = _wayPoints[i0].x;
curY = _wayPoints[i0].y;
i0++;
} else if (i0 == i1) {
curX = _wayPoints[i0].x;
curY = _wayPoints[i0].y;
}
}
if ((i0 == i1) && (_wayPoints[i0].x == x0) &&
(_wayPoints[i0].y == y0)) {
if (checkDirectPath(0, x0, y0, x1, y1) == 1)
return 1;
return 0;
}
Direction dir = getDirection(x0, y0, curX, curY);
if (dir == kDirNone)
// No way
return 0;
moveDirection(dir, x0, y0);
}
}
void Map::loadMapsInitGobs() {
int16 layer;
if (!_loadFromAvo)
error("Map::loadMapsInitGobs(): Loading .pas/.pos files is not supported");
for (int i = 0; i < 3; i++)
_vm->_goblin->nextLayer(_vm->_goblin->_goblins[i]);
for (int i = 0; i < 3; i++) {
Goblin::Gob_Object &gob = *_vm->_goblin->_goblins[i];
layer = gob.stateMach[gob.state][0]->layer;
_vm->_scenery->updateAnim(layer, 0, gob.animation, 0,
gob.xPos, gob.yPos, 0);
gob.yPos = (_vm->_goblin->_gobPositions[i].y + 1) * 6 -
(_vm->_scenery->_toRedrawBottom - _vm->_scenery->_animTop);
gob.xPos = _vm->_goblin->_gobPositions[i].x * 12 -
(_vm->_scenery->_toRedrawLeft - _vm->_scenery->_animLeft);
gob.order = _vm->_scenery->_toRedrawBottom / 24 + 3;
}
_vm->_goblin->_currentGoblin = 0;
_vm->_goblin->_pressedMapX = _vm->_goblin->_gobPositions[0].x;
_vm->_goblin->_pressedMapY = _vm->_goblin->_gobPositions[0].y;
_vm->_goblin->_pathExistence = 0;
_vm->_goblin->_goblins[0]->doAnim = 0;
_vm->_goblin->_goblins[1]->doAnim = 1;
_vm->_goblin->_goblins[2]->doAnim = 1;
}
} // End of namespace Gob