SCUMM: Maniac V0: Implement original walkbox queue, Cleanup actor walk code

This commit is contained in:
Robert Crossfield 2016-07-16 17:18:11 +10:00
parent 1a880c748c
commit 44000ba826
5 changed files with 215 additions and 36 deletions

View File

@ -259,6 +259,8 @@ void Actor_v0::initActor(int mode) {
_limb_flipped[i] = false;
}
walkBoxQueueReset();
if (_vm->_game.features & GF_DEMO) {
_sound[0] = v0ActorDemoTalk[_number];
} else {
@ -266,6 +268,116 @@ void Actor_v0::initActor(int mode) {
}
}
void Actor_v0::walkBoxQueueReset() {
_walkboxHistory.clear();
_walkboxQueueIndex = 0;
for (uint i = 0; i < ARRAYSIZE( _walkboxQueue ); ++i) {
_walkboxQueue[i] = kInvalidBox;
}
}
bool Actor_v0::walkBoxQueueAdd(int box) {
if (_walkboxQueueIndex == ARRAYSIZE( _walkboxQueue ))
return false;
_walkboxQueue[_walkboxQueueIndex++] = box ;
_walkboxHistory.push_back( box );
return true;
}
void Actor_v0::walkboxQueueReverse() {
int j = ARRAYSIZE( _walkboxQueue ) - 1;
while (_walkboxQueue[j] == kInvalidBox && j >= 1)
--j;
if (j <= 1)
return;
for (int i = 1; i < j && j >= 1 ; ++i, --j) {
byte tmp = _walkboxQueue[i];
_walkboxQueue[i] = _walkboxQueue[j];
_walkboxQueue[j] = tmp;
}
}
bool Actor_v0::walkBoxQueueFind(int box) {
for (uint i = 0; i < _walkboxHistory.size(); ++i) {
if (box == _walkboxHistory[i])
return true;
}
return false;
}
bool Actor_v0::walkBoxQueuePrepare() {
walkBoxQueueReset();
int BoxFound = _walkbox;
if (BoxFound == _walkdata.destbox) {
_newWalkBoxEntered = true;
return true;
}
// Build a series of walkboxes from our current position, to the target
do {
// Add the current box to the queue
if (!walkBoxQueueAdd( BoxFound ))
return false;
// Loop until we find a walkbox which hasn't been tested
while (_walkboxQueueIndex > 0) {
// Check if the dest box is a direct neighbour
if ((BoxFound = _vm->getNextBox( BoxFound, _walkdata.destbox )) == kInvalidBox) {
// Its not, start hunting through this boxes immediate connections
byte* boxm = _vm->getBoxConnectionBase( _walkboxQueue[_walkboxQueueIndex - 1] );
// Attempt to find one, which we havn't already used
for (; *boxm != kInvalidBox; ++boxm) {
if (walkBoxQueueFind( *boxm ) != true)
break;
}
BoxFound = *boxm;
}
// Found one?
if (BoxFound != kInvalidBox) {
// Did we find a connection to the final walkbox
if (BoxFound == _walkdata.destbox) {
_newWalkBoxEntered = true;
walkBoxQueueAdd( BoxFound );
walkboxQueueReverse();
return true;
}
// Nope, check the next box
break;
}
// Drop this box, its useless to us
_walkboxQueue[--_walkboxQueueIndex] = kInvalidBox;
BoxFound = _walkboxQueue[_walkboxQueueIndex - 1];
}
} while (_walkboxQueueIndex > 0);
return false;
}
void Actor::setBox(int box) {
_walkbox = box;
setupActorScale();
@ -634,17 +746,18 @@ void Actor::startWalkActor(int destX, int destY, int dir) {
_walkdata.dest.y = abr.y;
_walkdata.destbox = abr.box;
_walkdata.destdir = dir;
_walkdata.point3.x = 32000;
_walkdata.curbox = _walkbox;
if (_vm->_game.version == 0) {
((Actor_v0*)this)->_newWalkBoxEntered = true;
((Actor_v0*)this)->walkBoxQueuePrepare();
} else if (_vm->_game.version <= 2) {
_moving = (_moving & ~(MF_LAST_LEG | MF_IN_LEG)) | MF_NEW_LEG;
} else {
_moving = (_moving & MF_IN_LEG) | MF_NEW_LEG;
}
_walkdata.point3.x = 32000;
_walkdata.curbox = _walkbox;
}
void Actor::startWalkAnim(int cmd, int angle) {
@ -861,13 +974,7 @@ L2C36:;
stopActorMoving();
return;
}
// 2C98: Yes, an exact copy of what just occurred.. the original does this, so im doing it...
// Just to keep me sane when going over it :)
if (A == 0xFF) {
setActorFromTmp();
stopActorMoving();
return;
}
return;
}
@ -1398,13 +1505,13 @@ void Actor::putActor(int dstX, int dstY, int newRoom) {
showActor();
}
// V0 always sets the actor to face the camera upon entering a room
if (_vm->_game.version == 0) {
_walkdata.dest = _pos;
((Actor_v0*)this)->_newWalkBoxEntered = true;
((Actor_v0*)this)->_newWalkBoxEntered = false;
((Actor_v0*)this)->_CurrentWalkTo = _pos;
((Actor_v0*)this)->_NewWalkTo = _pos;
// V0 always sets the actor to face the camera upon entering a room
setDirection(oldDirToNewDir(2));
}
}
@ -1549,7 +1656,7 @@ AdjustBoxResult Actor_v0::adjustPosInBorderWalkbox(AdjustBoxResult box) {
if (A < box.x)
return box;
if (A < 0xA0 || A == 0xA0)
if (A <= 0xA0)
A = 0;
Result.x = A;
@ -1980,9 +2087,10 @@ void ScummEngine::processActors() {
if (_game.version == 0) {
// 0x057B
Actor_v0 *a0 = (Actor_v0*) a;
if (a0->_speaking & 1)
if (a0->_speaking & 1) {
a0->_speaking ^= 0xFE;
++_V0Delay._actorRedrawCount;
}
// 0x22B5
if (a0->_miscflags & kActorMiscFlagHide)
continue;
@ -2404,8 +2512,13 @@ void Actor_v0::limbFrameCheck(int limb) {
void Actor_v0::animateCostume() {
speakCheck();
if (_vm->_costumeLoader->increaseAnims(this))
byte count = _vm->_costumeLoader->increaseAnims( this );
if (count) {
_vm->_V0Delay._actorLimbRedrawDrawCount += count;
_needRedraw = true;
}
}
void Actor_v0::speakCheck() {
@ -3254,7 +3367,7 @@ void Actor_v0::animateActor(int anim) {
} else {
if (anim > 4 && anim <= 7)
if (anim >= 4 && anim <= 7)
_facing = normalizeAngle(oldDirToNewDir(dir));
}
}
@ -3311,7 +3424,7 @@ void Actor_v0::setActorFromTmp() {
}
void Actor_v0::actorSetWalkTo() {
if (_newWalkBoxEntered == false)
return;
@ -3350,10 +3463,33 @@ void Actor_v0::saveLoadWithSerializer(Serializer *ser) {
MKLINE(Actor_v0, _walkYCount, sleByte, VER(97)),
MKLINE(Actor_v0, _walkYCountInc, sleByte, VER(97)),
MKLINE(Actor_v0, _walkMaxXYCountInc, sleByte, VER(97)),
MKARRAY(Actor_v0, _walkboxQueue[0], sleByte, 16, VER(98)),
MKLINE(Actor_v0, _walkboxQueueIndex, sleByte, VER(98)),
MKEND()
};
ser->saveLoadEntries(this, actorEntries);
if (ser->isLoading()) {
if (_costCommand != 0xFF ) {
if (_walkboxQueueIndex < 1) {
_costCommand = 0xFF;
setDirection( _facing );
speakCheck();
}
else {
//_costCommandNew = _costCommand;
//_costCommand = 0xFF;
//animateActor( _costCommandNew );
_facing = 0;
directionUpdate();
animateActor( newDirToOldDir( _facing ) );
}
}
}
}
void Actor::saveLoadWithSerializer(Serializer *ser) {
@ -3496,6 +3632,8 @@ void Actor::saveLoadWithSerializer(Serializer *ser) {
_walkdata.point3.x >>= V12_X_SHIFT;
_walkdata.point3.y >>= V12_Y_SHIFT;
}
setDirection( _facing );
}
}

View File

@ -350,6 +350,11 @@ class Actor_v0 : public Actor_v2 {
public:
Common::Point _CurrentWalkTo, _NewWalkTo;
Common::Array<byte> _walkboxHistory;
byte _walkboxQueue[0x10];
byte _walkboxQueueIndex;
byte _costCommandNew;
byte _costCommand;
byte _miscflags;
@ -380,6 +385,12 @@ public:
bool _limb_flipped[8];
private:
bool walkBoxQueueAdd( int box );
bool walkBoxQueueFind( int box );
void walkboxQueueReverse();
public:
Actor_v0(ScummEngine *scumm, int id) : Actor_v2(scumm, id) {}
@ -401,6 +412,9 @@ public:
byte actorWalkY();
byte updateWalkbox();
void walkBoxQueueReset();
bool walkBoxQueuePrepare();
AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY);
AdjustBoxResult adjustPosInBorderWalkbox(AdjustBoxResult box);

View File

@ -692,6 +692,22 @@ byte *ScummEngine::getBoxMatrixBaseAddr() {
return ptr;
}
byte *ScummEngine::getBoxConnectionBase( int box ) {
byte *boxm = getBoxMatrixBaseAddr();
int boxIndex = 0;
for (; boxIndex != box; ++boxIndex) {
while ( *boxm != 0xFF) {
++boxm;
}
++boxm;
}
return boxm;
}
/**
* Compute if there is a way that connects box 'from' with box 'to'.
* Returns the number of a box adjacent to 'from' that is the next on the
@ -719,21 +735,18 @@ int ScummEngine::getNextBox(byte from, byte to) {
boxm = getBoxMatrixBaseAddr();
if (_game.version == 0) {
// calculate shortest paths
byte *itineraryMatrix = (byte *)malloc(numOfBoxes * numOfBoxes);
calcItineraryMatrix(itineraryMatrix, numOfBoxes);
dest = to;
do {
dest = itineraryMatrix[numOfBoxes * from + dest];
} while (dest != Actor::kInvalidBox && !areBoxesNeighbors(from, dest));
boxm = getBoxConnectionBase( from );
if (dest == Actor::kInvalidBox)
dest = -1;
for (; *boxm != 0xFF; ++boxm) {
if (*boxm == to)
break;
}
free(itineraryMatrix);
return dest;
} else if (_game.version <= 2) {
return *boxm;
}
else if (_game.version <= 2) {
// The v2 box matrix is a real matrix with numOfBoxes rows and columns.
// The first numOfBoxes bytes contain indices to the start of the corresponding
// row (although that seems unnecessary to me - the value is easily computable.
@ -967,6 +980,7 @@ void ScummEngine::calcItineraryMatrix(byte *itineraryMatrix, int num) {
// 255 (= infinity) to all other boxes.
for (i = 0; i < num; i++) {
for (j = 0; j < num; j++) {
if (i == j) {
adjacentMatrix[i * boxSize + j] = 0;
itineraryMatrix[i * boxSize + j] = j;
@ -1160,20 +1174,31 @@ bool ScummEngine::areBoxesNeighbors(int box1nr, int box2nr) {
byte ScummEngine_v0::walkboxFindTarget(Actor *a, int destbox, Common::Point walkdest) {
Actor_v0 *Actor = (Actor_v0*)a;
byte nextBox = kOldInvalidBox;
byte nextBox = getNextBox(a->_walkbox, destbox);
// Do we have a walkbox queue to process
if (Actor->_walkboxQueueIndex > 1) {
nextBox = Actor->_walkboxQueue[--Actor->_walkboxQueueIndex];
if (nextBox != 0xFF && nextBox == destbox && areBoxesNeighbors(a->_walkbox, nextBox)) {
if (Actor->_walkboxQueueIndex <= 1) {
Actor->walkBoxQueueReset();
}
}
// Target box reached?
if (nextBox != Actor::kInvalidBox && nextBox == destbox && areBoxesNeighbors(a->_walkbox, nextBox)) {
Actor->_NewWalkTo = walkdest;
return nextBox;
}
if (nextBox != 0xFF && nextBox != a->_walkbox) {
// Next box reached
if (nextBox != Actor::kInvalidBox && nextBox != a->_walkbox) {
getClosestPtOnBox(getBoxCoordinates(nextBox), a->getPos().x, a->getPos().y, Actor->_NewWalkTo.x, Actor->_NewWalkTo.y);
} else {
if (walkdest.x == -1)
Actor->_NewWalkTo = Actor->_CurrentWalkTo;
else

View File

@ -47,7 +47,7 @@ namespace Scumm {
* only saves/loads those which are valid for the version of the savegame
* which is being loaded/saved currently.
*/
#define CURRENT_VER 97
#define CURRENT_VER 98
/**
* An auxillary macro, used to specify savegame versions. We use this instead

View File

@ -1131,6 +1131,8 @@ public:
byte getNumBoxes();
byte *getBoxMatrixBaseAddr();
byte *getBoxConnectionBase( int box );
int getNextBox(byte from, byte to);
void setBoxFlags(int box, int val);