SHERLOCK: RT: Fix characters walking off-screen

This commit is contained in:
Paul Gilbert 2015-07-06 20:26:37 -04:00
parent cc46c92a8e
commit ada51dbdfb
6 changed files with 72 additions and 26 deletions

View File

@ -84,27 +84,8 @@ void Person::goAllTheWay() {
if (_destZone == -1) {
_destZone = scene.closestZone(_walkDest);
// The destination isn't in a zone
if (_walkDest.x >= (SHERLOCK_SCREEN_WIDTH - 1))
_walkDest.x = SHERLOCK_SCREEN_WIDTH - 2;
// Trace a line between the centroid of the found closest zone to
// the destination, to find the point at which the zone will be left
const Common::Rect &destRect = scene._zones[_destZone];
const Common::Point destCenter((destRect.left + destRect.right) / 2,
(destRect.top + destRect.bottom) / 2);
const Common::Point delta = _walkDest - destCenter;
Point32 pt(destCenter.x * FIXED_INT_MULTIPLIER, destCenter.y * FIXED_INT_MULTIPLIER);
// Move along the line until the zone is left
do {
pt += delta;
} while (destRect.contains(pt.x / FIXED_INT_MULTIPLIER, pt.y / FIXED_INT_MULTIPLIER));
// Set the new walk destination to the last point that was in the
// zone just before it was left
_walkDest = Common::Point((pt.x - delta.x * 2) / FIXED_INT_MULTIPLIER,
(pt.y - delta.y * 2) / FIXED_INT_MULTIPLIER);
// Check for any restriction of final destination position
_walkDest = _vm->_people->restrictToZone(_destZone, _walkDest);
}
// Only do a walk if both zones are acceptable

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@ -156,6 +156,10 @@ public:
*/
virtual bool loadWalk() = 0;
/**
* Restrict passed point to zone using Sherlock's positioning rules
*/
virtual const Common::Point restrictToZone(int zoneId, const Common::Point &destPos) = 0;
};
} // End of namespace Sherlock

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@ -500,6 +500,33 @@ bool ScalpelPeople::loadWalk() {
return result;
}
const Common::Point ScalpelPeople::restrictToZone(int zoneId, const Common::Point &destPos) {
Scene &scene = *_vm->_scene;
Common::Point walkDest = destPos;
// The destination isn't in a zone
if (walkDest.x >= (SHERLOCK_SCREEN_WIDTH - 1))
walkDest.x = SHERLOCK_SCREEN_WIDTH - 2;
// Trace a line between the centroid of the found closest zone to
// the destination, to find the point at which the zone will be left
const Common::Rect &destRect = scene._zones[zoneId];
const Common::Point destCenter((destRect.left + destRect.right) / 2,
(destRect.top + destRect.bottom) / 2);
const Common::Point delta = walkDest - destCenter;
Point32 pt(destCenter.x * FIXED_INT_MULTIPLIER, destCenter.y * FIXED_INT_MULTIPLIER);
// Move along the line until the zone is left
do {
pt += delta;
} while (destRect.contains(pt.x / FIXED_INT_MULTIPLIER, pt.y / FIXED_INT_MULTIPLIER));
// Set the new walk destination to the last point that was in the
// zone just before it was left
return Common::Point((pt.x - delta.x * 2) / FIXED_INT_MULTIPLIER,
(pt.y - delta.y * 2) / FIXED_INT_MULTIPLIER);
}
} // End of namespace Scalpel
} // End of namespace Sherlock

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@ -42,11 +42,6 @@ enum ScalpelSequences {
};
class ScalpelPerson : public Person {
protected:
/**
* Get the source position for a character potentially affected by scaling
*/
virtual Common::Point getSourcePoint() const;
public:
ScalpelPerson() : Person() {}
virtual ~ScalpelPerson() {}
@ -72,6 +67,10 @@ public:
*/
virtual void walkToCoords(const Point32 &destPos, int destDir);
/**
* Get the source position for a character potentially affected by scaling
*/
virtual Common::Point getSourcePoint() const;
};
class ScalpelPeople : public People {
@ -97,6 +96,11 @@ public:
*/
virtual void setTalkSequence(int speaker, int sequenceNum = 1);
/**
* Restrict passed point to zone using Sherlock's positioning rules
*/
virtual const Common::Point restrictToZone(int zoneId, const Common::Point &destPos);
/**
* Load the walking images for Sherlock
*/

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@ -1313,6 +1313,31 @@ void TattooPeople::pullNPCPaths() {
}
}
const Common::Point TattooPeople::restrictToZone(int zoneId, const Common::Point &destPos) {
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Common::Rect &r = scene._zones[zoneId];
if (destPos.x < 0 || destPos.x > screen._backBuffer1.w())
return destPos;
else if (destPos.y < r.top && r.left < destPos.x && destPos.x < r.right)
return Common::Point(destPos.x, r.top);
else if (destPos.y > r.bottom && r.left < destPos.x && destPos.x < r.right)
return Common::Point(destPos.x, r.bottom);
else if (destPos.x < r.left && r.top < destPos.y && destPos.y < r.bottom)
return Common::Point(r.left, destPos.y);
else if (destPos.x > r.right && r.top < destPos.y && destPos.y < r.bottom)
return Common::Point(r.bottom, destPos.y);
// Find which corner of the zone the point is closet to
if (destPos.x <= r.left) {
return Common::Point(r.left, (destPos.y <= r.top) ? r.top : r.bottom);
} else {
return Common::Point(r.right, (destPos.y <= r.top) ? r.top : r.bottom);
}
}
} // End of namespace Tattoo
} // End of namespace Sherlock

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@ -251,6 +251,11 @@ public:
* Load the walking images for Sherlock
*/
virtual bool loadWalk();
/**
* Restrict passed point to zone using Sherlock's positioning rules
*/
virtual const Common::Point restrictToZone(int zoneId, const Common::Point &destPos);
};
} // End of namespace Scalpel