/* 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. * * $URL$ * $Id$ * */ /* * This code is based on original Hugo Trilogy source code * * Copyright (c) 1989-1995 David P. Gray * */ // Find shortest route from hero to destination #include "common/system.h" #include "hugo/hugo.h" #include "hugo/game.h" #include "hugo/route.h" #include "hugo/object.h" namespace Hugo { Route::Route(HugoEngine *vm) : _vm(vm) { } /** * Face hero in new direction, based on cursor key input by user. */ void Route::setDirection(uint16 keyCode) { debugC(1, kDebugRoute, "setDirection(%d)", keyCode); object_t *obj = _vm->_hero; // Pointer to hero object // Set first image in sequence switch (keyCode) { case Common::KEYCODE_UP: case Common::KEYCODE_KP8: obj->currImagePtr = obj->seqList[_UP].seqPtr; break; case Common::KEYCODE_DOWN: case Common::KEYCODE_KP2: obj->currImagePtr = obj->seqList[DOWN].seqPtr; break; case Common::KEYCODE_LEFT: case Common::KEYCODE_KP4: obj->currImagePtr = obj->seqList[LEFT].seqPtr; break; case Common::KEYCODE_RIGHT: case Common::KEYCODE_KP6: obj->currImagePtr = obj->seqList[RIGHT].seqPtr; break; case Common::KEYCODE_HOME: case Common::KEYCODE_KP7: obj->currImagePtr = obj->seqList[LEFT].seqPtr; break; case Common::KEYCODE_END: case Common::KEYCODE_KP1: obj->currImagePtr = obj->seqList[LEFT].seqPtr; break; case Common::KEYCODE_PAGEUP: case Common::KEYCODE_KP9: obj->currImagePtr = obj->seqList[RIGHT].seqPtr; break; case Common::KEYCODE_PAGEDOWN: case Common::KEYCODE_KP3: obj->currImagePtr = obj->seqList[RIGHT].seqPtr; break; } } /** * Set hero walking, based on cursor key input by user. * Hitting same key twice will stop hero. */ void Route::setWalk(uint16 direction) { debugC(1, kDebugRoute, "setWalk(%d)", direction); static uint16 oldDirection = 0; // Last direction char object_t *obj = _vm->_hero; // Pointer to hero object if (_vm->getGameStatus().storyModeFl || obj->pathType != kPathUser) // Make sure user has control return; if (!obj->vx && !obj->vy) oldDirection = 0; // Fix for consistant restarts if (direction != oldDirection) { // Direction has changed setDirection(direction); // Face new direction obj->vx = obj->vy = 0; switch (direction) { // And set correct velocity case Common::KEYCODE_UP: case Common::KEYCODE_KP8: obj->vy = -kStepDy; break; case Common::KEYCODE_DOWN: case Common::KEYCODE_KP2: obj->vy = kStepDy; break; case Common::KEYCODE_LEFT: case Common::KEYCODE_KP4: obj->vx = -kStepDx; break; case Common::KEYCODE_RIGHT: case Common::KEYCODE_KP6: obj->vx = kStepDx; break; case Common::KEYCODE_HOME: case Common::KEYCODE_KP7: obj->vx = -kStepDx; // Note: in v1 Dos and v2 Dos, obj->vy is set to DY obj->vy = -kStepDy / 2; break; case Common::KEYCODE_END: case Common::KEYCODE_KP1: obj->vx = -kStepDx; // Note: in v1 Dos and v2 Dos, obj->vy is set to -DY obj->vy = kStepDy / 2; break; case Common::KEYCODE_PAGEUP: case Common::KEYCODE_KP9: obj->vx = kStepDx; // Note: in v1 Dos and v2 Dos, obj->vy is set to -DY obj->vy = -kStepDy / 2; break; case Common::KEYCODE_PAGEDOWN: case Common::KEYCODE_KP3: obj->vx = kStepDx; // Note: in v1 Dos and v2 Dos, obj->vy is set to DY obj->vy = kStepDy / 2; break; } oldDirection = direction; obj->cycling = kCycleForward; } else { // Same key twice - halt hero obj->vy = 0; obj->vx = 0; oldDirection = 0; obj->cycling = kCycleNotCycling; } } /** * Recursive algorithm! Searches from hero to dest_x, dest_y * Find horizontal line segment about supplied point and recursively * find line segments for each point above and below that segment. * When destination point found in segment, start surfacing and leave * a trail in segment[] from destination back to hero. * * Note: there is a bug which allows a route through a 1-pixel high * narrow gap if between 2 segments wide enough for hero. To work * around this, make sure any narrow gaps are 2 or more pixels high. * An example of this was the blocking guard in Hugo1/Dead-End. */ void Route::segment(int16 x, int16 y) { debugC(1, kDebugRoute, "segment(%d, %d)", x, y); // Note: use of static - can't waste stack static image_pt p; // Ptr to _boundaryMap[y] static segment_t *seg_p; // Ptr to segment // Bomb out if stack exhausted // Vinterstum: Is this just a safeguard, or actually used? //_fullStackFl = _stackavail () < 256; _fullStackFl = false; // Find and fill on either side of point p = _boundaryMap[y]; int16 x1, x2; // Range of segment for (x1 = x; x1 > 0; x1--) { if (p[x1] == 0) { p[x1] = kMapFill; } else { break; } } for (x2 = x + 1; x2 < kXPix; x2++) { if (p[x2] == 0) { p[x2] = kMapFill; } else { break; } } x1++; x2--; // Discard path if not wide enough for hero - dead end if (_heroWidth > x2 - x1 + 1) return; // Have we found the destination yet? if (y == _destY && x1 <= _destX && x2 >= _destX) _routeFoundFl = true; // Bounds check y in case no boundary around screen if (y <= 0 || y >= kYPix - 1) return; if (_vm->_hero->x < x1) { // Hero x not in segment, search x1..x2 // Find all segments above current for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++) { if (_boundaryMap[y - 1][x] == 0) segment(x, y - 1); } // Find all segments below current for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++) { if (_boundaryMap[y + 1][x] == 0) segment(x, y + 1); } } else if (_vm->_hero->x + kHeroMaxWidth > x2) { // Hero x not in segment, search x1..x2 // Find all segments above current for (x = x2; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x >= x1; x--) { if (_boundaryMap[y - 1][x] == 0) segment(x, y - 1); } // Find all segments below current for (x = x2; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x >= x1; x--) { if (_boundaryMap[y + 1][x] == 0) segment(x, y + 1); } } else { // Organize search around hero x position - this gives // better chance for more direct route. for (x = _vm->_hero->x; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++) { if (_boundaryMap[y - 1][x] == 0) segment(x, y - 1); } for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x < _vm->_hero->x; x++) { if (_boundaryMap[y - 1][x] == 0) segment(x, y - 1); } for (x = _vm->_hero->x; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++) { if (_boundaryMap[y + 1][x] == 0) segment(x, y + 1); } for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x < _vm->_hero->x; x++) { if (_boundaryMap[y + 1][x] == 0) segment(x, y + 1); } } // If found, surface, leaving trail back to hero if (_routeFoundFl) { // Bomb out if too many segments (leave one spare) if (_segmentNumb >= kMaxSeg - 1) { _fullSegmentFl = true; } else { // Create segment seg_p = &_segment[_segmentNumb]; seg_p->y = y; seg_p->x1 = x1; seg_p->x2 = x2; _segmentNumb++; } } } /** * Create and return ptr to new node. Initialize with previous node. * Returns 0 if MAX_NODES exceeded */ Point *Route::newNode() { debugC(1, kDebugRoute, "newNode"); _routeListIndex++; if (_routeListIndex >= kMaxNodes) // Too many nodes return 0; // Incomplete route - failure _route[_routeListIndex] = _route[_routeListIndex - 1]; // Initialize with previous node return &_route[_routeListIndex]; } /** * Construct route to cx, cy. Return TRUE if successful. * 1. Copy boundary bitmap to local byte map (include object bases) * 2. Construct list of segments segment[] from hero to destination * 3. Compress to shortest route in route[] */ bool Route::findRoute(int16 cx, int16 cy) { debugC(1, kDebugRoute, "findRoute(%d, %d)", cx, cy); // Initialize for search _routeFoundFl = false; // Path not found yet _fullStackFl = false; // Stack not exhausted _fullSegmentFl = false; // Segments not exhausted _segmentNumb = 0; // Segment index _heroWidth = kHeroMinWidth; // Minimum width of hero _destY = cy; // Destination coords _destX = cx; // Destination coords int16 herox1 = _vm->_hero->x + _vm->_hero->currImagePtr->x1; // Hero baseline int16 herox2 = _vm->_hero->x + _vm->_hero->currImagePtr->x2; // Hero baseline int16 heroy = _vm->_hero->y + _vm->_hero->currImagePtr->y2; // Hero baseline // Store all object baselines into objbound (except hero's = [0]) object_t *obj; // Ptr to object int i; for (i = 1, obj = &_vm->_object->_objects[i]; i < _vm->_object->_numObj; i++, obj++) { if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling != kCycleInvisible) && (obj->priority == kPriorityFloating)) _vm->storeBoundary(obj->oldx + obj->currImagePtr->x1, obj->oldx + obj->currImagePtr->x2, obj->oldy + obj->currImagePtr->y2); } // Combine objbound and boundary bitmaps to local byte map for (int16 y = 0; y < kYPix; y++) { for (int16 x = 0; x < kCompLineSize; x++) { for (i = 0; i < 8; i++) _boundaryMap[y][x * 8 + i] = ((_vm->getObjectBoundaryOverlay()[y * kCompLineSize + x] | _vm->getBoundaryOverlay()[y * kCompLineSize + x]) & (0x80 >> i)) ? kMapBound : 0; } } // Clear all object baselines from objbound for (i = 0, obj = _vm->_object->_objects; i < _vm->_object->_numObj; i++, obj++) { if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling != kCycleInvisible) && (obj->priority == kPriorityFloating)) _vm->clearBoundary(obj->oldx + obj->currImagePtr->x1, obj->oldx + obj->currImagePtr->x2, obj->oldy + obj->currImagePtr->y2); } // Search from hero to destination segment(herox1, heroy); // Not found or not enough stack or MAX_SEG exceeded if (!_routeFoundFl || _fullStackFl || _fullSegmentFl) { return false; } // Now find the route of nodes from destination back to hero // Assign first node as destination _route[0].x = _destX; _route[0].y = _destY; // Make a final segment for hero's base (we left a spare) _segment[_segmentNumb].y = heroy; _segment[_segmentNumb].x1 = herox1; _segment[_segmentNumb].x2 = herox2; _segmentNumb++; Point *routeNode; // Ptr to route node // Look in segments[] for straight lines from destination to hero for (i = 0, _routeListIndex = 0; i < _segmentNumb - 1; i++) { if ((routeNode = newNode()) == 0) // New node for new segment return false; // Too many nodes routeNode->y = _segment[i].y; // Look ahead for furthest straight line for (int16 j = i + 1; j < _segmentNumb; j++) { segment_t *seg_p = &_segment[j]; // Can we get to this segment from previous node? if (seg_p->x1 <= routeNode->x && seg_p->x2 >= routeNode->x + _heroWidth - 1) { routeNode->y = seg_p->y; // Yes, keep updating node } else { // No, create another node on previous segment to reach it if ((routeNode = newNode()) == 0) // Add new route node return false; // Too many nodes // Find overlap between old and new segments int16 x1 = MAX(_segment[j - 1].x1, seg_p->x1); int16 x2 = MIN(_segment[j - 1].x2, seg_p->x2); // If room, add a little offset to reduce staircase effect int16 dx = kHeroMaxWidth >> 1; if (x2 - x1 < _heroWidth + dx) dx = 0; // Bear toward final hero position if (j == _segmentNumb - 1) routeNode->x = herox1; else if (herox1 < x1) routeNode->x = x1 + dx; else if (herox1 > x2 - _heroWidth + 1) routeNode->x = x2 - _heroWidth - dx; else routeNode->x = herox1; i = j - 2; // Restart segment (-1 to offset auto increment) break; } } // Terminate loop if we've reached hero if (routeNode->x == herox1 && routeNode->y == heroy) break; } return true; } /** * Process hero in route mode - called from Move_objects() */ void Route::processRoute() { debugC(1, kDebugRoute, "processRoute"); static bool turnedFl = false; // Used to get extra cylce for turning // Current hero position int16 herox = _vm->_hero->x + _vm->_hero->currImagePtr->x1; int16 heroy = _vm->_hero->y + _vm->_hero->currImagePtr->y2; status_t &gameStatus = _vm->getGameStatus(); Point *routeNode = &_route[gameStatus.routeIndex]; // Arrived at node? if (abs(herox - routeNode->x) < kStepDx + 1 && abs(heroy - routeNode->y) < kStepDy) { // kStepDx too low // Close enough - position hero exactly _vm->_hero->x = _vm->_hero->oldx = routeNode->x - _vm->_hero->currImagePtr->x1; _vm->_hero->y = _vm->_hero->oldy = routeNode->y - _vm->_hero->currImagePtr->y2; _vm->_hero->vx = _vm->_hero->vy = 0; _vm->_hero->cycling = kCycleNotCycling; // Arrived at final node? if (--gameStatus.routeIndex < 0) { // See why we walked here switch (gameStatus.go_for) { case kRouteExit: // Walked to an exit, proceed into it setWalk(_vm->_hotspots[gameStatus.go_id].direction); break; case kRouteLook: // Look at an object if (turnedFl) { _vm->_object->lookObject(&_vm->_object->_objects[gameStatus.go_id]); turnedFl = false; } else { setDirection(_vm->_object->_objects[gameStatus.go_id].direction); gameStatus.routeIndex++; // Come round again turnedFl = true; } break; case kRouteGet: // Get (or use) an object if (turnedFl) { _vm->_object->useObject(gameStatus.go_id); turnedFl = false; } else { setDirection(_vm->_object->_objects[gameStatus.go_id].direction); gameStatus.routeIndex++; // Come round again turnedFl = true; } break; default: break; } } } else if (_vm->_hero->vx == 0 && _vm->_hero->vy == 0) { // Set direction of travel if at a node // Note realignment when changing to (thinner) up/down sprite, // otherwise hero could bump into boundaries along route. if (herox < routeNode->x) { setWalk(Common::KEYCODE_RIGHT); } else if (herox > routeNode->x) { setWalk(Common::KEYCODE_LEFT); } else if (heroy < routeNode->y) { setWalk(Common::KEYCODE_DOWN); _vm->_hero->x = _vm->_hero->oldx = routeNode->x - _vm->_hero->currImagePtr->x1; } else if (heroy > routeNode->y) { setWalk(Common::KEYCODE_UP); _vm->_hero->x = _vm->_hero->oldx = routeNode->x - _vm->_hero->currImagePtr->x1; } } } /** * Start a new route from hero to cx, cy * go_for is the purpose, id indexes the exit or object to walk to * Returns FALSE if route not found */ bool Route::startRoute(go_t go_for, int16 id, int16 cx, int16 cy) { debugC(1, kDebugRoute, "startRoute(%d, %d, %d, %d)", go_for, id, cx, cy); // Don't attempt to walk if user does not have control if (_vm->_hero->pathType != kPathUser) return false; status_t &gameStatus = _vm->getGameStatus(); // if inventory showing, make it go away if (gameStatus.inventoryState != kInventoryOff) gameStatus.inventoryState = kInventoryUp; gameStatus.go_for = go_for; // Purpose of trip gameStatus.go_id = id; // Index of exit/object // Adjust destination to center hero if walking to cursor if (gameStatus.go_for == kRouteSpace) cx -= kHeroMinWidth / 2; bool foundFl = false; // TRUE if route found ok if ((foundFl = findRoute(cx, cy))) { // Found a route? gameStatus.routeIndex = _routeListIndex; // Node index _vm->_hero->vx = _vm->_hero->vy = 0; // Stop manual motion } return foundFl; } } // End of namespace Hugo