scummvm/engines/agi/motion.cpp
Paweł Kołodziejski 1d3ca2e409 first phase of objectisation of agi engine
svn-id: r24808
2006-12-06 19:27:02 +00:00

233 lines
5.4 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* Copyright (C) 1999-2001 Sarien Team
*
* 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.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "agi/agi.h"
namespace Agi {
int AgiEngine::check_step(int delta, int step) {
return (-step >= delta) ? 0 : (step <= delta) ? 2 : 1;
}
int AgiEngine::check_block(int x, int y) {
if (x <= game.block.x1 || x >= game.block.x2)
return false;
if (y <= game.block.y1 || y >= game.block.y2)
return false;
return true;
}
void AgiEngine::changepos(struct vt_entry *v) {
int b, x, y;
int dx[9] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
int dy[9] = { 0, -1, -1, 0, 1, 1, 1, 0, -1 };
x = v->x_pos;
y = v->y_pos;
b = check_block(x, y);
x += v->step_size * dx[v->direction];
y += v->step_size * dy[v->direction];
if (check_block(x, y) == b) {
v->flags &= ~MOTION;
} else {
v->flags |= MOTION;
v->direction = 0;
if (is_ego_view(v))
game.vars[V_ego_dir] = 0;
}
}
void AgiEngine::motion_wander(struct vt_entry *v) {
if (v->parm1--) {
if (~v->flags & DIDNT_MOVE)
return;
}
v->direction = _rnd->getRandomNumber(8);
if (is_ego_view(v)) {
game.vars[V_ego_dir] = v->direction;
while (v->parm1 < 6) {
v->parm1 = _rnd->getRandomNumber(50); /* huh? */
}
}
}
void AgiEngine::motion_followego(struct vt_entry *v) {
int ego_x, ego_y;
int obj_x, obj_y;
int dir;
ego_x = game.view_table[0].x_pos + game.view_table[0].x_size / 2;
ego_y = game.view_table[0].y_pos;
obj_x = v->x_pos + v->x_size / 2;
obj_y = v->y_pos;
/* Get direction to reach ego */
dir = get_direction(obj_x, obj_y, ego_x, ego_y, v->parm1);
/* Already at ego coordinates */
if (dir == 0) {
v->direction = 0;
v->motion = MOTION_NORMAL;
setflag(v->parm2, true);
return;
}
if (v->parm3 == 0xff) {
v->parm3 = 0;
} else if (v->flags & DIDNT_MOVE) {
int d;
while ((v->direction = _rnd->getRandomNumber(8)) == 0) {
}
d = (abs(ego_y - obj_y) + abs(ego_x - obj_x)) / 2;
if (d < v->step_size) {
v->parm3 = v->step_size;
return;
}
while ((v->parm3 = _rnd->getRandomNumber(d)) < v->step_size) {
}
return;
}
if (v->parm3 != 0) {
int k;
/* DF: this is ugly and I dont know why this works, but
* other line does not! (watcom complained about lvalue)
*
* if (((int8)v->parm3 -= v->step_size) < 0)
* v->parm3 = 0;
*/
k = v->parm3;
k -= v->step_size;
v->parm3 = k;
if ((int8) v->parm3 < 0)
v->parm3 = 0;
} else {
v->direction = dir;
}
}
void AgiEngine::motion_moveobj(struct vt_entry *v) {
v->direction = get_direction(v->x_pos, v->y_pos, v->parm1, v->parm2, v->step_size);
/* Update V6 if ego */
if (is_ego_view(v))
game.vars[V_ego_dir] = v->direction;
if (v->direction == 0)
in_destination(v);
}
void AgiEngine::check_motion(struct vt_entry *v) {
switch (v->motion) {
case MOTION_WANDER:
motion_wander(v);
break;
case MOTION_FOLLOW_EGO:
motion_followego(v);
break;
case MOTION_MOVE_OBJ:
motion_moveobj(v);
break;
}
if ((game.block.active && (~v->flags & IGNORE_BLOCKS)) && v->direction)
changepos(v);
}
/*
* Public functions
*/
/**
*
*/
void AgiEngine::check_all_motions() {
struct vt_entry *v;
for (v = game.view_table; v < &game.view_table[MAX_VIEWTABLE]; v++) {
if ((v->flags & (ANIMATED | UPDATE | DRAWN)) == (ANIMATED | UPDATE | DRAWN)
&& v->step_time_count == 1) {
check_motion(v);
}
}
}
/**
* Check if given entry is at destination point.
* This function is used to updated the flags of an object with move.obj
* type motion that * has reached its final destination coordinates.
* @param v Pointer to view table entry
*/
void AgiEngine::in_destination(struct vt_entry *v) {
if (v->motion == MOTION_MOVE_OBJ) {
v->step_size = v->parm3;
setflag(v->parm4, true);
}
v->motion = MOTION_NORMAL;
if (is_ego_view(v))
game.player_control = true;
}
/**
* Wrapper for static function motion_moveobj().
* This function is used by cmd_move_object() in the first motion cycle
* after setting the motion mode to MOTION_MOVE_OBJ.
* @param v Pointer to view table entry
*/
void AgiEngine::move_obj(struct vt_entry *v) {
motion_moveobj(v);
}
/**
* Get direction from motion coordinates
* This function gets the motion direction from the current and previous
* object coordinates and the step size.
* @param x0 Original x coordinate of the object
* @param y0 Original y coordinate of the object
* @param x x coordinate of the object
* @param y y coordinate of the object
* @param s step size
*/
int AgiEngine::get_direction(int x0, int y0, int x, int y, int s) {
int dir_table[9] = { 8, 1, 2, 7, 0, 3, 6, 5, 4 };
return dir_table[check_step(x - x0, s) + 3 * check_step(y - y0, s)];
}
} // End of namespace Agi