scummvm/engines/hugo/object_v1w.cpp
D G Turner 2a7c65f02d HUGO: Rename Sequence Index Direction Enums.
This is to avoid any further collisions with system defines.
2011-10-31 21:59:32 +00:00

382 lines
13 KiB
C++

/* 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.
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#include "common/debug.h"
#include "common/system.h"
#include "common/random.h"
#include "hugo/hugo.h"
#include "hugo/game.h"
#include "hugo/object.h"
#include "hugo/display.h"
#include "hugo/file.h"
#include "hugo/route.h"
#include "hugo/util.h"
#include "hugo/parser.h"
#include "hugo/schedule.h"
namespace Hugo {
ObjectHandler_v1w::ObjectHandler_v1w(HugoEngine *vm) : ObjectHandler_v3d(vm) {
}
ObjectHandler_v1w::~ObjectHandler_v1w() {
}
/**
* Draw all objects on screen as follows:
* 1. Sort 'FLOATING' objects in order of y2 (base of object)
* 2. Display new object frames/positions in dib
* Finally, cycle any animating objects to next frame
*/
void ObjectHandler_v1w::updateImages() {
debugC(5, kDebugObject, "updateImages");
// Initialize the index array to visible objects in current screen
int num_objs = 0;
byte objindex[kMaxObjNumb]; // Array of indeces to objects
for (int i = 0; i < _numObj; i++) {
object_t *obj = &_objects[i];
if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling >= kCycleAlmostInvisible))
objindex[num_objs++] = i;
}
// Sort the objects into increasing y+y2 (painter's algorithm)
qsort(objindex, num_objs, sizeof(objindex[0]), y2comp);
// Add each visible object to display list
for (int i = 0; i < num_objs; i++) {
object_t *obj = &_objects[objindex[i]];
// Count down inter-frame timer
if (obj->frameTimer)
obj->frameTimer--;
if (obj->cycling > kCycleAlmostInvisible) { // Only if visible
switch (obj->cycling) {
case kCycleNotCycling:
_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == kPriorityOverOverlay);
break;
case kCycleForward:
if (obj->frameTimer) // Not time to see next frame yet
_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == kPriorityOverOverlay);
else
_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr->nextSeqPtr, obj->priority == kPriorityOverOverlay);
break;
case kCycleBackward: {
seq_t *seqPtr = obj->currImagePtr;
if (!obj->frameTimer) { // Show next frame
while (seqPtr->nextSeqPtr != obj->currImagePtr)
seqPtr = seqPtr->nextSeqPtr;
}
_vm->_screen->displayFrame(obj->x, obj->y, seqPtr, obj->priority == kPriorityOverOverlay);
break;
}
default:
break;
}
}
}
// Cycle any animating objects
for (int i = 0; i < num_objs; i++) {
object_t *obj = &_objects[objindex[i]];
if (obj->cycling != kCycleInvisible) {
// Only if it's visible
if (obj->cycling == kCycleAlmostInvisible)
obj->cycling = kCycleInvisible;
// Now Rotate to next picture in sequence
switch (obj->cycling) {
case kCycleNotCycling:
break;
case kCycleForward:
if (!obj->frameTimer) {
// Time to step to next frame
obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
// Find out if this is last frame of sequence
// If so, reset frame_timer and decrement n_cycle
if (obj->frameInterval || obj->cycleNumb) {
obj->frameTimer = obj->frameInterval;
for (int j = 0; j < obj->seqNumb; j++) {
if (obj->currImagePtr->nextSeqPtr == obj->seqList[j].seqPtr) {
if (obj->cycleNumb) { // Decr cycleNumb if Non-continous
if (!--obj->cycleNumb)
obj->cycling = kCycleNotCycling;
}
}
}
}
}
break;
case kCycleBackward: {
if (!obj->frameTimer) {
// Time to step to prev frame
seq_t *seqPtr = obj->currImagePtr;
while (obj->currImagePtr->nextSeqPtr != seqPtr)
obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
// Find out if this is first frame of sequence
// If so, reset frame_timer and decrement n_cycle
if (obj->frameInterval || obj->cycleNumb) {
obj->frameTimer = obj->frameInterval;
for (int j = 0; j < obj->seqNumb; j++) {
if (obj->currImagePtr == obj->seqList[j].seqPtr) {
if (obj->cycleNumb){ // Decr cycleNumb if Non-continous
if (!--obj->cycleNumb)
obj->cycling = kCycleNotCycling;
}
}
}
}
}
break;
}
default:
break;
}
obj->oldx = obj->x;
obj->oldy = obj->y;
}
}
}
/**
* Update all object positions. Process object 'local' events
* including boundary events and collisions
*/
void ObjectHandler_v1w::moveObjects() {
debugC(4, kDebugObject, "moveObjects");
// Do special route processing
_vm->_route->processRoute();
// Perform any adjustments to velocity based on special path types
// and store all (visible) object baselines into the boundary file.
// Don't store foreground or background objects
for (int i = 0; i < _numObj; i++) {
object_t *obj = &_objects[i]; // Get pointer to object
seq_t *currImage = obj->currImagePtr; // Get ptr to current image
if (obj->screenIndex == *_vm->_screen_p) {
switch (obj->pathType) {
case kPathChase:
case kPathChase2: {
int8 radius = obj->radius; // Default to object's radius
if (radius < 0) // If radius infinity, use closer value
radius = kStepDx;
// Allowable motion wrt boundary
int dx = _vm->_hero->x + _vm->_hero->currImagePtr->x1 - obj->x - currImage->x1;
int dy = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - obj->y - currImage->y2 - 1;
if (abs(dx) <= radius)
obj->vx = 0;
else
obj->vx = (dx > 0) ? MIN(dx, obj->vxPath) : MAX(dx, -obj->vxPath);
if (abs(dy) <= radius)
obj->vy = 0;
else
obj->vy = (dy > 0) ? MIN(dy, obj->vyPath) : MAX(dy, -obj->vyPath);
// Set first image in sequence (if multi-seq object)
switch (obj->seqNumb) {
case 4:
if (!obj->vx) { // Got 4 directions
if (obj->vx != obj->oldvx) { // vx just stopped
if (dy >= 0)
obj->currImagePtr = obj->seqList[SEQ_DOWN].seqPtr;
else
obj->currImagePtr = obj->seqList[SEQ_UP].seqPtr;
}
} else if (obj->vx != obj->oldvx) {
if (dx > 0)
obj->currImagePtr = obj->seqList[SEQ_RIGHT].seqPtr;
else
obj->currImagePtr = obj->seqList[SEQ_LEFT].seqPtr;
}
break;
case 3:
case 2:
if (obj->vx != obj->oldvx) { // vx just stopped
if (dx > 0) // Left & right only
obj->currImagePtr = obj->seqList[SEQ_RIGHT].seqPtr;
else
obj->currImagePtr = obj->seqList[SEQ_LEFT].seqPtr;
}
break;
}
if (obj->vx || obj->vy) {
obj->cycling = kCycleForward;
} else {
obj->cycling = kCycleNotCycling;
boundaryCollision(obj); // Must have got hero!
}
obj->oldvx = obj->vx;
obj->oldvy = obj->vy;
currImage = obj->currImagePtr; // Get (new) ptr to current image
break;
}
case kPathWander2:
case kPathWander:
if (!_vm->_rnd->getRandomNumber(3 * _vm->_normalTPS)) { // Kick on random interval
obj->vx = _vm->_rnd->getRandomNumber(obj->vxPath << 1) - obj->vxPath;
obj->vy = _vm->_rnd->getRandomNumber(obj->vyPath << 1) - obj->vyPath;
// Set first image in sequence (if multi-seq object)
if (obj->seqNumb > 1) {
if (!obj->vx && (obj->seqNumb >= 4)) {
if (obj->vx != obj->oldvx) { // vx just stopped
if (obj->vy > 0)
obj->currImagePtr = obj->seqList[SEQ_DOWN].seqPtr;
else
obj->currImagePtr = obj->seqList[SEQ_UP].seqPtr;
}
} else if (obj->vx != obj->oldvx) {
if (obj->vx > 0)
obj->currImagePtr = obj->seqList[SEQ_RIGHT].seqPtr;
else
obj->currImagePtr = obj->seqList[SEQ_LEFT].seqPtr;
}
}
obj->oldvx = obj->vx;
obj->oldvy = obj->vy;
currImage = obj->currImagePtr; // Get (new) ptr to current image
}
if (obj->vx || obj->vy)
obj->cycling = kCycleForward;
break;
default:
; // Really, nothing
}
// Store boundaries
if ((obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2);
}
}
// Move objects, allowing for boundaries
for (int i = 0; i < _numObj; i++) {
object_t *obj = &_objects[i]; // Get pointer to object
if ((obj->screenIndex == *_vm->_screen_p) && (obj->vx || obj->vy)) {
// Only process if it's moving
// Do object movement. Delta_x,y return allowed movement in x,y
// to move as close to a boundary as possible without crossing it.
seq_t *currImage = obj->currImagePtr; // Get ptr to current image
// object coordinates
int x1 = obj->x + currImage->x1; // Left edge of object
int x2 = obj->x + currImage->x2; // Right edge
int y1 = obj->y + currImage->y1; // Top edge
int y2 = obj->y + currImage->y2; // Bottom edge
if ((obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
clearBoundary(x1, x2, y2); // Clear our own boundary
// Allowable motion wrt boundary
int dx = deltaX(x1, x2, obj->vx, y2);
if (dx != obj->vx) {
// An object boundary collision!
boundaryCollision(obj);
obj->vx = 0;
}
int dy = deltaY(x1, x2, obj->vy, y2);
if (dy != obj->vy) {
// An object boundary collision!
boundaryCollision(obj);
obj->vy = 0;
}
if ((obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
storeBoundary(x1, x2, y2); // Re-store our own boundary
obj->x += dx; // Update object position
obj->y += dy;
// Don't let object go outside screen
if (x1 < kEdge)
obj->x = kEdge2;
if (x2 > (kXPix - kEdge))
obj->x = kXPix - kEdge2 - (x2 - x1);
if (y1 < kEdge)
obj->y = kEdge2;
if (y2 > (kYPix - kEdge))
obj->y = kYPix - kEdge2 - (y2 - y1);
if ((obj->vx == 0) && (obj->vy == 0) && (obj->pathType != kPathWander2) && (obj->pathType != kPathChase2))
obj->cycling = kCycleNotCycling;
}
}
// Clear all object baselines from the boundary file.
for (int i = 0; i < _numObj; i++) {
object_t *obj = &_objects[i]; // Get pointer to object
seq_t *currImage = obj->currImagePtr; // Get ptr to current image
if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2);
}
// If maze mode is enabled, do special maze processing
if (_vm->_maze.enabledFl) {
seq_t *currImage = _vm->_hero->currImagePtr; // Get ptr to current image
// hero coordinates
int x1 = _vm->_hero->x + currImage->x1; // Left edge of object
int x2 = _vm->_hero->x + currImage->x2; // Right edge
int y1 = _vm->_hero->y + currImage->y1; // Top edge
int y2 = _vm->_hero->y + currImage->y2; // Bottom edge
_vm->_scheduler->processMaze(x1, x2, y1, y2);
}
}
/**
* Swap all the images of one object with another. Set hero_image (we make
* the assumption for now that the first obj is always the HERO) to the object
* number of the swapped image
*/
void ObjectHandler_v1w::swapImages(int objIndex1, int objIndex2) {
debugC(1, kDebugObject, "swapImages(%d, %d)", objIndex1, objIndex2);
saveSeq(&_objects[objIndex1]);
seqList_t tmpSeqList[kMaxSeqNumb];
int seqListSize = sizeof(seqList_t) * kMaxSeqNumb;
memmove(tmpSeqList, _objects[objIndex1].seqList, seqListSize);
memmove(_objects[objIndex1].seqList, _objects[objIndex2].seqList, seqListSize);
memmove(_objects[objIndex2].seqList, tmpSeqList, seqListSize);
restoreSeq(&_objects[objIndex1]);
_objects[objIndex2].currImagePtr = _objects[objIndex2].seqList[0].seqPtr;
_vm->_heroImage = (_vm->_heroImage == kHeroIndex) ? objIndex2 : kHeroIndex;
// Make sure baseline stays constant
_objects[objIndex1].y += _objects[objIndex2].currImagePtr->y2 - _objects[objIndex1].currImagePtr->y2;
}
} // End of namespace Hugo