mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 05:38:56 +00:00
107073537e
svn-id: r22588
321 lines
7.2 KiB
C++
321 lines
7.2 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2006 The ScummVM project
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*
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* Copyright (C) 1999-2001 Sarien Team
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/stdafx.h"
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#include "agi/agi.h"
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namespace Agi {
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static int check_position(struct vt_entry *v) {
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debugC(4, kDebugLevelSprites, "check position @ %d, %d", v->x_pos, v->y_pos);
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if (v->x_pos < 0 ||
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v->x_pos + v->x_size > _WIDTH ||
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v->y_pos - v->y_size + 1 < 0 ||
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v->y_pos >= _HEIGHT ||
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((~v->flags & IGNORE_HORIZON) && v->y_pos <= game.horizon)) {
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debugC(4, kDebugLevelSprites, "check position failed: x=%d, y=%d, h=%d, w=%d",
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v->x_pos, v->y_pos, v->x_size, v->y_size);
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return 0;
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}
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/* MH1 needs this, but it breaks LSL1 */
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if (agi_get_release() >= 0x3000) {
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if (v->y_pos < v->y_size)
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return 0;
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}
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return 1;
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}
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/**
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* Check if there's another object on the way
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*/
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static int check_collision(struct vt_entry *v) {
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struct vt_entry *u;
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if (v->flags & IGNORE_OBJECTS)
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return 0;
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for (u = game.view_table; u < &game.view_table[MAX_VIEWTABLE]; u++) {
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if ((u->flags & (ANIMATED | DRAWN)) != (ANIMATED | DRAWN))
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continue;
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if (u->flags & IGNORE_OBJECTS)
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continue;
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/* Same object, check next */
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if (v->entry == u->entry)
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continue;
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/* No horizontal overlap, check next */
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if (v->x_pos + v->x_size < u->x_pos ||
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v->x_pos > u->x_pos + u->x_size)
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continue;
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/* Same y, return error! */
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if (v->y_pos == u->y_pos)
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goto return_1;
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/* Crossed the baseline, return error! */
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if ((v->y_pos > u->y_pos && v->y_pos2 < u->y_pos2) ||
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(v->y_pos < u->y_pos && v->y_pos2 > u->y_pos2)) {
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goto return_1;
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}
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}
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return 0;
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return_1:
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debugC(4, kDebugLevelSprites, "check returns 1 (object %d)", v->entry);
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return 1;
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}
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static int check_priority(struct vt_entry *v) {
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int i, trigger, water, pass, pri;
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uint8 *p0;
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if (~v->flags & FIXED_PRIORITY) {
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/* Priority bands */
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v->priority = game.pri_table[v->y_pos];
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}
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trigger = 0;
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water = 0;
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pass = 1;
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if (v->priority == 0x0f)
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goto _check_ego;
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water = 1;
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p0 = &game.sbuf[v->x_pos + v->y_pos * _WIDTH];
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for (i = 0; i < v->x_size; i++, p0++) {
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pri = *p0 >> 4;
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if (pri == 0) { /* unconditional black. no go at all! */
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pass = 0;
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break;
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}
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if (pri == 3) /* water surface */
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continue;
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water = 0;
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if (pri == 1) { /* conditional blue */
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if (v->flags & IGNORE_BLOCKS)
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continue;
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debugC(4, kDebugLevelSprites, "Blocks observed!");
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pass = 0;
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break;
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}
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if (pri == 2) { /* trigger */
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debugC(4, kDebugLevelSprites, "stepped on trigger");
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#ifdef USE_CONSOLE
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if (!debug_.ignoretriggers)
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#endif
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trigger = 1;
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}
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}
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if (pass) {
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if (!water && v->flags & ON_WATER)
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pass = 0;
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if (water && v->flags & ON_LAND)
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pass = 0;
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}
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_check_ego:
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if (v->entry == 0) {
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setflag(F_ego_touched_p2, trigger ? true : false);
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setflag(F_ego_water, water ? true : false);
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}
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return pass;
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}
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/*
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* Public functions
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*/
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/**
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* Update position of objects
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* This function updates the position of all animated, updating view
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* table entries according to its motion type, step size, etc. The
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* new position must be valid according to the sprite positioning
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* rules, otherwise the previous position will be kept.
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*/
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void update_position() {
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struct vt_entry *v;
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int x, y, old_x, old_y, border;
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game.vars[V_border_code] = 0;
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game.vars[V_border_touch_ego] = 0;
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game.vars[V_border_touch_obj] = 0;
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for (v = game.view_table; v < &game.view_table[MAX_VIEWTABLE]; v++) {
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if ((v->flags & (ANIMATED | UPDATE | DRAWN)) != (ANIMATED | UPDATE | DRAWN)) {
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continue;
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}
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if (v->step_time_count != 0) {
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if (--v->step_time_count != 0)
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continue;
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}
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v->step_time_count = v->step_time;
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x = old_x = v->x_pos;
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y = old_y = v->y_pos;
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/* If object has moved, update its position */
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if (~v->flags & UPDATE_POS) {
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int dx[9] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
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int dy[9] = { 0, -1, -1, 0, 1, 1, 1, 0, -1 };
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x += v->step_size * dx[v->direction];
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y += v->step_size * dy[v->direction];
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}
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/* Now check if it touched the borders */
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border = 0;
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/* Check left/right borders */
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if (x < 0) {
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x = 0;
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border = 4;
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} else if (x <= 0 && agi_get_release() == 0x3086) { /* KQ4 */
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x = 0; /* See bug #590462 */
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border = 4;
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} else if (v->entry == 0 && x == 0 && v->flags & ADJ_EGO_XY) {
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/* Extra test to walk west clicking the mouse */
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x = 0;
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border = 4;
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} else if (x + v->x_size > _WIDTH) {
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x = _WIDTH - v->x_size;
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border = 2;
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}
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/* Check top/bottom borders. */
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if (y - v->y_size + 1 < 0) {
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y = v->y_size - 1;
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border = 1;
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} else if (y > _HEIGHT - 1) {
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y = _HEIGHT - 1;
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border = 3;
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} else if ((~v->flags & IGNORE_HORIZON) && y <= game.horizon) {
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debugC(4, kDebugLevelSprites, "y = %d, horizon = %d", y, game.horizon);
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y = game.horizon + 1;
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border = 1;
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}
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/* Test new position. rollback if test fails */
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v->x_pos = x;
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v->y_pos = y;
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if (check_collision(v) || !check_priority(v)) {
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v->x_pos = old_x;
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v->y_pos = old_y;
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border = 0;
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fix_position(v->entry);
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}
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if (border != 0) {
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if (v == game.view_table) {
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game.vars[V_border_touch_ego] = border;
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} else {
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game.vars[V_border_code] = v->entry;
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game.vars[V_border_touch_obj] = border;
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}
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if (v->motion == MOTION_MOVE_OBJ) {
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in_destination(v);
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}
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}
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v->flags &= ~UPDATE_POS;
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}
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}
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/**
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* Adjust position of a sprite
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* This function adjusts the position of a sprite moving it until
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* certain criteria is matched. According to priority and control line
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* data, a sprite may not always appear at the location we specified.
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* This behaviour is also known as the "Budin-Sonneveld effect".
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*
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* @param n view table entry number
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*/
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void fix_position(int n) {
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struct vt_entry *v = &game.view_table[n];
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int count, dir, size;
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debugC(4, kDebugLevelSprites, "adjusting view table entry #%d (%d,%d)", n, v->x_pos, v->y_pos);
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/* test horizon */
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if ((~v->flags & IGNORE_HORIZON) && v->y_pos <= game.horizon)
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v->y_pos = game.horizon + 1;
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dir = 0;
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count = size = 1;
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while (!check_position(v) || check_collision(v) || !check_priority(v)) {
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switch (dir) {
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case 0: /* west */
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v->x_pos--;
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if (--count)
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continue;
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dir = 1;
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break;
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case 1: /* south */
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v->y_pos++;
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if (--count)
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continue;
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dir = 2;
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size++;
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break;
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case 2: /* east */
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v->x_pos++;
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if (--count)
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continue;
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dir = 3;
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break;
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case 3: /* north */
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v->y_pos--;
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if (--count)
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continue;
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dir = 0;
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size++;
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break;
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}
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count = size;
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}
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debugC(4, kDebugLevelSprites, "view table entry #%d position adjusted to (%d,%d)", n, v->x_pos, v->y_pos);
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}
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} // End of namespace Agi
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