scummvm/sword2/router.cpp
Torbjörn Andersson 4c3a68027f Use the same syntax for accessing script variables as BS1 does, i.e. now
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it
makes it much easier to tell the difference between variables and constants
when looking at the code.

Of course, this sort of sweeping changes is jolly good for introducing
truly weird regressions, which is why I waited until after 0.6.0.

svn-id: r13331
2004-03-17 09:03:15 +00:00

2501 lines
64 KiB
C++

/* Copyright (C) 1994-2004 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
// ---------------------------------------------------------------------------
// ROUTER.CPP by James
//
// A rehash of Jeremy's original jrouter.c, containing low-level system
// routines for calculating routes between points inside a walk-grid, and
// constructing walk animations from mega-sets.
//
// jrouter.c underwent 2 major reworks from the original:
// (1) Restructured to allow more flexibility in the mega-sets, ie. more info
// taken from the walk-data
// - the new George & Nico mega-sets & walk-data were then tested &
// tweaked in the Sword1 system
// (2) Updated for the new Sword2 system, ie. new object structures
// - now compatible with Sword2, the essential code already having been
// tested
//
// ---------------------------------------------------------------------------
/****************************************************************************
* JROUTER.C polygon router with modular walks
* using a tree of modules
* 21 july 94
* 3 november 94
* System currently works by scanning grid data and coming up with a ROUTE
* as a series of way points(nodes), the smoothest eight directional PATH
* through these nodes is then found, and a WALK created to fit the PATH.
*
* Two funtions are called by the user, RouteFinder creates a route as a
* module list, HardWalk creates an animation list from the module list.
* The split is only provided to allow the possibility of turning the
* autorouter over two game cycles.
****************************************************************************
*
* Routine timings on osborne 486
*
* Read floor resource (file already loaded) 112 pixels
*
* Read mega resource (file already loaded) 112 pixels
*
*
*
****************************************************************************
*
* Modified 12 Oct 95
*
* Target Points within 1 pixel of a line are ignored ???
*
* Modules split into Points within 1 pixel of a line are ignored ???
*
****************************************************************************
*
* TOTALLY REHASHED BY JAMES FOR NEW MEGAS USING OLD SYSTEM
* THEN REINCARNATED BY JAMES FOR NEW MEGAS USING NEW SYSTEM
*
****************************************************************************/
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#include "sword2/driver/d_draw.h"
namespace Sword2 {
uint8 Router::returnSlotNo(uint32 megaId) {
if (Logic::_scriptVars[ID] == CUR_PLAYER_ID) {
// George (8)
return 0;
} else {
// One of Nico's mega id's
return 1;
}
}
void Router::allocateRouteMem(void) {
uint8 slotNo;
// Player character always always slot 0, while the other mega
// (normally Nico) always uses slot 1
// Better this way, so that if mega object removed from memory while
// in middle of route, the old route will be safely cleared from
// memory just before they create a new one
slotNo = returnSlotNo(Logic::_scriptVars[ID]);
// if this slot is already used, then it can't be needed any more
// because this id is creating a new route!
if (_routeSlots[slotNo])
freeRouteMem();
_routeSlots[slotNo] = _vm->_memory->allocMemory(sizeof(WalkData) * O_WALKANIM_SIZE, MEM_locked, (uint32) UID_walk_anim);
// 12000 bytes were used for this in Sword1 mega compacts, based on
// 20 bytes per 'WalkData' frame
// ie. allowing for 600 frames including end-marker
// Now 'WalkData' is 8 bytes, so 8*600 = 4800 bytes.
// Note that a 600 frame walk lasts about 48 seconds!
// (600fps / 12.5s = 48s)
// mega keeps note of which slot contains the pointer to it's walk
// animation mem block
// +1 so that '0' can mean "not walking"
// megaObject->route_slot_id = slotNo + 1;
}
WalkData *Router::lockRouteMem(void) {
uint8 slotNo = returnSlotNo(Logic::_scriptVars[ID]);
_vm->_memory->lockMemory(_routeSlots[slotNo]);
return (WalkData *) _routeSlots[slotNo]->ad;
}
void Router::floatRouteMem(void) {
uint8 slotNo = returnSlotNo(Logic::_scriptVars[ID]);
_vm->_memory->floatMemory(_routeSlots[slotNo]);
}
void Router::freeRouteMem(void) {
uint8 slotNo = returnSlotNo(Logic::_scriptVars[ID]);
// free the mem block pointed to from this entry of _routeSlots[]
_vm->_memory->freeMemory(_routeSlots[slotNo]);
_routeSlots[slotNo] = NULL;
}
void Router::freeAllRouteMem(void) {
for (int i = 0; i < TOTAL_ROUTE_SLOTS; i++) {
if (_routeSlots[i]) {
// free the mem block pointed to from this entry of
// _routeSlots[]
_vm->_memory->freeMemory(_routeSlots[i]);
_routeSlots[i] = NULL;
}
}
}
int32 Router::routeFinder(ObjectMega *ob_mega, ObjectWalkdata *ob_walkdata, int32 x, int32 y, int32 dir) {
/*********************************************************************
* RouteFinder.C polygon router with modular walks
* 21 august 94
* 3 november 94
* routeFinder creates a list of modules that enables HardWalk to
* create an animation list.
*
* routeFinder currently works by scanning grid data and coming up
* with a ROUTE as a series of way points(nodes), the smoothest eight
* directional PATH through these nodes is then found, this
* information is made available to HardWalk for a WALK to be created
* to fit the PATH.
*
* 30 november 94 return values modified
*
* return 0 = failed to find a route
*
* 1 = found a route
*
* 2 = mega already at target
*
*********************************************************************/
int32 routeFlag = 0;
int32 solidFlag = 0;
WalkData *walkAnim;
// megaId = id;
setUpWalkGrid(ob_mega, x, y, dir);
loadWalkData(ob_walkdata);
// lock the WalkData array (NB. AFTER loading walkgrid & walkdata!)
walkAnim = lockRouteMem();
// All route data now loaded start finding a route
// Check if we can get a route through the floor. changed 12 Oct95 JPS
routeFlag = getRoute();
switch (routeFlag) {
case 2:
// special case for zero length route
// if target direction specified as any
if (_targetDir > 7)
_targetDir = _startDir;
// just a turn on the spot is required set an end module for
// the route let the animator deal with it
// modularPath is normally set by extractRoute
_modularPath[0].dir = _startDir;
_modularPath[0].num = 0;
_modularPath[0].x = _startX;
_modularPath[0].y = _startY;
_modularPath[1].dir = _targetDir;
_modularPath[1].num = 0;
_modularPath[1].x = _startX;
_modularPath[1].y = _startY;
_modularPath[2].dir = 9;
_modularPath[2].num = ROUTE_END_FLAG;
slidyWalkAnimator(walkAnim);
routeFlag = 2;
break;
case 1:
// A normal route. Convert the route to an exact path
smoothestPath();
// The Route had waypoints and direction options
// The Path is an exact set of lines in 8 directions that
// reach the target.
// The path is in module format, but steps taken in each
// direction are not accurate
// if target dir = 8 then the walk isn't linked to an anim so
// we can create a route without sliding and miss the exact
// target
#ifndef FORCE_SLIDY
if (_targetDir == 8) {
// can end facing ANY direction (ie. exact end
// position not vital) - so use SOLID walk to
// avoid sliding to exact position
solidPath();
solidFlag = solidWalkAnimator(walkAnim);
}
#endif
if (!solidFlag) {
// if we failed to create a SOLID route, do a SLIDY
// one instead
slidyPath();
slidyWalkAnimator(walkAnim);
}
break;
default:
// Route didn't reach target so assume point was off the floor
// routeFlag = 0;
break;
}
floatRouteMem(); // float the WalkData array again
return routeFlag; // send back null route
}
int32 Router::getRoute(void) {
/*********************************************************************
* GetRoute.C extract a path from walk grid
* 12 october 94
*
* GetRoute currently works by scanning grid data and coming up with
* a ROUTE as a series of way points(nodes).
*
* static routeData _route[O_ROUTE_SIZE];
*
* return 0 = failed to find a route
*
* 1 = found a route
*
* 2 = mega already at target
*
* 3 = failed to find a route because target was on a line
*
*********************************************************************/
int32 routeGot = 0;
if (_startX == _targetX && _startY == _targetY)
routeGot = 2;
else {
// 'else' added by JEL (23jan96) otherwise 'routeGot' affected
// even when already set to '2' above - causing some 'turns'
// to walk downwards on the spot
// returns 3 if target on a line ( +- 1 pixel )
routeGot = checkTarget(_targetX, _targetY);
}
if (routeGot == 0) {
// still looking for a route check if target is within a pixel
// of a line
// scan through the nodes linking each node to its nearest
// neighbour until no more nodes change
// This is the routine that finds a route using scan()
int32 level = 1;
while (scan(level))
level++;
// Check to see if the route reached the target
if (_node[_nNodes].dist < 9999) {
// it did so extract the route as nodes and the
// directions to go between each node
routeGot = 1;
extractRoute();
// route.X,route.Y and route.Dir now hold all the
// route infomation with the target dir or route
// continuation
}
}
return routeGot;
}
// THE SLIDY PATH ROUTINES
int32 Router::smoothestPath() {
// This is the second big part of the route finder and the the only
// bit that tries to be clever (the other bits are clever).
//
// This part of the autorouter creates a list of modules from a set of
// lines running across the screen. The task is complicated by two
// things:
//
// Firstly in choosing a route through the maze of nodes the routine
// tries to minimise the amount of each individual turn avoiding 90
// degree and greater turns (where possible) and reduces the total
// number of turns (subject to two 45 degree turns being better than
// one 90 degree turn).
//
// Secondly when walking in a given direction the number of steps
// required to reach the end of that run is not calculated accurately.
// This is because I was unable to derive a function to relate number
// of steps taken between two points to the shrunken step size
int i;
int32 steps = 0;
int32 lastDir;
int32 tempturns[4];
int32 turns[4];
int32 turntable[NO_DIRECTIONS] = { 0, 1, 3, 5, 7, 5, 3, 1 };
// route.X route.Y and route.Dir start at far end
_smoothPath[0].x = _startX;
_smoothPath[0].y = _startY;
_smoothPath[0].dir = _startDir;
_smoothPath[0].num = 0;
lastDir = _startDir;
// for each section of the route
for (int p = 0; p < _routeLength; p++) {
int32 dirS = _route[p].dirS;
int32 dirD = _route[p].dirD;
int32 nextDirS = _route[p + 1].dirS;
int32 nextDirD = _route[p + 1].dirD;
// Check directions into and out of a pair of nodes going in
int32 dS = dirS - lastDir;
if (dS < 0)
dS = dS + NO_DIRECTIONS;
int32 dD = dirD - lastDir;
if (dD < 0)
dD = dD + NO_DIRECTIONS;
// coming out
int32 dSS = dirS - nextDirS;
if (dSS < 0)
dSS = dSS + NO_DIRECTIONS;
int32 dDD = dirD - nextDirD;
if (dDD < 0)
dDD = dDD + NO_DIRECTIONS;
int32 dSD = dirS - nextDirD;
if (dSD < 0)
dSD = dSD + NO_DIRECTIONS;
int32 dDS = dirD - nextDirS;
if (dDS < 0)
dDS = dDS + NO_DIRECTIONS;
// Determine the amount of turning involved in each possible
// path
dS = turntable[dS];
dD = turntable[dD];
dSS = turntable[dSS];
dDD = turntable[dDD];
dSD = turntable[dSD];
dDS = turntable[dDS];
// get the best path out ie assume next section uses best
// direction
if (dSD < dSS)
dSS = dSD;
if (dDS < dDD)
dDD = dDS;
// Rate each option. Split routes look crap so weight against
// them
int32 SS = dS + dSS + 3;
int32 SD = dS + dDD;
int32 DS = dD + dSS;
int32 DD = dD + dDD + 3;
// set up turns as a sorted array of the turn values
tempturns[0] = SS;
turns[0] = 0;
tempturns[1] = SD;
turns[1] = 1;
tempturns[2] = DS;
turns[2] = 2;
tempturns[3] = DD;
turns[3] = 3;
for (i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (tempturns[j] > tempturns[j + 1]) {
SWAP(turns[j], turns[j + 1]);
SWAP(tempturns[j], tempturns[j + 1]);
}
}
}
// best option matched in order of the priority we would like
// to see on the screen but each option must be checked to see
// if it can be walked
int32 options = newCheck(1, _route[p].x, _route[p].y, _route[p + 1].x, _route[p + 1].y);
assert(options);
i = 0;
steps = 0;
do {
int32 opt = 1 << turns[i];
if (options & opt)
steps = smoothCheck(turns[i], p, dirS, dirD);
i++;
} while (steps == 0 && i < 4);
assert(steps);
// route.X route.Y route.dir and bestTurns start at far end
}
// best turns will end heading as near as possible to target dir rest
// is down to anim for now
_smoothPath[steps].dir = 9;
_smoothPath[steps].num = ROUTE_END_FLAG;
return 1;
}
int32 Router::smoothCheck(int32 best, int32 p, int32 dirS, int32 dirD) {
/*********************************************************************
* Slip sliding away
* This path checker checks to see if a walk that exactly follows the
* path would be valid. This should be inherently true for atleast one
* of the turn options.
* No longer checks the data it only creates the smoothPath array JPS
*********************************************************************/
static int32 k;
int32 dsx, dsy;
int32 ddx, ddy;
int32 ss0, ss1, ss2;
int32 sd0, sd1, sd2;
if (p == 0)
k = 1;
int32 x = _route[p].x;
int32 y = _route[p].y;
int32 x2 = _route[p + 1].x;
int32 y2 = _route[p + 1].y;
int32 ldx = x2 - x;
int32 ldy = y2 - y;
int32 dirX = 1;
int32 dirY = 1;
if (ldx < 0) {
ldx = -ldx;
dirX = -1;
}
if (ldy < 0) {
ldy = -ldy;
dirY = -1;
}
// set up sd0-ss2 to reflect possible movement in each direction
if (dirS == 0 || dirS == 4) { // vert and diag
ddx = ldx;
ddy = (ldx * _diagonaly) / _diagonalx;
dsy = ldy - ddy;
ddx = ddx * dirX;
ddy = ddy * dirY;
dsy = dsy * dirY;
dsx = 0;
sd0 = (ddx + _modX[dirD] / 2) / _modX[dirD];
ss0 = (dsy + _modY[dirS] / 2) / _modY[dirS];
sd1 = sd0 / 2;
ss1 = ss0 / 2;
sd2 = sd0 - sd1;
ss2 = ss0 - ss1;
} else {
ddy = ldy;
ddx = (ldy * _diagonalx) / _diagonaly;
dsx = ldx - ddx;
ddy = ddy * dirY;
ddx = ddx * dirX;
dsx = dsx * dirX;
dsy = 0;
sd0 = (ddy + _modY[dirD] / 2) / _modY[dirD];
ss0 = (dsx + _modX[dirS] / 2) / _modX[dirS];
sd1 = sd0 / 2;
ss1 = ss0 / 2;
sd2 = sd0 - sd1;
ss2 = ss0 - ss1;
}
switch (best) {
case 0: // halfsquare, diagonal, halfsquare
_smoothPath[k].x = x + dsx / 2;
_smoothPath[k].y = y + dsy / 2;
_smoothPath[k].dir = dirS;
_smoothPath[k].num = ss1;
k++;
_smoothPath[k].x = x + dsx / 2 + ddx;
_smoothPath[k].y = y + dsy / 2 + ddy;
_smoothPath[k].dir = dirD;
_smoothPath[k].num = sd0;
k++;
_smoothPath[k].x = x + dsx + ddx;
_smoothPath[k].y = y + dsy + ddy;
_smoothPath[k].dir = dirS;
_smoothPath[k].num = ss2;
k++;
break;
case 1: // square, diagonal
_smoothPath[k].x = x + dsx;
_smoothPath[k].y = y + dsy;
_smoothPath[k].dir = dirS;
_smoothPath[k].num = ss0;
k++;
_smoothPath[k].x = x2;
_smoothPath[k].y = y2;
_smoothPath[k].dir = dirD;
_smoothPath[k].num = sd0;
k++;
break;
case 2: // diagonal square
_smoothPath[k].x = x + ddx;
_smoothPath[k].y = y + ddy;
_smoothPath[k].dir = dirD;
_smoothPath[k].num = sd0;
k++;
_smoothPath[k].x = x2;
_smoothPath[k].y = y2;
_smoothPath[k].dir = dirS;
_smoothPath[k].num = ss0;
k++;
break;
default: // halfdiagonal, square, halfdiagonal
_smoothPath[k].x = x + ddx / 2;
_smoothPath[k].y = y + ddy / 2;
_smoothPath[k].dir = dirD;
_smoothPath[k].num = sd1;
k++;
_smoothPath[k].x = x + dsx + ddx / 2;
_smoothPath[k].y = y + dsy + ddy / 2;
_smoothPath[k].dir = dirS;
_smoothPath[k].num = ss0;
k++;
_smoothPath[k].x = x2;
_smoothPath[k].y = y2;
_smoothPath[k].dir = dirD;
_smoothPath[k].num = sd2;
k++;
break;
}
return k;
}
void Router::slidyPath() {
/*********************************************************************
* slidyPath creates a path based on part steps with no sliding to get
* as near as possible to the target without any sliding this routine
* is intended for use when just clicking about.
*
* produce a module list from the line data
*********************************************************************/
int32 smooth = 1;
int32 slidy = 1;
// strip out the short sections
_modularPath[0].x = _smoothPath[0].x;
_modularPath[0].y = _smoothPath[0].y;
_modularPath[0].dir = _smoothPath[0].dir;
_modularPath[0].num = 0;
while (_smoothPath[smooth].num < ROUTE_END_FLAG) {
int32 scale = _scaleA * _smoothPath[smooth].y + _scaleB;
int32 deltaX = _smoothPath[smooth].x - _modularPath[slidy - 1].x;
int32 deltaY = _smoothPath[smooth].y - _modularPath[slidy - 1].y;
// quarter a step minimum
int32 stepX = (scale * _modX[_smoothPath[smooth].dir]) >> 19;
int32 stepY = (scale * _modY[_smoothPath[smooth].dir]) >> 19;
if (ABS(deltaX) >= ABS(stepX) && ABS(deltaY) >= ABS(stepY)) {
_modularPath[slidy].x = _smoothPath[smooth].x;
_modularPath[slidy].y = _smoothPath[smooth].y;
_modularPath[slidy].dir = _smoothPath[smooth].dir;
_modularPath[slidy].num = 1;
slidy++;
}
smooth++;
}
// in case the last bit had no steps
if (slidy > 1) {
_modularPath[slidy - 1].x = _smoothPath[smooth - 1].x;
_modularPath[slidy - 1].y = _smoothPath[smooth - 1].y;
}
// set up the end of the walk
_modularPath[slidy].x = _smoothPath[smooth - 1].x;
_modularPath[slidy].y = _smoothPath[smooth - 1].y;
_modularPath[slidy].dir = _targetDir;
_modularPath[slidy].num = 0;
slidy++;
_modularPath[slidy].x = _smoothPath[smooth - 1].x;
_modularPath[slidy].y = _smoothPath[smooth - 1].y;
_modularPath[slidy].dir = 9;
_modularPath[slidy].num = ROUTE_END_FLAG;
slidy++;
}
// SLOW IN
bool Router::addSlowInFrames(WalkData *walkAnim) {
if (_usingSlowInFrames && _modularPath[1].num > 0) {
for (uint slowInFrameNo = 0; slowInFrameNo < _numberOfSlowInFrames[_currentDir]; slowInFrameNo++) {
walkAnim[_stepCount].frame = _firstSlowInFrame[_currentDir] + slowInFrameNo;
walkAnim[_stepCount].step = 0;
walkAnim[_stepCount].dir = _currentDir;
walkAnim[_stepCount].x = _moduleX;
walkAnim[_stepCount].y = _moduleY;
_stepCount++;
}
return true;
}
return false;
}
void Router::earlySlowOut(ObjectMega *ob_mega, ObjectWalkdata *ob_walkdata) {
int32 slowOutFrameNo;
int32 walk_pc;
WalkData *walkAnim;
debug(5, "EARLY SLOW-OUT");
loadWalkData(ob_walkdata);
debug(5, "********************************");
debug(5, "_framesPerStep = %d", _framesPerStep);
debug(5, "_numberOfSlowOutFrames = %d", _numberOfSlowOutFrames);
debug(5, "_firstWalkingTurnLeftFrame = %d", _firstWalkingTurnLeftFrame);
debug(5, "_firstWalkingTurnRightFrame = %d", _firstWalkingTurnRightFrame);
debug(5, "_firstSlowOutFrame = %d", _firstSlowOutFrame);
debug(5, "********************************");
walk_pc = ob_mega->walk_pc;
// lock the WalkData array (NB. AFTER loading walkgrid & walkdata!)
walkAnim = lockRouteMem();
// if this mega does actually have slow-out frames
if (_usingSlowOutFrames) {
// overwrite the next step (half a cycle) of the walk
// (ie .step - 0..5)
do {
debug(5, "STEP NUMBER: walkAnim[%d].step = %d", walk_pc, walkAnim[walk_pc].step);
debug(5, "ORIGINAL FRAME: walkAnim[%d].frame = %d", walk_pc, walkAnim[walk_pc].frame);
// map from existing walk frame across to correct
// frame number of slow-out - remember, there may be
// more slow-out frames than walk-frames!
if (walkAnim[walk_pc].frame >= _firstWalkingTurnRightFrame) {
// if it's a walking turn-right, rather than a
// normal step, then map it to a normal step
// frame first
walkAnim[walk_pc].frame -= _firstWalkingTurnRightFrame;
debug(5, "MAPPED TO WALK: walkAnim[%d].frame = %d (walking turn-right frame --> walk frame)", walk_pc, walkAnim[walk_pc].frame);
} else if (walkAnim[walk_pc].frame >= _firstWalkingTurnLeftFrame) {
// if it's a walking turn-left, rather than a
// normal step, then map it to a normal step
// frame first
walkAnim[walk_pc].frame -= _firstWalkingTurnLeftFrame;
debug(5, "MAPPED TO WALK: walkAnim[%d].frame = %d (walking turn-left frame --> walk frame)", walk_pc, walkAnim[walk_pc].frame);
}
walkAnim[walk_pc].frame += _firstSlowOutFrame + ((walkAnim[walk_pc].frame / _framesPerStep) * (_numberOfSlowOutFrames - _framesPerStep));
walkAnim[walk_pc].step = 0;
debug(5, "SLOW-OUT FRAME: walkAnim[%d].frame = %d",walk_pc, walkAnim[walk_pc].frame);
walk_pc++;
} while (walkAnim[walk_pc].step > 0);
// add stationary frame(s) (OPTIONAL)
for (slowOutFrameNo = _framesPerStep; slowOutFrameNo < _numberOfSlowOutFrames; slowOutFrameNo++) {
walkAnim[walk_pc].frame = walkAnim[walk_pc - 1].frame + 1;
debug(5, "EXTRA FRAME: walkAnim[%d].frame = %d", walk_pc, walkAnim[walk_pc].frame);
walkAnim[walk_pc].step = 0;
walkAnim[walk_pc].dir = walkAnim[walk_pc - 1].dir;
walkAnim[walk_pc].x = walkAnim[walk_pc - 1].x;
walkAnim[walk_pc].y = walkAnim[walk_pc - 1].y;
walk_pc++;
}
} else {
// this mega doesn't have slow-out frames
// stand in current direction
walkAnim[walk_pc].frame = _firstStandFrame + walkAnim[walk_pc - 1].dir;
walkAnim[walk_pc].step = 0;
walkAnim[walk_pc].dir = walkAnim[walk_pc - 1].dir;
walkAnim[walk_pc].x = walkAnim[walk_pc - 1].x;
walkAnim[walk_pc].y = walkAnim[walk_pc - 1].y;
walk_pc++;
}
// end of sequence
walkAnim[walk_pc].frame = 512;
// so that this doesn't happen again while 'george_walking' is still
// '2'
walkAnim[walk_pc].step = 99;
}
// SLOW OUT
void Router::addSlowOutFrames(WalkData *walkAnim) {
int32 slowOutFrameNo;
// if the mega did actually walk, we overwrite the last step (half a
// cycle) with slow-out frames + add any necessary stationary frames
if (_usingSlowOutFrames && _lastCount >= _framesPerStep) {
// place stop frames here
// slowdown at the end of the last walk
slowOutFrameNo = _lastCount - _framesPerStep;
debug(5, "SLOW OUT: slowOutFrameNo(%d) = _lastCount(%d) - _framesPerStep(%d)", slowOutFrameNo, _lastCount, _framesPerStep);
// overwrite the last step (half a cycle) of the walk
do {
// map from existing walk frame across to correct
// frame number of slow-out - remember, there may be
// more slow-out frames than walk-frames!
walkAnim[slowOutFrameNo].frame += _firstSlowOutFrame + ((walkAnim[slowOutFrameNo].frame / _framesPerStep) * (_numberOfSlowOutFrames - _framesPerStep));
// because no longer a normal walk-step
walkAnim[slowOutFrameNo].step = 0;
debug(5, "walkAnim[%d].frame = %d",slowOutFrameNo,walkAnim[slowOutFrameNo].frame);
slowOutFrameNo++;
} while (slowOutFrameNo < _lastCount);
// add stationary frame(s) (OPTIONAL)
for (slowOutFrameNo = _framesPerStep; slowOutFrameNo < _numberOfSlowOutFrames; slowOutFrameNo++) {
walkAnim[_stepCount].frame = walkAnim[_stepCount - 1].frame + 1;
debug(5, "EXTRA FRAMES: walkAnim[%d].frame = %d", _stepCount, walkAnim[_stepCount].frame);
walkAnim[_stepCount].step = 0;
walkAnim[_stepCount].dir = walkAnim[_stepCount - 1].dir;
walkAnim[_stepCount].x = walkAnim[_stepCount - 1].x;
walkAnim[_stepCount].y = walkAnim[_stepCount - 1].y;
_stepCount++;
}
}
}
void Router::slidyWalkAnimator(WalkData *walkAnim) {
/*********************************************************************
* Skidding every where HardWalk creates an animation that exactly
* fits the smoothPath and uses foot slipping to fit whole steps into
* the route
*
* Parameters: georgeg, mouseg
* Returns: rout
*
* produce a module list from the line data
*********************************************************************/
static int32 left = 0;
int32 p;
int32 lastDir;
int32 lastRealDir;
int32 turnDir;
int32 scale;
int32 step;
int32 module;
int32 moduleEnd;
int32 module16X;
int32 module16Y;
int32 stepX;
int32 stepY;
int32 errorX;
int32 errorY;
int32 lastErrorX;
int32 lastErrorY;
int32 frameCount;
int32 frames;
p = 0;
lastDir = _modularPath[0].dir;
_currentDir = _modularPath[1].dir;
if (_currentDir == NO_DIRECTIONS)
_currentDir = lastDir;
_moduleX = _startX;
_moduleY = _startY;
module16X = _moduleX << 16;
module16Y = _moduleY << 16;
_stepCount = 0;
// START THE WALK WITH THE FIRST STANDFRAME THIS MAY CAUSE A DELAY
// BUT IT STOPS THE PLAYER MOVING FOR COLLISIONS ARE DETECTED
debug(5, "SLIDY: STARTING THE WALK");
module = _framesPerChar + lastDir;
walkAnim[_stepCount].frame = module;
walkAnim[_stepCount].step = 0;
walkAnim[_stepCount].dir = lastDir;
walkAnim[_stepCount].x = _moduleX;
walkAnim[_stepCount].y = _moduleY;
_stepCount++;
// TURN TO START THE WALK
debug(5, "SLIDY: TURNING TO START THE WALK");
// rotate if we need to
if (lastDir != _currentDir) {
// get the direction to turn
turnDir = _currentDir - lastDir;
if (turnDir < 0)
turnDir += NO_DIRECTIONS;
if (turnDir > 4)
turnDir = -1;
else if (turnDir > 0)
turnDir = 1;
// rotate to new walk direction
// for george and nico put in a head turn at the start
if (_usingStandingTurnFrames) {
// new frames for turn frames 29oct95jps
if (turnDir < 0)
module = _firstStandingTurnLeftFrame + lastDir;
else
module = _firstStandingTurnRightFrame + lastDir;
walkAnim[_stepCount].frame = module;
walkAnim[_stepCount].step = 0;
walkAnim[_stepCount].dir = lastDir;
walkAnim[_stepCount].x = _moduleX;
walkAnim[_stepCount].y = _moduleY;
_stepCount++;
}
// rotate till were facing new dir then go back 45 degrees
while (lastDir != _currentDir) {
lastDir += turnDir;
// new frames for turn frames 29oct95jps
if (turnDir < 0) {
if ( lastDir < 0)
lastDir += NO_DIRECTIONS;
module = _firstStandingTurnLeftFrame + lastDir;
} else {
if ( lastDir > 7)
lastDir -= NO_DIRECTIONS;
module = _firstStandingTurnRightFrame + lastDir;
}
walkAnim[_stepCount].frame = module;
walkAnim[_stepCount].step = 0;
walkAnim[_stepCount].dir = lastDir;
walkAnim[_stepCount].x = _moduleX;
walkAnim[_stepCount].y = _moduleY;
_stepCount++;
}
// the back 45 degrees bit
// step back one because new head turn for george takes us
// past the new dir
_stepCount--;
}
// his head is in the right direction
lastRealDir = _currentDir;
// SLIDY: THE SLOW IN
addSlowInFrames(walkAnim);
// THE WALK
debug(5, "SLIDY: THE WALK");
// start the walk on the left or right leg, depending on how the
// slow-in frames were drawn
// (0 = left; 1 = right)
if (_leadingLeg[_currentDir] == 0) {
// start the walk on the left leg (ie. at beginning of the
// first step of the walk cycle)
left = 0;
} else {
// start the walk on the right leg (ie. at beginning of the
// second step of the walk cycle)
left = _framesPerStep;
}
_lastCount = _stepCount;
// this ensures that we don't put in turn frames for the start
lastDir = 99;
// this ensures that we don't put in turn frames for the start
_currentDir = 99;
do {
assert(_stepCount < O_WALKANIM_SIZE);
while (_modularPath[p].num == 0) {
p++;
if (_currentDir != 99)
lastRealDir = _currentDir;
lastDir = _currentDir;
_lastCount = _stepCount;
}
// calculate average amount to lose in each step on the way
// to the next node
_currentDir = _modularPath[p].dir;
if (_currentDir < NO_DIRECTIONS) {
module = _currentDir * _framesPerStep * 2 + left;
if (left == 0)
left = _framesPerStep;
else
left = 0;
moduleEnd = module + _framesPerStep;
step = 0;
scale = (_scaleA * _moduleY + _scaleB);
do {
module16X += _dx[module] * scale;
module16Y += _dy[module] * scale;
_moduleX = module16X >> 16;
_moduleY = module16Y >> 16;
walkAnim[_stepCount].frame = module;
walkAnim[_stepCount].step = step; // normally 0,1,2,3,4,5,0,1,2,etc
walkAnim[_stepCount].dir = _currentDir;
walkAnim[_stepCount].x = _moduleX;
walkAnim[_stepCount].y = _moduleY;
_stepCount++;
step++;
module++;
} while (module < moduleEnd);
stepX = _modX[_modularPath[p].dir];
stepY = _modY[_modularPath[p].dir];
errorX = _modularPath[p].x - _moduleX;
errorX = errorX * stepX;
errorY = _modularPath[p].y - _moduleY;
errorY = errorY * stepY;
if (errorX < 0 || errorY < 0) {
_modularPath[p].num = 0; // the end of the path
// okay those last steps took us past our
// target but do we want to scoot or moonwalk
frames = _stepCount - _lastCount;
errorX = _modularPath[p].x - walkAnim[_stepCount - 1].x;
errorY = _modularPath[p].y - walkAnim[_stepCount - 1].y;
if (frames > _framesPerStep) {
lastErrorX = _modularPath[p].x - walkAnim[_stepCount - 7].x;
lastErrorY = _modularPath[p].y - walkAnim[_stepCount - 7].y;
if (stepX == 0) {
if (3 * ABS(lastErrorY) < ABS(errorY)) {
// the last stop was
// closest
_stepCount -= _framesPerStep;
if (left == 0)
left = _framesPerStep;
else
left = 0;
}
} else {
if (3 * ABS(lastErrorX) < ABS(errorX)) {
//the last stop was
// closest
_stepCount -= _framesPerStep;
if (left == 0)
left = _framesPerStep;
else
left = 0;
}
}
}
errorX = _modularPath[p].x - walkAnim[_stepCount-1].x;
errorY = _modularPath[p].y - walkAnim[_stepCount-1].y;
// okay we've reached the end but we still
// have an error
if (errorX != 0) {
frameCount = 0;
frames = _stepCount - _lastCount;
do {
frameCount++;
walkAnim[_lastCount + frameCount - 1].x += errorX * frameCount / frames;
} while (frameCount < frames);
}
if (errorY != 0) {
frameCount = 0;
frames = _stepCount - _lastCount;
do {
frameCount++;
walkAnim[_lastCount + frameCount - 1].y += errorY * frameCount / frames;
} while (frameCount < frames);
}
// Now is the time to put in the turn frames
// for the last turn
if (frames < _framesPerStep) {
// this ensures that we don't put in
// turn frames for this walk or the
// next
_currentDir = 99;
}
if (_currentDir != 99)
lastRealDir = _currentDir;
// check each turn condition in turn
// only for george
if (lastDir != 99 && _currentDir != 99 && _usingWalkingTurnFrames) {
// 1 and -7 going right -1 and 7 going
// left
lastDir = _currentDir - lastDir;
if (lastDir == -1 || lastDir == 7 || lastDir == -2 || lastDir == 6) {
// turn at the end of the last
// walk
_frame = _lastCount - _framesPerStep;
do {
// turning left
walkAnim[_frame].frame += _firstWalkingTurnLeftFrame;
_frame++;
} while (_frame < _lastCount);
} else if (lastDir == 1 || lastDir == -7 || lastDir == 2 || lastDir == -6) {
// turn at the end of the
// current walk
_frame = _lastCount - _framesPerStep;
do {
// turning right
walkAnim[_frame].frame += _firstWalkingTurnRightFrame;
_frame++;
} while (_frame < _lastCount);
}
lastDir = _currentDir;
}
// all turns checked
_lastCount = _stepCount;
_moduleX = walkAnim[_stepCount - 1].x;
_moduleY = walkAnim[_stepCount - 1].y;
module16X = _moduleX << 16;
module16Y = _moduleY << 16;
}
}
} while (_modularPath[p].dir < NO_DIRECTIONS);
#ifdef _SWORD2_DEBUG
if (lastRealDir == 99)
error("slidyWalkAnimatorlast direction error");
#endif
// THE SLOW OUT
addSlowOutFrames(walkAnim);
// TURNS TO END THE WALK ?
// We've done the walk now put in any turns at the end
if (_targetDir == 8) {
// ANY direction -> stand in the last direction
module = _firstStandFrame + lastRealDir;
_targetDir = lastRealDir;
walkAnim[_stepCount].frame = module;
walkAnim[_stepCount].step = 0;
walkAnim[_stepCount].dir = lastRealDir;
walkAnim[_stepCount].x = _moduleX;
walkAnim[_stepCount].y = _moduleY;
_stepCount++;
}
if (_targetDir == 9) {
// 'stance' was non-zero
if (_stepCount == 0) {
module = _framesPerChar + lastRealDir;
walkAnim[_stepCount].frame = module;
walkAnim[_stepCount].step = 0;
walkAnim[_stepCount].dir = lastRealDir;
walkAnim[_stepCount].x = _moduleX;
walkAnim[_stepCount].y = _moduleY;
_stepCount++;
}
} else if (_targetDir != lastRealDir) {
// rotate to target direction
turnDir = _targetDir - lastRealDir;
if ( turnDir < 0)
turnDir += NO_DIRECTIONS;
if (turnDir > 4)
turnDir = -1;
else if (turnDir > 0)
turnDir = 1;
// rotate to target direction
// for george and nico put in a head turn at the start
if (_usingStandingTurnFrames) {
// new frames for turn frames 29oct95jps
if (turnDir < 0)
module = _firstStandingTurnLeftFrame + lastDir;
else
module = _firstStandingTurnRightFrame + lastDir;
walkAnim[_stepCount].frame = module;
walkAnim[_stepCount].step = 0;
walkAnim[_stepCount].dir = lastRealDir;
walkAnim[_stepCount].x = _moduleX;
walkAnim[_stepCount].y = _moduleY;
_stepCount++;
}
// rotate if we need to
while (lastRealDir != _targetDir) {
lastRealDir += turnDir;
// new frames for turn frames 29oct95jps
if (turnDir < 0) {
if (lastRealDir < 0)
lastRealDir += NO_DIRECTIONS;
module = _firstStandingTurnLeftFrame + lastRealDir;
} else {
if (lastRealDir > 7)
lastRealDir -= NO_DIRECTIONS;
module = _firstStandingTurnRightFrame + lastRealDir;
}
walkAnim[_stepCount].frame = module;
walkAnim[_stepCount].step = 0;
walkAnim[_stepCount].dir = lastRealDir;
walkAnim[_stepCount].x = _moduleX;
walkAnim[_stepCount].y = _moduleY;
_stepCount++;
}
module = _firstStandFrame + lastRealDir;
walkAnim[_stepCount - 1].frame = module;
} else {
// just stand at the end
module = _firstStandFrame + lastRealDir;
walkAnim[_stepCount].frame = module;
walkAnim[_stepCount].step = 0;
walkAnim[_stepCount].dir = lastRealDir;
walkAnim[_stepCount].x = _moduleX;
walkAnim[_stepCount].y = _moduleY;
_stepCount++;
}
walkAnim[_stepCount].frame = 512;
walkAnim[_stepCount].step = 99;
_stepCount++;
walkAnim[_stepCount].frame = 512;
walkAnim[_stepCount].step = 99;
_stepCount++;
walkAnim[_stepCount].frame = 512;
walkAnim[_stepCount].step = 99;
// write all the frames to "debug.txt"
debug(5, "THE WALKDATA:");
for (_frame = 0; _frame <= _stepCount; _frame++)
debug(5, "walkAnim[%d].frame=%d", _frame, walkAnim[_frame].frame);
debug(5, "routeFinder RouteSize is %d", _stepCount);
return;
}
#ifndef FORCE_SLIDY
// THE SOLID PATH ROUTINES
int32 Router::solidPath() {
/*********************************************************************
* SolidPath creates a path based on whole steps with no sliding to
* get as near as possible to the target without any sliding this
* routine is currently unused, but is intended for use when just
* clicking about.
*
* produce a module list from the line data
*********************************************************************/
int32 smooth;
int32 solid;
int32 scale;
int32 stepX;
int32 stepY;
int32 deltaX;
int32 deltaY;
// strip out the short sections
solid = 1;
smooth = 1;
_modularPath[0].x = _smoothPath[0].x;
_modularPath[0].y = _smoothPath[0].y;
_modularPath[0].dir = _smoothPath[0].dir;
_modularPath[0].num = 0;
do {
scale = _scaleA * _smoothPath[smooth].y + _scaleB;
deltaX = _smoothPath[smooth].x - _modularPath[solid - 1].x;
deltaY = _smoothPath[smooth].y - _modularPath[solid - 1].y;
stepX = _modX[_smoothPath[smooth].dir];
stepY = _modY[_smoothPath[smooth].dir];
stepX = stepX * scale;
stepY = stepY * scale;
stepX = stepX >> 16;
stepY = stepY >> 16;
if (ABS(deltaX) >= ABS(stepX) && ABS(deltaY) >= ABS(stepY)) {
_modularPath[solid].x = _smoothPath[smooth].x;
_modularPath[solid].y = _smoothPath[smooth].y;
_modularPath[solid].dir = _smoothPath[smooth].dir;
_modularPath[solid].num = 1;
solid++;
}
smooth++;
} while (_smoothPath[smooth].num < ROUTE_END_FLAG);
// in case the last bit had no steps
if (solid == 1) {
// there were no paths so put in a dummy end
solid = 2;
_modularPath[1].dir = _smoothPath[0].dir;
_modularPath[1].num = 0;
}
_modularPath[solid - 1].x = _smoothPath[smooth - 1].x;
_modularPath[solid - 1].y = _smoothPath[smooth - 1].y;
// set up the end of the walk
_modularPath[solid].x = _smoothPath[smooth - 1].x;
_modularPath[solid].y = _smoothPath[smooth - 1].y;
_modularPath[solid].dir = 9;
_modularPath[solid].num = ROUTE_END_FLAG;
return 1;
}
int32 Router::solidWalkAnimator(WalkData *walkAnim) {
/*********************************************************************
* SolidWalk creates an animation based on whole steps with no sliding
* to get as near as possible to the target without any sliding. This
* routine is is intended for use when just clicking about.
*
* produce a module list from the line data
*
* returns 0 if solid route not found
*********************************************************************/
int32 left;
int32 turnDir;
int32 scale;
int32 step;
int32 errorX;
int32 errorY;
int32 moduleEnd;
bool slowStart = false;
// start at the beginning for a change
int32 lastDir = _modularPath[0].dir;
int32 module = _framesPerChar + lastDir;
_currentDir = _modularPath[1].dir;
_moduleX = _startX;
_moduleY = _startY;
_stepCount = 0;
int32 module16X = _moduleX << 16;
int32 module16Y = _moduleY << 16;
// START THE WALK WITH THE FIRST STANDFRAME THIS MAY CAUSE A DELAY
// BUT IT STOPS THE PLAYER MOVING FOR COLLISIONS ARE DETECTED
debug(5, "SOLID: STARTING THE WALK");
walkAnim[_stepCount].frame = module;
walkAnim[_stepCount].step = 0;
walkAnim[_stepCount].dir = lastDir;
walkAnim[_stepCount].x = _moduleX;
walkAnim[_stepCount].y = _moduleY;
_stepCount++;
// TURN TO START THE WALK
debug(5, "SOLID: TURNING TO START THE WALK");
// rotate if we need to
if (lastDir != _currentDir) {
// get the direction to turn
turnDir = _currentDir - lastDir;
if (turnDir < 0)
turnDir += NO_DIRECTIONS;
if (turnDir > 4)
turnDir = -1;
else if (turnDir > 0)
turnDir = 1;
// rotate to new walk direction
// for george and nico put in a head turn at the start
if (_usingStandingTurnFrames) {
// new frames for turn frames 29oct95jps
if (turnDir < 0)
module = _firstStandingTurnLeftFrame + lastDir;
else
module = _firstStandingTurnRightFrame + lastDir;
walkAnim[_stepCount].frame = module;
walkAnim[_stepCount].step = 0;
walkAnim[_stepCount].dir = lastDir;
walkAnim[_stepCount].x = _moduleX;
walkAnim[_stepCount].y = _moduleY;
_stepCount++;
}
// rotate till were facing new dir then go back 45 degrees
while (lastDir != _currentDir) {
lastDir += turnDir;
// new frames for turn frames
if (turnDir < 0) {
if (lastDir < 0)
lastDir += NO_DIRECTIONS;
module = _firstStandingTurnLeftFrame + lastDir;
} else {
if (lastDir > 7)
lastDir -= NO_DIRECTIONS;
module = _firstStandingTurnRightFrame + lastDir;
}
walkAnim[_stepCount].frame = module;
walkAnim[_stepCount].step = 0;
walkAnim[_stepCount].dir = lastDir;
walkAnim[_stepCount].x = _moduleX;
walkAnim[_stepCount].y = _moduleY;
_stepCount++;
}
// the back 45 degrees bit
// step back one because new head turn for george takes us
// past the new dir
_stepCount--;
}
// THE SLOW IN
slowStart = addSlowInFrames(walkAnim);
// THE WALK
debug(5, "SOLID: THE WALK");
// start the walk on the left or right leg, depending on how the
// slow-in frames were drawn
// (0 = left; 1 = right)
if (_leadingLeg[_currentDir] == 0) {
// start the walk on the left leg (ie. at beginning of the
// first step of the walk cycle)
left = 0;
} else {
// start the walk on the right leg (ie. at beginning of the
// second step of the walk cycle)
left = _framesPerStep;
}
_lastCount = _stepCount;
// this ensures that we don't put in turn frames for the start
lastDir = 99;
// this ensures that we don't put in turn frames for the start
_currentDir = 99;
int32 p = 1;
do {
while (_modularPath[p].num > 0) {
_currentDir = _modularPath[p].dir;
if (_currentDir < NO_DIRECTIONS) {
module = _currentDir * _framesPerStep * 2 + left;
if (left == 0)
left = _framesPerStep;
else
left = 0;
moduleEnd = module + _framesPerStep;
step = 0;
scale = (_scaleA * _moduleY + _scaleB);
do {
module16X += _dx[module] * scale;
module16Y += _dy[module] * scale;
_moduleX = module16X >> 16;
_moduleY = module16Y >> 16;
walkAnim[_stepCount].frame = module;
walkAnim[_stepCount].step = step; // normally 0,1,2,3,4,5,0,1,2,etc
walkAnim[_stepCount].dir = _currentDir;
walkAnim[_stepCount].x = _moduleX;
walkAnim[_stepCount].y = _moduleY;
_stepCount++;
module++;
step++;
} while (module < moduleEnd);
errorX = _modularPath[p].x - _moduleX;
errorX = errorX * _modX[_modularPath[p].dir];
errorY = _modularPath[p].y - _moduleY;
errorY = errorY * _modY[_modularPath[p].dir];
if (errorX < 0 || errorY < 0) {
_modularPath[p].num = 0;
_stepCount -= _framesPerStep;
if (left == 0)
left = _framesPerStep;
else
left = 0;
// Okay this is the end of a section
_moduleX = walkAnim[_stepCount - 1].x;
_moduleY = walkAnim[_stepCount - 1].y;
module16X = _moduleX << 16;
module16Y = _moduleY << 16;
_modularPath[p].x = _moduleX;
_modularPath[p].y = _moduleY;
// Now is the time to put in the turn
// frames for the last turn
if (_stepCount - _lastCount < _framesPerStep) {
// no step taken
// clean up if a slow in but no
// walk
if (slowStart) {
_stepCount -= _numberOfSlowInFrames[_currentDir];
_lastCount -= _numberOfSlowInFrames[_currentDir];
slowStart = false;
}
// this ensures that we don't
// put in turn frames for this
// walk or the next
_currentDir = 99;
}
// check each turn condition in turn
if (lastDir != 99 && _currentDir != 99 && _usingWalkingTurnFrames) {
// only for george
// 1 and -7 going right -1 and
// 7 going left
lastDir = _currentDir - lastDir;
if (lastDir == -1 || lastDir == 7 || lastDir == -2 || lastDir == 6) {
// turn at the end of
// the last walk
_frame = _lastCount - _framesPerStep;
do {
// turning left
walkAnim[_frame].frame += _firstWalkingTurnLeftFrame;
_frame++;
} while (_frame < _lastCount);
} else if (lastDir == 1 || lastDir == -7 || lastDir == 2 || lastDir == -6) {
// turn at the end of
// the current walk
_frame = _lastCount - _framesPerStep;
do {
// turning right
walkAnim[_frame].frame += _firstWalkingTurnRightFrame;
_frame++;
} while (_frame < _lastCount);
}
}
// all turns checked
_lastCount = _stepCount;
}
}
}
p++;
lastDir = _currentDir;
// can only be valid first time round
slowStart = false;
} while (_modularPath[p].dir < NO_DIRECTIONS);
// THE SLOW OUT
addSlowOutFrames(walkAnim);
module = _framesPerChar + _modularPath[p - 1].dir;
walkAnim[_stepCount].frame = module;
walkAnim[_stepCount].step = 0;
walkAnim[_stepCount].dir = _modularPath[p - 1].dir;
walkAnim[_stepCount].x = _moduleX;
walkAnim[_stepCount].y = _moduleY;
_stepCount++;
walkAnim[_stepCount].frame = 512;
walkAnim[_stepCount].step = 99;
_stepCount++;
walkAnim[_stepCount].frame = 512;
walkAnim[_stepCount].step = 99;
_stepCount++;
walkAnim[_stepCount].frame = 512;
walkAnim[_stepCount].step = 99;
debug(5, "THE WALKDATA:");
for (_frame = 0; _frame <= _stepCount; _frame++)
debug(5, "walkAnim[%d].frame=%d", _frame, walkAnim[_frame].frame);
// NO END TURNS
debug(5, "routeFinder RouteSize is %d", _stepCount);
// now check the route
int i = 0;
do {
if (!check(_modularPath[i].x, _modularPath[i].y, _modularPath[i + 1].x, _modularPath[i + 1].y))
p = 0;
i++;
} while (i < p - 1);
if (p != 0) {
_targetDir = _modularPath[p - 1].dir;
if (checkTarget(_moduleX, _moduleY) == 3) {
// new target on a line
p = 0;
debug(5, "Solid walk target was on a line %d %d", _moduleX, _moduleY);
}
}
return p;
}
#endif
// THE SCAN ROUTINES
bool Router::scan(int32 level) {
/*********************************************************************
* Called successively from routeFinder until no more changes take
* place in the grid array, ie he best path has been found
*
* Scans through every point in the node array and checks if there is
* a route between each point and if this route gives a new route.
*
* This routine could probably halve its processing time if it doubled
* up on the checks after each route check
*
*********************************************************************/
int32 x1, y1, x2, y2;
int32 distance;
bool changed = false;
// For all the nodes that have new values and a distance less than
// enddist, ie dont check for new routes from a point we checked
// before or from a point that is already further away than the best
// route so far.
for (int i = 0; i < _nNodes; i++) {
if (_node[i].dist < _node[_nNodes].dist && _node[i].level == level) {
x1 = _node[i].x;
y1 = _node[i].y;
for (int j = _nNodes; j > 0; j--) {
if (_node[j].dist > _node[i].dist) {
x2 = _node[j].x;
y2 = _node[j].y;
if (ABS(x2 - x1) > 4.5 * ABS(y2 - y1))
distance = (8 * ABS(x2 - x1) + 18 * ABS(y2 - y1)) / (54 * 8) + 1;
else
distance = (6 * ABS(x2 - x1) + 36 * ABS(y2 - y1)) / (36 * 14) + 1;
if (distance + _node[i].dist < _node[_nNodes].dist && distance + _node[i].dist < _node[j].dist) {
if (newCheck(0, x1, y1, x2, y2)) {
_node[j].level = level + 1;
_node[j].dist = distance + _node[i].dist;
_node[j].prev = i;
changed = true;
}
}
}
}
}
}
return changed;
}
int32 Router::newCheck(int32 status, int32 x1, int32 y1, int32 x2, int32 y2) {
/*********************************************************************
* newCheck routine checks if the route between two points can be
* achieved without crossing any of the bars in the Bars array.
*
* newCheck differs from check in that that 4 route options are
* considered corresponding to actual walked routes.
*
* Note distance doesnt take account of shrinking ???
*
* Note Bars array must be properly calculated ie min max dx dy co
*********************************************************************/
int32 ldx;
int32 ldy;
int32 dlx;
int32 dly;
int32 dirX;
int32 dirY;
int32 step1;
int32 step2;
int32 step3;
int32 steps;
int32 options;
steps = 0;
options = 0;
ldx = x2 - x1;
ldy = y2 - y1;
dirX = 1;
dirY = 1;
if (ldx < 0) {
ldx = -ldx;
dirX = -1;
}
if (ldy < 0) {
ldy = -ldy;
dirY = -1;
}
// make the route options
if (_diagonaly * ldx > _diagonalx * ldy) {
// dir = 1,2 or 2,3 or 5,6 or 6,7
dly = ldy;
dlx = (ldy * _diagonalx) / _diagonaly;
ldx = ldx - dlx;
dlx = dlx * dirX;
dly = dly * dirY;
ldx = ldx * dirX;
ldy = 0;
// options are square, diagonal a code 1 route
step1 = check(x1, y1, x1 + ldx, y1);
if (step1 != 0) {
step2 = check(x1 + ldx, y1, x2, y2);
if (step2 != 0) {
steps = step1 + step2;
options |= 2;
}
}
// diagonal, square a code 2 route
if (steps == 0 || status == 1) {
step1 = check(x1, y1, x1 + dlx, y1 + dly);
if (step1 != 0) {
step2 = check(x1 + dlx, y2, x2, y2);
if (step2 != 0) {
steps = step1 + step2;
options |= 4;
}
}
}
// halfsquare, diagonal, halfsquare a code 0 route
if (steps == 0 || status == 1) {
step1 = check(x1, y1, x1 + ldx / 2, y1);
if (step1 != 0) {
step2 = check(x1 + ldx / 2, y1, x1 + ldx / 2 + dlx, y2);
if (step2 != 0) {
step3 = check(x1 + ldx / 2 + dlx, y2, x2, y2);
if (step3 != 0) {
steps = step1 + step2 + step3;
options |= 1;
}
}
}
}
//halfdiagonal, square, halfdiagonal a code 3 route
if (steps == 0 || status == 1) {
step1 = check(x1, y1, x1 + dlx / 2, y1 + dly / 2);
if (step1 != 0) {
step2 = check(x1 + dlx / 2, y1 + dly / 2, x1 + ldx + dlx / 2, y1 + dly / 2);
if (step2 != 0) {
step3 = check(x1 + ldx + dlx / 2, y1 + dly / 2, x2, y2);
if (step3 != 0) {
steps = step1 + step2 + step3;
options |= 8;
}
}
}
}
} else {
// dir = 7,0 or 0,1 or 3,4 or 4,5
dlx = ldx;
dly = (ldx * _diagonaly) / _diagonalx;
ldy = ldy - dly;
dlx = dlx * dirX;
dly = dly * dirY;
ldy = ldy * dirY;
ldx = 0;
// options are square, diagonal a code 1 route
step1 = check(x1 ,y1, x1, y1 + ldy);
if (step1 != 0) {
step2 = check(x1, y1 + ldy, x2, y2);
if (step2 != 0) {
steps = step1 + step2;
options |= 2;
}
}
// diagonal, square a code 2 route
if (steps == 0 || status == 1) {
step1 = check(x1, y1, x2, y1 + dly);
if (step1 != 0) {
step2 = check(x2, y1 + dly, x2, y2);
if (step2 != 0) {
steps = step1 + step2;
options |= 4;
}
}
}
// halfsquare, diagonal, halfsquare a code 0 route
if (steps == 0 || status == 1) {
step1 = check(x1, y1, x1, y1 + ldy / 2);
if (step1 != 0) {
step2 = check(x1, y1 + ldy / 2, x2, y1 + ldy / 2 + dly);
if (step2 != 0) {
step3 = check(x2, y1 + ldy / 2 + dly, x2, y2);
if (step3 != 0) {
steps = step1 + step2 + step3;
options |= 1;
}
}
}
}
// halfdiagonal, square, halfdiagonal a code 3 route
if (steps == 0 || status == 1) {
step1 = check(x1, y1, x1 + dlx / 2, y1 + dly / 2);
if (step1 != 0) {
step2 = check(x1 + dlx / 2, y1 + dly / 2, x1 + dlx / 2, y1 + ldy + dly / 2);
if (step2 != 0) {
step3 = check(x1 + dlx / 2, y1 + ldy + dly / 2, x2, y2);
if (step3 != 0) {
steps = step1 + step2 + step3;
options |= 8;
}
}
}
}
}
if (status == 0)
status = steps;
else
status = options;
return status;
}
// CHECK ROUTINES
bool Router::check(int32 x1, int32 y1, int32 x2, int32 y2) {
// call the fastest line check for the given line
// returns true if line didn't cross any bars
if (x1 == x2 && y1 == y2)
return true;
if (x1 == x2)
return vertCheck(x1, y1, y2);
if (y1 == y2)
return horizCheck(x1, y1, x2);
return lineCheck(x1, y1, x2, y2);
}
bool Router::lineCheck(int32 x1, int32 y1, int32 x2, int32 y2) {
bool linesCrossed = true;
int32 xmin = MIN(x1, x2);
int32 xmax = MAX(x1, x2);
int32 ymin = MIN(y1, y2);
int32 ymax = MAX(y1, y2);
// Line set to go one step in chosen direction so ignore if it hits
// anything
int32 dirx = x2 - x1;
int32 diry = y2 - y1;
int32 co = (y1 * dirx) - (x1 * diry); // new line equation
for (int i = 0; i < _nBars && linesCrossed; i++) {
// skip if not on module
if (xmax >= _bars[i].xmin && xmin <= _bars[i].xmax && ymax >= _bars[i].ymin && ymin <= _bars[i].ymax) {
// Okay, it's a valid line. Calculate an intercept. Wow
// but all this arithmetic we must have loads of time
// slope it he slope between the two lines
int32 slope = (_bars[i].dx * diry) - (_bars[i].dy *dirx);
// assuming parallel lines don't cross
if (slope != 0) {
// calculate x intercept and check its on both
// lines
int32 xc = ((_bars[i].co * dirx) - (co * _bars[i].dx)) / slope;
// skip if not on module
if (xc >= xmin - 1 && xc <= xmax + 1) {
// skip if not on line
if (xc >= _bars[i].xmin - 1 && xc <= _bars[i].xmax + 1) {
int32 yc = ((_bars[i].co * diry) - (co * _bars[i].dy)) / slope;
// skip if not on module
if (yc >= ymin - 1 && yc <= ymax + 1) {
// skip if not on line
if (yc >= _bars[i].ymin - 1 && yc <= _bars[i].ymax + 1) {
linesCrossed = false;
}
}
}
}
}
}
}
return linesCrossed;
}
bool Router::horizCheck(int32 x1, int32 y, int32 x2) {
bool linesCrossed = true;
int32 xmin = MIN(x1, x2);
int32 xmax = MAX(x1, x2);
// line set to go one step in chosen direction so ignore if it hits
// anything
for (int i = 0; i < _nBars && linesCrossed; i++) {
// skip if not on module
if (xmax >= _bars[i].xmin && xmin <= _bars[i].xmax && y >= _bars[i].ymin && y <= _bars[i].ymax) {
// Okay, it's a valid line calculate an intercept. Wow
// but all this arithmetic we must have loads of time
if (_bars[i].dy == 0)
linesCrossed = false;
else {
int32 ldy = y - _bars[i].y1;
int32 xc = _bars[i].x1 + (_bars[i].dx * ldy) / _bars[i].dy;
// skip if not on module
if (xc >= xmin - 1 && xc <= xmax + 1)
linesCrossed = false;
}
}
}
return linesCrossed;
}
bool Router::vertCheck(int32 x, int32 y1, int32 y2) {
bool linesCrossed = true;
int32 ymin = MIN(y1, y2);
int32 ymax = MAX(y1, y2);
// Line set to go one step in chosen direction so ignore if it hits
// anything
for (int i = 0; i < _nBars && linesCrossed; i++) {
// skip if not on module
if (x >= _bars[i].xmin && x <= _bars[i].xmax && ymax >= _bars[i].ymin && ymin <= _bars[i].ymax) {
// Okay, it's a valid line calculate an intercept. Wow
// but all this arithmetic we must have loads of time
// both lines vertical and overlap in x and y so they
// cross
if (_bars[i].dx == 0)
linesCrossed = false;
else {
int32 ldx = x - _bars[i].x1;
int32 yc = _bars[i].y1 + (_bars[i].dy * ldx) / _bars[i].dx;
// the intercept overlaps
if (yc >= ymin - 1 && yc <= ymax + 1)
linesCrossed = false;
}
}
}
return linesCrossed;
}
int32 Router::checkTarget(int32 x, int32 y) {
int32 onLine = 0;
int32 xmin = x - 1;
int32 xmax = x + 1;
int32 ymin = y - 1;
int32 ymax = y + 1;
// check if point +- 1 is on the line
// so ignore if it hits anything
for (int i = 0; i < _nBars && onLine == 0; i++) {
// overlapping line
if (xmax >= _bars[i].xmin && xmin <= _bars[i].xmax && ymax >= _bars[i].ymin && ymin <= _bars[i].ymax) {
int32 xc, yc;
// okay this line overlaps the target calculate
// an y intercept for x
// vertical line so we know it overlaps y
if (_bars[i].dx == 0)
yc = 0;
else {
int ldx = x - _bars[i].x1;
yc = _bars[i].y1 + (_bars[i].dy * ldx) / _bars[i].dx;
}
// overlapping point for y
if (yc >= ymin && yc <= ymax) {
// target on a line so drop out
onLine = 3;
debug(5, "RouteFail due to target on a line %d %d", x, y);
} else {
// vertical line so we know it overlaps y
if (_bars[i].dy == 0)
xc = 0;
else {
int32 ldy = y - _bars[i].y1;
xc = _bars[i].x1 + (_bars[i].dx * ldy) / _bars[i].dy;
}
// skip if not on module
if (xc >= xmin && xc <= xmax) {
// target on a line so drop out
onLine = 3;
debug(5, "RouteFail due to target on a line %d %d", x, y);
}
}
}
}
return onLine;
}
// THE SETUP ROUTINES
void Router::loadWalkData(ObjectWalkdata *ob_walkdata) {
uint16 firstFrameOfDirection;
uint16 walkFrameNo;
uint32 frameCounter = 0; // starts at frame 0 of mega set
_nWalkFrames = ob_walkdata->nWalkFrames;
_usingStandingTurnFrames = ob_walkdata->usingStandingTurnFrames;
_usingWalkingTurnFrames = ob_walkdata->usingWalkingTurnFrames;
_usingSlowInFrames = ob_walkdata->usingSlowInFrames;
_usingSlowOutFrames = ob_walkdata->usingSlowOutFrames;
// 0 = not using slow out frames; non-zero = using that many frames
// for each leading leg for each direction
_numberOfSlowOutFrames = _usingSlowOutFrames;
memcpy(&_numberOfSlowInFrames[0], ob_walkdata->nSlowInFrames, NO_DIRECTIONS * sizeof(_numberOfSlowInFrames[0]));
memcpy(&_leadingLeg[0], ob_walkdata->leadingLeg, NO_DIRECTIONS * sizeof(_leadingLeg[0]));
memcpy(&_dx[0], ob_walkdata->dx, NO_DIRECTIONS * (_nWalkFrames + 1) * sizeof(_dx[0]));
memcpy(&_dy[0], ob_walkdata->dy, NO_DIRECTIONS * (_nWalkFrames + 1) * sizeof(_dy[0]));
for (int i = 0; i < NO_DIRECTIONS; i++) {
firstFrameOfDirection = i * _nWalkFrames;
_modX[i] = 0;
_modY[i] = 0;
for (walkFrameNo = firstFrameOfDirection; walkFrameNo < firstFrameOfDirection + _nWalkFrames / 2; walkFrameNo++) {
// eg. _modX[0] is the sum of the x-step sizes for the
// first half of the walk cycle for direction 0
_modX[i] += _dx[walkFrameNo];
_modY[i] += _dy[walkFrameNo];
}
}
_diagonalx = _modX[3];
_diagonaly = _modY[3];
// interpret the walk data
_framesPerStep = _nWalkFrames / 2;
_framesPerChar = _nWalkFrames * NO_DIRECTIONS;
// offset pointers added Oct 30 95 JPS
// mega id references removed 16sep96 by JEL
// WALK FRAMES
// start on frame 0
frameCounter += _framesPerChar;
// STAND FRAMES
// stand frames come after the walk frames
// one stand frame for each direction
_firstStandFrame = frameCounter;
frameCounter += NO_DIRECTIONS;
// STANDING TURN FRAMES - OPTIONAL!
// standing turn-left frames come after the slow-out frames
// one for each direction
// standing turn-left frames come after the standing turn-right frames
// one for each direction
if (_usingStandingTurnFrames) {
_firstStandingTurnLeftFrame = frameCounter;
frameCounter += NO_DIRECTIONS;
_firstStandingTurnRightFrame = frameCounter;
frameCounter += NO_DIRECTIONS;
} else {
// refer instead to the normal stand frames
_firstStandingTurnLeftFrame = _firstStandFrame;
_firstStandingTurnRightFrame = _firstStandFrame;
}
// WALKING TURN FRAMES - OPTIONAL!
// walking left-turn frames come after the stand frames
// walking right-turn frames come after the walking left-turn frames
if (_usingWalkingTurnFrames) {
_firstWalkingTurnLeftFrame = frameCounter;
frameCounter += _framesPerChar;
_firstWalkingTurnRightFrame = frameCounter;
frameCounter += _framesPerChar;
} else {
_firstWalkingTurnLeftFrame = 0;
_firstWalkingTurnRightFrame = 0;
}
// SLOW-IN FRAMES - OPTIONAL!
// slow-in frames come after the walking right-turn frames
if (_usingSlowInFrames) {
// Make note of frame number of first slow-in frame for each
// direction. There may be a different number of slow-in
// frames in each direction
for (int i = 0; i < NO_DIRECTIONS; i++) {
_firstSlowInFrame[i] = frameCounter;
frameCounter += _numberOfSlowInFrames[i];
}
}
// SLOW-OUT FRAMES - OPTIONAL!
// slow-out frames come after the slow-in frames
if (_usingSlowOutFrames)
_firstSlowOutFrame = frameCounter;
}
// THE ROUTE EXTRACTOR
void Router::extractRoute() {
/*********************************************************************
* extractRoute gets route from the node data after a full scan, route
* is written with just the basic way points and direction options for
* heading to the next point.
*********************************************************************/
int32 prev;
int32 prevx;
int32 prevy;
int32 last;
int32 point;
int32 p;
int32 dirx;
int32 diry;
int32 dir;
int32 ldx;
int32 ldy;
// extract the route from the node data
prev = _nNodes;
last = prev;
point = O_ROUTE_SIZE - 1;
_route[point].x = _node[last].x;
_route[point].y = _node[last].y;
do {
point--;
prev = _node[last].prev;
prevx = _node[prev].x;
prevy = _node[prev].y;
_route[point].x = prevx;
_route[point].y = prevy;
last = prev;
} while (prev > 0);
// now shuffle route down in the buffer
_routeLength = 0;
do {
_route[_routeLength].x = _route[point].x;
_route[_routeLength].y = _route[point].y;
point++;
_routeLength++;
} while (point < O_ROUTE_SIZE);
_routeLength--;
// okay the route exists as a series point now put in some directions
p = 0;
do {
ldx = _route[p + 1].x - _route[p].x;
ldy = _route[p + 1].y - _route[p].y;
dirx = 1;
diry = 1;
if (ldx < 0) {
ldx = -ldx;
dirx = -1;
}
if (ldy < 0) {
ldy = -ldy;
diry = -1;
}
if (_diagonaly * ldx > _diagonalx * ldy) {
// dir = 1,2 or 2,3 or 5,6 or 6,7
// 2 or 6
dir = 4 - 2 * dirx;
_route[p].dirS = dir;
// 1, 3, 5 or 7
dir = dir + diry * dirx;
_route[p].dirD = dir;
} else {
// dir = 7,0 or 0,1 or 3,4 or 4,5
// 0 or 4
dir = 2 + 2 * diry;
_route[p].dirS = dir;
// 2 or 6
dir = 4 - 2 * dirx;
// 1, 3, 5 or 7
dir = dir + diry * dirx;
_route[p].dirD = dir;
}
p++;
} while (p < _routeLength);
// set the last dir to continue previous route unless specified
if (_targetDir == 8) {
// ANY direction
_route[p].dirS = _route[p - 1].dirS;
_route[p].dirD = _route[p - 1].dirD;
} else {
_route[p].dirS = _targetDir;
_route[p].dirD = _targetDir;
}
return;
}
void Router::setUpWalkGrid(ObjectMega *ob_mega, int32 x, int32 y, int32 dir) {
// get walk grid file + extra grid into 'bars' & 'node' arrays
loadWalkGrid();
// copy the mega structure into the local variables for use in all
// subroutines
_startX = ob_mega->feet_x;
_startY = ob_mega->feet_y;
_startDir = ob_mega->current_dir;
_targetX = x;
_targetY = y;
_targetDir = dir;
_scaleA = ob_mega->scale_a;
_scaleB = ob_mega->scale_b;
// mega's current position goes into first node
_node[0].x = _startX;
_node[0].y = _startY;
_node[0].level = 1;
_node[0].prev = 0;
_node[0].dist = 0;
// reset other nodes
for (int i = 1; i < _nNodes; i++) {
_node[i].level = 0;
_node[i].prev = 0;
_node[i].dist = 9999;
}
// target position goes into final node
_node[_nNodes].x = _targetX;
_node[_nNodes].y = _targetY;
_node[_nNodes].level = 0;
_node[_nNodes].prev = 0;
_node[_nNodes].dist = 9999;
}
void Router::plotWalkGrid(void) {
int32 i;
// get walk grid file + extra grid into 'bars' & 'node' arrays
loadWalkGrid();
// lines
for (i = 0; i < _nBars; i++)
_vm->_graphics->drawLine(_bars[i].x1, _bars[i].y1, _bars[i].x2, _bars[i].y2, 254);
// nodes
// leave node 0 for start node
for (i = 1; i < _nNodes; i++)
plotCross(_node[i].x, _node[i].y, 184);
}
void Router::plotCross(int16 x, int16 y, uint8 colour) {
_vm->_graphics->drawLine(x - 1, y - 1, x + 1, y + 1, colour);
_vm->_graphics->drawLine(x + 1, y - 1, x - 1, y + 1, colour);
}
void Router::loadWalkGrid(void) {
WalkGridHeader floorHeader;
uint8 *fPolygrid;
uint32 theseBars;
uint32 theseNodes;
_nBars = 0; // reset counts
_nNodes = 1; // leave node 0 for start-node
// STATIC GRIDS (added/removed by object logics)
// go through walkgrid list
for (int i = 0; i < MAX_WALKGRIDS; i++) {
if (_walkGridList[i]) {
// open walk grid file
fPolygrid = _vm->_resman->openResource(_walkGridList[i]);
fPolygrid += sizeof(StandardHeader);
memcpy((uint8 *) &floorHeader, fPolygrid, sizeof(WalkGridHeader));
fPolygrid += sizeof(WalkGridHeader);
// how many bars & nodes are we getting from this
// walkgrid file
theseBars = floorHeader.numBars;
theseNodes = floorHeader.numNodes;
// check that we're not going to exceed the max
// allowed in the complete walkgrid arrays
assert(_nBars + theseBars < O_GRID_SIZE);
assert(_nNodes + theseNodes < O_GRID_SIZE);
// lines
memcpy((uint8 *) &_bars[_nBars], fPolygrid, theseBars * sizeof(BarData));
// move pointer to start of node data
fPolygrid += theseBars * sizeof(BarData);
// nodes
// leave node 0 for start node
for (uint j = 0; j < theseNodes; j++) {
memcpy((uint8 *) &_node[_nNodes + j].x, fPolygrid, 2 * sizeof(int16));
fPolygrid += 2 * sizeof(int16);
}
// close walk grid file
_vm->_resman->closeResource(_walkGridList[i]);
// increment counts of total bars & nodes in whole
// walkgrid
_nBars += theseBars;
_nNodes += theseNodes;
}
}
}
void Router::clearWalkGridList(void) {
memset(_walkGridList, 0, sizeof(_walkGridList));
}
// called from fnAddWalkGrid
void Router::addWalkGrid(int32 gridResource) {
int i;
// First, scan the list to see if this grid is already included
for (i = 0; i < MAX_WALKGRIDS; i++) {
if (_walkGridList[i] == gridResource)
return;
}
// Scan the list for a free slot
for (i = 0; i < MAX_WALKGRIDS; i++) {
if (_walkGridList[i] == 0) {
_walkGridList[i] = gridResource;
return;
}
}
error("_walkGridList[] full");
}
// called from fnRemoveWalkGrid
void Router::removeWalkGrid(int32 gridResource) {
for (int i = 0; i < MAX_WALKGRIDS; i++) {
if (_walkGridList[i] == gridResource) {
// If we've found it in the list, reset entry to zero.
// Otherwise just ignore the request.
_walkGridList[i] = 0;
break;
}
}
}
} // End of namespace Sword2