scummvm/engines/hugo/object_v3d.cpp
2014-02-18 02:39:35 +01:00

267 lines
9.2 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_v3d::ObjectHandler_v3d(HugoEngine *vm) : ObjectHandler_v2d(vm) {
}
ObjectHandler_v3d::~ObjectHandler_v3d() {
}
/**
* Update all object positions. Process object 'local' events
* including boundary events and collisions
*/
void ObjectHandler_v3d::moveObjects() {
debugC(4, kDebugObject, "moveObjects");
// Added to DOS version in order to handle mouse properly
// 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 *obj = &_objects[i]; // Get pointer to object
Seq *currImage = obj->_currImagePtr; // Get ptr to current image
if (obj->_screenIndex == *_vm->_screenPtr) {
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 *obj = &_objects[i]; // Get pointer to object
if ((obj->_screenIndex == *_vm->_screenPtr) && (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 *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 *obj = &_objects[i]; // Get pointer to object
Seq *currImage = obj->_currImagePtr; // Get ptr to current image
if ((obj->_screenIndex == *_vm->_screenPtr) && (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 *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_v3d::swapImages(int objIndex1, int objIndex2) {
debugC(1, kDebugObject, "swapImages(%d, %d)", objIndex1, objIndex2);
saveSeq(&_objects[objIndex1]);
SeqList tmpSeqList[kMaxSeqNumb];
int seqListSize = sizeof(SeqList) * 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