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https://github.com/libretro/scummvm.git
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565 lines
16 KiB
C++
565 lines
16 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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*/
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#include "common/textconsole.h"
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#include "queen/walk.h"
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#include "queen/bankman.h"
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#include "queen/input.h"
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#include "queen/logic.h"
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#include "queen/graphics.h"
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#include "queen/grid.h"
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#include "queen/queen.h"
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namespace Queen {
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const MovePersonData Walk::_moveData[] = {
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{ "COMPY", -1, -6, 1, 6, 0, 0, 0, 0, 12, 12, 1, 14 },
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{ "DEINO", -1, -8, 1, 8, 0, 0, 0, 0, 11, 11, 1, 10 },
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{ "FAYE", -1, -6, 1, 6, 13, 18, 7, 12, 19, 22, 2, 5 },
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{ "GUARDS", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7, 2, 5 },
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{ "PRINCESS1", -1, -6, 1, 6, 13, 18, 7, 12, 19, 21, 2, 5 },
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{ "PRINCESS2", -1, -6, 1, 6, 13, 18, 7, 12, 19, 21, 2, 5 },
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{ "AMGUARD", -1, -6, 1, 6, 13, 18, 7, 12, 19, 21, 2, 5 },
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{ "SPARKY", -1, -6, 1, 6, 13, 18, 7, 12, 21, 20, 2, 5 },
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{ "LOLA_SHOWER", -1, -6, 55, 60, 0, 0, 0, 0, 7, 7, 2, 5 },
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{ "LOLA", -24, -29, 24, 29, 0, 0, 0, 0, 30, 30, 2, 5 },
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{ "BOB", -15, -20, 15, 20, 21, 26, 0, 0, 27, 29, 2, 5 },
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{ "CHEF", -1, -4, 1, 4, 0, 0, 0, 0, 1, 5, 2, 4 },
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{ "HENRY", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7, 2, 6 },
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{ "ANDERSON", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7, 2, 5 },
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{ "JASPAR", -4, -9, 4, 9, 16, 21, 10, 15, 1, 3, 1, 10 },
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{ "PYGMY", -7, -12, 7, 12, 0, 0, 0, 0, 27, 27, 2, 5 },
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{ "FRANK", 7, 12, 1, 6, 0, 0, 0, 0, 13, 13, 2, 4 },
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{ "WEDGEWOOD", -20, -25, 20, 25, 0, 0, 0, 0, 1, 1, 1, 5 },
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{ "TMPD", -1, -6, 1, 6, 13, 18, 7, 12, 19, 21, 2, 5 },
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{ "IAN", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7, 2, 6 },
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{ "*", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
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};
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Walk::Walk(QueenEngine *vm)
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: _vm(vm) {
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}
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void Walk::animateJoePrepare() {
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// queen.c l.2748-2788
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uint16 i;
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for (i = 1; i <= _walkDataCount; ++i) {
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WalkData *pwd = &_walkData[i];
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if (pwd->dx < 0) {
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pwd->anim.set(11, 18, DIR_LEFT);
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} else {
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pwd->anim.set(11, 18, DIR_RIGHT);
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}
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int16 k = ABS(pwd->dy);
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int16 ds = pwd->area->scaleDiff();
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if (ds > 0) {
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k *= ((k * ds) / pwd->area->box.yDiff()) / 2;
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}
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if (ABS(pwd->dx) < k) {
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if (pwd->dy < 0) {
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if (ds < 0) {
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pwd->anim.set(19, 24, DIR_FRONT);
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} else {
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pwd->anim.set(25, 30, DIR_BACK);
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}
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} else if (pwd->dy > 0) {
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if (ds < 0) {
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pwd->anim.set(25, 30, DIR_BACK);
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} else {
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pwd->anim.set(19, 24, DIR_FRONT);
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}
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}
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}
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}
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}
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void Walk::animateJoe() {
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// queen.c l.2789-2835
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uint16 lastDirection = 0;
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uint16 i;
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BobSlot *pbs = _vm->graphics()->bob(0);
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_vm->logic()->joeFacing(_walkData[1].anim.facing);
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_vm->logic()->joeScale(_walkData[1].area->calcScale(pbs->y));
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_vm->logic()->joeFace();
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for (i = 1; i <= _walkDataCount && !_joeInterrupted; ++i) {
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WalkData *pwd = &_walkData[i];
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// area has been turned off, see if we should execute a cutaway
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if (pwd->area->mapNeighbors < 0) {
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// queen.c l.2838-2911
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_vm->logic()->handleSpecialArea(pwd->anim.facing, pwd->areaNum, i);
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_joeMoveBlock = true;
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return;
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}
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if (lastDirection != pwd->anim.facing) {
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pbs->animNormal(pwd->anim.firstFrame, pwd->anim.lastFrame, 1, false, false);
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}
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uint16 moveSpeed = _vm->grid()->findScale(pbs->x, pbs->y) * 6 / 100;
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pbs->move(pbs->x + pwd->dx, pbs->y + pwd->dy, moveSpeed);
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pbs->xflip = (pbs->xdir < 0);
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while (pbs->moving) {
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// adjust Joe's movespeed according to scale
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pbs->scale = pwd->area->calcScale(pbs->y);
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_vm->logic()->joeScale(pbs->scale);
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pbs->scaleWalkSpeed(6);
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_vm->update(true);
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if (_vm->input()->cutawayQuit() || _vm->logic()->joeWalk() == JWM_EXECUTE) {
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stopJoe();
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break;
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}
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}
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lastDirection = pwd->anim.facing;
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}
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_vm->logic()->joeFacing(lastDirection);
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}
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void Walk::animatePersonPrepare(const MovePersonData *mpd, int direction) {
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// queen.c l.2469-2572
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int i;
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for (i = 1; i <= _walkDataCount; ++i) {
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WalkData *pwd = &_walkData[i];
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if (pwd->dx < 0) {
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pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_LEFT);
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} else if (pwd->dx > 0) {
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pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_RIGHT);
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} else {
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if (ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) {
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pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_RIGHT);
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} else {
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// we have specific moves for this actor, see what direction they were last facing
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if (direction == -3) {
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// previously facing right
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pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_LEFT);
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} else {
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// previously facing left
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pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_RIGHT);
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}
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}
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}
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int16 k = ABS(pwd->dy);
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int16 ds = pwd->area->scaleDiff();
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if (ds > 0) {
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k *= ((k * ds) / pwd->area->box.yDiff()) / 2;
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}
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if (ABS(pwd->dx) < k) {
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if (pwd->dy < 0) {
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if (mpd->walkBack1 > 0) {
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pwd->anim.set(mpd->walkBack1, mpd->walkBack2, DIR_BACK);
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} else if (pwd->dx < 0) {
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pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_BACK);
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} else {
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pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_BACK);
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}
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} else if (pwd->dy > 0) {
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if (mpd->walkFront1 > 0) {
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pwd->anim.set(mpd->walkFront1, mpd->walkFront2, DIR_FRONT);
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} else if (ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) {
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if (pwd->dx < 0) {
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pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_FRONT);
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} else {
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pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_FRONT);
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}
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} else {
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// we have a special move for left/right, so select that instead!
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if (direction == -3) {
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// previously facing right
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pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_FRONT);
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} else {
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// previously facing left
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pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_FRONT);
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}
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}
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}
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}
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}
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}
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void Walk::animatePerson(const MovePersonData *mpd, uint16 image, uint16 bobNum, uint16 bankNum, int direction) {
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// queen.c l.2572-2651
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BobSlot *pbs = _vm->graphics()->bob(bobNum);
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// check to see which way person should be facing
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if (mpd->walkLeft1 == mpd->walkRight1) {
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pbs->xflip = (direction == -3);
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} else {
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// they have special walk for left and right, so don't flip
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pbs->xflip = false;
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}
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uint16 i;
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for (i = 1; i <= _walkDataCount; ++i) {
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WalkData *pwd = &_walkData[i];
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// unpack necessary frames for bob animation
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uint16 dstFrame = image;
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uint16 srcFrame = ABS(pwd->anim.firstFrame);
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while (srcFrame <= ABS(pwd->anim.lastFrame)) {
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_vm->bankMan()->unpack(srcFrame, dstFrame, bankNum);
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++dstFrame;
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++srcFrame;
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}
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// pass across bobs direction ONLY if walk is a mirror flip!
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if (ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) {
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pbs->animNormal(image, dstFrame - 1, mpd->animSpeed, false, pbs->xflip);
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} else {
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pbs->animNormal(image, dstFrame - 1, mpd->animSpeed, false, false);
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}
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// move other actors at correct speed relative to scale
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uint16 moveSpeed = _vm->grid()->findScale(pbs->x, pbs->y) * mpd->moveSpeed / 100;
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pbs->move(pbs->x + pwd->dx, pbs->y + pwd->dy, moveSpeed);
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// flip if one set of frames for actor
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if (mpd->walkLeft1 < 0 || ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) {
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pbs->xflip = pwd->dx < 0;
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}
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while (pbs->moving) {
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_vm->update();
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pbs->scale = pwd->area->calcScale(pbs->y);
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pbs->scaleWalkSpeed(mpd->moveSpeed);
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if (_vm->input()->cutawayQuit()) {
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stopPerson(bobNum);
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break;
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}
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}
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}
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}
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int16 Walk::moveJoe(int direction, int16 endx, int16 endy, bool inCutaway) {
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_joeInterrupted = false;
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_joeMoveBlock = false;
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int16 can = 0;
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initWalkData();
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uint16 oldx = _vm->graphics()->bob(0)->x;
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uint16 oldy = _vm->graphics()->bob(0)->y;
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_vm->logic()->joeWalk(JWM_MOVE);
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uint16 oldPos = _vm->grid()->findAreaForPos(GS_ROOM, oldx, oldy);
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uint16 newPos = _vm->grid()->findAreaForPos(GS_ROOM, endx, endy);
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debug(9, "Walk::moveJoe(%d, %d, %d, %d, %d) - old = %d, new = %d", direction, oldx, oldy, endx, endy, oldPos, newPos);
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// if in cutaway, allow Joe to walk anywhere
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if (newPos == 0 && inCutaway) {
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incWalkData(oldx, oldy, endx, endy, oldPos);
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} else {
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if (calc(oldPos, newPos, oldx, oldy, endx, endy)) {
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if (_walkDataCount > 0) {
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animateJoePrepare();
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animateJoe();
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if (_joeInterrupted) {
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can = -1;
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}
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}
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} else {
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// path has been blocked, make Joe say so
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_vm->logic()->makeJoeSpeak(4);
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can = -1;
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}
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}
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_vm->graphics()->bob(0)->animating = false;
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if (_joeMoveBlock) {
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can = -2;
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_joeMoveBlock = false;
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} else if (direction > 0) {
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_vm->logic()->joeFacing(direction);
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}
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_vm->logic()->joePrevFacing(_vm->logic()->joeFacing());
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_vm->logic()->joeFace();
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return can;
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}
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int16 Walk::movePerson(const Person *pp, int16 endx, int16 endy, uint16 curImage, int direction) {
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if (endx == 0 && endy == 0) {
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warning("Walk::movePerson() - endx == 0 && endy == 0");
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return 0;
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}
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int16 can = 0;
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initWalkData();
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uint16 bobNum = pp->actor->bobNum;
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uint16 bankNum = pp->actor->bankNum;
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uint16 oldx = _vm->graphics()->bob(bobNum)->x;
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uint16 oldy = _vm->graphics()->bob(bobNum)->y;
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uint16 oldPos = _vm->grid()->findAreaForPos(GS_ROOM, oldx, oldy);
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uint16 newPos = _vm->grid()->findAreaForPos(GS_ROOM, endx, endy);
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debug(9, "Walk::movePerson(%d, %d, %d, %d, %d) - old = %d, new = %d", direction, oldx, oldy, endx, endy, oldPos, newPos);
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// find MovePersonData associated to Person
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const MovePersonData *mpd = _moveData;
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while (mpd->name[0] != '*') {
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if (scumm_stricmp(mpd->name, pp->name) == 0) {
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break;
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}
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++mpd;
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}
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if (calc(oldPos, newPos, oldx, oldy, endx, endy)) {
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if (_walkDataCount > 0) {
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animatePersonPrepare(mpd, direction);
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animatePerson(mpd, curImage, bobNum, bankNum, direction);
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}
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} else {
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can = -1;
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}
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uint16 standingFrame = 31 + bobNum;
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// make other person face the right direction
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BobSlot *pbs = _vm->graphics()->bob(bobNum);
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pbs->endx = endx;
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pbs->endy = endy;
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pbs->animating = false;
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pbs->scale = _walkData[_walkDataCount].area->calcScale(endy);
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if (_walkData[_walkDataCount].anim.facing == DIR_BACK) {
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_vm->bankMan()->unpack(mpd->backStandingFrame, standingFrame, bankNum);
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} else {
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_vm->bankMan()->unpack(mpd->frontStandingFrame, standingFrame, bankNum);
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}
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uint16 obj = _vm->logic()->objectForPerson(bobNum);
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if (_walkData[_walkDataCount].dx < 0) {
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_vm->logic()->objectData(obj)->image = -3;
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pbs->xflip = true;
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} else {
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_vm->logic()->objectData(obj)->image = -4;
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pbs->xflip = false;
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}
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pbs->frameNum = standingFrame;
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return can;
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}
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void Walk::stopJoe() {
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BobSlot *pbs = _vm->graphics()->bob(0);
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pbs->moving = false;
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_joeInterrupted = true;
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}
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void Walk::stopPerson(uint16 bobNum) {
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BobSlot *pbs = _vm->graphics()->bob(bobNum);
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pbs->x = pbs->endx;
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pbs->y = pbs->endy;
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pbs->moving = false;
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}
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bool Walk::calc(uint16 oldPos, uint16 newPos, int16 oldx, int16 oldy, int16 x, int16 y) {
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// if newPos is outside of an AREA then traverse Y axis until an AREA is found
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if (newPos == 0) {
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newPos = findAreaPosition(&x, &y, true);
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}
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// do the same for oldPos in case Joe somehow sits on the border of an AREA
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// and does not register
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if (oldPos == 0) {
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oldPos = findAreaPosition(&oldx, &oldy, false);
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}
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if (oldPos == newPos) {
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incWalkData(oldx, oldy, x, y, newPos);
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return true;
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} else if (calcPath(oldPos, newPos)) {
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uint16 i;
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int16 px = oldx;
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int16 py = oldy;
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for (i = 2; i <= _areaListCount; ++i) {
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uint16 a1 = _areaList[i - 1];
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uint16 a2 = _areaList[i];
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const Area *pa1 = &_roomArea[a1];
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const Area *pa2 = &_roomArea[a2];
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uint16 x1 = calcC(pa1->box.x1, pa1->box.x2, pa2->box.x1, pa2->box.x2, px);
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uint16 y1 = calcC(pa1->box.y1, pa1->box.y2, pa2->box.y1, pa2->box.y2, py);
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incWalkData(px, py, x1, y1, a1);
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px = x1;
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py = y1;
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}
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incWalkData(px, py, x, y, newPos);
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return true;
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}
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return false;
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}
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int16 Walk::calcC(int16 c1, int16 c2, int16 c3, int16 c4, int16 lastc) {
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int16 s1 = MAX(c1, c3);
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int16 s2 = MIN(c2, c4);
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int16 c;
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if ((lastc >= s1 && lastc <= s2) || (lastc >= s2 && lastc <= s1)) {
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c = lastc;
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} else {
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c = (s1 + s2) / 2;
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}
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return c;
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}
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int16 Walk::findAreaPosition(int16 *x, int16 *y, bool recalibrate) {
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// In order to locate the nearest available area, the original algorithm
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// computes the horizontal and vertical distances for each available area.
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// Unlike the original, we also compute the diagonal distance.
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// To get an example of this in action, in the room D1, make Joe walking
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// to the wall at the right of the window (just above the radiator). On the
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// original game, Joe will go to the left door...
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uint16 i;
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uint16 pos = 1;
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uint32 minDist = (uint32)~0;
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const Box *b = &_roomArea[1].box;
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|
for (i = 1; i <= _roomAreaCount; ++i) {
|
|
|
|
b = &_roomArea[i].box;
|
|
|
|
uint16 dx1 = ABS(b->x1 - *x);
|
|
uint16 dx2 = ABS(b->x2 - *x);
|
|
uint16 dy1 = ABS(b->y1 - *y);
|
|
uint16 dy2 = ABS(b->y2 - *y);
|
|
uint16 csx = MIN(dx1, dx2);
|
|
uint16 csy = MIN(dy1, dy2);
|
|
|
|
bool inX = (*x >= b->x1) && (*x <= b->x2);
|
|
bool inY = (*y >= b->y1) && (*y <= b->y2);
|
|
|
|
uint32 dist = minDist;
|
|
if (!inX && !inY) {
|
|
dist = csx * csx + csy * csy;
|
|
} else if (inX) {
|
|
dist = csy * csy;
|
|
} else if (inY) {
|
|
dist = csx * csx;
|
|
}
|
|
|
|
if (dist < minDist) {
|
|
minDist = dist;
|
|
pos = i;
|
|
}
|
|
}
|
|
// we now have the closest area near X,Y, so we can recalibrate
|
|
// the X,Y coord to be in this area
|
|
if (recalibrate) {
|
|
b = &_roomArea[pos].box;
|
|
if (*x < b->x1) *x = b->x1;
|
|
if (*x > b->x2) *x = b->x2;
|
|
if (*y < b->y1) *y = b->y1;
|
|
if (*y > b->y2) *y = b->y2;
|
|
}
|
|
return pos;
|
|
}
|
|
|
|
uint16 Walk::findFreeArea(uint16 area) const {
|
|
uint16 testArea;
|
|
uint16 freeArea = 0;
|
|
uint16 map = ABS(_roomArea[area].mapNeighbors);
|
|
for (testArea = 1; testArea <= _roomAreaCount; ++testArea) {
|
|
int b = _roomAreaCount - testArea;
|
|
if (map & (1 << b)) {
|
|
// connecting area, check if it's been struck off
|
|
if (!isAreaStruck(testArea)) {
|
|
// legitimate connecting area, keep it
|
|
freeArea = testArea;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return freeArea;
|
|
}
|
|
|
|
bool Walk::isAreaStruck(uint16 area) const {
|
|
uint16 i;
|
|
bool found = false;
|
|
for (i = 1; i <= _areaStrikeCount; ++i) {
|
|
if (_areaStrike[i] == area) {
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
return found;
|
|
}
|
|
|
|
bool Walk::calcPath(uint16 oldArea, uint16 newArea) {
|
|
debug(9, "Walk::calcPath(%d, %d)", oldArea, newArea);
|
|
_areaList[1] = _areaStrike[1] = oldArea;
|
|
_areaListCount = _areaStrikeCount = 1;
|
|
uint16 area = oldArea;
|
|
while (_areaListCount > 0 && area != newArea) {
|
|
area = findFreeArea(area);
|
|
if (!area) {
|
|
// wrong path, rolling back
|
|
_areaList[_areaListCount] = 0;
|
|
--_areaListCount;
|
|
area = _areaList[_areaListCount];
|
|
} else {
|
|
++_areaListCount;
|
|
assert(_areaListCount < MAX_WALK_DATA);
|
|
_areaList[_areaListCount] = area;
|
|
if (!isAreaStruck(area)) {
|
|
++_areaStrikeCount;
|
|
assert(_areaStrikeCount < MAX_WALK_DATA);
|
|
_areaStrike[_areaStrikeCount] = area;
|
|
}
|
|
}
|
|
}
|
|
return _areaList[1] != 0;
|
|
}
|
|
|
|
void Walk::initWalkData() {
|
|
uint16 curRoom = _vm->logic()->currentRoom();
|
|
_roomArea = _vm->grid()->area(curRoom, 0);
|
|
_roomAreaCount = _vm->grid()->areaMax(curRoom);
|
|
|
|
_walkDataCount = 0;
|
|
memset(_walkData, 0, sizeof(_walkData));
|
|
_areaStrikeCount = 0;
|
|
memset(_areaStrike, 0, sizeof(_areaStrike));
|
|
_areaListCount = 0;
|
|
memset(_areaList, 0, sizeof(_areaList));
|
|
}
|
|
|
|
void Walk::incWalkData(int16 px, int16 py, int16 x, int16 y, uint16 areaNum) {
|
|
debug(9, "Walk::incWalkData(%d, %d, %d)", (x - px), (y - py), areaNum);
|
|
if (px != x || py != y) {
|
|
++_walkDataCount;
|
|
assert(_walkDataCount < MAX_WALK_DATA);
|
|
WalkData *pwd = &_walkData[_walkDataCount];
|
|
pwd->dx = x - px;
|
|
pwd->dy = y - py;
|
|
pwd->area = &_roomArea[areaNum];
|
|
pwd->areaNum = areaNum;
|
|
}
|
|
}
|
|
|
|
} // End of namespace Queen
|