mirror of
https://github.com/libretro/scummvm.git
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2a7c65f02d
This is to avoid any further collisions with system defines.
382 lines
13 KiB
C++
382 lines
13 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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/*
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* This code is based on original Hugo Trilogy source code
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*
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* Copyright (c) 1989-1995 David P. Gray
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*
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*/
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#include "common/debug.h"
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#include "common/system.h"
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#include "common/random.h"
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#include "hugo/hugo.h"
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#include "hugo/game.h"
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#include "hugo/object.h"
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#include "hugo/display.h"
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#include "hugo/file.h"
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#include "hugo/route.h"
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#include "hugo/util.h"
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#include "hugo/parser.h"
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#include "hugo/schedule.h"
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namespace Hugo {
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ObjectHandler_v2d::ObjectHandler_v2d(HugoEngine *vm) : ObjectHandler_v1d(vm) {
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}
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ObjectHandler_v2d::~ObjectHandler_v2d() {
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}
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/**
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* Draw all objects on screen as follows:
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* 1. Sort 'FLOATING' objects in order of y2 (base of object)
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* 2. Display new object frames/positions in dib
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* Finally, cycle any animating objects to next frame
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*/
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void ObjectHandler_v2d::updateImages() {
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debugC(5, kDebugObject, "updateImages");
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// Initialize the index array to visible objects in current screen
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int num_objs = 0;
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byte objindex[kMaxObjNumb]; // Array of indeces to objects
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for (int i = 0; i < _numObj; i++) {
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object_t *obj = &_objects[i];
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if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling >= kCycleAlmostInvisible))
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objindex[num_objs++] = i;
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}
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// Sort the objects into increasing y+y2 (painter's algorithm)
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qsort(objindex, num_objs, sizeof(objindex[0]), y2comp);
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// Add each visible object to display list
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for (int i = 0; i < num_objs; i++) {
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object_t *obj = &_objects[objindex[i]];
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// Count down inter-frame timer
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if (obj->frameTimer)
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obj->frameTimer--;
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if (obj->cycling > kCycleAlmostInvisible) { // Only if visible
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switch (obj->cycling) {
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case kCycleNotCycling:
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_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == kPriorityOverOverlay);
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break;
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case kCycleForward:
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if (obj->frameTimer) // Not time to see next frame yet
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_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == kPriorityOverOverlay);
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else
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_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr->nextSeqPtr, obj->priority == kPriorityOverOverlay);
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break;
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case kCycleBackward: {
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seq_t *seqPtr = obj->currImagePtr;
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if (!obj->frameTimer) { // Show next frame
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while (seqPtr->nextSeqPtr != obj->currImagePtr)
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seqPtr = seqPtr->nextSeqPtr;
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}
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_vm->_screen->displayFrame(obj->x, obj->y, seqPtr, obj->priority == kPriorityOverOverlay);
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break;
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}
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default:
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break;
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}
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}
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}
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_vm->_scheduler->waitForRefresh();
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// Cycle any animating objects
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for (int i = 0; i < num_objs; i++) {
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object_t *obj = &_objects[objindex[i]];
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if (obj->cycling != kCycleInvisible) {
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// Only if it's visible
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if (obj->cycling == kCycleAlmostInvisible)
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obj->cycling = kCycleInvisible;
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// Now Rotate to next picture in sequence
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switch (obj->cycling) {
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case kCycleNotCycling:
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break;
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case kCycleForward:
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if (!obj->frameTimer) {
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// Time to step to next frame
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obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
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// Find out if this is last frame of sequence
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// If so, reset frame_timer and decrement n_cycle
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if (obj->frameInterval || obj->cycleNumb) {
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obj->frameTimer = obj->frameInterval;
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for (int j = 0; j < obj->seqNumb; j++) {
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if (obj->currImagePtr->nextSeqPtr == obj->seqList[j].seqPtr) {
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if (obj->cycleNumb) { // Decr cycleNumb if Non-continous
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if (!--obj->cycleNumb)
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obj->cycling = kCycleNotCycling;
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}
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}
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}
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}
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}
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break;
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case kCycleBackward: {
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if (!obj->frameTimer) {
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// Time to step to prev frame
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seq_t *seqPtr = obj->currImagePtr;
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while (obj->currImagePtr->nextSeqPtr != seqPtr)
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obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
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// Find out if this is first frame of sequence
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// If so, reset frame_timer and decrement n_cycle
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if (obj->frameInterval || obj->cycleNumb) {
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obj->frameTimer = obj->frameInterval;
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for (int j = 0; j < obj->seqNumb; j++) {
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if (obj->currImagePtr == obj->seqList[j].seqPtr) {
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if (obj->cycleNumb){ // Decr cycleNumb if Non-continous
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if (!--obj->cycleNumb)
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obj->cycling = kCycleNotCycling;
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}
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}
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}
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}
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}
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break;
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}
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default:
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break;
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}
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obj->oldx = obj->x;
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obj->oldy = obj->y;
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}
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}
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}
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/**
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* Update all object positions. Process object 'local' events
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* including boundary events and collisions
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*/
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void ObjectHandler_v2d::moveObjects() {
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debugC(4, kDebugObject, "moveObjects");
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// Added to DOS version in order to handle mouse properly
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// Do special route processing
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_vm->_route->processRoute();
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// Perform any adjustments to velocity based on special path types
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// and store all (visible) object baselines into the boundary file.
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// Don't store foreground or background objects
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for (int i = 0; i < _numObj; i++) {
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object_t *obj = &_objects[i]; // Get pointer to object
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seq_t *currImage = obj->currImagePtr; // Get ptr to current image
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if (obj->screenIndex == *_vm->_screen_p) {
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switch (obj->pathType) {
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case kPathChase:
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case kPathChase2: {
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int8 radius = obj->radius; // Default to object's radius
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if (radius < 0) // If radius infinity, use closer value
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radius = kStepDx;
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// Allowable motion wrt boundary
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int dx = _vm->_hero->x + _vm->_hero->currImagePtr->x1 - obj->x - currImage->x1;
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int dy = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - obj->y - currImage->y2 - 1;
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if (abs(dx) <= radius)
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obj->vx = 0;
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else
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obj->vx = (dx > 0) ? MIN(dx, obj->vxPath) : MAX(dx, -obj->vxPath);
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if (abs(dy) <= radius)
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obj->vy = 0;
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else
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obj->vy = (dy > 0) ? MIN(dy, obj->vyPath) : MAX(dy, -obj->vyPath);
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// Set first image in sequence (if multi-seq object)
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switch (obj->seqNumb) {
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case 4:
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if (!obj->vx) { // Got 4 directions
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if (obj->vx != obj->oldvx) { // vx just stopped
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if (dy > 0)
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obj->currImagePtr = obj->seqList[SEQ_DOWN].seqPtr;
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else
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obj->currImagePtr = obj->seqList[SEQ_UP].seqPtr;
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}
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} else if (obj->vx != obj->oldvx) {
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if (dx > 0)
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obj->currImagePtr = obj->seqList[SEQ_RIGHT].seqPtr;
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else
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obj->currImagePtr = obj->seqList[SEQ_LEFT].seqPtr;
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}
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break;
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case 3:
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case 2:
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if (obj->vx != obj->oldvx) { // vx just stopped
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if (dx > 0) // Left & right only
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obj->currImagePtr = obj->seqList[SEQ_RIGHT].seqPtr;
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else
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obj->currImagePtr = obj->seqList[SEQ_LEFT].seqPtr;
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}
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break;
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}
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if (obj->vx || obj->vy) {
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obj->cycling = kCycleForward;
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} else {
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obj->cycling = kCycleNotCycling;
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boundaryCollision(obj); // Must have got hero!
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}
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obj->oldvx = obj->vx;
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obj->oldvy = obj->vy;
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currImage = obj->currImagePtr; // Get (new) ptr to current image
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break;
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}
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case kPathWander2:
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case kPathWander:
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if (!_vm->_rnd->getRandomNumber(3 * _vm->_normalTPS)) { // Kick on random interval
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obj->vx = _vm->_rnd->getRandomNumber(obj->vxPath << 1) - obj->vxPath;
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obj->vy = _vm->_rnd->getRandomNumber(obj->vyPath << 1) - obj->vyPath;
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// Set first image in sequence (if multi-seq object)
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if (obj->seqNumb > 1) {
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if (!obj->vx && (obj->seqNumb >= 4)) {
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if (obj->vx != obj->oldvx) { // vx just stopped
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if (obj->vy > 0)
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obj->currImagePtr = obj->seqList[SEQ_DOWN].seqPtr;
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else
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obj->currImagePtr = obj->seqList[SEQ_UP].seqPtr;
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}
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} else if (obj->vx != obj->oldvx) {
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if (obj->vx > 0)
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obj->currImagePtr = obj->seqList[SEQ_RIGHT].seqPtr;
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else
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obj->currImagePtr = obj->seqList[SEQ_LEFT].seqPtr;
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}
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}
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obj->oldvx = obj->vx;
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obj->oldvy = obj->vy;
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currImage = obj->currImagePtr; // Get (new) ptr to current image
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}
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if (obj->vx || obj->vy)
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obj->cycling = kCycleForward;
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break;
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default:
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; // Really, nothing
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}
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// Store boundaries
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if ((obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
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storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2);
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}
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}
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// Move objects, allowing for boundaries
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for (int i = 0; i < _numObj; i++) {
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object_t *obj = &_objects[i]; // Get pointer to object
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if ((obj->screenIndex == *_vm->_screen_p) && (obj->vx || obj->vy)) {
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// Only process if it's moving
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// Do object movement. Delta_x,y return allowed movement in x,y
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// to move as close to a boundary as possible without crossing it.
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seq_t *currImage = obj->currImagePtr; // Get ptr to current image
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// object coordinates
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int x1 = obj->x + currImage->x1; // Left edge of object
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int x2 = obj->x + currImage->x2; // Right edge
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int y1 = obj->y + currImage->y1; // Top edge
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int y2 = obj->y + currImage->y2; // Bottom edge
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if ((obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
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clearBoundary(x1, x2, y2); // Clear our own boundary
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// Allowable motion wrt boundary
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int dx = deltaX(x1, x2, obj->vx, y2);
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if (dx != obj->vx) {
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// An object boundary collision!
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boundaryCollision(obj);
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obj->vx = 0;
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}
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int dy = deltaY(x1, x2, obj->vy, y2);
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if (dy != obj->vy) {
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// An object boundary collision!
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boundaryCollision(obj);
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obj->vy = 0;
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}
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if ((obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
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storeBoundary(x1, x2, y2); // Re-store our own boundary
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obj->x += dx; // Update object position
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obj->y += dy;
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// Don't let object go outside screen
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if (x1 < kEdge)
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obj->x = kEdge2;
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if (x2 > (kXPix - kEdge))
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obj->x = kXPix - kEdge2 - (x2 - x1);
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if (y1 < kEdge)
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obj->y = kEdge2;
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if (y2 > (kYPix - kEdge))
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obj->y = kYPix - kEdge2 - (y2 - y1);
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if ((obj->vx == 0) && (obj->vy == 0) && (obj->pathType != kPathWander2) && (obj->pathType != kPathChase2))
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obj->cycling = kCycleNotCycling;
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}
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}
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// Clear all object baselines from the boundary file.
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for (int i = 0; i < _numObj; i++) {
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object_t *obj = &_objects[i]; // Get pointer to object
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seq_t *currImage = obj->currImagePtr; // Get ptr to current image
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if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
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clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2);
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}
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// If maze mode is enabled, do special maze processing
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if (_vm->_maze.enabledFl) {
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seq_t *currImage = _vm->_hero->currImagePtr; // Get ptr to current image
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// hero coordinates
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int x1 = _vm->_hero->x + currImage->x1; // Left edge of object
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int x2 = _vm->_hero->x + currImage->x2; // Right edge
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int y1 = _vm->_hero->y + currImage->y1; // Top edge
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int y2 = _vm->_hero->y + currImage->y2; // Bottom edge
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_vm->_scheduler->processMaze(x1, x2, y1, y2);
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}
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}
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void ObjectHandler_v2d::homeIn(const int objIndex1, const int objIndex2, const int8 objDx, const int8 objDy) {
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// object obj1 will home in on object obj2
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object_t *obj1 = &_objects[objIndex1];
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object_t *obj2 = &_objects[objIndex2];
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obj1->pathType = kPathAuto;
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int dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1;
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int dy = obj1->y + obj1->currImagePtr->y1 - obj2->y - obj2->currImagePtr->y1;
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if (dx == 0) // Don't EVER divide by zero!
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dx = 1;
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if (dy == 0)
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dy = 1;
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if (abs(dx) > abs(dy)) {
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obj1->vx = objDx * -sign<int8>(dx);
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obj1->vy = abs((objDy * dy) / dx) * -sign<int8>(dy);
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} else {
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obj1->vy = objDy * -sign<int8>(dy);
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obj1->vx = abs((objDx * dx) / dy) * -sign<int8>(dx);
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}
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}
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} // End of namespace Hugo
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