scummvm/engines/cruise/perso.cpp

251 lines
4.4 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* cinE Engine is (C) 2004-2005 by CinE Team
*
* 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.
*
* $URL$
* $Id$
*
*/
#include "cruise/cruise_main.h"
#include "common/util.h"
namespace Cruise {
persoStruct *persoTable[NUM_PERSONS];
int16 computedVar14;
void freePerso(int persoIdx) {
if (persoTable[persoIdx]) {
free(persoTable[persoIdx]);
persoTable[persoIdx] = NULL;
}
}
void freeAllPerso(void) {
int i;
for (i = 0; i < NUM_PERSONS; i++) {
freePerso(i);
}
if (polyStruct) {
free(polyStruct);
}
ctpVar17 = NULL;
polyStruct = NULL;
strcpy((char *)currentCtpName, "");
}
int pathVar0;
unsigned int inc_droite2, inc_jo;
int direction(int x1, int y1, int x2, int y2, int inc_jo1, int inc_jo2) {
int h, v, h1, v1;
h1 = x1 - x2;
h = ABS(h1);
v1 = y1 - y2;
v = ABS(v1);
if (v > h) {
if (h > 30)
inc_jo = inc_jo1 - inc_jo2;
else
inc_jo = inc_jo2;
if (v1 < 0)
return (2);
else
return (0);
} else {
inc_jo = inc_jo1;
if (h1 < 0)
return (1);
else
return (3);
}
}
void cor_droite(int x1, int y1, int x2, int y2, int16 cor_joueur[400][2]) {
int16 *di = (int16 *) cor_joueur;
int dx;
int dy;
int mD0;
int mD1;
int mA0;
int mA1;
int bp;
int cx;
int si;
int ax;
int bx;
di[0] = x1;
di[1] = y1;
di += 2;
dx = x2 - x1;
dy = y2 - y1;
mD0 = mD1 = 1;
if (dx < 0) {
dx = -dx;
mD0 = -1;
}
if (dy < 0) {
dy = -dy;
mD1 = -1;
}
if (dx < dy) {
mA0 = 0;
bp = dx;
cx = dy;
mA1 = mD1;
} else {
mA1 = 0;
bp = dy;
cx = dx;
mA0 = mD0;
}
bp = bp * 2;
dx = bp - cx;
si = dx - cx;
ax = x1;
bx = y1;
while (--cx) {
if (dx > 0) {
ax += mD0;
bx += mD1;
dx += si;
} else {
ax += mA0;
bx += mA1;
dx += bp;
}
di[0] = ax;
di[1] = bx;
di += 2;
}
flag_obstacle = 0;
inc_droite2 = (di - (int16 *) cor_joueur) / 2;
}
void processActorWalk(int16 resx_y[4], int16 *inc_droite, int16 *inc_droite0,
int16 *inc_chemin, int16 cor_joueur[400][2],
int16 solution0[NUM_NODES + 3][2], int16 *inc_jo1, int16 *inc_jo2,
int16 *dir_perso, int16 *inc_jo0, int16 num) {
int x1, x2, y1, y2;
int i, u;
u = 0;
inc_jo = *inc_jo0;
i = *inc_chemin;
if (!*inc_droite) {
x1 = solution0[i][0];
y1 = solution0[i][1];
i++;
if (solution0[i][0] != -1) {
do {
if (solution0[i][0] != -2) {
x2 = solution0[i][0];
y2 = solution0[i][1];
if ((x1 == x2) && (y1 == y2)) {
resx_y[0] = -1;
resx_y[1] = -1;
freePerso(num);
return;
}
cor_droite(x1, y1, x2, y2, cor_joueur);
*inc_droite0 = inc_droite2;
*dir_perso = resx_y[2] =
direction(x1, y1, x2, y2, *inc_jo1,
*inc_jo2);
*inc_jo0 = inc_jo;
u = 1;
} else
i++;
} while (solution0[i][0] != -1 && !u);
}
if (!u) {
resx_y[0] = -1;
resx_y[1] = -1;
freePerso(num);
return;
}
*inc_chemin = i;
}
resx_y[0] = cor_joueur[*inc_droite][0];
resx_y[1] = cor_joueur[*inc_droite][1];
resx_y[2] = *dir_perso;
resx_y[3] = computeZoom(resx_y[1]);
getPixel(resx_y[0], resx_y[1]);
resx_y[4] = computedVar14;
u = subOp23(resx_y[3], inc_jo);
if (!u)
u = 1;
*inc_droite += u;
if ((*inc_droite) >= (*inc_droite0)) {
*inc_droite = 0;
resx_y[0] = solution0[*inc_chemin][0];
resx_y[1] = solution0[*inc_chemin][1];
}
}
void affiche_chemin(int16 persoIdx, int16 *returnVar) {
persoStruct *pPerso = persoTable[persoIdx];
ASSERT(pPerso);
processActorWalk(returnVar, &pPerso->inc_droite, &pPerso->inc_droite0,
&pPerso->inc_chemin, pPerso->coordinates, pPerso->solution,
&pPerso->inc_jo1, &pPerso->inc_jo2, &pPerso->dir_perso,
&pPerso->inc_jo0, persoIdx);
}
} // End of namespace Cruise