scummvm/engines/sword1/router.h
2021-12-26 18:48:43 +01:00

162 lines
4.1 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef SWORD1_ROUTER_H
#define SWORD1_ROUTER_H
#include "sword1/object.h"
namespace Sword1 {
#include "common/pack-start.h" // START STRUCT PACKING
struct BarData {
int16 x1;
int16 y1;
int16 x2;
int16 y2;
int16 xmin;
int16 ymin;
int16 xmax;
int16 ymax;
int16 dx; // x2 - x1
int16 dy; // y2 - y1
int32 co; // co = (y1*dx) - (x1*dy) from an equation for a line y*dx = x*dy + co
} PACKED_STRUCT;
struct NodeData {
int16 x;
int16 y;
int16 level;
int16 prev;
int16 dist;
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
struct FloorData {
int32 nbars;
BarData *bars;
int32 nnodes;
NodeData *node;
};
struct RouteData {
int32 x;
int32 y;
int32 dirS;
int32 dirD;
};
struct PathData {
int32 x;
int32 y;
int32 dir;
int32 num;
};
#define MAX_FRAMES_PER_CYCLE 16
#define NO_DIRECTIONS 8
#define MAX_FRAMES_PER_CHAR (MAX_FRAMES_PER_CYCLE * NO_DIRECTIONS)
#define ROUTE_END_FLAG 255
#define O_GRID_SIZE 200
#define O_ROUTE_SIZE 50
class ObjectMan;
class ResMan;
class Screen;
extern int whatTarget(int32 startX, int32 startY, int32 destX, int32 destY);
class Router {
public:
Router(ObjectMan *pObjMan, ResMan *pResMan);
int32 routeFinder(int32 id, Object *mega, int32 x, int32 y, int32 dir);
void setPlayerTarget(int32 x, int32 y, int32 dir, int32 stance);
// these should be private but are read by Screen for debugging:
BarData _bars[O_GRID_SIZE];
NodeData _node[O_GRID_SIZE];
int32 _nBars;
int32 _nNodes;
private:
// when the player collides with another mega, we'll receive a ReRouteRequest here.
// that's why we need to remember the player's target coordinates
int32 _playerTargetX, _playerTargetY, _playerTargetDir, _playerTargetStance;
ObjectMan *_objMan;
ResMan *_resMan;
int32 _startX, _startY, _startDir;
int32 _targetX, _targetY, _targetDir;
int32 _scaleA, _scaleB;
int32 megaId;
RouteData _route[O_ROUTE_SIZE];
PathData _smoothPath[O_ROUTE_SIZE];
PathData _modularPath[O_ROUTE_SIZE];
int32 _routeLength;
int32 _framesPerStep, _framesPerChar;
uint8 _nWalkFrames, _nTurnFrames;
int32 _dx[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
int32 _dy[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
int32 _modX[NO_DIRECTIONS];
int32 _modY[NO_DIRECTIONS];
int32 _diagonalx, _diagonaly;
int32 standFrames;
int32 turnFramesLeft, turnFramesRight;
int32 walkFramesLeft, walkFramesRight; // left/right walking turn
int32 slowInFrames, slowOutFrames;
bool _slidyWalkAnimatorState;
int32 LoadWalkResources(Object *mega, int32 x, int32 y, int32 dir);
int32 getRoute();
int32 checkTarget(int32 x, int32 y);
bool scan(int32 level);
int32 newCheck(int32 status, int32 x1, int32 x2, int32 y1, int32 y2);
bool check(int32 x1, int32 y1, int32 x2, int32 y2);
bool horizCheck(int32 x1, int32 y, int32 x2);
bool vertCheck(int32 x, int32 y1, int32 y2);
bool lineCheck(int32 x1, int32 y1, int32 x2, int32 y2);
void extractRoute();
void slidyPath();
void slidyWalkAnimator(WalkData *walkAnim);
int32 smoothestPath();
void smoothCheck(int32 &steps, int32 best, int32 p, int32 dirS, int32 dirD);
void solidPath();
int32 solidWalkAnimator(WalkData *walkAnim);
};
} // End of namespace Sword1
#endif //BSROUTER_H