mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-29 21:24:53 +00:00
253 lines
6.8 KiB
C++
253 lines
6.8 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.
|
|
*
|
|
* Additional copyright for this file:
|
|
* Copyright (C) 1994-1998 Revolution Software Ltd.
|
|
*
|
|
* 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.
|
|
*/
|
|
|
|
#ifndef SWORD2_ROUTER_H
|
|
#define SWORD2_ROUTER_H
|
|
|
|
// This used to be a variable, but it was never set. Actually, it wasn't even
|
|
// initialized!
|
|
//
|
|
// Define this to force the use of slidy router (so solid path not used when
|
|
// ending walk in ANY direction)
|
|
//
|
|
// #define FORCE_SLIDY
|
|
|
|
#include "sword2/object.h"
|
|
|
|
namespace Sword2 {
|
|
|
|
struct WalkData {
|
|
uint16 frame;
|
|
int16 x;
|
|
int16 y;
|
|
uint8 step;
|
|
uint8 dir;
|
|
};
|
|
|
|
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
|
|
};
|
|
|
|
struct NodeData {
|
|
int16 x;
|
|
int16 y;
|
|
int16 level;
|
|
int16 prev;
|
|
int16 dist;
|
|
};
|
|
|
|
// because we only have 2 megas in the game!
|
|
#define TOTAL_ROUTE_SLOTS 2
|
|
|
|
#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 MAX_WALKGRIDS 10
|
|
|
|
#define O_WALKANIM_SIZE 600 // max number of nodes in router output
|
|
#define O_GRID_SIZE 200 // max 200 lines & 200 points
|
|
#define O_ROUTE_SIZE 50 // max number of modules in a route
|
|
|
|
struct RouteData {
|
|
int32 x;
|
|
int32 y;
|
|
int32 dirS;
|
|
int32 dirD;
|
|
};
|
|
|
|
struct PathData {
|
|
int32 x;
|
|
int32 y;
|
|
int32 dir;
|
|
int32 num;
|
|
};
|
|
|
|
class Router {
|
|
private:
|
|
Sword2Engine *_vm;
|
|
|
|
int16 _standbyX; // see fnSetStandbyCoords()
|
|
int16 _standbyY;
|
|
int16 _standbyDir;
|
|
|
|
// stores pointers to mem blocks containing routes created & used by
|
|
// megas (NULL if slot not in use)
|
|
WalkData *_routeSlots[TOTAL_ROUTE_SLOTS];
|
|
|
|
BarData _bars[O_GRID_SIZE];
|
|
NodeData _node[O_GRID_SIZE];
|
|
|
|
int32 _walkGridList[MAX_WALKGRIDS];
|
|
|
|
int32 _nBars;
|
|
int32 _nNodes;
|
|
|
|
int32 _startX, _startY, _startDir;
|
|
int32 _targetX, _targetY, _targetDir;
|
|
int32 _scaleA, _scaleB;
|
|
|
|
RouteData _route[O_ROUTE_SIZE];
|
|
PathData _smoothPath[O_ROUTE_SIZE];
|
|
PathData _modularPath[O_ROUTE_SIZE];
|
|
int32 _routeLength;
|
|
|
|
int32 _framesPerStep;
|
|
int32 _framesPerChar;
|
|
|
|
ObjectWalkdata _walkData;
|
|
|
|
int8 _modX[NO_DIRECTIONS];
|
|
int8 _modY[NO_DIRECTIONS];
|
|
int32 _diagonalx;
|
|
int32 _diagonaly;
|
|
|
|
int32 _firstStandFrame;
|
|
|
|
int32 _firstStandingTurnLeftFrame;
|
|
int32 _firstStandingTurnRightFrame;
|
|
|
|
int32 _firstWalkingTurnLeftFrame; // left walking turn
|
|
int32 _firstWalkingTurnRightFrame; // right walking turn
|
|
|
|
uint32 _firstSlowInFrame[NO_DIRECTIONS];
|
|
|
|
int32 _firstSlowOutFrame;
|
|
|
|
// number of slow-out frames on for each leading-leg in each direction
|
|
// ie. total number of slow-out frames = (numberOfSlowOutFrames * 2 *
|
|
// NO_DIRECTIONS)
|
|
|
|
int32 _numberOfSlowOutFrames;
|
|
|
|
int32 _stepCount;
|
|
|
|
int32 _moduleX;
|
|
int32 _moduleY;
|
|
int32 _currentDir;
|
|
int32 _lastCount;
|
|
int32 _frame;
|
|
|
|
uint8 returnSlotNo(uint32 megaId);
|
|
|
|
int32 getRoute();
|
|
void extractRoute();
|
|
void loadWalkGrid();
|
|
void setUpWalkGrid(byte *ob_mega, int32 x, int32 y, int32 dir);
|
|
void loadWalkData(byte *ob_walkdata);
|
|
bool scan(int32 level);
|
|
|
|
int32 newCheck(int32 status, int32 x1, int32 y1, int32 x2, int32 y2);
|
|
bool lineCheck(int32 x1, int32 x2, int32 y1, int32 y2);
|
|
bool vertCheck(int32 x, int32 y1, int32 y2);
|
|
bool horizCheck(int32 x1, int32 y, int32 x2);
|
|
bool check(int32 x1, int32 y1, int32 x2, int32 y2);
|
|
int32 checkTarget(int32 x, int32 y);
|
|
|
|
int32 smoothestPath();
|
|
void slidyPath();
|
|
|
|
void smoothCheck(int32 &steps, int32 best, int32 p, int32 dirS, int32 dirD);
|
|
|
|
bool addSlowInFrames(WalkData *walkAnim);
|
|
void addSlowOutFrames(WalkData *walkAnim);
|
|
void slidyWalkAnimator(WalkData *walkAnim);
|
|
|
|
#ifndef FORCE_SLIDY
|
|
void solidPath();
|
|
int32 solidWalkAnimator(WalkData *walkAnim);
|
|
#endif
|
|
|
|
void plotCross(int16 x, int16 y, uint8 color);
|
|
|
|
public:
|
|
Router(Sword2Engine *vm) : _vm(vm), _diagonalx(0), _diagonaly(0) {
|
|
memset(_routeSlots, 0, sizeof(_routeSlots));
|
|
memset(_bars, 0, sizeof(_bars));
|
|
memset(_node, 0, sizeof(_node));
|
|
memset(_walkGridList, 0, sizeof(_walkGridList));
|
|
memset(_route, 0, sizeof(_route));
|
|
memset(_smoothPath, 0, sizeof(_smoothPath));
|
|
memset(_modularPath, 0, sizeof(_modularPath));
|
|
memset(_modX, 0, sizeof(_modX));
|
|
memset(_modY, 0, sizeof(_modY));
|
|
memset(_firstSlowInFrame, 0, sizeof(_firstSlowInFrame));
|
|
}
|
|
|
|
void setStandbyCoords(int16 x, int16 y, uint8 dir);
|
|
int whatTarget(int startX, int startY, int destX, int destY);
|
|
|
|
// Sprites
|
|
void setSpriteStatus(byte *ob_graph, uint32 type);
|
|
void setSpriteShading(byte *ob_graph, uint32 type);
|
|
|
|
// Animation
|
|
int doAnimate(byte *ob_logic, byte *ob_graph, int32 animRes, bool reverse);
|
|
int megaTableAnimate(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *animTable, bool reverse);
|
|
|
|
// Walking
|
|
int doWalk(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y, uint8 target_dir);
|
|
int walkToAnim(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 animRes);
|
|
int walkToTalkToMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId, uint32 separation);
|
|
|
|
// Turning
|
|
int doFace(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint8 target_dir);
|
|
int faceXY(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y);
|
|
int faceMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId);
|
|
|
|
// Standing
|
|
void standAt(byte *ob_graph, byte *ob_mega, int32 x, int32 y, int32 dir);
|
|
void standAfterAnim(byte *ob_graph, byte *ob_mega, uint32 animRes);
|
|
void standAtAnim(byte *ob_graph, byte *ob_mega, uint32 animRes);
|
|
|
|
int32 routeFinder(byte *ob_mega, byte *ob_walkdata, int32 x, int32 y, int32 dir);
|
|
|
|
void earlySlowOut(byte *ob_mega, byte *ob_walkdata);
|
|
|
|
void allocateRouteMem();
|
|
WalkData *getRouteMem();
|
|
void freeRouteMem();
|
|
void freeAllRouteMem();
|
|
void addWalkGrid(int32 gridResource);
|
|
void removeWalkGrid(int32 gridResource);
|
|
void clearWalkGridList();
|
|
|
|
void plotWalkGrid();
|
|
};
|
|
|
|
} // End of namespace Sword2
|
|
|
|
#endif
|