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https://github.com/libretro/scummvm.git
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cca744f69a
svn-id: r17975
2606 lines
66 KiB
C++
2606 lines
66 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003-2005 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "sword1/router.h"
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#include "common/util.h"
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#include "scummsys.h"
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#include "sword1/swordres.h"
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#include "sword1/sworddefs.h"
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#include "sword1/objectman.h"
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#include "sword1/resman.h"
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namespace Sword1 {
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/****************************************************************************
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* JROUTER.C polygon router with modular walks
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* using a tree of modules
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* 21 july 94
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* 3 november 94
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* System currently works by scanning grid data and coming up with a ROUTE
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* as a series of way points(nodes), the smoothest eight directional PATH
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* through these nodes is then found, and a WALK created to fit the PATH.
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*
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* Two funtions are called by the user, RouteFinder creates a route as a
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* module list, HardWalk creates an animation list from the module list.
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* The split is only provided to allow the possibility of turning the
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* autorouter over two game cycles.
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****************************************************************************
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*
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* Routine timings on osborne 486
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*
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* Read floor resource (file already loaded) 112 pixels
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*
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* Read mega resource (file already loaded) 112 pixels
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*
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*
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*
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****************************************************************************
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*
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* Modified 12 Oct 95
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*
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* Target Points within 1 pixel of a line are ignored ???
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*
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* Modules split into Points within 1 pixel of a line are ignored ???
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*
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****************************************************************************/
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#define NO_DIRECTIONS 8
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#define SLOW_IN 3
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#define SLOW_OUT 7
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#define ROUTE_END_FLAG 255
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//#define PLOT_PATHS 1
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#undef PLOT_PATHS
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Router::Router(ObjectMan *pObjMan, ResMan *pResMan) {
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_objMan = pObjMan;
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_resMan = pResMan;
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_numExtraBars = _numExtraNodes = 0;
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nnodes = nbars = 0;
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_playerTargetX = _playerTargetY = _playerTargetDir = _playerTargetStance = 0;
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diagonalx = diagonaly = 0;
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}
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/*
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* CODE
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*/
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int32 Router::routeFinder(int32 id, Object *megaObject, int32 x, int32 y, int32 dir)
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{
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/****************************************************************************
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* RouteFinder.C polygon router with modular walks
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* 21 august 94
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* 3 november 94
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* RouteFinder creates a list of modules that enables HardWalk to create
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* an animation list.
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*
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* RouteFinder currently works by scanning grid data and coming up with a ROUTE
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* as a series of way points(nodes), the smoothest eight directional PATH
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* through these nodes is then found, this information is made available to
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* HardWalk for a WALK to be created to fit the PATH.
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*
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* 30 november 94 return values modified
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*
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* return 0 = failed to find a route
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*
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* 1 = found a route
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*
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* 2 = mega already at target
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*
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****************************************************************************/
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int32 routeFlag = 0;
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int32 solidFlag = 0;
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megaId = id;
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LoadWalkResources(megaObject, x, y, dir);
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framesPerStep = nWalkFrames/2;
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framesPerChar = nWalkFrames * NO_DIRECTIONS;
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// offset pointers added Oct 30 95 JPS
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standFrames = framesPerChar;
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turnFramesLeft = standFrames;
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turnFramesRight = standFrames;
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walkFramesLeft = 0;
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walkFramesRight = 0;
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slowInFrames = 0;
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slowOutFrames = 0;
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if (megaId == GEORGE)
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{
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turnFramesLeft = 3 * framesPerChar + NO_DIRECTIONS + 2 * SLOW_IN + 4 * SLOW_OUT;
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turnFramesRight = 3 * framesPerChar + NO_DIRECTIONS + 2 * SLOW_IN + 4 * SLOW_OUT + NO_DIRECTIONS;
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walkFramesLeft = framesPerChar + NO_DIRECTIONS;
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walkFramesRight = 2 * framesPerChar + NO_DIRECTIONS;
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slowInFrames = 3 * framesPerChar + NO_DIRECTIONS;
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slowOutFrames = 3 * framesPerChar + NO_DIRECTIONS + 2 * SLOW_IN;
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}
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else if (megaId == NICO)
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{
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turnFramesLeft = framesPerChar + NO_DIRECTIONS;
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turnFramesRight = framesPerChar + 2 * NO_DIRECTIONS;
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walkFramesLeft = 0;
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walkFramesRight = 0;
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slowInFrames = 0;
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slowOutFrames = 0;
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}
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// **************************************************************************
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// All route data now loaded start finding a route
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// **************************************************************************
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// **************************************************************************
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// Check if we can get a route through the floor changed 12 Oct95 JPS
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// **************************************************************************
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routeFlag = GetRoute();
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if (routeFlag == 2) //special case for zero length route
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{
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if (targetDir >7)// if target direction specified as any
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{
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targetDir = startDir;
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}
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// just a turn on the spot is required set an end module for the route let the animator deal with it
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// modularPath is normally set by ExtractRoute
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modularPath[0].dir = startDir;
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modularPath[0].num = 0;
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modularPath[0].x = startX;
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modularPath[0].y = startY;
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modularPath[1].dir = targetDir;
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modularPath[1].num = 0;
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modularPath[1].x = startX;
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modularPath[1].y = startY;
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modularPath[2].dir = 9;
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modularPath[2].num = ROUTE_END_FLAG;
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SlidyWalkAnimator(megaObject->o_route);
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routeFlag = 2;
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}
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else if (routeFlag == 1) // a normal route
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{
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SmoothestPath();//Converts the route to an exact path
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// The Route had waypoints and direction options
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// The Path is an exact set of lines in 8 directions that reach the target.
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// The path is in module format, but steps taken in each direction are not accurate
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// if target dir = 8 then the walk isn't linked to an anim so
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// we can create a route without sliding and miss the exact target
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if (targetDir == NO_DIRECTIONS)
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{
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SolidPath();
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solidFlag = SolidWalkAnimator(megaObject->o_route);
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}
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if (!solidFlag)
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{
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SlidyPath();
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SlidyWalkAnimator(megaObject->o_route);
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}
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}
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else // Route didn't reach target so assume point was off the floor
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{
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// routeFlag = 0;
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}
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return routeFlag; // send back null route
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}
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// ****************************************************************************
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// * GET A ROUTE
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// ****************************************************************************
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int32 Router::GetRoute()
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{
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/****************************************************************************
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* GetRoute.C extract a path from walk grid
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* 12 october 94
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*
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* GetRoute currently works by scanning grid data and coming up with a ROUTE
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* as a series of way points(nodes).
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* static _routeData route[O_ROUTE_SIZE];
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*
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* return 0 = failed to find a route
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*
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* 1 = found a route
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*
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* 2 = mega already at target
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*
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* 3 = failed to find a route because target was on a line
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*
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****************************************************************************/
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int32 routeGot = 0;
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int32 level;
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int32 changed;
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if ((startX == targetX) && (startY == targetY))
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routeGot = 2;
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else // 'else' added by JEL (23jan96) otherwise 'routeGot' affected even when already set to '2' above - causing some 'turns' to walk downwards on the spot
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routeGot = CheckTarget(targetX,targetY);// returns 3 if target on a line ( +- 1 pixel )
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if (routeGot == 0) //still looking for a route check if target is within a pixel of a line
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{
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// scan through the nodes linking each node to its nearest neighbour until no more nodes change
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// This is the routine that finds a route using Scan()
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level = 1;
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do
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{
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changed = Scan(level);
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level =level + 1;
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}
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while (changed == 1);
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// Check to see if the route reached the target
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if (node[nnodes].dist < 9999)
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{
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routeGot = 1;
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ExtractRoute(); // it did so extract the route as nodes and the directions to go between each node
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// route.X,route.Y and route.Dir now hold all the route infomation with the target dir or route continuation
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}
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}
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return routeGot;
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}
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// ****************************************************************************
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// * THE SLIDY PATH ROUTINES
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// ****************************************************************************
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int32 Router::SmoothestPath()
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{
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/*
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* This is the second big part of the route finder and the the only bit that tries to be clever
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* (the other bits are clever).
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* This part of the autorouter creates a list of modules from a set of lines running across the screen
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* The task is complicated by two things;
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* Firstly in chosing a route through the maze of nodes the routine tries to minimise the amount of each
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* individual turn avoiding 90 degree and greater turns (where possible) and reduces the total nuber of
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* turns (subject to two 45 degree turns being better than one 90 degree turn).
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* Secondly when walking in a given direction the number of steps required to reach the end of that run
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* is not calculated accurately. This is because I was unable to derive a function to relate number of
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* steps taken between two points to the shrunken step size
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*
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*/
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int32 p;
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int32 dirS;
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int32 dirD;
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int32 dS;
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int32 dD;
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int32 dSS;
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int32 dSD;
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int32 dDS;
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int32 dDD;
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int32 SS;
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int32 SD;
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int32 DS;
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int32 DD;
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int32 i;
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int32 j;
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int32 temp;
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int32 steps;
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int32 option;
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int32 options;
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int32 lastDir;
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int32 nextDirS;
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int32 nextDirD;
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int32 tempturns[4];
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int32 turns[4];
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int32 turntable[NO_DIRECTIONS] = {0,1,3,5,7,5,3,1};
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// targetDir;// no warnings
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// route.X route.Y and route.Dir start at far end
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smoothPath[0].x = startX;
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smoothPath[0].y = startY;
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smoothPath[0].dir = startDir;
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smoothPath[0].num = 0;
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p = 0;
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lastDir = startDir;
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// for each section of the route
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do
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{
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dirS = route[p].dirS;
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dirD = route[p].dirD;
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nextDirS = route[p+1].dirS;
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nextDirD = route[p+1].dirD;
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// Check directions into and out of a pair of nodes
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// going in
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dS = dirS - lastDir;
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if ( dS < 0)
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dS = dS + NO_DIRECTIONS;
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dD = dirD - lastDir;
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if ( dD < 0)
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dD = dD + NO_DIRECTIONS;
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// coming out
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dSS = dirS - nextDirS;
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if ( dSS < 0)
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dSS = dSS + NO_DIRECTIONS;
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dDD = dirD - nextDirD;
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if ( dDD < 0)
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dDD = dDD + NO_DIRECTIONS;
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dSD = dirS - nextDirD;
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if ( dSD < 0)
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dSD = dSD + NO_DIRECTIONS;
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dDS = dirD - nextDirS;
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if ( dDS < 0)
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dDS = dDS + NO_DIRECTIONS;
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// Determine the amount of turning involved in each possible path
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dS = turntable[dS];
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dD = turntable[dD];
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dSS = turntable[dSS];
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dDD = turntable[dDD];
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dSD = turntable[dSD];
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dDS = turntable[dDS];
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// get the best path out ie assume next section uses best direction
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if (dSD < dSS)
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{
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dSS = dSD;
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}
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if (dDS < dDD)
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{
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dDD = dDS;
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}
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// rate each option
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SS = dS + dSS + 3; // Split routes look crap so weight against them
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SD = dS + dDD;
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DS = dD + dSS;
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DD = dD + dDD + 3;
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// set up turns as a sorted array of the turn values
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tempturns[0] = SS;
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turns[0] = 0;
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tempturns[1] = SD;
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turns[1] = 1;
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tempturns[2] = DS;
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turns[2] = 2;
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tempturns[3] = DD;
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turns[3] = 3;
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i = 0;
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do
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{
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j = 0;
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do
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{
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if (tempturns[j] > tempturns[j + 1])
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{
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temp = turns[j];
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turns[j] = turns[j+1];
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turns[j+1] = temp;
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temp = tempturns[j];
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tempturns[j] = tempturns[j+1];
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tempturns[j+1] = temp;
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}
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j = j + 1;
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}
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while (j < 3);
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i = i + 1;
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}
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while (i < 3);
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// best option matched in order of the priority we would like to see on the screen
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// but each option must be checked to see if it can be walked
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options = NewCheck(1, route[p].x, route[p].y, route[p + 1].x, route[p + 1].y);
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if (options == 0)
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{
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/*Tdebug("BestTurns fail %d %d %d %d",route[p].x, route[p].y, route[p + 1].x, route[p + 1].y);
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Tdebug("BestTurns fail %d %d %d %d",turns[0],turns[1],turns[2],options);
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Go_dos("BestTurns failed");*/
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error("BestTurns failed");
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}
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i = 0;
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steps = 0;
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do
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{
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option = 1 << turns[i];
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if (option & options)
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steps = SmoothCheck(turns[i],p,dirS,dirD);
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i = i + 1;
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}
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while ((steps == 0) && (i < 4));
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#ifdef PLOT_PATHS // plot the best path
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if (steps != 0)
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{
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i = 0;
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do
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{
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RouteLine(smoothPath[i].x, smoothPath[i].y, smoothPath[i+1].x, smoothPath[i+1].y, 228);
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i = i + 1;
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}
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while (i < steps);
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}
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#endif
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if (steps == 0)
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{
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/*Tdebug("BestTurns failed %d %d %d %d",route[p].x, route[p].y, route[p + 1].x, route[p + 1].y);
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Tdebug("BestTurns failed %d %d %d %d",turns[0],turns[1],turns[2],options);
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Go_dos("BestTurns failed");*/
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error("BestTurns failed");
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}
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// route.X route.Y route.dir and bestTurns start at far end
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p = p + 1;
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}
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while (p < (routeLength));
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// best turns will end heading as near as possible to target dir rest is down to anim for now
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smoothPath[steps].dir = 9;
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smoothPath[steps].num = ROUTE_END_FLAG;
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return 1;
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}
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int32 Router::SmoothCheck(int32 best, int32 p, int32 dirS, int32 dirD)
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/****************************************************************************
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* Slip sliding away
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* This path checker checks to see if a walk that exactly follows the path
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* would be valid. This should be inherently true for atleast one of the turn
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* options.
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* No longer checks the data it only creates the smoothPath array JPS
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****************************************************************************/
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{
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static int32 k;
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int32 tempK;
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int32 x;
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int32 y;
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int32 x2;
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int32 y2;
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int32 dx;
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int32 dy;
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int32 dsx;
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int32 dsy;
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int32 ddx;
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int32 ddy;
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int32 dirX;
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int32 dirY;
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int32 ss0;
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int32 ss1;
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int32 ss2;
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int32 sd0;
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int32 sd1;
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int32 sd2;
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if (p == 0)
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{
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k = 1;
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}
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tempK = 0;
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x = route[p].x;
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y = route[p].y;
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x2 = route[p + 1].x;
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y2 = route[p + 1].y;
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dx = x2 - x;
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dy = y2 - y;
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dirX = 1;
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dirY = 1;
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if (dx < 0)
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{
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dx = -dx;
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dirX = -1;
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}
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if (dy < 0)
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{
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dy = -dy;
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dirY = -1;
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}
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// set up sd0-ss2 to reflect possible movement in each direction
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if ((dirS == 0) || (dirS == 4))// vert and diag
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{
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ddx = dx;
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ddy = (dx*diagonaly)/diagonalx;
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dsy = dy - ddy;
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ddx = ddx * dirX;
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ddy = ddy * dirY;
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dsy = dsy * dirY;
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dsx = 0;
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sd0 = (ddx + modX[dirD]/2)/ modX[dirD];
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ss0 = (dsy + modY[dirS]/2) / modY[dirS];
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sd1 = sd0/2;
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ss1 = ss0/2;
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sd2 = sd0 - sd1;
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ss2 = ss0 - ss1;
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}
|
|
else
|
|
{
|
|
ddy = dy;
|
|
ddx = (dy*diagonalx)/diagonaly;
|
|
dsx = dx - ddx;
|
|
ddy = ddy * dirY;
|
|
ddx = ddx * dirX;
|
|
dsx = dsx * dirX;
|
|
dsy = 0;
|
|
|
|
sd0 = (ddy + modY[dirD]/2)/ modY[dirD];
|
|
ss0 = (dsx + modX[dirS]/2)/ modX[dirS];
|
|
sd1 = sd0/2;
|
|
ss1 = ss0/2;
|
|
sd2 = sd0 - sd1;
|
|
ss2 = ss0 - ss1;
|
|
}
|
|
|
|
if (best == 0) //halfsquare, diagonal, halfsquare
|
|
{
|
|
smoothPath[k].x = x+dsx/2;
|
|
smoothPath[k].y = y+dsy/2;
|
|
smoothPath[k].dir = dirS;
|
|
smoothPath[k].num = ss1;
|
|
k = k + 1;
|
|
smoothPath[k].x = x+dsx/2+ddx;
|
|
smoothPath[k].y = y+dsy/2+ddy;
|
|
smoothPath[k].dir = dirD;
|
|
smoothPath[k].num = sd0;
|
|
k = k + 1;
|
|
smoothPath[k].x = x+dsx+ddx;
|
|
smoothPath[k].y = y+dsy+ddy;
|
|
smoothPath[k].dir = dirS;
|
|
smoothPath[k].num = ss2;
|
|
k = k + 1;
|
|
tempK = k;
|
|
}
|
|
else if (best == 1) //square, diagonal
|
|
{
|
|
smoothPath[k].x = x+dsx;
|
|
smoothPath[k].y = y+dsy;
|
|
smoothPath[k].dir = dirS;
|
|
smoothPath[k].num = ss0;
|
|
k = k + 1;
|
|
smoothPath[k].x = x2;
|
|
smoothPath[k].y = y2;
|
|
smoothPath[k].dir = dirD;
|
|
smoothPath[k].num = sd0;
|
|
k = k + 1;
|
|
tempK = k;
|
|
}
|
|
else if (best == 2) //diagonal square
|
|
{
|
|
smoothPath[k].x = x+ddx;
|
|
smoothPath[k].y = y+ddy;
|
|
smoothPath[k].dir = dirD;
|
|
smoothPath[k].num = sd0;
|
|
k = k + 1;
|
|
smoothPath[k].x = x2;
|
|
smoothPath[k].y = y2;
|
|
smoothPath[k].dir = dirS;
|
|
smoothPath[k].num = ss0;
|
|
k = k + 1;
|
|
tempK = k;
|
|
}
|
|
else //halfdiagonal, square, halfdiagonal
|
|
{
|
|
smoothPath[k].x = x+ddx/2;
|
|
smoothPath[k].y = y+ddy/2;
|
|
smoothPath[k].dir = dirD;
|
|
smoothPath[k].num = sd1;
|
|
k = k + 1;
|
|
smoothPath[k].x = x+dsx+ddx/2;
|
|
smoothPath[k].y = y+dsy+ddy/2;
|
|
smoothPath[k].dir = dirS;
|
|
smoothPath[k].num = ss0;
|
|
k = k + 1;
|
|
smoothPath[k].x = x2;
|
|
smoothPath[k].y = y2;
|
|
smoothPath[k].dir = dirD;
|
|
smoothPath[k].num = sd2;
|
|
k = k + 1;
|
|
tempK = k;
|
|
}
|
|
|
|
return tempK;
|
|
}
|
|
|
|
int32 Router::SlidyPath()
|
|
{
|
|
/****************************************************************************
|
|
* SlidyPath creates a path based on part steps with no sliding to get
|
|
* as near as possible to the target without any sliding this routine is
|
|
* currently unused, but is intended for use when just clicking about.
|
|
*
|
|
* produce a module list from the line data
|
|
*
|
|
****************************************************************************/
|
|
int32 smooth;
|
|
int32 slidy;
|
|
int32 scale;
|
|
int32 stepX;
|
|
int32 stepY;
|
|
int32 deltaX;
|
|
int32 deltaY;
|
|
|
|
// strip out the short sections
|
|
slidy = 1;
|
|
smooth = 1;
|
|
modularPath[0].x = smoothPath[0].x;
|
|
modularPath[0].y = smoothPath[0].y;
|
|
modularPath[0].dir = smoothPath[0].dir;
|
|
modularPath[0].num = 0;
|
|
|
|
while (smoothPath[smooth].num < ROUTE_END_FLAG)
|
|
{
|
|
scale = scaleA * smoothPath[smooth].y + scaleB;
|
|
deltaX = smoothPath[smooth].x - modularPath[slidy-1].x;
|
|
deltaY = smoothPath[smooth].y - modularPath[slidy-1].y;
|
|
stepX = modX[smoothPath[smooth].dir];
|
|
stepY = modY[smoothPath[smooth].dir];
|
|
stepX = stepX * scale;
|
|
stepY = stepY * scale;
|
|
stepX = stepX >> 19;// quarter a step minimum
|
|
stepY = stepY >> 19;
|
|
if ((ABS(deltaX)>=ABS(stepX)) && (ABS(deltaY)>=ABS(stepY)))
|
|
{
|
|
modularPath[slidy].x = smoothPath[smooth].x;
|
|
modularPath[slidy].y = smoothPath[smooth].y;
|
|
modularPath[slidy].dir = smoothPath[smooth].dir;
|
|
modularPath[slidy].num = 1;
|
|
slidy += 1;
|
|
}
|
|
smooth += 1;
|
|
}
|
|
// in case the last bit had no steps
|
|
if (slidy > 1)
|
|
{
|
|
modularPath[slidy-1].x = smoothPath[smooth-1].x;
|
|
modularPath[slidy-1].y = smoothPath[smooth-1].y;
|
|
}
|
|
// set up the end of the walk
|
|
modularPath[slidy].x = smoothPath[smooth-1].x;
|
|
modularPath[slidy].y = smoothPath[smooth-1].y;
|
|
modularPath[slidy].dir = targetDir;
|
|
modularPath[slidy].num = 0;
|
|
slidy += 1;
|
|
modularPath[slidy].x = smoothPath[smooth-1].x;
|
|
modularPath[slidy].y = smoothPath[smooth-1].y;
|
|
modularPath[slidy].dir = 9;
|
|
modularPath[slidy].num = ROUTE_END_FLAG;
|
|
return 1;
|
|
|
|
}
|
|
|
|
void Router::SlidyWalkAnimator(WalkData *walkAnim)
|
|
/****************************************************************************
|
|
* Skidding every where HardWalk creates an animation that exactly fits the
|
|
* smoothPath and uses foot slipping to fit whole steps into the route
|
|
* Parameters: georgeg,mouseg
|
|
* Returns: rout
|
|
*
|
|
* produce a module list from the line data
|
|
*
|
|
****************************************************************************/
|
|
{
|
|
|
|
static int32 left = 0;
|
|
int32 p;
|
|
int32 lastDir;
|
|
int32 lastRealDir;
|
|
int32 currentDir;
|
|
int32 turnDir;
|
|
int32 scale;
|
|
int32 step;
|
|
int32 module;
|
|
int32 moduleEnd;
|
|
int32 moduleX;
|
|
int32 moduleY;
|
|
int32 module16X = 0;
|
|
int32 module16Y = 0;
|
|
int32 stepX;
|
|
int32 stepY;
|
|
int32 errorX;
|
|
int32 errorY;
|
|
int32 lastErrorX;
|
|
int32 lastErrorY;
|
|
int32 lastCount;
|
|
int32 stepCount;
|
|
int32 frameCount;
|
|
int32 frames;
|
|
int32 frame;
|
|
|
|
// start at the begining for a change
|
|
p = 0;
|
|
lastDir = modularPath[0].dir;
|
|
currentDir = modularPath[1].dir;
|
|
if (currentDir == NO_DIRECTIONS)
|
|
{
|
|
currentDir = lastDir;
|
|
}
|
|
moduleX = startX;
|
|
moduleY = startY;
|
|
module16X = moduleX << 16;
|
|
module16Y = moduleY << 16;
|
|
stepCount = 0;
|
|
|
|
//****************************************************************************
|
|
// SLIDY
|
|
// START THE WALK WITH THE FIRST STANDFRAME THIS MAY CAUSE A DELAY
|
|
// BUT IT STOPS THE PLAYER MOVING FOR COLLISIONS ARE DETECTED
|
|
//****************************************************************************
|
|
module = framesPerChar + lastDir;
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
|
|
//****************************************************************************
|
|
// SLIDY
|
|
// TURN TO START THE WALK
|
|
//****************************************************************************
|
|
// rotate if we need to
|
|
if (lastDir != currentDir)
|
|
{
|
|
// get the direction to turn
|
|
turnDir = currentDir - lastDir;
|
|
if ( turnDir < 0)
|
|
turnDir += NO_DIRECTIONS;
|
|
|
|
if (turnDir > 4)
|
|
turnDir = -1;
|
|
else if (turnDir > 0)
|
|
turnDir = 1;
|
|
|
|
// rotate to new walk direction
|
|
// for george and nico put in a head turn at the start
|
|
if ((megaId == GEORGE) || (megaId == NICO))
|
|
{
|
|
if ( turnDir < 0) // new frames for turn frames 29oct95jps
|
|
{
|
|
module = turnFramesLeft + lastDir;
|
|
}
|
|
else
|
|
{
|
|
module = turnFramesRight + lastDir;
|
|
}
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
|
|
// rotate till were facing new dir then go back 45 degrees
|
|
while (lastDir != currentDir)
|
|
{
|
|
lastDir += turnDir;
|
|
if ( turnDir < 0) // new frames for turn frames 29oct95jps
|
|
{
|
|
if ( lastDir < 0)
|
|
lastDir += NO_DIRECTIONS;
|
|
module = turnFramesLeft + lastDir;
|
|
}
|
|
else
|
|
{
|
|
if ( lastDir > 7)
|
|
lastDir -= NO_DIRECTIONS;
|
|
module = turnFramesRight + lastDir;
|
|
}
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
// the back 45 degrees bit
|
|
stepCount -= 1;// step back one because new head turn for george takes us past the new dir
|
|
}
|
|
// his head is in the right direction
|
|
lastRealDir = currentDir;
|
|
|
|
//****************************************************************************
|
|
// SLIDY
|
|
// THE WALK
|
|
//****************************************************************************
|
|
|
|
if (left == 0)
|
|
left = framesPerStep;
|
|
else
|
|
left = 0;
|
|
|
|
lastCount = stepCount;
|
|
lastDir = 99;// this ensures that we don't put in turn frames for the start
|
|
currentDir = 99;// this ensures that we don't put in turn frames for the start
|
|
do
|
|
{
|
|
while (modularPath[p].num == 0)
|
|
{
|
|
p = p + 1;
|
|
if (currentDir != 99)
|
|
lastRealDir = currentDir;
|
|
lastDir = currentDir;
|
|
lastCount = stepCount;
|
|
}
|
|
//calculate average amount to lose in each step on the way to the next node
|
|
currentDir = modularPath[p].dir;
|
|
if (currentDir < NO_DIRECTIONS)
|
|
{
|
|
module = currentDir * framesPerStep * 2 + left;
|
|
if (left == 0)
|
|
left = framesPerStep;
|
|
else
|
|
left = 0;
|
|
moduleEnd = module + framesPerStep;
|
|
step = 0;
|
|
scale = (scaleA * moduleY + scaleB);
|
|
do
|
|
{
|
|
module16X += _dx[module]*scale;
|
|
module16Y += _dy[module]*scale;
|
|
moduleX = module16X >> 16;
|
|
moduleY = module16Y >> 16;
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = step;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
step += 1;
|
|
module += 1;
|
|
}
|
|
while ( module < moduleEnd) ;
|
|
stepX = modX[modularPath[p].dir];
|
|
stepY = modY[modularPath[p].dir];
|
|
errorX = modularPath[p].x - moduleX;
|
|
errorX = errorX * stepX;
|
|
errorY = modularPath[p].y - moduleY;
|
|
errorY = errorY * stepY;
|
|
if ((errorX < 0) || (errorY < 0))
|
|
{
|
|
modularPath[p].num = 0; // the end of the path
|
|
// okay those last steps took us past our target but do we want to scoot or moonwalk
|
|
frames = stepCount - lastCount;
|
|
errorX = modularPath[p].x - walkAnim[stepCount-1].x;
|
|
errorY = modularPath[p].y - walkAnim[stepCount-1].y;
|
|
|
|
if (frames > framesPerStep)
|
|
{
|
|
lastErrorX = modularPath[p].x - walkAnim[stepCount-7].x;
|
|
lastErrorY = modularPath[p].y - walkAnim[stepCount-7].y;
|
|
if (stepX==0)
|
|
{
|
|
if (3*ABS(lastErrorY) < ABS(errorY)) //the last stop was closest
|
|
{
|
|
stepCount -= framesPerStep;
|
|
if (left == 0)
|
|
left = framesPerStep;
|
|
else
|
|
left = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (3*ABS(lastErrorX) < ABS(errorX)) //the last stop was closest
|
|
{
|
|
stepCount -= framesPerStep;
|
|
if (left == 0)
|
|
left = framesPerStep;
|
|
else
|
|
left = 0;
|
|
}
|
|
}
|
|
}
|
|
errorX = modularPath[p].x - walkAnim[stepCount-1].x;
|
|
errorY = modularPath[p].y - walkAnim[stepCount-1].y;
|
|
// okay we've reached the end but we still have an error
|
|
if (errorX != 0)
|
|
{
|
|
frameCount = 0;
|
|
frames = stepCount - lastCount;
|
|
do
|
|
{
|
|
frameCount += 1;
|
|
walkAnim[lastCount + frameCount - 1].x += errorX*frameCount/frames;
|
|
}
|
|
while (frameCount<frames);
|
|
}
|
|
if (errorY != 0)
|
|
{
|
|
frameCount = 0;
|
|
frames = stepCount - lastCount;
|
|
do
|
|
{
|
|
frameCount += 1;
|
|
walkAnim[lastCount + frameCount-1].y += errorY*frameCount/frames;
|
|
}
|
|
while (frameCount<frames);
|
|
}
|
|
// Now is the time to put in the turn frames for the last turn
|
|
if (frames < framesPerStep)
|
|
currentDir = 99;// this ensures that we don't put in turn frames for this walk or the next
|
|
if (currentDir != 99)
|
|
lastRealDir = currentDir;
|
|
// check each turn condition in turn
|
|
if (((lastDir != 99) && (currentDir != 99)) && (megaId == GEORGE)) // only for george
|
|
{
|
|
lastDir = currentDir - lastDir;//1 and -7 going right -1 and 7 going left
|
|
if (((lastDir == -1) || (lastDir == 7)) || ((lastDir == -2) || (lastDir == 6)))
|
|
{
|
|
// turn at the end of the last walk
|
|
frame = lastCount - framesPerStep;
|
|
do
|
|
{
|
|
walkAnim[frame].frame += 104;//turning left
|
|
frame += 1;
|
|
}
|
|
while (frame < lastCount );
|
|
}
|
|
if (((lastDir == 1) || (lastDir == -7)) || ((lastDir == 2) || (lastDir == -6)))
|
|
{
|
|
// turn at the end of the current walk
|
|
frame = lastCount - framesPerStep;
|
|
do
|
|
{
|
|
walkAnim[frame].frame += 200; //was 60 now 116
|
|
frame += 1;
|
|
}
|
|
while (frame < lastCount );
|
|
}
|
|
lastDir = currentDir;
|
|
}
|
|
// all turns checked
|
|
|
|
lastCount = stepCount;
|
|
moduleX = walkAnim[stepCount-1].x;
|
|
moduleY = walkAnim[stepCount-1].y;
|
|
module16X = moduleX << 16;
|
|
module16Y = moduleY << 16;
|
|
}
|
|
}
|
|
}
|
|
while (modularPath[p].dir < NO_DIRECTIONS);
|
|
|
|
|
|
|
|
if (lastRealDir == 99)
|
|
{
|
|
error("SlidyWalkAnimatorlast direction error\n");
|
|
}
|
|
//****************************************************************************
|
|
// SLIDY
|
|
// TURNS TO END THE WALK ?
|
|
//****************************************************************************
|
|
|
|
// We've done the walk now put in any turns at the end
|
|
|
|
|
|
if (targetDir == NO_DIRECTIONS) // stand in the last direction
|
|
{
|
|
module = standFrames + lastRealDir;
|
|
targetDir = lastRealDir;
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastRealDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
if (targetDir == 9)
|
|
{
|
|
if (stepCount == 0)
|
|
{
|
|
module = framesPerChar + lastRealDir;
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastRealDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
}
|
|
else if (targetDir != lastRealDir) // rotate to targetDir
|
|
{
|
|
// rotate to target direction
|
|
turnDir = targetDir - lastRealDir;
|
|
if ( turnDir < 0)
|
|
turnDir += NO_DIRECTIONS;
|
|
|
|
if (turnDir > 4)
|
|
turnDir = -1;
|
|
else if (turnDir > 0)
|
|
turnDir = 1;
|
|
|
|
// rotate to target direction
|
|
// for george and nico put in a head turn at the start
|
|
if ((megaId == GEORGE) || (megaId == NICO))
|
|
{
|
|
if ( turnDir < 0) // new frames for turn frames 29oct95jps
|
|
{
|
|
module = turnFramesLeft + lastDir;
|
|
}
|
|
else
|
|
{
|
|
module = turnFramesRight + lastDir;
|
|
}
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastRealDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
|
|
// rotate if we need to
|
|
while (lastRealDir != targetDir)
|
|
{
|
|
lastRealDir += turnDir;
|
|
if ( turnDir < 0) // new frames for turn frames 29oct95jps
|
|
{
|
|
if ( lastRealDir < 0)
|
|
lastRealDir += NO_DIRECTIONS;
|
|
module = turnFramesLeft + lastRealDir;
|
|
}
|
|
else
|
|
{
|
|
if ( lastRealDir > 7)
|
|
lastRealDir -= NO_DIRECTIONS;
|
|
module = turnFramesRight + lastRealDir;
|
|
}
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastRealDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
module = standFrames + lastRealDir;
|
|
walkAnim[stepCount-1].frame = module;
|
|
}
|
|
else // just stand at the end
|
|
{
|
|
module = standFrames + lastRealDir;
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastRealDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
|
|
walkAnim[stepCount].frame = 512;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 512;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 512;
|
|
// Tdebug("RouteFinder RouteSize is %d", stepCount);
|
|
return;
|
|
}
|
|
|
|
// ****************************************************************************
|
|
// * THE SOLID PATH ROUTINES
|
|
// ****************************************************************************
|
|
|
|
int32 Router::SolidPath()
|
|
{
|
|
/****************************************************************************
|
|
* SolidPath creates a path based on whole steps with no sliding to get
|
|
* as near as possible to the target without any sliding this routine is
|
|
* currently unused, but is intended for use when just clicking about.
|
|
*
|
|
* produce a module list from the line data
|
|
*
|
|
****************************************************************************/
|
|
int32 smooth;
|
|
int32 solid;
|
|
int32 scale;
|
|
int32 stepX;
|
|
int32 stepY;
|
|
int32 deltaX;
|
|
int32 deltaY;
|
|
|
|
// strip out the short sections
|
|
solid = 1;
|
|
smooth = 1;
|
|
modularPath[0].x = smoothPath[0].x;
|
|
modularPath[0].y = smoothPath[0].y;
|
|
modularPath[0].dir = smoothPath[0].dir;
|
|
modularPath[0].num = 0;
|
|
|
|
do
|
|
{
|
|
scale = scaleA * smoothPath[smooth].y + scaleB;
|
|
deltaX = smoothPath[smooth].x - modularPath[solid-1].x;
|
|
deltaY = smoothPath[smooth].y - modularPath[solid-1].y;
|
|
stepX = modX[smoothPath[smooth].dir];
|
|
stepY = modY[smoothPath[smooth].dir];
|
|
stepX = stepX * scale;
|
|
stepY = stepY * scale;
|
|
stepX = stepX >> 16;
|
|
stepY = stepY >> 16;
|
|
if ((ABS(deltaX)>=ABS(stepX)) && (ABS(deltaY)>=ABS(stepY)))
|
|
{
|
|
modularPath[solid].x = smoothPath[smooth].x;
|
|
modularPath[solid].y = smoothPath[smooth].y;
|
|
modularPath[solid].dir = smoothPath[smooth].dir;
|
|
modularPath[solid].num = 1;
|
|
solid += 1;
|
|
}
|
|
smooth += 1;
|
|
}
|
|
while (smoothPath[smooth].num < ROUTE_END_FLAG);
|
|
// in case the last bit had no steps
|
|
if (solid == 1) //there were no paths so put in a dummy end
|
|
{
|
|
solid = 2;
|
|
modularPath[1].dir = smoothPath[0].dir;
|
|
modularPath[1].num = 0;
|
|
}
|
|
modularPath[solid-1].x = smoothPath[smooth-1].x;
|
|
modularPath[solid-1].y = smoothPath[smooth-1].y;
|
|
// set up the end of the walk
|
|
modularPath[solid].x = smoothPath[smooth-1].x;
|
|
modularPath[solid].y = smoothPath[smooth-1].y;
|
|
modularPath[solid].dir = 9;
|
|
modularPath[solid].num = ROUTE_END_FLAG;
|
|
return 1;
|
|
|
|
}
|
|
|
|
int32 Router::SolidWalkAnimator(WalkData *walkAnim)
|
|
{
|
|
/****************************************************************************
|
|
* SolidWalk creates an animation based on whole steps with no sliding to get
|
|
* as near as possible to the target without any sliding this routine is
|
|
* is intended for use when just clicking about.
|
|
*
|
|
* produce a module list from the line data
|
|
*
|
|
* returns 0 if solid route not found
|
|
****************************************************************************/
|
|
int32 p;
|
|
int32 i;
|
|
int32 left;
|
|
int32 lastDir;
|
|
int32 currentDir;
|
|
int32 turnDir;
|
|
int32 scale;
|
|
int32 step;
|
|
int32 module;
|
|
int32 moduleX;
|
|
int32 moduleY;
|
|
int32 module16X;
|
|
int32 module16Y;
|
|
int32 errorX;
|
|
int32 errorY;
|
|
int32 moduleEnd;
|
|
int32 slowStart;
|
|
int32 stepCount;
|
|
int32 lastCount;
|
|
int32 frame;
|
|
|
|
// start at the begining for a change
|
|
lastDir = modularPath[0].dir;
|
|
p = 1;
|
|
currentDir = modularPath[1].dir;
|
|
module = framesPerChar + lastDir;
|
|
moduleX = startX;
|
|
moduleY = startY;
|
|
module16X = moduleX << 16;
|
|
module16Y = moduleY << 16;
|
|
slowStart = 0;
|
|
stepCount = 0;
|
|
|
|
//****************************************************************************
|
|
// SOLID
|
|
// START THE WALK WITH THE FIRST STANDFRAME THIS MAY CAUSE A DELAY
|
|
// BUT IT STOPS THE PLAYER MOVING FOR COLLISIONS ARE DETECTED
|
|
//****************************************************************************
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
|
|
//****************************************************************************
|
|
// SOLID
|
|
// TURN TO START THE WALK
|
|
//****************************************************************************
|
|
// rotate if we need to
|
|
if (lastDir != currentDir)
|
|
{
|
|
// get the direction to turn
|
|
turnDir = currentDir - lastDir;
|
|
if ( turnDir < 0)
|
|
turnDir += NO_DIRECTIONS;
|
|
|
|
if (turnDir > 4)
|
|
turnDir = -1;
|
|
else if (turnDir > 0)
|
|
turnDir = 1;
|
|
|
|
// rotate to new walk direction
|
|
// for george and nico put in a head turn at the start
|
|
if ((megaId == GEORGE) || (megaId == NICO))
|
|
{
|
|
if ( turnDir < 0) // new frames for turn frames 29oct95jps
|
|
{
|
|
module = turnFramesLeft + lastDir;
|
|
}
|
|
else
|
|
{
|
|
module = turnFramesRight + lastDir;
|
|
}
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
|
|
// rotate till were facing new dir then go back 45 degrees
|
|
while (lastDir != currentDir)
|
|
{
|
|
lastDir += turnDir;
|
|
if ( turnDir < 0) // new frames for turn frames 29oct95jps
|
|
{
|
|
if ( lastDir < 0)
|
|
lastDir += NO_DIRECTIONS;
|
|
module = turnFramesLeft + lastDir;
|
|
}
|
|
else
|
|
{
|
|
if ( lastDir > 7)
|
|
lastDir -= NO_DIRECTIONS;
|
|
module = turnFramesRight + lastDir;
|
|
}
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
// the back 45 degrees bit
|
|
stepCount -= 1;// step back one because new head turn for george takes us past the new dir
|
|
}
|
|
|
|
//****************************************************************************
|
|
// SOLID
|
|
// THE SLOW IN
|
|
//****************************************************************************
|
|
|
|
// do start frames if its george and left or right
|
|
if (megaId == GEORGE)
|
|
{
|
|
if (modularPath[1].num > 0)
|
|
{
|
|
if (currentDir == 2) // only for george
|
|
{
|
|
slowStart = 1;
|
|
walkAnim[stepCount].frame = 296;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 297;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 298;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
else if (currentDir == 6) // only for george
|
|
{
|
|
slowStart = 1;
|
|
walkAnim[stepCount].frame = 299;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 300;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 301;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
}
|
|
}
|
|
//****************************************************************************
|
|
// SOLID
|
|
// THE WALK
|
|
//****************************************************************************
|
|
|
|
if (currentDir > 4)
|
|
left = framesPerStep;
|
|
else
|
|
left = 0;
|
|
|
|
lastCount = stepCount;
|
|
lastDir = 99;// this ensures that we don't put in turn frames for the start
|
|
currentDir = 99;// this ensures that we don't put in turn frames for the start
|
|
|
|
do
|
|
{
|
|
while (modularPath[p].num > 0)
|
|
{
|
|
currentDir = modularPath[p].dir;
|
|
if (currentDir< NO_DIRECTIONS)
|
|
{
|
|
|
|
module = currentDir * framesPerStep * 2 + left;
|
|
if (left == 0)
|
|
left = framesPerStep;
|
|
else
|
|
left = 0;
|
|
moduleEnd = module + framesPerStep;
|
|
step = 0;
|
|
scale = (scaleA * moduleY + scaleB);
|
|
do
|
|
{
|
|
module16X += _dx[module]*scale;
|
|
module16Y += _dy[module]*scale;
|
|
moduleX = module16X >> 16;
|
|
moduleY = module16Y >> 16;
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = step;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
module += 1;
|
|
step += 1;
|
|
}
|
|
while ( module < moduleEnd) ;
|
|
errorX = modularPath[p].x - moduleX;
|
|
errorX = errorX * modX[modularPath[p].dir];
|
|
errorY = modularPath[p].y - moduleY;
|
|
errorY = errorY * modY[modularPath[p].dir];
|
|
if ((errorX < 0) || (errorY < 0))
|
|
{
|
|
modularPath[p].num = 0;
|
|
stepCount -= framesPerStep;
|
|
if (left == 0)
|
|
left = framesPerStep;
|
|
else
|
|
left = 0;
|
|
// Okay this is the end of a section
|
|
moduleX = walkAnim[stepCount-1].x;
|
|
moduleY = walkAnim[stepCount-1].y;
|
|
module16X = moduleX << 16;
|
|
module16Y = moduleY << 16;
|
|
modularPath[p].x =moduleX;
|
|
modularPath[p].y =moduleY;
|
|
// Now is the time to put in the turn frames for the last turn
|
|
if ((stepCount - lastCount) < framesPerStep)// no step taken
|
|
{
|
|
currentDir = 99;// this ensures that we don't put in turn frames for this walk or the next
|
|
if (slowStart == 1)// clean up if a slow in but no walk
|
|
{
|
|
stepCount -= 3;
|
|
lastCount -= 3;
|
|
slowStart = 0;
|
|
}
|
|
}
|
|
// check each turn condition in turn
|
|
if (((lastDir != 99) && (currentDir != 99)) && (megaId == GEORGE)) // only for george
|
|
{
|
|
lastDir = currentDir - lastDir;//1 and -7 going right -1 and 7 going left
|
|
if (((lastDir == -1) || (lastDir == 7)) || ((lastDir == -2) || (lastDir == 6)))
|
|
{
|
|
// turn at the end of the last walk
|
|
frame = lastCount - framesPerStep;
|
|
do
|
|
{
|
|
walkAnim[frame].frame += 104;//turning left
|
|
frame += 1;
|
|
}
|
|
while (frame < lastCount );
|
|
}
|
|
if (((lastDir == 1) || (lastDir == -7)) || ((lastDir == 2) || (lastDir == -6)))
|
|
{
|
|
// turn at the end of the current walk
|
|
frame = lastCount - framesPerStep;
|
|
do
|
|
{
|
|
walkAnim[frame].frame += 200; //was 60 now 116
|
|
frame += 1;
|
|
}
|
|
while (frame < lastCount );
|
|
}
|
|
}
|
|
// all turns checked
|
|
lastCount = stepCount;
|
|
}
|
|
}
|
|
}
|
|
p = p + 1;
|
|
lastDir = currentDir;
|
|
slowStart = 0; //can only be valid first time round
|
|
}
|
|
while (modularPath[p].dir < NO_DIRECTIONS);
|
|
|
|
//****************************************************************************
|
|
// SOLID
|
|
// THE SLOW OUT
|
|
//****************************************************************************
|
|
|
|
if ((currentDir == 2) && (megaId == GEORGE)) // only for george
|
|
{
|
|
// place stop frames here
|
|
// slowdown at the end of the last walk
|
|
frame = lastCount - framesPerStep;
|
|
if (walkAnim[frame].frame == 24)
|
|
{
|
|
do
|
|
{
|
|
walkAnim[frame].frame += 278;//stopping right
|
|
frame += 1;
|
|
}
|
|
while (frame < lastCount );
|
|
walkAnim[stepCount].frame = 308;
|
|
walkAnim[stepCount].step = 7;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
else if (walkAnim[frame].frame == 30)
|
|
{
|
|
do
|
|
{
|
|
walkAnim[frame].frame += 279;//stopping right
|
|
frame += 1;
|
|
}
|
|
while (frame < lastCount );
|
|
walkAnim[stepCount].frame = 315;
|
|
walkAnim[stepCount].step = 7;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
}
|
|
else if ((currentDir == 6) && (megaId == GEORGE)) // only for george
|
|
{
|
|
// place stop frames here
|
|
// slowdown at the end of the last walk
|
|
frame = lastCount - framesPerStep;
|
|
if (walkAnim[frame].frame == 72)
|
|
{
|
|
do
|
|
{
|
|
walkAnim[frame].frame += 244;//stopping left
|
|
frame += 1;
|
|
}
|
|
while (frame < lastCount );
|
|
walkAnim[stepCount].frame = 322;
|
|
walkAnim[stepCount].step = 7;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
else if (walkAnim[frame].frame == 78)
|
|
{
|
|
do
|
|
{
|
|
walkAnim[frame].frame += 245;//stopping left
|
|
frame += 1;
|
|
}
|
|
while (frame < lastCount );
|
|
walkAnim[stepCount].frame = 329;
|
|
walkAnim[stepCount].step = 7;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
}
|
|
module = framesPerChar + modularPath[p-1].dir;
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = modularPath[p-1].dir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
|
|
walkAnim[stepCount].frame = 512;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 512;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 512;
|
|
|
|
//****************************************************************************
|
|
// SOLID
|
|
// NO END TURNS
|
|
//****************************************************************************
|
|
|
|
// Tdebug("RouteFinder RouteSize is %d", stepCount);
|
|
// now check the route
|
|
i = 0;
|
|
do
|
|
{
|
|
if (!Check(modularPath[i].x, modularPath[i].y, modularPath[i+1].x, modularPath[i+1].y))
|
|
p=0;
|
|
#ifdef PLOT_PATHS
|
|
RouteLine(modularPath[i].x, modularPath[i].y, modularPath[i+1].x, modularPath[i+1].y, 227);
|
|
#endif
|
|
i += 1;
|
|
}
|
|
while (i<p-1);
|
|
if (p != 0)
|
|
{
|
|
targetDir = modularPath[p-1].dir;
|
|
}
|
|
if (p != 0)
|
|
{
|
|
if (CheckTarget(moduleX,moduleY) == 3)// new target on a line
|
|
{
|
|
p = 0;
|
|
//Tdebug("Solid walk target was on a line %d %d", moduleX, moduleY);
|
|
}
|
|
}
|
|
|
|
return p;
|
|
}
|
|
|
|
// ****************************************************************************
|
|
// * THE SCAN ROUTINES
|
|
// ****************************************************************************
|
|
|
|
int32 Router::Scan(int32 level)
|
|
/******************************************************************************
|
|
* Called successively from RouteFinder until no more changes take place in the
|
|
* grid array ie he best path has been found
|
|
*
|
|
* Scans through every point in the node array and checks if there is a route
|
|
* between each point and if this route gives a new route.
|
|
*
|
|
* This routine could probably halve its processing time if it doubled up on
|
|
* the checks after each route check
|
|
*****************************************************************************/
|
|
{
|
|
int32 i;
|
|
int32 k;
|
|
int32 x1;
|
|
int32 y1;
|
|
int32 x2;
|
|
int32 y2;
|
|
int32 distance;
|
|
int32 changed = 0;
|
|
// For all the nodes that have new values and a distance less than enddist
|
|
// ie dont check for new routes from a point we checked before or from a point
|
|
// that is already further away than the best route so far.
|
|
i = 0;
|
|
do
|
|
{
|
|
if ((node[i].dist < node[nnodes].dist) && (node[i].level == level))
|
|
{
|
|
x1 = node[i].x;
|
|
y1 = node[i].y;
|
|
k=nnodes;
|
|
do
|
|
{
|
|
if (node[k].dist > node[i].dist)
|
|
{
|
|
x2 = node[k].x;
|
|
y2 = node[k].y;
|
|
|
|
if (ABS(x2-x1)>(4.5*ABS(y2-y1)))
|
|
{
|
|
distance = (8*ABS(x2-x1)+18*ABS(y2-y1))/(54*8)+1;
|
|
}
|
|
else
|
|
{
|
|
distance = (6*ABS(x2-x1)+36*ABS(y2-y1))/(36*14)+1;
|
|
}
|
|
|
|
if ((distance + node[i].dist < node[nnodes].dist) && (distance + node[i].dist < node[k].dist))
|
|
{
|
|
if (NewCheck(0, x1,y1,x2,y2))
|
|
{
|
|
node[k].level = level + 1;
|
|
node[k].dist = distance + node[i].dist;
|
|
node[k].prev = i;
|
|
changed = 1;
|
|
}
|
|
}
|
|
}
|
|
k-=1;
|
|
}
|
|
while (k > 0);
|
|
}
|
|
i=i+1;
|
|
}
|
|
while (i < nnodes);
|
|
return changed;
|
|
}
|
|
|
|
|
|
int32 Router::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 y2)
|
|
/******************************************************************************
|
|
* NewCheck routine checks if the route between two points can be achieved
|
|
* without crossing any of the bars in the Bars array.
|
|
*
|
|
* NewCheck differs from check in that that 4 route options are considered
|
|
* corresponding to actual walked routes.
|
|
*
|
|
* Note distance doesnt take account of shrinking ???
|
|
*
|
|
* Note Bars array must be properly calculated ie min max dx dy co
|
|
*****************************************************************************/
|
|
{
|
|
int32 dx;
|
|
int32 dy;
|
|
int32 dlx;
|
|
int32 dly;
|
|
int32 dirX;
|
|
int32 dirY;
|
|
int32 step1;
|
|
int32 step2;
|
|
int32 step3;
|
|
int32 steps;
|
|
int32 options;
|
|
|
|
steps = 0;
|
|
options = 0;
|
|
dx = x2 - x1;
|
|
dy = y2 - y1;
|
|
dirX = 1;
|
|
dirY = 1;
|
|
if (dx < 0)
|
|
{
|
|
dx = -dx;
|
|
dirX = -1;
|
|
}
|
|
|
|
if (dy < 0)
|
|
{
|
|
dy = -dy;
|
|
dirY = -1;
|
|
}
|
|
|
|
//make the route options
|
|
if ((diagonaly * dx) > (diagonalx * dy)) // dir = 1,2 or 2,3 or 5,6 or 6,7
|
|
{
|
|
dly = dy;
|
|
dlx = (dy*diagonalx)/diagonaly;
|
|
dx = dx - dlx;
|
|
dlx = dlx * dirX;
|
|
dly = dly * dirY;
|
|
dx = dx * dirX;
|
|
dy = 0;
|
|
|
|
//options are
|
|
//square, diagonal a code 1 route
|
|
step1 = Check(x1, y1, x1+dx, y1);
|
|
if (step1 != 0)
|
|
{
|
|
step2 = Check(x1+dx, y1, x2, y2);
|
|
if (step2 != 0)
|
|
{
|
|
steps = step1 + step2; // yes
|
|
options = options + 2;
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1, y1, x1+dx, y1, 231);
|
|
#endif
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1+dx, y1, x2, y2, 231);
|
|
#endif
|
|
}
|
|
}
|
|
//diagonal, square a code 2 route
|
|
if ((steps == 0) || (status == 1))
|
|
{
|
|
step1 = Check(x1, y1, x1+dlx,y1+dly);
|
|
if (step1 != 0)
|
|
{
|
|
step2 = Check(x1+dlx, y2, x2, y2);
|
|
if (step2 != 0)
|
|
{
|
|
steps = step1 + step2; // yes
|
|
options = options + 4;
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1, y1, x1+dlx,y1+dly, 231);
|
|
#endif
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1+dlx, y2, x2, y2, 231);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
//halfsquare, diagonal, halfsquare a code 0 route
|
|
if ((steps == 0) || (status == 1))
|
|
{
|
|
step1 = Check(x1, y1, x1+dx/2, y1);
|
|
if (step1 != 0)
|
|
{
|
|
step2 = Check(x1+dx/2, y1, x1+dx/2+dlx, y2);
|
|
if (step2 != 0)
|
|
{
|
|
step3 = Check(x1+dx/2+dlx, y2, x2, y2);
|
|
if (step3 != 0)
|
|
{
|
|
steps = step1 + step2 + step3; // yes
|
|
options = options + 1;
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1, y1, x1+dx/2, y1, 231);
|
|
#endif
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1+dx/2, y1, x1+dx/2+dlx, y2, 231);
|
|
#endif
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1+dx/2+dlx, y2, x2, y2, 231);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//halfdiagonal, square, halfdiagonal a code 3 route
|
|
if ((steps == 0) || (status == 1))
|
|
{
|
|
step1 = Check(x1, y1, x1+dlx/2, y1+dly/2);
|
|
if (step1 != 0)
|
|
{
|
|
step2 = Check(x1+dlx/2, y1+dly/2, x1+dx+dlx/2, y1+dly/2);
|
|
if (step2 != 0)
|
|
{
|
|
step3 = Check(x1+dx+dlx/2, y1+dly/2, x2, y2);
|
|
if (step3 != 0)
|
|
{
|
|
steps = step1 + step2 + step3; // yes
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1, y1, x1+dlx/2, y1+dly/2, 231);
|
|
#endif
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1+dlx/2, y1+dly/2, x1+dx+dlx/2, y1+dly/2, 231);
|
|
#endif
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1+dx+dlx/2, y1+dly/2, x2, y2, 231);
|
|
#endif
|
|
options = options + 8;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else // dir = 7,0 or 0,1 or 3,4 or 4,5
|
|
{
|
|
dlx = dx;
|
|
dly = (dx*diagonaly)/diagonalx;
|
|
dy = dy - dly;
|
|
dlx = dlx * dirX;
|
|
dly = dly * dirY;
|
|
dy = dy * dirY;
|
|
dx = 0;
|
|
|
|
//options are
|
|
//square, diagonal a code 1 route
|
|
step1 = Check(x1 ,y1 ,x1 ,y1+dy );
|
|
if (step1 != 0)
|
|
{
|
|
step2 = Check(x1 ,y1+dy ,x2,y2);
|
|
if (step2 != 0)
|
|
{
|
|
steps = step1 + step2; // yes
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1 ,y1 ,x1 ,y1+dy, 231);
|
|
#endif
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1 ,y1+dy ,x2, y2, 231);
|
|
#endif
|
|
options = options + 2;
|
|
}
|
|
}
|
|
//diagonal, square a code 2 route
|
|
if ((steps == 0) || (status == 1))
|
|
{
|
|
step1 = Check(x1, y1, x2, y1+dly);
|
|
if (step1 != 0)
|
|
{
|
|
step2 = Check(x2, y1+dly, x2, y2);
|
|
if (step2 != 0)
|
|
{
|
|
steps = step1 + step2; // yes
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1, y1, x2, y1+dly, 231);
|
|
#endif
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x2, y1+dly, x2, y2, 231);
|
|
#endif
|
|
options = options + 4;
|
|
}
|
|
}
|
|
}
|
|
//halfsquare, diagonal, halfsquare a code 0 route
|
|
if ((steps == 0) || (status == 1))
|
|
{
|
|
step1 = Check(x1, y1, x1, y1+dy/2);
|
|
if (step1 != 0)
|
|
{
|
|
step2 = Check(x1, y1+dy/2, x2, y1+dy/2+dly);
|
|
if (step2 != 0)
|
|
{
|
|
step3 = Check(x2, y1+dy/2+dly, x2, y2);
|
|
if (step3 != 0)
|
|
{
|
|
steps = step1 + step2 + step3; // yes
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1, y1, x1, y1+dy/2, 231);
|
|
#endif
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1, y1+dy/2, x2, y1+dy/2+dly, 231);
|
|
#endif
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x2, y1+dy/2+dly, x2, y2, 231);
|
|
#endif
|
|
options = options + 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//halfdiagonal, square, halfdiagonal a code 3 route
|
|
if ((steps == 0) || (status == 1))
|
|
{
|
|
step1 = Check(x1, y1, x1+dlx/2, y1+dly/2);
|
|
if (step1 != 0)
|
|
{
|
|
step2 = Check(x1+dlx/2, y1+dly/2, x1+dlx/2, y1+dy+dly/2);
|
|
if (step2 != 0)
|
|
{
|
|
step3 = Check(x1+dlx/2, y1+dy+dly/2, x2, y2);
|
|
if (step3 != 0)
|
|
{
|
|
steps = step1 + step2 + step3; // yes
|
|
options = options + 8;
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1, y1, x1+dlx/2, y1+dly/2, 231);
|
|
#endif
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1+dlx/2, y1+dly/2, x1+dlx/2, y1+dy+dly/2, 231);
|
|
#endif
|
|
#ifdef PLOT_PATHS
|
|
if (status == 1)
|
|
RouteLine(x1+dlx/2, y1+dy+dly/2, x2, y2, 231);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (status == 0)
|
|
{
|
|
status = steps;
|
|
}
|
|
else
|
|
{
|
|
status = options;
|
|
}
|
|
return status;
|
|
}
|
|
|
|
// ****************************************************************************
|
|
// * CHECK ROUTINES
|
|
// ****************************************************************************
|
|
|
|
int32 Router::Check(int32 x1 , int32 y1 , int32 x2 ,int32 y2)
|
|
{
|
|
//call the fastest line check for the given line
|
|
//returns 1 if line didn't cross any bars
|
|
int32 steps;
|
|
|
|
if ((x1 == x2) && (y1 == y2))
|
|
{
|
|
steps = 1;
|
|
}
|
|
else if (x1 == x2)
|
|
{
|
|
steps = VertCheck(x1, y1, y2);
|
|
}
|
|
else if (y1 == y2)
|
|
{
|
|
steps = HorizCheck(x1, y1, x2);
|
|
}
|
|
else
|
|
{
|
|
steps = LineCheck(x1, y1, x2, y2);
|
|
}
|
|
return steps;
|
|
|
|
}
|
|
|
|
|
|
int32 Router::LineCheck(int32 x1 , int32 y1 , int32 x2 ,int32 y2)
|
|
{
|
|
int32 dirx;
|
|
int32 diry;
|
|
int32 co;
|
|
int32 slope;
|
|
int32 i;
|
|
int32 xc;
|
|
int32 yc;
|
|
int32 xmin;
|
|
int32 ymin;
|
|
int32 xmax;
|
|
int32 ymax;
|
|
int32 linesCrossed = 1;
|
|
|
|
|
|
if (x1 > x2)
|
|
{
|
|
xmin = x2;
|
|
xmax = x1;
|
|
}
|
|
else
|
|
{
|
|
xmin = x1;
|
|
xmax = x2;
|
|
}
|
|
if (y1 > y2)
|
|
{
|
|
ymin = y2;
|
|
ymax = y1;
|
|
}
|
|
else
|
|
{
|
|
ymin = y1;
|
|
ymax = y2;
|
|
}
|
|
//line set to go one step in chosen direction
|
|
//so ignore if it hits anything
|
|
dirx = x2 - x1;
|
|
diry = y2 - y1;
|
|
co = (y1 *dirx)- (x1*diry); //new line equation
|
|
|
|
i = 0;
|
|
do
|
|
{
|
|
// this is the inner inner loop
|
|
if ((xmax >= bars[i].xmin) && ( xmin <= bars[i].xmax)) //skip if not on module
|
|
{
|
|
if ((ymax >= bars[i].ymin) && ( ymin <= bars[i].ymax)) //skip if not on module
|
|
{
|
|
// okay its a valid line calculate an intersept
|
|
// wow but all this arithmatic we must have loads of time
|
|
slope = (bars[i].dx * diry) - (bars[i].dy *dirx);// slope it he slope between the two lines
|
|
if (slope != 0)//assuming parallel lines don't cross
|
|
{
|
|
//calculate x intercept and check its on both lines
|
|
xc = ((bars[i].co * dirx) - (co * bars[i].dx)) / slope;
|
|
|
|
if ((xc >= xmin-1) && (xc <= xmax+1)) //skip if not on module
|
|
{
|
|
if ((xc >= bars[i].xmin-1) && (xc <= bars[i].xmax+1)) //skip if not on line
|
|
{
|
|
|
|
yc = ((bars[i].co * diry) - (co * bars[i].dy)) / slope;
|
|
|
|
if ((yc >= ymin-1) && (yc <= ymax+1)) //skip if not on module
|
|
{
|
|
if ((yc >= bars[i].ymin-1) && (yc <= bars[i].ymax+1)) //skip if not on line
|
|
{
|
|
linesCrossed = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
i = i + 1;
|
|
}
|
|
while ((i < nbars) && linesCrossed);
|
|
|
|
return linesCrossed;
|
|
}
|
|
|
|
int32 Router::HorizCheck(int32 x1 , int32 y , int32 x2)
|
|
{
|
|
int32 dy;
|
|
int32 i;
|
|
int32 xc;
|
|
int32 xmin;
|
|
int32 xmax;
|
|
int32 linesCrossed = 1;
|
|
|
|
if (x1 > x2)
|
|
{
|
|
xmin = x2;
|
|
xmax = x1;
|
|
}
|
|
else
|
|
{
|
|
xmin = x1;
|
|
xmax = x2;
|
|
}
|
|
//line set to go one step in chosen direction
|
|
//so ignore if it hits anything
|
|
|
|
i = 0;
|
|
do
|
|
{
|
|
// this is the inner inner loop
|
|
if ((xmax >= bars[i].xmin) && ( xmin <= bars[i].xmax)) //skip if not on module
|
|
{
|
|
if ((y >= bars[i].ymin) && ( y <= bars[i].ymax)) //skip if not on module
|
|
{
|
|
// okay its a valid line calculate an intersept
|
|
// wow but all this arithmatic we must have loads of time
|
|
if (bars[i].dy == 0)
|
|
{
|
|
linesCrossed = 0;
|
|
}
|
|
else
|
|
{
|
|
dy = y-bars[i].y1;
|
|
xc = bars[i].x1 + (bars[i].dx * dy)/bars[i].dy;
|
|
if ((xc >= xmin-1) && (xc <= xmax+1)) //skip if not on module
|
|
{
|
|
linesCrossed = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
i = i + 1;
|
|
}
|
|
while ((i < nbars) && linesCrossed);
|
|
|
|
return linesCrossed;
|
|
}
|
|
|
|
|
|
int32 Router::VertCheck(int32 x, int32 y1, int32 y2)
|
|
{
|
|
int32 dx;
|
|
int32 i;
|
|
int32 yc;
|
|
int32 ymin;
|
|
int32 ymax;
|
|
int32 linesCrossed = 1;
|
|
|
|
if (y1 > y2)
|
|
{
|
|
ymin = y2;
|
|
ymax = y1;
|
|
}
|
|
else
|
|
{
|
|
ymin = y1;
|
|
ymax = y2;
|
|
}
|
|
//line set to go one step in chosen direction
|
|
//so ignore if it hits anything
|
|
i = 0;
|
|
do // this is the inner inner loop
|
|
{
|
|
if ((x >= bars[i].xmin) && ( x <= bars[i].xmax)) //overlapping
|
|
{
|
|
if ((ymax >= bars[i].ymin) && ( ymin <= bars[i].ymax)) //skip if not on module
|
|
{
|
|
// okay its a valid line calculate an intersept
|
|
// wow but all this arithmatic we must have loads of time
|
|
if (bars[i].dx == 0)//both lines vertical and overlap in x and y so they cross
|
|
{
|
|
linesCrossed = 0;
|
|
}
|
|
else
|
|
{
|
|
dx = x-bars[i].x1;
|
|
yc = bars[i].y1 + (bars[i].dy * dx)/bars[i].dx;
|
|
if ((yc >= ymin-1) && (yc <= ymax+1)) //the intersept overlaps
|
|
{
|
|
linesCrossed = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
i = i + 1;
|
|
}
|
|
while ((i < nbars) && linesCrossed);
|
|
|
|
return linesCrossed;
|
|
}
|
|
|
|
int32 Router::CheckTarget(int32 x , int32 y)
|
|
{
|
|
int32 dx;
|
|
int32 dy;
|
|
int32 i;
|
|
int32 xc;
|
|
int32 yc;
|
|
int32 xmin;
|
|
int32 xmax;
|
|
int32 ymin;
|
|
int32 ymax;
|
|
int32 onLine = 0;
|
|
|
|
xmin = x - 1;
|
|
xmax = x + 1;
|
|
ymin = y - 1;
|
|
ymax = y + 1;
|
|
|
|
// check if point +- 1 is on the line
|
|
//so ignore if it hits anything
|
|
|
|
i = 0;
|
|
do
|
|
{
|
|
|
|
// this is the inner inner loop
|
|
|
|
if ((xmax >= bars[i].xmin) && ( xmin <= bars[i].xmax)) //overlapping line
|
|
{
|
|
if ((ymax >= bars[i].ymin) && ( ymin <= bars[i].ymax)) //overlapping line
|
|
{
|
|
|
|
// okay this line overlaps the target calculate an y intersept for x
|
|
|
|
if (bars[i].dx == 0)// vertical line so we know it overlaps y
|
|
{
|
|
yc = 0;
|
|
}
|
|
else
|
|
{
|
|
dx = x-bars[i].x1;
|
|
yc = bars[i].y1 + (bars[i].dy * dx)/bars[i].dx;
|
|
}
|
|
|
|
if ((yc >= ymin) && (yc <= ymax)) //overlapping point for y
|
|
{
|
|
onLine = 3;// target on a line so drop out
|
|
//Tdebug("RouteFail due to target on a line %d %d",x,y);
|
|
}
|
|
else
|
|
{
|
|
if (bars[i].dy == 0)// vertical line so we know it overlaps y
|
|
{
|
|
xc = 0;
|
|
}
|
|
else
|
|
{
|
|
dy = y-bars[i].y1;
|
|
xc = bars[i].x1 + (bars[i].dx * dy)/bars[i].dy;
|
|
}
|
|
|
|
if ((xc >= xmin) && (xc <= xmax)) //skip if not on module
|
|
{
|
|
onLine = 3;// target on a line so drop out
|
|
//Tdebug("RouteFail due to target on a line %d %d",x,y);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
i = i + 1;
|
|
}
|
|
while ((i < nbars) && (onLine == 0));
|
|
|
|
return onLine;
|
|
}
|
|
|
|
// ****************************************************************************
|
|
// * THE SETUP ROUTINES
|
|
// ****************************************************************************
|
|
|
|
int32 Router::LoadWalkResources(Object *megaObject, int32 x, int32 y, int32 dir)
|
|
{
|
|
WalkGridHeader floorHeader;
|
|
int32 i;
|
|
int32 j;
|
|
uint8 *fPolygrid;
|
|
uint8 *fMegaWalkData;
|
|
|
|
int32 floorId;
|
|
int32 walkGridResourceId;
|
|
Object *floorObject;
|
|
|
|
int32 cnt;
|
|
uint32 cntu;
|
|
|
|
// load in floor grid for current mega
|
|
|
|
floorId = megaObject->o_place;
|
|
|
|
//floorObject = (object *) Lock_object(floorId);
|
|
floorObject = _objMan->fetchObject(floorId);
|
|
walkGridResourceId = floorObject->o_resource;
|
|
//Unlock_object(floorId);
|
|
|
|
//ResOpen(walkGridResourceId); // mouse wiggle
|
|
//fPolygrid = ResLock(walkGridResourceId); // mouse wiggle
|
|
fPolygrid = (uint8*)_resMan->openFetchRes(walkGridResourceId);
|
|
|
|
|
|
fPolygrid += sizeof(Header);
|
|
memcpy(&floorHeader,fPolygrid,sizeof(WalkGridHeader));
|
|
fPolygrid += sizeof(WalkGridHeader);
|
|
nbars = FROM_LE_32(floorHeader.numBars);
|
|
|
|
if (nbars >= O_GRID_SIZE)
|
|
{
|
|
#ifdef DEBUG //check for id > number in file,
|
|
error("RouteFinder Error too many bars %d", nbars);
|
|
#endif
|
|
nbars = 0;
|
|
}
|
|
|
|
nnodes = FROM_LE_32(floorHeader.numNodes)+1; //array starts at 0 begins at a start node has nnodes nodes and a target node
|
|
|
|
if (nnodes >= O_GRID_SIZE)
|
|
{
|
|
#ifdef DEBUG //check for id > number in file,
|
|
error("RouteFinder Error too many nodes %d", nnodes);
|
|
#endif
|
|
nnodes = 0;
|
|
}
|
|
|
|
/*memmove(&bars[0],fPolygrid,nbars*sizeof(BarData));
|
|
fPolygrid += nbars*sizeof(BarData);//move pointer to start of node data*/
|
|
for (cnt = 0; cnt < nbars; cnt++) {
|
|
bars[cnt].x1 = READ_LE_UINT16(fPolygrid); fPolygrid += 2;
|
|
bars[cnt].y1 = READ_LE_UINT16(fPolygrid); fPolygrid += 2;
|
|
bars[cnt].x2 = READ_LE_UINT16(fPolygrid); fPolygrid += 2;
|
|
bars[cnt].y2 = READ_LE_UINT16(fPolygrid); fPolygrid += 2;
|
|
bars[cnt].xmin = READ_LE_UINT16(fPolygrid); fPolygrid += 2;
|
|
bars[cnt].ymin = READ_LE_UINT16(fPolygrid); fPolygrid += 2;
|
|
bars[cnt].xmax = READ_LE_UINT16(fPolygrid); fPolygrid += 2;
|
|
bars[cnt].ymax = READ_LE_UINT16(fPolygrid); fPolygrid += 2;
|
|
bars[cnt].dx = READ_LE_UINT16(fPolygrid); fPolygrid += 2;
|
|
bars[cnt].dy = READ_LE_UINT16(fPolygrid); fPolygrid += 2;
|
|
bars[cnt].co = READ_LE_UINT32(fPolygrid); fPolygrid += 4;
|
|
}
|
|
|
|
/*j = 1;// leave node 0 for start node
|
|
do
|
|
{
|
|
memmove(&node[j].x,fPolygrid,2*sizeof(int16));
|
|
fPolygrid += 2*sizeof(int16);
|
|
j ++;
|
|
}
|
|
while (j < nnodes);//array starts at 0*/
|
|
for (cnt = 1; cnt < nnodes; cnt++) {
|
|
node[cnt].x = READ_LE_UINT16(fPolygrid); fPolygrid += 2;
|
|
node[cnt].y = READ_LE_UINT16(fPolygrid); fPolygrid += 2;
|
|
}
|
|
|
|
//ResUnlock(walkGridResourceId); // mouse wiggle
|
|
//ResClose(walkGridResourceId); // mouse wiggle
|
|
_resMan->resClose(walkGridResourceId);
|
|
|
|
|
|
// floor grid loaded
|
|
// if its george copy extra bars and nodes
|
|
|
|
if (megaId == GEORGE)
|
|
{
|
|
// copy any extra bars from extraBars array
|
|
|
|
//Zdebug("%d", nExtraBars);
|
|
|
|
memmove(&bars[nbars], &_extraBars[0], _numExtraBars*sizeof(BarData));
|
|
nbars += _numExtraBars;
|
|
|
|
// copy any extra nodes from extraNode array
|
|
j = 0;
|
|
while (j < _numExtraNodes)//array starts at 0
|
|
{
|
|
node[nnodes+j].x = _extraNodes[j].x ;
|
|
node[nnodes+j].y = _extraNodes[j].y ;
|
|
j++;
|
|
}
|
|
|
|
nnodes += _numExtraNodes;
|
|
}
|
|
|
|
// copy the mega structure into the local variables for use in all subroutines
|
|
|
|
startX = megaObject->o_xcoord;
|
|
startY = megaObject->o_ycoord;
|
|
startDir = megaObject->o_dir;
|
|
targetX = x;
|
|
targetY= y;
|
|
targetDir = dir;
|
|
|
|
scaleA = megaObject->o_scale_a;
|
|
scaleB = megaObject->o_scale_b;
|
|
|
|
//ResOpen(megaObject->o_mega_resource); // mouse wiggle
|
|
//fMegaWalkData = ResLock(megaObject->o_mega_resource); // mouse wiggle
|
|
fMegaWalkData = (uint8*)_resMan->openFetchRes(megaObject->o_mega_resource);
|
|
|
|
nWalkFrames = fMegaWalkData[0];
|
|
nTurnFrames = fMegaWalkData[1];
|
|
fMegaWalkData += 2;
|
|
|
|
for (cnt = 0; cnt < NO_DIRECTIONS * (nWalkFrames + 1 + nTurnFrames); cnt++) {
|
|
_dx[cnt] = (int32)READ_LE_UINT32(fMegaWalkData);
|
|
fMegaWalkData += 4;
|
|
}
|
|
for (cnt = 0; cnt < NO_DIRECTIONS * (nWalkFrames + 1 + nTurnFrames); cnt++) {
|
|
_dy[cnt] = (int32)READ_LE_UINT32(fMegaWalkData);
|
|
fMegaWalkData += 4;
|
|
}
|
|
/*memmove(&_dx[0],fMegaWalkData,NO_DIRECTIONS*(nWalkFrames+1+nTurnFrames)*sizeof(int32));
|
|
fMegaWalkData += NO_DIRECTIONS*(nWalkFrames+1+nTurnFrames)*sizeof(int32);
|
|
memmove(&_dy[0],fMegaWalkData,NO_DIRECTIONS*(nWalkFrames+1+nTurnFrames)*sizeof(int32));
|
|
fMegaWalkData += NO_DIRECTIONS*(nWalkFrames+1+nTurnFrames)*sizeof(int32);*/
|
|
|
|
for (cntu = 0; cntu < NO_DIRECTIONS; cntu++) {
|
|
modX[cntu] = (int32)READ_LE_UINT32(fMegaWalkData);
|
|
fMegaWalkData += 4;
|
|
}
|
|
for (cntu = 0; cntu < NO_DIRECTIONS; cntu++) {
|
|
modY[cntu] = (int32)READ_LE_UINT32(fMegaWalkData);
|
|
fMegaWalkData += 4;
|
|
}
|
|
/*memmove(&modX[0],fMegaWalkData,NO_DIRECTIONS*sizeof(int32));
|
|
fMegaWalkData += NO_DIRECTIONS*sizeof(int32);
|
|
memmove(&modY[0],fMegaWalkData,NO_DIRECTIONS*sizeof(int32));
|
|
fMegaWalkData += NO_DIRECTIONS*sizeof(int32);*/
|
|
|
|
//ResUnlock(megaObject->o_mega_resource); // mouse wiggle
|
|
//ResClose(megaObject->o_mega_resource); // mouse wiggle
|
|
_resMan->resClose(megaObject->o_mega_resource);
|
|
|
|
diagonalx = modX[3] ;//36
|
|
diagonaly = modY[3] ;//8
|
|
|
|
// mega data ready
|
|
|
|
// finish setting grid by putting mega node at begining
|
|
// and target node at end and reset current values
|
|
node[0].x = startX;
|
|
node[0].y = startY;
|
|
node[0].level = 1;
|
|
node[0].prev = 0;
|
|
node[0].dist = 0;
|
|
i=1;
|
|
do
|
|
{
|
|
node[i].level = 0;
|
|
node[i].prev = 0;
|
|
node[i].dist = 9999;
|
|
i=i+1;
|
|
}
|
|
while (i < nnodes);
|
|
node[nnodes].x = targetX;
|
|
node[nnodes].y = targetY;
|
|
node[nnodes].level = 0;
|
|
node[nnodes].prev = 0;
|
|
node[nnodes].dist = 9999;
|
|
|
|
return 1;
|
|
}
|
|
|
|
// ****************************************************************************
|
|
// * THE ROUTE EXTRACTOR
|
|
// ****************************************************************************
|
|
|
|
void Router::ExtractRoute()
|
|
/****************************************************************************
|
|
* ExtractRoute gets route from the node data after a full scan, route is
|
|
* written with just the basic way points and direction options for heading
|
|
* to the next point.
|
|
****************************************************************************/
|
|
{
|
|
int32 prev;
|
|
int32 prevx;
|
|
int32 prevy;
|
|
int32 last;
|
|
int32 point;
|
|
int32 p;
|
|
int32 dirx;
|
|
int32 diry;
|
|
int32 dir;
|
|
int32 dx;
|
|
int32 dy;
|
|
|
|
|
|
// extract the route from the node data
|
|
prev = nnodes;
|
|
last = prev;
|
|
point = O_ROUTE_SIZE - 1;
|
|
route[point].x = node[last].x;
|
|
route[point].y = node[last].y;
|
|
do
|
|
{
|
|
point = point - 1;
|
|
prev = node[last].prev;
|
|
prevx = node[prev].x;
|
|
prevy = node[prev].y;
|
|
route[point].x = prevx;
|
|
route[point].y = prevy;
|
|
last = prev;
|
|
}
|
|
while (prev > 0);
|
|
|
|
// now shuffle route down in the buffer
|
|
routeLength = 0;
|
|
do
|
|
{
|
|
route[routeLength].x = route[point].x;
|
|
route[routeLength].y = route[point].y;
|
|
point = point + 1;
|
|
routeLength = routeLength + 1;
|
|
}
|
|
while (point < O_ROUTE_SIZE);
|
|
routeLength = routeLength - 1;
|
|
|
|
// okay the route exists as a series point now put in some directions
|
|
p = 0;
|
|
do
|
|
{
|
|
#ifdef PLOT_PATHS
|
|
BresenhamLine(route[p+1].x-128,route[p+1].y-128, route[p].x-128,route[p].y-128, (uint8*)screen_ad, true_pixel_size_x, pixel_size_y, ROUTE_END_FLAG);
|
|
#endif
|
|
dx = route[p+1].x - route[p].x;
|
|
dy = route[p+1].y - route[p].y;
|
|
dirx = 1;
|
|
diry = 1;
|
|
if (dx < 0)
|
|
{
|
|
dx = -dx;
|
|
dirx = -1;
|
|
}
|
|
if (dy < 0)
|
|
{
|
|
dy = -dy;
|
|
diry = -1;
|
|
}
|
|
|
|
if ((diagonaly * dx) > (diagonalx * dy)) // dir = 1,2 or 2,3 or 5,6 or 6,7
|
|
{
|
|
dir = 4 - 2 * dirx; // 2 or 6
|
|
route[p].dirS = dir;
|
|
dir = dir + diry * dirx; // 1,3,5 or 7
|
|
route[p].dirD = dir;
|
|
}
|
|
else // dir = 7,0 or 0,1 or 3,4 or 4,5
|
|
{
|
|
dir = 2 + 2 * diry; // 0 or 4
|
|
route[p].dirS = dir;
|
|
dir = 4 - 2 * dirx; // 2 or 6
|
|
dir = dir + diry * dirx; // 1,3,5 or 7
|
|
route[p].dirD = dir;
|
|
}
|
|
p = p + 1;
|
|
}
|
|
while (p < (routeLength));
|
|
// set the last dir to continue previous route unless specified
|
|
if (targetDir == NO_DIRECTIONS)
|
|
{
|
|
route[p].dirS = route[p-1].dirS;
|
|
route[p].dirD = route[p-1].dirD;
|
|
}
|
|
else
|
|
{
|
|
route[p].dirS = targetDir;
|
|
route[p].dirD = targetDir;
|
|
}
|
|
return;
|
|
}
|
|
|
|
#define screen_ad NULL
|
|
#define pixel_size_y 1
|
|
#define true_pixel_size_x 1
|
|
void Router::RouteLine(int32 x1,int32 y1,int32 x2,int32 y2 ,int32 colour)
|
|
{
|
|
BresenhamLine(x1-128, y1-128, x2-128, y2-128, (uint8*)screen_ad, true_pixel_size_x, pixel_size_y, colour);
|
|
return;
|
|
}
|
|
|
|
void Router::BresenhamLine(int32 x1,int32 y1,int32 x2,int32 y2, uint8 *screen, int32 width, int32 height, int32 colour) {
|
|
|
|
}
|
|
|
|
#define DIAGONALX 36
|
|
#define DIAGONALY 8
|
|
int whatTarget(int32 startX, int32 startY, int32 destX, int32 destY) {
|
|
int tar_dir;
|
|
//setting up
|
|
int deltaX = destX-startX;
|
|
int deltaY = destY-startY;
|
|
int signX = (deltaX > 0);
|
|
int signY = (deltaY > 0);
|
|
int slope;
|
|
|
|
if ( (ABS(deltaY) * DIAGONALX ) < (ABS(deltaX) * DIAGONALY / 2))
|
|
slope = 0;// its flat
|
|
else if ( (ABS(deltaY) * DIAGONALX / 2) > (ABS(deltaX) * DIAGONALY ) )
|
|
slope = 2;// its vertical
|
|
else
|
|
slope = 1;// its diagonal
|
|
|
|
if (slope == 0) { //flat
|
|
if (signX == 1) // going right
|
|
tar_dir = 2;
|
|
else
|
|
tar_dir = 6;
|
|
} else if (slope == 2) { //vertical
|
|
if (signY == 1) // going down
|
|
tar_dir = 4;
|
|
else
|
|
tar_dir = 0;
|
|
} else if (signX == 1) { //right diagonal
|
|
if (signY == 1) // going down
|
|
tar_dir = 3;
|
|
else
|
|
tar_dir = 1;
|
|
} else { //left diagonal
|
|
if (signY == 1) // going down
|
|
tar_dir = 5;
|
|
else
|
|
tar_dir = 7;
|
|
}
|
|
return tar_dir;
|
|
}
|
|
|
|
void Router::resetExtraData(void) {
|
|
_numExtraBars = _numExtraNodes = 0;
|
|
}
|
|
|
|
void Router::setPlayerTarget(int32 x, int32 y, int32 dir, int32 stance) {
|
|
_playerTargetX = x;
|
|
_playerTargetY = y;
|
|
_playerTargetDir = dir;
|
|
_playerTargetStance = stance;
|
|
}
|
|
|
|
} // End of namespace Sword1
|