scummvm/engines/tinsel/move.cpp
Max Horn 1dbf8d73d5 TINSEL: Mark all (?) global vars with a FIXME comment
Use of global vars is what prevents RTL from working in Tinsel (and
probably in other engines). More specifically, the fact that many
global vars are not explicitly inited when the engine is (re)launched.

svn-id: r54262
2010-11-16 09:53:55 +00:00

1751 lines
48 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
* Handles walking and use of the path system.
*
* Contains the dodgiest code in the whole system.
*/
#include "tinsel/actors.h"
#include "tinsel/anim.h"
#include "tinsel/background.h"
#include "tinsel/cursor.h"
#include "tinsel/dw.h"
#include "tinsel/graphics.h"
#include "tinsel/move.h"
#include "tinsel/multiobj.h" // multi-part object defintions etc.
#include "tinsel/object.h"
#include "tinsel/polygons.h"
#include "tinsel/rince.h"
#include "tinsel/scroll.h"
#include "tinsel/tinlib.h" // For Stand()
#include "tinsel/tinsel.h"
namespace Tinsel {
//----------------- DEVELOPMENT OPTIONS --------------------
#define SLOW_RINCE_DOWN 0
//----------------- EXTERNAL FUNCTIONS ---------------------
// in POLYGONS.C
// Deliberatley defined here, and not in polygons.h
HPOLYGON InitExtraBlock(PMOVER ca, PMOVER ta);
//----------------- LOCAL DEFINES --------------------
#define XMDIST (TinselV2 ? 6 : 4)
#define XHMDIST (TinselV2 ? 3 : 2)
#define YMDIST (TinselV2 ? 3 : 2)
#define YHMDIST (TinselV2 ? 3 : 2)
#define XTHERE 1
#define XRESTRICT 2
#define YTHERE 4
#define YRESTRICT 8
#define STUCK 16
#define LEAVING_PATH 0x100
#define ENTERING_BLOCK 0x200
#define ENTERING_MBLOCK 0x400
#define ALL_SORTED 1
#define NOT_SORTED 0
#define STEPS_MAX (TinselV2 ? 12 : 6)
//----------------- LOCAL GLOBAL DATA --------------------
// FIXME: Avoid non-const global vars
#if SLOW_RINCE_DOWN
static int Interlude = 0; // For slowing down walking, for testing
static int BogusVar = 0; // For slowing down walking, for testing
#endif
static int32 DefaultRefer = 0;
static int lastLeadXdest = 0, lastLeadYdest = 0;
static int hSlowVar = 0; // used by MoveActor()
//----------------- FORWARD REFERENCES --------------------
static void NewCoOrdinates(int fromx, int fromy, int *targetX, int *targetY,
int *newx, int *newy, int *s1, int *s2, HPOLYGON *hS2p,
bool bOver, bool bBodge,
PMOVER pActor, PMOVER *collisionActor = 0);
#if SLOW_RINCE_DOWN
/**
* AddInterlude
*/
void AddInterlude(int n) {
Interlude += n;
if (Interlude < 0)
Interlude = 0;
}
#endif
/**
* Given (x, y) of a click within a path polygon, checks that the
* co-ordinates are not within a blocking polygon. If it is not, the
* destination is the click point, otherwise tries to find a legal point
* below or above the click point.
* Returns:
* NOT_SORTED - if a destination is worked out (movement required)
* ALL_SORTED - no destination found (so no movement required)
*/
static int ClickedOnPath(int clickX, int clickY, int *ptgtX, int *ptgtY) {
int Loffset, Toffset;
int i;
/*--------------------------------------
Clicked within a path,
go to where requested unless blocked.
--------------------------------------*/
if (InPolygon(clickX, clickY, BLOCK) == NOPOLY) {
// Not in a blocking polygon - go to where requested.
*ptgtX = clickX;
*ptgtY = clickY;
} else {
/*------------------------------------------------------
In a Blocking polygon - try searching down and up.
If still nowhere (for now) give up!
------------------------------------------------------*/
PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
for (i = clickY+1; i < SCREEN_HEIGHT + Toffset; i++) {
// Don't leave the path system
if (InPolygon(clickX, i, PATH) == NOPOLY) {
i = SCREEN_HEIGHT;
break;
}
if (InPolygon(clickX, i, BLOCK) == NOPOLY) {
*ptgtX = clickX;
*ptgtY = i;
break;
}
}
if (i == SCREEN_HEIGHT) {
for (i = clickY-1; i >= Toffset; i--) {
// Don't leave the path system
if (InPolygon(clickX, i, PATH) == NOPOLY) {
i = -1;
break;
}
if (InPolygon(clickX, i, BLOCK) == NOPOLY) {
*ptgtX = clickX;
*ptgtY = i;
break;
}
}
}
if (i < 0) {
return ALL_SORTED;
}
}
return NOT_SORTED;
}
/**
* Given (x, y) of a click within a referral polygon, works out the
* destination according to the referral type.
* Returns:
* NOT_SORTED - if a destination is worked out (movement required)
* ALL_SORTED - no destination found (so no movement required)
*/
static int ClickedOnRefer(HPOLYGON hRefpoly, int clickX, int clickY, int *ptgtX, int *ptgtY) {
int i;
int end; // Extreme of the scene
int Loffset, Toffset;
PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
*ptgtX = *ptgtY = -1;
switch (PolySubtype(hRefpoly)) {
case REF_POINT: // Go to specified node
GetPolyNode(hRefpoly, ptgtX, ptgtY);
assert(InPolygon(*ptgtX, *ptgtY, PATH) != NOPOLY); // POINT Referral to illegal point
break;
case REF_DOWN: // Search downwards
end = BgHeight();
for (i = clickY+1; i < end; i++)
if (InPolygon(clickX, i, PATH) != NOPOLY
&& InPolygon(clickX, i, BLOCK) == NOPOLY) {
*ptgtX = clickX;
*ptgtY = i;
break;
}
break;
case REF_UP: // Search upwards
for (i = clickY-1; i >= 0; i--)
if (InPolygon(clickX, i, PATH) != NOPOLY
&& InPolygon(clickX, i, BLOCK) == NOPOLY) {
*ptgtX = clickX;
*ptgtY = i;
break;
}
break;
case REF_RIGHT: // Search to the right
end = BgWidth();
for (i = clickX+1; i < end; i++)
if (InPolygon(i, clickY, PATH) != NOPOLY
&& InPolygon(i, clickY, BLOCK) == NOPOLY) {
*ptgtX = i;
*ptgtY = clickY;
break;
}
break;
case REF_LEFT: // Search to the left
for (i = clickX-1; i >= 0; i--)
if (InPolygon(i, clickY, PATH) != NOPOLY
&& InPolygon(i, clickY, BLOCK) == NOPOLY) {
*ptgtX = i;
*ptgtY = clickY;
break;
}
break;
}
if (*ptgtX != -1 && *ptgtY != -1) {
return NOT_SORTED;
} else
return ALL_SORTED;
}
/**
* Given (x, y) of a click, works out the destination according to the
* default referral type.
* Returns:
* NOT_SORTED - if a destination is worked out (movement required)
* ALL_SORTED - no destination found (so no movement required)
*/
static int ClickedOnNothing(int clickX, int clickY, int *ptgtX, int *ptgtY) {
int i;
int end; // Extreme of the scene
int Loffset, Toffset;
PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
switch (DefaultRefer) {
case REF_DEFAULT:
// Try searching down and up (onscreen).
for (i = clickY+1; i < SCREEN_HEIGHT+Toffset; i++)
if (InPolygon(clickX, i, PATH) != NOPOLY) {
return ClickedOnPath(clickX, i, ptgtX, ptgtY);
}
for (i = clickY-1; i >= Toffset; i--)
if (InPolygon(clickX, i, PATH) != NOPOLY) {
return ClickedOnPath(clickX, i, ptgtX, ptgtY);
}
// Try searching down and up (offscreen).
end = BgHeight();
for (i = clickY+1; i < end; i++)
if (InPolygon(clickX, i, PATH) != NOPOLY) {
return ClickedOnPath(clickX, i, ptgtX, ptgtY);
}
for (i = clickY-1; i >= 0; i--)
if (InPolygon(clickX, i, PATH) != NOPOLY) {
return ClickedOnPath(clickX, i, ptgtX, ptgtY);
}
break;
case REF_UP:
for (i = clickY-1; i >= 0; i--)
if (InPolygon(clickX, i, PATH) != NOPOLY) {
return ClickedOnPath(clickX, i, ptgtX, ptgtY);
}
break;
case REF_DOWN:
end = BgHeight();
for (i = clickY+1; i < end; i++)
if (InPolygon(clickX, i, PATH) != NOPOLY) {
return ClickedOnPath(clickX, i, ptgtX, ptgtY);
}
break;
case REF_LEFT:
for (i = clickX-1; i >= 0; i--)
if (InPolygon(i, clickY, PATH) != NOPOLY) {
return ClickedOnPath(i, clickY, ptgtX, ptgtY);
}
break;
case REF_RIGHT:
end = BgWidth();
for (i = clickX + 1; i < end; i++)
if (InPolygon(i, clickY, PATH) != NOPOLY) {
return ClickedOnPath(i, clickY, ptgtX, ptgtY);
}
break;
}
// Going nowhere!
return ALL_SORTED;
}
/**
* Given (x, y) of the click, ascertains whether the click is within a
* path, within a referral poly, or niether. The appropriate function
* then gets called to give us a revised destination.
* Returns:
* NOT_SORTED - if a destination is worked out (movement required)
* ALL_SORTED - no destination found (so no movement required)
*/
static int WorkOutDestination(int clickX, int clickY, int *ptgtX, int *ptgtY) {
HPOLYGON hPoly;
/*--------------------------------------
Clicked within a path?
if not, within a referral poly?
if not, try and sort something out.
---------------------------------------*/
if (InPolygon(clickX, clickY, PATH) != NOPOLY) {
return ClickedOnPath(clickX, clickY, ptgtX, ptgtY);
} else if ((hPoly = InPolygon(clickX, clickY, REFER)) != NOPOLY) {
return ClickedOnRefer(hPoly, clickX, clickY, ptgtX, ptgtY);
} else {
return ClickedOnNothing(clickX, clickY, ptgtX, ptgtY);
}
}
/**
* Work out which reel to adopt for a section of movement.
*/
DIRECTION GetDirection(int fromx, int fromy, int tox, int toy, DIRECTION lastreel,
HPOLYGON hPath, YBIAS yBias) {
int xchange = 0, ychange = 0;
enum {X_NONE, X_LEFT, X_RIGHT, X_NO} xdir;
enum {Y_NONE, Y_UP, Y_DOWN, Y_NO} ydir;
DIRECTION reel = lastreel; // Leave alone if can't decide
/*
* Determine size and direction of X movement.
* i.e. left, right, none or not allowed.
*/
if (hPath != NOPOLY && (GetPolyReelType(hPath) == REEL_VERT))
xdir = X_NO;
else if (tox == -1)
xdir = X_NONE;
else {
xchange = tox - fromx;
if (xchange > 0)
xdir = X_RIGHT;
else if (xchange < 0) {
xchange = -xchange;
xdir = X_LEFT;
} else
xdir = X_NONE;
}
/*
* Determine size and direction of Y movement.
* i.e. up, down, none or not allowed.
*/
if (hPath != NOPOLY && (GetPolyReelType(hPath) == REEL_HORIZ))
ydir = Y_NO;
else if (toy == -1)
ydir = Y_NONE;
else {
ychange = toy - fromy;
if (ychange > 0)
ydir = Y_DOWN;
else if (ychange < 0) {
ychange = -ychange;
ydir = Y_UP;
} else
ydir = Y_NONE;
}
/*
* Some adjustment to allow for different x and y pixell sizes.
*/
switch (yBias) {
case YB_X2:
ychange += ychange; // Double y distance to cover
break;
case YB_X1_5:
ychange += ychange / 2; // Double y distance to cover
break;
}
/*
* Determine which reel to use.
*/
if (xdir == X_NO) {
// Forced to be FORWARD or AWAY
switch (ydir) {
case Y_DOWN:
reel = FORWARD;
break;
case Y_UP:
reel = AWAY;
break;
default:
if (reel != AWAY) // No gratuitous turn
reel = FORWARD;
break;
}
} else if (ydir == Y_NO) {
// Forced to be LEFTREEL or RIGHTREEL
switch (xdir) {
case X_LEFT:
reel = LEFTREEL;
break;
case X_RIGHT:
reel = RIGHTREEL;
break;
default:
if (reel != LEFTREEL) // No gratuitous turn
reel = RIGHTREEL;
break;
}
} else if (xdir != X_NONE || ydir != Y_NONE) {
if (xdir == X_NONE)
reel = (ydir == Y_DOWN) ? FORWARD : AWAY;
else if (ydir == Y_NONE)
reel = (xdir == X_LEFT) ? LEFTREEL : RIGHTREEL;
else {
bool DontBother = false;
if (xchange <= 4 && ychange <= 4) {
switch (reel) {
case LEFTREEL:
if (xdir == X_LEFT)
DontBother = true;
break;
case RIGHTREEL:
if (xdir == X_RIGHT)
DontBother = true;
break;
case FORWARD:
if (ydir == Y_DOWN)
DontBother = true;
break;
case AWAY:
if (ydir == Y_UP)
DontBother = true;
break;
}
}
if (!DontBother) {
if (xchange > ychange)
reel = (xdir == X_LEFT) ? LEFTREEL : RIGHTREEL;
else
reel = (ydir == Y_DOWN) ? FORWARD : AWAY;
}
}
}
return reel;
}
/**
* Haven't moved, look towards the cursor.
*/
static void GotThereWithoutMoving(PMOVER pActor) {
int curX, curY;
DIRECTION reel;
if (!pActor->bSpecReel) {
GetCursorXYNoWait(&curX, &curY, true);
reel = GetDirection(pActor->objX, pActor->objY, curX, curY, pActor->direction, pActor->hCpath);
if (reel != pActor->direction)
SetMoverWalkReel(pActor, reel, pActor->scale, false);
}
}
/**
* Arrived at final destination.
*/
static void GotThere(PMOVER pMover) {
pMover->targetX = pMover->targetY = -1; // 4/1/95
pMover->ItargetX = pMover->ItargetY = -1;
pMover->UtargetX = pMover->UtargetY = -1;
// Perhaps we have'nt moved.
if (pMover->objX == (int)pMover->walkedFromX && pMover->objY == (int)pMover->walkedFromY) {
// Got there without moving
if (!TinselV2)
GotThereWithoutMoving(pMover);
else if (!pMover->bSpecReel) {
// No tag reel, look at cursor
int curX, curY;
DIRECTION direction;
GetCursorXY(&curX, &curY, true);
direction = GetDirection(pMover->objX, pMover->objY,
curX, curY,
pMover->direction,
pMover->hCpath,
YB_X2);
if (direction != pMover->direction)
SetMoverWalkReel(pMover, direction, pMover->scale, false);
}
}
if (!TinselV2)
ReTagActor(pMover->actorID); // Tag allowed while stationary
SetMoverStanding(pMover);
pMover->bMoving = false;
if (TinselV2 && pMover->bIgPath && pMover->zOverride != -1
&& InPolygon(pMover->objX, pMover->objY, PATH) == NOPOLY)
// New feature for end-of-scene walk-outs
SetMoverZ(pMover, pMover->objY, pMover->zOverride);
}
enum cgt { GT_NOTL, GT_NOTB, GT_NOT2, GT_OK, GT_MAY };
/**
* Can we get straight there?
*/
static cgt CanGetThere(PMOVER pActor, int tx, int ty) {
int s1, s2; // s2 not used here!
HPOLYGON hS2p; // nor is s2p!
int nextx, nexty;
int targetX = tx;
int targetY = ty; // Ultimate destination
int x = pActor->objX;
int y = pActor->objY; // Present position
while (targetX != -1 || targetY != -1) {
NewCoOrdinates(x, y, &targetX, &targetY, &nextx, &nexty,
&s1, &s2, &hS2p, pActor->over, false, pActor);
if (s1 == (XTHERE | YTHERE)) {
return GT_OK; // Can get there directly.
} else if (s1 == (XTHERE | YRESTRICT) || s1 == (YTHERE | XRESTRICT)) {
return GT_MAY; // Can't get there directly.
} else if (s1 & STUCK) {
if (s2 == LEAVING_PATH)
return GT_NOTL; // Can't get there.
else
return GT_NOTB; // Can't get there.
} else if (x == nextx && y == nexty) {
return GT_NOT2; // Can't get there.
}
x = nextx;
y = nexty;
}
return GT_MAY;
}
/**
* Set final destination.
*/
static void SetMoverUltDest(PMOVER pActor, int x, int y) {
pActor->UtargetX = x;
pActor->UtargetY = y;
pActor->hUpath = InPolygon(x, y, PATH);
assert(pActor->hUpath != NOPOLY || pActor->bIgPath); // Invalid ultimate destination
}
/**
* Set intermediate destination.
*
* If in final destination path, go straight to target.
* If in a neighbouring path to the final destination, if the target path
* is a follow nodes path, head for the end node, otherwise head straight
* for the target.
* Otherwise, head towards the pseudo-centre or end node of the first
* en-route path.
*/
static void SetMoverIntDest(PMOVER pMover, int x, int y) {
HPOLYGON hIpath, hTpath;
int node;
hTpath = InPolygon(x, y, PATH); // Target path
#ifdef DEBUG
if (!pMover->bIgPath)
assert(hTpath != NOPOLY); // SetMoverIntDest() - target not in path
#endif
if (pMover->hCpath == hTpath || pMover->bIgPath
|| IsInPolygon(pMover->objX, pMover->objY, hTpath)) {
// In destination path - head straight for the target.
pMover->ItargetX = x;
pMover->ItargetY = y;
// make damn sure that Itarget is in hIpath
pMover->hIpath = !TinselV2 ? hTpath : InPolygon(x, y, PATH);
} else if (IsAdjacentPath(pMover->hCpath, hTpath)) {
// In path adjacent to target
if (PolySubtype(hTpath) != NODE) {
// Target path is normal - head for target.
// Added 26/01/95, innroom
if (CanGetThere(pMover, x, y) == GT_NOTL) {
NearestCorner(&x, &y, pMover->hCpath, hTpath);
}
pMover->ItargetX = x;
pMover->ItargetY = y;
if (TinselV2)
// make damn sure that Itarget is in hIpath
pMover->hIpath = InPolygon(x, y, PATH);
} else {
// Target path is node - head for end node.
node = NearestEndNode(hTpath, pMover->objX, pMover->objY);
getNpathNode(hTpath, node, &pMover->ItargetX, &pMover->ItargetY);
if (TinselV2)
// make damn sure that Itarget is in hIpath
pMover->hIpath = InPolygon(pMover->ItargetX, pMover->ItargetY, PATH);
}
if (!TinselV2)
pMover->hIpath = hTpath;
} else {
assert(hTpath != NOPOLY); // Error 701
hIpath = GetPathOnTheWay(pMover->hCpath, hTpath);
if (TinselV2 && (hIpath == NOPOLY)) {
pMover->hIpath = NOPOLY;
} else if (hIpath != NOPOLY) {
/* Head for an en-route path */
if (PolySubtype(hIpath) != NODE) {
/* En-route path is normal - head for pseudo centre. */
if (CanGetThere(pMover, x, y) == GT_OK) {
pMover->ItargetX = x;
pMover->ItargetY = y;
if (TinselV2)
// make damn sure that Itarget is in hIpath
pMover->hIpath = InPolygon(x, y, PATH);
} else {
pMover->ItargetX = PolyCentreX(hIpath);
pMover->ItargetY = PolyCentreY(hIpath);
if (TinselV2)
// make damn sure that Itarget is in hIpath
pMover->hIpath = InPolygon(pMover->ItargetX, pMover->ItargetY, PATH);
}
} else {
/* En-route path is node - head for end node. */
node = NearestEndNode(hIpath, pMover->objX, pMover->objY);
getNpathNode(hIpath, node, &pMover->ItargetX, &pMover->ItargetY);
if (TinselV2)
// make damn sure that Itarget is in hIpath
pMover->hIpath = InPolygon(pMover->ItargetX, pMover->ItargetY, PATH);
}
if (!TinselV2)
pMover->hIpath = hIpath;
}
}
pMover->InDifficulty = NO_PROB;
}
/**
* Set short-term destination and adopt the appropriate reel.
*/
static void SetMoverDest(PMOVER pActor, int x, int y) {
int scale;
DIRECTION reel;
// Set the co-ordinates requested.
pActor->targetX = x;
pActor->targetY = y;
pActor->InDifficulty = NO_PROB;
reel = GetDirection(pActor->objX, pActor->objY, x, y, pActor->direction, pActor->hCpath);
scale = GetScale(pActor->hCpath, pActor->objY);
if (scale != pActor->scale || reel != pActor->direction) {
SetMoverWalkReel(pActor, reel, scale, false);
}
}
/**
* SetNextDest
*/
static void SetNextDest(PMOVER pMover) {
int targetX, targetY; // Ultimate destination
int x, y; // Present position
int nextx, nexty;
int s1, lstatus = 0;
int s2;
HPOLYGON hS2p;
int i;
HPOLYGON hNpoly;
HPOLYGON hPath;
int znode;
int nx, ny;
int sx, sy;
HPOLYGON hEb;
int ss1, ss2;
HPOLYGON shS2p;
PMOVER collisionActor;
#if 1
int sTargetX, sTargetY;
#endif
/*
* Desired destination (Itarget) is already set
*/
x = pMover->objX; // Current position
y = pMover->objY;
targetX = pMover->ItargetX; // Desired position
targetY = pMover->ItargetY;
/*
* If we're where we're headed, end it all (the moving).
*/
// if (x == targetX && y == targetY)
if (ABS(x - targetX) < XMDIST && ABS(y - targetY) < YMDIST) {
if (targetX == pMover->UtargetX && targetY == pMover->UtargetY) {
// Desired position
GotThere(pMover);
return;
} else {
assert(pMover->bIgPath || InPolygon(pMover->UtargetX, pMover->UtargetY, PATH) != NOPOLY); // Error 5001
SetMoverIntDest(pMover, pMover->UtargetX, pMover->UtargetY);
}
}
if (pMover->bNoPath || pMover->bIgPath) {
/* Can get there directly. */
SetMoverDest(pMover, targetX, targetY);
pMover->over = false;
return;
}
/*----------------------------------------------------------------------
| Some work to do here if we're in a follow nodes polygon - basically
| head for the next node.
----------------------------------------------------------------------*/
hNpoly = pMover->hFnpath; // The node path we're in (if any)
switch (pMover->npstatus) {
case NOT_IN:
break;
case ENTERING:
znode = NearestEndNode(hNpoly, x, y);
/* Hang on, we're probably here already! */
if (znode) {
pMover->npstatus = GOING_DOWN;
pMover->line = znode-1;
getNpathNode(hNpoly, znode - 1, &nx, &ny);
} else {
pMover->npstatus = GOING_UP;
pMover->line = znode;
getNpathNode(hNpoly, 1, &nx, &ny);
}
SetMoverDest(pMover, nx, ny);
// Test for pseudo-one-node npaths
if (numNodes(hNpoly) == 2 &&
ABS(pMover->objX - pMover->targetX) < XMDIST &&
ABS(pMover->objY - pMover->targetY) < YMDIST) {
// That's enough, we're leaving
pMover->npstatus = LEAVING;
} else {
// Normal situation
pMover->over = true;
return;
}
// Fall through for LEAVING
case LEAVING:
assert(pMover->bIgPath || InPolygon(pMover->UtargetX, pMover->UtargetY, PATH) != NOPOLY); // Error 5002
SetMoverIntDest(pMover, pMover->UtargetX, pMover->UtargetY);
targetX = pMover->ItargetX; // Desired position
targetY = pMover->ItargetY;
break;
case GOING_UP:
i = pMover->line; // The line we're on
// Is this the final target line?
if (i+1 == pMover->Tline && hNpoly == pMover->hUpath) {
// The final leg of the journey
pMover->line = i+1;
SetMoverDest(pMover, pMover->UtargetX, pMover->UtargetY);
pMover->over = false;
return;
} else {
// Go to the next node unless we're at the last one
i++; // The node we're at
if (++i < numNodes(hNpoly)) {
getNpathNode(hNpoly, i, &nx, &ny);
SetMoverDest(pMover, nx, ny);
pMover->line = i-1;
if (ABS(pMover->UtargetX - pMover->targetX) < XMDIST &&
ABS(pMover->UtargetY - pMover->targetY) < YMDIST)
pMover->over = false;
else
pMover->over = true;
return;
} else {
// Last node - we're off
pMover->npstatus = LEAVING;
assert(pMover->bIgPath || InPolygon(pMover->UtargetX, pMover->UtargetY, PATH) != NOPOLY); // Error 5003
SetMoverIntDest(pMover, pMover->UtargetX, pMover->UtargetY);
targetX = pMover->ItargetX; // Desired position
targetY = pMover->ItargetY;
break;
}
}
case GOING_DOWN:
i = pMover->line; // The line we're on and the node we're at
// Is this the final target line?
if (i - 1 == pMover->Tline && hNpoly == pMover->hUpath) {
// The final leg of the journey
SetMoverDest(pMover, pMover->UtargetX, pMover->UtargetY);
pMover->line = i-1;
pMover->over = false;
return;
} else {
// Go to the next node unless we're at the last one
if (--i >= 0) {
getNpathNode(hNpoly, i, &nx, &ny);
SetMoverDest(pMover, nx, ny);
pMover->line--; /* The next node to head for */
if (ABS(pMover->UtargetX - pMover->targetX) < XMDIST &&
ABS(pMover->UtargetY - pMover->targetY) < YMDIST)
pMover->over = false;
else
pMover->over = true;
return;
} else {
// Last node - we're off
pMover->npstatus = LEAVING;
assert(pMover->bIgPath || InPolygon(pMover->UtargetX, pMover->UtargetY, PATH) != NOPOLY); // Error 5004
SetMoverIntDest(pMover, pMover->UtargetX, pMover->UtargetY);
targetX = pMover->ItargetX; // Desired position
targetY = pMover->ItargetY;
break;
}
}
}
/*------------------------------------------------------
| See if it can get there directly. There may be an
| intermediate destination to head for.
------------------------------------------------------*/
while (targetX != -1 || targetY != -1) {
#if 1
// 'push' the target
sTargetX = targetX;
sTargetY = targetY;
#endif
NewCoOrdinates(x, y, &targetX, &targetY, &nextx, &nexty,
&s1, &s2, &hS2p, pMover->over, false, pMover, &collisionActor);
if (s1 != (XTHERE | YTHERE) && x == nextx && y == nexty) {
ss1 = s1;
ss2 = s2;
shS2p = hS2p;
#if 1
// 'pop' the target
targetX = sTargetX;
targetY = sTargetY;
#endif
// Note: this aint right - targetX/Y (may) have been
// nobbled by that last call to NewCoOrdinates()
// Re-instating them (can) leads to oscillation
NewCoOrdinates(x, y, &targetX, &targetY, &nextx, &nexty,
&s1, &s2, &hS2p, pMover->over, true, pMover, &collisionActor);
if (x == nextx && y == nexty) {
s1 = ss1;
s2 = ss2;
hS2p = shS2p;
}
}
if (s1 == (XTHERE | YTHERE)) {
/* Can get there directly. */
SetMoverDest(pMover, nextx, nexty);
pMover->over = false;
break;
} else if ((s1 & STUCK) || s1 == (XRESTRICT + YRESTRICT)
|| s1 == (XTHERE | YRESTRICT) || s1 == (YTHERE | XRESTRICT)) {
/*-------------------------------------------------
Can't go any further in this direction. |
If it's because of a blocking polygon, try to do |
something about it. |
-------------------------------------------------*/
if (s2 & ENTERING_BLOCK) {
x = pMover->objX; // Current position
y = pMover->objY;
// Go to the nearest corner of the blocking polygon concerned
BlockingCorner(hS2p, &x, &y, pMover->ItargetX, pMover->ItargetY);
SetMoverDest(pMover, x, y);
pMover->over = false;
} else if (s2 & ENTERING_MBLOCK) {
if (InMoverBlock(pMover, pMover->UtargetX, pMover->UtargetY)) {
// The best we're going to achieve
SetMoverUltDest(pMover, x, y);
SetMoverDest(pMover, x, y);
} else {
sx = pMover->objX;
sy = pMover->objY;
// pMover->objX = x;
// pMover->objY = y;
hEb = InitExtraBlock(pMover, collisionActor);
x = pMover->objX;
y = pMover->objY;
BlockingCorner(hEb, &x, &y, pMover->ItargetX, pMover->ItargetY);
pMover->objX = sx;
pMover->objY = sy;
SetMoverDest(pMover, x, y);
pMover->over = false;
}
} else {
/*----------------------------------------
Currently, this is as far as we can go. |
Definitely room for improvement here! |
----------------------------------------*/
hPath = InPolygon(pMover->ItargetX, pMover->ItargetY, PATH);
if (hPath != pMover->hIpath) {
if (IsInPolygon(pMover->ItargetX, pMover->ItargetY, pMover->hIpath))
hPath = pMover->hIpath;
}
assert(hPath == pMover->hIpath);
if (pMover->InDifficulty == NO_PROB) {
x = PolyCentreX(hPath);
y = PolyCentreY(hPath);
SetMoverDest(pMover, x, y);
pMover->InDifficulty = TRY_CENTRE;
pMover->over = false;
} else if (pMover->InDifficulty == TRY_CENTRE) {
NearestCorner(&x, &y, pMover->hCpath, pMover->hIpath);
SetMoverDest(pMover, x, y);
pMover->InDifficulty = TRY_CORNER;
pMover->over = false;
} else if (pMover->InDifficulty == TRY_CORNER) {
NearestCorner(&x, &y, pMover->hCpath, pMover->hIpath);
SetMoverDest(pMover, x, y);
pMover->InDifficulty = TRY_NEXTCORNER;
pMover->over = false;
}
}
break;
}
else if (((lstatus & YRESTRICT) && !(s1 & YRESTRICT))
|| ((lstatus & XRESTRICT) && !(s1 & XRESTRICT))) {
/*-----------------------------------------------
A restriction in a direction has been removed. |
Use this as an intermediate destination. |
-----------------------------------------------*/
SetMoverDest(pMover, nextx, nexty);
pMover->over = false;
break;
}
x = nextx;
y = nexty;
if (!TinselV2) {
/*-------------------------
Change of path polygon? |
-------------------------*/
hPath = InPolygon(x, y, PATH);
if (pMover->hCpath != hPath &&
!IsInPolygon(x, y, pMover->hCpath) &&
!IsAdjacentPath(pMover->hCpath, pMover->hIpath)) {
/*----------------------------------------------------------
If just entering a follow nodes polygon, go to first node.|
Else if just going to pass through, go to pseudo-centre. |
----------------------------------------------------------*/
if (PolySubtype(hPath) == NODE && pMover->hFnpath != hPath && pMover->npstatus != LEAVING) {
int node = NearestEndNode(hPath, x, y);
getNpathNode(hPath, node, &nx, &ny);
SetMoverDest(pMover, nx, ny);
pMover->over = true;
} else if (!IsInPolygon(pMover->ItargetX, pMover->ItargetY, hPath) &&
!IsInPolygon(pMover->ItargetX, pMover->ItargetY, pMover->hCpath)) {
SetMoverDest(pMover, PolyCentreX(hPath), PolyCentreY(hPath));
pMover->over = true;
} else {
SetMoverDest(pMover, pMover->ItargetX, pMover->ItargetY);
}
break;
}
lstatus = s1;
}
}
}
/**
* Work out where the next position should be.
* Check that it's in a path and not in a blocking polygon.
*/
static void NewCoOrdinates(int fromx, int fromy, int *targetX, int *targetY,
int *newx, int *newy, int *s1, int *s2,
HPOLYGON *hS2p, bool bOver, bool bBodge,
PMOVER pMover, PMOVER *collisionActor) {
HPOLYGON hPoly;
int sidem, depthm;
int sidesteps, depthsteps;
PMOVER ma;
*s1 = *s2 = 0;
/*------------------------------------------------
Don't overrun if this is the final destination. |
------------------------------------------------*/
if ((*targetX == pMover->UtargetX && (*targetY == -1 || *targetY == pMover->UtargetY)) ||
(*targetY == pMover->UtargetY && (*targetX == -1 || *targetX == pMover->UtargetX)))
bOver = false;
/*----------------------------------------------------
Decide how big a step to attempt in each direction. |
----------------------------------------------------*/
sidesteps = *targetX == -1 ? 0 : *targetX - fromx;
sidesteps = ABS(sidesteps);
depthsteps = *targetY == -1 ? 0 : *targetY - fromy;
depthsteps = ABS(depthsteps);
if (sidesteps && depthsteps > sidesteps) {
depthm = YMDIST;
sidem = depthm * sidesteps/depthsteps;
if (!sidem)
sidem = 1;
} else if (depthsteps && sidesteps > depthsteps) {
sidem = XMDIST;
depthm = sidem * depthsteps/sidesteps;
if (!depthm) {
if (bBodge)
depthm = 1;
} else if (depthm > YMDIST)
depthm = YMDIST;
} else {
sidem = sidesteps ? XMDIST : 0;
depthm = depthsteps ? YMDIST : 0;
}
*newx = fromx;
*newy = fromy;
/*------------------------------------------------------------
If Left-Right movement is required - then make the move, |
but don't overshoot, and do notice when we're already there |
------------------------------------------------------------*/
if (*targetX == -1)
*s1 |= XTHERE;
else {
if (*targetX > fromx) { /* To the right? */
*newx += sidem; // Move to the right...
if (*newx == *targetX)
*s1 |= XTHERE;
else if (*newx > *targetX) { // ...but don't overshoot
if (!bOver)
*newx = *targetX;
else
*targetX = *newx;
*s1 |= XTHERE;
}
} else if (*targetX < fromx) { /* To the left? */
*newx -= sidem; // Move to the left...
if (*newx == *targetX)
*s1 |= XTHERE;
else if (*newx < *targetX) { // ...but don't overshoot
if (!bOver)
*newx = *targetX;
else
*targetX = *newx;
*s1 |= XTHERE;
}
} else {
*targetX = -1; // We're already there!
*s1 |= XTHERE;
}
}
/*--------------------------------------------------------------
If Up-Down movement is required - then make the move,
but don't overshoot, and do notice when we're already there
--------------------------------------------------------------*/
if (*targetY == -1)
*s1 |= YTHERE;
else {
if (*targetY > fromy) { /* Downwards? */
*newy += depthm; // Move down...
if (*newy == *targetY) // ...but don't overshoot
*s1 |= YTHERE;
else if (*newy > *targetY) { // ...but don't overshoot
if (!bOver)
*newy = *targetY;
else
*targetY = *newy;
*s1 |= YTHERE;
}
} else if (*targetY < fromy) { /* Upwards? */
*newy -= depthm; // Move up...
if (*newy == *targetY) // ...but don't overshoot
*s1 |= YTHERE;
else if (*newy < *targetY) { // ...but don't overshoot
if (!bOver)
*newy = *targetY;
else
*targetY = *newy;
*s1 |= YTHERE;
}
} else {
*targetY = -1; // We're already there!
*s1 |= YTHERE;
}
}
/* Give over if this is it */
if (*s1 == (XTHERE | YTHERE))
return;
/*------------------------------------------------------
Have worked out where an optimum step would take us.
Must now check if it's in a legal spot.
------------------------------------------------------*/
if (!pMover->bNoPath && !pMover->bIgPath) {
/*------------------------------
Must stay in a path polygon.
-------------------------------*/
hPoly = InPolygon(*newx, *newy, PATH);
if (hPoly == NOPOLY) {
*s2 = LEAVING_PATH; // Trying to leave the path polygons
if (*newx != fromx && InPolygon(*newx, fromy, PATH) != NOPOLY && InPolygon(*newx, fromy, BLOCK) == NOPOLY) {
*newy = fromy;
*s1 |= YRESTRICT;
} else if (*newy != fromy && InPolygon(fromx, *newy, PATH) != NOPOLY && InPolygon(fromx, *newy, BLOCK) == NOPOLY) {
*newx = fromx;
*s1 |= XRESTRICT;
} else {
*newx = fromx;
*newy = fromy;
#if 1
*targetX = *targetY = -1;
#endif
*s1 |= STUCK;
return;
}
}
/*--------------------------------------
Must stay out of blocking polygons.
--------------------------------------*/
hPoly = InPolygon(*newx, *newy, BLOCK);
if (hPoly != NOPOLY) {
*s2 = ENTERING_BLOCK; // Trying to enter a blocking poly
*hS2p = hPoly;
if (*newx != fromx && InPolygon(*newx, fromy, BLOCK) == NOPOLY && InPolygon(*newx, fromy, PATH) != NOPOLY) {
*newy = fromy;
*s1 |= YRESTRICT;
} else if (*newy != fromy && InPolygon(fromx, *newy, BLOCK) == NOPOLY && InPolygon(fromx, *newy, PATH) != NOPOLY) {
*newx = fromx;
*s1 |= XRESTRICT;
} else {
*newx = fromx;
*newy = fromy;
#if 1
*targetX = *targetY = -1;
#endif
*s1 |= STUCK;
}
}
/*------------------------------------------------------
Must stay out of moving actors' blocking polygons.
------------------------------------------------------*/
ma = InMoverBlock(pMover, *newx, *newy);
if (ma != NULL) {
// Ignore if already in it (it may have just appeared)
if (!InMoverBlock(pMover, pMover->objX, pMover->objY)) {
*s2 = ENTERING_MBLOCK; // Trying to walk through an actor
*hS2p = -1;
if (collisionActor)
*collisionActor = ma;
if (*newx != fromx && InMoverBlock(pMover, *newx, fromy) == NULL
&& InPolygon(*newx, fromy, BLOCK) == NOPOLY && InPolygon(*newx, fromy, PATH) != NOPOLY) {
*newy = fromy;
*s1 |= YRESTRICT;
} else if (*newy != fromy && InMoverBlock(pMover, fromx, *newy) == NULL
&& InPolygon(fromx, *newy, BLOCK) == NOPOLY && InPolygon(fromx, *newy, PATH) != NOPOLY) {
*newx = fromx;
*s1 |= XRESTRICT;
} else {
*newx = fromx;
*newy = fromy;
#if 1
*targetX = *targetY = -1;
#endif
*s1 |= STUCK;
}
}
}
}
}
/**
* SetOffWithinNodePath
*/
static void SetOffWithinNodePath(PMOVER pMover, HPOLYGON StartPath, HPOLYGON DestPath,
int targetX, int targetY) {
int endnode;
HPOLYGON hIpath;
int nx, ny;
int x, y;
if (StartPath == DestPath) {
if (pMover->line == pMover->Tline) {
SetMoverDest(pMover, pMover->UtargetX, pMover->UtargetY);
pMover->over = false;
} else if (pMover->line < pMover->Tline) {
getNpathNode(StartPath, pMover->line+1, &nx, &ny);
SetMoverDest(pMover, nx, ny);
pMover->npstatus = GOING_UP;
} else if (pMover->line > pMover->Tline) {
getNpathNode(StartPath, pMover->line, &nx, &ny);
SetMoverDest(pMover, nx, ny);
pMover->npstatus = GOING_DOWN;
}
} else {
/*
* Leaving this path - work out
* which end of this path to head for.
*/
assert(DestPath != NOPOLY); // Error 702
if ((hIpath = GetPathOnTheWay(StartPath, DestPath)) == NOPOLY) {
// This should never happen!
// It's the old code that didn't always work.
endnode = NearestEndNode(StartPath, targetX, targetY);
} else {
if (PolySubtype(hIpath) != NODE) {
x = PolyCentreX(hIpath);
y = PolyCentreY(hIpath);
endnode = NearestEndNode(StartPath, x, y);
} else {
endnode = NearEndNode(StartPath, hIpath);
}
}
#if 1
if ((pMover->npstatus == LEAVING) &&
endnode == NearestEndNode(StartPath, pMover->objX, pMover->objY)) {
// Leave it be
if (TinselV2) {
// Yeah, but we need a destination
// It's release night and there's this problem in the bar...
if (hIpath) // must be, but...
{
// could go for its end node if it's an NPATH
// but we probably will when we hit it anyway!
SetMoverDest(pMover, PolyCentreX(hIpath), PolyCentreY(hIpath));
}
}
} else
#endif
{
if (endnode) {
getNpathNode(StartPath, pMover->line+1, &nx, &ny);
SetMoverDest(pMover, nx, ny);
pMover->npstatus = GOING_UP;
} else {
getNpathNode(StartPath, pMover->line, &nx, &ny);
SetMoverDest(pMover, nx, ny);
pMover->npstatus = GOING_DOWN;
}
}
}
}
/**
* Restore a movement, called from restoreMovement() in ACTORS.CPP
*/
void SSetActorDest(PMOVER pActor) {
if (pActor->UtargetX != -1 && pActor->UtargetY != -1) {
Stand(nullContext, pActor->actorID, pActor->objX, pActor->objY, 0);
if (pActor->UtargetX != -1 && pActor->UtargetY != -1) {
SetActorDest(pActor, pActor->UtargetX, pActor->UtargetY,
pActor->bIgPath, 0);
}
} else {
Stand(nullContext, pActor->actorID, pActor->objX, pActor->objY, 0);
}
}
/**
* Initiate a movement, called from WalkTo_Event()
*/
int SetActorDest(PMOVER pMover, int clickX, int clickY, bool igPath, SCNHANDLE hFilm) {
HPOLYGON StartPath, DestPath = 0;
int targetX, targetY;
if (TinselV2) {
// No need to synchronise if not moving!
// Hopefully will stop luggage flip in shades.
if (!MoverMoving(pMover))
pMover->stepCount = 0;
// Fix interrupted-walking-to-wardrobe bug in mortuary
StopMover(pMover);
} else {
if (pMover->actorID == GetLeadId()) // Now only for lead actor
UnTagActor(pMover->actorID); // Tag not allowed while moving
}
pMover->walkNumber++;
pMover->bStop = false;
pMover->over = false;
pMover->walkedFromX = pMover->objX;
pMover->walkedFromY = pMover->objY;
pMover->bMoving = true;
pMover->bIgPath = igPath;
pMover->zOverride = -1;
pMover->hRpath = NOPOLY;
if (!TinselV2) {
// Use the supplied reel or restore the normal actor.
if (hFilm != 0)
AlterMover(pMover, hFilm, AR_WALKREEL);
else
AlterMover(pMover, 0, AR_NORMAL);
}
if (igPath) {
targetX = clickX;
targetY = clickY;
if (pMover->actorID == GetLeadId()) {
lastLeadXdest = targetX;
lastLeadYdest = targetY;
}
} else {
int wodResult = WorkOutDestination(clickX, clickY, &targetX, &targetY);
if (pMover->actorID == GetLeadId()) {
lastLeadXdest = targetX;
lastLeadYdest = targetY;
}
if (wodResult == ALL_SORTED) {
GotThere(pMover);
return 0;
}
assert(InPolygon(targetX, targetY, PATH) != NOPOLY); // illegal destination!
assert(InPolygon(targetX, targetY, BLOCK) == NOPOLY); // illegal destination!
}
/***** Now have a destination to aim for. *****/
/*----------------------------------
| Don't move if it's not worth it.
----------------------------------*/
if (ABS(targetX - pMover->objX) < XMDIST && ABS(targetY - pMover->objY) < YMDIST) {
GotThere(pMover);
return 0;
}
/*------------------------------------------------------
| If the destiation is within a follow nodes polygon,
| set destination as the nearest node.
------------------------------------------------------*/
if (!igPath) {
DestPath = InPolygon(targetX, targetY, PATH);
if (PolySubtype(DestPath) == NODE) {
// Find the nearest point on a line, or nearest node
FindBestPoint(DestPath, &targetX, &targetY, &pMover->Tline);
}
}
assert(pMover->bIgPath || InPolygon(targetX, targetY, PATH) != NOPOLY); // Error 5005
SetMoverUltDest(pMover, targetX, targetY);
SetMoverIntDest(pMover, targetX, targetY);
if (TinselV2) {
// No movement for unconnected paths
if (pMover->hIpath == NOPOLY && !igPath) {
GotThere(pMover);
return 0;
}
// Use the supplied reel or restore the normal actor.
if (hFilm != 0)
AlterMover(pMover, hFilm, AR_WALKREEL);
else
AlterMover(pMover, 0, AR_NORMAL);
}
/*-------------------------------------------------------------------
| If in a follow nodes path, need to set off in the right direction! |
-------------------------------------------------------------------*/
if ((StartPath = pMover->hFnpath) != NOPOLY && !igPath) {
SetOffWithinNodePath(pMover, StartPath, DestPath, targetX, targetY);
} else {
// Set off!
SetNextDest(pMover);
}
return pMover->walkNumber;
}
/**
* Change scale if appropriate.
*/
static void CheckScale(PMOVER pActor, HPOLYGON hPath, int ypos) {
int scale;
scale = GetScale(hPath, ypos);
if (scale != pActor->scale) {
SetMoverWalkReel(pActor, pActor->direction, scale, false);
}
}
/**
* Not going anywhere - Kick off again if not at final destination.
*/
static void NotMoving(PMOVER pActor, int x, int y) {
pActor->targetX = pActor->targetY = -1;
// if (x == pActor->UtargetX && y == pActor->UtargetY)
if (ABS(x - pActor->UtargetX) < XMDIST && ABS(y - pActor->UtargetY) < YMDIST) {
GotThere(pActor);
return;
}
if (pActor->ItargetX != -1 || pActor->ItargetY != -1) {
SetNextDest(pActor);
} else if (pActor->UtargetX != -1 || pActor->UtargetY != -1) {
assert(pActor->bIgPath || InPolygon(pActor->UtargetX, pActor->UtargetY, PATH) != NOPOLY); // Error 5006
SetMoverIntDest(pActor, pActor->UtargetX, pActor->UtargetY);
SetNextDest(pActor);
}
}
/**
* Does the necessary business when entering a different path polygon.
*/
static void EnteringNewPath(PMOVER pMover, HPOLYGON hPath, int x, int y) {
int firstnode; // First node to go to
int lastnode; // Last node to go to
HPOLYGON hIpath;
HPOLYGON hLpath; // one we're leaving
int nx, ny;
int nxl, nyl;
hLpath = pMover->hCpath;
pMover->hCpath = hPath; // current path
if (hPath == NOPOLY) {
// Not proved this ever happens, but just in case
pMover->hFnpath = NOPOLY;
pMover->npstatus = NOT_IN;
return;
}
// Is new path a node path?
if (PolySubtype(hPath) == NODE) {
// Node path - usually go to nearest end node
firstnode = NearestEndNode(hPath, x, y);
lastnode = -1;
// If this is not the destination path,
// find which end nodfe we wish to leave via
if (hPath != pMover->hUpath) {
if (pMover->bIgPath) {
lastnode = NearestEndNode(hPath, pMover->UtargetX, pMover->UtargetY);
} else {
assert(pMover->hUpath != NOPOLY); // Error 703
hIpath = GetPathOnTheWay(hPath, pMover->hUpath);
assert(hIpath != NOPOLY); // No path on the way
if (PolySubtype(hIpath) != NODE) {
lastnode = NearestEndNode(hPath, PolyCentreX(hIpath), PolyCentreY(hIpath));
} else {
lastnode = NearEndNode(hPath, hIpath);
}
}
}
// Test for pseudo-one-node npaths
if (lastnode != -1 && numNodes(hPath) == 2) {
getNpathNode(hPath, firstnode, &nx, &ny);
getNpathNode(hPath, lastnode, &nxl, &nyl);
if (nxl == nx && nyl == ny)
firstnode = lastnode;
}
// If leaving by same node as entering, don't bother.
if (lastnode == firstnode) {
pMover->hFnpath = NOPOLY;
pMover->npstatus = NOT_IN;
assert(pMover->bIgPath || InPolygon(pMover->UtargetX, pMover->UtargetY, PATH) != NOPOLY); // Error 5007
SetMoverIntDest(pMover, pMover->UtargetX, pMover->UtargetY);
SetNextDest(pMover);
} else {
// Head for first node
pMover->over = true;
pMover->npstatus = ENTERING;
pMover->hFnpath = hPath;
pMover->line = firstnode ? firstnode - 1 : firstnode;
if (pMover->line == pMover->Tline && hPath == pMover->hUpath) {
assert(pMover->bIgPath || InPolygon(pMover->UtargetX, pMover->UtargetY, PATH) != NOPOLY); // Error 5008
SetMoverIntDest(pMover, pMover->UtargetX, pMover->UtargetY);
SetMoverDest(pMover, pMover->UtargetX, pMover->UtargetY);
} else {
// This doesn't seem right
getNpathNode(hPath, firstnode, &nx, &ny);
if (ABS(pMover->objX - nx) < XMDIST
&& ABS(pMover->objY - ny) < YMDIST) {
pMover->npstatus = ENTERING;
pMover->hFnpath = hPath;
SetNextDest(pMover);
} else {
getNpathNode(hPath, firstnode, &nx, &ny);
SetMoverDest(pMover, nx, ny);
}
}
}
return;
} else {
pMover->hFnpath = NOPOLY;
pMover->npstatus = NOT_IN;
assert(pMover->bIgPath || InPolygon(pMover->UtargetX, pMover->UtargetY, PATH) != NOPOLY); // Error 5009
// Added 26/01/95
if (IsPolyCorner(hPath, pMover->ItargetX, pMover->ItargetY))
return;
// Added 23/10/96
if (TinselV2 && (pMover->hRpath == hPath))
return;
if (TinselV2)
pMover->hRpath = hLpath;
SetMoverIntDest(pMover, pMover->UtargetX, pMover->UtargetY);
SetNextDest(pMover);
}
}
/**
* Move
*/
void Move(PMOVER pMover, int newx, int newy, HPOLYGON hPath) {
pMover->objX = newx;
pMover->objY = newy;
MultiSetAniXY(pMover->actorObj, newx, newy);
SetMoverZ(pMover, newy, GetPolyZfactor(hPath));
if (StepAnimScript(&pMover->actorAnim) == ScriptFinished) {
// The end of a scale-change reel
// Revert to normal walking reel
pMover->bWalkReel = false;
pMover->stepCount = 0;
SetMoverWalkReel(pMover, pMover->direction, pMover->scale, true);
}
// Synchronised walking reels
if (++pMover->stepCount >= STEPS_MAX)
pMover->stepCount = 0;
}
/**
* Called from MActorProcess() on every tick.
*
* Moves the actor as appropriate.
*/
void MoveActor(PMOVER pMover) {
int newx, newy;
HPOLYGON hPath;
int status, s2; // s2 not used here!
HPOLYGON hS2p; // nor is s2p!
HPOLYGON hEb;
PMOVER ma;
int sTargetX, sTargetY;
bool bNewPath = false;
// Only do anything if the actor needs to move!
if (pMover->targetX == -1 && pMover->targetY == -1)
return;
if (pMover->bStop) {
GotThere(pMover);
pMover->bStop = false;
pMover->walkNumber++;
SetMoverStanding(pMover);
return;
}
#if SLOW_RINCE_DOWN
/**/ if (BogusVar++ < Interlude) // Temporary slow-down-the-action code
/**/ return; //
/**/ BogusVar = 0; //
#endif
if (!TinselV2) {
// During swalk()s, movement while hidden may be slowed down.
if (pMover->bHidden) {
if (++hSlowVar < pMover->SlowFactor)
return;
hSlowVar = 0;
}
}
// 'push' the target
sTargetX = pMover->targetX;
sTargetY = pMover->targetY;
NewCoOrdinates(pMover->objX, pMover->objY, &pMover->targetX, &pMover->targetY,
&newx, &newy, &status, &s2, &hS2p, pMover->over, false, pMover);
if (newx == pMover->objX && newy == pMover->objY) {
// 'pop' the target
pMover->targetX = sTargetX;
pMover->targetY = sTargetY;
NewCoOrdinates(pMover->objX, pMover->objY, &pMover->targetX, &pMover->targetY, &newx, &newy,
&status, &s2, &hS2p, pMover->over, true, pMover);
if (newx == pMover->objX && newy == pMover->objY) {
NotMoving(pMover, newx, newy);
return;
}
}
// Find out which path we're in now
hPath = InPolygon(newx, newy, PATH);
if (hPath == NOPOLY) {
if (pMover->bNoPath) {
Move(pMover, newx, newy, pMover->hCpath);
return;
} else {
// May be marginally outside!
// OR bIgPath may be set.
hPath = pMover->hCpath;
}
} else if (pMover->bNoPath) {
pMover->bNoPath = false;
bNewPath = true;
} else if (hPath != pMover->hCpath) {
if (IsInPolygon(newx, newy, pMover->hCpath))
hPath = pMover->hCpath;
}
CheckScale(pMover, hPath, newy);
/*
* Must stay out of moving actors' blocking polygons.
*/
ma = InMoverBlock(pMover, newx, newy);
if (ma != NULL) {
// Stop if there's no chance of arriving
if (InMoverBlock(pMover, pMover->UtargetX, pMover->UtargetY)) {
GotThere(pMover);
return;
}
if (InMoverBlock(pMover, pMover->objX, pMover->objY))
;
else {
hEb = InitExtraBlock(pMover, ma);
newx = pMover->objX;
newy = pMover->objY;
BlockingCorner(hEb, &newx, &newy, pMover->ItargetX, pMover->ItargetY);
SetMoverDest(pMover, newx, newy);
return;
}
}
/*--------------------------------------
This is where it actually gets moved.
--------------------------------------*/
Move(pMover, newx, newy, hPath);
// Entering a new path polygon?
if (hPath != pMover->hCpath || bNewPath)
EnteringNewPath(pMover, hPath, newx, newy);
}
/**
* Store the default refer type for the current scene.
*/
void SetDefaultRefer(int32 defRefer) {
DefaultRefer = defRefer;
}
int GetLastLeadXdest() {
return lastLeadXdest;
}
int GetLastLeadYdest() {
return lastLeadYdest;
}
/**
* DoMoveActor
*/
void DoMoveActor(PMOVER pActor) {
int wasx, wasy;
int i;
#define NUMBER 1
wasx = pActor->objX;
wasy = pActor->objY;
MoveActor(pActor);
if ((pActor->targetX != -1 || pActor->targetY != -1)
&& (wasx == pActor->objX && wasy == pActor->objY)) {
for (i=0; i < NUMBER; i++) {
MoveActor(pActor);
if (wasx != pActor->objX || wasy != pActor->objY)
break;
}
// assert(i<NUMBER);
}
}
} // End of namespace Tinsel