mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
a7248a0601
svn-id: r54031
1330 lines
35 KiB
C++
1330 lines
35 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "scumm/scumm.h"
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#include "scumm/actor.h"
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#include "scumm/boxes.h"
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#include "scumm/scumm_v0.h"
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#include "scumm/scumm_v6.h"
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#include "scumm/util.h"
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#include "common/util.h"
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namespace Scumm {
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#include "common/pack-start.h" // START STRUCT PACKING
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struct Box { /* Internal walkbox file format */
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union {
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struct {
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byte x1;
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byte x2;
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byte y1;
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byte y2;
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byte mask;
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} c64;
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struct {
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byte uy;
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byte ly;
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byte ulx;
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byte urx;
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byte llx;
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byte lrx;
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byte mask;
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byte flags;
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} v2;
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struct {
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int16 ulx, uly;
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int16 urx, ury;
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int16 lrx, lry;
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int16 llx, lly;
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byte mask;
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byte flags;
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uint16 scale;
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} old;
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struct {
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int32 ulx, uly;
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int32 urx, ury;
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int32 lrx, lry;
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int32 llx, lly;
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uint32 mask;
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uint32 flags;
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uint32 scaleSlot;
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uint32 scale;
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uint32 unk2;
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uint32 unk3;
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} v8;
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};
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} PACKED_STRUCT;
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#include "common/pack-end.h" // END STRUCT PACKING
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#define BOX_MATRIX_SIZE 2000
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#define BOX_DEBUG 0
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static void getGates(const BoxCoords &box1, const BoxCoords &box2, Common::Point gateA[2], Common::Point gateB[2]);
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static bool compareSlope(const Common::Point &p1, const Common::Point &p2, const Common::Point &p3) {
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return (p2.y - p1.y) * (p3.x - p1.x) <= (p3.y - p1.y) * (p2.x - p1.x);
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}
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/**
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* Find the point on a line segment which is closest to a given point.
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*
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* @param lineStart the start of the line segment
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* @param lineEnd the end of the line segment
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* @param p the point which we want to 'project' on the line segment
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* @return the point on the line segment closest to the given point
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*/
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static Common::Point closestPtOnLine(const Common::Point &lineStart, const Common::Point &lineEnd, const Common::Point &p) {
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Common::Point result;
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const int lxdiff = lineEnd.x - lineStart.x;
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const int lydiff = lineEnd.y - lineStart.y;
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if (lineEnd.x == lineStart.x) { // Vertical line?
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result.x = lineStart.x;
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result.y = p.y;
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} else if (lineEnd.y == lineStart.y) { // Horizontal line?
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result.x = p.x;
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result.y = lineStart.y;
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} else {
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const int dist = lxdiff * lxdiff + lydiff * lydiff;
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int a, b, c;
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if (ABS(lxdiff) > ABS(lydiff)) {
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a = lineStart.x * lydiff / lxdiff;
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b = p.x * lxdiff / lydiff;
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c = (a + b - lineStart.y + p.y) * lydiff * lxdiff / dist;
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result.x = c;
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result.y = c * lydiff / lxdiff - a + lineStart.y;
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} else {
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a = lineStart.y * lxdiff / lydiff;
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b = p.y * lydiff / lxdiff;
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c = (a + b - lineStart.x + p.x) * lydiff * lxdiff / dist;
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result.x = c * lxdiff / lydiff - a + lineStart.x;
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result.y = c;
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}
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}
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if (ABS(lydiff) < ABS(lxdiff)) {
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if (lxdiff > 0) {
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if (result.x < lineStart.x)
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result = lineStart;
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else if (result.x > lineEnd.x)
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result = lineEnd;
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} else {
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if (result.x > lineStart.x)
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result = lineStart;
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else if (result.x < lineEnd.x)
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result = lineEnd;
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}
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} else {
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if (lydiff > 0) {
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if (result.y < lineStart.y)
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result = lineStart;
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else if (result.y > lineEnd.y)
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result = lineEnd;
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} else {
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if (result.y > lineStart.y)
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result = lineStart;
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else if (result.y < lineEnd.y)
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result = lineEnd;
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}
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}
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return result;
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}
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byte ScummEngine::getMaskFromBox(int box) {
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// WORKAROUND for bug #740244 and #755863. This appears to have been a
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// long standing bug in the original engine?
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if (_game.version <= 3 && box == 255)
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return 1;
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Box *ptr = getBoxBaseAddr(box);
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if (!ptr)
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return 0;
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// WORKAROUND for bug #847827: This is a bug in the data files, as it also
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// occurs with the original engine. We work around it here anyway.
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if (_game.id == GID_INDY4 && _currentRoom == 225 && _roomResource == 94 && box == 8)
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return 0;
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if (_game.version == 8)
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return (byte) FROM_LE_32(ptr->v8.mask);
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else if (_game.version == 0)
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return ptr->c64.mask;
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else if (_game.version <= 2)
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return ptr->v2.mask;
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else
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return ptr->old.mask;
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}
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void ScummEngine::setBoxFlags(int box, int val) {
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debug(2, "setBoxFlags(%d, 0x%02x)", box, val);
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/* SCUMM7+ stuff */
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if (val & 0xC000) {
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assert(box >= 0 && box < 65);
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_extraBoxFlags[box] = val;
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} else {
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Box *ptr = getBoxBaseAddr(box);
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if (!ptr)
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return;
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if (_game.version == 8)
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ptr->v8.flags = TO_LE_32(val);
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else if (_game.version <= 2)
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ptr->v2.flags = val;
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else
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ptr->old.flags = val;
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}
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}
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byte ScummEngine::getBoxFlags(int box) {
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Box *ptr = getBoxBaseAddr(box);
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if (!ptr)
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return 0;
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if (_game.version == 8)
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return (byte) FROM_LE_32(ptr->v8.flags);
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else if (_game.version == 0)
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return 0;
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else if (_game.version <= 2)
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return ptr->v2.flags;
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else
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return ptr->old.flags;
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}
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void ScummEngine::setBoxScale(int box, int scale) {
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Box *ptr = getBoxBaseAddr(box);
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assert(ptr);
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if (_game.version == 8)
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ptr->v8.scale = TO_LE_32(scale);
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else if (_game.version <= 2)
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error("This should not ever be called");
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else
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ptr->old.scale = TO_LE_16(scale);
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}
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void ScummEngine::setBoxScaleSlot(int box, int slot) {
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Box *ptr = getBoxBaseAddr(box);
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assert(ptr);
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ptr->v8.scaleSlot = TO_LE_32(slot);
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}
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int ScummEngine::getScale(int box, int x, int y) {
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if (_game.version <= 3)
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return 255;
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Box *ptr = getBoxBaseAddr(box);
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if (!ptr)
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return 255;
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int slot = 0;
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int scale;
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if (_game.version == 8) {
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// COMI has a separate field for the scale slot...
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slot = FROM_LE_32(ptr->v8.scaleSlot);
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scale = FROM_LE_32(ptr->v8.scale);
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} else {
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scale = READ_LE_UINT16(&ptr->old.scale);
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if (scale & 0x8000)
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slot = (scale & 0x7FFF) + 1;
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}
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// Was a scale slot specified? If so, we compute the effective scale
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// from it, ignoring the box scale.
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if (slot)
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scale = getScaleFromSlot(slot, x, y);
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return scale;
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}
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int ScummEngine::getScaleFromSlot(int slot, int x, int y) {
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assert(1 <= slot && slot <= ARRAYSIZE(_scaleSlots));
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int scale;
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int scaleX = 0, scaleY = 0;
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ScaleSlot &s = _scaleSlots[slot-1];
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if (s.y1 == s.y2 && s.x1 == s.x2)
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error("Invalid scale slot %d", slot);
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if (s.y1 != s.y2) {
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if (y < 0)
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y = 0;
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scaleY = (s.scale2 - s.scale1) * (y - s.y1) / (s.y2 - s.y1) + s.scale1;
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}
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if (s.x1 == s.x2) {
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scale = scaleY;
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} else {
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scaleX = (s.scale2 - s.scale1) * (x - s.x1) / (s.x2 - s.x1) + s.scale1;
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if (s.y1 == s.y2) {
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scale = scaleX;
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} else {
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scale = (scaleX + scaleY) / 2;
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}
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}
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// Clip the scale to range 1-255
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if (scale < 1)
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scale = 1;
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else if (scale > 255)
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scale = 255;
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return scale;
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}
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int ScummEngine::getBoxScale(int box) {
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if (_game.version <= 3)
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return 255;
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Box *ptr = getBoxBaseAddr(box);
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if (!ptr)
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return 255;
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if (_game.version == 8)
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return FROM_LE_32(ptr->v8.scale);
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else
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return READ_LE_UINT16(&ptr->old.scale);
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}
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/**
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* Convert a rtScaleTable resource to a corresponding scale slot entry.
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*
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* At some point, we discovered that the old scale items (stored in rtScaleTable
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* resources) are in fact the same as (or rather, a predecessor of) the
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* scale slots used in COMI. While not being precomputed (and thus slightly
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* slower), scale slots are more flexible, and most importantly, can cope with
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* rooms higher than 200 pixels. That's an essential feature for DIG and FT
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* and in fact the lack of it caused various bugs in the past.
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*
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* Hence, we decided to switch all games to use the more powerful scale slots.
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* To accomodate old savegames, we attempt here to convert rtScaleTable
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* resources to scale slots.
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*/
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void ScummEngine::convertScaleTableToScaleSlot(int slot) {
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assert(1 <= slot && slot <= ARRAYSIZE(_scaleSlots));
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byte *resptr = getResourceAddress(rtScaleTable, slot);
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int lowerIdx, upperIdx;
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float m, oldM;
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// Do nothing if the given scale table doesn't exist
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if (resptr == 0)
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return;
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if (resptr[0] == resptr[199]) {
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// The scale is constant. This usually means we encountered one of the
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// "broken" cases. We set pseudo scale item values which lead to a
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// constant scale of 255.
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setScaleSlot(slot, 0, 0, 255, 0, 199, 255);
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return;
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}
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/*
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* Essentially, what we are doing here is some kind of "line fitting"
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* algorithm. The data in the scale table represents a linear graph. What
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* we want to find is the slope and (vertical) offset of this line. Things
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* are complicated by the fact that the line is cut of vertically at 1 and
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* 255. We have to be careful in handling this and some border cases.
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*
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* Some typical graphs look like these:
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* --- _-- ---
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* / _-- \
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* ___/ _-- \___
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*
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* The method used here is to compute the slope of secants fixed at the
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* left and right end. For most cases this detects the cut-over points
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* quite accurately.
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*/
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// Search for the bend on the left side
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m = (resptr[199] - resptr[0]) / 199.0f;
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for (lowerIdx = 0; lowerIdx < 199 && (resptr[lowerIdx] == 1 || resptr[lowerIdx] == 255); lowerIdx++) {
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oldM = m;
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m = (resptr[199] - resptr[lowerIdx+1]) / (float)(199 - (lowerIdx+1));
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if (m > 0) {
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if (m <= oldM)
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break;
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} else {
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if (m >= oldM)
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break;
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}
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}
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// Search for the bend on the right side
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m = (resptr[199] - resptr[0]) / 199.0f;
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for (upperIdx = 199; upperIdx > 1 && (resptr[upperIdx] == 1 || resptr[upperIdx] == 255); upperIdx--) {
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oldM = m;
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m = (resptr[upperIdx-1] - resptr[0]) / (float)(upperIdx-1);
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if (m > 0) {
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if (m <= oldM)
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break;
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} else {
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if (m >= oldM)
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break;
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}
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}
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// If lowerIdx and upperIdx are equal, we assume that there
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// was no bend at all, and go for the maximum range.
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if (lowerIdx == upperIdx) {
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lowerIdx = 0;
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upperIdx = 199;
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}
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// The values of y1 and y2, as well as the scale, can now easily be computed
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setScaleSlot(slot, 0, lowerIdx, resptr[lowerIdx], 0, upperIdx, resptr[upperIdx]);
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#if 0
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// Compute the variance, for debugging. It shouldn't exceed 1
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ScaleSlot &s = _scaleSlots[slot-1];
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int y;
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int sum = 0;
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int scale;
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float variance;
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for (y = 0; y < 200; y++) {
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scale = (s.scale2 - s.scale1) * (y - s.y1) / (s.y2 - s.y1) + s.scale1;
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if (scale < 1)
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scale = 1;
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else if (scale > 255)
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scale = 255;
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sum += (resptr[y] - scale) * (resptr[y] - scale);
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}
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variance = sum / (200.0 - 1.0);
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if (variance > 1)
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debug(1, "scale item %d, variance %f exceeds 1 (room %d)", slot, variance, _currentRoom);
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#endif
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}
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void ScummEngine::setScaleSlot(int slot, int x1, int y1, int scale1, int x2, int y2, int scale2) {
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assert(1 <= slot && slot <= ARRAYSIZE(_scaleSlots));
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ScaleSlot &s = _scaleSlots[slot-1];
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s.x2 = x2;
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s.y2 = y2;
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s.scale2 = scale2;
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s.x1 = x1;
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s.y1 = y1;
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s.scale1 = scale1;
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}
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byte ScummEngine::getNumBoxes() {
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byte *ptr = getResourceAddress(rtMatrix, 2);
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if (!ptr)
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return 0;
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if (_game.version == 8)
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return (byte)READ_LE_UINT32(ptr);
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else if (_game.version >= 5)
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return (byte)READ_LE_UINT16(ptr);
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else
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return ptr[0];
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}
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Box *ScummEngine::getBoxBaseAddr(int box) {
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byte *ptr = getResourceAddress(rtMatrix, 2);
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if (!ptr || box == 255)
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return NULL;
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// WORKAROUND: The NES version of Maniac Mansion attempts to set flags for boxes 2-4
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// when there are only three boxes (0-2) when walking out to the garage.
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if ((_game.id == GID_MANIAC) && (_game.platform == Common::kPlatformNES) && (box >= ptr[0]))
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return NULL;
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// WORKAROUND: In "pass to adventure", the loom demo, when bobbin enters
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// the tent to the elders, box = 2, but ptr[0] = 2 -> errors out.
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// Also happens in Indy3EGA (see bug #770351) and ZakEGA (see bug #771803).
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//
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// This *might* mean that we have a bug in our box implementation
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// OTOH, the original engine, unlike ScummVM, performed no bound
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// checking at all. All the problems so far have been cases where
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// the value was exactly one more than what we consider the maximum.
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// So it seems to be most likely that all of these are script errors.
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//
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// As a workaround, we simply use the last box if the last+1 box is requested.
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// Note that this may cause different behavior than the original game
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// engine exhibited! To faithfully reproduce the behavior of the original
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// engine, we would have to know the data coming *after* the walkbox table.
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if (_game.version <= 4 && ptr[0] == box)
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box--;
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assertRange(0, box, ptr[0] - 1, "box");
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if (_game.version == 0)
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return (Box *)(ptr + box * SIZEOF_BOX_C64 + 1);
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else if (_game.version <= 2)
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return (Box *)(ptr + box * SIZEOF_BOX_V2 + 1);
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else if (_game.version == 3)
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return (Box *)(ptr + box * SIZEOF_BOX_V3 + 1);
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else if (_game.features & GF_SMALL_HEADER)
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return (Box *)(ptr + box * SIZEOF_BOX + 1);
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else if (_game.version == 8)
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return (Box *)(ptr + box * SIZEOF_BOX_V8 + 4);
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else
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return (Box *)(ptr + box * SIZEOF_BOX + 2);
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}
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int ScummEngine_v6::getSpecialBox(int x, int y) {
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int i;
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int numOfBoxes;
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byte flag;
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numOfBoxes = getNumBoxes() - 1;
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for (i = numOfBoxes; i >= 0; i--) {
|
|
flag = getBoxFlags(i);
|
|
|
|
if (!(flag & kBoxInvisible) && (flag & kBoxPlayerOnly))
|
|
return (-1);
|
|
|
|
if (checkXYInBoxBounds(i, x, y))
|
|
return (i);
|
|
}
|
|
|
|
return (-1);
|
|
}
|
|
|
|
bool ScummEngine::checkXYInBoxBounds(int boxnum, int x, int y) {
|
|
// Since this method is called by many other methods that take params
|
|
// from e.g. script opcodes, but do not validate the boxnum, we
|
|
// make a check here to filter out invalid boxes.
|
|
// See also bug #1599113.
|
|
if (boxnum < 0 || boxnum == Actor::kInvalidBox)
|
|
return false;
|
|
|
|
BoxCoords box = getBoxCoordinates(boxnum);
|
|
const Common::Point p(x, y);
|
|
|
|
// Quick check: If the x (resp. y) coordinate of the point is
|
|
// strictly smaller (bigger) than the x (y) coordinates of all
|
|
// corners of the quadrangle, then it certainly is *not* contained
|
|
// inside the quadrangle.
|
|
if (x < box.ul.x && x < box.ur.x && x < box.lr.x && x < box.ll.x)
|
|
return false;
|
|
|
|
if (x > box.ul.x && x > box.ur.x && x > box.lr.x && x > box.ll.x)
|
|
return false;
|
|
|
|
if (y < box.ul.y && y < box.ur.y && y < box.lr.y && y < box.ll.y)
|
|
return false;
|
|
|
|
if (y > box.ul.y && y > box.ur.y && y > box.lr.y && y > box.ll.y)
|
|
return false;
|
|
|
|
// Corner case: If the box is a simple line segment, we consider the
|
|
// point to be contained "in" (or rather, lying on) the line if it
|
|
// is very close to its projection to the line segment.
|
|
if ((box.ul == box.ur && box.lr == box.ll) ||
|
|
(box.ul == box.ll && box.ur == box.lr)) {
|
|
|
|
Common::Point tmp;
|
|
tmp = closestPtOnLine(box.ul, box.lr, p);
|
|
if (p.sqrDist(tmp) <= 4)
|
|
return true;
|
|
}
|
|
|
|
// Finally, fall back to the classic algorithm to compute containment
|
|
// in a convex polygon: For each (oriented) side of the polygon
|
|
// (quadrangle in this case), compute whether p is "left" or "right"
|
|
// from it.
|
|
|
|
if (!compareSlope(box.ul, box.ur, p))
|
|
return false;
|
|
|
|
if (!compareSlope(box.ur, box.lr, p))
|
|
return false;
|
|
|
|
if (!compareSlope(box.lr, box.ll, p))
|
|
return false;
|
|
|
|
if (!compareSlope(box.ll, box.ul, p))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
BoxCoords ScummEngine::getBoxCoordinates(int boxnum) {
|
|
BoxCoords tmp, *box = &tmp;
|
|
Box *bp = getBoxBaseAddr(boxnum);
|
|
assert(bp);
|
|
|
|
if (_game.version == 8) {
|
|
box->ul.x = (short)FROM_LE_32(bp->v8.ulx);
|
|
box->ul.y = (short)FROM_LE_32(bp->v8.uly);
|
|
box->ur.x = (short)FROM_LE_32(bp->v8.urx);
|
|
box->ur.y = (short)FROM_LE_32(bp->v8.ury);
|
|
|
|
box->ll.x = (short)FROM_LE_32(bp->v8.llx);
|
|
box->ll.y = (short)FROM_LE_32(bp->v8.lly);
|
|
box->lr.x = (short)FROM_LE_32(bp->v8.lrx);
|
|
box->lr.y = (short)FROM_LE_32(bp->v8.lry);
|
|
|
|
// WORKAROUND (see patch #684732): Some walkboxes in CMI appear
|
|
// to have been flipped, in the sense that for instance the
|
|
// lower boundary is above the upper one. We work around this
|
|
// by simply flipping them back.
|
|
|
|
if (box->ul.y > box->ll.y && box->ur.y > box->lr.y) {
|
|
SWAP(box->ul, box->ll);
|
|
SWAP(box->ur, box->lr);
|
|
}
|
|
|
|
if (box->ul.x > box->ur.x && box->ll.x > box->lr.x) {
|
|
SWAP(box->ul, box->ur);
|
|
SWAP(box->ll, box->lr);
|
|
}
|
|
} else if (_game.version == 0) {
|
|
box->ul.x = bp->c64.x1;
|
|
box->ul.y = bp->c64.y1;
|
|
box->ur.x = bp->c64.x2;
|
|
box->ur.y = bp->c64.y1;
|
|
|
|
box->ll.x = bp->c64.x1;
|
|
box->ll.y = bp->c64.y2;
|
|
box->lr.x = bp->c64.x2;
|
|
box->lr.y = bp->c64.y2;
|
|
|
|
if ((bp->c64.mask & 0x88) == 0x88) {
|
|
// walkbox for (right/left) corner
|
|
if (bp->c64.mask & 0x04)
|
|
box->ur = box->ul;
|
|
else
|
|
box->ul = box->ur;
|
|
}
|
|
} else if (_game.version <= 2) {
|
|
box->ul.x = bp->v2.ulx;
|
|
box->ul.y = bp->v2.uy;
|
|
box->ur.x = bp->v2.urx;
|
|
box->ur.y = bp->v2.uy;
|
|
|
|
box->ll.x = bp->v2.llx;
|
|
box->ll.y = bp->v2.ly;
|
|
box->lr.x = bp->v2.lrx;
|
|
box->lr.y = bp->v2.ly;
|
|
} else {
|
|
box->ul.x = (int16)READ_LE_UINT16(&bp->old.ulx);
|
|
box->ul.y = (int16)READ_LE_UINT16(&bp->old.uly);
|
|
box->ur.x = (int16)READ_LE_UINT16(&bp->old.urx);
|
|
box->ur.y = (int16)READ_LE_UINT16(&bp->old.ury);
|
|
|
|
box->ll.x = (int16)READ_LE_UINT16(&bp->old.llx);
|
|
box->ll.y = (int16)READ_LE_UINT16(&bp->old.lly);
|
|
box->lr.x = (int16)READ_LE_UINT16(&bp->old.lrx);
|
|
box->lr.y = (int16)READ_LE_UINT16(&bp->old.lry);
|
|
}
|
|
return *box;
|
|
}
|
|
|
|
int getClosestPtOnBox(const BoxCoords &box, int x, int y, int16& outX, int16& outY) {
|
|
const Common::Point p(x, y);
|
|
Common::Point tmp;
|
|
uint dist;
|
|
uint bestdist = 0xFFFFFF;
|
|
|
|
tmp = closestPtOnLine(box.ul, box.ur, p);
|
|
dist = p.sqrDist(tmp);
|
|
if (dist < bestdist) {
|
|
bestdist = dist;
|
|
outX = tmp.x;
|
|
outY = tmp.y;
|
|
}
|
|
|
|
tmp = closestPtOnLine(box.ur, box.lr, p);
|
|
dist = p.sqrDist(tmp);
|
|
if (dist < bestdist) {
|
|
bestdist = dist;
|
|
outX = tmp.x;
|
|
outY = tmp.y;
|
|
}
|
|
|
|
tmp = closestPtOnLine(box.lr, box.ll, p);
|
|
dist = p.sqrDist(tmp);
|
|
if (dist < bestdist) {
|
|
bestdist = dist;
|
|
outX = tmp.x;
|
|
outY = tmp.y;
|
|
}
|
|
|
|
tmp = closestPtOnLine(box.ll, box.ul, p);
|
|
dist = p.sqrDist(tmp);
|
|
if (dist < bestdist) {
|
|
bestdist = dist;
|
|
outX = tmp.x;
|
|
outY = tmp.y;
|
|
}
|
|
|
|
return bestdist;
|
|
}
|
|
|
|
byte *ScummEngine::getBoxMatrixBaseAddr() {
|
|
byte *ptr = getResourceAddress(rtMatrix, 1);
|
|
assert(ptr);
|
|
if (*ptr == 0xFF)
|
|
ptr++;
|
|
return ptr;
|
|
}
|
|
|
|
/**
|
|
* Compute if there is a way that connects box 'from' with box 'to'.
|
|
* Returns the number of a box adjacent to 'from' that is the next on the
|
|
* way to 'to' (this can be 'to' itself or a third box).
|
|
* If there is no connection -1 is return.
|
|
*/
|
|
int ScummEngine::getNextBox(byte from, byte to) {
|
|
const byte *boxm;
|
|
byte i;
|
|
const int numOfBoxes = getNumBoxes();
|
|
int dest = -1;
|
|
|
|
if (from == to)
|
|
return to;
|
|
|
|
if (to == Actor::kInvalidBox)
|
|
return -1;
|
|
|
|
if (from == Actor::kInvalidBox)
|
|
return to;
|
|
|
|
assert(from < numOfBoxes);
|
|
assert(to < numOfBoxes);
|
|
|
|
boxm = getBoxMatrixBaseAddr();
|
|
|
|
if (_game.version == 0) {
|
|
// calculate shortest paths
|
|
byte *itineraryMatrix = (byte *)malloc(numOfBoxes * numOfBoxes);
|
|
calcItineraryMatrix(itineraryMatrix, numOfBoxes);
|
|
|
|
dest = to;
|
|
do {
|
|
dest = itineraryMatrix[numOfBoxes * from + dest];
|
|
} while (dest != Actor::kInvalidBox && !areBoxesNeighbours(from, dest));
|
|
|
|
if (dest == Actor::kInvalidBox)
|
|
dest = -1;
|
|
|
|
free(itineraryMatrix);
|
|
return dest;
|
|
} else if (_game.version <= 2) {
|
|
// The v2 box matrix is a real matrix with numOfBoxes rows and columns.
|
|
// The first numOfBoxes bytes contain indices to the start of the corresponding
|
|
// row (although that seems unnecessary to me - the value is easily computable.
|
|
boxm += numOfBoxes + boxm[from];
|
|
return (int8)boxm[to];
|
|
}
|
|
|
|
// WORKAROUND #1: It seems that in some cases, the box matrix is corrupt
|
|
// (more precisely, is too short) in the datafiles already. In
|
|
// particular this seems to be the case in room 46 of Indy3 EGA (see
|
|
// also bug #770690). This didn't cause problems in the original
|
|
// engine, because there, the memory layout is different. After the
|
|
// walkbox would follow the rest of the room file, thus the program
|
|
// always behaved the same (and by chance, correct). Not so for us,
|
|
// since random data may follow after the resource in ScummVM.
|
|
//
|
|
// As a workaround, we add a check for the end of the box matrix
|
|
// resource, and abort the search once we reach the end.
|
|
const byte *end = boxm + getResourceSize(rtMatrix, 1);
|
|
|
|
// WORKAROUND #2: In addition to the above, we have to add this special
|
|
// case to fix the scene in Indy3 where Indy meets Hitler in Berlin.
|
|
// See bug #770690 and also bug #774783.
|
|
if ((_game.id == GID_INDY3) && _roomResource == 46 && from == 1 && to == 0)
|
|
return 0;
|
|
|
|
// Skip up to the matrix data for box 'from'
|
|
for (i = 0; i < from && boxm < end; i++) {
|
|
while (boxm < end && *boxm != 0xFF)
|
|
boxm += 3;
|
|
boxm++;
|
|
}
|
|
|
|
// Now search for the entry for box 'to'
|
|
while (boxm < end && boxm[0] != 0xFF) {
|
|
if (boxm[0] <= to && to <= boxm[1])
|
|
dest = (int8)boxm[2];
|
|
boxm += 3;
|
|
}
|
|
|
|
if (boxm >= end)
|
|
debug(0, "The box matrix apparently is truncated (room %d)", _roomResource);
|
|
|
|
return dest;
|
|
}
|
|
|
|
/*
|
|
* Computes the next point actor a has to walk towards in a straight
|
|
* line in order to get from box1 to box3 via box2.
|
|
*/
|
|
bool Actor::findPathTowards(byte box1nr, byte box2nr, byte box3nr, Common::Point &foundPath) {
|
|
assert(_vm->_game.version >= 3);
|
|
BoxCoords box1 = _vm->getBoxCoordinates(box1nr);
|
|
BoxCoords box2 = _vm->getBoxCoordinates(box2nr);
|
|
Common::Point tmp;
|
|
int i, j;
|
|
int flag;
|
|
int q, pos;
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
for (j = 0; j < 4; j++) {
|
|
if (box1.ul.x == box1.ur.x && box1.ul.x == box2.ul.x && box1.ul.x == box2.ur.x) {
|
|
flag = 0;
|
|
if (box1.ul.y > box1.ur.y) {
|
|
SWAP(box1.ul.y, box1.ur.y);
|
|
flag |= 1;
|
|
}
|
|
|
|
if (box2.ul.y > box2.ur.y) {
|
|
SWAP(box2.ul.y, box2.ur.y);
|
|
flag |= 2;
|
|
}
|
|
|
|
if (box1.ul.y > box2.ur.y || box2.ul.y > box1.ur.y ||
|
|
((box1.ur.y == box2.ul.y || box2.ur.y == box1.ul.y) &&
|
|
box1.ul.y != box1.ur.y && box2.ul.y != box2.ur.y)) {
|
|
if (flag & 1)
|
|
SWAP(box1.ul.y, box1.ur.y);
|
|
if (flag & 2)
|
|
SWAP(box2.ul.y, box2.ur.y);
|
|
} else {
|
|
pos = _pos.y;
|
|
if (box2nr == box3nr) {
|
|
int diffX = _walkdata.dest.x - _pos.x;
|
|
int diffY = _walkdata.dest.y - _pos.y;
|
|
int boxDiffX = box1.ul.x - _pos.x;
|
|
|
|
if (diffX != 0) {
|
|
int t;
|
|
|
|
diffY *= boxDiffX;
|
|
t = diffY / diffX;
|
|
if (t == 0 && (diffY <= 0 || diffX <= 0)
|
|
&& (diffY >= 0 || diffX >= 0))
|
|
t = -1;
|
|
pos = _pos.y + t;
|
|
}
|
|
}
|
|
|
|
q = pos;
|
|
if (q < box2.ul.y)
|
|
q = box2.ul.y;
|
|
if (q > box2.ur.y)
|
|
q = box2.ur.y;
|
|
if (q < box1.ul.y)
|
|
q = box1.ul.y;
|
|
if (q > box1.ur.y)
|
|
q = box1.ur.y;
|
|
if (q == pos && box2nr == box3nr)
|
|
return true;
|
|
foundPath.y = q;
|
|
foundPath.x = box1.ul.x;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (box1.ul.y == box1.ur.y && box1.ul.y == box2.ul.y && box1.ul.y == box2.ur.y) {
|
|
flag = 0;
|
|
if (box1.ul.x > box1.ur.x) {
|
|
SWAP(box1.ul.x, box1.ur.x);
|
|
flag |= 1;
|
|
}
|
|
|
|
if (box2.ul.x > box2.ur.x) {
|
|
SWAP(box2.ul.x, box2.ur.x);
|
|
flag |= 2;
|
|
}
|
|
|
|
if (box1.ul.x > box2.ur.x || box2.ul.x > box1.ur.x ||
|
|
((box1.ur.x == box2.ul.x || box2.ur.x == box1.ul.x) &&
|
|
box1.ul.x != box1.ur.x && box2.ul.x != box2.ur.x)) {
|
|
if (flag & 1)
|
|
SWAP(box1.ul.x, box1.ur.x);
|
|
if (flag & 2)
|
|
SWAP(box2.ul.x, box2.ur.x);
|
|
} else {
|
|
|
|
if (box2nr == box3nr) {
|
|
int diffX = _walkdata.dest.x - _pos.x;
|
|
int diffY = _walkdata.dest.y - _pos.y;
|
|
int boxDiffY = box1.ul.y - _pos.y;
|
|
|
|
pos = _pos.x;
|
|
if (diffY != 0) {
|
|
pos += diffX * boxDiffY / diffY;
|
|
}
|
|
} else {
|
|
pos = _pos.x;
|
|
}
|
|
|
|
q = pos;
|
|
if (q < box2.ul.x)
|
|
q = box2.ul.x;
|
|
if (q > box2.ur.x)
|
|
q = box2.ur.x;
|
|
if (q < box1.ul.x)
|
|
q = box1.ul.x;
|
|
if (q > box1.ur.x)
|
|
q = box1.ur.x;
|
|
if (q == pos && box2nr == box3nr)
|
|
return true;
|
|
foundPath.x = q;
|
|
foundPath.y = box1.ul.y;
|
|
return false;
|
|
}
|
|
}
|
|
tmp = box1.ul;
|
|
box1.ul = box1.ur;
|
|
box1.ur = box1.lr;
|
|
box1.lr = box1.ll;
|
|
box1.ll = tmp;
|
|
}
|
|
tmp = box2.ul;
|
|
box2.ul = box2.ur;
|
|
box2.ur = box2.lr;
|
|
box2.lr = box2.ll;
|
|
box2.ll = tmp;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
#if BOX_DEBUG
|
|
static void printMatrix(byte *boxm, int num) {
|
|
int i;
|
|
for (i = 0; i < num; i++) {
|
|
debugN("%d: ", i);
|
|
while (*boxm != 0xFF) {
|
|
debug("%d, ", *boxm);
|
|
boxm++;
|
|
}
|
|
boxm++;
|
|
debug("\n");
|
|
}
|
|
}
|
|
|
|
static void printMatrix2(byte *matrix, int num) {
|
|
int i, j;
|
|
debug(" ");
|
|
for (i = 0; i < num; i++)
|
|
debug("%2d ", i);
|
|
debug("\n");
|
|
for (i = 0; i < num; i++) {
|
|
debug("%2d: ", i);
|
|
for (j = 0; j < num; j++) {
|
|
int val = matrix[i * num + j];
|
|
if (val == Actor::kInvalidBox)
|
|
debug(" ? ");
|
|
else
|
|
debug("%2d ", val);
|
|
}
|
|
debug("\n");
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/**
|
|
* Computes shortest paths and stores them in the itinerary matrix.
|
|
* Parameter "num" holds the number of rows (= number of columns).
|
|
*/
|
|
void ScummEngine::calcItineraryMatrix(byte *itineraryMatrix, int num) {
|
|
int i, j, k;
|
|
byte *adjacentMatrix;
|
|
|
|
const uint8 boxSize = (_game.version == 0) ? num : 64;
|
|
|
|
// Allocate the adjacent & itinerary matrices
|
|
adjacentMatrix = (byte *)malloc(boxSize * boxSize);
|
|
|
|
// Initialise the adjacent matrix: each box has distance 0 to itself,
|
|
// and distance 1 to its direct neighbors. Initially, it has distance
|
|
// 255 (= infinity) to all other boxes.
|
|
for (i = 0; i < num; i++) {
|
|
for (j = 0; j < num; j++) {
|
|
if (i == j) {
|
|
adjacentMatrix[i * boxSize + j] = 0;
|
|
itineraryMatrix[i * boxSize + j] = j;
|
|
} else if (areBoxesNeighbours(i, j)) {
|
|
adjacentMatrix[i * boxSize + j] = 1;
|
|
itineraryMatrix[i * boxSize + j] = j;
|
|
} else {
|
|
adjacentMatrix[i * boxSize + j] = 255;
|
|
itineraryMatrix[i * boxSize + j] = Actor::kInvalidBox;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Compute the shortest routes between boxes via Kleene's algorithm.
|
|
// The original code used some kind of mangled Dijkstra's algorithm;
|
|
// while that might in theory be slightly faster, it was
|
|
// a) extremly obfuscated
|
|
// b) incorrect: it didn't always find the shortest paths
|
|
// c) not any faster in reality for our sparse & small adjacent matrices
|
|
for (k = 0; k < num; k++) {
|
|
for (i = 0; i < num; i++) {
|
|
for (j = 0; j < num; j++) {
|
|
if (i == j)
|
|
continue;
|
|
byte distIK = adjacentMatrix[boxSize * i + k];
|
|
byte distKJ = adjacentMatrix[boxSize * k + j];
|
|
if (adjacentMatrix[boxSize * i + j] > distIK + distKJ) {
|
|
adjacentMatrix[boxSize * i + j] = distIK + distKJ;
|
|
itineraryMatrix[boxSize * i + j] = itineraryMatrix[boxSize * i + k];
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
free(adjacentMatrix);
|
|
}
|
|
|
|
void ScummEngine::createBoxMatrix() {
|
|
int num, i, j;
|
|
|
|
// The total number of boxes
|
|
num = getNumBoxes();
|
|
|
|
const uint8 boxSize = (_game.version == 0) ? num : 64;
|
|
|
|
// calculate shortest paths
|
|
byte *itineraryMatrix = (byte *)malloc(boxSize * boxSize);
|
|
calcItineraryMatrix(itineraryMatrix, num);
|
|
|
|
// "Compress" the distance matrix into the box matrix format used
|
|
// by the engine. The format is like this:
|
|
// For each box (from 0 to num) there is first a byte with value 0xFF,
|
|
// followed by an arbitrary number of byte triples; the end is marked
|
|
// again by the lead 0xFF for the next "row". The meaning of the
|
|
// byte triples is as follows: the first two bytes define a range
|
|
// of box numbers (e.g. 7-11), while the third byte defines an
|
|
// itineray box. Assuming we are in the 5th "row" and encounter
|
|
// the triplet 7,11,15: this means to get from box 5 to any of
|
|
// the boxes 7,8,9,10,11 the shortest way is to go via box 15.
|
|
// See also getNextBox.
|
|
|
|
byte *matrixStart = _res->createResource(rtMatrix, 1, BOX_MATRIX_SIZE);
|
|
const byte *matrixEnd = matrixStart + BOX_MATRIX_SIZE;
|
|
|
|
#define addToMatrix(b) do { *matrixStart++ = (b); assert(matrixStart < matrixEnd); } while (0)
|
|
|
|
for (i = 0; i < num; i++) {
|
|
addToMatrix(0xFF);
|
|
for (j = 0; j < num; j++) {
|
|
byte itinerary = itineraryMatrix[boxSize * i + j];
|
|
if (itinerary != Actor::kInvalidBox) {
|
|
addToMatrix(j);
|
|
while (j < num - 1 && itinerary == itineraryMatrix[boxSize * i + (j + 1)])
|
|
j++;
|
|
addToMatrix(j);
|
|
addToMatrix(itinerary);
|
|
}
|
|
}
|
|
}
|
|
addToMatrix(0xFF);
|
|
|
|
|
|
#if BOX_DEBUG
|
|
debug("Itinerary matrix:\n");
|
|
printMatrix2(itineraryMatrix, num);
|
|
debug("compressed matrix:\n");
|
|
printMatrix(getBoxMatrixBaseAddr(), num);
|
|
#endif
|
|
|
|
free(itineraryMatrix);
|
|
}
|
|
|
|
/** Check if two boxes are neighbours. */
|
|
bool ScummEngine::areBoxesNeighbours(int box1nr, int box2nr) {
|
|
Common::Point tmp;
|
|
BoxCoords box;
|
|
BoxCoords box2;
|
|
|
|
if ((getBoxFlags(box1nr) & kBoxInvisible) || (getBoxFlags(box2nr) & kBoxInvisible))
|
|
return false;
|
|
|
|
assert(_game.version >= 3);
|
|
box2 = getBoxCoordinates(box1nr);
|
|
box = getBoxCoordinates(box2nr);
|
|
|
|
// Roughly, the idea of this algorithm is to search for sies of the given
|
|
// boxes that touch each other.
|
|
// In order to keep te code simple, we only match the upper sides;
|
|
// then, we "rotate" the box coordinates four times each, for a total
|
|
// of 16 comparisions.
|
|
for (int j = 0; j < 4; j++) {
|
|
for (int k = 0; k < 4; k++) {
|
|
// Are the "upper" sides of the boxes on a single vertical line
|
|
// (i.e. all share one x value) ?
|
|
if (box2.ur.x == box2.ul.x && box.ul.x == box2.ul.x && box.ur.x == box2.ul.x) {
|
|
bool swappedBox2 = false, swappedBox1 = false;
|
|
if (box2.ur.y < box2.ul.y) {
|
|
swappedBox2 = true;
|
|
SWAP(box2.ur.y, box2.ul.y);
|
|
}
|
|
if (box.ur.y < box.ul.y) {
|
|
swappedBox1 = true;
|
|
SWAP(box.ur.y, box.ul.y);
|
|
}
|
|
if (box.ur.y < box2.ul.y ||
|
|
box.ul.y > box2.ur.y ||
|
|
((box.ul.y == box2.ur.y ||
|
|
box.ur.y == box2.ul.y) && box2.ur.y != box2.ul.y && box.ul.y != box.ur.y)) {
|
|
} else {
|
|
return true;
|
|
}
|
|
|
|
// Swap back if necessary
|
|
if (swappedBox2) {
|
|
SWAP(box2.ur.y, box2.ul.y);
|
|
}
|
|
if (swappedBox1) {
|
|
SWAP(box.ur.y, box.ul.y);
|
|
}
|
|
}
|
|
|
|
// Are the "upper" sides of the boxes on a single horizontal line
|
|
// (i.e. all share one y value) ?
|
|
if (box2.ur.y == box2.ul.y && box.ul.y == box2.ul.y && box.ur.y == box2.ul.y) {
|
|
bool swappedBox2 = false, swappedBox1 = false;
|
|
if (box2.ur.x < box2.ul.x) {
|
|
swappedBox2 = true;
|
|
SWAP(box2.ur.x, box2.ul.x);
|
|
}
|
|
if (box.ur.x < box.ul.x) {
|
|
swappedBox1 = true;
|
|
SWAP(box.ur.x, box.ul.x);
|
|
}
|
|
if (box.ur.x < box2.ul.x ||
|
|
box.ul.x > box2.ur.x ||
|
|
((box.ul.x == box2.ur.x ||
|
|
box.ur.x == box2.ul.x) && box2.ur.x != box2.ul.x && box.ul.x != box.ur.x)) {
|
|
|
|
} else {
|
|
return true;
|
|
}
|
|
|
|
// Swap back if necessary
|
|
if (swappedBox2) {
|
|
SWAP(box2.ur.x, box2.ul.x);
|
|
}
|
|
if (swappedBox1) {
|
|
SWAP(box.ur.x, box.ul.x);
|
|
}
|
|
}
|
|
|
|
// "Rotate" the box coordinates
|
|
tmp = box2.ul;
|
|
box2.ul = box2.ur;
|
|
box2.ur = box2.lr;
|
|
box2.lr = box2.ll;
|
|
box2.ll = tmp;
|
|
}
|
|
|
|
// "Rotate" the box coordinates
|
|
tmp = box.ul;
|
|
box.ul = box.ur;
|
|
box.ur = box.lr;
|
|
box.lr = box.ll;
|
|
box.ll = tmp;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool ScummEngine_v0::areBoxesNeighbours(int box1nr, int box2nr) {
|
|
int i;
|
|
const int numOfBoxes = getNumBoxes();
|
|
const byte *boxm;
|
|
|
|
assert(box1nr < numOfBoxes);
|
|
assert(box2nr < numOfBoxes);
|
|
|
|
boxm = getBoxMatrixBaseAddr();
|
|
// TODO: what are the first bytes for (mostly 0)?
|
|
boxm += 4;
|
|
|
|
// For each box, the matrix contains an arbitrary number
|
|
// of box indices that are linked with the box (neighbors).
|
|
// Each list is separated by 0xFF (|).
|
|
// E.g. "1 | 0 3 | 3 | 1 2" means:
|
|
// 0 -> 1, 1 -> 0/3, 2 -> 3, 3 -> 1/2
|
|
|
|
// Skip up to the matrix data for box 'box1nr'
|
|
for (i = 0; i < box1nr; i++) {
|
|
while (*boxm != 0xFF)
|
|
boxm++;
|
|
boxm++;
|
|
}
|
|
|
|
// Now search for the entry for box 'box2nr'
|
|
while (boxm[0] != 0xFF) {
|
|
if (boxm[0] == box2nr)
|
|
return true;
|
|
boxm++;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor_v3::findPathTowardsOld(byte box1, byte box2, byte finalBox, Common::Point &p2, Common::Point &p3) {
|
|
Common::Point gateA[2];
|
|
Common::Point gateB[2];
|
|
|
|
getGates(_vm->getBoxCoordinates(box1), _vm->getBoxCoordinates(box2), gateA, gateB);
|
|
|
|
p2.x = 32000;
|
|
p3.x = 32000;
|
|
|
|
// next box (box2) = final box?
|
|
if (box2 == finalBox) {
|
|
// In Indy3, the masks (= z-level) have to match, too -- needed for the
|
|
// 'maze' in the zeppelin (see bug #1032964).
|
|
if (_vm->_game.id != GID_INDY3 || _vm->getMaskFromBox(box1) == _vm->getMaskFromBox(box2)) {
|
|
// Is the actor (x,y) between both gates?
|
|
if (compareSlope(_pos, _walkdata.dest, gateA[0]) !=
|
|
compareSlope(_pos, _walkdata.dest, gateB[0]) &&
|
|
compareSlope(_pos, _walkdata.dest, gateA[1]) !=
|
|
compareSlope(_pos, _walkdata.dest, gateB[1])) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
p3 = closestPtOnLine(gateA[1], gateB[1], _pos);
|
|
|
|
if (compareSlope(_pos, p3, gateA[0]) == compareSlope(_pos, p3, gateB[0])) {
|
|
p2 = closestPtOnLine(gateA[0], gateB[0], _pos);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Compute the "gate" between two boxes. The gate is a pair of two lines which
|
|
* both start on box 'box1' and end on 'box2'. For both lines, one of its
|
|
* end points is the corner point of one of the two boxes. The other end point
|
|
* is the point on the other box closest to the first end point.
|
|
* This way the lines form the boundary of a 'corridor' between the two boxes,
|
|
* through which the actor has to walk to get from box1 to box2.
|
|
*/
|
|
void getGates(const BoxCoords &box1, const BoxCoords &box2, Common::Point gateA[2], Common::Point gateB[2]) {
|
|
int i, j;
|
|
int dist[8];
|
|
int minDist[3];
|
|
int closest[3];
|
|
int box[3];
|
|
Common::Point closestPoint[8];
|
|
Common::Point boxCorner[8];
|
|
int line1, line2;
|
|
|
|
// For all corner coordinates of the first box, compute the point closest
|
|
// to them on the second box (and also compute the distance of these points).
|
|
boxCorner[0] = box1.ul;
|
|
boxCorner[1] = box1.ur;
|
|
boxCorner[2] = box1.lr;
|
|
boxCorner[3] = box1.ll;
|
|
for (i = 0; i < 4; i++) {
|
|
dist[i] = getClosestPtOnBox(box2, boxCorner[i].x, boxCorner[i].y, closestPoint[i].x, closestPoint[i].y);
|
|
}
|
|
|
|
// Now do the same but with the roles of the first and second box swapped.
|
|
boxCorner[4] = box2.ul;
|
|
boxCorner[5] = box2.ur;
|
|
boxCorner[6] = box2.lr;
|
|
boxCorner[7] = box2.ll;
|
|
for (i = 4; i < 8; i++) {
|
|
dist[i] = getClosestPtOnBox(box1, boxCorner[i].x, boxCorner[i].y, closestPoint[i].x, closestPoint[i].y);
|
|
}
|
|
|
|
// Find the three closest "close" points between the two boxes.
|
|
for (j = 0; j < 3; j++) {
|
|
minDist[j] = 0xFFFF;
|
|
for (i = 0; i < 8; i++) {
|
|
if (dist[i] < minDist[j]) {
|
|
minDist[j] = dist[i];
|
|
closest[j] = i;
|
|
}
|
|
}
|
|
dist[closest[j]] = 0xFFFF;
|
|
minDist[j] = (int)sqrt((double)minDist[j]);
|
|
box[j] = (closest[j] > 3); // Is the point on the first or on the second box?
|
|
}
|
|
|
|
|
|
// Finally, compute the actual "gate".
|
|
|
|
if (box[0] == box[1] && ABS(minDist[0] - minDist[1]) < 4) {
|
|
line1 = closest[0];
|
|
line2 = closest[1];
|
|
|
|
} else if (box[0] == box[1] && minDist[0] == minDist[1]) { // parallel
|
|
line1 = closest[0];
|
|
line2 = closest[1];
|
|
} else if (box[0] == box[2] && minDist[0] == minDist[2]) { // parallel
|
|
line1 = closest[0];
|
|
line2 = closest[2];
|
|
} else if (box[1] == box[2] && minDist[1] == minDist[2]) { // parallel
|
|
line1 = closest[1];
|
|
line2 = closest[2];
|
|
|
|
} else if (box[0] == box[2] && ABS(minDist[0] - minDist[2]) < 4) {
|
|
line1 = closest[0];
|
|
line2 = closest[2];
|
|
} else if (ABS(minDist[0] - minDist[2]) < 4) {
|
|
line1 = closest[1];
|
|
line2 = closest[2];
|
|
} else if (ABS(minDist[0] - minDist[1]) < 4) {
|
|
line1 = closest[0];
|
|
line2 = closest[1];
|
|
} else {
|
|
line1 = closest[0];
|
|
line2 = closest[0];
|
|
}
|
|
|
|
// Set the gate
|
|
if (line1 < 4) {
|
|
gateA[0] = boxCorner[line1];
|
|
gateA[1] = closestPoint[line1];
|
|
} else {
|
|
gateA[1] = boxCorner[line1];
|
|
gateA[0] = closestPoint[line1];
|
|
}
|
|
|
|
if (line2 < 4) {
|
|
gateB[0] = boxCorner[line2];
|
|
gateB[1] = closestPoint[line2];
|
|
} else {
|
|
gateB[1] = boxCorner[line2];
|
|
gateB[0] = closestPoint[line2];
|
|
}
|
|
}
|
|
|
|
} // End of namespace Scumm
|