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https://github.com/libretro/scummvm.git
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274 lines
6.1 KiB
C++
274 lines
6.1 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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*/
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/*
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* This code is based on original Soltys source code
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* Copyright (c) 1994-1995 Janus B. Wisniewski and L.K. Avalon
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*/
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#include "cge/walk.h"
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#include "cge/cge_main.h"
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namespace CGE {
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Cluster::Cluster(CGEEngine *vm, int16 a, int16 b) : _vm(vm) {
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_pt = Common::Point(a, b);
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}
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Cluster::Cluster(CGEEngine *vm) : _vm(vm) {
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_pt = Common::Point(-1, -1);
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}
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uint8 &Cluster::cell() {
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return _vm->_clusterMap[_pt.y][_pt.x];
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}
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bool Cluster::isValid() const {
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return (_pt.x >= 0) && (_pt.x < kMapXCnt) && (_pt.y >= 0) && (_pt.y < kMapZCnt);
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}
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Walk::Walk(CGEEngine *vm, BitmapPtr *shpl)
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: Sprite(vm, shpl), _dir(kDirNone), _tracePtr(-1), _level(0), _target(-1, -1), _findLevel(-1), _here(vm), _vm(vm) {
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for (int i = 0; i < kMaxFindLevel; i++) {
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Cluster *tmpClust = new Cluster(_vm);
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_trace.push_back(tmpClust);
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}
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}
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Walk::~Walk() {
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for (uint idx = 0; idx < _trace.size(); ++idx)
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delete _trace[idx];
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}
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void Walk::tick() {
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if (_flags._hide)
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return;
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_here = _vm->XZ(_x + _w / 2, _y + _h);
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if (_dir != kDirNone) {
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_vm->_sys->funTouch();
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for (Sprite *spr = _vm->_vga->_showQ->first(); spr; spr = spr->_next) {
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if (distance(spr) < 2) {
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if (!spr->_flags._near) {
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_vm->feedSnail(spr, kNear);
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spr->_flags._near = true;
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}
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} else {
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spr->_flags._near = false;
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}
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}
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}
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if (_flags._hold || _tracePtr < 0) {
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park();
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} else {
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if (_here._pt == _trace[_tracePtr]->_pt) {
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if (--_tracePtr < 0)
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park();
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} else {
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Common::Point tmpPoint = _trace[_tracePtr]->_pt - _here._pt;
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int16 dx = tmpPoint.x;
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int16 dz = tmpPoint.y;
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Dir d = (dx) ? ((dx > 0) ? kDirEast : kDirWest) : ((dz > 0) ? kDirSouth : kDirNorth);
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turn(d);
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}
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}
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step();
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if ((_dir == kDirWest && _x <= 0) ||
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(_dir == kDirEast && _x + _w >= kScrWidth) ||
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(_dir == kDirSouth && _y + _w >= kWorldHeight - 2)) {
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park();
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} else {
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// take current Z position
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_z = _here._pt.y;
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_vm->_commandHandlerTurbo->addCommand(kCmdZTrim, -1, 0, this); // update Hero's pos in show queue
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}
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}
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int Walk::distance(Sprite *spr) {
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int dx = spr->_x - (_x + _w - kWalkSide);
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if (dx < 0)
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dx = (_x + kWalkSide) - (spr->_x + spr->_w);
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if (dx < 0)
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dx = 0;
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dx /= kMapGridX;
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int dz = spr->_z - _z;
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if (dz < 0)
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dz = - dz;
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dx = dx * dx + dz * dz;
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for (dz = 1; dz * dz < dx; dz++)
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;
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return dz - 1;
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}
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/**
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* Turn the character to a given direction
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* @param d Direction
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*/
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void Walk::turn(Dir d) {
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Dir dir = (_dir == kDirNone) ? kDirSouth : _dir;
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if (d != _dir) {
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step((d == dir) ? (1 + dir + dir) : (9 + 4 * dir + d));
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_dir = d;
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}
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}
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/**
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* Stop the character and reset his direction
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*/
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void Walk::park() {
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if (_time == 0)
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_time++;
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if (_dir != kDirNone) {
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step(9 + 4 * _dir + _dir);
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_dir = kDirNone;
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_tracePtr = -1;
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}
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}
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void Walk::findWay(Cluster c) {
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if (c._pt == _here._pt)
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return;
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for (_findLevel = 1; _findLevel <= kMaxFindLevel; _findLevel++) {
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_target = _here._pt;
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int16 x = c._pt.x;
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int16 z = c._pt.y;
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if (find1Way(Cluster(_vm, x, z)))
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break;
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}
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_tracePtr = (_findLevel > kMaxFindLevel) ? -1 : (_findLevel - 1);
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if (_tracePtr < 0)
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noWay();
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_time = 1;
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}
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void Walk::findWay(Sprite *spr) {
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if (!spr || spr == this)
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return;
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int x = spr->_x;
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int z = spr->_z;
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if (spr->_flags._east)
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x += spr->_w + _w / 2 - kWalkSide;
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else
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x -= _w / 2 - kWalkSide;
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findWay(Cluster(_vm, (x / kMapGridX),
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((z < kMapZCnt - kDistMax) ? (z + 1)
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: (z - 1))));
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}
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bool Walk::lower(Sprite *spr) {
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return (spr->_y > _y + (_h * 3) / 5);
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}
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void Walk::reach(Sprite *spr, int mode) {
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if (spr) {
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_vm->_hero->findWay(spr);
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if (mode < 0) {
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mode = spr->_flags._east;
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if (lower(spr))
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mode += 2;
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}
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}
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// note: insert SNAIL commands in reverse order
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_vm->_commandHandler->insertCommand(kCmdPause, -1, 64, NULL);
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_vm->_commandHandler->insertCommand(kCmdSeq, -1, kTSeq + mode, this);
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if (spr) {
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_vm->_commandHandler->insertCommand(kCmdWait, -1, -1, _vm->_hero);
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//SNINSERT(SNWALK, -1, -1, spr);
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}
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// sequence is not finished,
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// now it is just at sprite appear (disappear) point
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}
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void Walk::noWay() {
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_vm->trouble(kSeqNoWay, kNoWay);
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}
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bool Cluster::chkBar() const {
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assert(_vm->_now <= kSceneMax);
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return (_pt.x == _vm->_barriers[_vm->_now]._horz) || (_pt.y == _vm->_barriers[_vm->_now]._vert);
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}
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bool Walk::find1Way(Cluster c) {
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const Cluster tab[4] = { Cluster(_vm, -1, 0), Cluster(_vm, 1, 0), Cluster(_vm, 0, -1), Cluster(_vm, 0, 1)};
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const int tabLen = 4;
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if (c._pt == _target)
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// Found destination
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return true;
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if (_level >= _findLevel)
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// Nesting limit
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return false;
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// Look for barriers
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if (c.chkBar())
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return false;
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if (c.cell())
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// Location is occupied
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return false;
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// Loop through each direction
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Cluster start = c;
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for (int i = 0; i < tabLen; i++) {
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// Reset to starting position
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c = start;
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do {
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c._pt += tab[i]._pt;
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if (!c.isValid())
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// Break to check next direction
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break;
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// Recursively check for further paths
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++_level;
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++start.cell();
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bool foundPath = find1Way(c);
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--start.cell();
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--_level;
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if (foundPath) {
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// Set route point
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_trace[_level]->_pt = start._pt;
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return true;
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}
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} while (!c.chkBar() && !c.cell());
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}
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return false;
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}
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} // End of namespace CGE
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