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1dbf8d73d5
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
1751 lines
48 KiB
C++
1751 lines
48 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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* Handles walking and use of the path system.
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*
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* Contains the dodgiest code in the whole system.
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*/
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#include "tinsel/actors.h"
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#include "tinsel/anim.h"
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#include "tinsel/background.h"
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#include "tinsel/cursor.h"
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#include "tinsel/dw.h"
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#include "tinsel/graphics.h"
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#include "tinsel/move.h"
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#include "tinsel/multiobj.h" // multi-part object defintions etc.
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#include "tinsel/object.h"
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#include "tinsel/polygons.h"
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#include "tinsel/rince.h"
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#include "tinsel/scroll.h"
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#include "tinsel/tinlib.h" // For Stand()
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#include "tinsel/tinsel.h"
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namespace Tinsel {
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//----------------- DEVELOPMENT OPTIONS --------------------
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#define SLOW_RINCE_DOWN 0
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//----------------- EXTERNAL FUNCTIONS ---------------------
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// in POLYGONS.C
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// Deliberatley defined here, and not in polygons.h
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HPOLYGON InitExtraBlock(PMOVER ca, PMOVER ta);
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//----------------- LOCAL DEFINES --------------------
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#define XMDIST (TinselV2 ? 6 : 4)
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#define XHMDIST (TinselV2 ? 3 : 2)
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#define YMDIST (TinselV2 ? 3 : 2)
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#define YHMDIST (TinselV2 ? 3 : 2)
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#define XTHERE 1
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#define XRESTRICT 2
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#define YTHERE 4
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#define YRESTRICT 8
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#define STUCK 16
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#define LEAVING_PATH 0x100
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#define ENTERING_BLOCK 0x200
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#define ENTERING_MBLOCK 0x400
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#define ALL_SORTED 1
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#define NOT_SORTED 0
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#define STEPS_MAX (TinselV2 ? 12 : 6)
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//----------------- LOCAL GLOBAL DATA --------------------
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// FIXME: Avoid non-const global vars
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#if SLOW_RINCE_DOWN
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static int Interlude = 0; // For slowing down walking, for testing
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static int BogusVar = 0; // For slowing down walking, for testing
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#endif
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static int32 DefaultRefer = 0;
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static int lastLeadXdest = 0, lastLeadYdest = 0;
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static int hSlowVar = 0; // used by MoveActor()
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//----------------- FORWARD REFERENCES --------------------
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static void NewCoOrdinates(int fromx, int fromy, int *targetX, int *targetY,
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int *newx, int *newy, int *s1, int *s2, HPOLYGON *hS2p,
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bool bOver, bool bBodge,
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PMOVER pActor, PMOVER *collisionActor = 0);
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#if SLOW_RINCE_DOWN
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/**
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* AddInterlude
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*/
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void AddInterlude(int n) {
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Interlude += n;
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if (Interlude < 0)
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Interlude = 0;
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}
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#endif
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/**
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* Given (x, y) of a click within a path polygon, checks that the
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* co-ordinates are not within a blocking polygon. If it is not, the
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* destination is the click point, otherwise tries to find a legal point
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* below or above the click point.
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* Returns:
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* NOT_SORTED - if a destination is worked out (movement required)
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* ALL_SORTED - no destination found (so no movement required)
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*/
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static int ClickedOnPath(int clickX, int clickY, int *ptgtX, int *ptgtY) {
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int Loffset, Toffset;
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int i;
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/*--------------------------------------
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Clicked within a path,
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go to where requested unless blocked.
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--------------------------------------*/
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if (InPolygon(clickX, clickY, BLOCK) == NOPOLY) {
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// Not in a blocking polygon - go to where requested.
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*ptgtX = clickX;
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*ptgtY = clickY;
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} else {
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/*------------------------------------------------------
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In a Blocking polygon - try searching down and up.
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If still nowhere (for now) give up!
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------------------------------------------------------*/
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
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for (i = clickY+1; i < SCREEN_HEIGHT + Toffset; i++) {
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// Don't leave the path system
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if (InPolygon(clickX, i, PATH) == NOPOLY) {
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i = SCREEN_HEIGHT;
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break;
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}
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if (InPolygon(clickX, i, BLOCK) == NOPOLY) {
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*ptgtX = clickX;
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*ptgtY = i;
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break;
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}
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}
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if (i == SCREEN_HEIGHT) {
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for (i = clickY-1; i >= Toffset; i--) {
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// Don't leave the path system
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if (InPolygon(clickX, i, PATH) == NOPOLY) {
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i = -1;
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break;
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}
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if (InPolygon(clickX, i, BLOCK) == NOPOLY) {
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*ptgtX = clickX;
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*ptgtY = i;
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break;
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}
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}
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}
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if (i < 0) {
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return ALL_SORTED;
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}
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}
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return NOT_SORTED;
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}
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/**
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* Given (x, y) of a click within a referral polygon, works out the
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* destination according to the referral type.
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* Returns:
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* NOT_SORTED - if a destination is worked out (movement required)
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* ALL_SORTED - no destination found (so no movement required)
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*/
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static int ClickedOnRefer(HPOLYGON hRefpoly, int clickX, int clickY, int *ptgtX, int *ptgtY) {
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int i;
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int end; // Extreme of the scene
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int Loffset, Toffset;
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
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*ptgtX = *ptgtY = -1;
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switch (PolySubtype(hRefpoly)) {
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case REF_POINT: // Go to specified node
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GetPolyNode(hRefpoly, ptgtX, ptgtY);
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assert(InPolygon(*ptgtX, *ptgtY, PATH) != NOPOLY); // POINT Referral to illegal point
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break;
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case REF_DOWN: // Search downwards
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end = BgHeight();
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for (i = clickY+1; i < end; i++)
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if (InPolygon(clickX, i, PATH) != NOPOLY
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&& InPolygon(clickX, i, BLOCK) == NOPOLY) {
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*ptgtX = clickX;
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*ptgtY = i;
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break;
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}
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break;
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case REF_UP: // Search upwards
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for (i = clickY-1; i >= 0; i--)
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if (InPolygon(clickX, i, PATH) != NOPOLY
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&& InPolygon(clickX, i, BLOCK) == NOPOLY) {
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*ptgtX = clickX;
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*ptgtY = i;
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break;
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}
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break;
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case REF_RIGHT: // Search to the right
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end = BgWidth();
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for (i = clickX+1; i < end; i++)
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if (InPolygon(i, clickY, PATH) != NOPOLY
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&& InPolygon(i, clickY, BLOCK) == NOPOLY) {
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*ptgtX = i;
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*ptgtY = clickY;
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break;
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}
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break;
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case REF_LEFT: // Search to the left
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for (i = clickX-1; i >= 0; i--)
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if (InPolygon(i, clickY, PATH) != NOPOLY
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&& InPolygon(i, clickY, BLOCK) == NOPOLY) {
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*ptgtX = i;
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*ptgtY = clickY;
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break;
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}
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break;
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}
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if (*ptgtX != -1 && *ptgtY != -1) {
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return NOT_SORTED;
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} else
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return ALL_SORTED;
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}
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/**
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* Given (x, y) of a click, works out the destination according to the
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* default referral type.
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* Returns:
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* NOT_SORTED - if a destination is worked out (movement required)
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* ALL_SORTED - no destination found (so no movement required)
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*/
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static int ClickedOnNothing(int clickX, int clickY, int *ptgtX, int *ptgtY) {
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int i;
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int end; // Extreme of the scene
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int Loffset, Toffset;
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
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switch (DefaultRefer) {
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case REF_DEFAULT:
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// Try searching down and up (onscreen).
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for (i = clickY+1; i < SCREEN_HEIGHT+Toffset; i++)
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if (InPolygon(clickX, i, PATH) != NOPOLY) {
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return ClickedOnPath(clickX, i, ptgtX, ptgtY);
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}
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for (i = clickY-1; i >= Toffset; i--)
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if (InPolygon(clickX, i, PATH) != NOPOLY) {
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return ClickedOnPath(clickX, i, ptgtX, ptgtY);
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}
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// Try searching down and up (offscreen).
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end = BgHeight();
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for (i = clickY+1; i < end; i++)
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if (InPolygon(clickX, i, PATH) != NOPOLY) {
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return ClickedOnPath(clickX, i, ptgtX, ptgtY);
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}
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for (i = clickY-1; i >= 0; i--)
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if (InPolygon(clickX, i, PATH) != NOPOLY) {
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return ClickedOnPath(clickX, i, ptgtX, ptgtY);
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}
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break;
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case REF_UP:
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for (i = clickY-1; i >= 0; i--)
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if (InPolygon(clickX, i, PATH) != NOPOLY) {
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return ClickedOnPath(clickX, i, ptgtX, ptgtY);
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}
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break;
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case REF_DOWN:
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end = BgHeight();
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for (i = clickY+1; i < end; i++)
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if (InPolygon(clickX, i, PATH) != NOPOLY) {
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return ClickedOnPath(clickX, i, ptgtX, ptgtY);
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}
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break;
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case REF_LEFT:
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for (i = clickX-1; i >= 0; i--)
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if (InPolygon(i, clickY, PATH) != NOPOLY) {
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return ClickedOnPath(i, clickY, ptgtX, ptgtY);
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}
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break;
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case REF_RIGHT:
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end = BgWidth();
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for (i = clickX + 1; i < end; i++)
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if (InPolygon(i, clickY, PATH) != NOPOLY) {
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return ClickedOnPath(i, clickY, ptgtX, ptgtY);
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}
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break;
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}
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// Going nowhere!
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return ALL_SORTED;
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}
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/**
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* Given (x, y) of the click, ascertains whether the click is within a
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* path, within a referral poly, or niether. The appropriate function
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* then gets called to give us a revised destination.
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* Returns:
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* NOT_SORTED - if a destination is worked out (movement required)
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* ALL_SORTED - no destination found (so no movement required)
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*/
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static int WorkOutDestination(int clickX, int clickY, int *ptgtX, int *ptgtY) {
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HPOLYGON hPoly;
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/*--------------------------------------
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Clicked within a path?
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if not, within a referral poly?
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if not, try and sort something out.
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---------------------------------------*/
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if (InPolygon(clickX, clickY, PATH) != NOPOLY) {
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return ClickedOnPath(clickX, clickY, ptgtX, ptgtY);
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} else if ((hPoly = InPolygon(clickX, clickY, REFER)) != NOPOLY) {
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return ClickedOnRefer(hPoly, clickX, clickY, ptgtX, ptgtY);
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} else {
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return ClickedOnNothing(clickX, clickY, ptgtX, ptgtY);
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}
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}
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/**
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* Work out which reel to adopt for a section of movement.
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*/
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DIRECTION GetDirection(int fromx, int fromy, int tox, int toy, DIRECTION lastreel,
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HPOLYGON hPath, YBIAS yBias) {
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int xchange = 0, ychange = 0;
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enum {X_NONE, X_LEFT, X_RIGHT, X_NO} xdir;
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enum {Y_NONE, Y_UP, Y_DOWN, Y_NO} ydir;
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DIRECTION reel = lastreel; // Leave alone if can't decide
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/*
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* Determine size and direction of X movement.
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* i.e. left, right, none or not allowed.
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*/
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if (hPath != NOPOLY && (GetPolyReelType(hPath) == REEL_VERT))
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xdir = X_NO;
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else if (tox == -1)
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xdir = X_NONE;
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else {
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xchange = tox - fromx;
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if (xchange > 0)
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xdir = X_RIGHT;
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else if (xchange < 0) {
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xchange = -xchange;
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xdir = X_LEFT;
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} else
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xdir = X_NONE;
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}
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/*
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* Determine size and direction of Y movement.
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* i.e. up, down, none or not allowed.
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*/
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if (hPath != NOPOLY && (GetPolyReelType(hPath) == REEL_HORIZ))
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ydir = Y_NO;
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else if (toy == -1)
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ydir = Y_NONE;
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else {
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ychange = toy - fromy;
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if (ychange > 0)
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ydir = Y_DOWN;
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else if (ychange < 0) {
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ychange = -ychange;
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ydir = Y_UP;
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} else
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ydir = Y_NONE;
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}
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/*
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* Some adjustment to allow for different x and y pixell sizes.
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*/
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switch (yBias) {
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case YB_X2:
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ychange += ychange; // Double y distance to cover
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break;
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case YB_X1_5:
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ychange += ychange / 2; // Double y distance to cover
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break;
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}
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/*
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* Determine which reel to use.
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*/
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if (xdir == X_NO) {
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// Forced to be FORWARD or AWAY
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switch (ydir) {
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case Y_DOWN:
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reel = FORWARD;
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break;
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case Y_UP:
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reel = AWAY;
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break;
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default:
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if (reel != AWAY) // No gratuitous turn
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reel = FORWARD;
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break;
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}
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} else if (ydir == Y_NO) {
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// Forced to be LEFTREEL or RIGHTREEL
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switch (xdir) {
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case X_LEFT:
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reel = LEFTREEL;
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break;
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case X_RIGHT:
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reel = RIGHTREEL;
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break;
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default:
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if (reel != LEFTREEL) // No gratuitous turn
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reel = RIGHTREEL;
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break;
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}
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} else if (xdir != X_NONE || ydir != Y_NONE) {
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if (xdir == X_NONE)
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reel = (ydir == Y_DOWN) ? FORWARD : AWAY;
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else if (ydir == Y_NONE)
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reel = (xdir == X_LEFT) ? LEFTREEL : RIGHTREEL;
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else {
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bool DontBother = false;
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if (xchange <= 4 && ychange <= 4) {
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switch (reel) {
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case LEFTREEL:
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if (xdir == X_LEFT)
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DontBother = true;
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break;
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case RIGHTREEL:
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if (xdir == X_RIGHT)
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DontBother = true;
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break;
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case FORWARD:
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if (ydir == Y_DOWN)
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DontBother = true;
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break;
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case AWAY:
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if (ydir == Y_UP)
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DontBother = true;
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break;
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}
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}
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if (!DontBother) {
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if (xchange > ychange)
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reel = (xdir == X_LEFT) ? LEFTREEL : RIGHTREEL;
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else
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reel = (ydir == Y_DOWN) ? FORWARD : AWAY;
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}
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}
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}
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return reel;
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}
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/**
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* Haven't moved, look towards the cursor.
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*/
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static void GotThereWithoutMoving(PMOVER pActor) {
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int curX, curY;
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DIRECTION reel;
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if (!pActor->bSpecReel) {
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GetCursorXYNoWait(&curX, &curY, true);
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reel = GetDirection(pActor->objX, pActor->objY, curX, curY, pActor->direction, pActor->hCpath);
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if (reel != pActor->direction)
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SetMoverWalkReel(pActor, reel, pActor->scale, false);
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}
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}
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/**
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* Arrived at final destination.
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*/
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static void GotThere(PMOVER pMover) {
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pMover->targetX = pMover->targetY = -1; // 4/1/95
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pMover->ItargetX = pMover->ItargetY = -1;
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pMover->UtargetX = pMover->UtargetY = -1;
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// Perhaps we have'nt moved.
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if (pMover->objX == (int)pMover->walkedFromX && pMover->objY == (int)pMover->walkedFromY) {
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// Got there without moving
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if (!TinselV2)
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GotThereWithoutMoving(pMover);
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else if (!pMover->bSpecReel) {
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// No tag reel, look at cursor
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int curX, curY;
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DIRECTION direction;
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|
|
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
|