scummvm/scumm/boxes.cpp
Travis Howell 603f8b8e3a Give pass its own id
svn-id: r9654
2003-08-13 02:21:36 +00:00

1199 lines
30 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm.h"
#include "actor.h"
#include "boxes.h"
#include "common/util.h"
#include <math.h>
#if !defined(__GNUC__)
#pragma START_PACK_STRUCTS
#endif
struct Box { /* Internal walkbox file format */
union {
struct {
byte uy;
byte ly;
byte ulx;
byte urx;
byte llx;
byte lrx;
byte mask;
byte flags;
} GCC_PACK v2;
struct {
int16 ulx, uly;
int16 urx, ury;
int16 lrx, lry;
int16 llx, lly;
byte mask;
byte flags;
uint16 scale;
} GCC_PACK old;
struct {
int32 ulx, uly;
int32 urx, ury;
int32 lrx, lry;
int32 llx, lly;
uint32 mask; // FIXME - is 'mask' really here?
uint32 flags; // FIXME - is 'flags' really here?
uint32 scaleSlot;
uint32 scale;
uint32 unk2;
uint32 unk3;
} GCC_PACK v8;
} GCC_PACK;
} GCC_PACK;
#if !defined(__GNUC__)
#pragma END_PACK_STRUCTS
#endif
#define BOX_MATRIX_SIZE 2000
#define BOX_DEBUG 0
static bool compareSlope(int X1, int Y1, int X2, int Y2, int X3, int Y3);
static ScummVM::Point closestPtOnLine(int ulx, int uly, int llx, int lly, int x, int y);
byte Scumm::getMaskFromBox(int box) {
// Fix for bug #740244 and #755863. This appears to have been a
// long standing bug in the original engine?
if (_version <= 3 && box == 255)
return 1;
Box *ptr = getBoxBaseAddr(box);
if (!ptr)
return 0;
if (_version == 8)
return (byte) FROM_LE_32(ptr->v8.mask);
else if (_version <= 2)
return ptr->v2.mask;
else
return ptr->old.mask;
}
void Scumm::setBoxFlags(int box, int val) {
debug(2, "setBoxFlags(%d, 0x%02x)", box, val);
/* FULL_THROTTLE stuff */
if (val & 0xC000) {
assert(box >= 0 && box < 65);
_extraBoxFlags[box] = val;
} else {
Box *ptr = getBoxBaseAddr(box);
assert(ptr);
if (_version == 8)
ptr->v8.flags = TO_LE_32(val);
else if (_version <= 2)
ptr->v2.flags = val;
else
ptr->old.flags = val;
}
}
byte Scumm::getBoxFlags(int box) {
Box *ptr = getBoxBaseAddr(box);
if (!ptr)
return 0;
if (_version == 8)
return (byte) FROM_LE_32(ptr->v8.flags);
else if (_version <= 2)
return ptr->v2.flags;
else
return ptr->old.flags;
}
void Scumm::setBoxScale(int box, int scale) {
Box *ptr = getBoxBaseAddr(box);
assert(ptr);
if (_version == 8)
ptr->v8.scale = TO_LE_32(scale);
else if (_version <= 2)
error("This should not ever be called!");
else
ptr->old.scale = TO_LE_16(scale);
}
void Scumm::setBoxScaleSlot(int box, int slot) {
Box *ptr = getBoxBaseAddr(box);
assert(ptr);
ptr->v8.scaleSlot = TO_LE_32(slot);
}
int Scumm::getScale(int box, int x, int y) {
if (_features & GF_NO_SCALING)
return 255;
Box *ptr = getBoxBaseAddr(box);
if (!ptr)
return 255;
if (_version == 8) {
int slot = FROM_LE_32(ptr->v8.scaleSlot);
if (slot) {
assert(1 <= slot && slot <= 20);
int scaleX = 0, scaleY = 0;
ScaleSlot &s = _scaleSlots[slot-1];
if (s.y1 == s.y2 && s.x1 == s.x2)
error("Invalid scale slot %d", slot);
if (s.y1 != s.y2) {
if (y < 0)
y = 0;
scaleY = (s.scale2 - s.scale1) * (y - s.y1) / (s.y2 - s.y1) + s.scale1;
if (s.x1 == s.x2) {
return scaleY;
}
}
scaleX = (s.scale2 - s.scale1) * (x - s.x1) / (s.x2 - s.x1) + s.scale1;
if (s.y1 == s.y2) {
return scaleX;
} else {
return (scaleX + scaleY - s.x1) / 2;
}
} else
return FROM_LE_32(ptr->v8.scale);
} else {
uint16 scale = READ_LE_UINT16(&ptr->old.scale);
if (scale & 0x8000) {
scale = (scale & 0x7FFF) + 1;
byte *resptr = getResourceAddress(rtScaleTable, scale);
if (resptr == NULL)
error("Scale table %d not defined", scale);
if (y >= _screenHeight)
y = _screenHeight - 1;
else if (y < 0)
y = 0;
scale = resptr[y];
}
return scale;
}
}
int Scumm::getBoxScale(int box) {
if (_features & GF_NO_SCALING)
return 255;
Box *ptr = getBoxBaseAddr(box);
if (!ptr)
return 255;
if (_version == 8)
return FROM_LE_32(ptr->v8.scale);
else
return READ_LE_UINT16(&ptr->old.scale);
}
/*
FIXME: It seems that scale items and scale slots are the same thing after
all - they only differ in some details (scale item is used to precompute
a scale table, while for the scale slots the computations are done on the
fly; also for scale slots, the scale along the x axis can vary, too).
Now, there are various known scale glitches in FT (and apparently also
in The Dig, see FIXME comments in Actor::setupActorScale). In this context
it is very interesting that for V5, there is an opcode which invokes
setScaleItem, and for V8 one that invokes setScaleSlot. But there is no
such opcode to be found for V6/V7 games.
Hypothesis: we simple are missing this opcode, and implementing it might
fix some or all of the Dig/FT scaling issues.
*/
void Scumm::setScaleItem(int slot, int y1, int scale1, int y2, int scale2) {
byte *ptr;
int y, tmp;
if (y1 == y2)
return;
ptr = createResource(rtScaleTable, slot, 200);
for (y = 0; y < 200; y++) {
tmp = ((scale2 - scale1) * (y - y1)) / (y2 - y1) + scale1;
if (tmp < 1)
tmp = 1;
if (tmp > 255)
tmp = 255;
*ptr++ = tmp;
}
}
void Scumm::setScaleSlot(int slot, int x1, int y1, int scale1, int x2, int y2, int scale2) {
assert(1 <= slot && slot <= 20);
_scaleSlots[slot-1].x2 = x2;
_scaleSlots[slot-1].y2 = y2;
_scaleSlots[slot-1].scale2 = scale2;
_scaleSlots[slot-1].x1 = x1;
_scaleSlots[slot-1].y1 = y1;
_scaleSlots[slot-1].scale1 = scale1;
}
byte Scumm::getNumBoxes() {
byte *ptr = getResourceAddress(rtMatrix, 2);
if (!ptr)
return 0;
if (_version == 8)
return (byte) READ_LE_UINT32(ptr);
else
return ptr[0];
}
Box *Scumm::getBoxBaseAddr(int box) {
byte *ptr = getResourceAddress(rtMatrix, 2);
if (!ptr || box == 255)
return NULL;
// FIXME: In "pass to adventure", the loom demo, when bobbin enters
// the tent to the elders, box = 2, but ptr[0] = 2 -> errors out.
// Hence we disable the check for now. Maybe in PASS (and other old games)
// we shouldn't subtract 1 from ptr[0] when performing the check?
// this also seems to be incorrect for atari st demo of zak
// and assumingly other v2 games
// The same happens in Indy3EGA (see bug #770351)
// Also happend in ZakEGA (see bug #771803).
//
// This *might* mean that we have a bug in our box implementation
// OTOH, the original engine, unlike ScummVM, performed no bound
// checking at all. All the problems so far have been cases where
// the value was exactly one more than what we consider the maximum.
// So it's very well possible that all of these are script errors.
if ((_gameId == GID_PASS) || ((_features & GF_OLD_BUNDLE)
&& (_gameId == GID_INDY3 || _gameId == GID_ZAK))) {
checkRange(ptr[0], 0, box, "Illegal box %d");
} else
checkRange(ptr[0] - 1, 0, box, "Illegal box %d");
if (_version <= 2)
return (Box *)(ptr + box * SIZEOF_BOX_V2 + 1);
else if (_version == 3)
return (Box *)(ptr + box * SIZEOF_BOX_V3 + 1);
else if (_features & GF_SMALL_HEADER)
return (Box *)(ptr + box * SIZEOF_BOX + 1);
else if (_version == 8)
return (Box *)(ptr + box * SIZEOF_BOX_V8 + 4);
else
return (Box *)(ptr + box * SIZEOF_BOX + 2);
}
int Scumm::getSpecialBox(int x, int y) {
int i;
int numOfBoxes;
byte flag;
numOfBoxes = getNumBoxes() - 1;
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 Scumm::checkXYInBoxBounds(int b, int x, int y) {
BoxCoords box;
if (b < 0 || b == Actor::kInvalidBox)
return false;
getBoxCoordinates(b, &box);
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;
if (box.ul.x == box.ur.x && box.ul.y == box.ur.y && box.lr.x == box.ll.x && box.lr.y == box.ll.y ||
box.ul.x == box.ll.x && box.ul.y == box.ll.y && box.ur.x == box.lr.x && box.ur.y == box.lr.y) {
ScummVM::Point pt;
pt = closestPtOnLine(box.ul.x, box.ul.y, box.lr.x, box.lr.y, x, y);
if (distanceFromPt(x, y, pt.x, pt.y) <= 4)
return true;
}
if (!compareSlope(box.ul.x, box.ul.y, box.ur.x, box.ur.y, x, y))
return false;
if (!compareSlope(box.ur.x, box.ur.y, box.lr.x, box.lr.y, x, y))
return false;
if (!compareSlope(box.ll.x, box.ll.y, x, y, box.lr.x, box.lr.y))
return false;
if (!compareSlope(box.ul.x, box.ul.y, x, y, box.ll.x, box.ll.y))
return false;
return true;
}
void Scumm::getBoxCoordinates(int boxnum, BoxCoords *box) {
Box *bp = getBoxBaseAddr(boxnum);
assert(bp);
if (_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);
// FIXME: Some walkboxes in CMI appear to have been flipped,
// in the sense that for instance the lower boundary is above
// the upper one. Can that really be the case, or is there
// some more sinister problem afoot?
//
// Is this fix sufficient, or will we need something more
// elaborate?
if (box->ul.y > box->ll.y && box->ur.y > box->lr.y) {
SWAP(box->ul.x, box->ll.x);
SWAP(box->ul.y, box->ll.y);
SWAP(box->ur.x, box->lr.x);
SWAP(box->ur.y, box->lr.y);
}
if (box->ul.x > box->ur.x && box->ll.x > box->lr.x) {
SWAP(box->ul.x, box->ur.x);
SWAP(box->ul.y, box->ur.y);
SWAP(box->ll.x, box->lr.x);
SWAP(box->ll.y, box->lr.y);
}
} else if (_version <= 2) {
box->ul.x = bp->v2.ulx * 8;
box->ul.y = bp->v2.uy * 2;
box->ur.x = bp->v2.urx * 8;
box->ur.y = bp->v2.uy * 2;
box->ll.x = bp->v2.llx * 8;
box->ll.y = bp->v2.ly * 2;
box->lr.x = bp->v2.lrx * 8;
box->lr.y = bp->v2.ly * 2;
} 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);
}
}
uint Scumm::distanceFromPt(int x, int y, int ptx, int pty) {
int diffx, diffy;
diffx = abs(ptx - x);
if (diffx >= 0x1000)
return 0xFFFFFF;
diffy = abs(pty - y);
if (diffy >= 0x1000)
return 0xFFFFFF;
diffx *= diffx;
diffy *= diffy;
return diffx + diffy;
}
bool compareSlope(int X1, int Y1, int X2, int Y2, int X3, int Y3) {
return (Y2 - Y1) * (X3 - X1) <= (Y3 - Y1) * (X2 - X1);
}
ScummVM::Point closestPtOnLine(int ulx, int uly, int llx, int lly, int x, int y) {
int lydiff, lxdiff;
int32 dist, a, b, c;
int x2, y2;
ScummVM::Point pt;
if (llx == ulx) { // Vertical line?
x2 = ulx;
y2 = y;
} else if (lly == uly) { // Horizontal line?
x2 = x;
y2 = uly;
} else {
lydiff = lly - uly;
lxdiff = llx - ulx;
if (abs(lxdiff) > abs(lydiff)) {
dist = lxdiff * lxdiff + lydiff * lydiff;
a = ulx * lydiff / lxdiff;
b = x * lxdiff / lydiff;
c = (a + b - uly + y) * lydiff * lxdiff / dist;
x2 = c;
y2 = c * lydiff / lxdiff - a + uly;
} else {
dist = lydiff * lydiff + lxdiff * lxdiff;
a = uly * lxdiff / lydiff;
b = y * lydiff / lxdiff;
c = (a + b - ulx + x) * lydiff * lxdiff / dist;
y2 = c;
x2 = c * lxdiff / lydiff - a + ulx;
}
}
lxdiff = llx - ulx;
lydiff = lly - uly;
if (abs(lydiff) < abs(lxdiff)) {
if (lxdiff > 0) {
if (x2 < ulx) {
type1:;
x2 = ulx;
y2 = uly;
} else if (x2 > llx) {
type2:;
x2 = llx;
y2 = lly;
}
} else {
if (x2 > ulx)
goto type1;
if (x2 < llx)
goto type2;
}
} else {
if (lydiff > 0) {
if (y2 < uly)
goto type1;
if (y2 > lly)
goto type2;
} else {
if (y2 > uly)
goto type1;
if (y2 < lly)
goto type2;
}
}
pt.x = x2;
pt.y = y2;
return pt;
}
bool Scumm::inBoxQuickReject(int b, int x, int y, int threshold) {
int t;
BoxCoords box;
getBoxCoordinates(b, &box);
t = x - threshold;
if (t > box.ul.x && t > box.ur.x && t > box.lr.x && t > box.ll.x)
return true;
t = x + threshold;
if (t < box.ul.x && t < box.ur.x && t < box.lr.x && t < box.ll.x)
return true;
t = y - threshold;
if (t > box.ul.y && t > box.ur.y && t > box.lr.y && t > box.ll.y)
return true;
t = y + threshold;
if (t < box.ul.y && t < box.ur.y && t < box.lr.y && t < box.ll.y)
return true;
return false;
}
int Scumm::getClosestPtOnBox(int b, int x, int y, int16& outX, int16& outY) {
ScummVM::Point pt;
uint dist;
uint bestdist = 0xFFFFFF;
BoxCoords box;
getBoxCoordinates(b, &box);
pt = closestPtOnLine(box.ul.x, box.ul.y, box.ur.x, box.ur.y, x, y);
dist = distanceFromPt(x, y, pt.x, pt.y);
if (dist < bestdist) {
bestdist = dist;
outX = pt.x;
outY = pt.y;
}
pt = closestPtOnLine(box.ur.x, box.ur.y, box.lr.x, box.lr.y, x, y);
dist = distanceFromPt(x, y, pt.x, pt.y);
if (dist < bestdist) {
bestdist = dist;
outX = pt.x;
outY = pt.y;
}
pt = closestPtOnLine(box.lr.x, box.lr.y, box.ll.x, box.ll.y, x, y);
dist = distanceFromPt(x, y, pt.x, pt.y);
if (dist < bestdist) {
bestdist = dist;
outX = pt.x;
outY = pt.y;
}
pt = closestPtOnLine(box.ll.x, box.ll.y, box.ul.x, box.ul.y, x, y);
dist = distanceFromPt(x, y, pt.x, pt.y);
if (dist < bestdist) {
bestdist = dist;
outX = pt.x;
outY = pt.y;
}
return bestdist;
}
byte *Scumm::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 adjactant 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 Scumm::getPathToDestBox(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 (_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.
// It's one of the places (or maybe even the only one?). See bug #770690
// and also bug #774783.
if ((_gameId == GID_INDY3) && _roomResource == 46 && from == 1 && to == 0)
return 1;
// 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)
warning("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, int16 &foundPathX, int16 &foundPathY) {
BoxCoords box1;
BoxCoords box2;
ScummVM::Point tmp;
int i, j;
int flag;
int q, pos;
_vm->getBoxCoordinates(box1nr, &box1);
_vm->getBoxCoordinates(box2nr, &box2);
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 = y;
if (box2nr == box3nr) {
int diffX = walkdata.destx - x;
int diffY = walkdata.desty - y;
int boxDiffX = box1.ul.x - 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 = 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;
foundPathY = q;
foundPathX = 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.destx - x;
int diffY = walkdata.desty - y;
int boxDiffY = box1.ul.y - y;
pos = x;
if (diffY != 0) {
pos += diffX * boxDiffY / diffY;
}
} else {
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;
foundPathX = q;
foundPathY = 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++) {
printf("%d: ", i);
while (*boxm != 0xFF) {
printf("%d, ", *boxm);
boxm++;
}
boxm++;
printf("\n");
}
}
static void printMatrix2(byte *matrix, int num) {
int i, j;
printf(" ");
for (i = 0; i < num; i++)
printf("%2d ", i);
printf("\n");
for (i = 0; i < num; i++) {
printf("%2d: ", i);
for (j = 0; j < num; j++) {
int val = matrix[i * 64 + j];
if (val == Actor::kInvalidBox)
printf(" ? ");
else
printf("%2d ", val);
}
printf("\n");
}
}
#endif
void Scumm::createBoxMatrix() {
int num, i, j, k;
byte *adjacentMatrix, *itineraryMatrix;
// The total number of boxes
num = getNumBoxes();
assert(num <= 64);
// Allocate the adjacent & itinerary matrices
adjacentMatrix = (byte *)malloc(64 * 64);
itineraryMatrix = (byte *)malloc(64 * 64);
// 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 * 64 + j] = 0;
itineraryMatrix[i * 64 + j] = j;
} else if (areBoxesNeighbours(i, j)) {
adjacentMatrix[i * 64 + j] = 1;
itineraryMatrix[i * 64 + j] = j;
} else {
adjacentMatrix[i * 64 + j] = 255;
itineraryMatrix[i * 64 + 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[64 * i + k];
byte distKJ = adjacentMatrix[64 * k + j];
if (adjacentMatrix[64 * i + j] > distIK + distKJ) {
adjacentMatrix[64 * i + j] = distIK + distKJ;
itineraryMatrix[64 * i + j] = itineraryMatrix[64 * i + k];
}
}
}
}
// "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 getPathToDestBox.
byte *matrixStart = 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[64 * i + j];
if (itinerary != Actor::kInvalidBox) {
addToMatrix(j);
while (j < num - 1 && itinerary == itineraryMatrix[64 * i + (j + 1)])
j++;
addToMatrix(j);
addToMatrix(itinerary);
}
}
}
addToMatrix(0xFF);
#if BOX_DEBUG
printf("Itinerary matrix:\n");
printMatrix2(itineraryMatrix, num);
printf("compressed matrix:\n");
printMatrix(getBoxMatrixBaseAddr(), num);
#endif
free(adjacentMatrix);
free(itineraryMatrix);
}
/** Check if two boxes are neighbours. */
bool Scumm::areBoxesNeighbours(int box1nr, int box2nr) {
int j, k, m, n;
int tmp_x, tmp_y;
bool result;
BoxCoords box;
BoxCoords box2;
if (getBoxFlags(box1nr) & kBoxInvisible || getBoxFlags(box2nr) & kBoxInvisible)
return false;
getBoxCoordinates(box1nr, &box2);
getBoxCoordinates(box2nr, &box);
result = false;
j = 4;
do {
k = 4;
do {
if (box2.ur.x == box2.ul.x && box.ul.x == box2.ul.x && box.ur.x == box2.ur.x) {
n = m = 0;
if (box2.ur.y < box2.ul.y) {
n = 1;
SWAP(box2.ur.y, box2.ul.y);
}
if (box.ur.y < box.ul.y) {
m = 1;
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) {
if (n) {
SWAP(box2.ur.y, box2.ul.y);
}
if (m) {
SWAP(box.ur.y, box.ul.y);
}
} else {
if (n) {
SWAP(box2.ur.y, box2.ul.y);
}
if (m) {
SWAP(box.ur.y, box.ul.y);
}
result = true;
}
}
if (box2.ur.y == box2.ul.y && box.ul.y == box2.ul.y && box.ur.y == box2.ur.y) {
n = m = 0;
if (box2.ur.x < box2.ul.x) {
n = 1;
SWAP(box2.ur.x, box2.ul.x);
}
if (box.ur.x < box.ul.x) {
m = 1;
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) {
if (n) {
SWAP(box2.ur.x, box2.ul.x);
}
if (m) {
SWAP(box.ur.x, box.ul.x);
}
} else {
if (n) {
SWAP(box2.ur.x, box2.ul.x);
}
if (m) {
SWAP(box.ur.x, box.ul.x);
}
result = true;
}
}
tmp_x = box2.ul.x;
tmp_y = box2.ul.y;
box2.ul.x = box2.ur.x;
box2.ul.y = box2.ur.y;
box2.ur.x = box2.lr.x;
box2.ur.y = box2.lr.y;
box2.lr.x = box2.ll.x;
box2.lr.y = box2.ll.y;
box2.ll.x = tmp_x;
box2.ll.y = tmp_y;
} while (--k);
tmp_x = box.ul.x;
tmp_y = box.ul.y;
box.ul.x = box.ur.x;
box.ul.y = box.ur.y;
box.ur.x = box.lr.x;
box.ur.y = box.lr.y;
box.lr.x = box.ll.x;
box.lr.y = box.ll.y;
box.ll.x = tmp_x;
box.ll.y = tmp_y;
} while (--j);
return result;
}
void Actor::findPathTowardsOld(byte trap1, byte trap2, byte final_trap, ScummVM::Point gateLoc[5]) {
ScummVM::Point pt;
ScummVM::Point gateA[2];
ScummVM::Point gateB[2];
_vm->getGates(trap1, trap2, gateA, gateB);
gateLoc[1].x = x;
gateLoc[1].y = y;
gateLoc[2].x = 32000;
gateLoc[3].x = 32000;
gateLoc[4].x = 32000;
if (trap2 == final_trap) { /* next = final box? */
gateLoc[4].x = walkdata.destx;
gateLoc[4].y = walkdata.desty;
if (_vm->getMaskFromBox(trap1) == _vm->getMaskFromBox(trap2) || 1) {
if (compareSlope(gateLoc[1].x, gateLoc[1].y, gateLoc[4].x, gateLoc[4].y, gateA[0].x, gateA[0].y) !=
compareSlope(gateLoc[1].x, gateLoc[1].y, gateLoc[4].x, gateLoc[4].y, gateB[0].x, gateB[0].y) &&
compareSlope(gateLoc[1].x, gateLoc[1].y, gateLoc[4].x, gateLoc[4].y, gateA[1].x, gateA[1].y) !=
compareSlope(gateLoc[1].x, gateLoc[1].y, gateLoc[4].x, gateLoc[4].y, gateB[1].x, gateB[1].y)) {
return; /* same zplane and between both gates? */
}
}
}
pt = closestPtOnLine(gateA[1].x, gateA[1].y, gateB[1].x, gateB[1].y, gateLoc[1].x, gateLoc[1].y);
gateLoc[3].x = pt.x;
gateLoc[3].y = pt.y;
if (compareSlope(gateLoc[1].x, gateLoc[1].y, gateLoc[3].x, gateLoc[3].y, gateA[0].x, gateA[0].y) ==
compareSlope(gateLoc[1].x, gateLoc[1].y, gateLoc[3].x, gateLoc[3].y, gateB[0].x, gateB[0].y)) {
closestPtOnLine(gateA[0].x, gateA[0].y, gateB[0].x, gateB[0].y, gateLoc[1].x, gateLoc[1].y);
gateLoc[2].x = pt.x; /* if point 2 between gates, ignore! */
gateLoc[2].y = pt.y;
}
return;
}
void Scumm::getGates(int trap1, int trap2, ScummVM::Point gateA[2], ScummVM::Point gateB[2]) {
int i, j;
int dist[8];
int minDist[3];
int closest[3];
int box[3];
BoxCoords coords;
ScummVM::Point Clo[8];
ScummVM::Point poly[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).
getBoxCoordinates(trap1, &coords);
poly[0] = coords.ul;
poly[1] = coords.ur;
poly[2] = coords.lr;
poly[3] = coords.ll;
for (i = 0; i < 4; i++) {
dist[i] = getClosestPtOnBox(trap2, poly[i].x, poly[i].y, Clo[i].x, Clo[i].y);
}
// Now do the same but with the roles of the first and second box swapped.
getBoxCoordinates(trap2, &coords);
poly[4] = coords.ul;
poly[5] = coords.ur;
poly[6] = coords.lr;
poly[7] = coords.ll;
for (i = 4; i < 8; i++) {
dist[i] = getClosestPtOnBox(trap1, poly[i].x, poly[i].y, Clo[i].x, Clo[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 "gate". That's a pair of two points that are
// in the same box (actually, on the border of that box), which both have
// "minimal" distance to the other box in a certain sense.
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) { /* if 1 close to 3 then use 2-3 */
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) { /* from box 1 to box 2 */
gateA[0] = poly[line1];
gateA[1] = Clo[line1];
} else {
gateA[1] = poly[line1];
gateA[0] = Clo[line1];
}
if (line2 < 4) { /* from box */
gateB[0] = poly[line2];
gateB[1] = Clo[line2];
} else {
gateB[1] = poly[line2];
gateB[0] = Clo[line2];
}
}