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7c4cc25cec
console from the SCUMM engine. I decided that would be easier than to clean up the original console code. Unfortunately there's a bunch of code that I just copied - a pretty lousy form of code-reusal. It'd be nice if the console could be made part of the Engine class, or something like that. Most of the debug commands seem to be working. Some aren't relevant for ScummVM, and some are a bit obscure so I'm not quite sure what they're supposed to be doing. svn-id: r10978
810 lines
21 KiB
C++
810 lines
21 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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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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*
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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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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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// WALKER.CPP by James (14nov96)
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// script functions for moving megas about the place & also for keeping tabs
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// on them
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#include "stdafx.h"
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#include "bs2/sword2.h"
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#include "bs2/console.h"
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#include "bs2/defs.h"
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#include "bs2/events.h"
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#include "bs2/function.h"
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#include "bs2/interpreter.h"
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#include "bs2/logic.h"
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#include "bs2/object.h"
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#include "bs2/protocol.h"
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#include "bs2/router.h"
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#include "bs2/sync.h"
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namespace Sword2 {
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int16 standby_x; // see fnSetStandbyCoords
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int16 standby_y;
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uint8 standby_dir;
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/**
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* Walk mega to (x,y,dir)
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*/
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int32 Logic::fnWalk(int32 *params) {
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 pointer to object's mega structure
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// 3 pointer to object's walkdata structure
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// 4 target x-coord
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// 5 target y-coord
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// 6 target direction
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Object_logic *ob_logic;
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Object_graphic *ob_graph;
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Object_mega *ob_mega;
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Object_walkdata *ob_walkdata;
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int16 target_x;
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int16 target_y;
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uint8 target_dir;
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int8 route;
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int32 walk_pc;
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_walkData *walkAnim;
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// get the parameters
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ob_logic = (Object_logic *) params[0];
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ob_graph = (Object_graphic *) params[1];
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ob_mega = (Object_mega *) params[2];
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target_x = (int16) params[4];
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target_y = (int16) params[5];
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target_dir = (uint8) params[6];
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// if this is the start of the walk, calculate route
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if (ob_logic->looping == 0) {
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// If we're already there, don't even bother allocating
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// memory and calling the router, just quit back & continue
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// the script! This avoids an embarassing mega stand frame
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// appearing for one cycle when we're already in position for
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// an anim eg. repeatedly clicking on same object to repeat
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// an anim - no mega frame will appear in between runs of the
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// anim.
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if (ob_mega->feet_x == target_x && ob_mega->feet_y == target_y && ob_mega->current_dir == target_dir) {
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RESULT = 0; // 0 means ok - finished walk
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return IR_CONT; // may as well continue the script
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}
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// invalid direction (NB. '8' means end walk on ANY direction)
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if (params[6] < 0 || params[6] > 8)
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error("Invalid direction (%d) in fnWalk", params[6]);
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ob_walkdata = (Object_walkdata *) params[3];
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ob_mega->walk_pc = 0; // always
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// set up mem for _walkData in route_slots[] & set mega's
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// 'route_slot_id' accordingly
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router.allocateRouteMem();
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route = (int8) router.routeFinder(ob_mega, ob_walkdata, target_x, target_y, target_dir);
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// 0 = can't make route to target
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// 1 = created route
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// 2 = zero route but may need to turn
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if (route == 1 || route == 2) {
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// so script fnWalk loop continues until end of
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// walk-anim
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ob_logic->looping = 1;
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// need to animate the route now, so don't set result
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// or return yet!
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// started walk
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ob_mega->currently_walking = 1;
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// (see fnGetPlayerSaveData() in save_rest.cpp
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} else {
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// free up the walkdata mem block
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router.freeRouteMem();
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// 1 means error, no walk created
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RESULT = 1;
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// may as well continue the script
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return IR_CONT;
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}
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// ok, walk is about to start, so set the mega's graphic
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// resource
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ob_graph->anim_resource = ob_mega->megaset_res;
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} else if (EXIT_FADING && g_display->getFadeStatus() == RDFADE_BLACK) {
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// double clicked an exit so quit the walk when screen is black
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// ok, thats it - back to script and change screen
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ob_logic->looping = 0; // so script loop stops
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router.freeRouteMem(); // free up the walkdata mem block
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// must clear in-case on the new screen there's a walk
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// instruction (which would get cut short)
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EXIT_CLICK_ID = 0;
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// this will be reset when we change screens, so we can use
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// it in script to check if a 2nd-click came along
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// EXIT_FADING = 0;
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// finished walk
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ob_mega->currently_walking = 0;
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// (see fnGetPlayerSaveData() in save_rest.cpp
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RESULT = 0; // 0 means ok
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// continue the script so that RESULT can be checked!
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return IR_CONT;
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}
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// get pointer to walkanim & current frame position
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// lock the _walkData array
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walkAnim = router.lockRouteMem();
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walk_pc = ob_mega->walk_pc;
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// if stopping the walk early, overwrite the next step with a
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// slow-out, then finish
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if (Check_event_waiting()) {
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if (walkAnim[walk_pc].step == 0 && walkAnim[walk_pc + 1].step == 1) {
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// at the beginning of a step
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ob_walkdata = (Object_walkdata *) params[3];
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router.earlySlowOut(ob_mega, ob_walkdata);
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}
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}
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// get new frame of walk
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ob_graph->anim_pc = walkAnim[walk_pc].frame;
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ob_mega->current_dir = walkAnim[walk_pc].dir;
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ob_mega->feet_x = walkAnim[walk_pc].x;
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ob_mega->feet_y = walkAnim[walk_pc].y;
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// check if NEXT frame is in fact the end-marker of the walk sequence
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// so we can return to script just as the final (stand) frame of the
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// walk is set - so that if followed by an anim, the anim's first
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// frame replaces the final stand-frame of the walk (see below)
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// '512' is end-marker
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if (walkAnim[walk_pc + 1].frame == 512) {
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ob_logic->looping = 0; // so script loop stops
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router.freeRouteMem(); // free up the walkdata mem block
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// finished walk
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ob_mega->currently_walking = 0;
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// (see fnGetPlayerSaveData() in save_rest.cpp
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// if George's walk has been interrupted to run a new action
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// script for instance or Nico's walk has been interrupted by
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// player clicking on her to talk
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// There used to be code here for checking if two megas were
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// colliding, but that code had been commented out, and it
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// was only run if a function that always returned zero
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// returned non-zero.
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if (Check_event_waiting()) {
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Start_event();
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RESULT = 1; // 1 means didn't finish walk
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return IR_TERMINATE;
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} else {
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RESULT = 0; // 0 means ok - finished walk
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// CONTINUE the script so that RESULT can be checked!
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// Also, if an anim command follows the fnWalk command,
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// the 1st frame of the anim (which is always a stand
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// frame itself) can replace the final stand frame of
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// the walk, to hide the slight difference between the
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// shrinking on the mega frames and the pre-shrunk anim
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// start-frame.
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return IR_CONT;
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}
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}
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// increment the walkanim frame number, float the walkanim & come
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// back next cycle
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ob_mega->walk_pc++;
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// allow _walkData array to float about memory again
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router.floatRouteMem();
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// stop the script, but repeat this call next cycle
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return IR_REPEAT;
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}
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/**
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* Walk mega to start position of anim
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*/
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int32 Logic::fnWalkToAnim(int32 *params) {
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 pointer to object's mega structure
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// 3 pointer to object's walkdata structure
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// 4 anim resource id
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Object_logic *ob_logic;
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uint8 *anim_file;
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_animHeader *anim_head;
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int32 pars[7];
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// if this is the start of the walk, read anim file to get start coords
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ob_logic = (Object_logic *) params[0];
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if (ob_logic->looping == 0) {
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// open anim file
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anim_file = res_man.open(params[4]);
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// point to animation header
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anim_head = FetchAnimHeader( anim_file );
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pars[4] = anim_head->feetStartX; // target_x
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pars[5] = anim_head->feetStartY; // target_y
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pars[6] = anim_head->feetStartDir; // target_dir
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// close anim file
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res_man.close(params[4]);
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// if start coords not yet set in anim header, use the standby
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// coords (which should be set beforehand in the script)
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if (pars[4] == 0 && pars[5] == 0) {
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pars[4] = standby_x;
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pars[5] = standby_y;
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pars[6] = standby_dir;
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debug(5, "WARNING: fnWalkToAnim(%s) used standby coords", FetchObjectName(params[4]));
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}
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if (pars[6] < 0 || pars[6] > 7)
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error("Invalid direction (%d) in fnWalkToAnim", pars[6]);
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}
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// set up the rest of the parameters for fnWalk()
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pars[0] = params[0];
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pars[1] = params[1];
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pars[2] = params[2];
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pars[3] = params[3];
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// walkdata (param 3) is needed for earlySlowOut if player clicks
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// elsewhere during the walk
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// call fnWalk() with target coords set to anim start position
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return fnWalk(pars);
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}
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/**
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* turn mega to <direction>
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* just needs to call fnWalk() with current feet coords, so router can
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* produce anim of turn frames
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*/
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int32 Logic::fnTurn(int32 *params) {
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 pointer to object's mega structure
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// 3 pointer to object's walkdata structure
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// 4 target direction
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Object_logic *ob_logic;
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Object_mega *ob_mega;
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int32 pars[7];
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// if this is the start of the turn, get the mega's current feet
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// coords + the required direction
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ob_logic = (Object_logic *) params[0];
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if (ob_logic->looping == 0) {
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if (params[4] < 0 || params[4] > 7)
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error("Invalid direction (%d) in fnTurn", params[4]);
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ob_mega = (Object_mega *) params[2];
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pars[4] = ob_mega->feet_x;
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pars[5] = ob_mega->feet_y;
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pars[6] = params[4]; // DIRECTION to turn to
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}
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// set up the rest of the parameters for fnWalk()
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pars[0] = params[0];
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pars[1] = params[1];
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pars[2] = params[2];
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pars[3] = params[3];
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// call fnWalk() with target coords set to feet coords
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return fnWalk(pars);
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}
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/**
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* stand mega at (x,y,dir)
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* sets up the graphic object, but also needs to set the new 'current_dir' in
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* the mega object, so the router knows in future
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*/
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int32 Logic::fnStandAt(int32 *params) {
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// params: 0 pointer to object's graphic structure
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// 1 pointer to object's mega structure
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// 2 target x-coord
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// 3 target y-coord
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// 4 target direction
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Object_mega *ob_mega;
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Object_graphic *ob_graph;
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// check for invalid direction
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if (params[4] < 0 || params[4] > 7)
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error("Invalid direction (%d) in fnStandAt", params[4]);
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// set up pointers to the graphic & mega structure
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ob_graph = (Object_graphic *) params[0];
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ob_mega = (Object_mega *) params[1];
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// set up the stand frame & set the mega's new direction
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// mega-set animation file
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ob_graph->anim_resource = ob_mega->megaset_res;
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ob_mega->feet_x = params[2];
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ob_mega->feet_y = params[3];
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// dir + first stand frame (always frame 96)
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ob_graph->anim_pc = params[4] + 96;
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ob_mega->current_dir = params[4];
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return IR_CONT;
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}
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// stand mega in <direction> at current feet coords
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// just needs to call fnStandAt() with current feet coords
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int32 Logic::fnStand(int32 *params) {
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// params: 0 pointer to object's graphic structure
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// 1 pointer to object's mega structure
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// 2 target direction
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Object_mega *ob_mega = (Object_mega *) params[1];
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int32 pars[5];
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pars[0] = params[0];
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pars[1] = params[1];
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pars[2] = ob_mega->feet_x;
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pars[3] = ob_mega->feet_y;
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pars[4] = params[2]; // DIRECTION to stand in
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// call fnStandAt() with target coords set to feet coords
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return fnStandAt(pars);
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}
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/**
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* stand mega at end position of anim
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*/
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int32 Logic::fnStandAfterAnim(int32 *params) {
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// params: 0 pointer to object's graphic structure
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// 1 pointer to object's mega structure
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// 2 anim resource id
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uint8 *anim_file;
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_animHeader *anim_head;
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int32 pars[5];
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// open the anim file & set up a pointer to the animation header
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// open anim file
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anim_file = res_man.open(params[2]);
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anim_head = FetchAnimHeader(anim_file);
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// set up the parameter list for fnWalkTo()
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pars[0] = params[0];
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pars[1] = params[1];
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pars[2] = anim_head->feetEndX;
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pars[3] = anim_head->feetEndY;
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pars[4] = anim_head->feetEndDir;
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// if start coords not available either use the standby coords (which
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// should be set beforehand in the script)
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if (pars[2] == 0 && pars[3] == 0) {
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pars[2] = standby_x;
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pars[3] = standby_y;
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pars[4] = standby_dir;
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debug(5, "WARNING: fnStandAfterAnim(%s) used standby coords", FetchObjectName(params[2]));
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}
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if (pars[4] < 0 || pars[4] > 7)
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error("Invalid direction (%d) in fnStandAfterAnim", pars[4]);
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// close the anim file
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res_man.close(params[2]);
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// call fnStandAt() with target coords set to anim end position
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return fnStandAt(pars);
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}
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// stand mega at start position of anim
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int32 Logic::fnStandAtAnim(int32 *params) {
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// params: 0 pointer to object's graphic structure
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// 1 pointer to object's mega structure
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// 2 anim resource id
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uint8 *anim_file;
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_animHeader *anim_head;
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int32 pars[5];
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// open the anim file & set up a pointer to the animation header
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// open anim file
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anim_file = res_man.open(params[2]);
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anim_head = FetchAnimHeader(anim_file);
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// set up the parameter list for fnWalkTo()
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pars[0] = params[0];
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pars[1] = params[1];
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pars[2] = anim_head->feetStartX;
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pars[3] = anim_head->feetStartY;
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pars[4] = anim_head->feetStartDir;
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// if start coords not available use the standby coords (which should
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// be set beforehand in the script)
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if (pars[2] == 0 && pars[3]==0) {
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pars[2] = standby_x;
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pars[3] = standby_y;
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pars[4] = standby_dir;
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debug(5, "WARNING: fnStandAtAnim(%s) used standby coords", FetchObjectName(params[2]));
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}
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if (pars[4] < 0 || pars[4] > 7)
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error("Invalid direction (%d) in fnStandAfterAnim", pars[4]);
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// close the anim file
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res_man.close(params[2]);
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// call fnStandAt() with target coords set to anim end position
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return fnStandAt(pars);
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}
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// Code to workout direction from start to dest
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// used in what_target not valid for all megas
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#define diagonalx 36
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#define diagonaly 8
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int What_target(int startX, int startY, int destX, int destY) {
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int deltaX = destX - startX;
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int deltaY = destY - startY;
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// 7 0 1
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// 6 2
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// 5 4 3
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// Flat route
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if (ABS(deltaY) * diagonalx < ABS(deltaX) * diagonaly / 2)
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return (deltaX > 0) ? 2 : 6;
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// Vertical route
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if (ABS(deltaY) * diagonalx / 2 > ABS(deltaX) * diagonaly)
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return (deltaY > 0) ? 4 : 0;
|
|
|
|
// Diagonal route
|
|
|
|
if (deltaX > 0)
|
|
return (deltaY > 0) ? 3 : 1;
|
|
|
|
return (deltaY > 0) ? 5 : 7;
|
|
}
|
|
|
|
/**
|
|
* turn mega to face point (x,y) on the floor
|
|
* just needs to call fnWalk() with current feet coords & direction computed
|
|
* by What_target()
|
|
*/
|
|
|
|
int32 Logic::fnFaceXY(int32 *params) {
|
|
// params: 0 pointer to object's logic structure
|
|
// 1 pointer to object's graphic structure
|
|
// 2 pointer to object's mega structure
|
|
// 3 pointer to object's walkdata structure
|
|
// 4 target x-coord
|
|
// 5 target y-coord
|
|
|
|
Object_logic *ob_logic;
|
|
Object_mega *ob_mega;
|
|
int32 pars[7];
|
|
|
|
// if this is the start of the turn, get the mega's current feet
|
|
// coords + the required direction
|
|
|
|
ob_logic = (Object_logic *) params[0];
|
|
|
|
if (ob_logic->looping == 0) {
|
|
ob_mega = (Object_mega *) params[2];
|
|
|
|
pars[4] = ob_mega->feet_x;
|
|
pars[5] = ob_mega->feet_y;
|
|
pars[6] = What_target(ob_mega->feet_x, ob_mega->feet_y, params[4], params[5]);
|
|
}
|
|
|
|
// set up the rest of the parameters for fnWalk()
|
|
|
|
pars[0] = params[0];
|
|
pars[1] = params[1];
|
|
pars[2] = params[2];
|
|
pars[3] = params[3];
|
|
|
|
// call fnWalk() with target coords set to feet coords
|
|
return fnWalk(pars);
|
|
}
|
|
|
|
int32 Logic::fnFaceMega(int32 *params) {
|
|
// params: 0 pointer to object's logic structure
|
|
// 1 pointer to object's graphic structure
|
|
// 2 pointer to object's mega structure
|
|
// 3 pointer to object's walkdata structure
|
|
// 4 id of target mega to face
|
|
|
|
uint32 null_pc = 3; // get ob_mega
|
|
char *raw_script_ad;
|
|
int32 pars[7];
|
|
Object_logic *ob_logic;
|
|
Object_mega *ob_mega;
|
|
_standardHeader *head;
|
|
|
|
ob_mega = (Object_mega *) params[2];
|
|
ob_logic = (Object_logic *) params[0];
|
|
|
|
if (ob_logic->looping == 0) {
|
|
// get targets info
|
|
head = (_standardHeader*) res_man.open(params[4]);
|
|
|
|
if (head->fileType != GAME_OBJECT)
|
|
error("fnFaceMega %d not an object", params[4]);
|
|
|
|
raw_script_ad = (char *) head;
|
|
|
|
//call the base script - this is the graphic/mouse service call
|
|
runScript(raw_script_ad, raw_script_ad, &null_pc);
|
|
|
|
res_man.close(params[4]);
|
|
|
|
// engine_mega is now the Object_mega of mega we want to turn
|
|
// to face
|
|
|
|
pars[3] = params[3];
|
|
pars[4] = ob_mega->feet_x;
|
|
pars[5] = ob_mega->feet_y;
|
|
pars[6] = What_target(ob_mega->feet_x, ob_mega->feet_y, engine_mega.feet_x, engine_mega.feet_y);
|
|
}
|
|
|
|
pars[0] = params[0];
|
|
pars[1] = params[1];
|
|
pars[2] = params[2];
|
|
pars[3] = params[3];
|
|
|
|
// call fnWalk() with target coords set to feet coords
|
|
return fnWalk(pars);
|
|
}
|
|
|
|
int32 Logic::fnWalkToTalkToMega(int32 *params) {
|
|
// we route to left or right hand side of target id if possible
|
|
// target is a shrinking mega
|
|
|
|
// params: 0 pointer to object's logic structure
|
|
// 1 pointer to object's graphic structure
|
|
// 2 pointer to object's mega structure
|
|
// 3 pointer to object's walkdata structure
|
|
// 4 id of target mega to face
|
|
// 5 distance
|
|
|
|
Object_mega *ob_mega;
|
|
Object_logic *ob_logic;
|
|
|
|
uint32 null_pc = 3; // 4th script - get mega
|
|
char *raw_script_ad;
|
|
int32 pars[7];
|
|
int scale;
|
|
int mega_seperation = params[5];
|
|
_standardHeader *head;
|
|
|
|
ob_logic = (Object_logic*) params[0];
|
|
ob_mega = (Object_mega*) params[2];
|
|
|
|
pars[0] = params[0]; // standard stuff
|
|
pars[1] = params[1];
|
|
pars[2] = params[2];
|
|
pars[3] = params[3]; // walkdata
|
|
|
|
// not been here before so decide where to walk-to
|
|
if (!ob_logic->looping) {
|
|
// first request the targets info
|
|
head = (_standardHeader*) res_man.open(params[4]);
|
|
|
|
if (head->fileType != GAME_OBJECT)
|
|
error("fnWalkToTalkToMega %d not an object", params[4]);
|
|
|
|
raw_script_ad = (char *) head;
|
|
|
|
// call the base script - this is the graphic/mouse service
|
|
// call
|
|
runScript(raw_script_ad, raw_script_ad, &null_pc);
|
|
|
|
res_man.close(params[4]);
|
|
|
|
// engine_mega is now the Object_mega of mega we want to
|
|
// route to
|
|
|
|
// stand exactly beside the mega, ie. at same y-coord
|
|
pars[5] = engine_mega.feet_y;
|
|
|
|
// apply scale factor to walk distance
|
|
// Ay+B gives 256 * scale ie. 256 * 256 * true_scale for even
|
|
// better accuracy, ie. scale = (Ay + B) / 256
|
|
|
|
scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b) / 256;
|
|
|
|
mega_seperation= (mega_seperation * scale) / 256;
|
|
|
|
debug(5, "seperation %d", mega_seperation);
|
|
debug(5, " target x %d, y %d", engine_mega.feet_x, engine_mega.feet_y);
|
|
|
|
if (engine_mega.feet_x < ob_mega->feet_x)
|
|
{
|
|
// Target is left of us, so aim to stand to their
|
|
// right. Face down_left
|
|
|
|
pars[4] = engine_mega.feet_x + mega_seperation;
|
|
pars[6] = 5;
|
|
} else {
|
|
// Ok, must be right of us so aim to stand to their
|
|
// left. Face down_right.
|
|
|
|
pars[4] = engine_mega.feet_x - mega_seperation;
|
|
pars[6] = 3;
|
|
}
|
|
}
|
|
|
|
// first cycle builds the route - thereafter merely follows it
|
|
|
|
// Call fnWalk() with target coords set to feet coords. RESULT will
|
|
// be 1 when it finishes, or 0 if it failed to build route.
|
|
return fnWalk(pars);
|
|
}
|
|
|
|
int32 Logic::fnSetWalkGrid(int32 *params) {
|
|
// params: none
|
|
|
|
error("fnSetWalkGrid no longer valid");
|
|
return IR_CONT;
|
|
}
|
|
|
|
// add this walkgrid resource to the list of those used for routing in this
|
|
// location - note this is ignored in the resource is already in the list
|
|
|
|
int32 Logic::fnAddWalkGrid(int32 *params) {
|
|
// params: 0 id of walkgrid resource
|
|
|
|
// all objects that add walkgrids must be restarted whenever we
|
|
// re-enter a location
|
|
|
|
// DON'T EVER KILL GEORGE!
|
|
if (ID != 8) {
|
|
// need to call this in case it wasn't called in script!
|
|
// ('params' just used as dummy param)
|
|
fnAddToKillList(params);
|
|
}
|
|
|
|
router.addWalkGrid(params[0]);
|
|
|
|
// Touch the grid, getting it into memory.
|
|
res_man.open(params[0]);
|
|
res_man.close(params[0]);
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
// remove this walkgrid resource from the list of those used for routing in
|
|
// this location - note that this is ignored if the resource isn't actually
|
|
// in the list
|
|
|
|
int32 Logic::fnRemoveWalkGrid(int32 *params) {
|
|
// params: 0 id of walkgrid resource
|
|
|
|
router.removeWalkGrid(params[0]);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnRegisterWalkGrid(int32 *params) {
|
|
// params: none
|
|
|
|
error("fnRegisterWalkGrid no longer valid");
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnSetScaling(int32 *params) {
|
|
// params: 0 pointer to object's mega structure
|
|
// 1 scale constant A
|
|
// 2 scale constant B
|
|
|
|
// 256 * s = A * y + B
|
|
|
|
// where s is system scale, which itself is (256 * actual_scale) ie.
|
|
// s == 128 is half size
|
|
|
|
Object_mega *ob_mega = (Object_mega *) params[0];
|
|
|
|
ob_mega->scale_a = params[1];
|
|
ob_mega->scale_b = params[2];
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnSetStandbyCoords(int32 *params) {
|
|
// set the standby walk coords to be used by fnWalkToAnim and
|
|
// fnStandAfterAnim when the anim header's start/end coords are zero
|
|
|
|
// useful during development; can stay in final game anyway
|
|
|
|
// params: 0 x-coord
|
|
// 1 y-coord
|
|
// 2 direction (0..7)
|
|
|
|
if (params[2] < 0 || params[2] > 7)
|
|
error("Invalid direction (%d) in fnSetStandbyCoords", params[2]);
|
|
|
|
standby_x = (int16) params[0];
|
|
standby_y = (int16) params[1];
|
|
standby_dir = (uint8) params[2];
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
} // End of namespace Sword2
|