scummvm/sword2/walker.cpp
Torbjörn Andersson 7c4cc25cec Enable the debug console. Actually, what I've done is to adapt the debug
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
2003-10-26 15:42:49 +00:00

810 lines
21 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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.
*
* $Header$
*/
// WALKER.CPP by James (14nov96)
// script functions for moving megas about the place & also for keeping tabs
// on them
#include "stdafx.h"
#include "bs2/sword2.h"
#include "bs2/console.h"
#include "bs2/defs.h"
#include "bs2/events.h"
#include "bs2/function.h"
#include "bs2/interpreter.h"
#include "bs2/logic.h"
#include "bs2/object.h"
#include "bs2/protocol.h"
#include "bs2/router.h"
#include "bs2/sync.h"
namespace Sword2 {
int16 standby_x; // see fnSetStandbyCoords
int16 standby_y;
uint8 standby_dir;
/**
* Walk mega to (x,y,dir)
*/
int32 Logic::fnWalk(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
// 6 target direction
Object_logic *ob_logic;
Object_graphic *ob_graph;
Object_mega *ob_mega;
Object_walkdata *ob_walkdata;
int16 target_x;
int16 target_y;
uint8 target_dir;
int8 route;
int32 walk_pc;
_walkData *walkAnim;
// get the parameters
ob_logic = (Object_logic *) params[0];
ob_graph = (Object_graphic *) params[1];
ob_mega = (Object_mega *) params[2];
target_x = (int16) params[4];
target_y = (int16) params[5];
target_dir = (uint8) params[6];
// if this is the start of the walk, calculate route
if (ob_logic->looping == 0) {
// If we're already there, don't even bother allocating
// memory and calling the router, just quit back & continue
// the script! This avoids an embarassing mega stand frame
// appearing for one cycle when we're already in position for
// an anim eg. repeatedly clicking on same object to repeat
// an anim - no mega frame will appear in between runs of the
// anim.
if (ob_mega->feet_x == target_x && ob_mega->feet_y == target_y && ob_mega->current_dir == target_dir) {
RESULT = 0; // 0 means ok - finished walk
return IR_CONT; // may as well continue the script
}
// invalid direction (NB. '8' means end walk on ANY direction)
if (params[6] < 0 || params[6] > 8)
error("Invalid direction (%d) in fnWalk", params[6]);
ob_walkdata = (Object_walkdata *) params[3];
ob_mega->walk_pc = 0; // always
// set up mem for _walkData in route_slots[] & set mega's
// 'route_slot_id' accordingly
router.allocateRouteMem();
route = (int8) router.routeFinder(ob_mega, ob_walkdata, target_x, target_y, target_dir);
// 0 = can't make route to target
// 1 = created route
// 2 = zero route but may need to turn
if (route == 1 || route == 2) {
// so script fnWalk loop continues until end of
// walk-anim
ob_logic->looping = 1;
// need to animate the route now, so don't set result
// or return yet!
// started walk
ob_mega->currently_walking = 1;
// (see fnGetPlayerSaveData() in save_rest.cpp
} else {
// free up the walkdata mem block
router.freeRouteMem();
// 1 means error, no walk created
RESULT = 1;
// may as well continue the script
return IR_CONT;
}
// ok, walk is about to start, so set the mega's graphic
// resource
ob_graph->anim_resource = ob_mega->megaset_res;
} else if (EXIT_FADING && g_display->getFadeStatus() == RDFADE_BLACK) {
// double clicked an exit so quit the walk when screen is black
// ok, thats it - back to script and change screen
ob_logic->looping = 0; // so script loop stops
router.freeRouteMem(); // free up the walkdata mem block
// must clear in-case on the new screen there's a walk
// instruction (which would get cut short)
EXIT_CLICK_ID = 0;
// this will be reset when we change screens, so we can use
// it in script to check if a 2nd-click came along
// EXIT_FADING = 0;
// finished walk
ob_mega->currently_walking = 0;
// (see fnGetPlayerSaveData() in save_rest.cpp
RESULT = 0; // 0 means ok
// continue the script so that RESULT can be checked!
return IR_CONT;
}
// get pointer to walkanim & current frame position
// lock the _walkData array
walkAnim = router.lockRouteMem();
walk_pc = ob_mega->walk_pc;
// if stopping the walk early, overwrite the next step with a
// slow-out, then finish
if (Check_event_waiting()) {
if (walkAnim[walk_pc].step == 0 && walkAnim[walk_pc + 1].step == 1) {
// at the beginning of a step
ob_walkdata = (Object_walkdata *) params[3];
router.earlySlowOut(ob_mega, ob_walkdata);
}
}
// get new frame of walk
ob_graph->anim_pc = walkAnim[walk_pc].frame;
ob_mega->current_dir = walkAnim[walk_pc].dir;
ob_mega->feet_x = walkAnim[walk_pc].x;
ob_mega->feet_y = walkAnim[walk_pc].y;
// check if NEXT frame is in fact the end-marker of the walk sequence
// so we can return to script just as the final (stand) frame of the
// walk is set - so that if followed by an anim, the anim's first
// frame replaces the final stand-frame of the walk (see below)
// '512' is end-marker
if (walkAnim[walk_pc + 1].frame == 512) {
ob_logic->looping = 0; // so script loop stops
router.freeRouteMem(); // free up the walkdata mem block
// finished walk
ob_mega->currently_walking = 0;
// (see fnGetPlayerSaveData() in save_rest.cpp
// if George's walk has been interrupted to run a new action
// script for instance or Nico's walk has been interrupted by
// player clicking on her to talk
// There used to be code here for checking if two megas were
// colliding, but that code had been commented out, and it
// was only run if a function that always returned zero
// returned non-zero.
if (Check_event_waiting()) {
Start_event();
RESULT = 1; // 1 means didn't finish walk
return IR_TERMINATE;
} else {
RESULT = 0; // 0 means ok - finished walk
// CONTINUE the script so that RESULT can be checked!
// Also, if an anim command follows the fnWalk command,
// the 1st frame of the anim (which is always a stand
// frame itself) can replace the final stand frame of
// the walk, to hide the slight difference between the
// shrinking on the mega frames and the pre-shrunk anim
// start-frame.
return IR_CONT;
}
}
// increment the walkanim frame number, float the walkanim & come
// back next cycle
ob_mega->walk_pc++;
// allow _walkData array to float about memory again
router.floatRouteMem();
// stop the script, but repeat this call next cycle
return IR_REPEAT;
}
/**
* Walk mega to start position of anim
*/
int32 Logic::fnWalkToAnim(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 anim resource id
Object_logic *ob_logic;
uint8 *anim_file;
_animHeader *anim_head;
int32 pars[7];
// if this is the start of the walk, read anim file to get start coords
ob_logic = (Object_logic *) params[0];
if (ob_logic->looping == 0) {
// open anim file
anim_file = res_man.open(params[4]);
// point to animation header
anim_head = FetchAnimHeader( anim_file );
pars[4] = anim_head->feetStartX; // target_x
pars[5] = anim_head->feetStartY; // target_y
pars[6] = anim_head->feetStartDir; // target_dir
// close anim file
res_man.close(params[4]);
// if start coords not yet set in anim header, use the standby
// coords (which should be set beforehand in the script)
if (pars[4] == 0 && pars[5] == 0) {
pars[4] = standby_x;
pars[5] = standby_y;
pars[6] = standby_dir;
debug(5, "WARNING: fnWalkToAnim(%s) used standby coords", FetchObjectName(params[4]));
}
if (pars[6] < 0 || pars[6] > 7)
error("Invalid direction (%d) in fnWalkToAnim", pars[6]);
}
// 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];
// walkdata (param 3) is needed for earlySlowOut if player clicks
// elsewhere during the walk
// call fnWalk() with target coords set to anim start position
return fnWalk(pars);
}
/**
* turn mega to <direction>
* just needs to call fnWalk() with current feet coords, so router can
* produce anim of turn frames
*/
int32 Logic::fnTurn(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 direction
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) {
if (params[4] < 0 || params[4] > 7)
error("Invalid direction (%d) in fnTurn", params[4]);
ob_mega = (Object_mega *) params[2];
pars[4] = ob_mega->feet_x;
pars[5] = ob_mega->feet_y;
pars[6] = params[4]; // DIRECTION to turn to
}
// 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);
}
/**
* stand mega at (x,y,dir)
* sets up the graphic object, but also needs to set the new 'current_dir' in
* the mega object, so the router knows in future
*/
int32 Logic::fnStandAt(int32 *params) {
// params: 0 pointer to object's graphic structure
// 1 pointer to object's mega structure
// 2 target x-coord
// 3 target y-coord
// 4 target direction
Object_mega *ob_mega;
Object_graphic *ob_graph;
// check for invalid direction
if (params[4] < 0 || params[4] > 7)
error("Invalid direction (%d) in fnStandAt", params[4]);
// set up pointers to the graphic & mega structure
ob_graph = (Object_graphic *) params[0];
ob_mega = (Object_mega *) params[1];
// set up the stand frame & set the mega's new direction
// mega-set animation file
ob_graph->anim_resource = ob_mega->megaset_res;
ob_mega->feet_x = params[2];
ob_mega->feet_y = params[3];
// dir + first stand frame (always frame 96)
ob_graph->anim_pc = params[4] + 96;
ob_mega->current_dir = params[4];
return IR_CONT;
}
// stand mega in <direction> at current feet coords
// just needs to call fnStandAt() with current feet coords
int32 Logic::fnStand(int32 *params) {
// params: 0 pointer to object's graphic structure
// 1 pointer to object's mega structure
// 2 target direction
Object_mega *ob_mega = (Object_mega *) params[1];
int32 pars[5];
pars[0] = params[0];
pars[1] = params[1];
pars[2] = ob_mega->feet_x;
pars[3] = ob_mega->feet_y;
pars[4] = params[2]; // DIRECTION to stand in
// call fnStandAt() with target coords set to feet coords
return fnStandAt(pars);
}
/**
* stand mega at end position of anim
*/
int32 Logic::fnStandAfterAnim(int32 *params) {
// params: 0 pointer to object's graphic structure
// 1 pointer to object's mega structure
// 2 anim resource id
uint8 *anim_file;
_animHeader *anim_head;
int32 pars[5];
// open the anim file & set up a pointer to the animation header
// open anim file
anim_file = res_man.open(params[2]);
anim_head = FetchAnimHeader(anim_file);
// set up the parameter list for fnWalkTo()
pars[0] = params[0];
pars[1] = params[1];
pars[2] = anim_head->feetEndX;
pars[3] = anim_head->feetEndY;
pars[4] = anim_head->feetEndDir;
// if start coords not available either use the standby coords (which
// should be set beforehand in the script)
if (pars[2] == 0 && pars[3] == 0) {
pars[2] = standby_x;
pars[3] = standby_y;
pars[4] = standby_dir;
debug(5, "WARNING: fnStandAfterAnim(%s) used standby coords", FetchObjectName(params[2]));
}
if (pars[4] < 0 || pars[4] > 7)
error("Invalid direction (%d) in fnStandAfterAnim", pars[4]);
// close the anim file
res_man.close(params[2]);
// call fnStandAt() with target coords set to anim end position
return fnStandAt(pars);
}
// stand mega at start position of anim
int32 Logic::fnStandAtAnim(int32 *params) {
// params: 0 pointer to object's graphic structure
// 1 pointer to object's mega structure
// 2 anim resource id
uint8 *anim_file;
_animHeader *anim_head;
int32 pars[5];
// open the anim file & set up a pointer to the animation header
// open anim file
anim_file = res_man.open(params[2]);
anim_head = FetchAnimHeader(anim_file);
// set up the parameter list for fnWalkTo()
pars[0] = params[0];
pars[1] = params[1];
pars[2] = anim_head->feetStartX;
pars[3] = anim_head->feetStartY;
pars[4] = anim_head->feetStartDir;
// if start coords not available use the standby coords (which should
// be set beforehand in the script)
if (pars[2] == 0 && pars[3]==0) {
pars[2] = standby_x;
pars[3] = standby_y;
pars[4] = standby_dir;
debug(5, "WARNING: fnStandAtAnim(%s) used standby coords", FetchObjectName(params[2]));
}
if (pars[4] < 0 || pars[4] > 7)
error("Invalid direction (%d) in fnStandAfterAnim", pars[4]);
// close the anim file
res_man.close(params[2]);
// call fnStandAt() with target coords set to anim end position
return fnStandAt(pars);
}
// Code to workout direction from start to dest
// used in what_target not valid for all megas
#define diagonalx 36
#define diagonaly 8
int What_target(int startX, int startY, int destX, int destY) {
int deltaX = destX - startX;
int deltaY = destY - startY;
// 7 0 1
// 6 2
// 5 4 3
// Flat route
if (ABS(deltaY) * diagonalx < ABS(deltaX) * diagonaly / 2)
return (deltaX > 0) ? 2 : 6;
// Vertical route
if (ABS(deltaY) * diagonalx / 2 > ABS(deltaX) * diagonaly)
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