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8ad28e3a7e
message functions with our own. We still need to go through them and assign sensible debug levels to them. svn-id: r10422
801 lines
21 KiB
C++
801 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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// FN_walk() // walk to (x,y,dir)
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// FN_walk_to_anim() // walk to start position of anim
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// FN_turn() // turn to (dir)
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// FN_stand_at() // stand at (x,y,dir)
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// FN_stand() // stand facing (dir)
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// FN_stand_after_anim() // stand at end position of anim
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// FN_face_id() // turn to face object (id)
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// FN_face_xy() // turn to face point (x,y)
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// FN_is_facing() // is mega (id) facing us?
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// FN_get_pos() // get details of another mega's position
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#include "stdafx.h"
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#include "console.h"
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#include "defs.h"
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#include "events.h"
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#include "function.h"
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#include "interpreter.h"
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#include "logic.h" // for FN_add_to_kill_list
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#include "object.h"
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#include "protocol.h"
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#include "router.h"
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#include "sync.h"
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int16 standby_x; // see FN_set_standby_coords
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int16 standby_y;
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uint8 standby_dir;
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// walk mega to (x,y,dir)
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int32 FN_walk(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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Con_fatal_error("Invalid direction (%d) in FN_walk", 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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AllocateRouteMem();
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route = (int8) 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 FN_walk 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(James23jun97)
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ob_mega->currently_walking = 1;
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// (see FN_get_player_savedata() in save_rest.cpp
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} else {
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// free up the walkdata mem block
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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 && 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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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 (James23jun97)
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ob_mega->currently_walking = 0;
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// (see FN_get_player_savedata() 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 = 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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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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FreeRouteMem(); // free up the walkdata mem block
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// finished walk(James23jun97)
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ob_mega->currently_walking = 0;
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// (see FN_get_player_savedata() 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 FN_walk
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// command, the 1st frame of the anim (which is always
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// a stand frame itself) can replace the final stand
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// frame of the walk, to hide the slight difference
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// between the shrinking on the mega frames and the
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// pre-shrunk anim 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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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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// walk mega to start position of anim
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int32 FN_walk_to_anim(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.Res_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.Res_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: FN_walk_to_anim(%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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Con_fatal_error("Invalid direction (%d) in FN_walk_to_anim", pars[6]);
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}
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// set up the rest of the parameters for FN_walk()
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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 FN_walk() with target coords set to anim start position
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return FN_walk(pars);
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}
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// turn mega to <direction>
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// just needs to call FN_walk() with current feet coords, so router can
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// produce anim of turn frames
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int32 FN_turn(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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Con_fatal_error("Invalid direction (%d) in FN_turn", 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 FN_walk()
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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 FN_walk() with target coords set to feet coords
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return FN_walk(pars);
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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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int32 FN_stand_at(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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Con_fatal_error("Invalid direction (%d) in FN_stand_at", 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 FN_stand_at() with current feet coords
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int32 FN_stand(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 FN_stand_at() with target coords set to feet coords
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return FN_stand_at(pars);
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}
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// stand mega at end position of anim
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int32 FN_stand_after_anim(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.Res_open(params[2]);
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anim_head = FetchAnimHeader(anim_file);
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// set up the parameter list for FN_walk_to()
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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: FN_stand_after_anim(%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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Con_fatal_error("Invalid direction (%d) in FN_stand_after_anim", pars[4]);
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// close the anim file
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res_man.Res_close(params[2]);
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// call FN_stand_at() with target coords set to anim end position
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return FN_stand_at(pars);
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}
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// stand mega at start position of anim
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int32 FN_stand_at_anim(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.Res_open(params[2]);
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anim_head = FetchAnimHeader(anim_file);
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// set up the parameter list for FN_walk_to()
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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: FN_stand_at_anim(%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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Con_fatal_error("Invalid direction (%d) in FN_stand_after_anim", pars[4]);
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// close the anim file
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res_man.Res_close(params[2]);
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// call FN_stand_at() with target coords set to anim end position
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return FN_stand_at(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)
|
|
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 FN_walk() with current feet coords & direction computed
|
|
// by What_target()
|
|
|
|
int32 FN_face_xy(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 FN_walk()
|
|
|
|
pars[0] = params[0];
|
|
pars[1] = params[1];
|
|
pars[2] = params[2];
|
|
pars[3] = params[3];
|
|
|
|
// call FN_walk() with target coords set to feet coords
|
|
return FN_walk(pars);
|
|
}
|
|
|
|
int32 FN_face_mega(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.Res_open(params[4]);
|
|
|
|
if (head->fileType != GAME_OBJECT)
|
|
Con_fatal_error("FN_face_mega %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.Res_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 FN_walk() with target coords set to feet coords
|
|
return FN_walk(pars);
|
|
}
|
|
|
|
int32 FN_walk_to_talk_to_mega(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.Res_open(params[4]);
|
|
|
|
if (head->fileType != GAME_OBJECT)
|
|
Con_fatal_error("FN_walk_to_talk_to_mega %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.Res_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 FN_walk() with target coords set to feet coords. RESULT will
|
|
// be 1 when it finishes, or 0 if it failed to build route.
|
|
return FN_walk(pars);
|
|
}
|
|
|
|
int32 FN_set_walkgrid(int32 *params) {
|
|
Con_fatal_error("FN_set_walkgrid 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 FN_add_walkgrid(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)
|
|
FN_add_to_kill_list(params);
|
|
}
|
|
|
|
AddWalkGrid(params[0]);
|
|
|
|
// Touch the grid, getting it into memory.
|
|
res_man.Res_open(params[0]);
|
|
res_man.Res_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 FN_remove_walkgrid(int32 *params) {
|
|
// params: 0 id of walkgrid resource
|
|
|
|
RemoveWalkGrid(params[0]);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 FN_register_walkgrid(int32 *params) {
|
|
Con_fatal_error("FN_register_walkgrid no longer valid");
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 FN_set_scaling(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 FN_set_standby_coords(int32 *params) {
|
|
// set the standby walk coords to be used by FN_walk_to_anim &
|
|
// FN_stand_after_anim 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)
|
|
Con_fatal_error("Invalid direction (%d) in FN_set_standby_coords", params[2]);
|
|
|
|
standby_x = (int16) params[0];
|
|
standby_y = (int16) params[1];
|
|
standby_dir = (uint8) params[2];
|
|
|
|
return IR_CONT;
|
|
}
|