scummvm/engines/agi/checks.cpp

338 lines
8.1 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "agi/agi.h"
namespace Agi {
int AgiEngine::checkPosition(VtEntry *v) {
debugC(4, kDebugLevelSprites, "check position @ %d, %d", v->xPos, v->yPos);
if (v->xPos < 0 ||
v->xPos + v->xSize > _WIDTH ||
v->yPos - v->ySize + 1 < 0 ||
v->yPos >= _HEIGHT ||
((~v->flags & fIgnoreHorizon) && v->yPos <= _game.horizon)) {
debugC(4, kDebugLevelSprites, "check position failed: x=%d, y=%d, h=%d, w=%d",
v->xPos, v->yPos, v->xSize, v->ySize);
return 0;
}
// MH1 needs this, but it breaks LSL1
if (getVersion() >= 0x3000) {
if (v->yPos < v->ySize)
return 0;
}
return 1;
}
/**
* Check if there's another object on the way
*/
int AgiEngine::checkCollision(VtEntry *v) {
VtEntry *u;
if (v->flags & fIgnoreObjects)
return 0;
for (u = _game.viewTable; u < &_game.viewTable[MAX_VIEWTABLE]; u++) {
if ((u->flags & (fAnimated | fDrawn)) != (fAnimated | fDrawn))
continue;
if (u->flags & fIgnoreObjects)
continue;
// Same object, check next
if (v->entry == u->entry)
continue;
// No horizontal overlap, check next
if (v->xPos + v->xSize < u->xPos || v->xPos > u->xPos + u->xSize)
continue;
// Same y, return error!
if (v->yPos == u->yPos) {
debugC(4, kDebugLevelSprites, "check returns 1 (object %d)", v->entry);
return 1;
}
// Crossed the baseline, return error!
if ((v->yPos > u->yPos && v->yPos2 < u->yPos2) ||
(v->yPos < u->yPos && v->yPos2 > u->yPos2)) {
debugC(4, kDebugLevelSprites, "check returns 1 (object %d)", v->entry);
return 1;
}
}
return 0;
}
int AgiEngine::checkPriority(VtEntry *v) {
int i, trigger, water, pass, pri;
uint8 *p0;
if (~v->flags & fFixedPriority) {
// Priority bands
v->priority = _game.priTable[v->yPos];
}
trigger = 0;
water = 0;
pass = 1;
if (v->priority == 0x0f) {
// Check ego
if (v->entry == 0) {
setflag(fEgoTouchedP2, trigger ? true : false);
setflag(fEgoWater, water ? true : false);
}
return pass;
}
water = 1;
// Check if any picture is loaded before checking for priority below.
// If no picture has been loaded, the priority buffer won't be initialized,
// thus the check below will always fail. This case causes an infinite loop
// in the fanmade game Nick's Quest (bug #3451122), as the game attempts to
// draw a sprite (view 4, floating Nick) before it loads any picture. This
// causes the checks below to always fail, and the engine keeps readjusting
// the sprite's position in fixPosition() forever, as there is no valid
// position to place it (the default visual and priority screen is set to
// zero, i.e. unconditional black). To remedy this situation, we always
// return true here if no picture has been loaded and no priority screen
// has been set up.
if (!_game._vm->_picture->isPictureLoaded()) {
warning("checkPriority: no picture loaded");
return pass;
}
p0 = &_game.sbuf16c[v->xPos + v->yPos * _WIDTH];
for (i = 0; i < v->xSize; i++, p0++) {
pri = *p0 >> 4;
if (pri == 0) { // unconditional black. no go at all!
pass = 0;
break;
}
if (pri == 3) // water surface
continue;
water = 0;
if (pri == 1) { // conditional blue
if (v->flags & fIgnoreBlocks)
continue;
debugC(4, kDebugLevelSprites, "Blocks observed!");
pass = 0;
break;
}
if (pri == 2) { // trigger
debugC(4, kDebugLevelSprites, "stepped on trigger");
if (!_debug.ignoretriggers)
trigger = 1;
}
}
if (pass) {
if (!water && v->flags & fOnWater)
pass = 0;
if (water && v->flags & fOnLand)
pass = 0;
}
// Check ego
if (v->entry == 0) {
setflag(fEgoTouchedP2, trigger ? true : false);
setflag(fEgoWater, water ? true : false);
}
return pass;
}
/*
* Public functions
*/
/**
* Update position of objects
* This function updates the position of all animated, updating view
* table entries according to its motion type, step size, etc. The
* new position must be valid according to the sprite positioning
* rules, otherwise the previous position will be kept.
*/
void AgiEngine::updatePosition() {
VtEntry *v;
int x, y, oldX, oldY, border;
_game.vars[vBorderCode] = 0;
_game.vars[vBorderTouchEgo] = 0;
_game.vars[vBorderTouchObj] = 0;
for (v = _game.viewTable; v < &_game.viewTable[MAX_VIEWTABLE]; v++) {
if ((v->flags & (fAnimated | fUpdate | fDrawn)) != (fAnimated | fUpdate | fDrawn)) {
continue;
}
if (v->stepTimeCount != 0) {
if (--v->stepTimeCount != 0)
continue;
}
v->stepTimeCount = v->stepTime;
x = oldX = v->xPos;
y = oldY = v->yPos;
// If object has moved, update its position
if (~v->flags & fUpdatePos) {
int dx[9] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
int dy[9] = { 0, -1, -1, 0, 1, 1, 1, 0, -1 };
x += v->stepSize * dx[v->direction];
y += v->stepSize * dy[v->direction];
}
// Now check if it touched the borders
border = 0;
// Check left/right borders
if (x < 0) {
x = 0;
border = 4;
} else if (x <= 0 && getVersion() == 0x3086) { // KQ4
x = 0; // See Sarien bug #590462
border = 4;
} else if (v->entry == 0 && x == 0 && v->flags & fAdjEgoXY) {
// Extra test to walk west clicking the mouse
x = 0;
border = 4;
} else if (x + v->xSize > _WIDTH) {
x = _WIDTH - v->xSize;
border = 2;
}
// Check top/bottom borders.
if (y - v->ySize + 1 < 0) {
y = v->ySize - 1;
border = 1;
} else if (y > _HEIGHT - 1) {
y = _HEIGHT - 1;
border = 3;
} else if ((~v->flags & fIgnoreHorizon) && y <= _game.horizon) {
debugC(4, kDebugLevelSprites, "y = %d, horizon = %d", y, _game.horizon);
y = _game.horizon + 1;
border = 1;
}
// Test new position. rollback if test fails
v->xPos = x;
v->yPos = y;
if (checkCollision(v) || !checkPriority(v)) {
v->xPos = oldX;
v->yPos = oldY;
border = 0;
fixPosition(v->entry);
}
if (border != 0) {
if (isEgoView(v)) {
_game.vars[vBorderTouchEgo] = border;
} else {
_game.vars[vBorderCode] = v->entry;
_game.vars[vBorderTouchObj] = border;
}
if (v->motion == kMotionMoveObj) {
inDestination(v);
}
}
v->flags &= ~fUpdatePos;
}
}
/**
* Adjust position of a sprite
* This function adjusts the position of a sprite moving it until
* certain criteria is matched. According to priority and control line
* data, a sprite may not always appear at the location we specified.
* This behavior is also known as the "Budin-Sonneveld effect".
*
* @param n view table entry number
*/
void AgiEngine::fixPosition(int n) {
VtEntry *v = &_game.viewTable[n];
int count, dir, size;
debugC(4, kDebugLevelSprites, "adjusting view table entry #%d (%d,%d)", n, v->xPos, v->yPos);
// test horizon
if ((~v->flags & fIgnoreHorizon) && v->yPos <= _game.horizon)
v->yPos = _game.horizon + 1;
dir = 0;
count = size = 1;
while (!checkPosition(v) || checkCollision(v) || !checkPriority(v)) {
switch (dir) {
case 0: // west
v->xPos--;
if (--count)
continue;
dir = 1;
break;
case 1: // south
v->yPos++;
if (--count)
continue;
dir = 2;
size++;
break;
case 2: // east
v->xPos++;
if (--count)
continue;
dir = 3;
break;
case 3: // north
v->yPos--;
if (--count)
continue;
dir = 0;
size++;
break;
}
count = size;
}
debugC(4, kDebugLevelSprites, "view table entry #%d position adjusted to (%d,%d)", n, v->xPos, v->yPos);
}
} // End of namespace Agi