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https://github.com/libretro/scummvm.git
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2397efd730
I have thoroughly documented why this hack is needed and added ideas how to fix it properly. svn-id: r46068
191 lines
6.4 KiB
C++
191 lines
6.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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* 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef DRACI_WALKING_H
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#define DRACI_WALKING_H
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#include "common/array.h"
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#include "common/rect.h"
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namespace Draci {
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class Sprite;
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typedef Common::Array<Common::Point> WalkingPath;
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class WalkingMap {
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public:
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WalkingMap() : _realWidth(0), _realHeight(0), _deltaX(1), _deltaY(1),
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_mapWidth(0), _mapHeight(0), _byteWidth(0), _data(NULL) { }
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void load(const byte *data, uint length);
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bool getPixel(int x, int y) const;
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bool isWalkable(const Common::Point &p) const;
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Sprite *newOverlayFromMap(byte colour) const;
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Common::Point findNearestWalkable(int x, int y) const;
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bool findShortestPath(Common::Point p1, Common::Point p2, WalkingPath *path) const;
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void obliquePath(const WalkingPath& path, WalkingPath *obliquedPath);
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Sprite *newOverlayFromPath(const WalkingPath &path, byte colour) const;
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Common::Point getDelta() const { return Common::Point(_deltaX, _deltaY); }
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static int pointsBetween(const Common::Point &p1, const Common::Point &p2);
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static Common::Point interpolate(const Common::Point &p1, const Common::Point &p2, int i, int n);
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private:
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int _realWidth, _realHeight;
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int _deltaX, _deltaY;
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int _mapWidth, _mapHeight;
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int _byteWidth;
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// We don't own the pointer. It points to the BArchive cache for this room.
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const byte *_data;
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// 4 possible directions to walk from a pixel.
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static const int kDirections[][2];
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void drawOverlayRectangle(const Common::Point &p, byte colour, byte *buf) const;
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bool lineIsCovered(const Common::Point &p1, const Common::Point &p2) const;
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// Returns true if the number of vertices on the path was decreased.
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bool managedToOblique(WalkingPath *path) const;
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};
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/*
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* Enumerates the directions the dragon can look into when arrived.
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*/
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enum SightDirection {
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kDirectionLast, kDirectionMouse, kDirectionUnknown,
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kDirectionRight, kDirectionLeft, kDirectionIntelligent
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};
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/**
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* Enumerates the animations for the dragon's movement.
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*/
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enum Movement {
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kMoveUndefined = -1,
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kMoveDown, kMoveUp, kMoveRight, kMoveLeft,
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kFirstTurning,
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kMoveRightDown = kFirstTurning, kMoveRightUp, kMoveLeftDown, kMoveLeftUp,
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kMoveDownRight, kMoveUpRight, kMoveDownLeft, kMoveUpLeft,
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kMoveLeftRight, kMoveRightLeft, kMoveUpStopLeft, kMoveUpStopRight,
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kLastTurning = kMoveUpStopRight,
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kSpeakRight, kSpeakLeft, kStopRight, kStopLeft,
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kFirstTemporaryAnimation
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};
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class DraciEngine;
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struct GPL2Program;
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class WalkingState {
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public:
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explicit WalkingState(DraciEngine *vm) : _vm(vm) { stopWalking(); }
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~WalkingState() {}
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void stopWalking();
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void startWalking(const Common::Point &p1, const Common::Point &p2,
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const Common::Point &mouse, SightDirection dir,
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const Common::Point &delta, const WalkingPath& path);
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const WalkingPath& getPath() const { return _path; }
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void setCallback(const GPL2Program *program, uint16 offset);
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void callback();
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bool isActive() const { return _path.size() > 0; }
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// Advances the hero along the path and changes animation accordingly.
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// Walking MUST be active when calling this method. When the hero has
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// arrived to the target, returns false, but leaves the callback
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// untouched (the caller must call it).
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// The second variant also clears the path when returning false.
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bool continueWalking();
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bool continueWalkingOrClearPath();
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// Called when the hero's turning animation has finished.
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void heroAnimationFinished();
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// Returns the hero's animation corresponding to looking into given
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// direction. The direction can be smart and in that case this
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// function needs to know the whole last path, the current position of
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// the hero, or the mouse position.
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static Movement animationForSightDirection(SightDirection dir, const Common::Point &hero, const Common::Point &mouse, const WalkingPath &path, Movement startingDirection);
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private:
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DraciEngine *_vm;
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WalkingPath _path;
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Common::Point _mouse;
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SightDirection _dir;
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Movement _startingDirection;
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uint _segment; // Index of the path vertex we are currently going to / rotation on
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int _lastAnimPhase;
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bool _turningFinished;
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const GPL2Program *_callback;
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uint16 _callbackOffset;
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// Initiates turning of the dragon into the direction for the next
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// segment / after walking. Returns false when there is nothing left
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// to do and walking is done.
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bool turnForTheNextSegment();
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// Starts walking on the next edge. Returns false if we are already at
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// the final vertex and walking is done.
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bool walkOnNextEdge();
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// Return one of the 4 animations kMove{Down,Up,Right,Left}
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// corresponding to walking from here to there.
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static Movement animationForDirection(const Common::Point &here, const Common::Point &there);
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// Returns the desired facing direction to begin the next phase of the
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// walk. It's either a direction for the given edge or the desired
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// final direction.
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Movement directionForNextPhase() const;
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// Returns either animation that needs to be played between given two
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// animations (e.g., kMoveRightDown after kMoveRight and before
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// kMoveDown), or kMoveUndefined if none animation is to be played.
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static Movement transitionBetweenAnimations(Movement previous, Movement next);
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static bool isTurningMovement(Movement m) {
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return m >= kFirstTurning && m <= kLastTurning;
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}
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// Projects hero to the given edge. Returns true when hero has reached
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// at least p2. prevHero is passed so that we can compute how much to
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// adjust in the other-than-walking direction.
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static bool alignHeroToEdge(const Common::Point &p1, const Common::Point &p2, const Common::Point &prevHero, Common::Point *hero);
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};
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} // End of namespace Draci
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#endif // DRACI_WALKING_H
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