mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
54c1a1463f
755->644 svn-id: r52177
510 lines
17 KiB
C++
510 lines
17 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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/*
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* This code is based on original Hugo Trilogy source code
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*
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* Copyright (c) 1989-1995 David P. Gray
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*
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*/
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// Find shortest route from hero to destination
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#include "common/system.h"
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#include "hugo/hugo.h"
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#include "hugo/game.h"
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#include "hugo/route.h"
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#include "hugo/global.h"
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namespace Hugo {
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Route::Route(HugoEngine &vm) : _vm(vm) {
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}
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// Face hero in new direction, based on cursor key input by user.
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void Route::setDirection(uint16 keyCode) {
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object_t *obj = _vm._hero; // Pointer to hero object
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debugC(1, kDebugRoute, "setDirection(%d)", keyCode);
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// Set first image in sequence
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switch (keyCode) {
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case Common::KEYCODE_UP:
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obj->currImagePtr = obj->seqList[_UP].seqPtr;
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break;
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case Common::KEYCODE_DOWN:
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obj->currImagePtr = obj->seqList[DOWN].seqPtr;
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break;
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case Common::KEYCODE_LEFT:
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obj->currImagePtr = obj->seqList[LEFT].seqPtr;
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break;
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case Common::KEYCODE_RIGHT:
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obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
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break;
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case Common::KEYCODE_HOME:
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obj->currImagePtr = obj->seqList[LEFT].seqPtr;
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break;
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case Common::KEYCODE_END:
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obj->currImagePtr = obj->seqList[LEFT].seqPtr;
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break;
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// case Common::KEYCODE_PRIOR:
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// obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
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// break;
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// case Common::KEYCODE_NEXT:
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// obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
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// break;
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}
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}
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// Set hero walking, based on cursor key input by user.
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// Hitting same key twice will stop hero.
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void Route::setWalk(uint16 direction) {
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object_t *obj = _vm._hero; // Pointer to hero object
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static uint16 oldDirection = 0; // Last direction char
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debugC(1, kDebugRoute, "setWalk(%d)", direction);
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if (_vm.getGameStatus().storyModeFl || obj->pathType != USER) // Make sure user has control
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return;
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if (!obj->vx && !obj->vy)
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oldDirection = 0; // Fix for consistant restarts
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if (direction != oldDirection) {
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// Direction has changed
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setDirection(direction); // Face new direction
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obj->vx = obj->vy = 0;
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switch (direction) { // And set correct velocity
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case Common::KEYCODE_UP:
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obj->vy = -DY;
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break;
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case Common::KEYCODE_DOWN:
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obj->vy = DY;
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break;
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case Common::KEYCODE_LEFT:
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obj->vx = -DX;
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break;
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case Common::KEYCODE_RIGHT:
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obj->vx = DX;
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break;
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case Common::KEYCODE_HOME:
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obj->vx = -DX;
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obj->vy = -DY / 2;
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break;
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case Common::KEYCODE_END:
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obj->vx = -DX;
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obj->vy = DY / 2;
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break;
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// case Common::KEYCODE_PRIOR:
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// obj->vx = DX;
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// obj->vy = -DY / 2;
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// break;
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// case Common::KEYCODE_NEXT:
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// obj->vx = DX;
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// obj->vy = DY / 2;
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// break;
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}
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oldDirection = direction;
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obj->cycling = CYCLE_FORWARD;
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} else {
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// Same key twice - halt hero
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obj->vy = 0;
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obj->vx = 0;
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oldDirection = 0;
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obj->cycling = NOT_CYCLING;
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}
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}
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// Recursive algorithm! Searches from hero to dest_x, dest_y
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// Find horizontal line segment about supplied point and recursively
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// find line segments for each point above and below that segment.
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// When destination point found in segment, start surfacing and leave
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// a trail in segment[] from destination back to hero.
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//
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// Note: there is a bug which allows a route through a 1-pixel high
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// narrow gap if between 2 segments wide enough for hero. To work
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// around this, make sure any narrow gaps are 2 or more pixels high.
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// An example of this was the blocking guard in Hugo1/Dead-End.
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void Route::segment(int16 x, int16 y) {
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int16 x1, x2; // Range of segment
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// Note use of static - can't waste stack
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static image_pt p; // Ptr to _boundaryMap[y]
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static segment_t *seg_p; // Ptr to segment
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debugC(1, kDebugRoute, "segment(%d, %d)", x, y);
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// Bomb out if stack exhausted
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// Vinterstum: Is this just a safeguard, or actually used?
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//_fullStackFl = _stackavail () < 256;
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_fullStackFl = false;
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// Find and fill on either side of point
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p = _boundaryMap[y];
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for (x1 = x; x1 > 0; x1--)
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if (p[x1] == 0) {
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#if DEBUG_ROUTE
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SetPixel(hDC, (int16)((long)config.cx * x1 / XPIX), (int16)((long)config.cy *(y - DIBOFF_Y) / VIEW_DY), GetPalIndex(_TLIGHTMAGENTA));
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#endif
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p[x1] = kMapFill;
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} else
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break;
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for (x2 = x + 1; x2 < XPIX; x2++)
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if (p[x2] == 0) {
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#if DEBUG_ROUTE
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SetPixel(hDC, (int16)((long)config.cx * x2 / XPIX), (int16)((long)config.cy *(y - DIBOFF_Y) / VIEW_DY), GetPalIndex(_TLIGHTGREEN));
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#endif
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p[x2] = kMapFill;
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} else
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break;
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x1++;
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x2--;
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// Discard path if not wide enough for hero - dead end
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if (_heroWidth > x2 - x1 + 1)
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return;
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// Have we found the destination yet?
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if (y == _destY && x1 <= _destX && x2 >= _destX)
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_routeFoundFl = true;
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// Bounds check y in case no boundary around screen
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if (y <= 0 || y >= YPIX - 1)
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return;
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#if FALSE
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// Find all segments above and below current
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if (hero_p->x < x1 || hero_p->x + HERO_MAX_WIDTH > x2) {
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// Hero x not in segment, search x1..x2
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// Find all segments above current
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for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++)
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if (_boundaryMap[y - 1][x] == 0)
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segment(x, y - 1);
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// Find all segments below current
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for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++)
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if (_boundaryMap[y + 1][x] == 0)
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segment(x, y + 1);
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}
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#endif
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if (_vm._hero->x < x1) {
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// Hero x not in segment, search x1..x2
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// Find all segments above current
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for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++)
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if (_boundaryMap[y - 1][x] == 0)
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segment(x, y - 1);
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// Find all segments below current
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for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++)
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if (_boundaryMap[y + 1][x] == 0)
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segment(x, y + 1);
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} else if (_vm._hero->x + HERO_MAX_WIDTH > x2) {
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// Hero x not in segment, search x1..x2
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// Find all segments above current
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for (x = x2; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x >= x1; x--)
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if (_boundaryMap[y - 1][x] == 0)
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segment(x, y - 1);
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// Find all segments below current
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for (x = x2; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x >= x1; x--)
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if (_boundaryMap[y + 1][x] == 0)
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segment(x, y + 1);
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} else {
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// Organize search around hero x position - this gives
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// better chance for more direct route.
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for (x = _vm._hero->x; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++)
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if (_boundaryMap[y - 1][x] == 0)
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segment(x, y - 1);
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for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x < _vm._hero->x; x++)
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if (_boundaryMap[y - 1][x] == 0)
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segment(x, y - 1);
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for (x = _vm._hero->x; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++)
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if (_boundaryMap[y + 1][x] == 0)
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segment(x, y + 1);
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for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x < _vm._hero->x; x++)
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if (_boundaryMap[y + 1][x] == 0)
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segment(x, y + 1);
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}
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// If found, surface, leaving trail back to hero
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if (_routeFoundFl) {
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// Bomb out if too many segments (leave one spare)
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if (_segmentNumb >= kMaxSeg - 1)
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_fullSegmentFl = true;
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else {
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// Create segment
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seg_p = &_segment[_segmentNumb];
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seg_p->y = y;
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seg_p->x1 = x1;
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seg_p->x2 = x2;
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_segmentNumb++;
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}
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}
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}
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// Create and return ptr to new node. Initialize with previous node.
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// Returns NULL if MAX_NODES exceeded
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Point *Route::newNode() {
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debugC(1, kDebugRoute, "newNode");
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if (_routeListIndex >= kMaxNodes) // Too many nodes
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return(NULL); // Incomplete route - failure
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_routeListIndex++;
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_route[_routeListIndex] = _route[_routeListIndex - 1]; // Initialize with previous node
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return(&_route[_routeListIndex]);
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}
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// Construct route to cx, cy. Return TRUE if successful.
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// 1. Copy boundary bitmap to local byte map (include object bases)
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// 2. Construct list of segments segment[] from hero to destination
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// 3. Compress to shortest route in route[]
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bool Route::findRoute(int16 cx, int16 cy) {
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int16 i, j, x, y; // Loop on coordinates
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int16 x1, x2, dx; // Overlap between segments
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int16 herox1, herox2, heroy; // Current hero baseline
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object_t *obj; // Ptr to object
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segment_t *seg_p; // Ptr to segment
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Point *routeNode; // Ptr to route node
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debugC(1, kDebugRoute, "findRoute(%d, %d)", cx, cy);
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// Initialize for search
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_routeFoundFl = false; // Path not found yet
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_fullStackFl = false; // Stack not exhausted
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_fullSegmentFl = false; // Segments not exhausted
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_segmentNumb = 0; // Segment index
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_heroWidth = HERO_MIN_WIDTH; // Minimum width of hero
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_destY = cy; // Destination coords
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_destX = cx; // Destination coords
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herox1 = _vm._hero->x + _vm._hero->currImagePtr->x1; // Hero baseline
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herox2 = _vm._hero->x + _vm._hero->currImagePtr->x2; // Hero baseline
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heroy = _vm._hero->y + _vm._hero->currImagePtr->y2; // Hero baseline
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// Store all object baselines into objbound (except hero's = [0])
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for (i = 1, obj = &_vm._objects[i]; i < _vm._numObj; i++, obj++)
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if ((obj->screenIndex == *_vm._screen_p) && (obj->cycling != INVISIBLE) && (obj->priority == FLOATING))
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_vm.storeBoundary(obj->oldx + obj->currImagePtr->x1, obj->oldx + obj->currImagePtr->x2, obj->oldy + obj->currImagePtr->y2);
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// Combine objbound and boundary bitmaps to local byte map
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for (y = 0; y < YPIX; y++)
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for (x = 0; x < XBYTES; x++)
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for (i = 0; i < 8; i++)
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_boundaryMap[y][x * 8 + i] = ((_vm.getObjectBoundaryOverlay()[y * XBYTES + x] | _vm.getBoundaryOverlay()[y * XBYTES + x]) & (0x80 >> i)) ? kMapBound : 0;
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// Clear all object baselines from objbound
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for (i = 0, obj = _vm._objects; i < _vm._numObj; i++, obj++)
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if ((obj->screenIndex == *_vm._screen_p) && (obj->cycling != INVISIBLE) && (obj->priority == FLOATING))
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_vm.clearBoundary(obj->oldx + obj->currImagePtr->x1, obj->oldx + obj->currImagePtr->x2, obj->oldy + obj->currImagePtr->y2);
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#if DEBUG_ROUTE
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{
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// hDC = GetDC(hview);
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for (y = 0; y < YPIX; y++)
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for (x = 0; x < XPIX; x++)
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if (_boundaryMap[y][x])
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SetPixel(hDC, (int16)((long)config.cx * x / XPIX), (int16)((long)config.cy *(y - DIBOFF_Y) / VIEW_DY), GetPalIndex(_TBRIGHTWHITE));
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}
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#endif
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// Search from hero to destination
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segment(herox1, heroy);
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//#if DEBUG_ROUTE
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// ReleaseDC(hview, hDC);
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//#endif
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// Not found or not enough stack or MAX_SEG exceeded
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if (!_routeFoundFl || _fullStackFl || _fullSegmentFl) {
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#if DEBUG_ROUTE
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Box(BOX_ANY, "%s", (_fullStackFl) ? "Stack blown!" : (_fullSegmentFl) ? "Ran out of segments!" : "No Route!");
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#endif
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return(false);
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}
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// Now find the route of nodes from destination back to hero
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// Assign first node as destination
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_route[0].x = _destX;
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_route[0].y = _destY;
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// Make a final segment for hero's base (we left a spare)
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_segment[_segmentNumb].y = heroy;
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_segment[_segmentNumb].x1 = herox1;
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_segment[_segmentNumb].x2 = herox2;
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_segmentNumb++;
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// Look in segments[] for straight lines from destination to hero
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for (i = 0, _routeListIndex = 0; i < _segmentNumb - 1; i++) {
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if ((routeNode = newNode()) == NULL) // New node for new segment
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return(false); // Too many nodes
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routeNode->y = _segment[i].y;
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// Look ahead for furthest straight line
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for (j = i + 1; j < _segmentNumb; j++) {
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seg_p = &_segment[j];
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// Can we get to this segment from previous node?
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if (seg_p->x1 <= routeNode->x && seg_p->x2 >= routeNode->x + _heroWidth - 1)
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routeNode->y = seg_p->y; // Yes, keep updating node
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else {
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// No, create another node on previous segment to reach it
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if ((routeNode = newNode()) == NULL) // Add new route node
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return (false); // Too many nodes
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// Find overlap between old and new segments
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x1 = MAX(_segment[j - 1].x1, seg_p->x1);
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x2 = MIN(_segment[j - 1].x2, seg_p->x2);
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// If room, add a little offset to reduce staircase effect
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dx = HERO_MAX_WIDTH >> 1;
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if (x2 - x1 < _heroWidth + dx)
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dx = 0;
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// Bear toward final hero position
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if (j == _segmentNumb - 1)
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routeNode->x = herox1;
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else if (herox1 < x1)
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routeNode->x = x1 + dx;
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else if (herox1 > x2 - _heroWidth + 1)
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routeNode->x = x2 - _heroWidth - dx;
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else
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routeNode->x = herox1;
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i = j - 2; // Restart segment (-1 to offset auto increment)
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break;
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}
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}
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// Terminate loop if we've reached hero
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if (routeNode->x == herox1 && routeNode->y == heroy)
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break;
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}
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return true;
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}
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// Process hero in route mode - called from Move_objects()
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void Route::processRoute() {
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int16 herox, heroy; // Hero position
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Point *routeNode; // Ptr to current route node
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static bool turnedFl = false; // Used to get extra cylce for turning
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status_t &gameStatus = _vm.getGameStatus();
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debugC(1, kDebugRoute, "processRoute");
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// Current hero position
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herox = _vm._hero->x + _vm._hero->currImagePtr->x1;
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heroy = _vm._hero->y + _vm._hero->currImagePtr->y2;
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routeNode = &_route[gameStatus.routeIndex];
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// Arrived at node?
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if (abs(herox - routeNode->x) < DX + 1 && abs(heroy - routeNode->y) < DY) {
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// DX too low
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// Close enough - position hero exactly
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_vm._hero->x = _vm._hero->oldx = routeNode->x - _vm._hero->currImagePtr->x1;
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_vm._hero->y = _vm._hero->oldy = routeNode->y - _vm._hero->currImagePtr->y2;
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_vm._hero->vx = _vm._hero->vy = 0;
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_vm._hero->cycling = NOT_CYCLING;
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// Arrived at final node?
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if (--gameStatus.routeIndex < 0) {
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// See why we walked here
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switch (gameStatus.go_for) {
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case GO_EXIT: // Walked to an exit, proceed into it
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setWalk(_vm._hotspots[gameStatus.go_id].direction);
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break;
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case GO_LOOK: // Look at an object
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if (turnedFl) {
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_vm.lookObject(&_vm._objects[gameStatus.go_id]);
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turnedFl = false;
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} else {
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setDirection(_vm._objects[gameStatus.go_id].direction);
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gameStatus.routeIndex++; // Come round again
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turnedFl = true;
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}
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break;
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case GO_GET: // Get (or use) an object
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if (turnedFl) {
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_vm.useObject(gameStatus.go_id);
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turnedFl = false;
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} else {
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setDirection(_vm._objects[gameStatus.go_id].direction);
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gameStatus.routeIndex++; // Come round again
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turnedFl = true;
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}
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break;
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case GO_SPACE:
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warning("Unhandled gameStatus.go_for GO_STATUS");
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break;
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}
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}
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} else if (_vm._hero->vx == 0 && _vm._hero->vy == 0) {
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// Set direction of travel if at a node
|
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// Note realignment when changing to (thinner) up/down sprite,
|
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// otherwise hero could bump into boundaries along route.
|
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if (herox < routeNode->x)
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setWalk(Common::KEYCODE_RIGHT);
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else if (herox > routeNode->x)
|
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setWalk(Common::KEYCODE_LEFT);
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else if (heroy < routeNode->y) {
|
|
setWalk(Common::KEYCODE_DOWN);
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_vm._hero->x = _vm._hero->oldx = routeNode->x - _vm._hero->currImagePtr->x1;
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} else if (heroy > routeNode->y) {
|
|
setWalk(Common::KEYCODE_UP);
|
|
_vm._hero->x = _vm._hero->oldx = routeNode->x - _vm._hero->currImagePtr->x1;
|
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}
|
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}
|
|
}
|
|
|
|
// Start a new route from hero to cx, cy
|
|
// go_for is the purpose, id indexes the exit or object to walk to
|
|
// Returns FALSE if route not found
|
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bool Route::startRoute(go_t go_for, int16 id, int16 cx, int16 cy) {
|
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bool foundFl = false; // TRUE if route found ok
|
|
|
|
status_t &gameStatus = _vm.getGameStatus();
|
|
|
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debugC(1, kDebugRoute, "startRoute(%d, %d, %d, %d)", go_for, id, cx, cy);
|
|
|
|
// Don't attempt to walk if user does not have control
|
|
if (_vm._hero->pathType != USER)
|
|
return false;
|
|
|
|
// if inventory showing, make it go away
|
|
if (gameStatus.inventoryState != I_OFF)
|
|
gameStatus.inventoryState = I_UP;
|
|
|
|
gameStatus.go_for = go_for; // Purpose of trip
|
|
gameStatus.go_id = id; // Index of exit/object
|
|
|
|
// Adjust destination to center hero if walking to cursor
|
|
if (gameStatus.go_for == GO_SPACE)
|
|
cx -= HERO_MIN_WIDTH / 2;
|
|
|
|
if ((foundFl = findRoute(cx, cy))) { // Found a route?
|
|
gameStatus.routeIndex = _routeListIndex; // Node index
|
|
_vm._hero->vx = _vm._hero->vy = 0; // Stop manual motion
|
|
}
|
|
|
|
return foundFl;
|
|
}
|
|
|
|
} // end of namespace Hugo
|