mirror of
https://github.com/libretro/scummvm.git
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1748 lines
48 KiB
C++
1748 lines
48 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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*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Handles walking and use of the path system.
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*
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* Contains the dodgiest code in the whole system.
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*/
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#include "tinsel/actors.h"
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#include "tinsel/anim.h"
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#include "tinsel/background.h"
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#include "tinsel/cursor.h"
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#include "tinsel/dw.h"
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#include "tinsel/graphics.h"
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#include "tinsel/move.h"
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#include "tinsel/multiobj.h" // multi-part object defintions etc.
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#include "tinsel/object.h"
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#include "tinsel/polygons.h"
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#include "tinsel/rince.h"
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#include "tinsel/scroll.h"
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#include "tinsel/tinlib.h" // For Stand()
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#include "tinsel/tinsel.h"
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namespace Tinsel {
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//----------------- DEVELOPMENT OPTIONS --------------------
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#define SLOW_RINCE_DOWN 0
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//----------------- EXTERNAL FUNCTIONS ---------------------
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// in POLYGONS.C
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// Deliberatley defined here, and not in polygons.h
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HPOLYGON InitExtraBlock(PMOVER ca, PMOVER ta);
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//----------------- LOCAL DEFINES --------------------
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#define XMDIST (TinselV2 ? 6 : 4)
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#define XHMDIST (TinselV2 ? 3 : 2)
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#define YMDIST (TinselV2 ? 3 : 2)
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#define YHMDIST (TinselV2 ? 3 : 2)
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#define XTHERE 1
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#define XRESTRICT 2
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#define YTHERE 4
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#define YRESTRICT 8
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#define STUCK 16
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#define LEAVING_PATH 0x100
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#define ENTERING_BLOCK 0x200
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#define ENTERING_MBLOCK 0x400
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#define ALL_SORTED 1
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#define NOT_SORTED 0
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#define STEPS_MAX (TinselV2 ? 12 : 6)
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//----------------- LOCAL GLOBAL DATA --------------------
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// FIXME: Avoid non-const global vars
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#if SLOW_RINCE_DOWN
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static int g_Interlude = 0; // For slowing down walking, for testing
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static int g_BogusVar = 0; // For slowing down walking, for testing
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#endif
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static int32 g_DefaultRefer = 0;
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static int g_lastLeadXdest = 0, g_lastLeadYdest = 0;
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static int g_hSlowVar = 0; // used by MoveActor()
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//----------------- FORWARD REFERENCES --------------------
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static void NewCoOrdinates(int fromx, int fromy, int *targetX, int *targetY,
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int *newx, int *newy, int *s1, int *s2, HPOLYGON *hS2p,
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bool bOver, bool bBodge,
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PMOVER pActor, PMOVER *collisionActor = 0);
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#if SLOW_RINCE_DOWN
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/**
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* AddInterlude
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*/
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void AddInterlude(int n) {
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g_Interlude += n;
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if (g_Interlude < 0)
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g_Interlude = 0;
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}
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#endif
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/**
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* Given (x, y) of a click within a path polygon, checks that the
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* co-ordinates are not within a blocking polygon. If it is not, the
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* destination is the click point, otherwise tries to find a legal point
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* below or above the click point.
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* Returns:
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* NOT_SORTED - if a destination is worked out (movement required)
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* ALL_SORTED - no destination found (so no movement required)
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*/
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static int ClickedOnPath(int clickX, int clickY, int *ptgtX, int *ptgtY) {
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int Loffset, Toffset;
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int i;
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/*--------------------------------------
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Clicked within a path,
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go to where requested unless blocked.
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--------------------------------------*/
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if (InPolygon(clickX, clickY, BLOCK) == NOPOLY) {
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// Not in a blocking polygon - go to where requested.
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*ptgtX = clickX;
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*ptgtY = clickY;
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} else {
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/*------------------------------------------------------
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In a Blocking polygon - try searching down and up.
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If still nowhere (for now) give up!
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------------------------------------------------------*/
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
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for (i = clickY+1; i < SCREEN_HEIGHT + Toffset; i++) {
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// Don't leave the path system
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if (InPolygon(clickX, i, PATH) == NOPOLY) {
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i = SCREEN_HEIGHT;
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break;
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}
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if (InPolygon(clickX, i, BLOCK) == NOPOLY) {
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*ptgtX = clickX;
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*ptgtY = i;
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break;
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}
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}
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if (i == SCREEN_HEIGHT) {
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for (i = clickY-1; i >= Toffset; i--) {
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// Don't leave the path system
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if (InPolygon(clickX, i, PATH) == NOPOLY) {
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i = -1;
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break;
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}
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if (InPolygon(clickX, i, BLOCK) == NOPOLY) {
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*ptgtX = clickX;
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*ptgtY = i;
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break;
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}
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}
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}
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if (i < 0) {
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return ALL_SORTED;
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}
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}
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return NOT_SORTED;
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}
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/**
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* Given (x, y) of a click within a referral polygon, works out the
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* destination according to the referral type.
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* Returns:
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* NOT_SORTED - if a destination is worked out (movement required)
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* ALL_SORTED - no destination found (so no movement required)
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*/
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static int ClickedOnRefer(HPOLYGON hRefpoly, int clickX, int clickY, int *ptgtX, int *ptgtY) {
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int i;
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int end; // Extreme of the scene
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int Loffset, Toffset;
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
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*ptgtX = *ptgtY = -1;
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switch (PolySubtype(hRefpoly)) {
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case REF_POINT: // Go to specified node
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GetPolyNode(hRefpoly, ptgtX, ptgtY);
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assert(InPolygon(*ptgtX, *ptgtY, PATH) != NOPOLY); // POINT Referral to illegal point
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break;
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case REF_DOWN: // Search downwards
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end = BgHeight();
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for (i = clickY+1; i < end; i++)
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if (InPolygon(clickX, i, PATH) != NOPOLY
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&& InPolygon(clickX, i, BLOCK) == NOPOLY) {
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*ptgtX = clickX;
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*ptgtY = i;
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break;
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}
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break;
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case REF_UP: // Search upwards
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for (i = clickY-1; i >= 0; i--)
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if (InPolygon(clickX, i, PATH) != NOPOLY
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&& InPolygon(clickX, i, BLOCK) == NOPOLY) {
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*ptgtX = clickX;
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*ptgtY = i;
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break;
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}
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break;
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case REF_RIGHT: // Search to the right
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end = BgWidth();
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for (i = clickX+1; i < end; i++)
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if (InPolygon(i, clickY, PATH) != NOPOLY
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&& InPolygon(i, clickY, BLOCK) == NOPOLY) {
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*ptgtX = i;
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*ptgtY = clickY;
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break;
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}
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break;
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case REF_LEFT: // Search to the left
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for (i = clickX-1; i >= 0; i--)
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if (InPolygon(i, clickY, PATH) != NOPOLY
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&& InPolygon(i, clickY, BLOCK) == NOPOLY) {
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*ptgtX = i;
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*ptgtY = clickY;
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break;
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}
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break;
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}
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if (*ptgtX != -1 && *ptgtY != -1) {
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return NOT_SORTED;
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} else
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return ALL_SORTED;
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}
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/**
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* Given (x, y) of a click, works out the destination according to the
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* default referral type.
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* Returns:
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* NOT_SORTED - if a destination is worked out (movement required)
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* ALL_SORTED - no destination found (so no movement required)
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*/
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static int ClickedOnNothing(int clickX, int clickY, int *ptgtX, int *ptgtY) {
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int i;
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int end; // Extreme of the scene
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int Loffset, Toffset;
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PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
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switch (g_DefaultRefer) {
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case REF_DEFAULT:
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// Try searching down and up (onscreen).
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for (i = clickY+1; i < SCREEN_HEIGHT+Toffset; i++)
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if (InPolygon(clickX, i, PATH) != NOPOLY) {
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return ClickedOnPath(clickX, i, ptgtX, ptgtY);
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}
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for (i = clickY-1; i >= Toffset; i--)
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if (InPolygon(clickX, i, PATH) != NOPOLY) {
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return ClickedOnPath(clickX, i, ptgtX, ptgtY);
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}
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// Try searching down and up (offscreen).
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end = BgHeight();
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for (i = clickY+1; i < end; i++)
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if (InPolygon(clickX, i, PATH) != NOPOLY) {
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return ClickedOnPath(clickX, i, ptgtX, ptgtY);
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}
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for (i = clickY-1; i >= 0; i--)
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if (InPolygon(clickX, i, PATH) != NOPOLY) {
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return ClickedOnPath(clickX, i, ptgtX, ptgtY);
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}
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break;
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case REF_UP:
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for (i = clickY-1; i >= 0; i--)
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if (InPolygon(clickX, i, PATH) != NOPOLY) {
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return ClickedOnPath(clickX, i, ptgtX, ptgtY);
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}
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break;
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case REF_DOWN:
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end = BgHeight();
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for (i = clickY+1; i < end; i++)
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if (InPolygon(clickX, i, PATH) != NOPOLY) {
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return ClickedOnPath(clickX, i, ptgtX, ptgtY);
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}
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break;
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case REF_LEFT:
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for (i = clickX-1; i >= 0; i--)
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if (InPolygon(i, clickY, PATH) != NOPOLY) {
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return ClickedOnPath(i, clickY, ptgtX, ptgtY);
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}
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break;
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case REF_RIGHT:
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end = BgWidth();
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for (i = clickX + 1; i < end; i++)
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if (InPolygon(i, clickY, PATH) != NOPOLY) {
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return ClickedOnPath(i, clickY, ptgtX, ptgtY);
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}
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break;
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}
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// Going nowhere!
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return ALL_SORTED;
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}
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/**
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* Given (x, y) of the click, ascertains whether the click is within a
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* path, within a referral poly, or niether. The appropriate function
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* then gets called to give us a revised destination.
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* Returns:
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* NOT_SORTED - if a destination is worked out (movement required)
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* ALL_SORTED - no destination found (so no movement required)
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*/
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static int WorkOutDestination(int clickX, int clickY, int *ptgtX, int *ptgtY) {
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HPOLYGON hPoly;
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/*--------------------------------------
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Clicked within a path?
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if not, within a referral poly?
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if not, try and sort something out.
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---------------------------------------*/
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if (InPolygon(clickX, clickY, PATH) != NOPOLY) {
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return ClickedOnPath(clickX, clickY, ptgtX, ptgtY);
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} else if ((hPoly = InPolygon(clickX, clickY, REFER)) != NOPOLY) {
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return ClickedOnRefer(hPoly, clickX, clickY, ptgtX, ptgtY);
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} else {
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return ClickedOnNothing(clickX, clickY, ptgtX, ptgtY);
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}
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}
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/**
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* Work out which reel to adopt for a section of movement.
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*/
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DIRECTION GetDirection(int fromx, int fromy, int tox, int toy, DIRECTION lastreel,
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HPOLYGON hPath, YBIAS yBias) {
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int xchange = 0, ychange = 0;
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enum {X_NONE, X_LEFT, X_RIGHT, X_NO} xdir;
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enum {Y_NONE, Y_UP, Y_DOWN, Y_NO} ydir;
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DIRECTION reel = lastreel; // Leave alone if can't decide
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/*
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* Determine size and direction of X movement.
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* i.e. left, right, none or not allowed.
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*/
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if (hPath != NOPOLY && (GetPolyReelType(hPath) == REEL_VERT))
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xdir = X_NO;
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else if (tox == -1)
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xdir = X_NONE;
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else {
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xchange = tox - fromx;
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if (xchange > 0)
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xdir = X_RIGHT;
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else if (xchange < 0) {
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xchange = -xchange;
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xdir = X_LEFT;
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} else
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xdir = X_NONE;
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}
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/*
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* Determine size and direction of Y movement.
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* i.e. up, down, none or not allowed.
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*/
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if (hPath != NOPOLY && (GetPolyReelType(hPath) == REEL_HORIZ))
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ydir = Y_NO;
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else if (toy == -1)
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ydir = Y_NONE;
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else {
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ychange = toy - fromy;
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if (ychange > 0)
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ydir = Y_DOWN;
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else if (ychange < 0) {
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ychange = -ychange;
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ydir = Y_UP;
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} else
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ydir = Y_NONE;
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}
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/*
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* Some adjustment to allow for different x and y pixell sizes.
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*/
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switch (yBias) {
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case YB_X2:
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ychange += ychange; // Double y distance to cover
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break;
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case YB_X1_5:
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ychange += ychange / 2; // Double y distance to cover
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break;
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}
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/*
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* Determine which reel to use.
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*/
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if (xdir == X_NO) {
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// Forced to be FORWARD or AWAY
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switch (ydir) {
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case Y_DOWN:
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reel = FORWARD;
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break;
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case Y_UP:
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reel = AWAY;
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break;
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default:
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if (reel != AWAY) // No gratuitous turn
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reel = FORWARD;
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break;
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}
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} else if (ydir == Y_NO) {
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// Forced to be LEFTREEL or RIGHTREEL
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switch (xdir) {
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case X_LEFT:
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reel = LEFTREEL;
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break;
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case X_RIGHT:
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reel = RIGHTREEL;
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break;
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default:
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if (reel != LEFTREEL) // No gratuitous turn
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reel = RIGHTREEL;
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break;
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}
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} else if (xdir != X_NONE || ydir != Y_NONE) {
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if (xdir == X_NONE)
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reel = (ydir == Y_DOWN) ? FORWARD : AWAY;
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else if (ydir == Y_NONE)
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reel = (xdir == X_LEFT) ? LEFTREEL : RIGHTREEL;
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else {
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bool DontBother = false;
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if (xchange <= 4 && ychange <= 4) {
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switch (reel) {
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case LEFTREEL:
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if (xdir == X_LEFT)
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DontBother = true;
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break;
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case RIGHTREEL:
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if (xdir == X_RIGHT)
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DontBother = true;
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break;
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case FORWARD:
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if (ydir == Y_DOWN)
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DontBother = true;
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break;
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case AWAY:
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if (ydir == Y_UP)
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DontBother = true;
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break;
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}
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}
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if (!DontBother) {
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if (xchange > ychange)
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reel = (xdir == X_LEFT) ? LEFTREEL : RIGHTREEL;
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else
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reel = (ydir == Y_DOWN) ? FORWARD : AWAY;
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}
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}
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}
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return reel;
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}
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/**
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* Haven't moved, look towards the cursor.
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*/
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static void GotThereWithoutMoving(PMOVER pActor) {
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int curX, curY;
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DIRECTION reel;
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if (!pActor->bSpecReel) {
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GetCursorXYNoWait(&curX, &curY, true);
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reel = GetDirection(pActor->objX, pActor->objY, curX, curY, pActor->direction, pActor->hCpath);
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if (reel != pActor->direction)
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SetMoverWalkReel(pActor, reel, pActor->scale, false);
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}
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}
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/**
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* Arrived at final destination.
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*/
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static void GotThere(PMOVER pMover) {
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pMover->targetX = pMover->targetY = -1; // 4/1/95
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pMover->ItargetX = pMover->ItargetY = -1;
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pMover->UtargetX = pMover->UtargetY = -1;
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// Perhaps we have'nt moved.
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if (pMover->objX == (int)pMover->walkedFromX && pMover->objY == (int)pMover->walkedFromY) {
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// Got there without moving
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if (!TinselV2)
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GotThereWithoutMoving(pMover);
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else if (!pMover->bSpecReel) {
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// No tag reel, look at cursor
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int curX, curY;
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DIRECTION direction;
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GetCursorXY(&curX, &curY, true);
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direction = GetDirection(pMover->objX, pMover->objY,
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curX, curY,
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pMover->direction,
|
|
pMover->hCpath,
|
|
YB_X2);
|
|
|
|
if (direction != pMover->direction)
|
|
SetMoverWalkReel(pMover, direction, pMover->scale, false);
|
|
}
|
|
}
|
|
|
|
if (!TinselV2)
|
|
ReTagActor(pMover->actorID); // Tag allowed while stationary
|
|
|
|
SetMoverStanding(pMover);
|
|
pMover->bMoving = false;
|
|
|
|
if (TinselV2 && pMover->bIgPath && pMover->zOverride != -1
|
|
&& InPolygon(pMover->objX, pMover->objY, PATH) == NOPOLY)
|
|
// New feature for end-of-scene walk-outs
|
|
SetMoverZ(pMover, pMover->objY, pMover->zOverride);
|
|
}
|
|
|
|
enum cgt { GT_NOTL, GT_NOTB, GT_NOT2, GT_OK, GT_MAY };
|
|
|
|
/**
|
|
* Can we get straight there?
|
|
*/
|
|
static cgt CanGetThere(PMOVER pActor, int tx, int ty) {
|
|
int s1, s2; // s2 not used here!
|
|
HPOLYGON hS2p; // nor is s2p!
|
|
int nextx, nexty;
|
|
|
|
int targetX = tx;
|
|
int targetY = ty; // Ultimate destination
|
|
int x = pActor->objX;
|
|
int y = pActor->objY; // Present position
|
|
|
|
while (targetX != -1 || targetY != -1) {
|
|
NewCoOrdinates(x, y, &targetX, &targetY, &nextx, &nexty,
|
|
&s1, &s2, &hS2p, pActor->over, false, pActor);
|
|
|
|
if (s1 == (XTHERE | YTHERE)) {
|
|
return GT_OK; // Can get there directly.
|
|
} else if (s1 == (XTHERE | YRESTRICT) || s1 == (YTHERE | XRESTRICT)) {
|
|
return GT_MAY; // Can't get there directly.
|
|
} else if (s1 & STUCK) {
|
|
if (s2 == LEAVING_PATH)
|
|
return GT_NOTL; // Can't get there.
|
|
else
|
|
return GT_NOTB; // Can't get there.
|
|
} else if (x == nextx && y == nexty) {
|
|
return GT_NOT2; // Can't get there.
|
|
}
|
|
x = nextx;
|
|
y = nexty;
|
|
}
|
|
return GT_MAY;
|
|
}
|
|
|
|
|
|
/**
|
|
* Set final destination.
|
|
*/
|
|
static void SetMoverUltDest(PMOVER pActor, int x, int y) {
|
|
pActor->UtargetX = x;
|
|
pActor->UtargetY = y;
|
|
pActor->hUpath = InPolygon(x, y, PATH);
|
|
|
|
assert(pActor->hUpath != NOPOLY || pActor->bIgPath); // Invalid ultimate destination
|
|
}
|
|
|
|
/**
|
|
* Set intermediate destination.
|
|
*
|
|
* If in final destination path, go straight to target.
|
|
* If in a neighboring path to the final destination, if the target path
|
|
* is a follow nodes path, head for the end node, otherwise head straight
|
|
* for the target.
|
|
* Otherwise, head towards the pseudo-center or end node of the first
|
|
* en-route path.
|
|
*/
|
|
static void SetMoverIntDest(PMOVER pMover, int x, int y) {
|
|
HPOLYGON hIpath, hTpath;
|
|
int node;
|
|
|
|
hTpath = InPolygon(x, y, PATH); // Target path
|
|
#ifdef DEBUG
|
|
if (!pMover->bIgPath)
|
|
assert(hTpath != NOPOLY); // SetMoverIntDest() - target not in path
|
|
#endif
|
|
|
|
if (pMover->hCpath == hTpath || pMover->bIgPath
|
|
|| IsInPolygon(pMover->objX, pMover->objY, hTpath)) {
|
|
// In destination path - head straight for the target.
|
|
pMover->ItargetX = x;
|
|
pMover->ItargetY = y;
|
|
// make damn sure that Itarget is in hIpath
|
|
pMover->hIpath = !TinselV2 ? hTpath : InPolygon(x, y, PATH);
|
|
} else if (IsAdjacentPath(pMover->hCpath, hTpath)) {
|
|
// In path adjacent to target
|
|
if (PolySubtype(hTpath) != NODE) {
|
|
// Target path is normal - head for target.
|
|
// Added 26/01/95, innroom
|
|
if (CanGetThere(pMover, x, y) == GT_NOTL) {
|
|
NearestCorner(&x, &y, pMover->hCpath, hTpath);
|
|
}
|
|
pMover->ItargetX = x;
|
|
pMover->ItargetY = y;
|
|
if (TinselV2)
|
|
// make damn sure that Itarget is in hIpath
|
|
pMover->hIpath = InPolygon(x, y, PATH);
|
|
} else {
|
|
// Target path is node - head for end node.
|
|
node = NearestEndNode(hTpath, pMover->objX, pMover->objY);
|
|
getNpathNode(hTpath, node, &pMover->ItargetX, &pMover->ItargetY);
|
|
if (TinselV2)
|
|
// make damn sure that Itarget is in hIpath
|
|
pMover->hIpath = InPolygon(pMover->ItargetX, pMover->ItargetY, PATH);
|
|
}
|
|
if (!TinselV2)
|
|
pMover->hIpath = hTpath;
|
|
} else {
|
|
assert(hTpath != NOPOLY); // Error 701
|
|
hIpath = GetPathOnTheWay(pMover->hCpath, hTpath);
|
|
|
|
if (TinselV2 && (hIpath == NOPOLY)) {
|
|
pMover->hIpath = NOPOLY;
|
|
} else if (hIpath != NOPOLY) {
|
|
/* Head for an en-route path */
|
|
if (PolySubtype(hIpath) != NODE) {
|
|
/* En-route path is normal - head for pseudo center. */
|
|
if (CanGetThere(pMover, x, y) == GT_OK) {
|
|
pMover->ItargetX = x;
|
|
pMover->ItargetY = y;
|
|
if (TinselV2)
|
|
// make damn sure that Itarget is in hIpath
|
|
pMover->hIpath = InPolygon(x, y, PATH);
|
|
} else {
|
|
pMover->ItargetX = PolyCenterX(hIpath);
|
|
pMover->ItargetY = PolyCenterY(hIpath);
|
|
if (TinselV2)
|
|
// make damn sure that Itarget is in hIpath
|
|
pMover->hIpath = InPolygon(pMover->ItargetX, pMover->ItargetY, PATH);
|
|
}
|
|
} else {
|
|
/* En-route path is node - head for end node. */
|
|
node = NearestEndNode(hIpath, pMover->objX, pMover->objY);
|
|
getNpathNode(hIpath, node, &pMover->ItargetX, &pMover->ItargetY);
|
|
if (TinselV2)
|
|
// make damn sure that Itarget is in hIpath
|
|
pMover->hIpath = InPolygon(pMover->ItargetX, pMover->ItargetY, PATH);
|
|
}
|
|
if (!TinselV2)
|
|
pMover->hIpath = hIpath;
|
|
}
|
|
}
|
|
|
|
pMover->InDifficulty = NO_PROB;
|
|
}
|
|
|
|
/**
|
|
* Set short-term destination and adopt the appropriate reel.
|
|
*/
|
|
static void SetMoverDest(PMOVER pActor, int x, int y) {
|
|
int scale;
|
|
DIRECTION reel;
|
|
|
|
// Set the co-ordinates requested.
|
|
pActor->targetX = x;
|
|
pActor->targetY = y;
|
|
pActor->InDifficulty = NO_PROB;
|
|
|
|
reel = GetDirection(pActor->objX, pActor->objY, x, y, pActor->direction, pActor->hCpath);
|
|
scale = GetScale(pActor->hCpath, pActor->objY);
|
|
if (scale != pActor->scale || reel != pActor->direction) {
|
|
SetMoverWalkReel(pActor, reel, scale, false);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* SetNextDest
|
|
*/
|
|
static void SetNextDest(PMOVER pMover) {
|
|
int targetX, targetY; // Ultimate destination
|
|
int x, y; // Present position
|
|
int nextx, nexty;
|
|
int s1, lstatus = 0;
|
|
int s2;
|
|
HPOLYGON hS2p;
|
|
int i;
|
|
HPOLYGON hNpoly;
|
|
HPOLYGON hPath;
|
|
int znode;
|
|
int nx, ny;
|
|
int sx, sy;
|
|
HPOLYGON hEb;
|
|
|
|
int ss1, ss2;
|
|
HPOLYGON shS2p;
|
|
PMOVER collisionActor;
|
|
#if 1
|
|
int sTargetX, sTargetY;
|
|
#endif
|
|
|
|
/*
|
|
* Desired destination (Itarget) is already set
|
|
*/
|
|
x = pMover->objX; // Current position
|
|
y = pMover->objY;
|
|
targetX = pMover->ItargetX; // Desired position
|
|
targetY = pMover->ItargetY;
|
|
|
|
/*
|
|
* If we're where we're headed, end it all (the moving).
|
|
*/
|
|
// if (x == targetX && y == targetY)
|
|
if (ABS(x - targetX) < XMDIST && ABS(y - targetY) < YMDIST) {
|
|
if (targetX == pMover->UtargetX && targetY == pMover->UtargetY) {
|
|
// Desired position
|
|
GotThere(pMover);
|
|
return;
|
|
} else {
|
|
assert(pMover->bIgPath || InPolygon(pMover->UtargetX, pMover->UtargetY, PATH) != NOPOLY); // Error 5001
|
|
SetMoverIntDest(pMover, pMover->UtargetX, pMover->UtargetY);
|
|
}
|
|
}
|
|
|
|
if (pMover->bNoPath || pMover->bIgPath) {
|
|
/* Can get there directly. */
|
|
SetMoverDest(pMover, targetX, targetY);
|
|
pMover->over = false;
|
|
return;
|
|
}
|
|
|
|
/*----------------------------------------------------------------------
|
|
| Some work to do here if we're in a follow nodes polygon - basically
|
|
| head for the next node.
|
|
----------------------------------------------------------------------*/
|
|
hNpoly = pMover->hFnpath; // The node path we're in (if any)
|
|
switch (pMover->npstatus) {
|
|
case NOT_IN:
|
|
break;
|
|
|
|
case ENTERING:
|
|
znode = NearestEndNode(hNpoly, x, y);
|
|
/* Hang on, we're probably here already! */
|
|
if (znode) {
|
|
pMover->npstatus = GOING_DOWN;
|
|
pMover->line = znode-1;
|
|
getNpathNode(hNpoly, znode - 1, &nx, &ny);
|
|
} else {
|
|
pMover->npstatus = GOING_UP;
|
|
pMover->line = znode;
|
|
getNpathNode(hNpoly, 1, &nx, &ny);
|
|
}
|
|
SetMoverDest(pMover, nx, ny);
|
|
|
|
// Test for pseudo-one-node npaths
|
|
if (numNodes(hNpoly) == 2 &&
|
|
ABS(pMover->objX - pMover->targetX) < XMDIST &&
|
|
ABS(pMover->objY - pMover->targetY) < YMDIST) {
|
|
// That's enough, we're leaving
|
|
pMover->npstatus = LEAVING;
|
|
} else {
|
|
// Normal situation
|
|
pMover->over = true;
|
|
return;
|
|
}
|
|
// Fall through for LEAVING
|
|
|
|
case LEAVING:
|
|
assert(pMover->bIgPath || InPolygon(pMover->UtargetX, pMover->UtargetY, PATH) != NOPOLY); // Error 5002
|
|
SetMoverIntDest(pMover, pMover->UtargetX, pMover->UtargetY);
|
|
targetX = pMover->ItargetX; // Desired position
|
|
targetY = pMover->ItargetY;
|
|
break;
|
|
|
|
case GOING_UP:
|
|
i = pMover->line; // The line we're on
|
|
|
|
// Is this the final target line?
|
|
if (i+1 == pMover->Tline && hNpoly == pMover->hUpath) {
|
|
// The final leg of the journey
|
|
pMover->line = i+1;
|
|
SetMoverDest(pMover, pMover->UtargetX, pMover->UtargetY);
|
|
pMover->over = false;
|
|
return;
|
|
} else {
|
|
// Go to the next node unless we're at the last one
|
|
i++; // The node we're at
|
|
if (++i < numNodes(hNpoly)) {
|
|
getNpathNode(hNpoly, i, &nx, &ny);
|
|
SetMoverDest(pMover, nx, ny);
|
|
pMover->line = i-1;
|
|
if (ABS(pMover->UtargetX - pMover->targetX) < XMDIST &&
|
|
ABS(pMover->UtargetY - pMover->targetY) < YMDIST)
|
|
pMover->over = false;
|
|
else
|
|
pMover->over = true;
|
|
return;
|
|
} else {
|
|
// Last node - we're off
|
|
pMover->npstatus = LEAVING;
|
|
assert(pMover->bIgPath || InPolygon(pMover->UtargetX, pMover->UtargetY, PATH) != NOPOLY); // Error 5003
|
|
SetMoverIntDest(pMover, pMover->UtargetX, pMover->UtargetY);
|
|
targetX = pMover->ItargetX; // Desired position
|
|
targetY = pMover->ItargetY;
|
|
break;
|
|
}
|
|
}
|
|
|
|
case GOING_DOWN:
|
|
i = pMover->line; // The line we're on and the node we're at
|
|
|
|
// Is this the final target line?
|
|
if (i - 1 == pMover->Tline && hNpoly == pMover->hUpath) {
|
|
// The final leg of the journey
|
|
SetMoverDest(pMover, pMover->UtargetX, pMover->UtargetY);
|
|
pMover->line = i-1;
|
|
pMover->over = false;
|
|
return;
|
|
} else {
|
|
// Go to the next node unless we're at the last one
|
|
if (--i >= 0) {
|
|
getNpathNode(hNpoly, i, &nx, &ny);
|
|
SetMoverDest(pMover, nx, ny);
|
|
pMover->line--; /* The next node to head for */
|
|
if (ABS(pMover->UtargetX - pMover->targetX) < XMDIST &&
|
|
ABS(pMover->UtargetY - pMover->targetY) < YMDIST)
|
|
pMover->over = false;
|
|
else
|
|
pMover->over = true;
|
|
return;
|
|
} else {
|
|
// Last node - we're off
|
|
pMover->npstatus = LEAVING;
|
|
assert(pMover->bIgPath || InPolygon(pMover->UtargetX, pMover->UtargetY, PATH) != NOPOLY); // Error 5004
|
|
SetMoverIntDest(pMover, pMover->UtargetX, pMover->UtargetY);
|
|
targetX = pMover->ItargetX; // Desired position
|
|
targetY = pMover->ItargetY;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/*------------------------------------------------------
|
|
| See if it can get there directly. There may be an
|
|
| intermediate destination to head for.
|
|
------------------------------------------------------*/
|
|
|
|
while (targetX != -1 || targetY != -1) {
|
|
#if 1
|
|
// 'push' the target
|
|
sTargetX = targetX;
|
|
sTargetY = targetY;
|
|
#endif
|
|
NewCoOrdinates(x, y, &targetX, &targetY, &nextx, &nexty,
|
|
&s1, &s2, &hS2p, pMover->over, false, pMover, &collisionActor);
|
|
|
|
if (s1 != (XTHERE | YTHERE) && x == nextx && y == nexty) {
|
|
ss1 = s1;
|
|
ss2 = s2;
|
|
shS2p = hS2p;
|
|
#if 1
|
|
// 'pop' the target
|
|
targetX = sTargetX;
|
|
targetY = sTargetY;
|
|
#endif
|
|
// Note: this aint right - targetX/Y (may) have been
|
|
// nobbled by that last call to NewCoOrdinates()
|
|
// Re-instating them (can) leads to oscillation
|
|
NewCoOrdinates(x, y, &targetX, &targetY, &nextx, &nexty,
|
|
&s1, &s2, &hS2p, pMover->over, true, pMover, &collisionActor);
|
|
|
|
if (x == nextx && y == nexty) {
|
|
s1 = ss1;
|
|
s2 = ss2;
|
|
hS2p = shS2p;
|
|
}
|
|
}
|
|
|
|
if (s1 == (XTHERE | YTHERE)) {
|
|
/* Can get there directly. */
|
|
SetMoverDest(pMover, nextx, nexty);
|
|
pMover->over = false;
|
|
break;
|
|
} else if ((s1 & STUCK) || s1 == (XRESTRICT + YRESTRICT)
|
|
|| s1 == (XTHERE | YRESTRICT) || s1 == (YTHERE | XRESTRICT)) {
|
|
/*-------------------------------------------------
|
|
Can't go any further in this direction. |
|
|
If it's because of a blocking polygon, try to do |
|
|
something about it. |
|
|
-------------------------------------------------*/
|
|
if (s2 & ENTERING_BLOCK) {
|
|
x = pMover->objX; // Current position
|
|
y = pMover->objY;
|
|
// Go to the nearest corner of the blocking polygon concerned
|
|
BlockingCorner(hS2p, &x, &y, pMover->ItargetX, pMover->ItargetY);
|
|
SetMoverDest(pMover, x, y);
|
|
pMover->over = false;
|
|
} else if (s2 & ENTERING_MBLOCK) {
|
|
if (InMoverBlock(pMover, pMover->UtargetX, pMover->UtargetY)) {
|
|
// The best we're going to achieve
|
|
SetMoverUltDest(pMover, x, y);
|
|
SetMoverDest(pMover, x, y);
|
|
} else {
|
|
sx = pMover->objX;
|
|
sy = pMover->objY;
|
|
// pMover->objX = x;
|
|
// pMover->objY = y;
|
|
|
|
hEb = InitExtraBlock(pMover, collisionActor);
|
|
x = pMover->objX;
|
|
y = pMover->objY;
|
|
BlockingCorner(hEb, &x, &y, pMover->ItargetX, pMover->ItargetY);
|
|
|
|
pMover->objX = sx;
|
|
pMover->objY = sy;
|
|
SetMoverDest(pMover, x, y);
|
|
pMover->over = false;
|
|
}
|
|
} else {
|
|
/*----------------------------------------
|
|
Currently, this is as far as we can go. |
|
|
Definitely room for improvement here! |
|
|
----------------------------------------*/
|
|
hPath = InPolygon(pMover->ItargetX, pMover->ItargetY, PATH);
|
|
if (hPath != pMover->hIpath) {
|
|
if (IsInPolygon(pMover->ItargetX, pMover->ItargetY, pMover->hIpath))
|
|
hPath = pMover->hIpath;
|
|
}
|
|
assert(hPath == pMover->hIpath);
|
|
|
|
if (pMover->InDifficulty == NO_PROB) {
|
|
x = PolyCenterX(hPath);
|
|
y = PolyCenterY(hPath);
|
|
SetMoverDest(pMover, x, y);
|
|
pMover->InDifficulty = TRY_CENTER;
|
|
pMover->over = false;
|
|
} else if (pMover->InDifficulty == TRY_CENTER) {
|
|
NearestCorner(&x, &y, pMover->hCpath, pMover->hIpath);
|
|
SetMoverDest(pMover, x, y);
|
|
pMover->InDifficulty = TRY_CORNER;
|
|
pMover->over = false;
|
|
} else if (pMover->InDifficulty == TRY_CORNER) {
|
|
NearestCorner(&x, &y, pMover->hCpath, pMover->hIpath);
|
|
SetMoverDest(pMover, x, y);
|
|
pMover->InDifficulty = TRY_NEXTCORNER;
|
|
pMover->over = false;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
else if (((lstatus & YRESTRICT) && !(s1 & YRESTRICT))
|
|
|| ((lstatus & XRESTRICT) && !(s1 & XRESTRICT))) {
|
|
/*-----------------------------------------------
|
|
A restriction in a direction has been removed. |
|
|
Use this as an intermediate destination. |
|
|
-----------------------------------------------*/
|
|
SetMoverDest(pMover, nextx, nexty);
|
|
pMover->over = false;
|
|
break;
|
|
}
|
|
|
|
x = nextx;
|
|
y = nexty;
|
|
|
|
if (!TinselV2) {
|
|
/*-------------------------
|
|
Change of path polygon? |
|
|
-------------------------*/
|
|
hPath = InPolygon(x, y, PATH);
|
|
if (pMover->hCpath != hPath &&
|
|
!IsInPolygon(x, y, pMover->hCpath) &&
|
|
!IsAdjacentPath(pMover->hCpath, pMover->hIpath)) {
|
|
/*----------------------------------------------------------
|
|
If just entering a follow nodes polygon, go to first node.|
|
|
Else if just going to pass through, go to pseudo-center. |
|
|
----------------------------------------------------------*/
|
|
if (PolySubtype(hPath) == NODE && pMover->hFnpath != hPath && pMover->npstatus != LEAVING) {
|
|
int node = NearestEndNode(hPath, x, y);
|
|
getNpathNode(hPath, node, &nx, &ny);
|
|
SetMoverDest(pMover, nx, ny);
|
|
pMover->over = true;
|
|
} else if (!IsInPolygon(pMover->ItargetX, pMover->ItargetY, hPath) &&
|
|
!IsInPolygon(pMover->ItargetX, pMover->ItargetY, pMover->hCpath)) {
|
|
SetMoverDest(pMover, PolyCenterX(hPath), PolyCenterY(hPath));
|
|
pMover->over = true;
|
|
} else {
|
|
SetMoverDest(pMover, pMover->ItargetX, pMover->ItargetY);
|
|
}
|
|
break;
|
|
}
|
|
|
|
lstatus = s1;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Work out where the next position should be.
|
|
* Check that it's in a path and not in a blocking polygon.
|
|
*/
|
|
static void NewCoOrdinates(int fromx, int fromy, int *targetX, int *targetY,
|
|
int *newx, int *newy, int *s1, int *s2,
|
|
HPOLYGON *hS2p, bool bOver, bool bBodge,
|
|
PMOVER pMover, PMOVER *collisionActor) {
|
|
HPOLYGON hPoly;
|
|
int sidem, depthm;
|
|
int sidesteps, depthsteps;
|
|
PMOVER ma;
|
|
|
|
*s1 = *s2 = 0;
|
|
|
|
/*------------------------------------------------
|
|
Don't overrun if this is the final destination. |
|
|
------------------------------------------------*/
|
|
if ((*targetX == pMover->UtargetX && (*targetY == -1 || *targetY == pMover->UtargetY)) ||
|
|
(*targetY == pMover->UtargetY && (*targetX == -1 || *targetX == pMover->UtargetX)))
|
|
bOver = false;
|
|
|
|
/*----------------------------------------------------
|
|
Decide how big a step to attempt in each direction. |
|
|
----------------------------------------------------*/
|
|
sidesteps = *targetX == -1 ? 0 : *targetX - fromx;
|
|
sidesteps = ABS(sidesteps);
|
|
|
|
depthsteps = *targetY == -1 ? 0 : *targetY - fromy;
|
|
depthsteps = ABS(depthsteps);
|
|
|
|
if (sidesteps && depthsteps > sidesteps) {
|
|
depthm = YMDIST;
|
|
sidem = depthm * sidesteps/depthsteps;
|
|
|
|
if (!sidem)
|
|
sidem = 1;
|
|
} else if (depthsteps && sidesteps > depthsteps) {
|
|
sidem = XMDIST;
|
|
depthm = sidem * depthsteps/sidesteps;
|
|
|
|
if (!depthm) {
|
|
if (bBodge)
|
|
depthm = 1;
|
|
} else if (depthm > YMDIST)
|
|
depthm = YMDIST;
|
|
} else {
|
|
sidem = sidesteps ? XMDIST : 0;
|
|
depthm = depthsteps ? YMDIST : 0;
|
|
}
|
|
|
|
*newx = fromx;
|
|
*newy = fromy;
|
|
|
|
/*------------------------------------------------------------
|
|
If Left-Right movement is required - then make the move, |
|
|
but don't overshoot, and do notice when we're already there |
|
|
------------------------------------------------------------*/
|
|
if (*targetX == -1)
|
|
*s1 |= XTHERE;
|
|
else {
|
|
if (*targetX > fromx) { /* To the right? */
|
|
*newx += sidem; // Move to the right...
|
|
if (*newx == *targetX)
|
|
*s1 |= XTHERE;
|
|
else if (*newx > *targetX) { // ...but don't overshoot
|
|
if (!bOver)
|
|
*newx = *targetX;
|
|
else
|
|
*targetX = *newx;
|
|
*s1 |= XTHERE;
|
|
}
|
|
} else if (*targetX < fromx) { /* To the left? */
|
|
*newx -= sidem; // Move to the left...
|
|
if (*newx == *targetX)
|
|
*s1 |= XTHERE;
|
|
else if (*newx < *targetX) { // ...but don't overshoot
|
|
if (!bOver)
|
|
*newx = *targetX;
|
|
else
|
|
*targetX = *newx;
|
|
*s1 |= XTHERE;
|
|
}
|
|
} else {
|
|
*targetX = -1; // We're already there!
|
|
*s1 |= XTHERE;
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------------------
|
|
If Up-Down movement is required - then make the move,
|
|
but don't overshoot, and do notice when we're already there
|
|
--------------------------------------------------------------*/
|
|
if (*targetY == -1)
|
|
*s1 |= YTHERE;
|
|
else {
|
|
if (*targetY > fromy) { /* Downwards? */
|
|
*newy += depthm; // Move down...
|
|
if (*newy == *targetY) // ...but don't overshoot
|
|
*s1 |= YTHERE;
|
|
else if (*newy > *targetY) { // ...but don't overshoot
|
|
if (!bOver)
|
|
*newy = *targetY;
|
|
else
|
|
*targetY = *newy;
|
|
*s1 |= YTHERE;
|
|
}
|
|
} else if (*targetY < fromy) { /* Upwards? */
|
|
*newy -= depthm; // Move up...
|
|
if (*newy == *targetY) // ...but don't overshoot
|
|
*s1 |= YTHERE;
|
|
else if (*newy < *targetY) { // ...but don't overshoot
|
|
if (!bOver)
|
|
*newy = *targetY;
|
|
else
|
|
*targetY = *newy;
|
|
*s1 |= YTHERE;
|
|
}
|
|
} else {
|
|
*targetY = -1; // We're already there!
|
|
*s1 |= YTHERE;
|
|
}
|
|
}
|
|
|
|
/* Give over if this is it */
|
|
if (*s1 == (XTHERE | YTHERE))
|
|
return;
|
|
|
|
/*------------------------------------------------------
|
|
Have worked out where an optimum step would take us.
|
|
Must now check if it's in a legal spot.
|
|
------------------------------------------------------*/
|
|
|
|
if (!pMover->bNoPath && !pMover->bIgPath) {
|
|
/*------------------------------
|
|
Must stay in a path polygon.
|
|
-------------------------------*/
|
|
hPoly = InPolygon(*newx, *newy, PATH);
|
|
if (hPoly == NOPOLY) {
|
|
*s2 = LEAVING_PATH; // Trying to leave the path polygons
|
|
|
|
if (*newx != fromx && InPolygon(*newx, fromy, PATH) != NOPOLY && InPolygon(*newx, fromy, BLOCK) == NOPOLY) {
|
|
*newy = fromy;
|
|
*s1 |= YRESTRICT;
|
|
} else if (*newy != fromy && InPolygon(fromx, *newy, PATH) != NOPOLY && InPolygon(fromx, *newy, BLOCK) == NOPOLY) {
|
|
*newx = fromx;
|
|
*s1 |= XRESTRICT;
|
|
} else {
|
|
*newx = fromx;
|
|
*newy = fromy;
|
|
#if 1
|
|
*targetX = *targetY = -1;
|
|
#endif
|
|
*s1 |= STUCK;
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------
|
|
Must stay out of blocking polygons.
|
|
--------------------------------------*/
|
|
hPoly = InPolygon(*newx, *newy, BLOCK);
|
|
if (hPoly != NOPOLY) {
|
|
*s2 = ENTERING_BLOCK; // Trying to enter a blocking poly
|
|
*hS2p = hPoly;
|
|
|
|
if (*newx != fromx && InPolygon(*newx, fromy, BLOCK) == NOPOLY && InPolygon(*newx, fromy, PATH) != NOPOLY) {
|
|
*newy = fromy;
|
|
*s1 |= YRESTRICT;
|
|
} else if (*newy != fromy && InPolygon(fromx, *newy, BLOCK) == NOPOLY && InPolygon(fromx, *newy, PATH) != NOPOLY) {
|
|
*newx = fromx;
|
|
*s1 |= XRESTRICT;
|
|
} else {
|
|
*newx = fromx;
|
|
*newy = fromy;
|
|
#if 1
|
|
*targetX = *targetY = -1;
|
|
#endif
|
|
*s1 |= STUCK;
|
|
}
|
|
}
|
|
/*------------------------------------------------------
|
|
Must stay out of moving actors' blocking polygons.
|
|
------------------------------------------------------*/
|
|
ma = InMoverBlock(pMover, *newx, *newy);
|
|
if (ma != NULL) {
|
|
// Ignore if already in it (it may have just appeared)
|
|
if (!InMoverBlock(pMover, pMover->objX, pMover->objY)) {
|
|
*s2 = ENTERING_MBLOCK; // Trying to walk through an actor
|
|
|
|
*hS2p = -1;
|
|
if (collisionActor)
|
|
*collisionActor = ma;
|
|
|
|
if (*newx != fromx && InMoverBlock(pMover, *newx, fromy) == NULL
|
|
&& InPolygon(*newx, fromy, BLOCK) == NOPOLY && InPolygon(*newx, fromy, PATH) != NOPOLY) {
|
|
*newy = fromy;
|
|
*s1 |= YRESTRICT;
|
|
} else if (*newy != fromy && InMoverBlock(pMover, fromx, *newy) == NULL
|
|
&& InPolygon(fromx, *newy, BLOCK) == NOPOLY && InPolygon(fromx, *newy, PATH) != NOPOLY) {
|
|
*newx = fromx;
|
|
*s1 |= XRESTRICT;
|
|
} else {
|
|
*newx = fromx;
|
|
*newy = fromy;
|
|
#if 1
|
|
*targetX = *targetY = -1;
|
|
#endif
|
|
*s1 |= STUCK;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* SetOffWithinNodePath
|
|
*/
|
|
static void SetOffWithinNodePath(PMOVER pMover, HPOLYGON StartPath, HPOLYGON DestPath,
|
|
int targetX, int targetY) {
|
|
int endnode;
|
|
HPOLYGON hIpath;
|
|
int nx, ny;
|
|
int x, y;
|
|
|
|
if (StartPath == DestPath) {
|
|
if (pMover->line == pMover->Tline) {
|
|
SetMoverDest(pMover, pMover->UtargetX, pMover->UtargetY);
|
|
pMover->over = false;
|
|
} else if (pMover->line < pMover->Tline) {
|
|
getNpathNode(StartPath, pMover->line+1, &nx, &ny);
|
|
SetMoverDest(pMover, nx, ny);
|
|
pMover->npstatus = GOING_UP;
|
|
} else if (pMover->line > pMover->Tline) {
|
|
getNpathNode(StartPath, pMover->line, &nx, &ny);
|
|
SetMoverDest(pMover, nx, ny);
|
|
pMover->npstatus = GOING_DOWN;
|
|
}
|
|
} else {
|
|
/*
|
|
* Leaving this path - work out
|
|
* which end of this path to head for.
|
|
*/
|
|
assert(DestPath != NOPOLY); // Error 702
|
|
if ((hIpath = GetPathOnTheWay(StartPath, DestPath)) == NOPOLY) {
|
|
// This should never happen!
|
|
// It's the old code that didn't always work.
|
|
endnode = NearestEndNode(StartPath, targetX, targetY);
|
|
} else {
|
|
if (PolySubtype(hIpath) != NODE) {
|
|
x = PolyCenterX(hIpath);
|
|
y = PolyCenterY(hIpath);
|
|
endnode = NearestEndNode(StartPath, x, y);
|
|
} else {
|
|
endnode = NearEndNode(StartPath, hIpath);
|
|
}
|
|
}
|
|
|
|
#if 1
|
|
if ((pMover->npstatus == LEAVING) &&
|
|
endnode == NearestEndNode(StartPath, pMover->objX, pMover->objY)) {
|
|
// Leave it be
|
|
|
|
if (TinselV2) {
|
|
// Yeah, but we need a destination
|
|
// It's release night and there's this problem in the bar...
|
|
if (hIpath) // must be, but...
|
|
{
|
|
// could go for its end node if it's an NPATH
|
|
// but we probably will when we hit it anyway!
|
|
SetMoverDest(pMover, PolyCenterX(hIpath), PolyCenterY(hIpath));
|
|
}
|
|
}
|
|
} else
|
|
#endif
|
|
{
|
|
if (endnode) {
|
|
getNpathNode(StartPath, pMover->line+1, &nx, &ny);
|
|
SetMoverDest(pMover, nx, ny);
|
|
pMover->npstatus = GOING_UP;
|
|
} else {
|
|
getNpathNode(StartPath, pMover->line, &nx, &ny);
|
|
SetMoverDest(pMover, nx, ny);
|
|
pMover->npstatus = GOING_DOWN;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Restore a movement, called from restoreMovement() in ACTORS.CPP
|
|
*/
|
|
void SSetActorDest(PMOVER pActor) {
|
|
if (pActor->UtargetX != -1 && pActor->UtargetY != -1) {
|
|
Stand(Common::nullContext, pActor->actorID, pActor->objX, pActor->objY, 0);
|
|
|
|
if (pActor->UtargetX != -1 && pActor->UtargetY != -1) {
|
|
SetActorDest(pActor, pActor->UtargetX, pActor->UtargetY,
|
|
pActor->bIgPath, 0);
|
|
}
|
|
} else {
|
|
Stand(Common::nullContext, pActor->actorID, pActor->objX, pActor->objY, 0);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Initiate a movement, called from WalkTo_Event()
|
|
*/
|
|
int SetActorDest(PMOVER pMover, int clickX, int clickY, bool igPath, SCNHANDLE hFilm) {
|
|
HPOLYGON StartPath, DestPath = 0;
|
|
int targetX, targetY;
|
|
|
|
if (TinselV2) {
|
|
// No need to synchronise if not moving!
|
|
// Hopefully will stop luggage flip in shades.
|
|
if (!MoverMoving(pMover))
|
|
pMover->stepCount = 0;
|
|
|
|
// Fix interrupted-walking-to-wardrobe bug in mortuary
|
|
StopMover(pMover);
|
|
} else {
|
|
if (pMover->actorID == GetLeadId()) // Now only for lead actor
|
|
UnTagActor(pMover->actorID); // Tag not allowed while moving
|
|
}
|
|
|
|
pMover->walkNumber++;
|
|
pMover->bStop = false;
|
|
pMover->over = false;
|
|
pMover->walkedFromX = pMover->objX;
|
|
pMover->walkedFromY = pMover->objY;
|
|
pMover->bMoving = true;
|
|
pMover->bIgPath = igPath;
|
|
pMover->zOverride = -1;
|
|
pMover->hRpath = NOPOLY;
|
|
|
|
if (!TinselV2) {
|
|
// Use the supplied reel or restore the normal actor.
|
|
if (hFilm != 0)
|
|
AlterMover(pMover, hFilm, AR_WALKREEL);
|
|
else
|
|
AlterMover(pMover, 0, AR_NORMAL);
|
|
}
|
|
|
|
if (igPath) {
|
|
targetX = clickX;
|
|
targetY = clickY;
|
|
|
|
if (pMover->actorID == GetLeadId()) {
|
|
g_lastLeadXdest = targetX;
|
|
g_lastLeadYdest = targetY;
|
|
}
|
|
} else {
|
|
int wodResult = WorkOutDestination(clickX, clickY, &targetX, &targetY);
|
|
|
|
if (pMover->actorID == GetLeadId()) {
|
|
g_lastLeadXdest = targetX;
|
|
g_lastLeadYdest = targetY;
|
|
}
|
|
|
|
if (wodResult == ALL_SORTED) {
|
|
GotThere(pMover);
|
|
return 0;
|
|
}
|
|
assert(InPolygon(targetX, targetY, PATH) != NOPOLY); // illegal destination!
|
|
assert(InPolygon(targetX, targetY, BLOCK) == NOPOLY); // illegal destination!
|
|
}
|
|
|
|
|
|
/***** Now have a destination to aim for. *****/
|
|
|
|
/*----------------------------------
|
|
| Don't move if it's not worth it.
|
|
----------------------------------*/
|
|
if (ABS(targetX - pMover->objX) < XMDIST && ABS(targetY - pMover->objY) < YMDIST) {
|
|
GotThere(pMover);
|
|
return 0;
|
|
}
|
|
|
|
/*------------------------------------------------------
|
|
| If the destiation is within a follow nodes polygon,
|
|
| set destination as the nearest node.
|
|
------------------------------------------------------*/
|
|
if (!igPath) {
|
|
DestPath = InPolygon(targetX, targetY, PATH);
|
|
if (PolySubtype(DestPath) == NODE) {
|
|
// Find the nearest point on a line, or nearest node
|
|
FindBestPoint(DestPath, &targetX, &targetY, &pMover->Tline);
|
|
}
|
|
}
|
|
|
|
assert(pMover->bIgPath || InPolygon(targetX, targetY, PATH) != NOPOLY); // Error 5005
|
|
SetMoverUltDest(pMover, targetX, targetY);
|
|
SetMoverIntDest(pMover, targetX, targetY);
|
|
|
|
if (TinselV2) {
|
|
// No movement for unconnected paths
|
|
if (pMover->hIpath == NOPOLY && !igPath) {
|
|
GotThere(pMover);
|
|
return 0;
|
|
}
|
|
|
|
// Use the supplied reel or restore the normal actor.
|
|
if (hFilm != 0)
|
|
AlterMover(pMover, hFilm, AR_WALKREEL);
|
|
else
|
|
AlterMover(pMover, 0, AR_NORMAL);
|
|
}
|
|
|
|
/*-------------------------------------------------------------------
|
|
| If in a follow nodes path, need to set off in the right direction! |
|
|
-------------------------------------------------------------------*/
|
|
if ((StartPath = pMover->hFnpath) != NOPOLY && !igPath) {
|
|
SetOffWithinNodePath(pMover, StartPath, DestPath, targetX, targetY);
|
|
} else {
|
|
// Set off!
|
|
SetNextDest(pMover);
|
|
}
|
|
|
|
return pMover->walkNumber;
|
|
}
|
|
|
|
/**
|
|
* Change scale if appropriate.
|
|
*/
|
|
static void CheckScale(PMOVER pActor, HPOLYGON hPath, int ypos) {
|
|
int scale;
|
|
|
|
scale = GetScale(hPath, ypos);
|
|
if (scale != pActor->scale) {
|
|
SetMoverWalkReel(pActor, pActor->direction, scale, false);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Not going anywhere - Kick off again if not at final destination.
|
|
*/
|
|
static void NotMoving(PMOVER pActor, int x, int y) {
|
|
pActor->targetX = pActor->targetY = -1;
|
|
|
|
// if (x == pActor->UtargetX && y == pActor->UtargetY)
|
|
if (ABS(x - pActor->UtargetX) < XMDIST && ABS(y - pActor->UtargetY) < YMDIST) {
|
|
GotThere(pActor);
|
|
return;
|
|
}
|
|
|
|
if (pActor->ItargetX != -1 || pActor->ItargetY != -1) {
|
|
SetNextDest(pActor);
|
|
} else if (pActor->UtargetX != -1 || pActor->UtargetY != -1) {
|
|
assert(pActor->bIgPath || InPolygon(pActor->UtargetX, pActor->UtargetY, PATH) != NOPOLY); // Error 5006
|
|
SetMoverIntDest(pActor, pActor->UtargetX, pActor->UtargetY);
|
|
SetNextDest(pActor);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Does the necessary business when entering a different path polygon.
|
|
*/
|
|
static void EnteringNewPath(PMOVER pMover, HPOLYGON hPath, int x, int y) {
|
|
int firstnode; // First node to go to
|
|
int lastnode; // Last node to go to
|
|
HPOLYGON hIpath;
|
|
HPOLYGON hLpath; // one we're leaving
|
|
int nx, ny;
|
|
int nxl, nyl;
|
|
|
|
hLpath = pMover->hCpath;
|
|
pMover->hCpath = hPath; // current path
|
|
|
|
if (hPath == NOPOLY) {
|
|
// Not proved this ever happens, but just in case
|
|
pMover->hFnpath = NOPOLY;
|
|
pMover->npstatus = NOT_IN;
|
|
return;
|
|
}
|
|
|
|
// Is new path a node path?
|
|
if (PolySubtype(hPath) == NODE) {
|
|
// Node path - usually go to nearest end node
|
|
firstnode = NearestEndNode(hPath, x, y);
|
|
lastnode = -1;
|
|
|
|
// If this is not the destination path,
|
|
// find which end nodfe we wish to leave via
|
|
if (hPath != pMover->hUpath) {
|
|
if (pMover->bIgPath) {
|
|
lastnode = NearestEndNode(hPath, pMover->UtargetX, pMover->UtargetY);
|
|
} else {
|
|
assert(pMover->hUpath != NOPOLY); // Error 703
|
|
hIpath = GetPathOnTheWay(hPath, pMover->hUpath);
|
|
assert(hIpath != NOPOLY); // No path on the way
|
|
|
|
if (PolySubtype(hIpath) != NODE) {
|
|
lastnode = NearestEndNode(hPath, PolyCenterX(hIpath), PolyCenterY(hIpath));
|
|
} else {
|
|
lastnode = NearEndNode(hPath, hIpath);
|
|
}
|
|
}
|
|
}
|
|
// Test for pseudo-one-node npaths
|
|
if (lastnode != -1 && numNodes(hPath) == 2) {
|
|
getNpathNode(hPath, firstnode, &nx, &ny);
|
|
getNpathNode(hPath, lastnode, &nxl, &nyl);
|
|
if (nxl == nx && nyl == ny)
|
|
firstnode = lastnode;
|
|
}
|
|
|
|
// If leaving by same node as entering, don't bother.
|
|
if (lastnode == firstnode) {
|
|
pMover->hFnpath = NOPOLY;
|
|
pMover->npstatus = NOT_IN;
|
|
assert(pMover->bIgPath || InPolygon(pMover->UtargetX, pMover->UtargetY, PATH) != NOPOLY); // Error 5007
|
|
SetMoverIntDest(pMover, pMover->UtargetX, pMover->UtargetY);
|
|
SetNextDest(pMover);
|
|
} else {
|
|
// Head for first node
|
|
pMover->over = true;
|
|
pMover->npstatus = ENTERING;
|
|
pMover->hFnpath = hPath;
|
|
pMover->line = firstnode ? firstnode - 1 : firstnode;
|
|
if (pMover->line == pMover->Tline && hPath == pMover->hUpath) {
|
|
assert(pMover->bIgPath || InPolygon(pMover->UtargetX, pMover->UtargetY, PATH) != NOPOLY); // Error 5008
|
|
SetMoverIntDest(pMover, pMover->UtargetX, pMover->UtargetY);
|
|
SetMoverDest(pMover, pMover->UtargetX, pMover->UtargetY);
|
|
} else {
|
|
// This doesn't seem right
|
|
getNpathNode(hPath, firstnode, &nx, &ny);
|
|
if (ABS(pMover->objX - nx) < XMDIST
|
|
&& ABS(pMover->objY - ny) < YMDIST) {
|
|
pMover->npstatus = ENTERING;
|
|
pMover->hFnpath = hPath;
|
|
SetNextDest(pMover);
|
|
} else {
|
|
getNpathNode(hPath, firstnode, &nx, &ny);
|
|
SetMoverDest(pMover, nx, ny);
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
} else {
|
|
pMover->hFnpath = NOPOLY;
|
|
pMover->npstatus = NOT_IN;
|
|
assert(pMover->bIgPath || InPolygon(pMover->UtargetX, pMover->UtargetY, PATH) != NOPOLY); // Error 5009
|
|
|
|
// Added 26/01/95
|
|
if (IsPolyCorner(hPath, pMover->ItargetX, pMover->ItargetY))
|
|
return;
|
|
|
|
// Added 23/10/96
|
|
if (TinselV2 && (pMover->hRpath == hPath))
|
|
return;
|
|
|
|
if (TinselV2)
|
|
pMover->hRpath = hLpath;
|
|
SetMoverIntDest(pMover, pMover->UtargetX, pMover->UtargetY);
|
|
SetNextDest(pMover);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Move
|
|
*/
|
|
void Move(PMOVER pMover, int newx, int newy, HPOLYGON hPath) {
|
|
pMover->objX = newx;
|
|
pMover->objY = newy;
|
|
|
|
MultiSetAniXY(pMover->actorObj, newx, newy);
|
|
SetMoverZ(pMover, newy, GetPolyZfactor(hPath));
|
|
if (StepAnimScript(&pMover->actorAnim) == ScriptFinished) {
|
|
// The end of a scale-change reel
|
|
// Revert to normal walking reel
|
|
pMover->bWalkReel = false;
|
|
pMover->stepCount = 0;
|
|
SetMoverWalkReel(pMover, pMover->direction, pMover->scale, true);
|
|
}
|
|
|
|
// Synchronised walking reels
|
|
if (++pMover->stepCount >= STEPS_MAX)
|
|
pMover->stepCount = 0;
|
|
}
|
|
|
|
/**
|
|
* Called from MActorProcess() on every tick.
|
|
*
|
|
* Moves the actor as appropriate.
|
|
*/
|
|
void MoveActor(PMOVER pMover) {
|
|
int newx, newy;
|
|
HPOLYGON hPath;
|
|
int status, s2; // s2 not used here!
|
|
HPOLYGON hS2p; // nor is s2p!
|
|
HPOLYGON hEb;
|
|
PMOVER ma;
|
|
int sTargetX, sTargetY;
|
|
bool bNewPath = false;
|
|
|
|
// Only do anything if the actor needs to move!
|
|
if (pMover->targetX == -1 && pMover->targetY == -1)
|
|
return;
|
|
|
|
if (pMover->bStop) {
|
|
GotThere(pMover);
|
|
pMover->bStop = false;
|
|
pMover->walkNumber++;
|
|
SetMoverStanding(pMover);
|
|
return;
|
|
}
|
|
|
|
#if SLOW_RINCE_DOWN
|
|
/**/ if (g_BogusVar++ < g_Interlude) // Temporary slow-down-the-action code
|
|
/**/ return; //
|
|
/**/ g_BogusVar = 0; //
|
|
#endif
|
|
|
|
if (!TinselV2) {
|
|
// During swalk()s, movement while hidden may be slowed down.
|
|
if (pMover->bHidden) {
|
|
if (++g_hSlowVar < pMover->SlowFactor)
|
|
return;
|
|
g_hSlowVar = 0;
|
|
}
|
|
}
|
|
|
|
// 'push' the target
|
|
sTargetX = pMover->targetX;
|
|
sTargetY = pMover->targetY;
|
|
|
|
NewCoOrdinates(pMover->objX, pMover->objY, &pMover->targetX, &pMover->targetY,
|
|
&newx, &newy, &status, &s2, &hS2p, pMover->over, false, pMover);
|
|
|
|
if (newx == pMover->objX && newy == pMover->objY) {
|
|
// 'pop' the target
|
|
pMover->targetX = sTargetX;
|
|
pMover->targetY = sTargetY;
|
|
|
|
NewCoOrdinates(pMover->objX, pMover->objY, &pMover->targetX, &pMover->targetY, &newx, &newy,
|
|
&status, &s2, &hS2p, pMover->over, true, pMover);
|
|
if (newx == pMover->objX && newy == pMover->objY) {
|
|
NotMoving(pMover, newx, newy);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Find out which path we're in now
|
|
hPath = InPolygon(newx, newy, PATH);
|
|
if (hPath == NOPOLY) {
|
|
if (pMover->bNoPath) {
|
|
Move(pMover, newx, newy, pMover->hCpath);
|
|
return;
|
|
} else {
|
|
// May be marginally outside!
|
|
// OR bIgPath may be set.
|
|
hPath = pMover->hCpath;
|
|
}
|
|
} else if (pMover->bNoPath) {
|
|
pMover->bNoPath = false;
|
|
bNewPath = true;
|
|
} else if (hPath != pMover->hCpath) {
|
|
if (IsInPolygon(newx, newy, pMover->hCpath))
|
|
hPath = pMover->hCpath;
|
|
}
|
|
|
|
CheckScale(pMover, hPath, newy);
|
|
|
|
/*
|
|
* Must stay out of moving actors' blocking polygons.
|
|
*/
|
|
ma = InMoverBlock(pMover, newx, newy);
|
|
if (ma != NULL) {
|
|
// Stop if there's no chance of arriving
|
|
if (InMoverBlock(pMover, pMover->UtargetX, pMover->UtargetY)) {
|
|
GotThere(pMover);
|
|
return;
|
|
}
|
|
|
|
if (InMoverBlock(pMover, pMover->objX, pMover->objY))
|
|
;
|
|
else {
|
|
hEb = InitExtraBlock(pMover, ma);
|
|
newx = pMover->objX;
|
|
newy = pMover->objY;
|
|
BlockingCorner(hEb, &newx, &newy, pMover->ItargetX, pMover->ItargetY);
|
|
SetMoverDest(pMover, newx, newy);
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------
|
|
This is where it actually gets moved.
|
|
--------------------------------------*/
|
|
Move(pMover, newx, newy, hPath);
|
|
|
|
// Entering a new path polygon?
|
|
if (hPath != pMover->hCpath || bNewPath)
|
|
EnteringNewPath(pMover, hPath, newx, newy);
|
|
}
|
|
|
|
/**
|
|
* Store the default refer type for the current scene.
|
|
*/
|
|
void SetDefaultRefer(int32 defRefer) {
|
|
g_DefaultRefer = defRefer;
|
|
}
|
|
|
|
int GetLastLeadXdest() {
|
|
return g_lastLeadXdest;
|
|
}
|
|
|
|
int GetLastLeadYdest() {
|
|
return g_lastLeadYdest;
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
* DoMoveActor
|
|
*/
|
|
void DoMoveActor(PMOVER pActor) {
|
|
int wasx, wasy;
|
|
int i;
|
|
|
|
#define NUMBER 1
|
|
|
|
wasx = pActor->objX;
|
|
wasy = pActor->objY;
|
|
|
|
MoveActor(pActor);
|
|
|
|
if ((pActor->targetX != -1 || pActor->targetY != -1)
|
|
&& (wasx == pActor->objX && wasy == pActor->objY)) {
|
|
for (i=0; i < NUMBER; i++) {
|
|
MoveActor(pActor);
|
|
if (wasx != pActor->objX || wasy != pActor->objY)
|
|
break;
|
|
}
|
|
// assert(i<NUMBER);
|
|
}
|
|
}
|
|
|
|
} // End of namespace Tinsel
|