mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-30 05:34:00 +00:00
388 lines
13 KiB
C++
388 lines
13 KiB
C++
/* ScummVM - Graphic Adventure Engine
|
|
*
|
|
* ScummVM is the legal property of its developers, whose names
|
|
* are too numerous to list here. Please refer to the COPYRIGHT
|
|
* file distributed with this source distribution.
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
*/
|
|
|
|
/*
|
|
* This code is based on original Hugo Trilogy source code
|
|
*
|
|
* Copyright (c) 1989-1995 David P. Gray
|
|
*
|
|
*/
|
|
|
|
#include "common/debug.h"
|
|
#include "common/system.h"
|
|
#include "common/random.h"
|
|
|
|
#include "hugo/hugo.h"
|
|
#include "hugo/game.h"
|
|
#include "hugo/object.h"
|
|
#include "hugo/display.h"
|
|
#include "hugo/file.h"
|
|
#include "hugo/route.h"
|
|
#include "hugo/util.h"
|
|
#include "hugo/parser.h"
|
|
#include "hugo/schedule.h"
|
|
|
|
namespace Hugo {
|
|
|
|
ObjectHandler_v1d::ObjectHandler_v1d(HugoEngine *vm) : ObjectHandler(vm) {
|
|
}
|
|
|
|
ObjectHandler_v1d::~ObjectHandler_v1d() {
|
|
}
|
|
|
|
/**
|
|
* Draw all objects on screen as follows:
|
|
* 1. Sort 'FLOATING' objects in order of y2 (base of object)
|
|
* 2. Display new object frames/positions in dib
|
|
* Finally, cycle any animating objects to next frame
|
|
*/
|
|
void ObjectHandler_v1d::updateImages() {
|
|
debugC(5, kDebugObject, "updateImages");
|
|
|
|
// Initialize the index array to visible objects in current screen
|
|
int objNumb = 0;
|
|
byte objindex[kMaxObjNumb]; // Array of indeces to objects
|
|
|
|
for (int i = 0; i < _numObj; i++) {
|
|
Object *obj = &_objects[i];
|
|
if ((obj->_screenIndex == *_vm->_screenPtr) && (obj->_cycling >= kCycleAlmostInvisible))
|
|
objindex[objNumb++] = i;
|
|
}
|
|
|
|
// Sort the objects into increasing y+y2 (painter's algorithm)
|
|
qsort(objindex, objNumb, sizeof(objindex[0]), y2comp);
|
|
|
|
// Add each visible object to display list
|
|
for (int i = 0; i < objNumb; i++) {
|
|
Object *obj = &_objects[objindex[i]];
|
|
// Count down inter-frame timer
|
|
if (obj->_frameTimer)
|
|
obj->_frameTimer--;
|
|
|
|
if (obj->_cycling > kCycleAlmostInvisible) { // Only if visible
|
|
switch (obj->_cycling) {
|
|
case kCycleNotCycling:
|
|
_vm->_screen->displayFrame(obj->_x, obj->_y, obj->_currImagePtr, false);
|
|
break;
|
|
case kCycleForward:
|
|
if (obj->_frameTimer) // Not time to see next frame yet
|
|
_vm->_screen->displayFrame(obj->_x, obj->_y, obj->_currImagePtr, false);
|
|
else
|
|
_vm->_screen->displayFrame(obj->_x, obj->_y, obj->_currImagePtr->_nextSeqPtr, false);
|
|
break;
|
|
case kCycleBackward: {
|
|
Seq *seqPtr = obj->_currImagePtr;
|
|
if (!obj->_frameTimer) { // Show next frame
|
|
while (seqPtr->_nextSeqPtr != obj->_currImagePtr)
|
|
seqPtr = seqPtr->_nextSeqPtr;
|
|
}
|
|
_vm->_screen->displayFrame(obj->_x, obj->_y, seqPtr, false);
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
_vm->_scheduler->waitForRefresh();
|
|
|
|
// Cycle any animating objects
|
|
for (int i = 0; i < objNumb; i++) {
|
|
Object *obj = &_objects[objindex[i]];
|
|
if (obj->_cycling != kCycleInvisible) {
|
|
// Only if it's visible
|
|
if (obj->_cycling == kCycleAlmostInvisible)
|
|
obj->_cycling = kCycleInvisible;
|
|
|
|
// Now Rotate to next picture in sequence
|
|
switch (obj->_cycling) {
|
|
case kCycleNotCycling:
|
|
break;
|
|
case kCycleForward:
|
|
if (!obj->_frameTimer) {
|
|
// Time to step to next frame
|
|
obj->_currImagePtr = obj->_currImagePtr->_nextSeqPtr;
|
|
// Find out if this is last frame of sequence
|
|
// If so, reset frame_timer and decrement n_cycle
|
|
if (obj->_frameInterval || obj->_cycleNumb) {
|
|
obj->_frameTimer = obj->_frameInterval;
|
|
for (int j = 0; j < obj->_seqNumb; j++) {
|
|
if (obj->_currImagePtr->_nextSeqPtr == obj->_seqList[j]._seqPtr) {
|
|
if (obj->_cycleNumb) { // Decr cycleNumb if Non-continous
|
|
if (!--obj->_cycleNumb)
|
|
obj->_cycling = kCycleNotCycling;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case kCycleBackward: {
|
|
if (!obj->_frameTimer) {
|
|
// Time to step to prev frame
|
|
Seq *seqPtr = obj->_currImagePtr;
|
|
while (obj->_currImagePtr->_nextSeqPtr != seqPtr)
|
|
obj->_currImagePtr = obj->_currImagePtr->_nextSeqPtr;
|
|
// Find out if this is first frame of sequence
|
|
// If so, reset frame_timer and decrement n_cycle
|
|
if (obj->_frameInterval || obj->_cycleNumb) {
|
|
obj->_frameTimer = obj->_frameInterval;
|
|
for (int j = 0; j < obj->_seqNumb; j++) {
|
|
if (obj->_currImagePtr == obj->_seqList[j]._seqPtr) {
|
|
if (obj->_cycleNumb){ // Decr cycleNumb if Non-continous
|
|
if (!--obj->_cycleNumb)
|
|
obj->_cycling = kCycleNotCycling;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
obj->_oldx = obj->_x;
|
|
obj->_oldy = obj->_y;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Update all object positions. Process object 'local' events
|
|
* including boundary events and collisions
|
|
*/
|
|
void ObjectHandler_v1d::moveObjects() {
|
|
debugC(4, kDebugObject, "moveObjects");
|
|
|
|
// Added to DOS version in order to handle mouse properly
|
|
// Do special route processing
|
|
_vm->_route->processRoute();
|
|
|
|
// Perform any adjustments to velocity based on special path types
|
|
// and store all (visible) object baselines into the boundary file.
|
|
// Don't store foreground or background objects
|
|
for (int i = 0; i < _numObj; i++) {
|
|
Object *obj = &_objects[i]; // Get pointer to object
|
|
Seq *currImage = obj->_currImagePtr; // Get ptr to current image
|
|
if (obj->_screenIndex == *_vm->_screenPtr) {
|
|
switch (obj->_pathType) {
|
|
case kPathChase: {
|
|
// Allowable motion wrt boundary
|
|
int dx = _vm->_hero->_x + _vm->_hero->_currImagePtr->_x1 - obj->_x - currImage->_x1;
|
|
int dy = _vm->_hero->_y + _vm->_hero->_currImagePtr->_y2 - obj->_y - currImage->_y2 - 1;
|
|
if (abs(dx) <= 1)
|
|
obj->_vx = 0;
|
|
else
|
|
obj->_vx = (dx > 0) ? MIN(dx, obj->_vxPath) : MAX(dx, -obj->_vxPath);
|
|
if (abs(dy) <= 1)
|
|
obj->_vy = 0;
|
|
else
|
|
obj->_vy = (dy > 0) ? MIN(dy, obj->_vyPath) : MAX(dy, -obj->_vyPath);
|
|
|
|
// Set first image in sequence (if multi-seq object)
|
|
if (obj->_seqNumb == 4) {
|
|
if (!obj->_vx) { // Got 4 directions
|
|
if (obj->_vx != obj->_oldvx) {// vx just stopped
|
|
if (dy > 0)
|
|
obj->_currImagePtr = obj->_seqList[SEQ_DOWN]._seqPtr;
|
|
else
|
|
obj->_currImagePtr = obj->_seqList[SEQ_UP]._seqPtr;
|
|
}
|
|
} else if (obj->_vx != obj->_oldvx) {
|
|
if (dx > 0)
|
|
obj->_currImagePtr = obj->_seqList[SEQ_RIGHT]._seqPtr;
|
|
else
|
|
obj->_currImagePtr = obj->_seqList[SEQ_LEFT]._seqPtr;
|
|
}
|
|
}
|
|
|
|
if (obj->_vx || obj->_vy) {
|
|
if (obj->_seqNumb > 1)
|
|
obj->_cycling = kCycleForward;
|
|
} else {
|
|
obj->_cycling = kCycleNotCycling;
|
|
boundaryCollision(obj); // Must have got hero!
|
|
}
|
|
obj->_oldvx = obj->_vx;
|
|
obj->_oldvy = obj->_vy;
|
|
currImage = obj->_currImagePtr; // Get (new) ptr to current image
|
|
break;
|
|
}
|
|
case kPathWander:
|
|
if (!_vm->_rnd->getRandomNumber(3 * _vm->_normalTPS)) { // Kick on random interval
|
|
obj->_vx = _vm->_rnd->getRandomNumber(obj->_vxPath << 1) - obj->_vxPath;
|
|
obj->_vy = _vm->_rnd->getRandomNumber(obj->_vyPath << 1) - obj->_vyPath;
|
|
|
|
// Set first image in sequence (if multi-seq object)
|
|
if (obj->_seqNumb > 1) {
|
|
if (!obj->_vx && (obj->_seqNumb > 2)) {
|
|
if (obj->_vx != obj->_oldvx) { // vx just stopped
|
|
if (obj->_vy > 0)
|
|
obj->_currImagePtr = obj->_seqList[SEQ_DOWN]._seqPtr;
|
|
else
|
|
obj->_currImagePtr = obj->_seqList[SEQ_UP]._seqPtr;
|
|
}
|
|
} else if (obj->_vx != obj->_oldvx) {
|
|
if (obj->_vx > 0)
|
|
obj->_currImagePtr = obj->_seqList[SEQ_RIGHT]._seqPtr;
|
|
else
|
|
obj->_currImagePtr = obj->_seqList[SEQ_LEFT]._seqPtr;
|
|
}
|
|
|
|
if (obj->_vx || obj->_vy)
|
|
obj->_cycling = kCycleForward;
|
|
else
|
|
obj->_cycling = kCycleNotCycling;
|
|
}
|
|
obj->_oldvx = obj->_vx;
|
|
obj->_oldvy = obj->_vy;
|
|
currImage = obj->_currImagePtr; // Get (new) ptr to current image
|
|
}
|
|
break;
|
|
default:
|
|
; // Really, nothing
|
|
}
|
|
// Store boundaries
|
|
if ((obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating))
|
|
storeBoundary(obj->_x + currImage->_x1, obj->_x + currImage->_x2, obj->_y + currImage->_y2);
|
|
}
|
|
}
|
|
|
|
// Move objects, allowing for boundaries
|
|
for (int i = 0; i < _numObj; i++) {
|
|
Object *obj = &_objects[i]; // Get pointer to object
|
|
if ((obj->_screenIndex == *_vm->_screenPtr) && (obj->_vx || obj->_vy)) {
|
|
// Only process if it's moving
|
|
|
|
// Do object movement. Delta_x,y return allowed movement in x,y
|
|
// to move as close to a boundary as possible without crossing it.
|
|
Seq *currImage = obj->_currImagePtr; // Get ptr to current image
|
|
// object coordinates
|
|
int x1 = obj->_x + currImage->_x1; // Left edge of object
|
|
int x2 = obj->_x + currImage->_x2; // Right edge
|
|
int y1 = obj->_y + currImage->_y1; // Top edge
|
|
int y2 = obj->_y + currImage->_y2; // Bottom edge
|
|
|
|
if ((obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating))
|
|
clearBoundary(x1, x2, y2); // Clear our own boundary
|
|
|
|
// Allowable motion wrt boundary
|
|
int dx = deltaX(x1, x2, obj->_vx, y2);
|
|
if (dx != obj->_vx) {
|
|
// An object boundary collision!
|
|
boundaryCollision(obj);
|
|
obj->_vx = 0;
|
|
}
|
|
|
|
int dy = deltaY(x1, x2, obj->_vy, y2);
|
|
if (dy != obj->_vy) {
|
|
// An object boundary collision!
|
|
boundaryCollision(obj);
|
|
obj->_vy = 0;
|
|
}
|
|
|
|
if ((obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating))
|
|
storeBoundary(x1, x2, y2); // Re-store our own boundary
|
|
|
|
obj->_x += dx; // Update object position
|
|
obj->_y += dy;
|
|
|
|
// Don't let object go outside screen
|
|
if (x1 < kEdge)
|
|
obj->_x = kEdge2;
|
|
if (x2 > (kXPix - kEdge))
|
|
obj->_x = kXPix - kEdge2 - (x2 - x1);
|
|
if (y1 < kEdge)
|
|
obj->_y = kEdge2;
|
|
if (y2 > (kYPix - kEdge))
|
|
obj->_y = kYPix - kEdge2 - (y2 - y1);
|
|
|
|
if ((obj->_vx == 0) && (obj->_vy == 0))
|
|
obj->_cycling = kCycleNotCycling;
|
|
}
|
|
}
|
|
|
|
// Clear all object baselines from the boundary file.
|
|
for (int i = 0; i < _numObj; i++) {
|
|
Object *obj = &_objects[i]; // Get pointer to object
|
|
Seq *currImage = obj->_currImagePtr; // Get ptr to current image
|
|
if ((obj->_screenIndex == *_vm->_screenPtr) && (obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating))
|
|
clearBoundary(obj->_oldx + currImage->_x1, obj->_oldx + currImage->_x2, obj->_oldy + currImage->_y2);
|
|
}
|
|
|
|
// If maze mode is enabled, do special maze processing
|
|
if (_vm->_maze._enabledFl) {
|
|
Seq *currImage = _vm->_hero->_currImagePtr;// Get ptr to current image
|
|
// hero coordinates
|
|
int x1 = _vm->_hero->_x + currImage->_x1; // Left edge of object
|
|
int x2 = _vm->_hero->_x + currImage->_x2; // Right edge
|
|
int y1 = _vm->_hero->_y + currImage->_y1; // Top edge
|
|
int y2 = _vm->_hero->_y + currImage->_y2; // Bottom edge
|
|
|
|
_vm->_scheduler->processMaze(x1, x2, y1, y2);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Swap all the images of one object with another. Set hero_image (we make
|
|
* the assumption for now that the first obj is always the HERO) to the object
|
|
* number of the swapped image
|
|
*/
|
|
void ObjectHandler_v1d::swapImages(int objIndex1, int objIndex2) {
|
|
debugC(1, kDebugObject, "swapImages(%d, %d)", objIndex1, objIndex2);
|
|
|
|
SeqList tmpSeqList[kMaxSeqNumb];
|
|
int seqListSize = sizeof(SeqList) * kMaxSeqNumb;
|
|
|
|
memmove(tmpSeqList, _objects[objIndex1]._seqList, seqListSize);
|
|
memmove(_objects[objIndex1]._seqList, _objects[objIndex2]._seqList, seqListSize);
|
|
memmove(_objects[objIndex2]._seqList, tmpSeqList, seqListSize);
|
|
_objects[objIndex1]._currImagePtr = _objects[objIndex1]._seqList[0]._seqPtr;
|
|
_objects[objIndex2]._currImagePtr = _objects[objIndex2]._seqList[0]._seqPtr;
|
|
_vm->_heroImage = (_vm->_heroImage == kHeroIndex) ? objIndex2 : kHeroIndex;
|
|
}
|
|
|
|
void ObjectHandler_v1d::homeIn(int objIndex1, const int objIndex2, const int8 objDx, const int8 objDy) {
|
|
// object obj1 will home in on object obj2
|
|
Object *obj1 = &_objects[objIndex1];
|
|
Object *obj2 = &_objects[objIndex2];
|
|
obj1->_pathType = kPathAuto;
|
|
int dx = obj1->_x + obj1->_currImagePtr->_x1 - obj2->_x - obj2->_currImagePtr->_x1;
|
|
int dy = obj1->_y + obj1->_currImagePtr->_y1 - obj2->_y - obj2->_currImagePtr->_y1;
|
|
|
|
if (dx == 0) // Don't EVER divide by zero!
|
|
dx = 1;
|
|
if (dy == 0)
|
|
dy = 1;
|
|
|
|
if (abs(dx) > abs(dy)) {
|
|
obj1->_vx = objDx * -sign<int8>(dx);
|
|
obj1->_vy = abs((objDy * dy) / dx) * -sign<int8>(dy);
|
|
} else {
|
|
obj1->_vy = objDy * sign<int8>(dy);
|
|
obj1->_vx = abs((objDx * dx) / dy) * sign<int8>(dx);
|
|
}
|
|
}
|
|
} // End of namespace Hugo
|