scummvm/queen/walk.cpp
Gregory Montoir 8c0496194a fix personMove / cutaway problem
svn-id: r10807
2003-10-15 08:46:04 +00:00

608 lines
16 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "queen/walk.h"
#include "queen/logic.h"
#include "queen/graphics.h"
#include "queen/defs.h"
namespace Queen {
const MovePersonData Walk::_moveData[] = {
{"COMPY", -1, -6, 1, 6, 0, 0, 0, 0,12,12,1,14},
{"DEINO", -1, -8, 1, 8, 0, 0, 0, 0,11,11,1,10},
{"FAYE", -1, -6, 1, 6,13,18, 7,12,19,22,2, 5},
{"GUARDS", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7,2, 5},
{"PRINCESS1", -1, -6, 1, 6,13,18, 7,12,19,21,2, 5},
{"PRINCESS2", -1, -6, 1, 6,13,18, 7,12,19,21,2, 5},
{"AMGUARD", -1, -6, 1, 6,13,18, 7,12,19,21,2, 5},
{"SPARKY", -1, -6, 1, 6,13,18, 7,12,21,20,2, 5},
{"LOLA_SHOWER", -1, -6,55,60, 0, 0, 0, 0, 7, 7,2, 5},
{"LOLA", -24,-29,24,29, 0, 0, 0, 0,30,30,2, 5},
{"BOB", -15,-20,15,20,21,26, 0, 0,27,29,2, 5},
{"CHEF", -1, -4, 1, 4, 0, 0, 0, 0, 1, 5,2, 4},
{"HENRY", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7,2, 6},
{"ANDERSON", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7,2, 5},
{"JASPAR", -4, -9, 4, 9,16,21,10,15, 1, 3,1,10},
{"PYGMY", -7,-12, 7,12, 0, 0, 0, 0,27,27,2, 5},
{"FRANK", 7, 12, 1, 6, 0, 0, 0, 0,13,13,2, 4},
{"WEDGEWOOD", -20,-25,20,25, 0, 0, 0, 0, 1, 1,1, 5},
{"TMPD", -1, -6, 1, 6,13,18, 7,12,19,21,2, 5},
{"IAN", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7,2, 6},
{"*", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0, 0}
};
Walk::Walk(Logic *logic, Graphics *graphics)
: _logic(logic), _graphics(graphics) {
}
void Walk::joeMoveBlock(int facing) {
warning("Walk::moveJoeBlock() partially implemented");
_graphics->bob(0)->animating = false;
// CAN=-2;
// Make Joe face the right direction
_logic->joeFacing(facing);
_logic->joeFace();
// TODO: cutaway calls
}
void Walk::animateJoePrepare() {
// queen.c l.2748-2788
uint16 i;
for (i = 1; i <= _walkDataCount; ++i) {
WalkData *pwd = &_walkData[i];
if (pwd->dx < 0) {
pwd->anim.set(11, 16 + FRAMES_JOE_XTRA, DIR_LEFT);
}
else {
pwd->anim.set(11, 16 + FRAMES_JOE_XTRA, DIR_RIGHT);
}
int16 k = ABS(pwd->dy);
int16 ds = pwd->area->scaleDiff();
if (ds > 0) {
k *= ((k * ds) / pwd->area->box.yDiff()) / 2;
}
if (ABS(pwd->dx) < k) {
if (pwd->dy < 0) {
if (ds < 0) {
pwd->anim.set(17 + FRAMES_JOE_XTRA, 22 + FRAMES_JOE_XTRA, DIR_FRONT);
}
else {
pwd->anim.set(23 + FRAMES_JOE_XTRA, 28 + FRAMES_JOE_XTRA, DIR_BACK);
}
}
else if (pwd->dy > 0) {
if (ds < 0) {
pwd->anim.set(23 + FRAMES_JOE_XTRA, 28 + FRAMES_JOE_XTRA, DIR_BACK);
}
else {
pwd->anim.set(17 + FRAMES_JOE_XTRA, 22 + FRAMES_JOE_XTRA, DIR_FRONT);
}
}
}
}
}
void Walk::animateJoe() {
// queen.c l.2789-2835
uint16 lastDirection = 0;
uint16 i;
BobSlot *pbs = _graphics->bob(0);
_logic->joeFacing(_walkData[1].anim.facing);
_logic->joeScale(_walkData[1].area->calcScale(pbs->y));
_logic->joeFace();
bool interrupted = false;
for (i = 1; i <= _walkDataCount && !interrupted; ++i) {
WalkData *pwd = &_walkData[i];
if (pwd->area->mapNeighbours < 0) {
joeMoveBlock(pwd->anim.facing);
return;
}
if (lastDirection != pwd->anim.facing) {
_graphics->bobAnimNormal(0, pwd->anim.firstFrame, pwd->anim.lastFrame, 1, false, false);
}
uint16 moveSpeed = _logic->findScale(pbs->x, pbs->y) * 6 / 100;
_graphics->bobMove(0, pbs->x + pwd->dx, pbs->y + pwd->dy, moveSpeed);
pbs->xflip = (pbs->xdir < 0);
while (pbs->moving) {
// adjust Joe's movespeed according to scale
pbs->scale = pwd->area->calcScale(pbs->y);
_logic->joeScale(pbs->scale);
if (pbs->xmajor) {
pbs->speed = pbs->scale * 6 / 100;
}
else {
pbs->speed = pbs->scale * 3 / 100;
}
if (pbs->speed == 0) {
pbs->speed = 1;
}
_graphics->update(); // CHECK_PLAYER();
if (_logic->joeWalk() == 2) { // || cutQuit
// we are about to do something else, so stop walking
interrupted = true;
pbs->moving = false;
}
}
lastDirection = pwd->anim.facing;
}
// if (!cutQuit) {
pbs->animating = false;
_logic->joeFacing(lastDirection);
// }
}
void Walk::animatePersonPrepare(const MovePersonData *mpd, int direction) {
// queen.c l.2469-2572
int i;
for (i = 1; i <= _walkDataCount; ++i) {
WalkData *pwd = &_walkData[i];
if (pwd->dx < 0) {
pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_LEFT);
}
else if (pwd->dx > 0) {
pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_RIGHT);
}
else {
if (ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) {
pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_RIGHT);
}
else {
// we have specific moves for this actor, see what direction they were last facing
if (direction == -3) {
// previously facing right
pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_LEFT);
}
else {
// previously facing left
pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_RIGHT);
}
}
}
int16 k = ABS(pwd->dy);
int16 ds = pwd->area->scaleDiff();
if (ds > 0) {
k *= ((k * ds) / pwd->area->box.yDiff()) / 2;
}
if(ABS(pwd->dx) < k) {
if (pwd->dy < 0) {
if (mpd->walkBack1 > 0) {
pwd->anim.set(mpd->walkBack1, mpd->walkBack2, DIR_BACK);
}
else if (pwd->dx < 0) {
pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_BACK);
}
else {
pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_BACK);
}
}
else if (pwd->dy > 0) {
if (mpd->walkFront1 > 0) {
pwd->anim.set(mpd->walkFront1, mpd->walkFront2, DIR_FRONT);
}
else if(ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) {
if (pwd->dx < 0) {
pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_FRONT);
}
else {
pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_FRONT);
}
}
else {
// we have a special move for left/right, so select that instead!
if (direction == -3) {
// previously facing right
pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_FRONT);
}
else {
// previously facing left
pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_FRONT);
}
}
}
}
}
}
void Walk::animatePerson(const MovePersonData *mpd, uint16 image, uint16 bobNum, uint16 bankNum, int direction) {
// queen.c l.2572-2651
BobSlot *pbs = _graphics->bob(bobNum);
// check to see which way person should be facing
if (mpd->walkLeft1 == mpd->walkRight1) {
pbs->xflip = (direction == -3);
}
else {
// they have special walk for left and right, so don't flip
pbs->xflip = false;
}
uint16 i;
for (i = 1; i <= _walkDataCount; ++i) {
WalkData *pwd = &_walkData[i];
// unpack necessary frames for bob animation
uint16 dstFrame = image;
uint16 srcFrame = ABS(pwd->anim.firstFrame);
while (srcFrame <= ABS(pwd->anim.lastFrame)) {
_graphics->bankUnpack(srcFrame, dstFrame, bankNum);
++dstFrame;
++srcFrame;
}
// pass across bobs direction ONLY if walk is a mirror flip!
if (ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) {
_graphics->bobAnimNormal(bobNum, image, dstFrame - 1, mpd->animSpeed, false, pbs->xflip);
}
else {
_graphics->bobAnimNormal(bobNum, image, dstFrame - 1, mpd->animSpeed, false, false);
}
// move other actors at correct speed relative to scale
uint16 moveSpeed = _logic->findScale(pbs->x, pbs->y) * mpd->moveSpeed / 100;
_graphics->bobMove(bobNum, pbs->x + pwd->dx, pbs->y + pwd->dy, moveSpeed);
// flip if one set of frames for actor
if (mpd->walkLeft1 < 0 || ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) {
pbs->xflip = pwd->dx < 0;
}
while (pbs->moving) {
_graphics->update();
uint16 scale = pwd->area->calcScale(pbs->y);
pbs->scale = scale;
if (pbs->xmajor) {
pbs->speed = scale * mpd->moveSpeed / 100;
}
else {
pbs->speed = scale * (mpd->moveSpeed / 2) / 100;
}
// if (cutQuit)
}
}
}
void Walk::joeMove(int direction, uint16 endx, uint16 endy, bool inCutaway) {
// CAN=0
initWalkData();
uint16 oldx = _graphics->bob(0)->x;
uint16 oldy = _graphics->bob(0)->y;
_logic->joeWalk(1);
uint16 oldPos = _logic->zoneInArea(ZONE_ROOM, oldx, oldy);
uint16 newPos = _logic->zoneInArea(ZONE_ROOM, endx, endy);
debug(9, "Walk::joeMove(%d, %d, %d, %d, %d), old = %d, new = %d", direction, oldx, oldy, endx, endy, oldPos, newPos);
// if in cutaway, allow Joe to walk anywhere
if(newPos == 0 && inCutaway) {
incWalkData(oldx, oldy, endx, endy, oldPos);
}
else {
calc(oldPos, newPos, oldx, oldy, endx, endy);
}
if (_walkDataCount > 0) {
//MOVE_JOE2:
animateJoePrepare();
animateJoe();
}
else {
// SPEAK(JOE_RESPstr[4],"JOE",find_cd_desc(4));
}
//MOVE_JOE_EXIT:
if (direction > 0) {
_logic->joeFacing(direction);
}
_logic->joePrevFacing(_logic->joeFacing());
_logic->joeFace();
}
void Walk::personMove(const Person *pp, uint16 endx, uint16 endy, uint16 curImage, int direction) {
if (endx == 0 && endy == 0) {
warning("Walk::personMove() - endx == 0 && endy == 0");
return;
}
// TODO: room 69 specific
// CAN = 0;
initWalkData();
uint16 bobNum = pp->actor->bobNum;
uint16 bankNum = pp->bankNum;
uint16 oldx = _graphics->bob(bobNum)->x;
uint16 oldy = _graphics->bob(bobNum)->y;
uint16 oldPos = _logic->zoneInArea(ZONE_ROOM, oldx, oldy);
uint16 newPos = _logic->zoneInArea(ZONE_ROOM, endx, endy);
debug(9, "Walk::personMove(%d, %d, %d, %d, %d), old = %d, new = %d", direction, oldx, oldy, endx, endy, oldPos, newPos);
calc(oldPos, newPos, oldx, oldy, endx, endy);
// find MovePersonData associated to Person
const MovePersonData *mpd = _moveData;
while (mpd->name[0] != '*') {
if (scumm_stricmp(mpd->name, pp->name) == 0) {
break;
}
++mpd;
}
if (_walkDataCount > 0) {
animatePersonPrepare(mpd, direction);
animatePerson(mpd, curImage, bobNum, bankNum, direction);
}
uint16 standingFrame = 0;
if (bobNum <= 3) {
standingFrame = 29 + FRAMES_JOE_XTRA + bobNum;
}
else {
warning("Walk::personMove() - Wrong bob number : %d", bobNum);
}
// make other person face the right direction
BobSlot *pbs = _graphics->bob(bobNum);
pbs->endx = endx;
pbs->endy = endy;
pbs->animating = false;
pbs->scale = _walkData[_walkDataCount].area->calcScale(endy);
if (_walkData[_walkDataCount].anim.facing == DIR_BACK) {
_graphics->bankUnpack(mpd->backStandingFrame, standingFrame, bankNum);
}
else {
_graphics->bankUnpack(mpd->frontStandingFrame, standingFrame, bankNum);
}
uint16 obj = _logic->objectForPerson(bobNum);
if (_walkData[_walkDataCount].dx < 0) {
_logic->objectData(obj)->image = -3;
pbs->xflip = true;
}
else {
_logic->objectData(obj)->image = -4;
pbs->xflip = false;
}
pbs->frameNum = standingFrame;
}
void Walk::calc(uint16 oldPos, uint16 newPos, uint16 oldx, uint16 oldy, uint16 x, uint16 y) {
// if newPos is outside of an AREA then traverse Y axis until an AREA is found
if (newPos == 0) {
newPos = findAreaPosition(&x, &y, true);
}
// do the same for oldPos in case Joe somehow sits on the border of an AREA
// and does not register
if (oldPos == 0) {
oldPos = findAreaPosition(&oldx, &oldy, false);
}
if (oldPos == newPos) {
incWalkData(oldx, oldy, x, y, newPos);
}
else if (calcPath(oldPos, newPos)) {
uint16 i;
uint16 px = oldx;
uint16 py = oldy;
for (i = 2; i <= _areaListCount; ++i) {
uint16 a1 = _areaList[i - 1];
uint16 a2 = _areaList[i];
const Area *pa1 = _logic->currentRoomArea(a1);
const Area *pa2 = _logic->currentRoomArea(a2);
uint16 x1 = calcC(pa1->box.x1, pa1->box.x2, pa2->box.x1, pa2->box.x2, px);
uint16 y1 = calcC(pa1->box.y1, pa1->box.y2, pa2->box.y1, pa2->box.y2, py);
incWalkData(px, py, x1, y1, a1);
px = x1;
py = y1;
}
incWalkData(px, py, x, y, newPos);
}
}
uint16 Walk::calcC(uint16 c1, uint16 c2, uint16 c3, uint16 c4, uint16 lastc) {
uint16 s1 = MAX(c1, c3);
uint16 s2 = MIN(c2, c4);
uint16 c;
if ((lastc >= s1 && lastc <= s2) || (lastc >= s2 && lastc <= s1)) {
c = lastc;
}
else {
c = (s1 + s2) / 2;
}
return c;
}
int16 Walk::findAreaPosition(uint16 *x, uint16 *y, bool recalibrate) {
// In order to locate the nearest available area, the original algorithm
// computes the X (or Y) closest face distance for each available area. We
// simply added the case where the pointer is neither lying in the X range
// nor in the Y one.
// To get an example of this in action, in the room D1, make Joe walking
// to the wall at the right of the window (just above the radiator). On the
// original game, Joe will go to the left door...
uint16 i;
uint16 pos = 1;
uint32 minDist = ~0;
const Box *b = &_logic->currentRoomArea(1)->box;
for (i = 1; i <= _logic->currentRoomAreaMax(); ++i) {
b = &_logic->currentRoomArea(i)->box;
uint16 dx1 = ABS(b->x1 - *x);
uint16 dx2 = ABS(b->x2 - *x);
uint16 dy1 = ABS(b->y1 - *y);
uint16 dy2 = ABS(b->y2 - *y);
uint16 csx = MIN(dx1, dx2);
uint16 csy = MIN(dy1, dy2);
bool inX = (*x >= b->x1) && (*x <= b->x2);
bool inY = (*y >= b->y1) && (*y <= b->y2);
uint32 dist = minDist;
if (!inX && !inY) {
dist = csx * csx + csy * csy;
}
else if (inX) {
dist = csy * csy;
}
else if (inY) {
dist = csx * csx;
}
if (dist < minDist) {
minDist = dist;
pos = i;
}
}
// we now have the closest area near X,Y, so we can recalibrate
// the X,Y coord to be in this area
if (recalibrate) {
b = &_logic->currentRoomArea(pos)->box;
if(*x < b->x1) *x = b->x1;
if(*x > b->x2) *x = b->x2;
if(*y < b->y1) *y = b->y1;
if(*y > b->y2) *y = b->y2;
}
return pos;
}
uint16 Walk::findFreeArea(uint16 area) const {
uint16 testArea;
uint16 freeArea = 0;
uint16 map = ABS(_logic->currentRoomArea(area)->mapNeighbours);
for (testArea = 1; testArea <= _logic->currentRoomAreaMax(); ++testArea) {
int b = _logic->currentRoomAreaMax() - testArea;
if (map & (1 << b)) {
// connecting area, check if it's been struck off
if(!isAreaStruck(testArea)) {
// legitimate connecting area, keep it
freeArea = testArea;
break;
}
}
}
return freeArea;
}
bool Walk::isAreaStruck(uint16 area) const {
uint16 i;
bool found = false;
for (i = 1; i <= _areaStrikeCount; ++i) {
if (_areaStrike[i] == area) {
found = true;
break;
}
}
return found;
}
bool Walk::calcPath(uint16 oldArea, uint16 newArea) {
debug(9, "Walk::calcPath(%d, %d)", oldArea, newArea);
_areaList[1] = _areaStrike[1] = oldArea;
_areaListCount = _areaStrikeCount = 1;
uint16 area = oldArea;
while (_areaListCount > 0 && area != newArea) {
area = findFreeArea(area);
if (!area) {
// wrong path, rolling back
_areaList[_areaListCount] = 0;
--_areaListCount;
area = _areaList[_areaListCount];
}
else {
++_areaListCount;
_areaList[_areaListCount] = area;
if(!isAreaStruck(area)) {
++_areaStrikeCount;
_areaStrike[_areaStrikeCount] = area;
}
}
}
return _areaList[1] != 0;
}
void Walk::initWalkData() {
_walkDataCount = 0;
memset(_walkData, 0, sizeof(_walkData));
_areaStrikeCount = 0;
memset(_areaStrike, 0, sizeof(_areaStrike));
_areaListCount = 0;
memset(_areaList, 0, sizeof(_areaList));
}
void Walk::incWalkData(uint16 px, uint16 py, uint16 x, uint16 y, uint16 area) {
debug(9, "Walk::incWalkData(%d, %d, %d)", (int16)(x - px), (int16)(y - py), area);
if (px != x || py != y) {
++_walkDataCount;
WalkData *pwd = &_walkData[_walkDataCount];
pwd->dx = x - px;
pwd->dy = y - py;
pwd->area = _logic->currentRoomArea(area); //area;
// pwd->sign = ((pwd->dx < 0) ? -1 : ((pwd->dx > 0) ? 1 : 0)) ;
}
}
} // End of namespace Queen