mirror of
https://github.com/libretro/scummvm.git
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cf0a73f913
the process, except for SwordEngine. Some minor cleanups along the wa, e.g. stdafx.h already includes <stdio.h>, <stdlib.h> and <math.h> so there shouldn't be any need to do it elsewhere. svn-id: r12320
181 lines
4.8 KiB
C++
181 lines
4.8 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) Revolution Software Ltd.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#ifndef BSROUTER_H
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#define BSROUTER_H
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#include "scummsys.h"
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#include "object.h"
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namespace Sword1 {
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#define EXTRA_GRID_SIZE 20
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#define O_GRID_SIZE 200
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#if !defined(__GNUC__)
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#pragma START_PACK_STRUCTS
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#endif
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struct BarData {
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int16 x1;
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int16 y1;
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int16 x2;
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int16 y2;
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int16 xmin;
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int16 ymin;
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int16 xmax;
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int16 ymax;
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int16 dx; // x2 - x1
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int16 dy; // y2 - y1
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int32 co; // co = (y1 *dx)- (x1*dy) from an equation for a line y*dx = x*dy + co
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} GCC_PACK;
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struct NodeData {
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int16 x;
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int16 y;
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int16 level;
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int16 prev;
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int16 dist;
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} GCC_PACK;
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#if !defined(__GNUC__)
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#pragma END_PACK_STRUCTS
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#endif
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struct FloorData {
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int32 nbars;
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BarData *bars;
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int32 nnodes;
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NodeData *node;
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};
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struct RouteData {
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int32 x;
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int32 y;
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int32 dirS;
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int32 dirD;
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};
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struct PathData {
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int32 x;
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int32 y;
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int32 dir;
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int32 num;
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};
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#define ROUTE_END_FLAG 255
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#define NO_DIRECTIONS 8
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#define MAX_FRAMES_PER_CYCLE 16
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#define MAX_FRAMES_PER_CHAR (MAX_FRAMES_PER_CYCLE * NO_DIRECTIONS)
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#define O_ROUTE_SIZE 50
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class ObjectMan;
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class ResMan;
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class Screen;
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extern int whatTarget(int32 startX, int32 startY, int32 destX, int32 destY);
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class Router {
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public:
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Router(ObjectMan *pObjMan, ResMan *pResMan);
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~Router(void);
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int32 routeFinder(int32 id, Object *mega, int32 x, int32 y, int32 dir);
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void setPlayerTarget(int32 x, int32 y, int32 dir, int32 stance);
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void resetExtraData(void);
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// these should be private but are read by Screen for debugging:
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BarData bars[O_GRID_SIZE+EXTRA_GRID_SIZE];
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NodeData node[O_GRID_SIZE+EXTRA_GRID_SIZE];
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int32 nbars, nnodes;
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private:
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// when the player collides with another mega, we'll receive a ReRouteRequest here.
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// that's why we need to remember the player's target coordinates
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int32 _playerTargetX, _playerTargetY, _playerTargetDir, _playerTargetStance;
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// additional route data to block parts of the floor and enable routine around megas:
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int32 _numExtraBars, _numExtraNodes;
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BarData _extraBars[EXTRA_GRID_SIZE];
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NodeData _extraNodes[EXTRA_GRID_SIZE];
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ObjectMan *_objMan;
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ResMan *_resMan;
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/*uint8 _nWalkFrames, _nTurnFrames;
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int32 _dx[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
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int32 _dy[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
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int32 _modX[NO_DIRECTIONS];
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int32 _modY[NO_DIRECTIONS];
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int32 _diagonalx, _diagonaly;*/
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int32 startX, startY, startDir;
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int32 targetX, targetY, targetDir;
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int32 scaleA, scaleB;
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int32 megaId;
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/*RouteData _route[O_ROUTE_SIZE];
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//int32 _routeLength;
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PathData _smoothPath[O_ROUTE_SIZE];
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PathData _modularPath[O_ROUTE_SIZE];*/
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RouteData route[O_ROUTE_SIZE];
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PathData smoothPath[O_ROUTE_SIZE];
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PathData modularPath[O_ROUTE_SIZE];
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int32 routeLength;
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int32 framesPerStep, framesPerChar;
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uint8 nWalkFrames, nTurnFrames;
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int32 _dx[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
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int32 _dy[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
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int32 modX[NO_DIRECTIONS];
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int32 modY[NO_DIRECTIONS];
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int32 diagonalx, diagonaly;
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int32 standFrames;
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int32 turnFramesLeft, turnFramesRight;
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int32 walkFramesLeft, walkFramesRight; // left/right walking turn
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int32 slowInFrames, slowOutFrames;
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int32 LoadWalkResources(Object *mega, int32 x, int32 y, int32 targetDir);
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int32 GetRoute(void);
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int32 CheckTarget(int32 x, int32 y);
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int32 Scan(int32 level);
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int32 NewCheck(int32 status, int32 x1, int32 x2, int32 y1, int32 y2);
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int32 Check(int32 x1, int32 y1, int32 x2, int32 y2);
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int32 HorizCheck(int32 x1, int32 y, int32 x2);
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int32 VertCheck(int32 x, int32 y1, int32 y2);
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int32 LineCheck(int32 x1, int32 y1, int32 x2, int32 y2);
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void ExtractRoute();
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int32 SlidyPath();
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void SlidyWalkAnimator(WalkData *walkAnim);
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int32 SmoothestPath();
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int32 SmoothCheck(int32 best, int32 p, int32 dirS, int32 dirD);
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int32 SolidPath();
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int32 SolidWalkAnimator(WalkData *walkAnim);
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void RouteLine(int32 x1,int32 y1,int32 x2,int32 y2 ,int32 colour);
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void BresenhamLine(int32 x1,int32 y1,int32 x2,int32 y2, uint8 *screen, int32 width, int32 height, int32 colour);
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};
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} // End of namespace Sword1
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#endif //BSROUTER_H
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