mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
a0199df818
svn-id: r54212
386 lines
13 KiB
C++
386 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.
|
|
*
|
|
* $URL$
|
|
* $Id$
|
|
*
|
|
*/
|
|
|
|
/*
|
|
* This code is based on original Hugo Trilogy source code
|
|
*
|
|
* Copyright (c) 1989-1995 David P. Gray
|
|
*
|
|
*/
|
|
|
|
#include "common/system.h"
|
|
#include "common/random.h"
|
|
|
|
#include "hugo/game.h"
|
|
#include "hugo/hugo.h"
|
|
#include "hugo/object.h"
|
|
#include "hugo/global.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_v1w::ObjectHandler_v1w(HugoEngine *vm) : ObjectHandler(vm) {
|
|
}
|
|
|
|
ObjectHandler_v1w::~ObjectHandler_v1w() {
|
|
}
|
|
|
|
/**
|
|
* 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_v1w::updateImages() {
|
|
debugC(5, kDebugObject, "updateImages");
|
|
|
|
// Initialise the index array to visible objects in current screen
|
|
int num_objs = 0;
|
|
byte objindex[MAXOBJECTS]; // Array of indeces to objects
|
|
|
|
for (int i = 0; i < _numObj; i++) {
|
|
object_t *obj = &_objects[i];
|
|
if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling >= ALMOST_INVISIBLE))
|
|
objindex[num_objs++] = i;
|
|
}
|
|
|
|
// Sort the objects into increasing y+y2 (painter's algorithm)
|
|
qsort(objindex, num_objs, sizeof(objindex[0]), y2comp);
|
|
|
|
// Add each visible object to display list
|
|
for (int i = 0; i < num_objs; i++) {
|
|
object_t *obj = &_objects[objindex[i]];
|
|
// Count down inter-frame timer
|
|
if (obj->frameTimer)
|
|
obj->frameTimer--;
|
|
|
|
if (obj->cycling > ALMOST_INVISIBLE) { // Only if visible
|
|
switch (obj->cycling) {
|
|
case NOT_CYCLING:
|
|
_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL);
|
|
break;
|
|
case CYCLE_FORWARD:
|
|
if (obj->frameTimer) // Not time to see next frame yet
|
|
_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL);
|
|
else
|
|
_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr->nextSeqPtr, obj->priority == OVEROVL);
|
|
break;
|
|
case CYCLE_BACKWARD: {
|
|
seq_t *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, obj->priority == OVEROVL);
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Cycle any animating objects
|
|
for (int i = 0; i < num_objs; i++) {
|
|
object_t *obj = &_objects[objindex[i]];
|
|
if (obj->cycling != INVISIBLE) {
|
|
// Only if it's visible
|
|
if (obj->cycling == ALMOST_INVISIBLE)
|
|
obj->cycling = INVISIBLE;
|
|
|
|
// Now Rotate to next picture in sequence
|
|
switch (obj->cycling) {
|
|
case NOT_CYCLING:
|
|
break;
|
|
case CYCLE_FORWARD:
|
|
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 = NOT_CYCLING;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case CYCLE_BACKWARD: {
|
|
if (!obj->frameTimer) {
|
|
// Time to step to prev frame
|
|
seq_t *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 = NOT_CYCLING;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
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_v1w::moveObjects() {
|
|
debugC(4, kDebugObject, "moveObjects");
|
|
|
|
// If route mode enabled, do special route processing
|
|
if (_vm->getGameStatus().routeIndex >= 0)
|
|
_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_t *obj = &_objects[i]; // Get pointer to object
|
|
seq_t *currImage = obj->currImagePtr; // Get ptr to current image
|
|
if (obj->screenIndex == *_vm->_screen_p) {
|
|
switch (obj->pathType) {
|
|
case CHASE:
|
|
case CHASE2: {
|
|
int8 radius = obj->radius; // Default to object's radius
|
|
if (radius < 0) // If radius infinity, use closer value
|
|
radius = DX;
|
|
|
|
// 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) <= radius)
|
|
obj->vx = 0;
|
|
else
|
|
obj->vx = (dx > 0) ? MIN(dx, obj->vxPath) : MAX(dx, -obj->vxPath);
|
|
if (abs(dy) <= radius)
|
|
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)
|
|
switch (obj->seqNumb) {
|
|
case 4:
|
|
if (!obj->vx) { // Got 4 directions
|
|
if (obj->vx != obj->oldvx) { // vx just stopped
|
|
if (dy >= 0)
|
|
obj->currImagePtr = obj->seqList[DOWN].seqPtr;
|
|
else
|
|
obj->currImagePtr = obj->seqList[_UP].seqPtr;
|
|
}
|
|
} else if (obj->vx != obj->oldvx) {
|
|
if (dx > 0)
|
|
obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
|
|
else
|
|
obj->currImagePtr = obj->seqList[LEFT].seqPtr;
|
|
}
|
|
break;
|
|
case 3:
|
|
case 2:
|
|
if (obj->vx != obj->oldvx) { // vx just stopped
|
|
if (dx > 0) // Left & right only
|
|
obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
|
|
else
|
|
obj->currImagePtr = obj->seqList[LEFT].seqPtr;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (obj->vx || obj->vy) {
|
|
obj->cycling = CYCLE_FORWARD;
|
|
} else {
|
|
obj->cycling = NOT_CYCLING;
|
|
_vm->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 WANDER2:
|
|
case WANDER:
|
|
if (!_vm->_rnd->getRandomNumber(3 * NORMAL_TPS)) { // 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 >= 4)) {
|
|
if (obj->vx != obj->oldvx) { // vx just stopped
|
|
if (obj->vy > 0)
|
|
obj->currImagePtr = obj->seqList[DOWN].seqPtr;
|
|
else
|
|
obj->currImagePtr = obj->seqList[_UP].seqPtr;
|
|
}
|
|
} else if (obj->vx != obj->oldvx) {
|
|
if (obj->vx > 0)
|
|
obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
|
|
else
|
|
obj->currImagePtr = obj->seqList[LEFT].seqPtr;
|
|
}
|
|
}
|
|
obj->oldvx = obj->vx;
|
|
obj->oldvy = obj->vy;
|
|
currImage = obj->currImagePtr; // Get (new) ptr to current image
|
|
}
|
|
if (obj->vx || obj->vy)
|
|
obj->cycling = CYCLE_FORWARD;
|
|
break;
|
|
default:
|
|
; // Really, nothing
|
|
}
|
|
// Store boundaries
|
|
if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
|
|
_vm->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_t *obj = &_objects[i]; // Get pointer to object
|
|
if ((obj->screenIndex == *_vm->_screen_p) && (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_t *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 > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
|
|
_vm->clearBoundary(x1, x2, y2); // Clear our own boundary
|
|
|
|
// Allowable motion wrt boundary
|
|
int dx = _vm->deltaX(x1, x2, obj->vx, y2);
|
|
if (dx != obj->vx) {
|
|
// An object boundary collision!
|
|
_vm->boundaryCollision(obj);
|
|
obj->vx = 0;
|
|
}
|
|
|
|
int dy = _vm->deltaY(x1, x2, obj->vy, y2);
|
|
if (dy != obj->vy) {
|
|
// An object boundary collision!
|
|
_vm->boundaryCollision(obj);
|
|
obj->vy = 0;
|
|
}
|
|
|
|
if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
|
|
_vm->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 < EDGE)
|
|
obj->x = EDGE2;
|
|
if (x2 > (XPIX - EDGE))
|
|
obj->x = XPIX - EDGE2 - (x2 - x1);
|
|
if (y1 < EDGE)
|
|
obj->y = EDGE2;
|
|
if (y2 > (YPIX - EDGE))
|
|
obj->y = YPIX - EDGE2 - (y2 - y1);
|
|
|
|
if ((obj->vx == 0) && (obj->vy == 0) && (obj->pathType != WANDER2) && (obj->pathType != CHASE2))
|
|
obj->cycling = NOT_CYCLING;
|
|
}
|
|
}
|
|
|
|
// Clear all object baselines from the boundary file.
|
|
for (int i = 0; i < _numObj; i++) {
|
|
object_t *obj = &_objects[i]; // Get pointer to object
|
|
seq_t *currImage = obj->currImagePtr; // Get ptr to current image
|
|
if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
|
|
_vm->clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2);
|
|
}
|
|
|
|
// If maze mode is enabled, do special maze processing
|
|
if (_maze.enabledFl) {
|
|
seq_t *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_v1w::swapImages(int objNumb1, int objNumb2) {
|
|
debugC(1, kDebugObject, "swapImages(%d, %d)", objNumb1, objNumb2);
|
|
|
|
saveSeq(&_objects[objNumb1]);
|
|
|
|
seqList_t tmpSeqList[MAX_SEQUENCES];
|
|
int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES;
|
|
|
|
memcpy(tmpSeqList, _objects[objNumb1].seqList, seqListSize);
|
|
memcpy(_objects[objNumb1].seqList, _objects[objNumb2].seqList, seqListSize);
|
|
memcpy(_objects[objNumb2].seqList, tmpSeqList, seqListSize);
|
|
restoreSeq(&_objects[objNumb1]);
|
|
_objects[objNumb2].currImagePtr = _objects[objNumb2].seqList[0].seqPtr;
|
|
_vm->_heroImage = (_vm->_heroImage == HERO) ? objNumb2 : HERO;
|
|
|
|
// Make sure baseline stays constant
|
|
_objects[objNumb1].y += _objects[objNumb2].currImagePtr->y2 - _objects[objNumb1].currImagePtr->y2;
|
|
}
|
|
|
|
} // End of namespace Hugo
|