390 lines
10 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.
*
* $URL$
* $Id$
*
*/
#include "parallaction/parallaction.h"
namespace Parallaction {
inline byte PathBuffer::getValue(uint16 x, uint16 y) {
byte m = data[(x >> 3) + y * internalWidth];
uint n = (_vm->getPlatform() == Common::kPlatformPC) ? (x & 7) : (7 - (x & 7));
return ((1 << n) & m) >> n;
}
// adjusts position towards nearest walkable point
//
void PathBuilder::correctPathPoint(Common::Point &to) {
if (_vm->_pathBuffer->getValue(to.x, to.y)) return;
int16 right = to.x;
int16 left = to.x;
do {
right++;
} while ((_vm->_pathBuffer->getValue(right, to.y) == 0) && (right < _vm->_pathBuffer->w));
do {
left--;
} while ((_vm->_pathBuffer->getValue(left, to.y) == 0) && (left > 0));
right = (right == _vm->_pathBuffer->w) ? 1000 : right - to.x;
left = (left == 0) ? 1000 : to.x - left;
int16 top = to.y;
int16 bottom = to.y;
do {
top--;
} while ((_vm->_pathBuffer->getValue(to.x, top) == 0) && (top > 0));
do {
bottom++;
} while ((_vm->_pathBuffer->getValue(to.x, bottom) == 0) && (bottom < _vm->_pathBuffer->h));
top = (top == 0) ? 1000 : to.y - top;
bottom = (bottom == _vm->_pathBuffer->h) ? 1000 : bottom - to.y;
int16 closeX = (right >= left) ? left : right;
int16 closeY = (top >= bottom) ? bottom : top;
int16 close = (closeX >= closeY) ? closeY : closeX;
if (close == right) {
to.x += right;
} else
if (close == left) {
to.x -= left;
} else
if (close == top) {
to.y -= top;
} else
if (close == bottom) {
to.y += bottom;
}
return;
}
uint32 PathBuilder::buildSubPath(const Common::Point& pos, const Common::Point& stop) {
uint32 v28 = 0;
uint32 v2C = 0;
uint32 v34 = pos.sqrDist(stop); // square distance from current position and target
uint32 v30 = v34;
_subPath.clear();
Common::Point v20(pos);
while (true) {
WalkNodeList::iterator nearest = _vm->_location._walkNodes.end();
WalkNodeList::iterator locNode = _vm->_location._walkNodes.begin();
// scans location path nodes searching for the nearest Node
// which can't be farther than the target position
// otherwise no _closest_node is selected
while (locNode != _vm->_location._walkNodes.end()) {
Common::Point v8;
(*locNode)->getPoint(v8);
v2C = v8.sqrDist(stop);
v28 = v8.sqrDist(v20);
if (v2C < v34 && v28 < v30) {
v30 = v28;
nearest = locNode;
}
locNode++;
}
if (nearest == _vm->_location._walkNodes.end()) break;
(*nearest)->getPoint(v20);
v34 = v30 = v20.sqrDist(stop);
_subPath.push_back(WalkNodePtr(new WalkNode(**nearest)));
}
return v34;
}
#if 0
void printNodes(WalkNodeList *list, const char* text) {
printf("%s\n-------------------\n", text);
for (WalkNodeList::iterator it = list->begin(); it != list->end(); it++)
printf("node [%p] (%i, %i)\n", *it, (*it)->_x, (*it)->_y);
return;
}
#endif
//
// x, y: mouse click (foot) coordinates
//
WalkNodeList *PathBuilder::buildPath(uint16 x, uint16 y) {
debugC(1, kDebugWalk, "PathBuilder::buildPath to (%i, %i)", x, y);
Common::Point to(x, y);
correctPathPoint(to);
debugC(1, kDebugWalk, "found closest path point at (%i, %i)", to.x, to.y);
WalkNodePtr v48(new WalkNode(to.x, to.y));
WalkNodePtr v44 = v48;
uint16 v38 = walkFunc1(to.x, to.y, v44);
if (v38 == 1) {
// destination directly reachable
debugC(1, kDebugWalk, "direct move to (%i, %i)", to.x, to.y);
_list = new WalkNodeList;
_list->push_back(v48);
return _list;
}
// path is obstructed: look for alternative
_list = new WalkNodeList;
_list->push_back(v48);
#if 0
printNodes(_list, "start");
#endif
Common::Point stop(v48->_x, v48->_y);
Common::Point pos;
_vm->_char.getFoot(pos);
uint32 v34 = buildSubPath(pos, stop);
if (v38 != 0 && v34 > v38) {
// no alternative path (gap?)
_list->clear();
_list->push_back(v44);
return _list;
}
_list->insert(_list->begin(), _subPath.begin(), _subPath.end());
#if 0
printNodes(_list, "first segment");
#endif
(*_list->begin())->getPoint(stop);
buildSubPath(pos, stop);
_list->insert(_list->begin(), _subPath.begin(), _subPath.end());
#if 0
printNodes(_list, "complete");
#endif
return _list;
}
//
// x,y : top left coordinates
//
// 0 : Point not reachable
// 1 : Point reachable in a straight line
// other values: square distance to target (point not reachable in a straight line)
//
uint16 PathBuilder::walkFunc1(int16 x, int16 y, WalkNodePtr Node) {
Common::Point arg(x, y);
Common::Point v4(0, 0);
Common::Point foot;
_vm->_char.getFoot(foot);
Common::Point v8(foot);
while (foot != arg) {
if (foot.x < x && _vm->_pathBuffer->getValue(foot.x + 1, foot.y) != 0) foot.x++;
if (foot.x > x && _vm->_pathBuffer->getValue(foot.x - 1, foot.y) != 0) foot.x--;
if (foot.y < y && _vm->_pathBuffer->getValue(foot.x, foot.y + 1) != 0) foot.y++;
if (foot.y > y && _vm->_pathBuffer->getValue(foot.x, foot.y - 1) != 0) foot.y--;
if (foot == v8 && foot != arg) {
// foot couldn't move and still away from target
v4 = foot;
while (foot != arg) {
if (foot.x < x && _vm->_pathBuffer->getValue(foot.x + 1, foot.y) == 0) foot.x++;
if (foot.x > x && _vm->_pathBuffer->getValue(foot.x - 1, foot.y) == 0) foot.x--;
if (foot.y < y && _vm->_pathBuffer->getValue(foot.x, foot.y + 1) == 0) foot.y++;
if (foot.y > y && _vm->_pathBuffer->getValue(foot.x, foot.y - 1) == 0) foot.y--;
if (foot == v8 && foot != arg)
return 0;
v8 = foot;
}
Node->_x = v4.x;
Node->_y = v4.y;
return (x - v4.x) * (x - v4.x) + (y - v4.y) * (y - v4.y);
}
v8 = foot;
}
// there exists an unobstructed path
return 1;
}
void Parallaction::clipMove(Common::Point& pos, const Common::Point& to) {
if ((pos.x < to.x) && (pos.x < _pathBuffer->w) && (_pathBuffer->getValue(pos.x + 2, pos.y) != 0)) {
pos.x = (pos.x + 2 < to.x) ? pos.x + 2 : to.x;
}
if ((pos.x > to.x) && (pos.x > 0) && (_pathBuffer->getValue(pos.x - 2, pos.y) != 0)) {
pos.x = (pos.x - 2 > to.x) ? pos.x - 2 : to.x;
}
if ((pos.y < to.y) && (pos.y < _pathBuffer->h) && (_pathBuffer->getValue(pos.x, pos.y + 2) != 0)) {
pos.y = (pos.y + 2 <= to.y) ? pos.y + 2 : to.y;
}
if ((pos.y > to.y) && (pos.y > 0) && (_pathBuffer->getValue(pos.x, pos.y - 2) != 0)) {
pos.y = (pos.y - 2 >= to.y) ? pos.y - 2 : to.y;
}
return;
}
void Parallaction::checkDoor(const Common::Point &foot) {
ZonePtr z = hitZone(kZoneDoor, foot.x, foot.y);
if (z) {
if ((z->_flags & kFlagsClosed) == 0) {
_location._startPosition = z->u.door->_startPos;
_location._startFrame = z->u.door->_startFrame;
scheduleLocationSwitch(z->u.door->_location);
_zoneTrap = nullZonePtr;
} else {
_cmdExec->run(z->_commands, z);
}
}
z = hitZone(kZoneTrap, foot.x, foot.y);
if (z) {
setLocationFlags(kFlagsEnter);
_cmdExec->run(z->_commands, z);
clearLocationFlags(kFlagsEnter);
_zoneTrap = z;
} else
if (_zoneTrap) {
setLocationFlags(kFlagsExit);
_cmdExec->run(_zoneTrap->_commands, _zoneTrap);
clearLocationFlags(kFlagsExit);
_zoneTrap = nullZonePtr;
}
}
void Parallaction::finalizeWalk(Character &character) {
_engineFlags &= ~kEngineWalking;
Common::Point foot;
character.getFoot(foot);
checkDoor(foot);
delete character._walkPath;
character._walkPath = 0;
}
void Parallaction_ns::walk(Character &character) {
if ((_engineFlags & kEngineWalking) == 0) {
return;
}
Common::Point curPos;
character.getFoot(curPos);
// update target, if previous was reached
WalkNodeList::iterator it = character._walkPath->begin();
if (it != character._walkPath->end()) {
if ((*it)->_x == curPos.x && (*it)->_y == curPos.y) {
debugC(1, kDebugWalk, "walk reached node (%i, %i)", (*it)->_x, (*it)->_y);
it = character._walkPath->erase(it);
}
}
// advance character towards the target
Common::Point targetPos;
if (it == character._walkPath->end()) {
debugC(1, kDebugWalk, "walk reached last node");
finalizeWalk(character);
targetPos = curPos;
} else {
if (*it) {
// targetPos is saved to help setting character direction
targetPos.x = (*it)->_x;
targetPos.y = (*it)->_y;
}
Common::Point newPos(curPos);
clipMove(newPos, targetPos);
character.setFoot(newPos);
if (newPos == curPos) {
debugC(1, kDebugWalk, "walk was blocked by an unforeseen obstacle");
finalizeWalk(character);
targetPos = newPos; // when walking is interrupted, targetPos must be hacked so that a still frame can be selected
}
}
// targetPos is used to select the direction (and the walkFrame) of a character,
// since it doesn't cause the sudden changes in orientation that newPos would.
// Since newPos is 'adjusted' according to walkable areas, an imaginary line drawn
// from curPos to newPos is prone to abrutply change in direction, thus making the
// code select 'too different' frames when walking diagonally against obstacles,
// and yielding an annoying shaking effect in the character.
character.updateDirection(curPos, targetPos);
}
WalkNode::WalkNode() : _x(0), _y(0) {
}
WalkNode::WalkNode(int16 x, int16 y) : _x(x), _y(y) {
}
WalkNode::WalkNode(const WalkNode& w) : _x(w._x), _y(w._y) {
}
void WalkNode::getPoint(Common::Point &p) const {
p.x = _x;
p.y = _y;
}
PathBuilder::PathBuilder(AnimationPtr anim) : _anim(anim), _list(0) {
}
} // namespace Parallaction