mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-03 17:33:05 +00:00
d0ae6885ac
svn-id: r33053
390 lines
10 KiB
C++
390 lines
10 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "parallaction/parallaction.h"
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namespace Parallaction {
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inline byte PathBuffer::getValue(uint16 x, uint16 y) {
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byte m = data[(x >> 3) + y * internalWidth];
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uint n = (_vm->getPlatform() == Common::kPlatformPC) ? (x & 7) : (7 - (x & 7));
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return ((1 << n) & m) >> n;
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}
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// adjusts position towards nearest walkable point
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//
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void PathBuilder::correctPathPoint(Common::Point &to) {
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if (_vm->_pathBuffer->getValue(to.x, to.y)) return;
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int16 right = to.x;
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int16 left = to.x;
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do {
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right++;
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} while ((_vm->_pathBuffer->getValue(right, to.y) == 0) && (right < _vm->_pathBuffer->w));
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do {
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left--;
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} while ((_vm->_pathBuffer->getValue(left, to.y) == 0) && (left > 0));
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right = (right == _vm->_pathBuffer->w) ? 1000 : right - to.x;
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left = (left == 0) ? 1000 : to.x - left;
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int16 top = to.y;
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int16 bottom = to.y;
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do {
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top--;
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} while ((_vm->_pathBuffer->getValue(to.x, top) == 0) && (top > 0));
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do {
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bottom++;
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} while ((_vm->_pathBuffer->getValue(to.x, bottom) == 0) && (bottom < _vm->_pathBuffer->h));
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top = (top == 0) ? 1000 : to.y - top;
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bottom = (bottom == _vm->_pathBuffer->h) ? 1000 : bottom - to.y;
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int16 closeX = (right >= left) ? left : right;
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int16 closeY = (top >= bottom) ? bottom : top;
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int16 close = (closeX >= closeY) ? closeY : closeX;
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if (close == right) {
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to.x += right;
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} else
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if (close == left) {
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to.x -= left;
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} else
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if (close == top) {
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to.y -= top;
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} else
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if (close == bottom) {
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to.y += bottom;
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}
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return;
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}
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uint32 PathBuilder::buildSubPath(const Common::Point& pos, const Common::Point& stop) {
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uint32 v28 = 0;
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uint32 v2C = 0;
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uint32 v34 = pos.sqrDist(stop); // square distance from current position and target
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uint32 v30 = v34;
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_subPath.clear();
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Common::Point v20(pos);
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while (true) {
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WalkNodeList::iterator nearest = _vm->_location._walkNodes.end();
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WalkNodeList::iterator locNode = _vm->_location._walkNodes.begin();
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// scans location path nodes searching for the nearest Node
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// which can't be farther than the target position
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// otherwise no _closest_node is selected
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while (locNode != _vm->_location._walkNodes.end()) {
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Common::Point v8;
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(*locNode)->getPoint(v8);
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v2C = v8.sqrDist(stop);
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v28 = v8.sqrDist(v20);
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if (v2C < v34 && v28 < v30) {
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v30 = v28;
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nearest = locNode;
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}
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locNode++;
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}
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if (nearest == _vm->_location._walkNodes.end()) break;
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(*nearest)->getPoint(v20);
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v34 = v30 = v20.sqrDist(stop);
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_subPath.push_back(WalkNodePtr(new WalkNode(**nearest)));
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}
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return v34;
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}
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#if 0
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void printNodes(WalkNodeList *list, const char* text) {
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printf("%s\n-------------------\n", text);
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for (WalkNodeList::iterator it = list->begin(); it != list->end(); it++)
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printf("node [%p] (%i, %i)\n", *it, (*it)->_x, (*it)->_y);
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return;
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}
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#endif
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//
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// x, y: mouse click (foot) coordinates
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//
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WalkNodeList *PathBuilder::buildPath(uint16 x, uint16 y) {
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debugC(1, kDebugWalk, "PathBuilder::buildPath to (%i, %i)", x, y);
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Common::Point to(x, y);
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correctPathPoint(to);
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debugC(1, kDebugWalk, "found closest path point at (%i, %i)", to.x, to.y);
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WalkNodePtr v48(new WalkNode(to.x, to.y));
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WalkNodePtr v44 = v48;
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uint16 v38 = walkFunc1(to.x, to.y, v44);
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if (v38 == 1) {
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// destination directly reachable
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debugC(1, kDebugWalk, "direct move to (%i, %i)", to.x, to.y);
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_list = new WalkNodeList;
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_list->push_back(v48);
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return _list;
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}
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// path is obstructed: look for alternative
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_list = new WalkNodeList;
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_list->push_back(v48);
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#if 0
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printNodes(_list, "start");
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#endif
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Common::Point stop(v48->_x, v48->_y);
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Common::Point pos;
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_vm->_char.getFoot(pos);
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uint32 v34 = buildSubPath(pos, stop);
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if (v38 != 0 && v34 > v38) {
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// no alternative path (gap?)
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_list->clear();
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_list->push_back(v44);
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return _list;
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}
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_list->insert(_list->begin(), _subPath.begin(), _subPath.end());
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#if 0
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printNodes(_list, "first segment");
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#endif
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(*_list->begin())->getPoint(stop);
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buildSubPath(pos, stop);
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_list->insert(_list->begin(), _subPath.begin(), _subPath.end());
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#if 0
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printNodes(_list, "complete");
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#endif
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return _list;
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}
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//
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// x,y : top left coordinates
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//
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// 0 : Point not reachable
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// 1 : Point reachable in a straight line
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// other values: square distance to target (point not reachable in a straight line)
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//
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uint16 PathBuilder::walkFunc1(int16 x, int16 y, WalkNodePtr Node) {
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Common::Point arg(x, y);
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Common::Point v4(0, 0);
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Common::Point foot;
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_vm->_char.getFoot(foot);
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Common::Point v8(foot);
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while (foot != arg) {
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if (foot.x < x && _vm->_pathBuffer->getValue(foot.x + 1, foot.y) != 0) foot.x++;
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if (foot.x > x && _vm->_pathBuffer->getValue(foot.x - 1, foot.y) != 0) foot.x--;
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if (foot.y < y && _vm->_pathBuffer->getValue(foot.x, foot.y + 1) != 0) foot.y++;
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if (foot.y > y && _vm->_pathBuffer->getValue(foot.x, foot.y - 1) != 0) foot.y--;
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if (foot == v8 && foot != arg) {
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// foot couldn't move and still away from target
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v4 = foot;
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while (foot != arg) {
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if (foot.x < x && _vm->_pathBuffer->getValue(foot.x + 1, foot.y) == 0) foot.x++;
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if (foot.x > x && _vm->_pathBuffer->getValue(foot.x - 1, foot.y) == 0) foot.x--;
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if (foot.y < y && _vm->_pathBuffer->getValue(foot.x, foot.y + 1) == 0) foot.y++;
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if (foot.y > y && _vm->_pathBuffer->getValue(foot.x, foot.y - 1) == 0) foot.y--;
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if (foot == v8 && foot != arg)
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return 0;
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v8 = foot;
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}
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Node->_x = v4.x;
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Node->_y = v4.y;
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return (x - v4.x) * (x - v4.x) + (y - v4.y) * (y - v4.y);
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}
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v8 = foot;
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}
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// there exists an unobstructed path
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return 1;
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}
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void Parallaction::clipMove(Common::Point& pos, const Common::Point& to) {
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if ((pos.x < to.x) && (pos.x < _pathBuffer->w) && (_pathBuffer->getValue(pos.x + 2, pos.y) != 0)) {
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pos.x = (pos.x + 2 < to.x) ? pos.x + 2 : to.x;
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}
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if ((pos.x > to.x) && (pos.x > 0) && (_pathBuffer->getValue(pos.x - 2, pos.y) != 0)) {
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pos.x = (pos.x - 2 > to.x) ? pos.x - 2 : to.x;
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}
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if ((pos.y < to.y) && (pos.y < _pathBuffer->h) && (_pathBuffer->getValue(pos.x, pos.y + 2) != 0)) {
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pos.y = (pos.y + 2 <= to.y) ? pos.y + 2 : to.y;
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}
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if ((pos.y > to.y) && (pos.y > 0) && (_pathBuffer->getValue(pos.x, pos.y - 2) != 0)) {
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pos.y = (pos.y - 2 >= to.y) ? pos.y - 2 : to.y;
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}
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return;
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}
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void Parallaction::checkDoor(const Common::Point &foot) {
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ZonePtr z = hitZone(kZoneDoor, foot.x, foot.y);
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if (z) {
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if ((z->_flags & kFlagsClosed) == 0) {
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_location._startPosition = z->u.door->_startPos;
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_location._startFrame = z->u.door->_startFrame;
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scheduleLocationSwitch(z->u.door->_location);
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_zoneTrap = nullZonePtr;
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} else {
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_cmdExec->run(z->_commands, z);
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}
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}
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z = hitZone(kZoneTrap, foot.x, foot.y);
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if (z) {
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setLocationFlags(kFlagsEnter);
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_cmdExec->run(z->_commands, z);
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clearLocationFlags(kFlagsEnter);
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_zoneTrap = z;
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} else
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if (_zoneTrap) {
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setLocationFlags(kFlagsExit);
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_cmdExec->run(_zoneTrap->_commands, _zoneTrap);
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clearLocationFlags(kFlagsExit);
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_zoneTrap = nullZonePtr;
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}
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}
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void Parallaction::finalizeWalk(Character &character) {
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_engineFlags &= ~kEngineWalking;
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Common::Point foot;
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character.getFoot(foot);
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checkDoor(foot);
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delete character._walkPath;
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character._walkPath = 0;
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}
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void Parallaction_ns::walk(Character &character) {
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if ((_engineFlags & kEngineWalking) == 0) {
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return;
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}
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Common::Point curPos;
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character.getFoot(curPos);
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// update target, if previous was reached
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WalkNodeList::iterator it = character._walkPath->begin();
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if (it != character._walkPath->end()) {
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if ((*it)->_x == curPos.x && (*it)->_y == curPos.y) {
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debugC(1, kDebugWalk, "walk reached node (%i, %i)", (*it)->_x, (*it)->_y);
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it = character._walkPath->erase(it);
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}
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}
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// advance character towards the target
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Common::Point targetPos;
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if (it == character._walkPath->end()) {
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debugC(1, kDebugWalk, "walk reached last node");
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finalizeWalk(character);
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targetPos = curPos;
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} else {
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if (*it) {
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// targetPos is saved to help setting character direction
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targetPos.x = (*it)->_x;
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targetPos.y = (*it)->_y;
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}
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Common::Point newPos(curPos);
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clipMove(newPos, targetPos);
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character.setFoot(newPos);
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if (newPos == curPos) {
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debugC(1, kDebugWalk, "walk was blocked by an unforeseen obstacle");
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finalizeWalk(character);
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targetPos = newPos; // when walking is interrupted, targetPos must be hacked so that a still frame can be selected
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}
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}
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// targetPos is used to select the direction (and the walkFrame) of a character,
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// since it doesn't cause the sudden changes in orientation that newPos would.
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// Since newPos is 'adjusted' according to walkable areas, an imaginary line drawn
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// from curPos to newPos is prone to abrutply change in direction, thus making the
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// code select 'too different' frames when walking diagonally against obstacles,
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// and yielding an annoying shaking effect in the character.
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character.updateDirection(curPos, targetPos);
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}
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WalkNode::WalkNode() : _x(0), _y(0) {
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}
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WalkNode::WalkNode(int16 x, int16 y) : _x(x), _y(y) {
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}
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WalkNode::WalkNode(const WalkNode& w) : _x(w._x), _y(w._y) {
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}
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void WalkNode::getPoint(Common::Point &p) const {
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p.x = _x;
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p.y = _y;
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}
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PathBuilder::PathBuilder(AnimationPtr anim) : _anim(anim), _list(0) {
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}
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} // namespace Parallaction
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