mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 01:08:25 +00:00
258901bab9
svn-id: r28966
234 lines
5.3 KiB
C++
234 lines
5.3 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 "agi/agi.h"
|
|
|
|
namespace Agi {
|
|
|
|
int AgiEngine::checkStep(int delta, int step) {
|
|
return (-step >= delta) ? 0 : (step <= delta) ? 2 : 1;
|
|
}
|
|
|
|
int AgiEngine::checkBlock(int x, int y) {
|
|
if (x <= _game.block.x1 || x >= _game.block.x2)
|
|
return false;
|
|
|
|
if (y <= _game.block.y1 || y >= _game.block.y2)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void AgiEngine::changePos(VtEntry *v) {
|
|
int b, x, y;
|
|
int dx[9] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
|
|
int dy[9] = { 0, -1, -1, 0, 1, 1, 1, 0, -1 };
|
|
|
|
x = v->xPos;
|
|
y = v->yPos;
|
|
b = checkBlock(x, y);
|
|
|
|
x += v->stepSize * dx[v->direction];
|
|
y += v->stepSize * dy[v->direction];
|
|
|
|
if (checkBlock(x, y) == b) {
|
|
v->flags &= ~MOTION;
|
|
} else {
|
|
v->flags |= MOTION;
|
|
v->direction = 0;
|
|
if (isEgoView(v))
|
|
_game.vars[vEgoDir] = 0;
|
|
}
|
|
}
|
|
|
|
void AgiEngine::motionWander(VtEntry *v) {
|
|
if (v->parm1--) {
|
|
if (~v->flags & DIDNT_MOVE)
|
|
return;
|
|
}
|
|
|
|
v->direction = _rnd->getRandomNumber(8);
|
|
|
|
if (isEgoView(v)) {
|
|
_game.vars[vEgoDir] = v->direction;
|
|
while (v->parm1 < 6) {
|
|
v->parm1 = _rnd->getRandomNumber(50); /* huh? */
|
|
}
|
|
}
|
|
}
|
|
|
|
void AgiEngine::motionFollowEgo(VtEntry *v) {
|
|
int egoX, egoY;
|
|
int objX, objY;
|
|
int dir;
|
|
|
|
egoX = _game.viewTable[0].xPos + _game.viewTable[0].xSize / 2;
|
|
egoY = _game.viewTable[0].yPos;
|
|
|
|
objX = v->xPos + v->xSize / 2;
|
|
objY = v->yPos;
|
|
|
|
/* Get direction to reach ego */
|
|
dir = getDirection(objX, objY, egoX, egoY, v->parm1);
|
|
|
|
/* Already at ego coordinates */
|
|
if (dir == 0) {
|
|
v->direction = 0;
|
|
v->motion = MOTION_NORMAL;
|
|
setflag(v->parm2, true);
|
|
return;
|
|
}
|
|
|
|
if (v->parm3 == 0xff) {
|
|
v->parm3 = 0;
|
|
} else if (v->flags & DIDNT_MOVE) {
|
|
int d;
|
|
|
|
while ((v->direction = _rnd->getRandomNumber(8)) == 0) {
|
|
}
|
|
|
|
d = (ABS(egoY - objY) + ABS(egoX - objX)) / 2;
|
|
|
|
if (d < v->stepSize) {
|
|
v->parm3 = v->stepSize;
|
|
return;
|
|
}
|
|
|
|
while ((v->parm3 = _rnd->getRandomNumber(d)) < v->stepSize) {
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (v->parm3 != 0) {
|
|
int k;
|
|
|
|
/* DF: this is ugly and I dont know why this works, but
|
|
* other line does not! (watcom complained about lvalue)
|
|
*
|
|
* if (((int8)v->parm3 -= v->step_size) < 0)
|
|
* v->parm3 = 0;
|
|
*/
|
|
k = v->parm3;
|
|
k -= v->stepSize;
|
|
v->parm3 = k;
|
|
|
|
if ((int8) v->parm3 < 0)
|
|
v->parm3 = 0;
|
|
} else {
|
|
v->direction = dir;
|
|
}
|
|
}
|
|
|
|
void AgiEngine::motionMoveObj(VtEntry *v) {
|
|
v->direction = getDirection(v->xPos, v->yPos, v->parm1, v->parm2, v->stepSize);
|
|
|
|
/* Update V6 if ego */
|
|
if (isEgoView(v))
|
|
_game.vars[vEgoDir] = v->direction;
|
|
|
|
if (v->direction == 0)
|
|
inDestination(v);
|
|
}
|
|
|
|
void AgiEngine::checkMotion(VtEntry *v) {
|
|
switch (v->motion) {
|
|
case MOTION_WANDER:
|
|
motionWander(v);
|
|
break;
|
|
case MOTION_FOLLOW_EGO:
|
|
motionFollowEgo(v);
|
|
break;
|
|
case MOTION_MOVE_OBJ:
|
|
motionMoveObj(v);
|
|
break;
|
|
}
|
|
|
|
if ((_game.block.active && (~v->flags & IGNORE_BLOCKS)) && v->direction)
|
|
changePos(v);
|
|
}
|
|
|
|
/*
|
|
* Public functions
|
|
*/
|
|
|
|
/**
|
|
*
|
|
*/
|
|
void AgiEngine::checkAllMotions() {
|
|
VtEntry *v;
|
|
|
|
for (v = _game.viewTable; v < &_game.viewTable[MAX_VIEWTABLE]; v++) {
|
|
if ((v->flags & (ANIMATED | UPDATE | DRAWN)) == (ANIMATED | UPDATE | DRAWN)
|
|
&& v->stepTimeCount == 1) {
|
|
checkMotion(v);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Check if given entry is at destination point.
|
|
* This function is used to updated the flags of an object with move.obj
|
|
* type motion that * has reached its final destination coordinates.
|
|
* @param v Pointer to view table entry
|
|
*/
|
|
void AgiEngine::inDestination(VtEntry *v) {
|
|
if (v->motion == MOTION_MOVE_OBJ) {
|
|
v->stepSize = v->parm3;
|
|
setflag(v->parm4, true);
|
|
}
|
|
v->motion = MOTION_NORMAL;
|
|
if (isEgoView(v))
|
|
_game.playerControl = true;
|
|
}
|
|
|
|
/**
|
|
* Wrapper for static function motion_moveobj().
|
|
* This function is used by cmd_move_object() in the first motion cycle
|
|
* after setting the motion mode to MOTION_MOVE_OBJ.
|
|
* @param v Pointer to view table entry
|
|
*/
|
|
void AgiEngine::moveObj(VtEntry *v) {
|
|
motionMoveObj(v);
|
|
}
|
|
|
|
/**
|
|
* Get direction from motion coordinates
|
|
* This function gets the motion direction from the current and previous
|
|
* object coordinates and the step size.
|
|
* @param x0 Original x coordinate of the object
|
|
* @param y0 Original y coordinate of the object
|
|
* @param x x coordinate of the object
|
|
* @param y y coordinate of the object
|
|
* @param s step size
|
|
*/
|
|
int AgiEngine::getDirection(int x0, int y0, int x, int y, int s) {
|
|
int dirTable[9] = { 8, 1, 2, 7, 0, 3, 6, 5, 4 };
|
|
return dirTable[checkStep(x - x0, s) + 3 * checkStep(y - y0, s)];
|
|
}
|
|
|
|
} // End of namespace Agi
|