scummvm/sword2/walker.cpp
Travis Howell ccc40eecc9 Compiles on mingw now
svn-id: r9222
2003-07-28 03:12:49 +00:00

933 lines
31 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
//--------------------------------------------------------------------------------------
// WALKER.CPP by James (14nov96)
// script functions for moving megas about the place & also for keeping tabs on them
// FN_walk() // walk to (x,y,dir)
// FN_walk_to_anim() // walk to start position of anim
// FN_turn() // turn to (dir)
// FN_stand_at() // stand at (x,y,dir)
// FN_stand() // stand facing (dir)
// FN_stand_after_anim() // stand at end position of anim
// FN_face_id() // turn to face object (id)
// FN_face_xy() // turn to face point (x,y)
// FN_is_facing() // is mega (id) facing us?
// FN_get_pos() // get details of another mega's position
//--------------------------------------------------------------------------------------
#include "stdafx.h"
//#include "src\driver96.h"
#include "console.h"
#include "defs.h"
#include "events.h"
#include "function.h"
#include "interpreter.h"
#include "logic.h" // for FN_add_to_kill_list
#include "object.h"
#include "protocol.h"
#include "router.h"
#include "sync.h"
//--------------------------------------------------------------------------------------
int16 standby_x; // see FN_set_standby_coords
int16 standby_y;
uint8 standby_dir;
//--------------------------------------------------------------------------------------
/*
uint8 Check_walk_anim_ok( Object_mega *ob_mega, Object_walkdata *ob_walkdata );
//--------------------------------------------------------------------------------------
// NEW CODE TO VERIFY THAT THE WALK-ANIM CONTAINS NO INVALID FRAMES!
// (James 15sep97)
uint8 Check_walk_anim_ok( Object_mega *ob_mega, Object_walkdata *ob_walkdata )
{
int32 walk_pc=0;
_walkData *walkAnim;
uint8 *anim_file;
_animHeader *anim_head;
uint32 lastValidFrameNo;
uint8 ok=1;
anim_file = res_man.Res_open(ob_mega->megaset_res); // open mega-set file
anim_head = FetchAnimHeader( anim_file ); // set up pointer to the animation header
lastValidFrameNo = anim_head->noAnimFrames-1; // get last valid frame number
res_man.Res_close(ob_mega->megaset_res); // close file
walkAnim = LockRouteMem(); // lock the _walkData array
while (ok && (walkAnim[walk_pc].frame != 512)) // '512' id end-marker
{
if (walkAnim[walk_pc].frame > lastValidFrameNo) // if frame exceeds the allowed range
ok=0;
walk_pc++;
}
FloatRouteMem(); // allow _walkData array to float about memory again
return(ok);
}
*/
//--------------------------------------------------------------------------------------
// walk mega to (x,y,dir)
int32 FN_walk(int32 *params) // James (14nov96)
{
// params: 0 pointer to object's logic structure
// 1 pointer to object's graphic structure
// 2 pointer to object's mega structure
// 3 pointer to object's walkdata structure
// 4 target x-coord
// 5 target y-coord
// 6 target direction
Object_logic *ob_logic;
Object_graphic *ob_graph;
Object_mega *ob_mega;
Object_walkdata *ob_walkdata;
int16 target_x;
int16 target_y;
uint8 target_dir;
int8 route;
int32 walk_pc;
_walkData *walkAnim;
//----------------------------------------------------------------------------------------
// get the parameters
ob_logic = (Object_logic *)params[0];
ob_graph = (Object_graphic *)params[1];
ob_mega = (Object_mega *)params[2];
target_x = params[4];
target_y = params[5];
target_dir = params[6];
//----------------------------------------------------------------------------------------
// if this is the start of the walk, calculate route
if (ob_logic->looping==0)
{
//---------------------------
// If we're already there, don't even bother allocating memory and calling the router,
// just quit back & continue the script!
// This avoids an embarassing mega stand frame appearing for one cycle when we're already
// in position for an anim eg. repeatedly clicking on same object to repeat an anim
// - no mega frame will appear in between runs of the anim.
if ((ob_mega->feet_x == target_x) && (ob_mega->feet_y == target_y)
&& (ob_mega->current_dir == target_dir))
{
RESULT = 0; // 0 means ok - finished walk
return(IR_CONT); // may as well continue the script
}
//---------------------------
if ((params[6] < 0) || (params[6] > 8)) // invalid direction (NB. '8' means end walk on ANY direction)
Con_fatal_error("Invalid direction (%d) in FN_walk (%s line %u)",params[6],__FILE__,__LINE__);
//---------------------------
ob_walkdata = (Object_walkdata *)params[3];
ob_mega->walk_pc=0; //always
AllocateRouteMem(); // set up mem for _walkData in route_slots[] & set mega's 'route_slot_id' accordingly
route = RouteFinder(ob_mega, ob_walkdata, target_x, target_y, target_dir);
/*
if (id == PLAYER)
{
nExtraBars = 0;
nExtraNodes = 0;
if ((route == 1) || (route == 2))
{
megaOnGrid = 0; // if we have just checked a grid with the mega on the grid take the mega off
reRouteGeorge = 0;
}
}
*/
if ((route == 1) || (route == 2)) // 1=created route 2=zero route but may need to turn
{
//-------------------------------------------
ob_logic->looping = 1; // so script FN_walk loop continues until end of walk-anim
// need to animate the route now, so don't set result or return yet!
ob_mega->currently_walking=1; // started walk(James23jun97)
// (see FN_get_player_savedata() in save_rest.cpp
//-------------------------------------------
}
else // 0=can't make route to target
{
FreeRouteMem(); // free up the walkdata mem block
RESULT = 1; // 1 means error, no walk created
return(IR_CONT); // may as well continue the script
}
// ok, walk is about to start, so set the mega's graphic resource
ob_graph->anim_resource = ob_mega->megaset_res;
}
//----------------------------------------------------------------------------------------
// double clicked an exit so quit the walk when screen is black
else if ((EXIT_FADING) && (GetFadeStatus()==RDFADE_BLACK))
{
// ok, thats it - back to script and change screen
ob_logic->looping=0; // so script loop stops
FreeRouteMem(); // free up the walkdata mem block
EXIT_CLICK_ID=0; // must clear in-case on the new screen there's a walk instruction (which would get cut short)
// EXIT_FADING=0; // this will be reset when we change screens, so we can use it in script to check if a 2nd-click came along
ob_mega->currently_walking=0; // finished walk (James23jun97)
// (see FN_get_player_savedata() in save_rest.cpp
ob_mega->colliding=0;
RESULT = 0; // 0 means ok
return(IR_CONT); // continue the script so that RESULT can be checked!
}
//----------------------------------------------------------------------------------------
// get pointer to walkanim & current frame position
walkAnim = LockRouteMem(); // lock the _walkData array
walk_pc = ob_mega->walk_pc;
//----------------------------------------------------------------------------------------
// if stopping the walk early, overwrite the next step with a slow-out, then finish
if (Check_event_waiting())
{
if ((walkAnim[walk_pc].step == 0) && (walkAnim[walk_pc+1].step == 1)) // at the beginning of a step
{
ob_walkdata = (Object_walkdata *)params[3];
EarlySlowOut(ob_mega,ob_walkdata);
}
}
/*
else if (CheckForCollision())
{
if ((walkAnim[walk_pc].step == 0) && (walkAnim[walk_pc+1].step == 1)) // at the beginning of a step
{
ob_walkdata = (Object_walkdata *)params[3];
EarlySlowOut(ob_mega,ob_walkdata);
ob_mega->colliding=1;
}
}
*/
//------------------------------------------------------------------
// get new frame of walk
ob_graph->anim_pc = walkAnim[walk_pc].frame;
ob_mega->current_dir = walkAnim[walk_pc].dir;
ob_mega->feet_x = walkAnim[walk_pc].x;
ob_mega->feet_y = walkAnim[walk_pc].y;
//------------------------------------------------------------------
// check if NEXT frame is in fact the end-marker of the walk sequence
// so we can return to script just as the final (stand) frame of the walk is set
// - so that if followed by an anim, the anim's first frame replaces the final stand-frame
// of the walk (see below)
if (walkAnim[walk_pc+1].frame==512) // '512' is end-marker
{
ob_logic->looping=0; // so script loop stops
FreeRouteMem(); // free up the walkdata mem block
ob_mega->currently_walking=0; // finished walk(James23jun97)
// (see FN_get_player_savedata() in save_rest.cpp
/*
if (ID==CUR_PLAYER_ID)
{
george_walking = 0;
if (megaOnGrid == 2)
megaOnGrid = 0;
}
*/
if (Check_event_waiting()) // if George's walk has been interrupted to run a new action script for instance
{ // or Nico's walk has been interrupted by player clicking on her to talk
ob_mega->colliding=0; // Don't care about collision now we've got an event
Start_event();
RESULT = 1; // 1 means didn't finish walk
return(IR_TERMINATE);
}
else if (ob_mega->colliding) // If we almost collided with another mega,
{ // then we want to re-route from scratch.
ob_mega->colliding=0; // reset the flag now we've acknowledged the collision
return(IR_REPEAT); // Stop the script, but repeat this call next cycle
}
else
{
RESULT = 0; // 0 means ok - finished walk
return(IR_CONT); // CONTINUE the script so that RESULT can be checked!
// Also, if an anim command follows the FN_walk command,
// the 1st frame of the anim (which is always a stand frame itself)
// can replace the final stand frame of the walk, to hide the
// slight difference between the shrinking on the mega frames
// and the pre-shrunk anim start-frame.
}
}
//----------------------------------------------------------------------------------------
// increment the walkanim frame number, float the walkanim & come back next cycle
ob_mega->walk_pc++;
FloatRouteMem(); // allow _walkData array to float about memory again
return(IR_REPEAT); // stop the script, but repeat this call next cycle
//------------------------------------------------------------------
}
//--------------------------------------------------------------------------------------
// walk mega to start position of anim
int32 FN_walk_to_anim(int32 *params) // James (14nov96)
{
// params: 0 pointer to object's logic structure
// 1 pointer to object's graphic structure
// 2 pointer to object's mega structure
// 3 pointer to object's walkdata structure
// 4 anim resource id
Object_logic *ob_logic;
uint8 *anim_file;
_animHeader *anim_head;
int32 pars[7];
//----------------------------------------------------------------------------------------
// if this is the start of the walk, read anim file to get start coords
ob_logic = (Object_logic *)params[0];
if (ob_logic->looping==0)
{
anim_file = res_man.Res_open(params[4]); // open anim file
anim_head = FetchAnimHeader( anim_file ); // point to animation header
pars[4] = anim_head->feetStartX; // target_x
pars[5] = anim_head->feetStartY; // target_y
pars[6] = anim_head->feetStartDir; // target_dir
res_man.Res_close(params[4]); // close anim file
//------------------------------------------
if ((pars[4]==0)&&(pars[5]==0)) // if start coords not yet set in anim header
{
pars[4] = standby_x; // use the standby coords
pars[5] = standby_y; // (which should be set beforehand in the script)
pars[6] = standby_dir;
Zdebug("WARNING: FN_walk_to_anim(%s) used standby coords", FetchObjectName(params[4]));
}
if ((pars[6] < 0) || (pars[6] > 7)) // check for invalid direction
Con_fatal_error("Invalid direction (%d) in FN_walk_to_anim (%s line %u)", pars[6],__FILE__,__LINE__);
//------------------------------------------
}
//----------------------------------------------------------------------------------------
// set up the rest of the parameters for FN_walk()
pars[0] = params[0];
pars[1] = params[1];
pars[2] = params[2];
pars[3] = params[3]; // walkdata - needed for EarlySlowOut if player clicks elsewhere during the walk
//-------------------------------------------------------------------------------------------------------
return FN_walk(pars); // call FN_walk() with target coords set to anim start position
}
//--------------------------------------------------------------------------------------
// turn mega to <direction>
// just needs to call FN_walk() with current feet coords, so router can produce anim of turn frames
int32 FN_turn(int32 *params) // James (15nov96)
{
// params: 0 pointer to object's logic structure
// 1 pointer to object's graphic structure
// 2 pointer to object's mega structure
// 3 pointer to object's walkdata structure
// 4 target direction
Object_logic *ob_logic;
Object_mega *ob_mega;
int32 pars[7];
// if this is the start of the turn, get the mega's current feet coords + the required direction
ob_logic = (Object_logic *)params[0];
if (ob_logic->looping==0)
{
//--------------------------------------------
if ((params[4] < 0) || (params[4] > 7)) // invalid direction
Con_fatal_error("Invalid direction (%d) in FN_turn (%s line %u)",params[4],__FILE__,__LINE__);
//--------------------------------------------
ob_mega = (Object_mega *)params[2];
pars[4] = ob_mega->feet_x;
pars[5] = ob_mega->feet_y;
pars[6] = params[4]; // DIRECTION to turn to
}
//----------------------------------------------------------------------------------------
// set up the rest of the parameters for FN_walk()
pars[0] = params[0];
pars[1] = params[1];
pars[2] = params[2];
pars[3] = params[3];
//----------------------------------------------------------------------------------------
return FN_walk(pars); // call FN_walk() with target coords set to feet coords
}
//--------------------------------------------------------------------------------------
// stand mega at (x,y,dir)
// sets up the graphic object, but also needs to set the new 'current_dir' in the mega object, so the router knows in future
int32 FN_stand_at(int32 *params) // James
{
// params: 0 pointer to object's graphic structure
// 1 pointer to object's mega structure
// 2 target x-coord
// 3 target y-coord
// 4 target direction
Object_mega *ob_mega;
Object_graphic *ob_graph;
//----------------------------------------------------------------------------------------
// check for invalid direction
if ((params[4] < 0) || (params[4] > 7)) // invalid direction
Con_fatal_error("Invalid direction (%d) in FN_stand_at (%s line %u)",params[4],__FILE__,__LINE__);
//----------------------------------------------------------------------------------------
// set up pointers to the graphic & mega structure
ob_graph = (Object_graphic *)params[0];
ob_mega = (Object_mega *)params[1];
//----------------------------------------------------------------------------------------
// set up the stand frame & set the mega's new direction
ob_graph->anim_resource = ob_mega->megaset_res; // mega-set animation file
ob_mega->feet_x = params[2]; // x
ob_mega->feet_y = params[3]; // y
ob_graph->anim_pc = params[4]+96; // dir + first stand frame (always frame 96)
ob_mega->current_dir = params[4]; // dir
//----------------------------------------------------------------------------------------
return(IR_CONT); // continue the script
}
//--------------------------------------------------------------------------------------
// stand mega in <direction> at current feet coords
// just needs to call FN_stand_at() with current feet coords
int32 FN_stand(int32 *params) // James (15nov96)
{
// params: 0 pointer to object's graphic structure
// 1 pointer to object's mega structure
// 2 target direction
Object_mega *ob_mega = (Object_mega *)params[1];
int32 pars[5];
pars[0] = params[0];
pars[1] = params[1];
pars[2] = ob_mega->feet_x;
pars[3] = ob_mega->feet_y;
pars[4] = params[2]; // DIRECTION to stand in
return FN_stand_at(pars); // call FN_stand_at() with target coords set to feet coords
}
//--------------------------------------------------------------------------------------
// stand mega at end position of anim
int32 FN_stand_after_anim(int32 *params) // James (14nov96)
{
// params: 0 pointer to object's graphic structure
// 1 pointer to object's mega structure
// 2 anim resource id
uint8 *anim_file;
_animHeader *anim_head;
int32 pars[5];
//----------------------------------------------------------------------------------------
// open the anim file & set up a pointer to the animation header
anim_file = res_man.Res_open(params[2]); // open anim file
anim_head = FetchAnimHeader( anim_file );
//----------------------------------------------------------------------------------------
// set up the parameter list for FN_walk_to()
pars[0] = params[0];
pars[1] = params[1];
pars[2] = anim_head->feetEndX; // x
pars[3] = anim_head->feetEndY; // y
pars[4] = anim_head->feetEndDir; // dir
//----------------------------------------------------------------------------------------
if ((pars[2]==0)&&(pars[3]==0)) // if start coords not available either
{
pars[2] = standby_x; // use the standby coords
pars[3] = standby_y; // (which should be set beforehand in the script)
pars[4] = standby_dir;
Zdebug("WARNING: FN_stand_after_anim(%s) used standby coords", FetchObjectName(params[2]));
}
if ((pars[4] < 0) || (pars[4] > 7)) // check for invalid direction
Con_fatal_error("Invalid direction (%d) in FN_stand_after_anim (%s line %u)", pars[4],__FILE__,__LINE__);
//----------------------------------------------------------------------------------------
// close the anim file
res_man.Res_close(params[2]); // close anim file
//----------------------------------------------------------------------------------------
return FN_stand_at(pars); // call FN_stand_at() with target coords set to anim end position
}
//--------------------------------------------------------------------------------------
// stand mega at start position of anim
int32 FN_stand_at_anim(int32 *params) // James (07feb97)
{
// params: 0 pointer to object's graphic structure
// 1 pointer to object's mega structure
// 2 anim resource id
uint8 *anim_file;
_animHeader *anim_head;
int32 pars[5];
//----------------------------------------------------------------------------------------
// open the anim file & set up a pointer to the animation header
anim_file = res_man.Res_open(params[2]); // open anim file
anim_head = FetchAnimHeader( anim_file );
//----------------------------------------------------------------------------------------
// set up the parameter list for FN_walk_to()
pars[0] = params[0];
pars[1] = params[1];
pars[2] = anim_head->feetStartX; // x
pars[3] = anim_head->feetStartY; // y
pars[4] = anim_head->feetStartDir; // dir
if ((pars[2]==0)&&(pars[3]==0)) // if start coords not available
{
pars[2] = standby_x; // use the standby coords
pars[3] = standby_y; // (which should be set beforehand in the script)
pars[4] = standby_dir;
Zdebug("WARNING: FN_stand_at_anim(%s) used standby coords", FetchObjectName(params[2]));
}
if ((pars[4] < 0) || (pars[4] > 7)) // check for invalid direction
Con_fatal_error("Invalid direction (%d) in FN_stand_after_anim (%s line %u)", pars[4],__FILE__,__LINE__);
//-------------------------------------------------------------------------------------------------------
// close the anim file
res_man.Res_close(params[2]); // close anim file
//-------------------------------------------------------------------------------------------------------
return FN_stand_at(pars); // call FN_stand_at() with target coords set to anim end position
}
//--------------------------------------------------------------------------------------
// Code to workout direction from start to dest
#define diagonalx 36 // used in what_target not valid for all megas jps 17mar95
#define diagonaly 8
int What_target(int startX, int startY, int destX, int destY) //S2.1(20Jul95JPS)
{
int tar_dir;
//setting up
int deltaX = destX-startX;
int deltaY = destY-startY;
int signX = (deltaX > 0);
int signY = (deltaY > 0);
int slope;
if ( (abs(deltaY) * diagonalx ) < (abs(deltaX) * diagonaly / 2))
{
slope = 0;// its flat
}
else if ( (abs(deltaY) * diagonalx / 2) > (abs(deltaX) * diagonaly ) )
{
slope = 2;// its vertical
}
else
{
slope = 1;// its diagonal
}
if (slope == 0) //flat
{
if (signX == 1) // going right
{
tar_dir = 2;
}
else
{
tar_dir = 6;
}
}
else if (slope == 2) //vertical
{
if (signY == 1) // going down
{
tar_dir = 4;
}
else
{
tar_dir = 0;
}
}
else if (signX == 1) //right diagonal
{
if (signY == 1) // going down
{
tar_dir = 3;
}
else
{
tar_dir = 1;
}
}
else //left diagonal
{
if (signY == 1) // going down
{
tar_dir = 5;
}
else
{
tar_dir = 7;
}
}
return tar_dir;
}
//--------------------------------------------------------------------------------------
// turn mega to face point (x,y) on the floor
// just needs to call FN_walk() with current feet coords & direction computed by What_target()
int32 FN_face_xy(int32 *params) // James (29nov96)
{
// params: 0 pointer to object's logic structure
// 1 pointer to object's graphic structure
// 2 pointer to object's mega structure
// 3 pointer to object's walkdata structure
// 4 target x-coord
// 5 target y-coord
Object_logic *ob_logic;
Object_mega *ob_mega;
int32 pars[7];
//----------------------------------------------------------------------------------------
// if this is the start of the turn, get the mega's current feet coords + the required direction
ob_logic = (Object_logic *)params[0];
if (ob_logic->looping==0)
{
ob_mega = (Object_mega *)params[2];
pars[4] = ob_mega->feet_x;
pars[5] = ob_mega->feet_y;
pars[6] = What_target( ob_mega->feet_x, ob_mega->feet_y, params[4], params[5] ); // set target direction
}
//----------------------------------------------------------------------------------------
// set up the rest of the parameters for FN_walk()
pars[0] = params[0];
pars[1] = params[1];
pars[2] = params[2];
pars[3] = params[3];
//----------------------------------------------------------------------------------------
return FN_walk(pars); // call FN_walk() with target coords set to feet coords
}
//--------------------------------------------------------------------------------------
int32 FN_face_mega(int32 *params) //S2.1(3mar95jps) Tony29Nov96
{
//params 0 pointer to object's logic structure
// 1 pointer to object's graphic structure
// 2 pointer to object's mega structure
// 3 pointer to object's walkdata structure
// 4 id of target mega to face
uint32 null_pc=3; //get ob_mega
char *raw_script_ad;
int32 pars[7];
Object_logic *ob_logic;
Object_mega *ob_mega;
_standardHeader *head;
ob_mega = (Object_mega *)params[2];
ob_logic = (Object_logic *)params[0];
if (ob_logic->looping==0)
{
// get targets info
head = (_standardHeader*) res_man.Res_open(params[4]);
if (head->fileType!=GAME_OBJECT)
Con_fatal_error("FN_face_mega %d not an object", params[4]);
raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data
RunScript( raw_script_ad, raw_script_ad, &null_pc ); //call the base script - this is the graphic/mouse service call
res_man.Res_close(params[4]);
// engine_mega is now the Object_mega of mega we want to turn to face
pars[3] = params[3];
pars[4] = ob_mega->feet_x;
pars[5] = ob_mega->feet_y;
pars[6] = What_target( ob_mega->feet_x, ob_mega->feet_y, engine_mega.feet_x, engine_mega.feet_y );
}
pars[0] = params[0];
pars[1] = params[1];
pars[2] = params[2];
pars[3] = params[3];
return FN_walk(pars); // call FN_walk() with target coords set to feet coords
}
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
// FN_walk (here for reference instead of splitting a window)
// params: 0 pointer to object's logic structure
// 1 pointer to object's graphic structure
// 2 pointer to object's mega structure
// 3 pointer to object's walkdata structure
// 4 target x-coord
// 5 target y-coord
// 6 target direction
//------------------------------------------------------------------------------------
int32 FN_walk_to_talk_to_mega(int32 *params) //Tony2Dec96
{
//we route to left or right hand side of target id if possible
//target is a shrinking mega
Object_mega *ob_mega;
Object_logic *ob_logic;
uint32 null_pc=3; //4th script - get mega
char *raw_script_ad;
int32 pars[7];
int scale;
int mega_seperation=params[5];
_standardHeader *head;
//params 0 pointer to object's logic structure
// 1 pointer to object's graphic structure
// 2 pointer to object's mega structure
// 3 pointer to object's walkdata structure
// 4 id of target mega to face
// 5 distance
ob_logic = (Object_logic*) params[0];
ob_mega = (Object_mega*) params[2];
pars[0] = params[0]; // standard stuff
pars[1] = params[1];
pars[2] = params[2];
pars[3] = params[3]; // walkdata
if (!ob_logic->looping) //not been here before so decide where to walk-to
{
// first request the targets info
head = (_standardHeader*) res_man.Res_open(params[4]);
if (head->fileType!=GAME_OBJECT)
Con_fatal_error("FN_walk_to_talk_to_mega %d not an object", params[4]);
raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data
RunScript( raw_script_ad, raw_script_ad, &null_pc ); //call the base script - this is the graphic/mouse service call
res_man.Res_close(params[4]);
// engine_mega is now the Object_mega of mega we want to route to
pars[5] = engine_mega.feet_y; // stand exactly beside the mega, ie. at same y-coord
// apply scale factor to walk distance
scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b)/256; // Ay+B gives 256*scale ie. 256*256*true_scale for even better accuracy, ie. scale = (Ay+B)/256
mega_seperation= (mega_seperation*scale)/256;
// Zdebug("seperation %d", mega_seperation);
// Zdebug(" target x %d, y %d", engine_mega.feet_x, engine_mega.feet_y);
if (engine_mega.feet_x < ob_mega->feet_x) // target is left of us
{
pars[4] = engine_mega.feet_x+mega_seperation; // so aim to stand to their right
pars[6] = 5; // face down_left
}
else // ok, must be right of us
{
pars[4] = engine_mega.feet_x-mega_seperation; // so aim to stand to their left
pars[6] = 3; // face down_right
}
}
//first cycle builds the route - thereafter merely follows it
return FN_walk(pars); //call FN_walk() with target coords set to feet coords
//RESULT will be 1 when it finishes or 0 if it failed to build route
}
//------------------------------------------------------------------------------------
int32 FN_set_walkgrid(int32 *params) // (6dec96 JEL)
{
Con_fatal_error("FN_set_walkgrid no longer valid");
return(IR_CONT); // continue script
}
//---------------------------------------------------------------------------------------------------------------------
// add this walkgrid resource to the list of those used for routing in this location
// - note this is ignored in the resource is already in the list
int32 FN_add_walkgrid(int32 *params) // (03mar97 JEL)
{
// params 0 id of walkgrid resource
// all objects that add walkgrids must be restarted whenever we reneter a location
if (ID != 8) // DON'T EVER KILL GEORGE!
FN_add_to_kill_list(params);// need to call this in case it wasn't called in script! ('params' just used as dummy param)
AddWalkGrid(params[0]);
res_man.Res_open(params[0]); // Touch the grid, getting it into memory.
res_man.Res_close(params[0]);
return(IR_CONT); // continue script
}
//---------------------------------------------------------------------------------------------------------------------
// remove this walkgrid resource from the list of those used for routing in this location
// - note that this is ignored if the resource isn't actually in the list
int32 FN_remove_walkgrid(int32 *params) // (03mar97 JEL)
{
// params 0 id of walkgrid resource
RemoveWalkGrid(params[0]);
return(IR_CONT); // continue script
}
//---------------------------------------------------------------------------------------------------------------------
int32 FN_register_walkgrid(int32 *params)
{
Con_fatal_error("FN_register_walkgrid no longer valid");
return(IR_CONT); // continue script
}
//---------------------------------------------------------------------------------------------------------------------
int32 FN_set_scaling(int32 *params) // (6dec96 JEL)
{
// params 0 pointer to object's mega structure
// 1 scale constant A
// 2 scale constant B
// 256*s = A*y + B
// where s is system scale, which itself is (256 * actual_scale) ie. s==128 is half size
Object_mega *ob_mega = (Object_mega *) params[0];
ob_mega->scale_a = params[1];
ob_mega->scale_b = params[2];
return(IR_CONT); // continue script
}
//---------------------------------------------------------------------------------------------------------------------
int32 FN_set_standby_coords(int32 *params) // (10dec97 JEL)
{
// set the standby walk coords to be used by FN_walk_to_anim & FN_stand_after_anim
// when the anim header's start/end coords are zero
// useful during development; can stay in final game anyway
// params 0 x-coord
// 1 y-coord
// 2 direction (0..7)
//----------------------------------------------------------------------------------------
// check for invalid direction
if ((params[2] < 0) || (params[2] > 7)) // invalid direction
Con_fatal_error("Invalid direction (%d) in FN_set_standby_coords (%s line %u)",params[2],__FILE__,__LINE__);
//----------------------------------------------------------------------------------------
standby_x = params[0];
standby_y = params[1];
standby_dir = params[2];
return(IR_CONT); // continue script
}
//---------------------------------------------------------------------------------------------------------------------