mirror of
https://github.com/libretro/scummvm.git
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928cb5ab11
Most is automatically converted via astyle + some manual fixes, hopefully I did not miss anything astyle messed up...
2137 lines
60 KiB
C++
2137 lines
60 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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*/
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#include "common/debug.h"
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#include "common/textconsole.h"
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#include "common/util.h"
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#include "sword1/router.h"
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#include "sword1/swordres.h"
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#include "sword1/sworddefs.h"
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#include "sword1/objectman.h"
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#include "sword1/resman.h"
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namespace Sword1 {
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/****************************************************************************
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* JROUTER.C polygon router with modular walks
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* using a tree of modules
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* 21 july 94
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* 3 november 94
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* System currently works by scanning grid data and coming up with a ROUTE
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* as a series of way points(nodes), the smoothest eight directional PATH
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* through these nodes is then found, and a WALK created to fit the PATH.
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*
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* Two funtions are called by the user, RouteFinder creates a route as a
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* module list, HardWalk creates an animation list from the module list.
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* The split is only provided to allow the possibility of turning the
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* autorouter over two game cycles.
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****************************************************************************
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*
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* Routine timings on osborne 486
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*
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* Read floor resource (file already loaded) 112 pixels
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*
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* Read mega resource (file already loaded) 112 pixels
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*
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*
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*
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****************************************************************************
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*
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* Modified 12 Oct 95
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*
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* Target Points within 1 pixel of a line are ignored ???
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*
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* Modules split into Points within 1 pixel of a line are ignored ???
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*
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****************************************************************************/
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#define NO_DIRECTIONS 8
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#define SLOW_IN 3
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#define SLOW_OUT 7
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#define ROUTE_END_FLAG 255
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Router::Router(ObjectMan *pObjMan, ResMan *pResMan) {
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_objMan = pObjMan;
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_resMan = pResMan;
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_nNodes = _nBars = 0;
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_playerTargetX = _playerTargetY = _playerTargetDir = _playerTargetStance = 0;
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_diagonalx = _diagonaly = 0;
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_slidyWalkAnimatorState = false;
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}
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/*
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* CODE
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*/
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int32 Router::routeFinder(int32 id, Object *megaObject, int32 x, int32 y, int32 dir) {
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/*********************************************************************
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* RouteFinder.C polygon router with modular walks
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* 21 august 94
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* 3 november 94
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* routeFinder creates a list of modules that enables HardWalk to
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* create an animation list.
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*
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* routeFinder currently works by scanning grid data and coming up
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* with a ROUTE as a series of way points(nodes), the smoothest eight
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* directional PATH through these nodes is then found, this
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* information is made available to HardWalk for a WALK to be created
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* to fit the PATH.
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*
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* 30 november 94 return values modified
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*
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* return 0 = failed to find a route
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*
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* 1 = found a route
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*
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* 2 = mega already at target
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*
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*********************************************************************/
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int32 routeFlag = 0;
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int32 solidFlag = 0;
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WalkData *walkAnim;
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megaId = id;
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LoadWalkResources(megaObject, x, y, dir);
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walkAnim = megaObject->o_route;
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_framesPerStep = _nWalkFrames / 2;
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_framesPerChar = _nWalkFrames * NO_DIRECTIONS;
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// offset pointers added Oct 30 95 JPS
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standFrames = _framesPerChar;
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turnFramesLeft = standFrames;
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turnFramesRight = standFrames;
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walkFramesLeft = 0;
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walkFramesRight = 0;
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slowInFrames = 0;
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slowOutFrames = 0;
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if (megaId == GEORGE) {
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turnFramesLeft = 3 * _framesPerChar + NO_DIRECTIONS + 2 * SLOW_IN + 4 * SLOW_OUT;
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turnFramesRight = 3 * _framesPerChar + NO_DIRECTIONS + 2 * SLOW_IN + 4 * SLOW_OUT + NO_DIRECTIONS;
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walkFramesLeft = _framesPerChar + NO_DIRECTIONS;
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walkFramesRight = 2 * _framesPerChar + NO_DIRECTIONS;
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slowInFrames = 3 * _framesPerChar + NO_DIRECTIONS;
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slowOutFrames = 3 * _framesPerChar + NO_DIRECTIONS + 2 * SLOW_IN;
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} else if (megaId == NICO) {
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turnFramesLeft = _framesPerChar + NO_DIRECTIONS;
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turnFramesRight = _framesPerChar + 2 * NO_DIRECTIONS;
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walkFramesLeft = 0;
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walkFramesRight = 0;
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slowInFrames = 0;
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slowOutFrames = 0;
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}
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// **************************************************************************
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// All route data now loaded start finding a route
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// **************************************************************************
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// **************************************************************************
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// check if we can get a route through the floor changed 12 Oct95 JPS
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// **************************************************************************
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routeFlag = getRoute();
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switch (routeFlag) {
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case 2:
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// special case for zero length route
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// if target direction specified as any
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if (_targetDir > 7)
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_targetDir = _startDir;
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// just a turn on the spot is required set an end module for
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// the route let the animator deal with it
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// modularPath is normally set by extractRoute
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_modularPath[0].dir = _startDir;
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_modularPath[0].num = 0;
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_modularPath[0].x = _startX;
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_modularPath[0].y = _startY;
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_modularPath[1].dir = _targetDir;
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_modularPath[1].num = 0;
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_modularPath[1].x = _startX;
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_modularPath[1].y = _startY;
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_modularPath[2].dir = 9;
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_modularPath[2].num = ROUTE_END_FLAG;
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slidyWalkAnimator(walkAnim);
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routeFlag = 2;
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break;
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case 1:
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// A normal route. Convert the route to an exact path
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smoothestPath();
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// The Route had waypoints and direction options
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// The Path is an exact set of lines in 8 directions that
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// reach the target.
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// The path is in module format, but steps taken in each
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// direction are not accurate
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// if target dir = 8 then the walk isn't linked to an anim so
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// we can create a route without sliding and miss the exact
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// target
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if (_targetDir == NO_DIRECTIONS) {
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// can end facing ANY direction (ie. exact end
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// position not vital) - so use SOLID walk to
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// avoid sliding to exact position
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solidPath();
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solidFlag = solidWalkAnimator(walkAnim);
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}
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if (!solidFlag) {
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// if we failed to create a SOLID route, do a SLIDY
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// one instead
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slidyPath();
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slidyWalkAnimator(walkAnim);
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}
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break;
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default:
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// Route didn't reach target so assume point was off the floor
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// routeFlag = 0;
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break;
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}
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return routeFlag; // send back null route
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}
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int32 Router::getRoute() {
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/*********************************************************************
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* GetRoute.C extract a path from walk grid
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* 12 october 94
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*
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* GetRoute currently works by scanning grid data and coming up with
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* a ROUTE as a series of way points(nodes).
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*
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* static routeData _route[O_ROUTE_SIZE];
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*
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* return 0 = failed to find a route
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*
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* 1 = found a route
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*
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* 2 = mega already at target
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*
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* 3 = failed to find a route because target was on a line
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*
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*********************************************************************/
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int32 routeGot = 0;
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if (_startX == _targetX && _startY == _targetY)
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routeGot = 2;
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else {
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// 'else' added by JEL (23jan96) otherwise 'routeGot' affected
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// even when already set to '2' above - causing some 'turns'
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// to walk downwards on the spot
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// returns 3 if target on a line ( +- 1 pixel )
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routeGot = checkTarget(_targetX, _targetY);
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}
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if (routeGot == 0) {
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// still looking for a route check if target is within a pixel
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// of a line
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// scan through the nodes linking each node to its nearest
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// neighbor until no more nodes change
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// This is the routine that finds a route using scan()
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int32 level = 1;
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while (scan(level))
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level++;
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// Check to see if the route reached the target
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if (_node[_nNodes].dist < 9999) {
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// it did so extract the route as nodes and the
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// directions to go between each node
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routeGot = 1;
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extractRoute();
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// route.X,route.Y and route.Dir now hold all the
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// route infomation with the target dir or route
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// continuation
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}
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}
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return routeGot;
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}
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// THE SLIDY PATH ROUTINES
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int32 Router::smoothestPath() {
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// This is the second big part of the route finder and the the only
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// bit that tries to be clever (the other bits are clever).
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//
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// This part of the autorouter creates a list of modules from a set of
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// lines running across the screen. The task is complicated by two
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// things:
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//
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// Firstly in choosing a route through the maze of nodes the routine
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// tries to minimise the amount of each individual turn avoiding 90
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// degree and greater turns (where possible) and reduces the total
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// number of turns (subject to two 45 degree turns being better than
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// one 90 degree turn).
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//
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// Secondly when walking in a given direction the number of steps
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// required to reach the end of that run is not calculated accurately.
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// This is because I was unable to derive a function to relate number
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// of steps taken between two points to the shrunken step size
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int i;
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int32 steps = 0;
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int32 lastDir;
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int32 tempturns[4];
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int32 turns[4];
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const int32 turntable[NO_DIRECTIONS] = { 0, 1, 3, 5, 7, 5, 3, 1 };
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// route.X route.Y and route.Dir start at far end
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_smoothPath[0].x = _startX;
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_smoothPath[0].y = _startY;
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_smoothPath[0].dir = _startDir;
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_smoothPath[0].num = 0;
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lastDir = _startDir;
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// for each section of the route
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for (int p = 0; p < _routeLength; p++) {
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int32 dirS = _route[p].dirS;
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int32 dirD = _route[p].dirD;
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int32 nextDirS = _route[p + 1].dirS;
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int32 nextDirD = _route[p + 1].dirD;
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// Check directions into and out of a pair of nodes going in
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int32 dS = dirS - lastDir;
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if (dS < 0)
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dS = dS + NO_DIRECTIONS;
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int32 dD = dirD - lastDir;
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if (dD < 0)
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dD = dD + NO_DIRECTIONS;
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// coming out
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int32 dSS = dirS - nextDirS;
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if (dSS < 0)
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dSS = dSS + NO_DIRECTIONS;
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int32 dDD = dirD - nextDirD;
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if (dDD < 0)
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dDD = dDD + NO_DIRECTIONS;
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int32 dSD = dirS - nextDirD;
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if (dSD < 0)
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dSD = dSD + NO_DIRECTIONS;
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int32 dDS = dirD - nextDirS;
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if (dDS < 0)
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dDS = dDS + NO_DIRECTIONS;
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// Determine the amount of turning involved in each possible path
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dS = turntable[dS];
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dD = turntable[dD];
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dSS = turntable[dSS];
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dDD = turntable[dDD];
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dSD = turntable[dSD];
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dDS = turntable[dDS];
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// get the best path out ie assume next section uses best direction
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if (dSD < dSS)
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dSS = dSD;
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if (dDS < dDD)
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dDD = dDS;
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// Rate each option. Split routes look crap so weight against them
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tempturns[0] = dS + dSS + 3;
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turns[0] = 0;
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tempturns[1] = dS + dDD;
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turns[1] = 1;
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tempturns[2] = dD + dSS;
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turns[2] = 2;
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tempturns[3] = dD + dDD + 3;
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turns[3] = 3;
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// set up turns as a sorted array of the turn values
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for (i = 0; i < 3; i++) {
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for (int j = 0; j < 3; j++) {
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if (tempturns[j] > tempturns[j + 1]) {
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SWAP(turns[j], turns[j + 1]);
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SWAP(tempturns[j], tempturns[j + 1]);
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}
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}
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}
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// best option matched in order of the priority we would like
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// to see on the screen but each option must be checked to see
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// if it can be walked
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int32 options = newCheck(1, _route[p].x, _route[p].y, _route[p + 1].x, _route[p + 1].y);
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assert(options);
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for (i = 0; i < 4; ++i) {
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int32 opt = 1 << turns[i];
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if (options & opt) {
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smoothCheck(steps, turns[i], p, dirS, dirD);
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break;
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}
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}
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assert(i < 4);
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// route.X route.Y route.dir and bestTurns start at far end
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}
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// best turns will end heading as near as possible to target dir rest
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// is down to anim for now
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_smoothPath[steps].dir = 9;
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_smoothPath[steps].num = ROUTE_END_FLAG;
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return 1;
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}
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void Router::smoothCheck(int32 &k, int32 best, int32 p, int32 dirS, int32 dirD) {
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/*********************************************************************
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* Slip sliding away
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* This path checker checks to see if a walk that exactly follows the
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* path would be valid. This should be inherently true for atleast one
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* of the turn options.
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* No longer checks the data it only creates the smoothPath array JPS
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*********************************************************************/
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int32 dsx, dsy;
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int32 ddx, ddy;
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int32 ss0, ss1, ss2;
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int32 sd0, sd1, sd2;
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if (p == 0)
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k = 1;
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int32 x = _route[p].x;
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int32 y = _route[p].y;
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int32 x2 = _route[p + 1].x;
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int32 y2 = _route[p + 1].y;
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int32 ldx = x2 - x;
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int32 ldy = y2 - y;
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int32 dirX = 1;
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int32 dirY = 1;
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if (ldx < 0) {
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ldx = -ldx;
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dirX = -1;
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}
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if (ldy < 0) {
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ldy = -ldy;
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dirY = -1;
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}
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// set up sd0-ss2 to reflect possible movement in each direction
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if (dirS == 0 || dirS == 4) { // vert and diag
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ddx = ldx;
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ddy = (ldx * _diagonaly) / _diagonalx;
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dsy = ldy - ddy;
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ddx = ddx * dirX;
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ddy = ddy * dirY;
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dsy = dsy * dirY;
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dsx = 0;
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sd0 = (ddx + _modX[dirD] / 2) / _modX[dirD];
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ss0 = (dsy + _modY[dirS] / 2) / _modY[dirS];
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sd1 = sd0 / 2;
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ss1 = ss0 / 2;
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sd2 = sd0 - sd1;
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ss2 = ss0 - ss1;
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} else {
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ddy = ldy;
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ddx = (ldy * _diagonalx) / _diagonaly;
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dsx = ldx - ddx;
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ddy = ddy * dirY;
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ddx = ddx * dirX;
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dsx = dsx * dirX;
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dsy = 0;
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sd0 = (ddy + _modY[dirD] / 2) / _modY[dirD];
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ss0 = (dsx + _modX[dirS] / 2) / _modX[dirS];
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sd1 = sd0 / 2;
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ss1 = ss0 / 2;
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sd2 = sd0 - sd1;
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ss2 = ss0 - ss1;
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}
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switch (best) {
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case 0: // halfsquare, diagonal, halfsquare
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_smoothPath[k].x = x + dsx / 2;
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_smoothPath[k].y = y + dsy / 2;
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_smoothPath[k].dir = dirS;
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_smoothPath[k].num = ss1;
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k++;
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_smoothPath[k].x = x + dsx / 2 + ddx;
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_smoothPath[k].y = y + dsy / 2 + ddy;
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_smoothPath[k].dir = dirD;
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_smoothPath[k].num = sd0;
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k++;
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_smoothPath[k].x = x + dsx + ddx;
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_smoothPath[k].y = y + dsy + ddy;
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_smoothPath[k].dir = dirS;
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_smoothPath[k].num = ss2;
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k++;
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break;
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case 1: // square, diagonal
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_smoothPath[k].x = x + dsx;
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_smoothPath[k].y = y + dsy;
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_smoothPath[k].dir = dirS;
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_smoothPath[k].num = ss0;
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k++;
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_smoothPath[k].x = x2;
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_smoothPath[k].y = y2;
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_smoothPath[k].dir = dirD;
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_smoothPath[k].num = sd0;
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k++;
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break;
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case 2: // diagonal square
|
|
_smoothPath[k].x = x + ddx;
|
|
_smoothPath[k].y = y + ddy;
|
|
_smoothPath[k].dir = dirD;
|
|
_smoothPath[k].num = sd0;
|
|
k++;
|
|
|
|
_smoothPath[k].x = x2;
|
|
_smoothPath[k].y = y2;
|
|
_smoothPath[k].dir = dirS;
|
|
_smoothPath[k].num = ss0;
|
|
k++;
|
|
|
|
break;
|
|
default: // halfdiagonal, square, halfdiagonal
|
|
_smoothPath[k].x = x + ddx / 2;
|
|
_smoothPath[k].y = y + ddy / 2;
|
|
_smoothPath[k].dir = dirD;
|
|
_smoothPath[k].num = sd1;
|
|
k++;
|
|
|
|
_smoothPath[k].x = x + dsx + ddx / 2;
|
|
_smoothPath[k].y = y + dsy + ddy / 2;
|
|
_smoothPath[k].dir = dirS;
|
|
_smoothPath[k].num = ss0;
|
|
k++;
|
|
|
|
_smoothPath[k].x = x2;
|
|
_smoothPath[k].y = y2;
|
|
_smoothPath[k].dir = dirD;
|
|
_smoothPath[k].num = sd2;
|
|
k++;
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Router::slidyPath() {
|
|
/*********************************************************************
|
|
* slidyPath creates a path based on part steps with no sliding to get
|
|
* as near as possible to the target without any sliding this routine
|
|
* is intended for use when just clicking about.
|
|
*
|
|
* produce a module list from the line data
|
|
*********************************************************************/
|
|
|
|
int32 smooth = 1;
|
|
int32 slidy = 1;
|
|
|
|
// strip out the short sections
|
|
|
|
_modularPath[0].x = _smoothPath[0].x;
|
|
_modularPath[0].y = _smoothPath[0].y;
|
|
_modularPath[0].dir = _smoothPath[0].dir;
|
|
_modularPath[0].num = 0;
|
|
|
|
while (_smoothPath[smooth].num < ROUTE_END_FLAG) {
|
|
int32 scale = _scaleA * _smoothPath[smooth].y + _scaleB;
|
|
int32 deltaX = _smoothPath[smooth].x - _modularPath[slidy - 1].x;
|
|
int32 deltaY = _smoothPath[smooth].y - _modularPath[slidy - 1].y;
|
|
// quarter a step minimum
|
|
int32 stepX = (scale * _modX[_smoothPath[smooth].dir]) >> 19;
|
|
int32 stepY = (scale * _modY[_smoothPath[smooth].dir]) >> 19;
|
|
|
|
if (ABS(deltaX) >= ABS(stepX) && ABS(deltaY) >= ABS(stepY)) {
|
|
_modularPath[slidy].x = _smoothPath[smooth].x;
|
|
_modularPath[slidy].y = _smoothPath[smooth].y;
|
|
_modularPath[slidy].dir = _smoothPath[smooth].dir;
|
|
_modularPath[slidy].num = 1;
|
|
slidy++;
|
|
}
|
|
smooth++;
|
|
}
|
|
|
|
// in case the last bit had no steps
|
|
|
|
if (slidy > 1) {
|
|
_modularPath[slidy - 1].x = _smoothPath[smooth - 1].x;
|
|
_modularPath[slidy - 1].y = _smoothPath[smooth - 1].y;
|
|
}
|
|
|
|
// set up the end of the walk
|
|
|
|
_modularPath[slidy].x = _smoothPath[smooth - 1].x;
|
|
_modularPath[slidy].y = _smoothPath[smooth - 1].y;
|
|
_modularPath[slidy].dir = _targetDir;
|
|
_modularPath[slidy].num = 0;
|
|
slidy++;
|
|
|
|
_modularPath[slidy].x = _smoothPath[smooth - 1].x;
|
|
_modularPath[slidy].y = _smoothPath[smooth - 1].y;
|
|
_modularPath[slidy].dir = 9;
|
|
_modularPath[slidy].num = ROUTE_END_FLAG;
|
|
}
|
|
|
|
void Router::slidyWalkAnimator(WalkData *walkAnim) {
|
|
/*********************************************************************
|
|
* Skidding every where HardWalk creates an animation that exactly
|
|
* fits the smoothPath and uses foot slipping to fit whole steps into
|
|
* the route
|
|
*
|
|
* Parameters: georgeg, mouseg
|
|
* Returns: rout
|
|
*
|
|
* produce a module list from the line data
|
|
*********************************************************************/
|
|
|
|
int32 p;
|
|
int32 lastDir;
|
|
int32 lastRealDir;
|
|
int32 currentDir;
|
|
int32 turnDir;
|
|
int32 scale;
|
|
int32 step;
|
|
int32 module;
|
|
int32 moduleEnd;
|
|
int32 moduleX;
|
|
int32 moduleY;
|
|
int32 module16X = 0;
|
|
int32 module16Y = 0;
|
|
int32 stepX;
|
|
int32 stepY;
|
|
int32 errorX;
|
|
int32 errorY;
|
|
int32 lastErrorX;
|
|
int32 lastErrorY;
|
|
int32 lastCount;
|
|
int32 stepCount;
|
|
int32 frameCount;
|
|
int32 frames;
|
|
int32 frame;
|
|
|
|
// start at the begining for a change
|
|
p = 0;
|
|
lastDir = _modularPath[0].dir;
|
|
currentDir = _modularPath[1].dir;
|
|
|
|
if (currentDir == NO_DIRECTIONS)
|
|
currentDir = lastDir;
|
|
|
|
moduleX = _startX;
|
|
moduleY = _startY;
|
|
module16X = moduleX << 16;
|
|
module16Y = moduleY << 16;
|
|
stepCount = 0;
|
|
|
|
//****************************************************************************
|
|
// SLIDY
|
|
// START THE WALK WITH THE FIRST STANDFRAME THIS MAY CAUSE A DELAY
|
|
// BUT IT STOPS THE PLAYER MOVING FOR COLLISIONS ARE DETECTED
|
|
//****************************************************************************
|
|
module = _framesPerChar + lastDir;
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
|
|
//****************************************************************************
|
|
// SLIDY
|
|
// TURN TO START THE WALK
|
|
//****************************************************************************
|
|
// rotate if we need to
|
|
if (lastDir != currentDir) {
|
|
// get the direction to turn
|
|
turnDir = currentDir - lastDir;
|
|
if (turnDir < 0)
|
|
turnDir += NO_DIRECTIONS;
|
|
|
|
if (turnDir > 4)
|
|
turnDir = -1;
|
|
else if (turnDir > 0)
|
|
turnDir = 1;
|
|
|
|
// rotate to new walk direction
|
|
// for george and nico put in a head turn at the start
|
|
if ((megaId == GEORGE) || (megaId == NICO)) {
|
|
if (turnDir < 0) { // new frames for turn frames 29oct95jps
|
|
module = turnFramesLeft + lastDir;
|
|
} else {
|
|
module = turnFramesRight + lastDir;
|
|
}
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
|
|
// rotate till were facing new dir then go back 45 degrees
|
|
while (lastDir != currentDir) {
|
|
lastDir += turnDir;
|
|
if (turnDir < 0) { // new frames for turn frames 29oct95jps
|
|
if (lastDir < 0)
|
|
lastDir += NO_DIRECTIONS;
|
|
module = turnFramesLeft + lastDir;
|
|
} else {
|
|
if (lastDir > 7)
|
|
lastDir -= NO_DIRECTIONS;
|
|
module = turnFramesRight + lastDir;
|
|
}
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
// the back 45 degrees bit
|
|
stepCount -= 1;// step back one because new head turn for george takes us past the new dir
|
|
}
|
|
// his head is in the right direction
|
|
lastRealDir = currentDir;
|
|
|
|
//****************************************************************************
|
|
// SLIDY
|
|
// THE WALK
|
|
//****************************************************************************
|
|
|
|
_slidyWalkAnimatorState = !_slidyWalkAnimatorState;
|
|
|
|
lastCount = stepCount;
|
|
lastDir = 99;// this ensures that we don't put in turn frames for the start
|
|
currentDir = 99;// this ensures that we don't put in turn frames for the start
|
|
do {
|
|
while (_modularPath[p].num == 0) {
|
|
p = p + 1;
|
|
if (currentDir != 99)
|
|
lastRealDir = currentDir;
|
|
lastDir = currentDir;
|
|
lastCount = stepCount;
|
|
}
|
|
//calculate average amount to lose in each step on the way to the next _node
|
|
currentDir = _modularPath[p].dir;
|
|
if (currentDir < NO_DIRECTIONS) {
|
|
module = currentDir * _framesPerStep * 2 + _slidyWalkAnimatorState * _framesPerStep;
|
|
_slidyWalkAnimatorState = !_slidyWalkAnimatorState;
|
|
moduleEnd = module + _framesPerStep;
|
|
step = 0;
|
|
scale = (_scaleA * moduleY + _scaleB);
|
|
do {
|
|
module16X += _dx[module] * scale;
|
|
module16Y += _dy[module] * scale;
|
|
moduleX = module16X >> 16;
|
|
moduleY = module16Y >> 16;
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = step;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
step += 1;
|
|
module += 1;
|
|
} while (module < moduleEnd);
|
|
stepX = _modX[_modularPath[p].dir];
|
|
stepY = _modY[_modularPath[p].dir];
|
|
errorX = _modularPath[p].x - moduleX;
|
|
errorX = errorX * stepX;
|
|
errorY = _modularPath[p].y - moduleY;
|
|
errorY = errorY * stepY;
|
|
if ((errorX < 0) || (errorY < 0)) {
|
|
_modularPath[p].num = 0; // the end of the path
|
|
// okay those last steps took us past our target but do we want to scoot or moonwalk
|
|
frames = stepCount - lastCount;
|
|
errorX = _modularPath[p].x - walkAnim[stepCount - 1].x;
|
|
errorY = _modularPath[p].y - walkAnim[stepCount - 1].y;
|
|
|
|
if (frames > _framesPerStep) {
|
|
lastErrorX = _modularPath[p].x - walkAnim[stepCount - 7].x;
|
|
lastErrorY = _modularPath[p].y - walkAnim[stepCount - 7].y;
|
|
if (stepX == 0) {
|
|
if (3 * ABS(lastErrorY) < ABS(errorY)) { //the last stop was closest
|
|
stepCount -= _framesPerStep;
|
|
_slidyWalkAnimatorState = !_slidyWalkAnimatorState;
|
|
}
|
|
} else {
|
|
if (3 * ABS(lastErrorX) < ABS(errorX)) { //the last stop was closest
|
|
stepCount -= _framesPerStep;
|
|
_slidyWalkAnimatorState = !_slidyWalkAnimatorState;
|
|
}
|
|
}
|
|
}
|
|
errorX = _modularPath[p].x - walkAnim[stepCount - 1].x;
|
|
errorY = _modularPath[p].y - walkAnim[stepCount - 1].y;
|
|
// okay we've reached the end but we still have an error
|
|
if (errorX != 0) {
|
|
frameCount = 0;
|
|
frames = stepCount - lastCount;
|
|
do {
|
|
frameCount += 1;
|
|
walkAnim[lastCount + frameCount - 1].x += errorX * frameCount / frames;
|
|
} while (frameCount < frames);
|
|
}
|
|
if (errorY != 0) {
|
|
frameCount = 0;
|
|
frames = stepCount - lastCount;
|
|
do {
|
|
frameCount += 1;
|
|
walkAnim[lastCount + frameCount - 1].y += errorY * frameCount / frames;
|
|
} while (frameCount < frames);
|
|
}
|
|
// Now is the time to put in the turn frames for the last turn
|
|
if (frames < _framesPerStep)
|
|
currentDir = 99;// this ensures that we don't put in turn frames for this walk or the next
|
|
if (currentDir != 99)
|
|
lastRealDir = currentDir;
|
|
// check each turn condition in turn
|
|
if (((lastDir != 99) && (currentDir != 99)) && (megaId == GEORGE)) { // only for george
|
|
lastDir = currentDir - lastDir;//1 and -7 going right -1 and 7 going left
|
|
if (((lastDir == -1) || (lastDir == 7)) || ((lastDir == -2) || (lastDir == 6))) {
|
|
// turn at the end of the last walk
|
|
frame = lastCount - _framesPerStep;
|
|
do {
|
|
walkAnim[frame].frame += 104;//turning left
|
|
frame += 1;
|
|
} while (frame < lastCount);
|
|
}
|
|
if (((lastDir == 1) || (lastDir == -7)) || ((lastDir == 2) || (lastDir == -6))) {
|
|
// turn at the end of the current walk
|
|
frame = lastCount - _framesPerStep;
|
|
do {
|
|
walkAnim[frame].frame += 200; //was 60 now 116
|
|
frame += 1;
|
|
} while (frame < lastCount);
|
|
}
|
|
lastDir = currentDir;
|
|
}
|
|
// all turns checked
|
|
|
|
lastCount = stepCount;
|
|
moduleX = walkAnim[stepCount - 1].x;
|
|
moduleY = walkAnim[stepCount - 1].y;
|
|
module16X = moduleX << 16;
|
|
module16Y = moduleY << 16;
|
|
}
|
|
}
|
|
} while (_modularPath[p].dir < NO_DIRECTIONS);
|
|
|
|
|
|
|
|
if (lastRealDir == 99) {
|
|
error("SlidyWalkAnimatorlast direction error");
|
|
}
|
|
//****************************************************************************
|
|
// SLIDY
|
|
// TURNS TO END THE WALK ?
|
|
//****************************************************************************
|
|
|
|
// We've done the walk now put in any turns at the end
|
|
|
|
|
|
if (_targetDir == NO_DIRECTIONS) { // stand in the last direction
|
|
module = standFrames + lastRealDir;
|
|
_targetDir = lastRealDir;
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastRealDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
if (_targetDir == 9) {
|
|
if (stepCount == 0) {
|
|
module = _framesPerChar + lastRealDir;
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastRealDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
} else if (_targetDir != lastRealDir) { // rotate to _targetDir
|
|
// rotate to target direction
|
|
turnDir = _targetDir - lastRealDir;
|
|
if (turnDir < 0)
|
|
turnDir += NO_DIRECTIONS;
|
|
|
|
if (turnDir > 4)
|
|
turnDir = -1;
|
|
else if (turnDir > 0)
|
|
turnDir = 1;
|
|
|
|
// rotate to target direction
|
|
// for george and nico put in a head turn at the start
|
|
if ((megaId == GEORGE) || (megaId == NICO)) {
|
|
if (turnDir < 0) { // new frames for turn frames 29oct95jps
|
|
module = turnFramesLeft + lastDir;
|
|
} else {
|
|
module = turnFramesRight + lastDir;
|
|
}
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastRealDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
|
|
// rotate if we need to
|
|
while (lastRealDir != _targetDir) {
|
|
lastRealDir += turnDir;
|
|
if (turnDir < 0) { // new frames for turn frames 29oct95jps
|
|
if (lastRealDir < 0)
|
|
lastRealDir += NO_DIRECTIONS;
|
|
module = turnFramesLeft + lastRealDir;
|
|
} else {
|
|
if (lastRealDir > 7)
|
|
lastRealDir -= NO_DIRECTIONS;
|
|
module = turnFramesRight + lastRealDir;
|
|
}
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastRealDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
module = standFrames + lastRealDir;
|
|
walkAnim[stepCount - 1].frame = module;
|
|
} else { // just stand at the end
|
|
module = standFrames + lastRealDir;
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastRealDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
|
|
walkAnim[stepCount].frame = 512;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 512;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 512;
|
|
//Tdebug("RouteFinder RouteSize is %d", stepCount);
|
|
return;
|
|
}
|
|
|
|
// ****************************************************************************
|
|
// * THE SOLID PATH ROUTINES
|
|
// ****************************************************************************
|
|
|
|
void Router::solidPath() {
|
|
/*********************************************************************
|
|
* SolidPath creates a path based on whole steps with no sliding to
|
|
* get as near as possible to the target without any sliding this
|
|
* routine is currently unused, but is intended for use when just
|
|
* clicking about.
|
|
*
|
|
* produce a module list from the line data
|
|
*********************************************************************/
|
|
|
|
int32 smooth;
|
|
int32 solid;
|
|
int32 scale;
|
|
int32 stepX;
|
|
int32 stepY;
|
|
int32 deltaX;
|
|
int32 deltaY;
|
|
|
|
// strip out the short sections
|
|
|
|
solid = 1;
|
|
smooth = 1;
|
|
_modularPath[0].x = _smoothPath[0].x;
|
|
_modularPath[0].y = _smoothPath[0].y;
|
|
_modularPath[0].dir = _smoothPath[0].dir;
|
|
_modularPath[0].num = 0;
|
|
|
|
do {
|
|
scale = _scaleA * _smoothPath[smooth].y + _scaleB;
|
|
deltaX = _smoothPath[smooth].x - _modularPath[solid - 1].x;
|
|
deltaY = _smoothPath[smooth].y - _modularPath[solid - 1].y;
|
|
stepX = _modX[_smoothPath[smooth].dir];
|
|
stepY = _modY[_smoothPath[smooth].dir];
|
|
stepX = stepX * scale;
|
|
stepY = stepY * scale;
|
|
stepX = stepX >> 16;
|
|
stepY = stepY >> 16;
|
|
|
|
if (ABS(deltaX) >= ABS(stepX) && ABS(deltaY) >= ABS(stepY)) {
|
|
_modularPath[solid].x = _smoothPath[smooth].x;
|
|
_modularPath[solid].y = _smoothPath[smooth].y;
|
|
_modularPath[solid].dir = _smoothPath[smooth].dir;
|
|
_modularPath[solid].num = 1;
|
|
solid++;
|
|
}
|
|
|
|
smooth++;
|
|
} while (_smoothPath[smooth].num < ROUTE_END_FLAG);
|
|
|
|
// in case the last bit had no steps
|
|
|
|
if (solid == 1) {
|
|
// there were no paths so put in a dummy end
|
|
solid = 2;
|
|
_modularPath[1].dir = _smoothPath[0].dir;
|
|
_modularPath[1].num = 0;
|
|
}
|
|
|
|
_modularPath[solid - 1].x = _smoothPath[smooth - 1].x;
|
|
_modularPath[solid - 1].y = _smoothPath[smooth - 1].y;
|
|
|
|
// set up the end of the walk
|
|
_modularPath[solid].x = _smoothPath[smooth - 1].x;
|
|
_modularPath[solid].y = _smoothPath[smooth - 1].y;
|
|
_modularPath[solid].dir = 9;
|
|
_modularPath[solid].num = ROUTE_END_FLAG;
|
|
}
|
|
|
|
int32 Router::solidWalkAnimator(WalkData *walkAnim) {
|
|
/*********************************************************************
|
|
* SolidWalk creates an animation based on whole steps with no sliding
|
|
* to get as near as possible to the target without any sliding. This
|
|
* routine is is intended for use when just clicking about.
|
|
*
|
|
* produce a module list from the line data
|
|
*
|
|
* returns 0 if solid route not found
|
|
*********************************************************************/
|
|
|
|
int32 left;
|
|
int32 lastDir;
|
|
int32 currentDir;
|
|
int32 turnDir;
|
|
int32 scale;
|
|
int32 step;
|
|
int32 module;
|
|
int32 moduleX;
|
|
int32 moduleY;
|
|
int32 module16X;
|
|
int32 module16Y;
|
|
int32 errorX;
|
|
int32 errorY;
|
|
int32 moduleEnd;
|
|
int32 slowStart;
|
|
int32 stepCount;
|
|
int32 lastCount;
|
|
int32 frame;
|
|
|
|
// start at the begining for a change
|
|
lastDir = _modularPath[0].dir;
|
|
currentDir = _modularPath[1].dir;
|
|
module = _framesPerChar + lastDir;
|
|
moduleX = _startX;
|
|
moduleY = _startY;
|
|
module16X = moduleX << 16;
|
|
module16Y = moduleY << 16;
|
|
slowStart = 0;
|
|
stepCount = 0;
|
|
|
|
//****************************************************************************
|
|
// SOLID
|
|
// START THE WALK WITH THE FIRST STANDFRAME THIS MAY CAUSE A DELAY
|
|
// BUT IT STOPS THE PLAYER MOVING FOR COLLISIONS ARE DETECTED
|
|
//****************************************************************************
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
|
|
//****************************************************************************
|
|
// SOLID
|
|
// TURN TO START THE WALK
|
|
//****************************************************************************
|
|
// rotate if we need to
|
|
if (lastDir != currentDir) {
|
|
// get the direction to turn
|
|
turnDir = currentDir - lastDir;
|
|
if (turnDir < 0)
|
|
turnDir += NO_DIRECTIONS;
|
|
|
|
if (turnDir > 4)
|
|
turnDir = -1;
|
|
else if (turnDir > 0)
|
|
turnDir = 1;
|
|
|
|
// rotate to new walk direction
|
|
// for george and nico put in a head turn at the start
|
|
if ((megaId == GEORGE) || (megaId == NICO)) {
|
|
if (turnDir < 0) { // new frames for turn frames 29oct95jps
|
|
module = turnFramesLeft + lastDir;
|
|
} else {
|
|
module = turnFramesRight + lastDir;
|
|
}
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
|
|
// rotate till were facing new dir then go back 45 degrees
|
|
while (lastDir != currentDir) {
|
|
lastDir += turnDir;
|
|
if (turnDir < 0) { // new frames for turn frames 29oct95jps
|
|
if (lastDir < 0)
|
|
lastDir += NO_DIRECTIONS;
|
|
module = turnFramesLeft + lastDir;
|
|
} else {
|
|
if (lastDir > 7)
|
|
lastDir -= NO_DIRECTIONS;
|
|
module = turnFramesRight + lastDir;
|
|
}
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = lastDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
// the back 45 degrees bit
|
|
stepCount -= 1;// step back one because new head turn for george takes us past the new dir
|
|
}
|
|
|
|
//****************************************************************************
|
|
// SOLID
|
|
// THE SLOW IN
|
|
//****************************************************************************
|
|
|
|
// do start frames if its george and left or right
|
|
if (megaId == GEORGE) {
|
|
if (_modularPath[1].num > 0) {
|
|
if (currentDir == 2) { // only for george
|
|
slowStart = 1;
|
|
walkAnim[stepCount].frame = 296;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 297;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 298;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
} else if (currentDir == 6) { // only for george
|
|
slowStart = 1;
|
|
walkAnim[stepCount].frame = 299;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 300;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 301;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
}
|
|
}
|
|
//****************************************************************************
|
|
// SOLID
|
|
// THE WALK
|
|
//****************************************************************************
|
|
|
|
if (currentDir > 4)
|
|
left = 1;
|
|
else
|
|
left = 0;
|
|
|
|
lastCount = stepCount;
|
|
lastDir = 99;// this ensures that we don't put in turn frames for the start
|
|
currentDir = 99;// this ensures that we don't put in turn frames for the start
|
|
|
|
int32 p;
|
|
|
|
for (p = 1; _modularPath[p].dir < NO_DIRECTIONS; ++p) {
|
|
while (_modularPath[p].num > 0) {
|
|
currentDir = _modularPath[p].dir;
|
|
if (currentDir < NO_DIRECTIONS) {
|
|
|
|
module = currentDir * _framesPerStep * 2 + left * _framesPerStep;
|
|
left = !left;
|
|
moduleEnd = module + _framesPerStep;
|
|
step = 0;
|
|
scale = (_scaleA * moduleY + _scaleB);
|
|
do {
|
|
module16X += _dx[module] * scale;
|
|
module16Y += _dy[module] * scale;
|
|
moduleX = module16X >> 16;
|
|
moduleY = module16Y >> 16;
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = step;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
module += 1;
|
|
step += 1;
|
|
} while (module < moduleEnd);
|
|
errorX = _modularPath[p].x - moduleX;
|
|
errorX = errorX * _modX[_modularPath[p].dir];
|
|
errorY = _modularPath[p].y - moduleY;
|
|
errorY = errorY * _modY[_modularPath[p].dir];
|
|
if ((errorX < 0) || (errorY < 0)) {
|
|
_modularPath[p].num = 0;
|
|
stepCount -= _framesPerStep;
|
|
left = !left;
|
|
// Okay this is the end of a section
|
|
moduleX = walkAnim[stepCount - 1].x;
|
|
moduleY = walkAnim[stepCount - 1].y;
|
|
module16X = moduleX << 16;
|
|
module16Y = moduleY << 16;
|
|
_modularPath[p].x = moduleX;
|
|
_modularPath[p].y = moduleY;
|
|
// Now is the time to put in the turn frames for the last turn
|
|
if ((stepCount - lastCount) < _framesPerStep) { // no step taken
|
|
currentDir = 99;// this ensures that we don't put in turn frames for this walk or the next
|
|
if (slowStart == 1) { // clean up if a slow in but no walk
|
|
stepCount -= 3;
|
|
lastCount -= 3;
|
|
slowStart = 0;
|
|
}
|
|
}
|
|
// check each turn condition in turn
|
|
if (((lastDir != 99) && (currentDir != 99)) && (megaId == GEORGE)) { // only for george
|
|
lastDir = currentDir - lastDir;//1 and -7 going right -1 and 7 going left
|
|
if (((lastDir == -1) || (lastDir == 7)) || ((lastDir == -2) || (lastDir == 6))) {
|
|
// turn at the end of the last walk
|
|
frame = lastCount - _framesPerStep;
|
|
do {
|
|
walkAnim[frame].frame += 104;//turning left
|
|
frame += 1;
|
|
} while (frame < lastCount);
|
|
}
|
|
if (((lastDir == 1) || (lastDir == -7)) || ((lastDir == 2) || (lastDir == -6))) {
|
|
// turn at the end of the current walk
|
|
frame = lastCount - _framesPerStep;
|
|
do {
|
|
walkAnim[frame].frame += 200; //was 60 now 116
|
|
frame += 1;
|
|
} while (frame < lastCount);
|
|
}
|
|
}
|
|
// all turns checked
|
|
lastCount = stepCount;
|
|
}
|
|
}
|
|
}
|
|
lastDir = currentDir;
|
|
slowStart = 0; //can only be valid first time round
|
|
}
|
|
|
|
//****************************************************************************
|
|
// SOLID
|
|
// THE SLOW OUT
|
|
//****************************************************************************
|
|
|
|
if ((currentDir == 2) && (megaId == GEORGE)) { // only for george
|
|
// place stop frames here
|
|
// slowdown at the end of the last walk
|
|
frame = lastCount - _framesPerStep;
|
|
if (walkAnim[frame].frame == 24) {
|
|
do {
|
|
walkAnim[frame].frame += 278;//stopping right
|
|
frame += 1;
|
|
} while (frame < lastCount);
|
|
walkAnim[stepCount].frame = 308;
|
|
walkAnim[stepCount].step = 7;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
} else if (walkAnim[frame].frame == 30) {
|
|
do {
|
|
walkAnim[frame].frame += 279;//stopping right
|
|
frame += 1;
|
|
} while (frame < lastCount);
|
|
walkAnim[stepCount].frame = 315;
|
|
walkAnim[stepCount].step = 7;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
} else if ((currentDir == 6) && (megaId == GEORGE)) { // only for george
|
|
// place stop frames here
|
|
// slowdown at the end of the last walk
|
|
frame = lastCount - _framesPerStep;
|
|
if (walkAnim[frame].frame == 72) {
|
|
do {
|
|
walkAnim[frame].frame += 244;//stopping left
|
|
frame += 1;
|
|
} while (frame < lastCount);
|
|
walkAnim[stepCount].frame = 322;
|
|
walkAnim[stepCount].step = 7;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
} else if (walkAnim[frame].frame == 78) {
|
|
do {
|
|
walkAnim[frame].frame += 245;//stopping left
|
|
frame += 1;
|
|
} while (frame < lastCount);
|
|
walkAnim[stepCount].frame = 329;
|
|
walkAnim[stepCount].step = 7;
|
|
walkAnim[stepCount].dir = currentDir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
}
|
|
}
|
|
module = _framesPerChar + _modularPath[p - 1].dir;
|
|
walkAnim[stepCount].frame = module;
|
|
walkAnim[stepCount].step = 0;
|
|
walkAnim[stepCount].dir = _modularPath[p - 1].dir;
|
|
walkAnim[stepCount].x = moduleX;
|
|
walkAnim[stepCount].y = moduleY;
|
|
stepCount += 1;
|
|
|
|
walkAnim[stepCount].frame = 512;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 512;
|
|
stepCount += 1;
|
|
walkAnim[stepCount].frame = 512;
|
|
|
|
//****************************************************************************
|
|
// SOLID
|
|
// NO END TURNS
|
|
//****************************************************************************
|
|
|
|
debug(5, "routeFinder RouteSize is %d", stepCount);
|
|
// now check the route
|
|
|
|
for (int i = 0; i < p - 1; ++i) {
|
|
if (!check(_modularPath[i].x, _modularPath[i].y, _modularPath[i + 1].x, _modularPath[i + 1].y))
|
|
p = 0;
|
|
}
|
|
|
|
if (p != 0) {
|
|
_targetDir = _modularPath[p - 1].dir;
|
|
if (checkTarget(moduleX, moduleY) == 3) {
|
|
// new target on a line
|
|
p = 0;
|
|
debug(5, "Solid walk target was on a line %d %d", moduleX, moduleY);
|
|
}
|
|
}
|
|
|
|
return p;
|
|
}
|
|
|
|
// ****************************************************************************
|
|
// * THE SCAN ROUTINES
|
|
// ****************************************************************************
|
|
|
|
bool Router::scan(int32 level) {
|
|
/*********************************************************************
|
|
* Called successively from routeFinder until no more changes take
|
|
* place in the grid array, ie he best path has been found
|
|
*
|
|
* Scans through every point in the node array and checks if there is
|
|
* a route between each point and if this route gives a new route.
|
|
*
|
|
* This routine could probably halve its processing time if it doubled
|
|
* up on the checks after each route check
|
|
*
|
|
*********************************************************************/
|
|
|
|
int32 x1, y1, x2, y2;
|
|
int32 distance;
|
|
bool changed = false;
|
|
|
|
// For all the nodes that have new values and a distance less than
|
|
// enddist, ie dont check for new routes from a point we checked
|
|
// before or from a point that is already further away than the best
|
|
// route so far.
|
|
|
|
for (int i = 0; i < _nNodes; i++) {
|
|
if (_node[i].dist < _node[_nNodes].dist && _node[i].level == level) {
|
|
x1 = _node[i].x;
|
|
y1 = _node[i].y;
|
|
|
|
for (int j = _nNodes; j > 0; j--) {
|
|
if (_node[j].dist > _node[i].dist) {
|
|
x2 = _node[j].x;
|
|
y2 = _node[j].y;
|
|
|
|
if (ABS(x2 - x1) > 4.5 * ABS(y2 - y1))
|
|
distance = (8 * ABS(x2 - x1) + 18 * ABS(y2 - y1)) / (54 * 8) + 1;
|
|
else
|
|
distance = (6 * ABS(x2 - x1) + 36 * ABS(y2 - y1)) / (36 * 14) + 1;
|
|
|
|
if (distance + _node[i].dist < _node[_nNodes].dist && distance + _node[i].dist < _node[j].dist) {
|
|
if (newCheck(0, x1, y1, x2, y2)) {
|
|
_node[j].level = level + 1;
|
|
_node[j].dist = distance + _node[i].dist;
|
|
_node[j].prev = i;
|
|
changed = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return changed;
|
|
}
|
|
|
|
|
|
int32 Router::newCheck(int32 status, int32 x1, int32 y1, int32 x2, int32 y2) {
|
|
/*********************************************************************
|
|
* newCheck routine checks if the route between two points can be
|
|
* achieved without crossing any of the bars in the Bars array.
|
|
*
|
|
* newCheck differs from check in that that 4 route options are
|
|
* considered corresponding to actual walked routes.
|
|
*
|
|
* Note distance doesnt take account of shrinking ???
|
|
*
|
|
* Note Bars array must be properly calculated ie min max dx dy co
|
|
*********************************************************************/
|
|
|
|
int32 ldx;
|
|
int32 ldy;
|
|
int32 dlx;
|
|
int32 dly;
|
|
int32 dirX;
|
|
int32 dirY;
|
|
int32 step1;
|
|
int32 step2;
|
|
int32 step3;
|
|
int32 steps;
|
|
int32 options;
|
|
|
|
steps = 0;
|
|
options = 0;
|
|
ldx = x2 - x1;
|
|
ldy = y2 - y1;
|
|
dirX = 1;
|
|
dirY = 1;
|
|
|
|
if (ldx < 0) {
|
|
ldx = -ldx;
|
|
dirX = -1;
|
|
}
|
|
|
|
if (ldy < 0) {
|
|
ldy = -ldy;
|
|
dirY = -1;
|
|
}
|
|
|
|
// make the route options
|
|
|
|
if (_diagonaly * ldx > _diagonalx * ldy) {
|
|
// dir = 1,2 or 2,3 or 5,6 or 6,7
|
|
|
|
dly = ldy;
|
|
dlx = (ldy * _diagonalx) / _diagonaly;
|
|
ldx = ldx - dlx;
|
|
dlx = dlx * dirX;
|
|
dly = dly * dirY;
|
|
ldx = ldx * dirX;
|
|
ldy = 0;
|
|
|
|
// options are square, diagonal a code 1 route
|
|
step1 = check(x1, y1, x1 + ldx, y1);
|
|
if (step1 != 0) {
|
|
step2 = check(x1 + ldx, y1, x2, y2);
|
|
if (step2 != 0) {
|
|
steps = step1 + step2;
|
|
options |= 2;
|
|
}
|
|
}
|
|
|
|
// diagonal, square a code 2 route
|
|
if (steps == 0 || status == 1) {
|
|
step1 = check(x1, y1, x1 + dlx, y1 + dly);
|
|
if (step1 != 0) {
|
|
step2 = check(x1 + dlx, y2, x2, y2);
|
|
if (step2 != 0) {
|
|
steps = step1 + step2;
|
|
options |= 4;
|
|
}
|
|
}
|
|
}
|
|
|
|
// halfsquare, diagonal, halfsquare a code 0 route
|
|
if (steps == 0 || status == 1) {
|
|
step1 = check(x1, y1, x1 + ldx / 2, y1);
|
|
if (step1 != 0) {
|
|
step2 = check(x1 + ldx / 2, y1, x1 + ldx / 2 + dlx, y2);
|
|
if (step2 != 0) {
|
|
step3 = check(x1 + ldx / 2 + dlx, y2, x2, y2);
|
|
if (step3 != 0) {
|
|
steps = step1 + step2 + step3;
|
|
options |= 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// halfdiagonal, square, halfdiagonal a code 3 route
|
|
if (steps == 0 || status == 1) {
|
|
step1 = check(x1, y1, x1 + dlx / 2, y1 + dly / 2);
|
|
if (step1 != 0) {
|
|
step2 = check(x1 + dlx / 2, y1 + dly / 2, x1 + ldx + dlx / 2, y1 + dly / 2);
|
|
if (step2 != 0) {
|
|
step3 = check(x1 + ldx + dlx / 2, y1 + dly / 2, x2, y2);
|
|
if (step3 != 0) {
|
|
steps = step1 + step2 + step3;
|
|
options |= 8;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
// dir = 7,0 or 0,1 or 3,4 or 4,5
|
|
|
|
dlx = ldx;
|
|
dly = (ldx * _diagonaly) / _diagonalx;
|
|
ldy = ldy - dly;
|
|
dlx = dlx * dirX;
|
|
dly = dly * dirY;
|
|
ldy = ldy * dirY;
|
|
ldx = 0;
|
|
|
|
// options are square, diagonal a code 1 route
|
|
step1 = check(x1 , y1, x1, y1 + ldy);
|
|
if (step1 != 0) {
|
|
step2 = check(x1, y1 + ldy, x2, y2);
|
|
if (step2 != 0) {
|
|
steps = step1 + step2;
|
|
options |= 2;
|
|
}
|
|
}
|
|
|
|
// diagonal, square a code 2 route
|
|
if (steps == 0 || status == 1) {
|
|
step1 = check(x1, y1, x2, y1 + dly);
|
|
if (step1 != 0) {
|
|
step2 = check(x2, y1 + dly, x2, y2);
|
|
if (step2 != 0) {
|
|
steps = step1 + step2;
|
|
options |= 4;
|
|
}
|
|
}
|
|
}
|
|
|
|
// halfsquare, diagonal, halfsquare a code 0 route
|
|
if (steps == 0 || status == 1) {
|
|
step1 = check(x1, y1, x1, y1 + ldy / 2);
|
|
if (step1 != 0) {
|
|
step2 = check(x1, y1 + ldy / 2, x2, y1 + ldy / 2 + dly);
|
|
if (step2 != 0) {
|
|
step3 = check(x2, y1 + ldy / 2 + dly, x2, y2);
|
|
if (step3 != 0) {
|
|
steps = step1 + step2 + step3;
|
|
options |= 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// halfdiagonal, square, halfdiagonal a code 3 route
|
|
if (steps == 0 || status == 1) {
|
|
step1 = check(x1, y1, x1 + dlx / 2, y1 + dly / 2);
|
|
if (step1 != 0) {
|
|
step2 = check(x1 + dlx / 2, y1 + dly / 2, x1 + dlx / 2, y1 + ldy + dly / 2);
|
|
if (step2 != 0) {
|
|
step3 = check(x1 + dlx / 2, y1 + ldy + dly / 2, x2, y2);
|
|
if (step3 != 0) {
|
|
steps = step1 + step2 + step3;
|
|
options |= 8;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (status == 0)
|
|
status = steps;
|
|
else
|
|
status = options;
|
|
|
|
return status;
|
|
}
|
|
|
|
// ****************************************************************************
|
|
// * CHECK ROUTINES
|
|
// ****************************************************************************
|
|
|
|
bool Router::check(int32 x1, int32 y1, int32 x2, int32 y2) {
|
|
// call the fastest line check for the given line
|
|
// returns true if line didn't cross any bars
|
|
|
|
if (x1 == x2 && y1 == y2)
|
|
return true;
|
|
|
|
if (x1 == x2)
|
|
return vertCheck(x1, y1, y2);
|
|
|
|
if (y1 == y2)
|
|
return horizCheck(x1, y1, x2);
|
|
|
|
return lineCheck(x1, y1, x2, y2);
|
|
}
|
|
|
|
bool Router::lineCheck(int32 x1, int32 y1, int32 x2, int32 y2) {
|
|
bool linesCrossed = true;
|
|
|
|
int32 xmin = MIN(x1, x2);
|
|
int32 xmax = MAX(x1, x2);
|
|
int32 ymin = MIN(y1, y2);
|
|
int32 ymax = MAX(y1, y2);
|
|
|
|
// Line set to go one step in chosen direction so ignore if it hits
|
|
// anything
|
|
|
|
int32 dirx = x2 - x1;
|
|
int32 diry = y2 - y1;
|
|
|
|
int32 co = (y1 * dirx) - (x1 * diry); // new line equation
|
|
|
|
for (int i = 0; i < _nBars && linesCrossed; i++) {
|
|
// skip if not on module
|
|
if (xmax >= _bars[i].xmin && xmin <= _bars[i].xmax && ymax >= _bars[i].ymin && ymin <= _bars[i].ymax) {
|
|
// Okay, it's a valid line. Calculate an intercept. Wow
|
|
// but all this arithmetic we must have loads of time
|
|
|
|
// slope it he slope between the two lines
|
|
int32 slope = (_bars[i].dx * diry) - (_bars[i].dy * dirx);
|
|
// assuming parallel lines don't cross
|
|
if (slope != 0) {
|
|
// calculate x intercept and check its on both
|
|
// lines
|
|
int32 xc = ((_bars[i].co * dirx) - (co * _bars[i].dx)) / slope;
|
|
|
|
// skip if not on module
|
|
if (xc >= xmin - 1 && xc <= xmax + 1) {
|
|
// skip if not on line
|
|
if (xc >= _bars[i].xmin - 1 && xc <= _bars[i].xmax + 1) {
|
|
int32 yc = ((_bars[i].co * diry) - (co * _bars[i].dy)) / slope;
|
|
|
|
// skip if not on module
|
|
if (yc >= ymin - 1 && yc <= ymax + 1) {
|
|
// skip if not on line
|
|
if (yc >= _bars[i].ymin - 1 && yc <= _bars[i].ymax + 1) {
|
|
linesCrossed = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return linesCrossed;
|
|
}
|
|
|
|
bool Router::horizCheck(int32 x1, int32 y, int32 x2) {
|
|
bool linesCrossed = true;
|
|
|
|
int32 xmin = MIN(x1, x2);
|
|
int32 xmax = MAX(x1, x2);
|
|
|
|
// line set to go one step in chosen direction so ignore if it hits
|
|
// anything
|
|
|
|
for (int i = 0; i < _nBars && linesCrossed; i++) {
|
|
// skip if not on module
|
|
if (xmax >= _bars[i].xmin && xmin <= _bars[i].xmax && y >= _bars[i].ymin && y <= _bars[i].ymax) {
|
|
// Okay, it's a valid line calculate an intercept. Wow
|
|
// but all this arithmetic we must have loads of time
|
|
|
|
if (_bars[i].dy == 0)
|
|
linesCrossed = false;
|
|
else {
|
|
int32 ldy = y - _bars[i].y1;
|
|
int32 xc = _bars[i].x1 + (_bars[i].dx * ldy) / _bars[i].dy;
|
|
// skip if not on module
|
|
if (xc >= xmin - 1 && xc <= xmax + 1)
|
|
linesCrossed = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return linesCrossed;
|
|
}
|
|
|
|
bool Router::vertCheck(int32 x, int32 y1, int32 y2) {
|
|
bool linesCrossed = true;
|
|
|
|
int32 ymin = MIN(y1, y2);
|
|
int32 ymax = MAX(y1, y2);
|
|
|
|
// Line set to go one step in chosen direction so ignore if it hits
|
|
// anything
|
|
|
|
for (int i = 0; i < _nBars && linesCrossed; i++) {
|
|
// skip if not on module
|
|
if (x >= _bars[i].xmin && x <= _bars[i].xmax && ymax >= _bars[i].ymin && ymin <= _bars[i].ymax) {
|
|
// Okay, it's a valid line calculate an intercept. Wow
|
|
// but all this arithmetic we must have loads of time
|
|
|
|
// both lines vertical and overlap in x and y so they
|
|
// cross
|
|
|
|
if (_bars[i].dx == 0)
|
|
linesCrossed = false;
|
|
else {
|
|
int32 ldx = x - _bars[i].x1;
|
|
int32 yc = _bars[i].y1 + (_bars[i].dy * ldx) / _bars[i].dx;
|
|
// the intercept overlaps
|
|
if (yc >= ymin - 1 && yc <= ymax + 1)
|
|
linesCrossed = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return linesCrossed;
|
|
}
|
|
|
|
int32 Router::checkTarget(int32 x, int32 y) {
|
|
int32 onLine = 0;
|
|
|
|
int32 xmin = x - 1;
|
|
int32 xmax = x + 1;
|
|
int32 ymin = y - 1;
|
|
int32 ymax = y + 1;
|
|
|
|
// check if point +- 1 is on the line
|
|
// so ignore if it hits anything
|
|
|
|
for (int i = 0; i < _nBars && onLine == 0; i++) {
|
|
// overlapping line
|
|
if (xmax >= _bars[i].xmin && xmin <= _bars[i].xmax && ymax >= _bars[i].ymin && ymin <= _bars[i].ymax) {
|
|
int32 xc, yc;
|
|
|
|
// okay this line overlaps the target calculate an y intercept for x
|
|
|
|
// vertical line so we know it overlaps y
|
|
if (_bars[i].dx == 0)
|
|
yc = 0;
|
|
else {
|
|
int ldx = x - _bars[i].x1;
|
|
yc = _bars[i].y1 + (_bars[i].dy * ldx) / _bars[i].dx;
|
|
}
|
|
|
|
// overlapping point for y
|
|
if (yc >= ymin && yc <= ymax) {
|
|
// target on a line so drop out
|
|
onLine = 3;
|
|
debug(5, "RouteFail due to target on a line %d %d", x, y);
|
|
} else {
|
|
// vertical line so we know it overlaps y
|
|
if (_bars[i].dy == 0)
|
|
xc = 0;
|
|
else {
|
|
int32 ldy = y - _bars[i].y1;
|
|
xc = _bars[i].x1 + (_bars[i].dx * ldy) / _bars[i].dy;
|
|
}
|
|
|
|
// skip if not on module
|
|
if (xc >= xmin && xc <= xmax) {
|
|
// target on a line so drop out
|
|
onLine = 3;
|
|
debug(5, "RouteFail due to target on a line %d %d", x, y);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return onLine;
|
|
}
|
|
|
|
// ****************************************************************************
|
|
// * THE SETUP ROUTINES
|
|
// ****************************************************************************
|
|
|
|
int32 Router::LoadWalkResources(Object *megaObject, int32 x, int32 y, int32 dir) {
|
|
WalkGridHeader floorHeader;
|
|
int32 i;
|
|
uint8 *fPolygrid;
|
|
uint8 *fMegaWalkData;
|
|
|
|
int32 floorId;
|
|
int32 walkGridResourceId;
|
|
Object *floorObject;
|
|
|
|
int32 cnt;
|
|
uint32 cntu;
|
|
|
|
// load in floor grid for current mega
|
|
|
|
floorId = megaObject->o_place;
|
|
|
|
//floorObject = (object *)Lock_object(floorId);
|
|
floorObject = _objMan->fetchObject(floorId);
|
|
walkGridResourceId = floorObject->o_resource;
|
|
//Unlock_object(floorId);
|
|
|
|
//ResOpen(walkGridResourceId); // mouse wiggle
|
|
//fPolygrid = ResLock(walkGridResourceId); // mouse wiggle
|
|
fPolygrid = (uint8 *)_resMan->openFetchRes(walkGridResourceId);
|
|
|
|
|
|
fPolygrid += sizeof(Header);
|
|
memcpy(&floorHeader, fPolygrid, sizeof(WalkGridHeader));
|
|
fPolygrid += sizeof(WalkGridHeader);
|
|
_nBars = _resMan->getUint32(floorHeader.numBars);
|
|
|
|
if (_nBars >= O_GRID_SIZE) {
|
|
#ifdef DEBUG //check for id > number in file,
|
|
error("RouteFinder Error too many _bars %d", _nBars);
|
|
#endif
|
|
_nBars = 0;
|
|
}
|
|
|
|
_nNodes = _resMan->getUint32(floorHeader.numNodes) + 1; //array starts at 0 begins at a start _node has nnodes nodes and a target _node
|
|
|
|
if (_nNodes >= O_GRID_SIZE) {
|
|
#ifdef DEBUG //check for id > number in file,
|
|
error("RouteFinder Error too many nodes %d", _nNodes);
|
|
#endif
|
|
_nNodes = 0;
|
|
}
|
|
|
|
/*memmove(&_bars[0],fPolygrid,_nBars*sizeof(BarData));
|
|
fPolygrid += _nBars*sizeof(BarData);//move pointer to start of _node data*/
|
|
for (cnt = 0; cnt < _nBars; cnt++) {
|
|
_bars[cnt].x1 = _resMan->readUint16(fPolygrid); fPolygrid += 2;
|
|
_bars[cnt].y1 = _resMan->readUint16(fPolygrid); fPolygrid += 2;
|
|
_bars[cnt].x2 = _resMan->readUint16(fPolygrid); fPolygrid += 2;
|
|
_bars[cnt].y2 = _resMan->readUint16(fPolygrid); fPolygrid += 2;
|
|
_bars[cnt].xmin = _resMan->readUint16(fPolygrid); fPolygrid += 2;
|
|
_bars[cnt].ymin = _resMan->readUint16(fPolygrid); fPolygrid += 2;
|
|
_bars[cnt].xmax = _resMan->readUint16(fPolygrid); fPolygrid += 2;
|
|
_bars[cnt].ymax = _resMan->readUint16(fPolygrid); fPolygrid += 2;
|
|
_bars[cnt].dx = _resMan->readUint16(fPolygrid); fPolygrid += 2;
|
|
_bars[cnt].dy = _resMan->readUint16(fPolygrid); fPolygrid += 2;
|
|
_bars[cnt].co = _resMan->readUint32(fPolygrid); fPolygrid += 4;
|
|
}
|
|
|
|
/*j = 1;// leave _node 0 for start _node
|
|
do {
|
|
memmove(&_node[j].x,fPolygrid,2*sizeof(int16));
|
|
fPolygrid += 2*sizeof(int16);
|
|
j ++;
|
|
} while (j < _nNodes);//array starts at 0*/
|
|
for (cnt = 1; cnt < _nNodes; cnt++) {
|
|
_node[cnt].x = _resMan->readUint16(fPolygrid); fPolygrid += 2;
|
|
_node[cnt].y = _resMan->readUint16(fPolygrid); fPolygrid += 2;
|
|
}
|
|
|
|
//ResUnlock(walkGridResourceId); // mouse wiggle
|
|
//ResClose(walkGridResourceId); // mouse wiggle
|
|
_resMan->resClose(walkGridResourceId);
|
|
|
|
|
|
// floor grid loaded
|
|
|
|
// copy the mega structure into the local variables for use in all subroutines
|
|
|
|
_startX = megaObject->o_xcoord;
|
|
_startY = megaObject->o_ycoord;
|
|
_startDir = megaObject->o_dir;
|
|
_targetX = x;
|
|
_targetY = y;
|
|
_targetDir = dir;
|
|
|
|
_scaleA = megaObject->o_scale_a;
|
|
_scaleB = megaObject->o_scale_b;
|
|
|
|
//ResOpen(megaObject->o_mega_resource); // mouse wiggle
|
|
//fMegaWalkData = ResLock(megaObject->o_mega_resource); // mouse wiggle
|
|
fMegaWalkData = (uint8 *)_resMan->openFetchRes(megaObject->o_mega_resource);
|
|
// Apparently this resource is in little endian in both the Mac and the PC version
|
|
|
|
_nWalkFrames = fMegaWalkData[0];
|
|
_nTurnFrames = fMegaWalkData[1];
|
|
fMegaWalkData += 2;
|
|
for (cnt = 0; cnt < NO_DIRECTIONS * (_nWalkFrames + 1 + _nTurnFrames); cnt++) {
|
|
_dx[cnt] = (int32)_resMan->readLEUint32(fMegaWalkData);
|
|
fMegaWalkData += 4;
|
|
}
|
|
for (cnt = 0; cnt < NO_DIRECTIONS * (_nWalkFrames + 1 + _nTurnFrames); cnt++) {
|
|
_dy[cnt] = (int32)_resMan->readLEUint32(fMegaWalkData);
|
|
fMegaWalkData += 4;
|
|
}
|
|
/*memmove(&_dx[0],fMegaWalkData,NO_DIRECTIONS*(_nWalkFrames+1+_nTurnFrames)*sizeof(int32));
|
|
fMegaWalkData += NO_DIRECTIONS*(_nWalkFrames+1+_nTurnFrames)*sizeof(int32);
|
|
memmove(&_dy[0],fMegaWalkData,NO_DIRECTIONS*(_nWalkFrames+1+_nTurnFrames)*sizeof(int32));
|
|
fMegaWalkData += NO_DIRECTIONS*(_nWalkFrames+1+_nTurnFrames)*sizeof(int32);*/
|
|
|
|
for (cntu = 0; cntu < NO_DIRECTIONS; cntu++) {
|
|
_modX[cntu] = (int32)_resMan->readLEUint32(fMegaWalkData);
|
|
fMegaWalkData += 4;
|
|
}
|
|
for (cntu = 0; cntu < NO_DIRECTIONS; cntu++) {
|
|
_modY[cntu] = (int32)_resMan->readLEUint32(fMegaWalkData);
|
|
fMegaWalkData += 4;
|
|
}
|
|
/*memmove(&_modX[0],fMegaWalkData,NO_DIRECTIONS*sizeof(int32));
|
|
fMegaWalkData += NO_DIRECTIONS*sizeof(int32);
|
|
memmove(&_modY[0],fMegaWalkData,NO_DIRECTIONS*sizeof(int32));
|
|
fMegaWalkData += NO_DIRECTIONS*sizeof(int32);*/
|
|
|
|
//ResUnlock(megaObject->o_mega_resource); // mouse wiggle
|
|
//ResClose(megaObject->o_mega_resource); // mouse wiggle
|
|
_resMan->resClose(megaObject->o_mega_resource);
|
|
|
|
_diagonalx = _modX[3]; //36
|
|
_diagonaly = _modY[3]; //8
|
|
|
|
// mega data ready
|
|
|
|
// finish setting grid by putting mega _node at begining
|
|
// and target _node at end and reset current values
|
|
_node[0].x = _startX;
|
|
_node[0].y = _startY;
|
|
_node[0].level = 1;
|
|
_node[0].prev = 0;
|
|
_node[0].dist = 0;
|
|
i = 1;
|
|
do {
|
|
_node[i].level = 0;
|
|
_node[i].prev = 0;
|
|
_node[i].dist = 9999;
|
|
i = i + 1;
|
|
} while (i < _nNodes);
|
|
_node[_nNodes].x = _targetX;
|
|
_node[_nNodes].y = _targetY;
|
|
_node[_nNodes].level = 0;
|
|
_node[_nNodes].prev = 0;
|
|
_node[_nNodes].dist = 9999;
|
|
|
|
return 1;
|
|
}
|
|
|
|
// ****************************************************************************
|
|
// * THE ROUTE EXTRACTOR
|
|
// ****************************************************************************
|
|
|
|
void Router::extractRoute() {
|
|
/*********************************************************************
|
|
* extractRoute gets route from the node data after a full scan, route
|
|
* is written with just the basic way points and direction options for
|
|
* heading to the next point.
|
|
*********************************************************************/
|
|
|
|
int32 prev;
|
|
int32 prevx;
|
|
int32 prevy;
|
|
int32 last;
|
|
int32 point;
|
|
int32 dirx;
|
|
int32 diry;
|
|
int32 dir;
|
|
int32 ldx;
|
|
int32 ldy;
|
|
int32 p;
|
|
|
|
// extract the route from the _node data
|
|
prev = _nNodes;
|
|
last = prev;
|
|
point = O_ROUTE_SIZE - 1;
|
|
_route[point].x = _node[last].x;
|
|
_route[point].y = _node[last].y;
|
|
|
|
do {
|
|
point--;
|
|
prev = _node[last].prev;
|
|
prevx = _node[prev].x;
|
|
prevy = _node[prev].y;
|
|
_route[point].x = prevx;
|
|
_route[point].y = prevy;
|
|
last = prev;
|
|
} while (prev > 0);
|
|
|
|
// now shuffle route down in the buffer
|
|
_routeLength = 0;
|
|
|
|
do {
|
|
_route[_routeLength].x = _route[point].x;
|
|
_route[_routeLength].y = _route[point].y;
|
|
point++;
|
|
_routeLength++;
|
|
} while (point < O_ROUTE_SIZE);
|
|
|
|
_routeLength--;
|
|
|
|
// okay the route exists as a series point now put in some directions
|
|
for (p = 0; p < _routeLength; ++p) {
|
|
ldx = _route[p + 1].x - _route[p].x;
|
|
ldy = _route[p + 1].y - _route[p].y;
|
|
dirx = 1;
|
|
diry = 1;
|
|
|
|
if (ldx < 0) {
|
|
ldx = -ldx;
|
|
dirx = -1;
|
|
}
|
|
|
|
if (ldy < 0) {
|
|
ldy = -ldy;
|
|
diry = -1;
|
|
}
|
|
|
|
if (_diagonaly * ldx > _diagonalx * ldy) {
|
|
// dir = 1,2 or 2,3 or 5,6 or 6,7
|
|
|
|
// 2 or 6
|
|
dir = 4 - 2 * dirx;
|
|
_route[p].dirS = dir;
|
|
|
|
// 1, 3, 5 or 7
|
|
dir = dir + diry * dirx;
|
|
_route[p].dirD = dir;
|
|
} else {
|
|
// dir = 7,0 or 0,1 or 3,4 or 4,5
|
|
|
|
// 0 or 4
|
|
dir = 2 + 2 * diry;
|
|
_route[p].dirS = dir;
|
|
|
|
// 2 or 6
|
|
dir = 4 - 2 * dirx;
|
|
|
|
// 1, 3, 5 or 7
|
|
dir = dir + diry * dirx;
|
|
_route[p].dirD = dir;
|
|
}
|
|
}
|
|
|
|
// set the last dir to continue previous route unless specified
|
|
if (_targetDir == NO_DIRECTIONS) {
|
|
// ANY direction
|
|
_route[p].dirS = _route[p - 1].dirS;
|
|
_route[p].dirD = _route[p - 1].dirD;
|
|
} else {
|
|
_route[p].dirS = _targetDir;
|
|
_route[p].dirD = _targetDir;
|
|
}
|
|
return;
|
|
}
|
|
|
|
#define DIAGONALX 36
|
|
#define DIAGONALY 8
|
|
int whatTarget(int32 startX, int32 startY, int32 destX, int32 destY) {
|
|
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;
|
|
}
|
|
|
|
void Router::setPlayerTarget(int32 x, int32 y, int32 dir, int32 stance) {
|
|
_playerTargetX = x;
|
|
_playerTargetY = y;
|
|
_playerTargetDir = dir;
|
|
_playerTargetStance = stance;
|
|
}
|
|
|
|
} // End of namespace Sword1
|