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https://github.com/libretro/scummvm.git
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773 lines
25 KiB
C++
773 lines
25 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/memstream.h"
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#include "draci/draci.h"
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#include "draci/animation.h"
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#include "draci/game.h"
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#include "draci/walking.h"
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#include "draci/sprite.h"
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namespace Draci {
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void WalkingMap::load(const byte *data, uint length) {
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Common::MemoryReadStream mapReader(data, length);
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_realWidth = mapReader.readUint16LE();
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_realHeight = mapReader.readUint16LE();
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_deltaX = mapReader.readUint16LE();
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_deltaY = mapReader.readUint16LE();
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_mapWidth = mapReader.readUint16LE();
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_mapHeight = mapReader.readUint16LE();
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_byteWidth = mapReader.readUint16LE();
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// Set the data pointer to raw map data
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_data = data + mapReader.pos();
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}
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bool WalkingMap::getPixel(int x, int y) const {
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const byte *pMapByte = _data + _byteWidth * y + x / 8;
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return *pMapByte & (1 << x % 8);
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}
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bool WalkingMap::isWalkable(const Common::Point &p) const {
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// Convert to map pixels
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return getPixel(p.x / _deltaX, p.y / _deltaY);
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}
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Sprite *WalkingMap::newOverlayFromMap(byte color) const {
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// HACK: Create a visible overlay from the walking map so we can test it
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byte *wlk = new byte[_realWidth * _realHeight];
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memset(wlk, 255, _realWidth * _realHeight);
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for (int i = 0; i < _mapWidth; ++i) {
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for (int j = 0; j < _mapHeight; ++j) {
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if (getPixel(i, j)) {
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drawOverlayRectangle(Common::Point(i, j), color, wlk);
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}
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}
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}
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Sprite *ov = new Sprite(_realWidth, _realHeight, wlk, 0, 0, false);
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// ov has taken the ownership of wlk.
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return ov;
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}
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/**
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* @brief For a given point, find a nearest walkable point on the walking map
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*
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* @param startX x coordinate of the point
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* @param startY y coordinate of the point
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*
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* @return A Common::Point representing the nearest walkable point
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*/
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Common::Point WalkingMap::findNearestWalkable(int startX, int startY) const {
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// The dimension of the screen.
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const Common::Rect searchRect(0, 0, _realWidth, _realHeight);
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// Consider circles with radii gradually rising from 0 to the length of
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// the longest edge on the screen. For each radius, probe all points
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// on the circle and return the first walkable one. Go through angles
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// [0, 45 degrees] and probe all 8 reflections of each point.
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for (int radius = 0; radius < searchRect.width() + searchRect.height(); radius += _deltaX) {
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// The position of the point on the circle.
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int x = 0;
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int y = radius;
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// Variables for computing the points on the circle
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int prediction = 1 - radius;
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int dx = 3;
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int dy = 2 * radius - 2;
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// Walk until we reach the 45-degree angle.
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while (x <= y) {
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// The place where, eventually, the result coordinates will be stored
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Common::Point finalPos;
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// Auxilliary array of multiplicative coefficients for reflecting points.
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static const int kSigns[] = { 1, -1 };
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// Check all 8 reflections of the basic point.
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for (uint i = 0; i < 2; ++i) {
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finalPos.y = startY + y * kSigns[i];
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for (uint j = 0; j < 2; ++j) {
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finalPos.x = startX + x * kSigns[j];
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// If the current point is walkable, return it
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if (searchRect.contains(finalPos.x, finalPos.y) && isWalkable(finalPos)) {
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return finalPos;
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}
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}
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}
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for (uint i = 0; i < 2; ++i) {
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finalPos.y = startY + x * kSigns[i];
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for (uint j = 0; j < 2; ++j) {
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finalPos.x = startX + y * kSigns[j];
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// If the current point is walkable, return it
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if (searchRect.contains(finalPos.x, finalPos.y) && isWalkable(finalPos)) {
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return finalPos;
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}
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}
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}
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// Walk along the circle to the next point: the
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// X-coordinate moves to the right, and the
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// Y-coordinate may move to the bottom if the predictor
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// says so.
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if (prediction >= 0) {
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prediction -= dy;
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dy -= 2 * _deltaX;
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y -= _deltaX;
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}
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prediction += dx;
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dx += 2 * _deltaX;
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x += _deltaX;
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}
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}
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// The destination point is unreachable.
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return Common::Point(-1, -1);
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}
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// We don't use Common::Point due to using static initialization.
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const int WalkingMap::kDirections[][2] = { {0, -1}, {0, +1}, {-1, 0}, {+1, 0} };
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bool WalkingMap::findShortestPath(Common::Point p1, Common::Point p2, WalkingPath *path) const {
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// Round the positions to map squares.
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p1.x /= _deltaX;
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p2.x /= _deltaX;
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p1.y /= _deltaY;
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p2.y /= _deltaY;
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// Allocate buffers for breadth-first search. The buffer of points for
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// exploration should be large enough.
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const int bufSize = 4 * _realHeight;
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int8 *cameFrom = new int8[_mapWidth * _mapHeight];
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Common::Point *toSearch = new Common::Point[bufSize];
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// Insert the starting point as a single seed.
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int toRead = 0, toWrite = 0;
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memset(cameFrom, -1, _mapWidth * _mapHeight); // -1 = not found yet
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cameFrom[p1.y * _mapWidth + p1.x] = 0;
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toSearch[toWrite++] = p1;
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// Search until we empty the whole buffer (not found) or find the
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// destination point.
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while (toRead != toWrite) {
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const Common::Point &here = toSearch[toRead];
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const int from = cameFrom[here.y * _mapWidth + here.x];
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if (here == p2) {
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break;
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}
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// Look into all 4 directions in a particular order depending
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// on the direction we came to this point from. This is to
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// ensure that among many paths of the same length, the one
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// with the smallest number of turns is preferred.
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for (int addDir = 0; addDir < 4; ++addDir) {
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const int probeDirection = (from + addDir) % 4;
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const int x = here.x + kDirections[probeDirection][0];
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const int y = here.y + kDirections[probeDirection][1];
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if (x < 0 || x >= _mapWidth || y < 0 || y >= _mapHeight) {
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continue;
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}
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// If this point is walkable and we haven't seen it
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// yet, record how we have reached it and insert it
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// into the round buffer for exploration.
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if (getPixel(x, y) && cameFrom[y * _mapWidth + x] == -1) {
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cameFrom[y * _mapWidth + x] = probeDirection;
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toSearch[toWrite++] = Common::Point(x, y);
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toWrite %= bufSize;
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}
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}
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++toRead;
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toRead %= bufSize;
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}
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// The path doesn't exist.
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if (toRead == toWrite) {
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delete[] cameFrom;
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delete[] toSearch;
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return false;
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}
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// Trace the path back and store it. Count the path length, resize the
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// output array, and then track the pack from the end.
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path->clear();
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for (int pass = 0; pass < 2; ++pass) {
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Common::Point p = p2;
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int index = 0;
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while (1) {
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++index;
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if (pass == 1) {
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(*path)[path->size() - index] = p;
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}
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if (p == p1) {
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break;
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}
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const int from = cameFrom[p.y * _mapWidth + p.x];
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p.x -= kDirections[from][0];
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p.y -= kDirections[from][1];
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}
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if (pass == 0) {
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path->resize(index);
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}
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}
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delete[] cameFrom;
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delete[] toSearch;
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return true;
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}
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void WalkingMap::obliquePath(const WalkingPath& path, WalkingPath *obliquedPath) {
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// Prune the path to only contain vertices where the direction is changing.
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obliquedPath->clear();
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if (path.empty()) {
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return;
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}
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obliquedPath->push_back(path[0]);
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uint index = 1;
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while (index < path.size()) {
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// index1 points to the last vertex inserted into the
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// simplified path.
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uint index1 = index - 1;
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// Probe the vertical direction. Notice that the shortest path
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// never turns by 180 degrees and therefore it is sufficient to
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// test that the X coordinates are equal.
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while (index < path.size() && path[index].x == path[index1].x) {
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++index;
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}
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if (index - 1 > index1) {
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index1 = index - 1;
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obliquedPath->push_back(path[index1]);
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}
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// Probe the horizontal direction.
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while (index < path.size() && path[index].y == path[index1].y) {
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++index;
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}
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if (index - 1 > index1) {
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index1 = index - 1;
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obliquedPath->push_back(path[index1]);
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}
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}
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// Repeatedly oblique the path until it cannot be improved. This
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// process is finite, because after each success the number of vertices
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// goes down.
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while (managedToOblique(obliquedPath)) {}
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}
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Sprite *WalkingMap::newOverlayFromPath(const WalkingPath &path, byte color) const {
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// HACK: Create a visible overlay from the walking map so we can test it
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byte *wlk = new byte[_realWidth * _realHeight];
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memset(wlk, 255, _realWidth * _realHeight);
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for (uint segment = 1; segment < path.size(); ++segment) {
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const Common::Point &v1 = path[segment-1];
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const Common::Point &v2 = path[segment];
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const int steps = pointsBetween(v1, v2);
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// Draw only points in the interval [v1, v2). These half-open
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// half-closed intervals connect all the way to the last point.
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for (int step = 0; step < steps; ++step) {
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drawOverlayRectangle(interpolate(v1, v2, step, steps), color, wlk);
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}
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}
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// Draw the last point. This works also when the path has no segment,
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// but just one point.
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if (path.size() > 0) {
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const Common::Point &vLast = path[path.size()-1];
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drawOverlayRectangle(vLast, color, wlk);
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}
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Sprite *ov = new Sprite(_realWidth, _realHeight, wlk, 0, 0, false);
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// ov has taken the ownership of wlk.
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return ov;
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}
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void WalkingMap::drawOverlayRectangle(const Common::Point &p, byte color, byte *buf) const {
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for (int i = 0; i < _deltaX; ++i) {
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for (int j = 0; j < _deltaY; ++j) {
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buf[(p.y * _deltaY + j) * _realWidth + (p.x * _deltaX + i)] = color;
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}
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}
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}
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int WalkingMap::pointsBetween(const Common::Point &p1, const Common::Point &p2) {
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return MAX(ABS(p2.x - p1.x), ABS(p2.y - p1.y));
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}
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Common::Point WalkingMap::interpolate(const Common::Point &p1, const Common::Point &p2, int i, int n) {
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const int x = (p1.x * (n-i) + p2.x * i + n/2) / n;
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const int y = (p1.y * (n-i) + p2.y * i + n/2) / n;
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return Common::Point(x, y);
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}
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bool WalkingMap::lineIsCovered(const Common::Point &p1, const Common::Point &p2) const {
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const int steps = pointsBetween(p1, p2);
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for (int step = 0; step <= steps; ++step) {
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Common::Point p = interpolate(p1, p2, step, steps);
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if (!getPixel(p.x, p.y)) {
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return false;
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}
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}
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return true;
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}
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bool WalkingMap::managedToOblique(WalkingPath *path) const {
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bool improved = false;
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// Making the path oblique works as follows. If the path has at least
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// 3 remaining vertices, we try to oblique the L-shaped path between
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// them. First we try to connect the 1st and 3rd vertex directly (if
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// all points on the line between them are walkable) and then we try to
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// walk on both edges towards the 2nd vertex in parallel and try to
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// find a shortcut (replacing the 2nd vertex by this mid-point). If
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// either of those attempts succeeds, we have shortned the path. We
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// update the path vertices and continue with the next segment.
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for (uint head = 2; head < path->size(); ++head) {
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const Common::Point &v1 = (*path)[head-2];
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const Common::Point &v2 = (*path)[head-1];
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const Common::Point &v3 = (*path)[head];
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const int points12 = pointsBetween(v1, v2);
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const int points32 = pointsBetween(v3, v2);
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// Find the first point p on each edge [v1, v2] and [v3, v2]
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// such that the edge [p, the third vertex] is covered.
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// Ideally we would like p \in {v1, v3} and the closer the
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// better. The last point p = v2 should always succeed.
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int first12, first32;
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for (first12 = 0; first12 < points12; ++first12) {
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Common::Point midPoint = interpolate(v1, v2, first12, points12);
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if (lineIsCovered(midPoint, v3)) {
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break;
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}
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}
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if (first12 == 0) {
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// Can completely remove the vertex. Head stays the
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// same after -- and ++.
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path->remove_at(--head);
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improved = true;
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continue;
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}
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for (first32 = 0; first32 < points32; ++first32) {
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Common::Point midPoint = interpolate(v3, v2, first32, points32);
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if (lineIsCovered(midPoint, v1)) {
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break;
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}
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}
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if (first12 < points12 && first32 >= points32 + MIN(first12 - points12, 0)) {
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// There is such a point on the first edge and the
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// second edge has either not succeeded or we gain more
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// by cutting this edge than the other one.
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(*path)[head-1] = interpolate(v1, v2, first12, points12);
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// After replacing the 2nd vertex, let head move on.
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} else if (first32 < points32) {
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(*path)[head-1] = interpolate(v3, v2, first32, points32);
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}
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}
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return improved;
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}
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void WalkingState::stopWalking() {
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_path.clear();
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_callback = nullptr;
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}
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void WalkingState::startWalking(const Common::Point &p1, const Common::Point &p2,
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const Common::Point &mouse, SightDirection dir,
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const Common::Point &delta, const WalkingPath& path) {
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_path = path;
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_mouse = mouse;
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_dir = dir;
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if (!_path.size()) {
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_path.push_back(p1);
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}
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if (_path.size() == 1 && p2 != p1) {
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// Although the first and last point belong to the same
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// rectangle and therefore the computed path is of length 1,
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// they are different pixels.
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_path.push_back(p2);
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}
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debugC(2, kDraciWalkingDebugLevel, "Starting walking [%d,%d] -> [%d,%d] with %d vertices",
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p1.x, p1.y, p2.x, p2.y, _path.size());
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// The first and last point are available with pixel accurracy.
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_path[0] = p1;
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_path[_path.size() - 1] = p2;
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// The intermediate points are given with map granularity; convert them
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// to pixels.
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for (uint i = 1; i < _path.size() - 1; ++i) {
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_path[i].x *= delta.x;
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_path[i].y *= delta.y;
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}
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// Remember the initial dragon's direction.
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const GameObject *dragon = _vm->_game->getObject(kDragonObject);
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_startingDirection = static_cast<Movement> (dragon->playingAnim());
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// Going to start with the first segment.
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_segment = 0;
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_lastAnimPhase = -1;
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_turningFinished = false;
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turnForTheNextSegment();
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}
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void WalkingState::setCallback(const GPL2Program *program, uint16 offset) {
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_callback = _callbackLast = program;
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_callbackOffset = _callbackOffsetLast = offset;
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}
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void WalkingState::callback() {
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if (!_callback) {
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return;
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}
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debugC(2, kDraciWalkingDebugLevel, "Calling walking callback");
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const GPL2Program &originalCallback = *_callback;
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_callback = nullptr;
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_vm->_script->runWrapper(originalCallback, _callbackOffset, true, false);
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_callbackLast = nullptr;
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_callbackOffset = 0;
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}
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void WalkingState::callbackLast() {
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setCallback(_callbackLast, _callbackOffsetLast);
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}
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bool WalkingState::continueWalkingOrClearPath() {
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const bool stillWalking = continueWalking();
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if (!stillWalking) {
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_path.clear();
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}
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return stillWalking;
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}
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bool WalkingState::continueWalking() {
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const GameObject *dragon = _vm->_game->getObject(kDragonObject);
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const Movement movement = static_cast<Movement> (dragon->playingAnim());
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if (_turningFinished) {
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// When a turning animation has finished, heroAnimationFinished() callback
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// gets called, which sets this flag to true. It's important
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// to not start walking right away in the callback, because
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// that would disturb the data structures of the animation
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// manager.
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_turningFinished = false;
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return walkOnNextEdge();
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}
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// If the current segment is the last one, we have reached the
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// destination and are already facing in the right direction ===>
|
|
// return false. The code should, however, get here only if the path
|
|
// has just 1 vertex and startWalking() leaves the path open.
|
|
// Finishing and nontrivial path will get caught earlier.
|
|
if (_segment >= _path.size()) {
|
|
return false;
|
|
}
|
|
|
|
// Read the dragon's animation's current phase. Determine if it has
|
|
// changed from the last time. If not, wait until it has.
|
|
Animation *anim = dragon->_anim[movement];
|
|
const int animPhase = anim->currentFrameNum();
|
|
const bool wasUpdated = animPhase != _lastAnimPhase;
|
|
if (!wasUpdated) {
|
|
debugC(4, kDraciWalkingDebugLevel, "Waiting for an animation phase change: still %d", animPhase);
|
|
return true;
|
|
}
|
|
|
|
if (isTurningMovement(movement)) {
|
|
// If the current animation is a turning animation, wait a bit more.
|
|
debugC(3, kDraciWalkingDebugLevel, "Continuing turning for edge %d with phase %d", _segment, animPhase);
|
|
_lastAnimPhase = animPhase;
|
|
return true;
|
|
}
|
|
|
|
// We are walking in the middle of an edge. The animation phase has
|
|
// just changed.
|
|
|
|
// Read the position of the hero from the animation object, and adjust
|
|
// it to the current edge.
|
|
const Common::Point prevHero = _vm->_game->getHeroPosition();
|
|
_vm->_game->positionHeroAsAnim(anim);
|
|
const Common::Point curHero = _vm->_game->getHeroPosition();
|
|
Common::Point adjustedHero = curHero;
|
|
const bool reachedEnd = alignHeroToEdge(_path[_segment-1], _path[_segment], prevHero, &adjustedHero);
|
|
if (reachedEnd && _segment >= _path.size() - 1) {
|
|
// We don't want the dragon to jump around if we repeatedly
|
|
// click on the same pixel. Let him always end where desired.
|
|
debugC(2, kDraciWalkingDebugLevel, "Adjusting position to the final node");
|
|
adjustedHero = _path[_segment];
|
|
}
|
|
|
|
debugC(3, kDraciWalkingDebugLevel, "Continuing walking on edge %d: phase %d and position+=[%d,%d]->[%d,%d] adjusted to [%d,%d]",
|
|
_segment-1, animPhase, curHero.x - prevHero.x, curHero.y - prevHero.y, curHero.x, curHero.y, adjustedHero.x, adjustedHero.y);
|
|
|
|
// Update the hero position to the adjusted one. The animation number
|
|
// is not changing, so this will just move the sprite and return the
|
|
// current frame number.
|
|
_vm->_game->setHeroPosition(adjustedHero);
|
|
_lastAnimPhase = _vm->_game->playHeroAnimation(movement);
|
|
|
|
// If the hero has reached the end of the edge, start transition to the
|
|
// next phase. This will increment _segment, either immediately (if no
|
|
// transition is needed) or in the callback (after the transition is
|
|
// done). If the hero has arrived at a slightly different point due to
|
|
// animated sprites, adjust the path so that the animation can smoothly
|
|
// continue.
|
|
if (reachedEnd) {
|
|
if (adjustedHero != _path[_segment]) {
|
|
debugC(2, kDraciWalkingDebugLevel, "Adjusting node %d of the path [%d,%d]->[%d,%d]",
|
|
_segment, _path[_segment].x, _path[_segment].y, adjustedHero.x, adjustedHero.y);
|
|
_path[_segment] = adjustedHero;
|
|
}
|
|
return turnForTheNextSegment();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool WalkingState::alignHeroToEdge(const Common::Point &p1, const Common::Point &p2, const Common::Point &prevHero, Common::Point *hero) {
|
|
const Movement movement = animationForDirection(p1, p2);
|
|
const Common::Point p2Diff(p2.x - p1.x, p2.y - p1.y);
|
|
if (p2Diff.x == 0 && p2Diff.y == 0) {
|
|
debugC(2, kDraciWalkingDebugLevel, "Adjusted walking edge has zero length");
|
|
// Due to changing the path vertices on the fly, this can happen.
|
|
return true;
|
|
}
|
|
bool reachedEnd;
|
|
if (movement == kMoveLeft || movement == kMoveRight) {
|
|
if (p2Diff.x == 0) {
|
|
error("Wrong value for horizontal movement");
|
|
}
|
|
reachedEnd = movement == kMoveLeft ? hero->x <= p2.x : hero->x >= p2.x;
|
|
hero->y += hero->x * p2Diff.y / p2Diff.x - prevHero.x * p2Diff.y / p2Diff.x;
|
|
} else {
|
|
if (p2Diff.y == 0) {
|
|
error("Wrong value for vertical movement");
|
|
}
|
|
reachedEnd = movement == kMoveUp ? hero->y <= p2.y : hero->y >= p2.y;
|
|
hero->x += hero->y * p2Diff.x / p2Diff.y - prevHero.y * p2Diff.x / p2Diff.y;
|
|
}
|
|
return reachedEnd;
|
|
}
|
|
|
|
bool WalkingState::turnForTheNextSegment() {
|
|
const GameObject *dragon = _vm->_game->getObject(kDragonObject);
|
|
const Movement currentAnim = static_cast<Movement> (dragon->playingAnim());
|
|
const Movement wantAnim = directionForNextPhase();
|
|
Movement transition = transitionBetweenAnimations(currentAnim, wantAnim);
|
|
|
|
debugC(2, kDraciWalkingDebugLevel, "Turning for edge %d", _segment);
|
|
|
|
if (transition == kMoveUndefined) {
|
|
// Start the next segment right away as if the turning has just finished.
|
|
return walkOnNextEdge();
|
|
} else {
|
|
// Otherwise start the transition and wait until the Animation
|
|
// class calls heroAnimationFinished() as a callback, leading
|
|
// to calling walkOnNextEdge() in the next phase.
|
|
assert(isTurningMovement(transition));
|
|
_lastAnimPhase = _vm->_game->playHeroAnimation(transition);
|
|
Animation *anim = dragon->_anim[transition];
|
|
anim->registerCallback(&Animation::tellWalkingState);
|
|
|
|
debugC(2, kDraciWalkingDebugLevel, "Starting turning animation %d with phase %d", transition, _lastAnimPhase);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
void WalkingState::heroAnimationFinished() {
|
|
debugC(2, kDraciWalkingDebugLevel, "Turning callback called");
|
|
_turningFinished = true;
|
|
|
|
// We don't need to clear the callback to safer doNothing, because
|
|
// nobody ever plays this animation directly. It is only played by
|
|
// turnForTheNextSegment() and then the same callback needs to be
|
|
// activated again.
|
|
}
|
|
|
|
bool WalkingState::walkOnNextEdge() {
|
|
// The hero is turned well for the next line segment or for facing the
|
|
// target direction. It is also standing on the right spot thanks to
|
|
// the entry condition for turnForTheNextSegment().
|
|
|
|
// Start the desired next animation and retrieve the current animation
|
|
// phase.
|
|
// Don't use any callbacks, because continueWalking() will decide the
|
|
// end on its own and after walking is done callbacks shouldn't be
|
|
// called either. It wouldn't make much sense anyway, since the
|
|
// walking/staying/talking animations are cyclic.
|
|
Movement nextAnim = directionForNextPhase();
|
|
_lastAnimPhase = _vm->_game->playHeroAnimation(nextAnim);
|
|
|
|
debugC(2, kDraciWalkingDebugLevel, "Turned for edge %d, starting animation %d with phase %d", _segment, nextAnim, _lastAnimPhase);
|
|
|
|
if (++_segment < _path.size()) {
|
|
// We are on an edge: track where the hero is on this edge.
|
|
int length = WalkingMap::pointsBetween(_path[_segment-1], _path[_segment]);
|
|
debugC(2, kDraciWalkingDebugLevel, "Next edge %d has length %d", _segment-1, length);
|
|
return true;
|
|
} else {
|
|
// Otherwise we are done. continueWalking() will return false next time.
|
|
debugC(2, kDraciWalkingDebugLevel, "We have walked the whole path");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
Movement WalkingState::animationForDirection(const Common::Point &here, const Common::Point &there) {
|
|
const int dx = there.x - here.x;
|
|
const int dy = there.y - here.y;
|
|
if (ABS(dx) >= ABS(dy)) {
|
|
return dx >= 0 ? kMoveRight : kMoveLeft;
|
|
} else {
|
|
return dy >= 0 ? kMoveDown : kMoveUp;
|
|
}
|
|
}
|
|
|
|
Movement WalkingState::directionForNextPhase() const {
|
|
if (_segment >= _path.size() - 1) {
|
|
return animationForSightDirection(_dir, _path[_path.size()-1], _mouse, _path, _startingDirection);
|
|
} else {
|
|
return animationForDirection(_path[_segment], _path[_segment+1]);
|
|
}
|
|
}
|
|
|
|
Movement WalkingState::transitionBetweenAnimations(Movement previous, Movement next) {
|
|
switch (next) {
|
|
case kMoveUp:
|
|
switch (previous) {
|
|
case kMoveLeft:
|
|
case kStopLeft:
|
|
case kSpeakLeft:
|
|
return kMoveLeftUp;
|
|
case kMoveRight:
|
|
case kStopRight:
|
|
case kSpeakRight:
|
|
return kMoveRightUp;
|
|
default:
|
|
return kMoveUndefined;
|
|
}
|
|
case kMoveDown:
|
|
switch (previous) {
|
|
case kMoveLeft:
|
|
case kStopLeft:
|
|
case kSpeakLeft:
|
|
return kMoveLeftDown;
|
|
case kMoveRight:
|
|
case kStopRight:
|
|
case kSpeakRight:
|
|
return kMoveRightDown;
|
|
default:
|
|
return kMoveUndefined;
|
|
}
|
|
case kMoveLeft:
|
|
switch (previous) {
|
|
case kMoveDown:
|
|
return kMoveDownLeft;
|
|
case kMoveUp:
|
|
return kMoveUpLeft;
|
|
case kMoveRight:
|
|
case kStopRight:
|
|
case kSpeakRight:
|
|
return kMoveRightLeft;
|
|
default:
|
|
return kMoveUndefined;
|
|
}
|
|
case kMoveRight:
|
|
switch (previous) {
|
|
case kMoveDown:
|
|
return kMoveDownRight;
|
|
case kMoveUp:
|
|
return kMoveUpRight;
|
|
case kMoveLeft:
|
|
case kStopLeft:
|
|
case kSpeakLeft:
|
|
return kMoveLeftRight;
|
|
default:
|
|
return kMoveUndefined;
|
|
}
|
|
case kStopLeft:
|
|
switch (previous) {
|
|
case kMoveUp:
|
|
return kMoveUpStopLeft;
|
|
case kMoveRight:
|
|
case kStopRight:
|
|
case kSpeakRight:
|
|
return kMoveRightLeft;
|
|
default:
|
|
return kMoveUndefined;
|
|
}
|
|
case kStopRight:
|
|
switch (previous) {
|
|
case kMoveUp:
|
|
return kMoveUpStopRight;
|
|
case kMoveLeft:
|
|
case kStopLeft:
|
|
case kSpeakLeft:
|
|
return kMoveLeftRight;
|
|
default:
|
|
return kMoveUndefined;
|
|
}
|
|
default:
|
|
return kMoveUndefined;
|
|
}
|
|
}
|
|
|
|
Movement WalkingState::animationForSightDirection(SightDirection dir, const Common::Point &hero, const Common::Point &mouse, const WalkingPath &path, Movement startingDirection) {
|
|
switch (dir) {
|
|
case kDirectionLeft:
|
|
return kStopLeft;
|
|
case kDirectionRight:
|
|
return kStopRight;
|
|
case kDirectionMouse:
|
|
if (mouse.x < hero.x) {
|
|
return kStopLeft;
|
|
} else if (mouse.x > hero.x) {
|
|
return kStopRight;
|
|
}
|
|
// fall through
|
|
default: {
|
|
// Find the last horizontal direction on the path.
|
|
int i = path.size() - 1;
|
|
while (i >= 0 && path[i].x == hero.x) {
|
|
--i;
|
|
}
|
|
if (i >= 0) {
|
|
return path[i].x < hero.x ? kStopRight : kStopLeft;
|
|
} else {
|
|
// Avoid changing the direction when no walking has
|
|
// been done. Preserve the original direction.
|
|
return (startingDirection == kMoveLeft || startingDirection == kStopLeft || startingDirection == kSpeakLeft)
|
|
? kStopLeft : kStopRight;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
} // End of namespace Draci
|