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![Torbjörn Andersson](/assets/img/avatar_default.png)
understand the idea was to allow moving objects to take up space in the scene, thus forcing actors to move around them, or something like that. However, the number of extra bars/nodes was always zero. svn-id: r11365
244 lines
6.1 KiB
C++
244 lines
6.1 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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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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*
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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, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#ifndef _ROUTER_H
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#define _ROUTER_H
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// This used to be a variable, but it was never set. Actually, it wasn't even
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// initialised!
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//
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// Define this to force the use of slidy router (so solid path not used when
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// ending walk in ANY direction)
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//
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// #define FORCE_SLIDY
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#include "sword2/object.h"
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namespace Sword2 {
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#if !defined(__GNUC__)
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#pragma START_PACK_STRUCTS
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#endif
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struct _walkData {
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uint16 frame;
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int16 x;
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int16 y;
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uint8 step;
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uint8 dir;
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} GCC_PACK;
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struct _barData {
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int16 x1;
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int16 y1;
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int16 x2;
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int16 y2;
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int16 xmin;
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int16 ymin;
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int16 xmax;
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int16 ymax;
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int16 dx; // x2 - x1
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int16 dy; // y2 - y1
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int32 co; // co = (y1 * dx) - (x1 * dy) from an equation for a
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// line y * dx = x * dy + co
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} GCC_PACK;
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struct _nodeData {
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int16 x;
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int16 y;
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int16 level;
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int16 prev;
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int16 dist;
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} GCC_PACK;
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#if !defined(__GNUC__)
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#pragma END_PACK_STRUCTS
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#endif
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// because we only have 2 megas in the game!
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#define TOTAL_ROUTE_SLOTS 2
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#define MAX_FRAMES_PER_CYCLE 16
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#define NO_DIRECTIONS 8
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#define MAX_FRAMES_PER_CHAR (MAX_FRAMES_PER_CYCLE * NO_DIRECTIONS)
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#define ROUTE_END_FLAG 255
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#define MAX_WALKGRIDS 10
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#define O_WALKANIM_SIZE 600 // max number of nodes in router output
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#define O_GRID_SIZE 200 // max 200 lines & 200 points
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#define O_ROUTE_SIZE 50 // max number of modules in a route
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typedef struct {
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int32 x;
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int32 y;
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int32 dirS;
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int32 dirD;
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} _routeData;
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typedef struct {
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int32 x;
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int32 y;
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int32 dir;
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int32 num;
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} _pathData;
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class Router {
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private:
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Sword2Engine *_vm;
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// stores pointers to mem blocks containing routes created & used by
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// megas (NULL if slot not in use)
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mem *_routeSlots[TOTAL_ROUTE_SLOTS];
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_barData _bars[O_GRID_SIZE];
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_nodeData _node[O_GRID_SIZE];
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int32 _walkGridList[MAX_WALKGRIDS];
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int32 _nbars;
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int32 _nnodes;
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int32 _startX;
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int32 _startY;
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int32 _startDir;
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int32 _targetX;
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int32 _targetY;
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int32 _targetDir;
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int32 _scaleA;
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int32 _scaleB;
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_routeData _route[O_ROUTE_SIZE];
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_pathData _smoothPath[O_ROUTE_SIZE];
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_pathData _modularPath[O_ROUTE_SIZE];
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int32 _routeLength;
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int32 _framesPerStep;
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int32 _framesPerChar;
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uint8 _nWalkFrames; // no. of frames per walk cycle
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uint8 _usingStandingTurnFrames; // any standing turn frames?
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uint8 _usingWalkingTurnFrames; // any walking turn frames?
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uint8 _usingSlowInFrames; // any slow-in frames?
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uint8 _usingSlowOutFrames; // any slow-out frames?
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int32 _dx[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
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int32 _dy[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
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int8 _modX[NO_DIRECTIONS];
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int8 _modY[NO_DIRECTIONS];
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int32 _diagonalx;
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int32 _diagonaly;
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int32 _firstStandFrame;
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int32 _firstStandingTurnLeftFrame;
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int32 _firstStandingTurnRightFrame;
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int32 _firstWalkingTurnLeftFrame; // left walking turn
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int32 _firstWalkingTurnRightFrame; // right walking turn
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uint32 _firstSlowInFrame[NO_DIRECTIONS];
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uint32 _numberOfSlowInFrames[NO_DIRECTIONS];
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uint32 _leadingLeg[NO_DIRECTIONS];
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int32 _firstSlowOutFrame;
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// number of slow-out frames on for each leading-leg in each direction
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// ie. total number of slow-out frames = (numberOfSlowOutFrames * 2 *
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// NO_DIRECTIONS)
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int32 _numberOfSlowOutFrames;
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int32 _stepCount;
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int32 _moduleX;
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int32 _moduleY;
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int32 _currentDir;
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int32 _lastCount;
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int32 _frame;
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uint8 returnSlotNo(uint32 megaId);
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int32 getRoute(void);
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void extractRoute(void);
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void loadWalkGrid(void);
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void setUpWalkGrid(Object_mega *ob_mega, int32 x, int32 y, int32 dir);
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void loadWalkData(Object_walkdata *ob_walkdata);
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int32 scan(int32 level);
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int32 newCheck(int32 status, int32 x1, int32 y1, int32 x2, int32 y2);
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int32 lineCheck(int32 x1, int32 x2, int32 y1, int32 y2);
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int32 vertCheck(int32 x, int32 y1, int32 y2);
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int32 horizCheck(int32 x1, int32 y, int32 x2);
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int32 check(int32 x1, int32 y1, int32 x2, int32 y2);
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int32 checkTarget(int32 x, int32 y);
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int32 smoothestPath(void);
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int32 slidyPath(void);
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int32 smoothCheck(int32 best, int32 p, int32 dirS, int32 dirD);
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int32 addSlowInFrames(_walkData *walkAnim);
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void addSlowOutFrames(_walkData *walkAnim);
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void slidyWalkAnimator(_walkData *walkAnim);
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#ifndef FORCE_SLIDY
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int32 solidPath(void);
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int32 solidWalkAnimator(_walkData *walkAnim);
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#endif
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void plotCross(int16 x, int16 y, uint8 colour);
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public:
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Router(Sword2Engine *vm) : _vm(vm), _diagonalx(0), _diagonaly(0) {
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memset(_routeSlots, 0, sizeof(_routeSlots));
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memset(_bars, 0, sizeof(_bars));
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memset(_node, 0, sizeof(_node));
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memset(_walkGridList, 0, sizeof(_walkGridList));
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memset(_route, 0, sizeof(_route));
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memset(_smoothPath, 0, sizeof(_smoothPath));
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memset(_modularPath, 0, sizeof(_modularPath));
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memset(_dx, 0, sizeof(_dx));
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memset(_dy, 0, sizeof(_dy));
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memset(_modX, 0, sizeof(_modX));
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memset(_modY, 0, sizeof(_modY));
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memset(_firstSlowInFrame, 0, sizeof(_firstSlowInFrame));
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memset(_numberOfSlowInFrames, 0, sizeof(_numberOfSlowInFrames));
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memset(_leadingLeg, 0, sizeof(_leadingLeg));
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}
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int32 routeFinder(Object_mega *ob_mega, Object_walkdata *ob_walkdata, int32 x, int32 y, int32 dir);
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void earlySlowOut(Object_mega *ob_mega, Object_walkdata *ob_walkdata);
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void allocateRouteMem(void);
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_walkData* lockRouteMem(void);
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void floatRouteMem(void);
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void freeRouteMem(void);
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void freeAllRouteMem(void);
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void addWalkGrid(int32 gridResource);
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void removeWalkGrid(int32 gridResource);
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void clearWalkGridList(void);
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void plotWalkGrid(void);
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};
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} // End of namespace Sword2
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#endif
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