scummvm/engines/gob/goblin_v7.cpp
2022-12-02 11:44:36 +01:00

584 lines
15 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "gob/global.h"
#include "gob/gob.h"
#include "gob/goblin.h"
#include "gob/inter.h"
#include "gob/map.h"
#include "gob/mult.h"
#include "gob/scenery.h"
#include "gob/videoplayer.h"
namespace Gob {
Goblin_v7::Goblin_v7(GobEngine *vm) : Goblin_v4(vm) {
}
void Goblin_v7::setGoblinState(Mult::Mult_Object *obj, int16 animState) {
char str[128];
obj->pAnimData->layer &= 3;
int32 var_4 = 0;
Common::strlcpy(str, obj->animName, 128);
if (obj->pAnimData->curLookDir >= 10) {
if (obj->pAnimData->curLookDir == 26 ||
obj->pAnimData->curLookDir == 36) {
if (str[strlen(str) - 1] == 'U') {
str[strlen(str) - 3] = '\0';
} else
str[strlen(str) - 2] = '\0';
} else {
str[strlen(str) - 3] = '\0';
}
} else {
str[strlen(str) - 2] = '\0';
}
if (animState < 100)
var_4 = 1;
else
var_4 = 0;
animState %= 100;
obj->pAnimData->curLookDir = animState;
int16 newXCorrection = 0;
int16 newYCorrection = 0;
while (true) {
// obj->animVariables[1]: number of fields per state
// obj->animVariables[2]: max number of states
if (animState <= 0 || animState > obj->animVariables[2]) {
obj->pAnimData->animType = 11;
return;
} else {
int16 *animVariablesForState = obj->animVariables + animState * obj->animVariables[1];
if (animVariablesForState[0] == 0) {
newXCorrection = animVariablesForState[1];
newYCorrection = animVariablesForState[2];
} else {
if (animVariablesForState[0] == -2) {
// Reflexion relative to Y axis:
// Some videos exist only for "west" directions (W, NW, SW, N S),
// "east" directions (E, NE, SE) are then obtained by symmetry
switch (animState) {
case 1:
animState = 5;
break;
case 2:
animState = 4;
break;
case 4:
animState = 2;
break;
case 5:
animState = 1;
break;
case 6:
animState = 8;
break;
case 8:
animState = 6;
break;
case 31:
case 32:
case 33:
case 34:
case 35:
case 36:
case 37:
animState -= 10;
break;
default: // 3, 7, 9-30, > 36
obj->pAnimData->animType = 11;
return;
}
obj->pAnimData->layer |= 0x80;
newXCorrection = animVariablesForState[1];
newYCorrection = animVariablesForState[2];
} else if (animVariablesForState[0] == -1) {
obj->pAnimData->animType = 11;
return;
} else {
animState = animVariablesForState[0];
continue;
}
}
}
break;
}
if (obj->pAnimData->stateType == 1) {
if (animState == 22)
animState = 27;
else if (animState == 25)
animState = 26;
}
switch (animState) {
case 1:
Common::strlcat(str, "GG", 128);
break;
case 2:
Common::strlcat(str, "GH", 128);
break;
case 3:
Common::strlcat(str, "HH", 128);
break;
case 4:
Common::strlcat(str, "DH", 128);
break;
case 5:
Common::strlcat(str, "DD", 128);
break;
case 6:
Common::strlcat(str, "DB", 128);
break;
case 7:
Common::strlcat(str, "BB", 128);
break;
case 8:
Common::strlcat(str, "GB", 128);
break;
case 21:
Common::strlcat(str, "COG", 128);
break;
case 22: {
uint animIndex = _vm->_rnd.getRandomNumber(1);
switch (animIndex) {
case 0:
Common::strlcat(str, "EFR", 128); // scared (EFFRAYE)
break;
case 1:
Common::strlcat(str, "EF1", 128);
break;
default:
break;
}
break;
}
case 23:
Common::strlcat(str, "EXP", 128);
break;
case 24:
Common::strlcat(str, "FRA", 128);
break;
case 25: {
uint animIndex = _vm->_rnd.getRandomNumber(3);
switch (animIndex) {
case 0:
Common::strlcat(str, "PAR", 128); // talking (PARLE)
break;
case 1:
Common::strlcat(str, "PA1", 128);
break;
case 2:
Common::strlcat(str, "PA2", 128);
break;
case 3:
Common::strlcat(str, "PA3", 128);
break;
default:
break;
}
break;
}
case 26: {
uint animIndex = _vm->_rnd.getRandomNumber(3);
switch (animIndex) {
case 0:
Common::strlcat(str, "PAU", 128); // taking a break (PAUSE)
break;
case 1:
Common::strlcat(str, "P1", 128);
break;
case 2:
Common::strlcat(str, "P2", 128);
break;
case 3:
Common::strlcat(str, "P3", 128);
break;
default:
break;
}
break;
}
case 27: {
uint animIndex = _vm->_rnd.getRandomNumber(1);
switch (animIndex) {
case 0:
Common::strlcat(str, "RIR", 128); // laughing (RIRE)
break;
case 1:
Common::strlcat(str, "RI1", 128);
break;
default:
break;
}
break;
}
default:
Common::strlcat(str, Common::String::format("%02d", animState).c_str(), 128);
}
if (strcmp(str, obj->animName) != 0) {
_vm->_mult->closeObjVideo(*obj);
Common::strlcpy(obj->animName, str, 16);
}
int32 newX = 0;
int32 newY = 0;
if (_vm->_map->_usesObliqueCoordinates) {
// Oblique coordinates to screen coordinates mapping
newX = (_vm->_map->getTilesWidth() / 2) * obj->pAnimData->destX +
(_vm->_map->getTilesWidth() / 2) * obj->pAnimData->destY -
(_vm->_map->getTilesWidth() * 39) / 2;
newY = (_vm->_map->getTilesHeight() / 2) * obj->pAnimData->destY -
(_vm->_map->getTilesHeight() / 2) * obj->pAnimData->destX +
(_vm->_map->getTilesHeight() * 20);
if (animState > 10) {
obj->destX = obj->pAnimData->destX;
obj->goblinX = obj->destX;
obj->destY = obj->pAnimData->destY;
obj->goblinY = obj->destY;
}
} else {
newY = obj->pAnimData->destY * _vm->_map->getTilesHeight();
newX = obj->pAnimData->destX * _vm->_map->getTilesWidth();
}
*obj->pPosX = newX + newXCorrection;
*obj->pPosY = newY + newYCorrection;
obj->pAnimData->frame = 0;
if (var_4 == 0) {
_vm->_mult->closeObjVideo(*obj);
VideoPlayer::Properties props;
props.x = -1;
props.y = -1;
props.startFrame = 0;
props.lastFrame = 0;
props.breakKey = 0;
props.flags = 0x1601;
props.palStart = 0;
props.palEnd = 0;
props.sprite = 50 - obj->pAnimData->animation - 1;
_vm->_mult->openObjVideo(str, props, obj->pAnimData->animation);
} else {
if (obj->videoSlot == 0 ||
strcmp(obj->animName, str) != 0 ||
(_vm->_vidPlayer->getFlags(obj->videoSlot - 1) & 0x800)) {
VideoPlayer::Properties props;
props.x = -1;
props.y = -1;
props.startFrame = 0;
props.lastFrame = 0;
props.breakKey = 0;
props.flags = 0x1601;
props.palStart = 0;
props.palEnd = 0;
props.sprite = 50 - obj->pAnimData->animation - 1;
_vm->_mult->openObjVideo(str, props, obj->pAnimData->animation);
}
}
}
/*
* NOTE: conversion between direction index, coordinates in Map with _map->_usesObliqueCoordinates
* and screen coordinates
* -----------------------------------------------------
* | dir. index | Map obl. | screen |
* | 0 | ( 0, 0) | ( 0, 0) |
* | 1 | (-1, -1) | (-1, 0) -> left |
* | 2 | ( 0, -1) | (-1, -1) -> up-left |
* | 3 | ( 1, -1) | ( 0, -1) -> up |
* | 4 | ( 1, 0) | ( 1, -1) -> up-right |
* | 5 | ( 1, 1) | ( 1, 0) -> right |
* | 6 | ( 0, 1) | ( 1, 1) -> down-right |
* | 7 | (-1, 1) | ( 0, 1) -> down |
* | 8 | (-1, 0) | (-1, 1) -> down-left |
* | 9 | ( 0, 0) | ( 0, 0) |
* -----------------------------------------------------
*/
static int8 deltaXFromDirection[10] = {0, -1, 0, 1, 1, 1, 0, -1, -1, 0};
static int8 deltaYFromDirection[10] = {0, -1, -1, -1, 0, 1, 1, 1, 0, 0};
static bool positionWalkable(Map *map, int8 x, int8 y) {
return !map->getPass(x, y, map->getMapWidth());
}
static void updateGobDest(Map *map, Mult::Mult_Object &obj) {
if (!positionWalkable(map, obj.gobDestX, obj.gobDestY)) {
int8 newGobDestX = 0;
int32 var_8 = 1000;
int8 newGobDestY = 0;
for (int32 direction = 2; direction <= 8; direction += 2) {
int32 nbrOfStepsDir = 0;
int8 tempGobDestX = obj.gobDestX;
int8 tempGobDestY = obj.gobDestY;
while (true) {
tempGobDestX += deltaXFromDirection[direction];
tempGobDestY += deltaYFromDirection[direction];
nbrOfStepsDir++;
if (tempGobDestX < 0
|| tempGobDestX >= map->getMapWidth()
|| tempGobDestY < 0
|| tempGobDestY >= map->getMapHeight()) {
break;
}
if (positionWalkable(map, tempGobDestX, tempGobDestY)) {
if (nbrOfStepsDir < var_8) {
newGobDestX = tempGobDestX;
newGobDestY = tempGobDestY;
var_8 = nbrOfStepsDir;
break;
}
}
}
}
if (var_8 != 1000) {
obj.gobDestX = newGobDestX;
obj.gobDestY = newGobDestY;
}
}
}
int8 directionFromDeltaXY(int8 deltaX, int8 deltaY) {
for (int8 direction = 1; direction <= 8; ++direction) {
if (deltaXFromDirection[direction] == deltaX &&
deltaYFromDirection[direction] == deltaY)
return direction;
}
return 0;
}
bool Goblin_v7::directionWalkable(int8 x, int8 y, int8 direction) {
int8 nextX = x + deltaXFromDirection[direction];
int8 nextY = y + deltaYFromDirection[direction];
if (nextX >= 0 &&
nextX < _vm->_map->getMapWidth() &&
nextY >= 0 &&
nextY < _vm->_map->getMapHeight()) {
return positionWalkable(_vm->_map, nextX, nextY);
} else
return false;
}
int32 Goblin_v7::bestWalkableDirectionFromOriginAndDest(int8 x, int8 y, int8 destX, int8 destY) {
int8 deltaX = 0;
int8 deltaY = 0;
if (destX < x)
deltaX = -1;
else if (destX > x)
deltaX = 1;
if (destY < y)
deltaY = -1;
else if (destY > y)
deltaY = 1;
int8 direction = directionFromDeltaXY(deltaX, deltaY);
if (directionWalkable(x, y, direction))
return direction;
// Look for another walkable direction
direction -= 1;
if (direction <= 0)
direction += 8;
if (directionWalkable(x, y, direction))
return direction;
direction += 2;
if (direction > 8)
direction -= 8;
if (directionWalkable(x, y, direction))
return direction;
direction -= 3;
if (direction <= 0)
direction += 8;
if (directionWalkable(x, y, direction))
return -direction;
direction += 4;
if (direction > 8)
direction -= 8;
if (directionWalkable(x, y, direction))
return -direction;
return 0;
}
int32 Goblin_v7::findPath(int8 x, int8 y, int8 destX, int8 destY) {
int8 currentX = x;
int8 currentY = y;
int8 returnToPreviousStepDir = -1;
int8 var_8 = 0;
int8 firstDirection = 0;
int8 var_1C = 0;
while (true) {
int8 currentDirection = bestWalkableDirectionFromOriginAndDest(currentX, currentY, destX, destY);
if (currentDirection == 0)
return 0;
if (currentDirection >= 0) {
if (var_8 == 1) {
var_8 = 2;
var_1C = findPath(x, y, currentX, currentY);
if (var_1C > 0)
firstDirection = var_1C;
}
} else {
currentDirection = -currentDirection;
if (var_8 == 0)
var_8 = 1;
}
if (returnToPreviousStepDir > 0) {
returnToPreviousStepDir += 4;
if (returnToPreviousStepDir > 8)
returnToPreviousStepDir -= 8;
}
if (currentDirection == returnToPreviousStepDir) {
currentDirection += 4;
if (currentDirection > 8)
currentDirection -= 8;
if (!directionWalkable(currentX, currentY, currentDirection))
return 0;
}
if (firstDirection == 0)
firstDirection = currentDirection;
returnToPreviousStepDir = currentDirection; // Will be inverted later
currentX += deltaXFromDirection[currentDirection];
currentY += deltaYFromDirection[currentDirection];
if (currentX != destX || currentY != destY)
continue;
else
return firstDirection;
}
}
int32 Goblin_v7::computeObjNextDirection(Mult::Mult_Object &obj) {
Mult::Mult_AnimData animData = *obj.pAnimData;
if (animData.stateType == 1) {
warning("STUB: Goblin_v7::computeObjNextDirection animData.stateType == 1");
return 0;
} else {
updateGobDest(_vm->_map, obj);
int32 direction = findPath(obj.goblinX, obj.goblinY, obj.gobDestX, obj.gobDestY);
if (direction == 0) {
direction = bestWalkableDirectionFromOriginAndDest(obj.goblinX, obj.goblinY, obj.gobDestX, obj.gobDestY);
if (direction < 0)
direction = -direction;
}
if (animData.newState > 0) {
int32 newState = animData.newState + 4;
if (newState > 8) {
newState -= 8;
}
if (direction == newState) {
direction = animData.newState;
if (!directionWalkable(obj.goblinX, obj.goblinY, direction))
return 0;
}
}
if (direction < 0)
return 0;
obj.destX = obj.goblinX + deltaXFromDirection[direction];
obj.destY = obj.goblinY + deltaYFromDirection[direction];
return direction;
}
}
void Goblin_v7::initiateMove(Mult::Mult_Object *obj) {
int32 animState = 0;
if (obj->goblinX != obj->gobDestX || obj->goblinY != obj->gobDestY) {
debugC(5, kDebugGameFlow, "Computing Obj %s new state (obj->goblinX = %d, obj->gobDestX = %d, obj->goblinY = %d, obj->gobDestY = %d)",
obj->animName, obj->goblinX , obj->gobDestX , obj->goblinY ,obj->gobDestY);
animState = computeObjNextDirection(*obj);
debugC(5, kDebugGameFlow, "Obj %s new state = %d (obj->goblinX = %d, obj->gobDestX = %d, obj->goblinY = %d, obj->gobDestY = %d)",
obj->animName, animState, obj->goblinX , obj->gobDestX , obj->goblinY ,obj->gobDestY);
}
debugC(5, kDebugGameFlow, "Obj %s initiateMove (lookDir=%d, obj->posX=%d, obj->posY=%d, obj->goblinX = %d, obj->gobDestX = %d, obj->goblinY = %d, obj->gobDestY = %d)",
obj->animName, obj->pAnimData->curLookDir, (int16) *obj->pPosX, (int16) *obj->pPosY, obj->goblinX , obj->gobDestX , obj->goblinY , obj->gobDestY);
if (animState != 0) {
obj->pAnimData->newState = animState;
setGoblinState(obj, animState);
} else {
if (obj->pAnimData->destX != obj->pAnimData->gobDestX_maybe || obj->pAnimData->destY != obj->pAnimData->gobDestY_maybe)
obj->pAnimData->pathExistence = 2;
else
obj->pAnimData->pathExistence = 1;
obj->pAnimData->animType = 12;
if (obj->pAnimData->curLookDir >= 20) {
if (obj->pAnimData->curLookDir >= 30) {
if (obj->pAnimData->curLookDir >= 40)
return;
else {
setGoblinState(obj, 105);
obj->pAnimData->pathExistence = 3;
}
} else {
setGoblinState(obj, 101);
obj->pAnimData->pathExistence = 3;
}
} else {
setGoblinState(obj, obj->pAnimData->curLookDir + 100);
}
}
}
} // End of namespace Gob