scummvm/scumm/boxes.cpp
2003-06-07 00:13:26 +00:00

1273 lines
29 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm.h"
#include "actor.h"
#include "common/util.h"
#include <math.h>
#if !defined(__GNUC__)
#pragma START_PACK_STRUCTS
#endif
struct Box { /* Internal walkbox file format */
union {
struct {
byte uy;
byte ly;
byte ulx;
byte urx;
byte llx;
byte lrx;
byte mask;
byte flags;
} GCC_PACK v2;
struct {
int16 ulx, uly;
int16 urx, ury;
int16 lrx, lry;
int16 llx, lly;
byte mask;
byte flags;
uint16 scale;
} GCC_PACK old;
struct {
int32 ulx, uly;
int32 urx, ury;
int32 lrx, lry;
int32 llx, lly;
uint32 mask; // FIXME - is 'mask' really here?
uint32 flags; // FIXME - is 'flags' really here?
uint32 scaleSlot;
uint32 scale;
uint32 unk2;
uint32 unk3;
} GCC_PACK v8;
} GCC_PACK;
} GCC_PACK;
#if !defined(__GNUC__)
#pragma END_PACK_STRUCTS
#endif
struct PathNode { /* Linked list of walkpath nodes */
uint index;
struct PathNode *left, *right;
};
struct PathVertex { /* Linked list of walkpath nodes */
PathNode *left;
PathNode *right;
};
#define BOX_MATRIX_SIZE 2000
static bool compareSlope(int X1, int Y1, int X2, int Y2, int X3, int Y3);
static ScummVM::Point closestPtOnLine(int ulx, int uly, int llx, int lly, int x, int y);
static PathVertex *unkMatrixProc1(PathVertex *vtx, PathNode *node);
byte Scumm::getMaskFromBox(int box) {
Box *ptr = getBoxBaseAddr(box);
if (!ptr)
return 0;
if (_version == 8)
return (byte) FROM_LE_32(ptr->v8.mask);
else if (_version <= 2)
return ptr->v2.mask;
else
return ptr->old.mask;
}
void Scumm::setBoxFlags(int box, int val) {
debug(2, "setBoxFlags(%d, 0x%02x)", box, val);
/* FULL_THROTTLE stuff */
if (val & 0xC000) {
assert(box >= 0 && box < 65);
_extraBoxFlags[box] = val;
} else {
Box *ptr = getBoxBaseAddr(box);
assert(ptr);
if (_version == 8)
ptr->v8.flags = TO_LE_32(val);
else if (_version <= 2)
ptr->v2.flags = val;
else
ptr->old.flags = val;
}
}
byte Scumm::getBoxFlags(int box) {
Box *ptr = getBoxBaseAddr(box);
if (!ptr)
return 0;
if (_version == 8)
return (byte) FROM_LE_32(ptr->v8.flags);
else if (_version <= 2)
return ptr->v2.flags;
else
return ptr->old.flags;
}
void Scumm::setBoxScale(int box, int scale) {
Box *ptr = getBoxBaseAddr(box);
assert(ptr);
if (_version == 8)
ptr->v8.scale = TO_LE_32(scale);
else if (_version <= 2)
error("This should not ever be called!");
else
ptr->old.scale = TO_LE_16(scale);
}
void Scumm::setBoxScaleSlot(int box, int slot) {
Box *ptr = getBoxBaseAddr(box);
assert(ptr);
ptr->v8.scaleSlot = TO_LE_32(slot);
}
int Scumm::getScale(int box, int x, int y) {
if (_features & GF_NO_SCALLING)
return 255;
Box *ptr = getBoxBaseAddr(box);
if (!ptr)
return 255;
if (_version == 8) {
int slot = FROM_LE_32(ptr->v8.scaleSlot);
if (slot) {
assert(1 <= slot && slot <= 20);
int scaleX = 0, scaleY = 0;
ScaleSlot &s = _scaleSlots[slot-1];
if (s.y1 == s.y2 && s.x1 == s.x2)
error("Invalid scale slot %d", slot);
if (s.y1 != s.y2) {
if (y < 0)
y = 0;
scaleY = (s.scale2 - s.scale1) * (y - s.y1) / (s.y2 - s.y1) + s.scale1;
if (s.x1 == s.x2) {
return scaleY;
}
}
scaleX = (s.scale2 - s.scale1) * (x - s.x1) / (s.x2 - s.x1) + s.scale1;
if (s.y1 == s.y2) {
return scaleX;
} else {
return (scaleX + scaleY - s.x1) / 2;
}
} else
return FROM_LE_32(ptr->v8.scale);
} else {
uint16 scale = READ_LE_UINT16(&ptr->old.scale);
if (scale & 0x8000) {
scale = (scale & 0x7FFF) + 1;
byte *resptr = getResourceAddress(rtScaleTable, scale);
if (resptr == NULL)
error("Scale table %d not defined", scale);
if (y >= _screenHeight)
y = _screenHeight - 1;
else if (y < 0)
y = 0;
scale = resptr[y];
}
return scale;
}
}
int Scumm::getBoxScale(int box) {
if (_features & GF_NO_SCALLING)
return 255;
Box *ptr = getBoxBaseAddr(box);
if (!ptr)
return 255;
if (_version == 8)
return FROM_LE_32(ptr->v8.scale);
else
return READ_LE_UINT16(&ptr->old.scale);
}
byte Scumm::getNumBoxes() {
byte *ptr = getResourceAddress(rtMatrix, 2);
if (!ptr)
return 0;
if (_version == 8)
return (byte) READ_LE_UINT32(ptr);
else
return ptr[0];
}
Box *Scumm::getBoxBaseAddr(int box) {
byte *ptr = getResourceAddress(rtMatrix, 2);
if (!ptr || box == 255)
return NULL;
// FIXME: In "pass to adventure", the loom demo, when bobbin enters
// the tent to the elders, box = 2, but ptr[0] = 2 -> errors out.
// Hence we disable the check for now. Maybe in PASS (and other old games)
// we shouldn't subtract 1 from ptr[0] when performing the check?
// this also seems to be incorrect for atari st demo of zak
// and assumingly other v2 games
if (_gameId == GID_MONKEY_EGA) {
if (box < 0 || box > ptr[0] - 1)
warning("Illegal box %d", box);
} else
checkRange(ptr[0] - 1, 0, box, "Illegal box %d");
if (_version <= 2)
return (Box *)(ptr + box * SIZEOF_BOX_V2 + 1);
else if (_version == 3)
return (Box *)(ptr + box * SIZEOF_BOX_V3 + 1);
else if (_features & GF_SMALL_HEADER)
return (Box *)(ptr + box * SIZEOF_BOX + 1);
else if (_version == 8)
return (Box *)(ptr + box * SIZEOF_BOX_V8 + 4);
else
return (Box *)(ptr + box * SIZEOF_BOX + 2);
}
int Scumm::getSpecialBox(int x, int y) {
int i;
int numOfBoxes;
byte flag;
numOfBoxes = getNumBoxes() - 1;
for (i = numOfBoxes; i >= 0; i--) {
flag = getBoxFlags(i);
if (!(flag & kBoxInvisible) && (flag & kBoxPlayerOnly))
return (-1);
if (checkXYInBoxBounds(i, x, y))
return (i);
}
return (-1);
}
bool Scumm::checkXYInBoxBounds(int b, int x, int y) {
BoxCoords box;
if (b < 0 || b == Actor::kInvalidBox)
return false;
getBoxCoordinates(b, &box);
if (x < box.ul.x && x < box.ur.x && x < box.lr.x && x < box.ll.x)
return false;
if (x > box.ul.x && x > box.ur.x && x > box.lr.x && x > box.ll.x)
return false;
if (y < box.ul.y && y < box.ur.y && y < box.lr.y && y < box.ll.y)
return false;
if (y > box.ul.y && y > box.ur.y && y > box.lr.y && y > box.ll.y)
return false;
if (box.ul.x == box.ur.x && box.ul.y == box.ur.y && box.lr.x == box.ll.x && box.lr.y == box.ll.y ||
box.ul.x == box.ll.x && box.ul.y == box.ll.y && box.ur.x == box.lr.x && box.ur.y == box.lr.y) {
ScummVM::Point pt;
pt = closestPtOnLine(box.ul.x, box.ul.y, box.lr.x, box.lr.y, x, y);
if (distanceFromPt(x, y, pt.x, pt.y) <= 4)
return true;
}
if (!compareSlope(box.ul.x, box.ul.y, box.ur.x, box.ur.y, x, y))
return false;
if (!compareSlope(box.ur.x, box.ur.y, box.lr.x, box.lr.y, x, y))
return false;
if (!compareSlope(box.ll.x, box.ll.y, x, y, box.lr.x, box.lr.y))
return false;
if (!compareSlope(box.ul.x, box.ul.y, x, y, box.ll.x, box.ll.y))
return false;
return true;
}
void Scumm::getBoxCoordinates(int boxnum, BoxCoords *box) {
Box *bp = getBoxBaseAddr(boxnum);
assert(bp);
if (_version == 8) {
box->ul.x = (short)FROM_LE_32(bp->v8.ulx);
box->ul.y = (short)FROM_LE_32(bp->v8.uly);
box->ur.x = (short)FROM_LE_32(bp->v8.urx);
box->ur.y = (short)FROM_LE_32(bp->v8.ury);
box->ll.x = (short)FROM_LE_32(bp->v8.llx);
box->ll.y = (short)FROM_LE_32(bp->v8.lly);
box->lr.x = (short)FROM_LE_32(bp->v8.lrx);
box->lr.y = (short)FROM_LE_32(bp->v8.lry);
// FIXME: Some walkboxes in CMI appear to have been flipped,
// in the sense that for instance the lower boundary is above
// the upper one. Can that really be the case, or is there
// some more sinister problem afoot?
//
// Is this fix sufficient, or will we need something more
// elaborate?
if (box->ul.y > box->ll.y && box->ur.y > box->lr.y) {
SWAP(box->ul.x, box->ll.x);
SWAP(box->ul.y, box->ll.y);
SWAP(box->ur.x, box->lr.x);
SWAP(box->ur.y, box->lr.y);
}
if (box->ul.x > box->ur.x && box->ll.x > box->lr.x) {
SWAP(box->ul.x, box->ur.x);
SWAP(box->ul.y, box->ur.y);
SWAP(box->ll.x, box->lr.x);
SWAP(box->ll.y, box->lr.y);
}
} else if (_version <= 2) {
box->ul.x = bp->v2.ulx * 8;
box->ul.y = bp->v2.uy * 2;
box->ur.x = bp->v2.urx * 8;
box->ur.y = bp->v2.uy * 2;
box->ll.x = bp->v2.llx * 8;
box->ll.y = bp->v2.ly * 2;
box->lr.x = bp->v2.lrx * 8;
box->lr.y = bp->v2.ly * 2;
} else {
box->ul.x = (int16)READ_LE_UINT16(&bp->old.ulx);
box->ul.y = (int16)READ_LE_UINT16(&bp->old.uly);
box->ur.x = (int16)READ_LE_UINT16(&bp->old.urx);
box->ur.y = (int16)READ_LE_UINT16(&bp->old.ury);
box->ll.x = (int16)READ_LE_UINT16(&bp->old.llx);
box->ll.y = (int16)READ_LE_UINT16(&bp->old.lly);
box->lr.x = (int16)READ_LE_UINT16(&bp->old.lrx);
box->lr.y = (int16)READ_LE_UINT16(&bp->old.lry);
}
}
uint Scumm::distanceFromPt(int x, int y, int ptx, int pty) {
int diffx, diffy;
diffx = abs(ptx - x);
if (diffx >= 0x100)
return 0xFFFF;
diffy = abs(pty - y);
if (diffy >= 0x100)
return 0xFFFF;
diffx *= diffx;
diffy *= diffy;
return diffx + diffy;
}
bool compareSlope(int X1, int Y1, int X2, int Y2, int X3, int Y3) {
return (Y2 - Y1) * (X3 - X1) <= (Y3 - Y1) * (X2 - X1);
}
ScummVM::Point closestPtOnLine(int ulx, int uly, int llx, int lly, int x, int y) {
int lydiff, lxdiff;
int32 dist, a, b, c;
int x2, y2;
ScummVM::Point pt;
if (llx == ulx) { // Vertical line?
x2 = ulx;
y2 = y;
} else if (lly == uly) { // Horizontal line?
x2 = x;
y2 = uly;
} else {
lydiff = lly - uly;
lxdiff = llx - ulx;
if (abs(lxdiff) > abs(lydiff)) {
dist = lxdiff * lxdiff + lydiff * lydiff;
a = ulx * lydiff / lxdiff;
b = x * lxdiff / lydiff;
c = (a + b - uly + y) * lydiff * lxdiff / dist;
x2 = c;
y2 = c * lydiff / lxdiff - a + uly;
} else {
dist = lydiff * lydiff + lxdiff * lxdiff;
a = uly * lxdiff / lydiff;
b = y * lydiff / lxdiff;
c = (a + b - ulx + x) * lydiff * lxdiff / dist;
y2 = c;
x2 = c * lxdiff / lydiff - a + ulx;
}
}
lxdiff = llx - ulx;
lydiff = lly - uly;
if (abs(lydiff) < abs(lxdiff)) {
if (lxdiff > 0) {
if (x2 < ulx) {
type1:;
x2 = ulx;
y2 = uly;
} else if (x2 > llx) {
type2:;
x2 = llx;
y2 = lly;
}
} else {
if (x2 > ulx)
goto type1;
if (x2 < llx)
goto type2;
}
} else {
if (lydiff > 0) {
if (y2 < uly)
goto type1;
if (y2 > lly)
goto type2;
} else {
if (y2 > uly)
goto type1;
if (y2 < lly)
goto type2;
}
}
pt.x = x2;
pt.y = y2;
return pt;
}
bool Scumm::inBoxQuickReject(int b, int x, int y, int threshold) {
int t;
BoxCoords box;
getBoxCoordinates(b, &box);
if (threshold == 0)
return true;
t = x - threshold;
if (t > box.ul.x && t > box.ur.x && t > box.lr.x && t > box.ll.x)
return false;
t = x + threshold;
if (t < box.ul.x && t < box.ur.x && t < box.lr.x && t < box.ll.x)
return false;
t = y - threshold;
if (t > box.ul.y && t > box.ur.y && t > box.lr.y && t > box.ll.y)
return false;
t = y + threshold;
if (t < box.ul.y && t < box.ur.y && t < box.lr.y && t < box.ll.y)
return false;
return true;
}
AdjustBoxResult Scumm::getClosestPtOnBox(int b, int x, int y) {
ScummVM::Point pt;
AdjustBoxResult best;
uint dist;
uint bestdist = (uint)0xFFFF;
BoxCoords box;
getBoxCoordinates(b, &box);
pt = closestPtOnLine(box.ul.x, box.ul.y, box.ur.x, box.ur.y, x, y);
dist = distanceFromPt(x, y, pt.x, pt.y);
if (dist < bestdist) {
bestdist = dist;
best.x = pt.x;
best.y = pt.y;
}
pt = closestPtOnLine(box.ur.x, box.ur.y, box.lr.x, box.lr.y, x, y);
dist = distanceFromPt(x, y, pt.x, pt.y);
if (dist < bestdist) {
bestdist = dist;
best.x = pt.x;
best.y = pt.y;
}
pt = closestPtOnLine(box.lr.x, box.lr.y, box.ll.x, box.ll.y, x, y);
dist = distanceFromPt(x, y, pt.x, pt.y);
if (dist < bestdist) {
bestdist = dist;
best.x = pt.x;
best.y = pt.y;
}
pt = closestPtOnLine(box.ll.x, box.ll.y, box.ul.x, box.ul.y, x, y);
dist = distanceFromPt(x, y, pt.x, pt.y);
if (dist < bestdist) {
bestdist = dist;
best.x = pt.x;
best.y = pt.y;
}
best.dist = bestdist;
return best;
}
byte *Scumm::getBoxMatrixBaseAddr() {
byte *ptr = getResourceAddress(rtMatrix, 1);
if (*ptr == 0xFF)
ptr++;
return ptr;
}
/*
* Compute if there is a way that connects box 'from' with box 'to'.
* Returns the number of a box adjactant to 'from' that is the next on the
* way to 'to' (this can be 'to' itself or a third box).
* If there is no connection -1 is return.
*/
int Scumm::getPathToDestBox(byte from, byte to) {
byte *boxm;
byte i;
int dest = -1;
const int numOfBoxes = getNumBoxes();
if (from == to)
return to;
if (to == Actor::kInvalidBox)
return -1;
if (from == Actor::kInvalidBox)
return to;
assert(from < numOfBoxes);
assert(to < numOfBoxes);
boxm = getBoxMatrixBaseAddr();
if (_version <= 2) {
// The v2 box matrix is a real matrix with numOfBoxes rows and columns.
// The first numOfBoxes bytes contain indices to the start of the corresponding
// row (although that seems unnecessary to me - the value is easily computable.
boxm += numOfBoxes + boxm[from];
return boxm[to];
}
// Skip up to the matrix data for box 'from'
for (i = 0; i < from; i++) {
while (*boxm != 0xFF)
boxm += 3;
boxm++;
}
// Now search for the entry for box 'to'
while (boxm[0] != 0xFF) {
if (boxm[0] <= to && to <= boxm[1])
dest = boxm[2];
boxm += 3;
}
return dest;
}
/*
* Computes the next point actor a has to walk towards in a straight
* line in order to get from box1 to box3 via box2.
*/
bool Actor::findPathTowards(byte box1nr, byte box2nr, byte box3nr, int16 &foundPathX, int16 &foundPathY) {
BoxCoords box1;
BoxCoords box2;
ScummVM::Point tmp;
int i, j;
int flag;
int q, pos;
_vm->getBoxCoordinates(box1nr, &box1);
_vm->getBoxCoordinates(box2nr, &box2);
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
if (box1.ul.x == box1.ur.x && box1.ul.x == box2.ul.x && box1.ul.x == box2.ur.x) {
flag = 0;
if (box1.ul.y > box1.ur.y) {
SWAP(box1.ul.y, box1.ur.y);
flag |= 1;
}
if (box2.ul.y > box2.ur.y) {
SWAP(box2.ul.y, box2.ur.y);
flag |= 2;
}
if (box1.ul.y > box2.ur.y || box2.ul.y > box1.ur.y ||
(box1.ur.y == box2.ul.y || box2.ur.y == box1.ul.y) &&
box1.ul.y != box1.ur.y && box2.ul.y != box2.ur.y) {
if (flag & 1)
SWAP(box1.ul.y, box1.ur.y);
if (flag & 2)
SWAP(box2.ul.y, box2.ur.y);
} else {
pos = y;
if (box2nr == box3nr) {
int diffX = walkdata.destx - x;
int diffY = walkdata.desty - y;
int boxDiffX = box1.ul.x - x;
if (diffX != 0) {
int t;
diffY *= boxDiffX;
t = diffY / diffX;
if (t == 0 && (diffY <= 0 || diffX <= 0)
&& (diffY >= 0 || diffX >= 0))
t = -1;
pos = y + t;
}
}
q = pos;
if (q < box2.ul.y)
q = box2.ul.y;
if (q > box2.ur.y)
q = box2.ur.y;
if (q < box1.ul.y)
q = box1.ul.y;
if (q > box1.ur.y)
q = box1.ur.y;
if (q == pos && box2nr == box3nr)
return true;
foundPathY = q;
foundPathX = box1.ul.x;
return false;
}
}
if (box1.ul.y == box1.ur.y && box1.ul.y == box2.ul.y && box1.ul.y == box2.ur.y) {
flag = 0;
if (box1.ul.x > box1.ur.x) {
SWAP(box1.ul.x, box1.ur.x);
flag |= 1;
}
if (box2.ul.x > box2.ur.x) {
SWAP(box2.ul.x, box2.ur.x);
flag |= 2;
}
if (box1.ul.x > box2.ur.x || box2.ul.x > box1.ur.x ||
(box1.ur.x == box2.ul.x || box2.ur.x == box1.ul.x) &&
box1.ul.x != box1.ur.x && box2.ul.x != box2.ur.x) {
if (flag & 1)
SWAP(box1.ul.x, box1.ur.x);
if (flag & 2)
SWAP(box2.ul.x, box2.ur.x);
} else {
if (box2nr == box3nr) {
int diffX = walkdata.destx - x;
int diffY = walkdata.desty - y;
int boxDiffY = box1.ul.y - y;
pos = x;
if (diffY != 0) {
pos += diffX * boxDiffY / diffY;
}
} else {
pos = x;
}
q = pos;
if (q < box2.ul.x)
q = box2.ul.x;
if (q > box2.ur.x)
q = box2.ur.x;
if (q < box1.ul.x)
q = box1.ul.x;
if (q > box1.ur.x)
q = box1.ur.x;
if (q == pos && box2nr == box3nr)
return true;
foundPathX = q;
foundPathY = box1.ul.y;
return false;
}
}
tmp = box1.ul;
box1.ul = box1.ur;
box1.ur = box1.lr;
box1.lr = box1.ll;
box1.ll = tmp;
}
tmp = box2.ul;
box2.ul = box2.ur;
box2.ur = box2.lr;
box2.lr = box2.ll;
box2.ll = tmp;
}
return false;
}
#define BOX_DEBUG 0
#if BOX_DEBUG
static void printMatrix(byte *boxm, int num) {
int i;
for (i = 0; i < num; i++) {
printf("%d: ", i);
while (*boxm != 0xFF) {
printf("%d, ", *boxm);
boxm++;
}
boxm++;
printf("\n");
}
}
static void printMatrix2(byte *matrix, int num) {
int i, j;
printf(" ");
for (i = 0; i < num; i++)
printf("%2d ", i);
printf("\n");
for (i = 0; i < num; i++) {
printf("%2d: ", i);
for (j = 0; j < num; j++) {
int val = matrix[i * 64 + j];
if (val == 250)
printf(" ? ");
else
printf("%2d ", val);
}
printf("\n");
}
}
#endif
void Scumm::createBoxMatrix() {
int num, i, j;
byte flags;
int table_1[66], table_2[66];
int counter, val;
int code;
// A heap (an optiimsation to avoid calling malloc/free extremly often)
_maxBoxVertexHeap = 1000;
createResource(rtMatrix, 4, _maxBoxVertexHeap);
_boxPathVertexHeap = getResourceAddress(rtMatrix, 4);
_boxPathVertexHeapIndex = _boxMatrixItem = 0;
// Temporary 64*65 distance matrix
createResource(rtMatrix, 3, 65 * 64);
_boxMatrixPtr3 = getResourceAddress(rtMatrix, 3);
// The result "matrix" in the special format used by Scumm.
createResource(rtMatrix, 1, BOX_MATRIX_SIZE);
_boxMatrixPtr1 = getResourceAddress(rtMatrix, 1);
num = getNumBoxes();
#if BOX_DEBUG
printf("Creating box matrix...\n");
for (i = 0; i < num; i++) {
BoxCoords coords;
flags = getBoxFlags(i);
getBoxCoordinates(i, &coords);
printf("%d: [%d x %d] [%d x %d] [%d x %d] [%d x %d], flags=0x%02x\n",
i,
coords.ul.x, coords.ul.y, coords.ll.x, coords.ll.y,
coords.ur.x, coords.ur.y, coords.lr.x, coords.lr.y,
flags);
}
#endif
// Initialise the distance matrix: each box has distance 0 to itself,
// and distance 1 to its direct neighbors. Initially, it has distance
// 250 (= infinity) to all other boxes.
for (i = 0; i < num; i++) {
for (j = 0; j < num; j++) {
if (i == j) {
_boxMatrixPtr3[i * 64 + j] = 0;
} else if (areBoxesNeighbours(i, j)) {
_boxMatrixPtr3[i * 64 + j] = 1;
} else {
_boxMatrixPtr3[i * 64 + j] = 250;
}
}
}
#if BOX_DEBUG
printf("Initial matrix:\n");
printMatrix2(_boxMatrixPtr3, num);
#endif
// Iterate over all boxes
for (j = 0; j < num; j++) {
flags = getBoxFlags(j);
if (flags & kBoxInvisible) {
// Locked/invisible boxes are only reachable from themselves.
addToBoxMatrix(0xFF);
addToBoxMatrix(j);
addToBoxMatrix(j);
addToBoxMatrix(j);
} else {
PathNode *node, *node2 = NULL;
PathVertex *vtx = addPathVertex();
for (i = 0; i < num; i++) {
flags = getBoxFlags(j);
if (!(flags & kBoxInvisible)) {
node = unkMatrixProc2(vtx, i);
if (i == j)
node2 = node;
}
}
table_1[j] = 0;
table_2[j] = j;
vtx = unkMatrixProc1(vtx, node2);
node = vtx ? vtx->left : NULL;
counter = 250;
while (node) {
val = _boxMatrixPtr3[j * 64 + node->index];
table_1[node->index] = val;
if (val < counter)
counter = val;
if (table_1[node->index] != 250)
table_2[node->index] = node->index;
else
table_2[node->index] = -1;
node = node->left;
}
while (vtx) {
counter = 250;
node2 = node = vtx->left;
while (node) {
if (table_1[node->index] < counter) {
counter = table_1[node->index];
node2 = node;
}
node = node->left;
}
vtx = unkMatrixProc1(vtx, node2);
node = vtx ? vtx->left : NULL;
while (node) {
code = _boxMatrixPtr3[node2->index * 64 + node->index];
code += table_1[node2->index];
if (code < table_1[node->index]) {
table_1[node->index] = code;
table_2[node->index] = table_2[node2->index];
}
node = node->left;
}
}
addToBoxMatrix(0xFF);
for (i = 1; i < num; i++) {
if (table_2[i - 1] != -1) {
addToBoxMatrix(i - 1); /* lo */
while (table_2[i - 1] == table_2[i]) {
++i;
if (i == num)
break;
}
addToBoxMatrix(i - 1); /* hi */
addToBoxMatrix(table_2[i - 1]); /* dst */
}
}
if (i == num && table_2[i - 1] != -1) {
addToBoxMatrix(i - 1); /* lo */
addToBoxMatrix(i - 1); /* hi */
addToBoxMatrix(table_2[i - 1]); /* dest */
}
}
}
addToBoxMatrix(0xFF);
nukeResource(rtMatrix, 4);
nukeResource(rtMatrix, 3);
#if BOX_DEBUG
printf("End result:\n");
printMatrix2(_boxMatrixPtr3, num);
printMatrix(getBoxMatrixBaseAddr(), num);
#endif
}
PathVertex *unkMatrixProc1(PathVertex *vtx, PathNode *node) {
if (node == NULL || vtx == NULL)
return NULL;
if (!node->right) {
vtx->left = node->left;
} else {
node->right->left = node->left;
}
if (!node->left) {
vtx->right = node->right;
} else {
node->left->right = node->right;
}
if (vtx->left)
return vtx;
return NULL;
}
PathNode *Scumm::unkMatrixProc2(PathVertex *vtx, int i) {
PathNode *node;
if (vtx == NULL)
return NULL;
node = (PathNode *)addToBoxVertexHeap(sizeof(PathNode));
node->index = i;
node->left = 0;
node->right = 0;
if (!vtx->right) {
vtx->left = node;
} else {
vtx->right->left = node;
node->right = vtx->right;
}
vtx->right = node;
return vtx->right;
}
/* Check if two boxes are neighbours */
bool Scumm::areBoxesNeighbours(int box1nr, int box2nr) {
int j, k, m, n;
int tmp_x, tmp_y;
bool result;
BoxCoords box;
BoxCoords box2;
if (getBoxFlags(box1nr) & kBoxInvisible || getBoxFlags(box2nr) & kBoxInvisible)
return false;
getBoxCoordinates(box1nr, &box2);
getBoxCoordinates(box2nr, &box);
result = false;
j = 4;
do {
k = 4;
do {
if (box2.ur.x == box2.ul.x && box.ul.x == box2.ul.x && box.ur.x == box2.ur.x) {
n = m = 0;
if (box2.ur.y < box2.ul.y) {
n = 1;
SWAP(box2.ur.y, box2.ul.y);
}
if (box.ur.y < box.ul.y) {
m = 1;
SWAP(box.ur.y, box.ul.y);
}
if (box.ur.y < box2.ul.y ||
box.ul.y > box2.ur.y ||
(box.ul.y == box2.ur.y ||
box.ur.y == box2.ul.y) && box2.ur.y != box2.ul.y && box.ul.y != box.ur.y) {
if (n) {
SWAP(box2.ur.y, box2.ul.y);
}
if (m) {
SWAP(box.ur.y, box.ul.y);
}
} else {
if (n) {
SWAP(box2.ur.y, box2.ul.y);
}
if (m) {
SWAP(box.ur.y, box.ul.y);
}
result = true;
}
}
if (box2.ur.y == box2.ul.y && box.ul.y == box2.ul.y && box.ur.y == box2.ur.y) {
n = m = 0;
if (box2.ur.x < box2.ul.x) {
n = 1;
SWAP(box2.ur.x, box2.ul.x);
}
if (box.ur.x < box.ul.x) {
m = 1;
SWAP(box.ur.x, box.ul.x);
}
if (box.ur.x < box2.ul.x ||
box.ul.x > box2.ur.x ||
(box.ul.x == box2.ur.x ||
box.ur.x == box2.ul.x) && box2.ur.x != box2.ul.x && box.ul.x != box.ur.x) {
if (n) {
SWAP(box2.ur.x, box2.ul.x);
}
if (m) {
SWAP(box.ur.x, box.ul.x);
}
} else {
if (n) {
SWAP(box2.ur.x, box2.ul.x);
}
if (m) {
SWAP(box.ur.x, box.ul.x);
}
result = true;
}
}
tmp_x = box2.ul.x;
tmp_y = box2.ul.y;
box2.ul.x = box2.ur.x;
box2.ul.y = box2.ur.y;
box2.ur.x = box2.lr.x;
box2.ur.y = box2.lr.y;
box2.lr.x = box2.ll.x;
box2.lr.y = box2.ll.y;
box2.ll.x = tmp_x;
box2.ll.y = tmp_y;
} while (--k);
tmp_x = box.ul.x;
tmp_y = box.ul.y;
box.ul.x = box.ur.x;
box.ul.y = box.ur.y;
box.ur.x = box.lr.x;
box.ur.y = box.lr.y;
box.lr.x = box.ll.x;
box.lr.y = box.ll.y;
box.ll.x = tmp_x;
box.ll.y = tmp_y;
} while (--j);
return result;
}
void Scumm::addToBoxMatrix(byte b) {
if (++_boxMatrixItem > BOX_MATRIX_SIZE)
error("Box matrix overflow");
*_boxMatrixPtr1++ = b;
}
void *Scumm::addToBoxVertexHeap(int size) {
byte *ptr = _boxPathVertexHeap;
_boxPathVertexHeap += size;
_boxPathVertexHeapIndex += size;
if (_boxPathVertexHeapIndex >= _maxBoxVertexHeap)
error("Box path vertex heap overflow");
return ptr;
}
PathVertex *Scumm::addPathVertex() {
_boxPathVertexHeap = getResourceAddress(rtMatrix, 4);
_boxPathVertexHeapIndex = 0;
return (PathVertex *)addToBoxVertexHeap(sizeof(PathVertex));
}
void Actor::findPathTowardsOld(byte trap1, byte trap2, byte final_trap, ScummVM::Point gateLoc[5]) {
ScummVM::Point pt;
ScummVM::Point gateA[2];
ScummVM::Point gateB[2];
_vm->getGates(trap1, trap2, gateA, gateB);
gateLoc[1].x = x;
gateLoc[1].y = y;
gateLoc[2].x = 32000;
gateLoc[3].x = 32000;
gateLoc[4].x = 32000;
if (trap2 == final_trap) { /* next = final box? */
gateLoc[4].x = walkdata.destx;
gateLoc[4].y = walkdata.desty;
if (_vm->getMaskFromBox(trap1) == _vm->getMaskFromBox(trap2) || 1) {
if (compareSlope(gateLoc[1].x, gateLoc[1].y, gateLoc[4].x, gateLoc[4].y, gateA[0].x, gateA[0].y) !=
compareSlope(gateLoc[1].x, gateLoc[1].y, gateLoc[4].x, gateLoc[4].y, gateB[0].x, gateB[0].y) &&
compareSlope(gateLoc[1].x, gateLoc[1].y, gateLoc[4].x, gateLoc[4].y, gateA[1].x, gateA[1].y) !=
compareSlope(gateLoc[1].x, gateLoc[1].y, gateLoc[4].x, gateLoc[4].y, gateB[1].x, gateB[1].y)) {
return; /* same zplane and between both gates? */
}
}
}
pt = closestPtOnLine(gateA[1].x, gateA[1].y, gateB[1].x, gateB[1].y, gateLoc[1].x, gateLoc[1].y);
gateLoc[3].x = pt.x;
gateLoc[3].y = pt.y;
if (compareSlope(gateLoc[1].x, gateLoc[1].y, gateLoc[3].x, gateLoc[3].y, gateA[0].x, gateA[0].y) ==
compareSlope(gateLoc[1].x, gateLoc[1].y, gateLoc[3].x, gateLoc[3].y, gateB[0].x, gateB[0].y)) {
closestPtOnLine(gateA[0].x, gateA[0].y, gateB[0].x, gateB[0].y, gateLoc[1].x, gateLoc[1].y);
gateLoc[2].x = pt.x; /* if point 2 between gates, ignore! */
gateLoc[2].y = pt.y;
}
return;
}
void Scumm::getGates(int trap1, int trap2, ScummVM::Point gateA[2], ScummVM::Point gateB[2]) {
int i, j;
int dist[8];
int minDist[3];
int closest[3];
int box[3];
BoxCoords coords;
ScummVM::Point Clo[8];
ScummVM::Point poly[8];
AdjustBoxResult abr;
int line1, line2;
// For all corner coordinates of the first box, compute the point cloest
// to them on the second box (and also compute the distance of these points).
getBoxCoordinates(trap1, &coords);
poly[0] = coords.ul;
poly[1] = coords.ur;
poly[2] = coords.lr;
poly[3] = coords.ll;
for (i = 0; i < 4; i++) {
abr = getClosestPtOnBox(trap2, poly[i].x, poly[i].y);
dist[i] = abr.dist;
Clo[i].x = abr.x;
Clo[i].y = abr.y;
}
// Now do the same but with the roles of the first and second box swapped.
getBoxCoordinates(trap2, &coords);
poly[4] = coords.ul;
poly[5] = coords.ur;
poly[6] = coords.lr;
poly[7] = coords.ll;
for (i = 4; i < 8; i++) {
abr = getClosestPtOnBox(trap1, poly[i].x, poly[i].y);
dist[i] = abr.dist;
Clo[i].x = abr.x;
Clo[i].y = abr.y;
}
// Find the three closest "close" points between the two boxes.
for (j = 0; j < 3; j++) {
minDist[j] = 0xFFFF;
for (i = 0; i < 8; i++) {
if (dist[i] < minDist[j]) {
minDist[j] = dist[i];
closest[j] = i;
}
}
dist[closest[j]] = 0xFFFF;
minDist[j] = (int)sqrt((double)minDist[j]);
box[j] = (closest[j] > 3); // Is the poin on the first or on the second box?
}
// Finally, compute the "gate". That's a pair of two points that are
// in the same box (actually, on the border of that box), which both have
// "minimal" distance to the other box in a certain sense.
if (box[0] == box[1] && abs(minDist[0] - minDist[1]) < 4) {
line1 = closest[0];
line2 = closest[1];
} else if (box[0] == box[1] && minDist[0] == minDist[1]) { /* parallel */
line1 = closest[0];
line2 = closest[1];
} else if (box[0] == box[2] && minDist[0] == minDist[2]) { /* parallel */
line1 = closest[0];
line2 = closest[2];
} else if (box[1] == box[2] && minDist[1] == minDist[2]) { /* parallel */
line1 = closest[1];
line2 = closest[2];
} else if (box[0] == box[2] && abs(minDist[0] - minDist[2]) < 4) {
line1 = closest[0];
line2 = closest[2];
} else if (abs(minDist[0] - minDist[2]) < 4) { /* if 1 close to 3 then use 2-3 */
line1 = closest[1];
line2 = closest[2];
} else if (abs(minDist[0] - minDist[1]) < 4) {
line1 = closest[0];
line2 = closest[1];
} else {
line1 = closest[0];
line2 = closest[0];
}
// Set the gate
if (line1 < 4) { /* from box 1 to box 2 */
gateA[0] = poly[line1];
gateA[1] = Clo[line1];
} else {
gateA[1] = poly[line1];
gateA[0] = Clo[line1];
}
if (line2 < 4) { /* from box */
gateB[0] = poly[line2];
gateB[1] = Clo[line2];
} else {
gateB[1] = poly[line2];
gateB[0] = Clo[line2];
}
}