1 /* ScummVM - Graphic Adventure Engine 2 * 3 * ScummVM is the legal property of its developers, whose names 4 * are too numerous to list here. Please refer to the COPYRIGHT 5 * file distributed with this source distribution. 6 * 7 * Additional copyright for this file: 8 * Copyright (C) 1994-1998 Revolution Software Ltd. 9 * 10 * This program is free software; you can redistribute it and/or 11 * modify it under the terms of the GNU General Public License 12 * as published by the Free Software Foundation; either version 2 13 * of the License, or (at your option) any later version. 14 * 15 * This program is distributed in the hope that it will be useful, 16 * but WITHOUT ANY WARRANTY; without even the implied warranty of 17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 18 * GNU General Public License for more details. 19 * 20 * You should have received a copy of the GNU General Public License 21 * along with this program; if not, write to the Free Software 22 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 23 */ 24 25 #ifndef SWORD2_ROUTER_H 26 #define SWORD2_ROUTER_H 27 28 // This used to be a variable, but it was never set. Actually, it wasn't even 29 // initialized! 30 // 31 // Define this to force the use of slidy router (so solid path not used when 32 // ending walk in ANY direction) 33 // 34 // #define FORCE_SLIDY 35 36 #include "sword2/object.h" 37 38 namespace Sword2 { 39 40 struct WalkData { 41 uint16 frame; 42 int16 x; 43 int16 y; 44 uint8 step; 45 uint8 dir; 46 }; 47 48 struct BarData { 49 int16 x1; 50 int16 y1; 51 int16 x2; 52 int16 y2; 53 int16 xmin; 54 int16 ymin; 55 int16 xmax; 56 int16 ymax; 57 int16 dx; // x2 - x1 58 int16 dy; // y2 - y1 59 int32 co; // co = (y1*dx) - (x1*dy) from an equation for a line y*dx = x*dy + co 60 }; 61 62 struct NodeData { 63 int16 x; 64 int16 y; 65 int16 level; 66 int16 prev; 67 int16 dist; 68 }; 69 70 // because we only have 2 megas in the game! 71 #define TOTAL_ROUTE_SLOTS 2 72 73 #define MAX_FRAMES_PER_CYCLE 16 74 #define NO_DIRECTIONS 8 75 #define MAX_FRAMES_PER_CHAR (MAX_FRAMES_PER_CYCLE * NO_DIRECTIONS) 76 #define ROUTE_END_FLAG 255 77 78 #define MAX_WALKGRIDS 10 79 80 #define O_WALKANIM_SIZE 600 // max number of nodes in router output 81 #define O_GRID_SIZE 200 // max 200 lines & 200 points 82 #define O_ROUTE_SIZE 50 // max number of modules in a route 83 84 struct RouteData { 85 int32 x; 86 int32 y; 87 int32 dirS; 88 int32 dirD; 89 }; 90 91 struct PathData { 92 int32 x; 93 int32 y; 94 int32 dir; 95 int32 num; 96 }; 97 98 class Router { 99 private: 100 Sword2Engine *_vm; 101 102 int16 _standbyX; // see fnSetStandbyCoords() 103 int16 _standbyY; 104 int16 _standbyDir; 105 106 // stores pointers to mem blocks containing routes created & used by 107 // megas (NULL if slot not in use) 108 WalkData *_routeSlots[TOTAL_ROUTE_SLOTS]; 109 110 BarData _bars[O_GRID_SIZE]; 111 NodeData _node[O_GRID_SIZE]; 112 113 int32 _walkGridList[MAX_WALKGRIDS]; 114 115 int32 _nBars; 116 int32 _nNodes; 117 118 int32 _startX, _startY, _startDir; 119 int32 _targetX, _targetY, _targetDir; 120 int32 _scaleA, _scaleB; 121 122 RouteData _route[O_ROUTE_SIZE]; 123 PathData _smoothPath[O_ROUTE_SIZE]; 124 PathData _modularPath[O_ROUTE_SIZE]; 125 int32 _routeLength; 126 127 int32 _framesPerStep; 128 int32 _framesPerChar; 129 130 ObjectWalkdata _walkData; 131 132 int8 _modX[NO_DIRECTIONS]; 133 int8 _modY[NO_DIRECTIONS]; 134 int32 _diagonalx; 135 int32 _diagonaly; 136 137 int32 _firstStandFrame; 138 139 int32 _firstStandingTurnLeftFrame; 140 int32 _firstStandingTurnRightFrame; 141 142 int32 _firstWalkingTurnLeftFrame; // left walking turn 143 int32 _firstWalkingTurnRightFrame; // right walking turn 144 145 uint32 _firstSlowInFrame[NO_DIRECTIONS]; 146 147 int32 _firstSlowOutFrame; 148 149 // number of slow-out frames on for each leading-leg in each direction 150 // ie. total number of slow-out frames = (numberOfSlowOutFrames * 2 * 151 // NO_DIRECTIONS) 152 153 int32 _numberOfSlowOutFrames; 154 155 int32 _stepCount; 156 157 int32 _moduleX; 158 int32 _moduleY; 159 int32 _currentDir; 160 int32 _lastCount; 161 int32 _frame; 162 163 uint8 returnSlotNo(uint32 megaId); 164 165 int32 getRoute(); 166 void extractRoute(); 167 void loadWalkGrid(); 168 void setUpWalkGrid(byte *ob_mega, int32 x, int32 y, int32 dir); 169 void loadWalkData(byte *ob_walkdata); 170 bool scan(int32 level); 171 172 int32 newCheck(int32 status, int32 x1, int32 y1, int32 x2, int32 y2); 173 bool lineCheck(int32 x1, int32 x2, int32 y1, int32 y2); 174 bool vertCheck(int32 x, int32 y1, int32 y2); 175 bool horizCheck(int32 x1, int32 y, int32 x2); 176 bool check(int32 x1, int32 y1, int32 x2, int32 y2); 177 int32 checkTarget(int32 x, int32 y); 178 179 int32 smoothestPath(); 180 void slidyPath(); 181 182 void smoothCheck(int32 &steps, int32 best, int32 p, int32 dirS, int32 dirD); 183 184 bool addSlowInFrames(WalkData *walkAnim); 185 void addSlowOutFrames(WalkData *walkAnim); 186 void slidyWalkAnimator(WalkData *walkAnim); 187 188 #ifndef FORCE_SLIDY 189 void solidPath(); 190 int32 solidWalkAnimator(WalkData *walkAnim); 191 #endif 192 193 void plotCross(int16 x, int16 y, uint8 color); 194 195 public: Router(Sword2Engine * vm)196 Router(Sword2Engine *vm) : _vm(vm), _diagonalx(0), _diagonaly(0) { 197 memset(_routeSlots, 0, sizeof(_routeSlots)); 198 memset(_bars, 0, sizeof(_bars)); 199 memset(_node, 0, sizeof(_node)); 200 memset(_walkGridList, 0, sizeof(_walkGridList)); 201 memset(_route, 0, sizeof(_route)); 202 memset(_smoothPath, 0, sizeof(_smoothPath)); 203 memset(_modularPath, 0, sizeof(_modularPath)); 204 memset(_modX, 0, sizeof(_modX)); 205 memset(_modY, 0, sizeof(_modY)); 206 memset(_firstSlowInFrame, 0, sizeof(_firstSlowInFrame)); 207 } 208 209 void setStandbyCoords(int16 x, int16 y, uint8 dir); 210 int whatTarget(int startX, int startY, int destX, int destY); 211 212 // Sprites 213 void setSpriteStatus(byte *ob_graph, uint32 type); 214 void setSpriteShading(byte *ob_graph, uint32 type); 215 216 // Animation 217 int doAnimate(byte *ob_logic, byte *ob_graph, int32 animRes, bool reverse); 218 int megaTableAnimate(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *animTable, bool reverse); 219 220 // Walking 221 int doWalk(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y, uint8 target_dir); 222 int walkToAnim(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 animRes); 223 int walkToTalkToMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId, uint32 separation); 224 225 // Turning 226 int doFace(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint8 target_dir); 227 int faceXY(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y); 228 int faceMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId); 229 230 // Standing 231 void standAt(byte *ob_graph, byte *ob_mega, int32 x, int32 y, int32 dir); 232 void standAfterAnim(byte *ob_graph, byte *ob_mega, uint32 animRes); 233 void standAtAnim(byte *ob_graph, byte *ob_mega, uint32 animRes); 234 235 int32 routeFinder(byte *ob_mega, byte *ob_walkdata, int32 x, int32 y, int32 dir); 236 237 void earlySlowOut(byte *ob_mega, byte *ob_walkdata); 238 239 void allocateRouteMem(); 240 WalkData *getRouteMem(); 241 void freeRouteMem(); 242 void freeAllRouteMem(); 243 void addWalkGrid(int32 gridResource); 244 void removeWalkGrid(int32 gridResource); 245 void clearWalkGridList(); 246 247 void plotWalkGrid(); 248 }; 249 250 } // End of namespace Sword2 251 252 #endif 253