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 // WALKER.CPP by James (14nov96)
26
27 // Functions for moving megas about the place & also for keeping tabs on them
28
29
30
31 #include "sword2/sword2.h"
32 #include "sword2/defs.h"
33 #include "sword2/header.h"
34 #include "sword2/interpreter.h"
35 #include "sword2/logic.h"
36 #include "sword2/resman.h"
37 #include "sword2/router.h"
38 #include "sword2/screen.h"
39
40 namespace Sword2 {
41
setStandbyCoords(int16 x,int16 y,uint8 dir)42 void Router::setStandbyCoords(int16 x, int16 y, uint8 dir) {
43 assert(dir <= 7);
44
45 _standbyX = x;
46 _standbyY = y;
47 _standbyDir = dir;
48 }
49
50 /**
51 * Work out direction from start to dest.
52 */
53
54 // Used in whatTarget(); not valid for all megas
55 #define diagonalx 36
56 #define diagonaly 8
57
whatTarget(int startX,int startY,int destX,int destY)58 int Router::whatTarget(int startX, int startY, int destX, int destY) {
59 int deltaX = destX - startX;
60 int deltaY = destY - startY;
61
62 // 7 0 1
63 // 6 2
64 // 5 4 3
65
66 // Flat route
67
68 if (ABS(deltaY) * diagonalx < ABS(deltaX) * diagonaly / 2)
69 return (deltaX > 0) ? 2 : 6;
70
71 // Vertical route
72
73 if (ABS(deltaY) * diagonalx / 2 > ABS(deltaX) * diagonaly)
74 return (deltaY > 0) ? 4 : 0;
75
76 // Diagonal route
77
78 if (deltaX > 0)
79 return (deltaY > 0) ? 3 : 1;
80
81 return (deltaY > 0) ? 5 : 7;
82 }
83
84 /**
85 * Walk meta to (x,y,dir). Set RESULT to 0 if it succeeded. Otherwise, set
86 * RESULT to 1. Return true if the mega has finished walking.
87 */
88
doWalk(byte * ob_logic,byte * ob_graph,byte * ob_mega,byte * ob_walkdata,int16 target_x,int16 target_y,uint8 target_dir)89 int Router::doWalk(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y, uint8 target_dir) {
90 ObjectLogic obLogic(ob_logic);
91 ObjectGraphic obGraph(ob_graph);
92 ObjectMega obMega(ob_mega);
93
94 // If this is the start of the walk, calculate the route.
95
96 if (obLogic.getLooping() == 0) {
97 // If we're already there, don't even bother allocating
98 // memory and calling the router, just quit back & continue
99 // the script! This avoids an embarassing mega stand frame
100 // appearing for one cycle when we're already in position for
101 // an anim eg. repeatedly clicking on same object to repeat
102 // an anim - no mega frame will appear in between runs of the
103 // anim.
104
105 if (obMega.getFeetX() == target_x && obMega.getFeetY() == target_y && obMega.getCurDir() == target_dir) {
106 _vm->_logic->writeVar(RESULT, 0);
107 return IR_CONT;
108 }
109
110 assert(target_dir <= 8);
111
112 obMega.setWalkPc(0);
113
114 // Set up mem for _walkData in route_slots[] & set mega's
115 // 'route_slot_id' accordingly
116 allocateRouteMem();
117
118 int32 route = routeFinder(ob_mega, ob_walkdata, target_x, target_y, target_dir);
119
120 // 0 = can't make route to target
121 // 1 = created route
122 // 2 = zero route but may need to turn
123
124 if (route != 1 && route != 2) {
125 freeRouteMem();
126 _vm->_logic->writeVar(RESULT, 1);
127 return IR_CONT;
128 }
129
130 // Walk is about to start
131
132 obMega.setIsWalking(1);
133 obLogic.setLooping(1);
134 obGraph.setAnimResource(obMega.getMegasetRes());
135 } else if (_vm->_logic->readVar(EXIT_FADING) && _vm->_screen->getFadeStatus() == RDFADE_BLACK) {
136 // Double clicked an exit, and the screen has faded down to
137 // black. Ok, that's it. Back to script and change screen.
138
139 // We have to clear te EXIT_CLICK_ID variable in case there's a
140 // walk instruction on the new screen, or it'd be cut short.
141
142 freeRouteMem();
143
144 obLogic.setLooping(0);
145 obMega.setIsWalking(0);
146 _vm->_logic->writeVar(EXIT_CLICK_ID, 0);
147 _vm->_logic->writeVar(RESULT, 0);
148
149 return IR_CONT;
150 }
151
152 // Get pointer to walkanim & current frame position
153
154 WalkData *walkAnim = getRouteMem();
155 int32 walk_pc = obMega.getWalkPc();
156
157 // If stopping the walk early, overwrite the next step with a
158 // slow-out, then finish
159
160 if (_vm->_logic->checkEventWaiting() && walkAnim[walk_pc].step == 0 && walkAnim[walk_pc + 1].step == 1) {
161 // At the beginning of a step
162 earlySlowOut(ob_mega, ob_walkdata);
163 }
164
165 // Get new frame of walk
166
167 obGraph.setAnimPc(walkAnim[walk_pc].frame);
168 obMega.setCurDir(walkAnim[walk_pc].dir);
169 obMega.setFeetX(walkAnim[walk_pc].x);
170 obMega.setFeetY(walkAnim[walk_pc].y);
171
172 // Is the NEXT frame is the end-marker (512) of the walk sequence?
173
174 if (walkAnim[walk_pc + 1].frame != 512) {
175 // No, it wasn't. Increment the walk-anim frame number and
176 // come back next cycle.
177 obMega.setWalkPc(obMega.getWalkPc() + 1);
178 return IR_REPEAT;
179 }
180
181 // We have reached the end-marker, which means we can return to the
182 // script just as the final (stand) frame of the walk is set.
183
184 freeRouteMem();
185 obLogic.setLooping(0);
186 obMega.setIsWalking(0);
187
188 // If George's walk has been interrupted to run a new action script for
189 // instance or Nico's walk has been interrupted by player clicking on
190 // her to talk
191
192 // There used to be code here for checking if two megas were colliding,
193 // but it had been commented out, and it was only run if a function
194 // that always returned zero returned non-zero.
195
196 if (_vm->_logic->checkEventWaiting()) {
197 _vm->_logic->startEvent();
198 _vm->_logic->writeVar(RESULT, 1);
199 return IR_TERMINATE;
200 }
201
202 _vm->_logic->writeVar(RESULT, 0);
203
204 // CONTINUE the script so that RESULT can be checked! Also, if an anim
205 // command follows the fnWalk command, the 1st frame of the anim (which
206 // is always a stand frame itself) can replace the final stand frame of
207 // the walk, to hide the slight difference between the shrinking on the
208 // mega frames and the pre-shrunk anim start-frame.
209
210 return IR_CONT;
211 }
212
213 /**
214 * Walk mega to start position of anim
215 */
216
walkToAnim(byte * ob_logic,byte * ob_graph,byte * ob_mega,byte * ob_walkdata,uint32 animRes)217 int Router::walkToAnim(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 animRes) {
218 int16 target_x = 0;
219 int16 target_y = 0;
220 uint8 target_dir = 0;
221
222 // Walkdata is needed for earlySlowOut if player clicks elsewhere
223 // during the walk.
224
225 // If this is the start of the walk, read anim file to get start coords
226
227 ObjectLogic obLogic(ob_logic);
228
229 if (obLogic.getLooping() == 0) {
230 byte *anim_file = _vm->_resman->openResource(animRes);
231 AnimHeader anim_head;
232
233 anim_head.read(_vm->fetchAnimHeader(anim_file));
234
235 target_x = anim_head.feetStartX;
236 target_y = anim_head.feetStartY;
237 target_dir = anim_head.feetStartDir;
238
239 _vm->_resman->closeResource(animRes);
240
241 // If start coords not yet set in anim header, use the standby
242 // coords (which should be set beforehand in the script).
243
244 if (target_x == 0 && target_y == 0) {
245 target_x = _standbyX;
246 target_y = _standbyY;
247 target_dir = _standbyDir;
248 }
249
250 assert(target_dir <= 7);
251 }
252
253 return doWalk(ob_logic, ob_graph, ob_mega, ob_walkdata, target_x, target_y, target_dir);
254 }
255
256 /**
257 * Route to the left or right hand side of target id, if possible.
258 */
259
walkToTalkToMega(byte * ob_logic,byte * ob_graph,byte * ob_mega,byte * ob_walkdata,uint32 megaId,uint32 separation)260 int Router::walkToTalkToMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId, uint32 separation) {
261 ObjectMega obMega(ob_mega);
262
263 int16 target_x = 0;
264 int16 target_y = 0;
265 uint8 target_dir = 0;
266
267 // If this is the start of the walk, calculate the route.
268
269 ObjectLogic obLogic(ob_logic);
270
271 if (obLogic.getLooping() == 0) {
272 assert(_vm->_resman->fetchType(megaId) == GAME_OBJECT);
273
274 // Call the base script. This is the graphic/mouse service
275 // call, and will set _engineMega to the ObjectMega of mega we
276 // want to route to.
277
278 _vm->_logic->runResScript(megaId, 3);
279
280 ObjectMega targetMega(_vm->_logic->getEngineMega());
281
282 // Stand exactly beside the mega, ie. at same y-coord
283 target_y = targetMega.getFeetY();
284
285 int scale = obMega.calcScale();
286 int mega_separation = (separation * scale) / 256;
287
288 debug(4, "Target is at (%d, %d), separation %d", targetMega.getFeetX(), targetMega.getFeetY(), mega_separation);
289
290 if (targetMega.getFeetX() < obMega.getFeetX()) {
291 // Target is left of us, so aim to stand to their
292 // right. Face down_left
293
294 target_x = targetMega.getFeetX() + mega_separation;
295 target_dir = 5;
296 } else {
297 // Ok, must be right of us so aim to stand to their
298 // left. Face down_right.
299
300 target_x = targetMega.getFeetX() - mega_separation;
301 target_dir = 3;
302 }
303 }
304
305 return doWalk(ob_logic, ob_graph, ob_mega, ob_walkdata, target_x, target_y, target_dir);
306 }
307 /**
308 * Turn mega to the specified direction. Just needs to call doWalk() with
309 * current feet coords, so router can produce anim of turn frames.
310 */
311
doFace(byte * ob_logic,byte * ob_graph,byte * ob_mega,byte * ob_walkdata,uint8 target_dir)312 int Router::doFace(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint8 target_dir) {
313 int16 target_x = 0;
314 int16 target_y = 0;
315
316 // If this is the start of the turn, get the mega's current feet
317 // coords + the required direction
318
319 ObjectLogic obLogic(ob_logic);
320
321 if (obLogic.getLooping() == 0) {
322 assert(target_dir <= 7);
323
324 ObjectMega obMega(ob_mega);
325
326 target_x = obMega.getFeetX();
327 target_y = obMega.getFeetY();
328 }
329
330 return doWalk(ob_logic, ob_graph, ob_mega, ob_walkdata, target_x, target_y, target_dir);
331 }
332
333 /**
334 * Turn mega to face point (x,y) on the floor
335 */
336
faceXY(byte * ob_logic,byte * ob_graph,byte * ob_mega,byte * ob_walkdata,int16 target_x,int16 target_y)337 int Router::faceXY(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y) {
338 uint8 target_dir = 0;
339
340 // If this is the start of the turn, get the mega's current feet
341 // coords + the required direction
342
343 ObjectLogic obLogic(ob_logic);
344
345 if (obLogic.getLooping() == 0) {
346 ObjectMega obMega(ob_mega);
347
348 target_dir = whatTarget(obMega.getFeetX(), obMega.getFeetY(), target_x, target_y);
349 }
350
351 return doFace(ob_logic, ob_graph, ob_mega, ob_walkdata, target_dir);
352 }
353
354 /**
355 * Turn mega to face another mega.
356 */
357
faceMega(byte * ob_logic,byte * ob_graph,byte * ob_mega,byte * ob_walkdata,uint32 megaId)358 int Router::faceMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId) {
359 uint8 target_dir = 0;
360
361 // If this is the start of the walk, decide where to walk to.
362
363 ObjectLogic obLogic(ob_logic);
364
365 if (obLogic.getLooping() == 0) {
366 assert(_vm->_resman->fetchType(megaId) == GAME_OBJECT);
367
368 // Call the base script. This is the graphic/mouse service
369 // call, and will set _engineMega to the ObjectMega of mega we
370 // want to turn to face.
371
372 _vm->_logic->runResScript(megaId, 3);
373
374 ObjectMega obMega(ob_mega);
375 ObjectMega targetMega(_vm->_logic->getEngineMega());
376
377 target_dir = whatTarget(obMega.getFeetX(), obMega.getFeetY(), targetMega.getFeetX(), targetMega.getFeetY());
378 }
379
380 return doFace(ob_logic, ob_graph, ob_mega, ob_walkdata, target_dir);
381 }
382
383 /**
384 * Stand mega at (x,y,dir)
385 * Sets up the graphic object, but also needs to set the new 'current_dir' in
386 * the mega object, so the router knows in future
387 */
388
standAt(byte * ob_graph,byte * ob_mega,int32 x,int32 y,int32 dir)389 void Router::standAt(byte *ob_graph, byte *ob_mega, int32 x, int32 y, int32 dir) {
390 assert(dir >= 0 && dir <= 7);
391
392 ObjectGraphic obGraph(ob_graph);
393 ObjectMega obMega(ob_mega);
394
395 // Set up the stand frame & set the mega's new direction
396
397 obMega.setFeetX(x);
398 obMega.setFeetY(y);
399 obMega.setCurDir(dir);
400
401 // Mega-set animation file
402 obGraph.setAnimResource(obMega.getMegasetRes());
403
404 // Dir + first stand frame (always frame 96)
405 obGraph.setAnimPc(dir + 96);
406 }
407
408 /**
409 * Stand mega at end position of anim
410 */
411
standAfterAnim(byte * ob_graph,byte * ob_mega,uint32 animRes)412 void Router::standAfterAnim(byte *ob_graph, byte *ob_mega, uint32 animRes) {
413 byte *anim_file = _vm->_resman->openResource(animRes);
414 AnimHeader anim_head;
415
416 anim_head.read(_vm->fetchAnimHeader(anim_file));
417
418 int32 x = anim_head.feetEndX;
419 int32 y = anim_head.feetEndY;
420 int32 dir = anim_head.feetEndDir;
421
422 _vm->_resman->closeResource(animRes);
423
424 // If start coords not available either use the standby coords (which
425 // should be set beforehand in the script)
426
427 if (x == 0 && y == 0) {
428 x = _standbyX;
429 y = _standbyY;
430 dir = _standbyDir;
431 }
432
433 standAt(ob_graph, ob_mega, x, y, dir);
434 }
435
standAtAnim(byte * ob_graph,byte * ob_mega,uint32 animRes)436 void Router::standAtAnim(byte *ob_graph, byte *ob_mega, uint32 animRes) {
437 byte *anim_file = _vm->_resman->openResource(animRes);
438 AnimHeader anim_head;
439
440 anim_head.read(_vm->fetchAnimHeader(anim_file));
441
442 int32 x = anim_head.feetStartX;
443 int32 y = anim_head.feetStartY;
444 int32 dir = anim_head.feetStartDir;
445
446 _vm->_resman->closeResource(animRes);
447
448 // If start coords not available use the standby coords (which should
449 // be set beforehand in the script)
450
451 if (x == 0 && y == 0) {
452 x = _standbyX;
453 y = _standbyY;
454 dir = _standbyDir;
455 }
456
457 standAt(ob_graph, ob_mega, x, y, dir);
458 }
459
460 } // End of namespace Sword2
461