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  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #ifndef SWORD1_ROUTER_H
24 #define SWORD1_ROUTER_H
25 
26 #include "sword1/object.h"
27 
28 namespace Sword1 {
29 
30 #include "common/pack-start.h"  // START STRUCT PACKING
31 
32 struct BarData {
33 	int16 x1;
34 	int16 y1;
35 	int16 x2;
36 	int16 y2;
37 	int16 xmin;
38 	int16 ymin;
39 	int16 xmax;
40 	int16 ymax;
41 	int16 dx;   // x2 - x1
42 	int16 dy;   // y2 - y1
43 	int32 co;   // co = (y1*dx) - (x1*dy) from an equation for a line y*dx = x*dy + co
44 } PACKED_STRUCT;
45 
46 struct NodeData {
47 	int16 x;
48 	int16 y;
49 	int16 level;
50 	int16 prev;
51 	int16 dist;
52 } PACKED_STRUCT;
53 
54 #include "common/pack-end.h"    // END STRUCT PACKING
55 
56 struct FloorData {
57 	int32       nbars;
58 	BarData     *bars;
59 	int32       nnodes;
60 	NodeData    *node;
61 };
62 
63 struct RouteData {
64 	int32 x;
65 	int32 y;
66 	int32 dirS;
67 	int32 dirD;
68 };
69 
70 struct PathData {
71 	int32 x;
72 	int32 y;
73 	int32 dir;
74 	int32 num;
75 };
76 
77 #define MAX_FRAMES_PER_CYCLE 16
78 #define NO_DIRECTIONS 8
79 #define MAX_FRAMES_PER_CHAR (MAX_FRAMES_PER_CYCLE * NO_DIRECTIONS)
80 #define ROUTE_END_FLAG 255
81 
82 #define O_GRID_SIZE 200
83 #define O_ROUTE_SIZE 50
84 
85 class ObjectMan;
86 class ResMan;
87 class Screen;
88 
89 extern int whatTarget(int32 startX, int32 startY, int32 destX, int32 destY);
90 
91 class Router {
92 public:
93 	Router(ObjectMan *pObjMan, ResMan *pResMan);
94 	int32 routeFinder(int32 id, Object *mega, int32 x, int32 y, int32 dir);
95 	void setPlayerTarget(int32 x, int32 y, int32 dir, int32 stance);
96 
97 	// these should be private but are read by Screen for debugging:
98 	BarData   _bars[O_GRID_SIZE];
99 	NodeData  _node[O_GRID_SIZE];
100 
101 	int32 _nBars;
102 	int32 _nNodes;
103 
104 private:
105 	// when the player collides with another mega, we'll receive a ReRouteRequest here.
106 	// that's why we need to remember the player's target coordinates
107 	int32 _playerTargetX, _playerTargetY, _playerTargetDir, _playerTargetStance;
108 
109 	ObjectMan *_objMan;
110 	ResMan *_resMan;
111 
112 	int32 _startX, _startY, _startDir;
113 	int32 _targetX, _targetY, _targetDir;
114 	int32 _scaleA, _scaleB;
115 
116 	int32 megaId;
117 
118 	RouteData   _route[O_ROUTE_SIZE];
119 	PathData    _smoothPath[O_ROUTE_SIZE];
120 	PathData    _modularPath[O_ROUTE_SIZE];
121 	int32       _routeLength;
122 
123 	int32       _framesPerStep, _framesPerChar;
124 	uint8       _nWalkFrames, _nTurnFrames;
125 	int32       _dx[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
126 	int32       _dy[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
127 	int32       _modX[NO_DIRECTIONS];
128 	int32       _modY[NO_DIRECTIONS];
129 	int32       _diagonalx, _diagonaly;
130 	int32       standFrames;
131 	int32       turnFramesLeft, turnFramesRight;
132 	int32       walkFramesLeft, walkFramesRight; // left/right walking turn
133 	int32       slowInFrames, slowOutFrames;
134 
135 	bool        _slidyWalkAnimatorState;
136 
137 	int32 LoadWalkResources(Object *mega, int32 x, int32 y, int32 dir);
138 	int32 getRoute();
139 	int32 checkTarget(int32 x, int32 y);
140 
141 	bool scan(int32 level);
142 	int32 newCheck(int32 status, int32 x1, int32 x2, int32 y1, int32 y2);
143 	bool check(int32 x1, int32 y1, int32 x2, int32 y2);
144 	bool horizCheck(int32 x1, int32 y, int32 x2);
145 	bool vertCheck(int32 x, int32 y1, int32 y2);
146 	bool lineCheck(int32 x1, int32 y1, int32 x2, int32 y2);
147 
148 	void extractRoute();
149 
150 	void slidyPath();
151 	void slidyWalkAnimator(WalkData *walkAnim);
152 
153 	int32 smoothestPath();
154 	void smoothCheck(int32 &steps, int32 best, int32 p, int32 dirS, int32 dirD);
155 
156 	void solidPath();
157 	int32 solidWalkAnimator(WalkData *walkAnim);
158 };
159 
160 } // End of namespace Sword1
161 
162 #endif //BSROUTER_H
163