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/* 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 "common/textconsole.h"
#include "queen/walk.h"
#include "queen/bankman.h"
#include "queen/input.h"
#include "queen/logic.h"
#include "queen/graphics.h"
#include "queen/grid.h"
#include "queen/queen.h"
namespace Queen {
const MovePersonData Walk::_moveData[] = {
{ "COMPY", -1, -6, 1, 6, 0, 0, 0, 0, 12, 12, 1, 14 },
{ "DEINO", -1, -8, 1, 8, 0, 0, 0, 0, 11, 11, 1, 10 },
{ "FAYE", -1, -6, 1, 6, 13, 18, 7, 12, 19, 22, 2, 5 },
{ "GUARDS", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7, 2, 5 },
{ "PRINCESS1", -1, -6, 1, 6, 13, 18, 7, 12, 19, 21, 2, 5 },
{ "PRINCESS2", -1, -6, 1, 6, 13, 18, 7, 12, 19, 21, 2, 5 },
{ "AMGUARD", -1, -6, 1, 6, 13, 18, 7, 12, 19, 21, 2, 5 },
{ "SPARKY", -1, -6, 1, 6, 13, 18, 7, 12, 21, 20, 2, 5 },
{ "LOLA_SHOWER", -1, -6, 55, 60, 0, 0, 0, 0, 7, 7, 2, 5 },
{ "LOLA", -24, -29, 24, 29, 0, 0, 0, 0, 30, 30, 2, 5 },
{ "BOB", -15, -20, 15, 20, 21, 26, 0, 0, 27, 29, 2, 5 },
{ "CHEF", -1, -4, 1, 4, 0, 0, 0, 0, 1, 5, 2, 4 },
{ "HENRY", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7, 2, 6 },
{ "ANDERSON", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7, 2, 5 },
{ "JASPAR", -4, -9, 4, 9, 16, 21, 10, 15, 1, 3, 1, 10 },
{ "PYGMY", -7, -12, 7, 12, 0, 0, 0, 0, 27, 27, 2, 5 },
{ "FRANK", 7, 12, 1, 6, 0, 0, 0, 0, 13, 13, 2, 4 },
{ "WEDGEWOOD", -20, -25, 20, 25, 0, 0, 0, 0, 1, 1, 1, 5 },
{ "TMPD", -1, -6, 1, 6, 13, 18, 7, 12, 19, 21, 2, 5 },
{ "IAN", -1, -6, 1, 6, 0, 0, 0, 0, 7, 7, 2, 6 },
{ "*", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
};
Walk::Walk(QueenEngine *vm)
: _vm(vm) {
}
void Walk::animateJoePrepare() {
// queen.c l.2748-2788
uint16 i;
for (i = 1; i <= _walkDataCount; ++i) {
WalkData *pwd = &_walkData[i];
if (pwd->dx < 0) {
pwd->anim.set(11, 18, DIR_LEFT);
} else {
pwd->anim.set(11, 18, DIR_RIGHT);
}
int16 k = ABS(pwd->dy);
int16 ds = pwd->area->scaleDiff();
if (ds > 0) {
k *= ((k * ds) / pwd->area->box.yDiff()) / 2;
}
if (ABS(pwd->dx) < k) {
if (pwd->dy < 0) {
if (ds < 0) {
pwd->anim.set(19, 24, DIR_FRONT);
} else {
pwd->anim.set(25, 30, DIR_BACK);
}
} else if (pwd->dy > 0) {
if (ds < 0) {
pwd->anim.set(25, 30, DIR_BACK);
} else {
pwd->anim.set(19, 24, DIR_FRONT);
}
}
}
}
}
void Walk::animateJoe() {
// queen.c l.2789-2835
uint16 lastDirection = 0;
uint16 i;
BobSlot *pbs = _vm->graphics()->bob(0);
_vm->logic()->joeFacing(_walkData[1].anim.facing);
_vm->logic()->joeScale(_walkData[1].area->calcScale(pbs->y));
_vm->logic()->joeFace();
for (i = 1; i <= _walkDataCount && !_joeInterrupted; ++i) {
WalkData *pwd = &_walkData[i];
// area has been turned off, see if we should execute a cutaway
if (pwd->area->mapNeighbors < 0) {
// queen.c l.2838-2911
_vm->logic()->handleSpecialArea(pwd->anim.facing, pwd->areaNum, i);
_joeMoveBlock = true;
return;
}
if (lastDirection != pwd->anim.facing) {
pbs->animNormal(pwd->anim.firstFrame, pwd->anim.lastFrame, 1, false, false);
}
uint16 moveSpeed = _vm->grid()->findScale(pbs->x, pbs->y) * 6 / 100;
pbs->move(pbs->x + pwd->dx, pbs->y + pwd->dy, moveSpeed);
pbs->xflip = (pbs->xdir < 0);
while (pbs->moving) {
// adjust Joe's movespeed according to scale
pbs->scale = pwd->area->calcScale(pbs->y);
_vm->logic()->joeScale(pbs->scale);
pbs->scaleWalkSpeed(6);
_vm->update(true);
if (_vm->input()->cutawayQuit() || _vm->logic()->joeWalk() == JWM_EXECUTE || _vm->shouldQuit()) {
stopJoe();
break;
}
}
lastDirection = pwd->anim.facing;
}
_vm->logic()->joeFacing(lastDirection);
}
void Walk::animatePersonPrepare(const MovePersonData *mpd, int direction) {
// queen.c l.2469-2572
int i;
for (i = 1; i <= _walkDataCount; ++i) {
WalkData *pwd = &_walkData[i];
if (pwd->dx < 0) {
pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_LEFT);
} else if (pwd->dx > 0) {
pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_RIGHT);
} else {
if (ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) {
pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_RIGHT);
} else {
// we have specific moves for this actor, see what direction they were last facing
if (direction == -3) {
// previously facing right
pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_LEFT);
} else {
// previously facing left
pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_RIGHT);
}
}
}
int16 k = ABS(pwd->dy);
int16 ds = pwd->area->scaleDiff();
if (ds > 0) {
k *= ((k * ds) / pwd->area->box.yDiff()) / 2;
}
if (ABS(pwd->dx) < k) {
if (pwd->dy < 0) {
if (mpd->walkBack1 > 0) {
pwd->anim.set(mpd->walkBack1, mpd->walkBack2, DIR_BACK);
} else if (pwd->dx < 0) {
pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_BACK);
} else {
pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_BACK);
}
} else if (pwd->dy > 0) {
if (mpd->walkFront1 > 0) {
pwd->anim.set(mpd->walkFront1, mpd->walkFront2, DIR_FRONT);
} else if (ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) {
if (pwd->dx < 0) {
pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_FRONT);
} else {
pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_FRONT);
}
} else {
// we have a special move for left/right, so select that instead!
if (direction == -3) {
// previously facing right
pwd->anim.set(mpd->walkLeft1, mpd->walkLeft2, DIR_FRONT);
} else {
// previously facing left
pwd->anim.set(mpd->walkRight1, mpd->walkRight2, DIR_FRONT);
}
}
}
}
}
}
void Walk::animatePerson(const MovePersonData *mpd, uint16 image, uint16 bobNum, uint16 bankNum, int direction) {
// queen.c l.2572-2651
BobSlot *pbs = _vm->graphics()->bob(bobNum);
// check to see which way person should be facing
if (mpd->walkLeft1 == mpd->walkRight1) {
pbs->xflip = (direction == -3);
} else {
// they have special walk for left and right, so don't flip
pbs->xflip = false;
}
uint16 i;
for (i = 1; i <= _walkDataCount; ++i) {
WalkData *pwd = &_walkData[i];
// unpack necessary frames for bob animation
uint16 dstFrame = image;
uint16 srcFrame = ABS(pwd->anim.firstFrame);
while (srcFrame <= ABS(pwd->anim.lastFrame)) {
_vm->bankMan()->unpack(srcFrame, dstFrame, bankNum);
++dstFrame;
++srcFrame;
}
// pass across bobs direction ONLY if walk is a mirror flip!
if (ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) {
pbs->animNormal(image, dstFrame - 1, mpd->animSpeed, false, pbs->xflip);
} else {
pbs->animNormal(image, dstFrame - 1, mpd->animSpeed, false, false);
}
// move other actors at correct speed relative to scale
uint16 moveSpeed = _vm->grid()->findScale(pbs->x, pbs->y) * mpd->moveSpeed / 100;
pbs->move(pbs->x + pwd->dx, pbs->y + pwd->dy, moveSpeed);
// flip if one set of frames for actor
if (mpd->walkLeft1 < 0 || ABS(mpd->walkLeft1) == ABS(mpd->walkRight1)) {
pbs->xflip = pwd->dx < 0;
}
while (pbs->moving) {
_vm->update();
pbs->scale = pwd->area->calcScale(pbs->y);
pbs->scaleWalkSpeed(mpd->moveSpeed);
if (_vm->input()->cutawayQuit() || _vm->shouldQuit()) {
stopPerson(bobNum);
break;
}
}
}
}
int16 Walk::moveJoe(int direction, int16 endx, int16 endy, bool inCutaway) {
_joeInterrupted = false;
_joeMoveBlock = false;
int16 can = 0;
initWalkData();
uint16 oldx = _vm->graphics()->bob(0)->x;
uint16 oldy = _vm->graphics()->bob(0)->y;
_vm->logic()->joeWalk(JWM_MOVE);
uint16 oldPos = _vm->grid()->findAreaForPos(GS_ROOM, oldx, oldy);
uint16 newPos = _vm->grid()->findAreaForPos(GS_ROOM, endx, endy);
debug(9, "Walk::moveJoe(%d, %d, %d, %d, %d) - old = %d, new = %d", direction, oldx, oldy, endx, endy, oldPos, newPos);
// if in cutaway, allow Joe to walk anywhere
if (newPos == 0 && inCutaway) {
incWalkData(oldx, oldy, endx, endy, oldPos);
} else {
if (calc(oldPos, newPos, oldx, oldy, endx, endy)) {
if (_walkDataCount > 0) {
animateJoePrepare();
animateJoe();
if (_joeInterrupted) {
can = -1;
}
}
} else {
// path has been blocked, make Joe say so
_vm->logic()->makeJoeSpeak(4);
can = -1;
}
}
_vm->graphics()->bob(0)->animating = false;
if (_joeMoveBlock) {
can = -2;
_joeMoveBlock = false;
} else if (direction > 0) {
_vm->logic()->joeFacing(direction);
}
_vm->logic()->joePrevFacing(_vm->logic()->joeFacing());
_vm->logic()->joeFace();
return can;
}
int16 Walk::movePerson(const Person *pp, int16 endx, int16 endy, uint16 curImage, int direction) {
if (endx == 0 && endy == 0) {
warning("Walk::movePerson() - endx == 0 && endy == 0");
return 0;
}
int16 can = 0;
initWalkData();
uint16 bobNum = pp->actor->bobNum;
uint16 bankNum = pp->actor->bankNum;
uint16 oldx = _vm->graphics()->bob(bobNum)->x;
uint16 oldy = _vm->graphics()->bob(bobNum)->y;
uint16 oldPos = _vm->grid()->findAreaForPos(GS_ROOM, oldx, oldy);
uint16 newPos = _vm->grid()->findAreaForPos(GS_ROOM, endx, endy);
debug(9, "Walk::movePerson(%d, %d, %d, %d, %d) - old = %d, new = %d", direction, oldx, oldy, endx, endy, oldPos, newPos);
// find MovePersonData associated to Person
const MovePersonData *mpd = _moveData;
while (mpd->name[0] != '*') {
if (scumm_stricmp(mpd->name, pp->name) == 0) {
break;
}
++mpd;
}
if (calc(oldPos, newPos, oldx, oldy, endx, endy)) {
if (_walkDataCount > 0) {
animatePersonPrepare(mpd, direction);
animatePerson(mpd, curImage, bobNum, bankNum, direction);
}
} else {
can = -1;
}
uint16 standingFrame = 31 + bobNum;
// make other person face the right direction
BobSlot *pbs = _vm->graphics()->bob(bobNum);
pbs->endx = endx;
pbs->endy = endy;
pbs->animating = false;
pbs->scale = _walkData[_walkDataCount].area->calcScale(endy);
if (_walkData[_walkDataCount].anim.facing == DIR_BACK) {
_vm->bankMan()->unpack(mpd->backStandingFrame, standingFrame, bankNum);
} else {
_vm->bankMan()->unpack(mpd->frontStandingFrame, standingFrame, bankNum);
}
uint16 obj = _vm->logic()->objectForPerson(bobNum);
if (_walkData[_walkDataCount].dx < 0) {
_vm->logic()->objectData(obj)->image = -3;
pbs->xflip = true;
} else {
_vm->logic()->objectData(obj)->image = -4;
pbs->xflip = false;
}
pbs->frameNum = standingFrame;
return can;
}
void Walk::stopJoe() {
BobSlot *pbs = _vm->graphics()->bob(0);
pbs->moving = false;
_joeInterrupted = true;
}
void Walk::stopPerson(uint16 bobNum) {
BobSlot *pbs = _vm->graphics()->bob(bobNum);
pbs->x = pbs->endx;
pbs->y = pbs->endy;
pbs->moving = false;
}
bool Walk::calc(uint16 oldPos, uint16 newPos, int16 oldx, int16 oldy, int16 x, int16 y) {
// if newPos is outside of an AREA then traverse Y axis until an AREA is found
if (newPos == 0) {
newPos = findAreaPosition(&x, &y, true);
}
// do the same for oldPos in case Joe somehow sits on the border of an AREA
// and does not register
if (oldPos == 0) {
oldPos = findAreaPosition(&oldx, &oldy, false);
}
if (oldPos == newPos) {
incWalkData(oldx, oldy, x, y, newPos);
return true;
} else if (calcPath(oldPos, newPos)) {
uint16 i;
int16 px = oldx;
int16 py = oldy;
for (i = 2; i <= _areaListCount; ++i) {
uint16 a1 = _areaList[i - 1];
uint16 a2 = _areaList[i];
const Area *pa1 = &_roomArea[a1];
const Area *pa2 = &_roomArea[a2];
uint16 x1 = calcC(pa1->box.x1, pa1->box.x2, pa2->box.x1, pa2->box.x2, px);
uint16 y1 = calcC(pa1->box.y1, pa1->box.y2, pa2->box.y1, pa2->box.y2, py);
incWalkData(px, py, x1, y1, a1);
px = x1;
py = y1;
}
incWalkData(px, py, x, y, newPos);
return true;
}
return false;
}
int16 Walk::calcC(int16 c1, int16 c2, int16 c3, int16 c4, int16 lastc) {
int16 s1 = MAX(c1, c3);
int16 s2 = MIN(c2, c4);
int16 c;
if ((lastc >= s1 && lastc <= s2) || (lastc >= s2 && lastc <= s1)) {
c = lastc;
} else {
c = (s1 + s2) / 2;
}
return c;
}
int16 Walk::findAreaPosition(int16 *x, int16 *y, bool recalibrate) {
// In order to locate the nearest available area, the original algorithm
// computes the horizontal and vertical distances for each available area.
// Unlike the original, we also compute the diagonal distance.
// To get an example of this in action, in the room D1, make Joe walking
// to the wall at the right of the window (just above the radiator). On the
// original game, Joe will go to the left door...
uint16 i;
uint16 pos = 1;
uint32 minDist = (uint32)~0;
const Box *b = &_roomArea[1].box;
for (i = 1; i <= _roomAreaCount; ++i) {
b = &_roomArea[i].box;
uint16 dx1 = ABS(b->x1 - *x);
uint16 dx2 = ABS(b->x2 - *x);
uint16 dy1 = ABS(b->y1 - *y);
uint16 dy2 = ABS(b->y2 - *y);
uint16 csx = MIN(dx1, dx2);
uint16 csy = MIN(dy1, dy2);
bool inX = (*x >= b->x1) && (*x <= b->x2);
bool inY = (*y >= b->y1) && (*y <= b->y2);
uint32 dist = minDist;
if (!inX && !inY) {
dist = csx * csx + csy * csy;
} else if (inX) {
dist = csy * csy;
} else if (inY) {
dist = csx * csx;
}
if (dist < minDist) {
minDist = dist;
pos = i;
}
}
// we now have the closest area near X,Y, so we can recalibrate
// the X,Y coord to be in this area
if (recalibrate) {
b = &_roomArea[pos].box;
if (*x < b->x1) *x = b->x1;
if (*x > b->x2) *x = b->x2;
if (*y < b->y1) *y = b->y1;
if (*y > b->y2) *y = b->y2;
}
return pos;
}
uint16 Walk::findFreeArea(uint16 area) const {
uint16 testArea;
uint16 freeArea = 0;
uint16 map = ABS(_roomArea[area].mapNeighbors);
for (testArea = 1; testArea <= _roomAreaCount; ++testArea) {
int b = _roomAreaCount - testArea;
if (map & (1 << b)) {
// connecting area, check if it's been struck off
if (!isAreaStruck(testArea)) {
// legitimate connecting area, keep it
freeArea = testArea;
break;
}
}
}
return freeArea;
}
bool Walk::isAreaStruck(uint16 area) const {
uint16 i;
bool found = false;
for (i = 1; i <= _areaStrikeCount; ++i) {
if (_areaStrike[i] == area) {
found = true;
break;
}
}
return found;
}
bool Walk::calcPath(uint16 oldArea, uint16 newArea) {
debug(9, "Walk::calcPath(%d, %d)", oldArea, newArea);
_areaList[1] = _areaStrike[1] = oldArea;
_areaListCount = _areaStrikeCount = 1;
uint16 area = oldArea;
while (_areaListCount > 0 && area != newArea) {
area = findFreeArea(area);
if (!area) {
// wrong path, rolling back
_areaList[_areaListCount] = 0;
--_areaListCount;
area = _areaList[_areaListCount];
} else {
++_areaListCount;
assert(_areaListCount < MAX_WALK_DATA);
_areaList[_areaListCount] = area;
if (!isAreaStruck(area)) {
++_areaStrikeCount;
assert(_areaStrikeCount < MAX_WALK_DATA);
_areaStrike[_areaStrikeCount] = area;
}
}
}
return _areaList[1] != 0;
}
void Walk::initWalkData() {
uint16 curRoom = _vm->logic()->currentRoom();
_roomArea = _vm->grid()->area(curRoom, 0);
_roomAreaCount = _vm->grid()->areaMax(curRoom);
_walkDataCount = 0;
memset(_walkData, 0, sizeof(_walkData));
_areaStrikeCount = 0;
memset(_areaStrike, 0, sizeof(_areaStrike));
_areaListCount = 0;
memset(_areaList, 0, sizeof(_areaList));
}
void Walk::incWalkData(int16 px, int16 py, int16 x, int16 y, uint16 areaNum) {
debug(9, "Walk::incWalkData(%d, %d, %d)", (x - px), (y - py), areaNum);
if (px != x || py != y) {
++_walkDataCount;
assert(_walkDataCount < MAX_WALK_DATA);
WalkData *pwd = &_walkData[_walkDataCount];
pwd->dx = x - px;
pwd->dy = y - py;
pwd->area = &_roomArea[areaNum];
pwd->areaNum = areaNum;
}
}
} // End of namespace Queen
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