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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 "agi/agi.h"
#include "common/random.h"
namespace Agi {
int AgiEngine::checkStep(int delta, int step) {
return (-step >= delta) ? 0 : (step <= delta) ? 2 : 1;
}
bool AgiEngine::checkBlock(int16 x, int16 y) {
if (x <= _game.block.x1 || x >= _game.block.x2)
return false;
if (y <= _game.block.y1 || y >= _game.block.y2)
return false;
return true;
}
void AgiEngine::changePos(ScreenObjEntry *screenObj) {
const int dx[9] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
const int dy[9] = { 0, -1, -1, 0, 1, 1, 1, 0, -1 };
int16 x = screenObj->xPos;
int16 y = screenObj->yPos;
bool insideBlock = checkBlock(x, y);
x += screenObj->stepSize * dx[screenObj->direction];
y += screenObj->stepSize * dy[screenObj->direction];
if (checkBlock(x, y) == insideBlock) {
screenObj->flags &= ~fMotion;
} else {
screenObj->flags |= fMotion;
screenObj->direction = 0;
if (isEgoView(screenObj))
setVar(VM_VAR_EGO_DIRECTION, 0);
}
}
// WORKAROUND:
// Overwrite cycler state with motion data as original AGI did, almost.
//
// The original AGI interpreter stored motion and cycler data in the same four
// bytes of the screen object struct. If a script activated a motion while a
// cycler is active, or the opposite, then the previous action's state was
// overwritten. Some game scripts rely on this behavior, although probably
// unintentionally. We store motion and cycler data in separate fields, so
// in order to produce the original behavior that games depend on, we implement
// the overwrite behavior.
//
// However, we make an exception: when cycler data is overwritten, the original
// would set an unintended game flag when it completed. It doesn't seem like
// anything good can come from setting an unintended flag, so we do not set any
// flag when an overwritten cycler completes.
//
// This affects at least:
// - KQ1: when the eagle grabs ego (room 22), Bug #7046
// - BC: when the witches disappear at the end of the game (room 12, screen object 13)
// - DDP: introduction when the ducks jump, Bug #14170
// - KQ2: happened somewhere in the game, LordHoto couldn't remember exactly where
void AgiEngine::motionActivated(ScreenObjEntry *screenObj) {
if (screenObj->flags & fCycling) { // Is a cycler active?
switch (screenObj->cycle) {
case kCycleEndOfLoop: // "end.of.loop"
case kCycleRevLoop: // "reverse.loop"
// This would have overwritten the cycler's flag with wander_count
// or follow_stepSize or move_x, and that would cause the cycler
// to set an unintended flag if it completes.
// We skip setting the unintended flag with ignoreLoopFlag.
// Jumping at the eagle in KQ1 room 22 depends on the overwritten
// flag not being set. Bug #7046
screenObj->ignoreLoopFlag = true;
warning("Motion activated for screen object %d while cycler is active", screenObj->objectNr);
warning("Original AGI would overwrite flag %d, we skip setting it", screenObj->loop_flag);
break;
default:
break;
}
}
}
// WORKAROUND:
// Overwrite motion state with cycler data as original AGI did.
// This is necessary because we use a different data structure than the
// original, but games relied on undefined behavior when activating a
// cycler while a motion was in progress.
// See comment for motionActivated()
void AgiEngine::cyclerActivated(ScreenObjEntry *screenObj) {
const char *fieldName;
uint8 previousValue;
switch (screenObj->motionType) {
case kMotionWander:
// Overwrite wander count with the cycler's flag.
fieldName = "wander_count";
previousValue = screenObj->wander_count;
screenObj->wander_count = screenObj->loop_flag;
break;
case kMotionFollowEgo:
// Overwrite follow step size with the cycler's flag.
fieldName = "follow_stepSize";
previousValue = screenObj->follow_stepSize;
screenObj->follow_stepSize = screenObj->loop_flag;
break;
case kMotionMoveObj:
// Overwrite move_x with the cycler's flag.
// Required for witches to disappear at the end of Black Cauldron, room 12.
fieldName = "move_x";
previousValue = screenObj->move_x;
screenObj->move_x = screenObj->loop_flag;
break;
default:
return;
}
warning("Cycler activated for screen object %d while motion is active", screenObj->objectNr);
warning("Overwriting %s: %d with flag number %d, as original AGI did", fieldName, previousValue, screenObj->loop_flag);
}
void AgiEngine::motionWander(ScreenObjEntry *screenObj) {
uint8 originalWanderCount = screenObj->wander_count;
screenObj->wander_count--;
if ((originalWanderCount == 0) || (screenObj->flags & fDidntMove)) {
screenObj->direction = _rnd->getRandomNumber(8);
if (isEgoView(screenObj)) {
setVar(VM_VAR_EGO_DIRECTION, screenObj->direction);
}
while (screenObj->wander_count < 6) {
screenObj->wander_count = _rnd->getRandomNumber(50); // huh?
}
}
}
void AgiEngine::motionFollowEgo(ScreenObjEntry *screenObj) {
ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
int egoX = screenObjEgo->xPos + screenObjEgo->xSize / 2;
int egoY = screenObjEgo->yPos;
int objX = screenObj->xPos + screenObj->xSize / 2;
int objY = screenObj->yPos;
// Get direction to reach ego
int dir = getDirection(objX, objY, egoX, egoY, screenObj->follow_stepSize);
// Already at ego coordinates
if (dir == 0) {
screenObj->direction = 0;
screenObj->motionType = kMotionNormal;
setFlag(screenObj->follow_flag, true);
return;
}
if (screenObj->follow_count == 0xff) {
screenObj->follow_count = 0;
} else if (screenObj->flags & fDidntMove) {
int d;
while ((screenObj->direction = _rnd->getRandomNumber(8)) == 0) {
}
d = (ABS(egoY - objY) + ABS(egoX - objX)) / 2;
if (d < screenObj->stepSize) {
screenObj->follow_count = screenObj->stepSize;
return;
}
while ((screenObj->follow_count = _rnd->getRandomNumber(d)) < screenObj->stepSize) {
}
return;
}
if (screenObj->follow_count != 0) {
// DF: this is ugly and I dont know why this works, but
// other line does not! (watcom complained about lvalue)
//
// if (((int8)v->parm3 -= v->step_size) < 0)
// v->parm3 = 0;
int k = screenObj->follow_count;
k -= screenObj->stepSize;
screenObj->follow_count = k;
if ((int8) screenObj->follow_count < 0)
screenObj->follow_count = 0;
} else {
screenObj->direction = dir;
}
}
void AgiEngine::motionMoveObj(ScreenObjEntry *screenObj) {
screenObj->direction = getDirection(screenObj->xPos, screenObj->yPos, screenObj->move_x, screenObj->move_y, screenObj->stepSize);
// Update V6 if ego
if (isEgoView(screenObj))
setVar(VM_VAR_EGO_DIRECTION, screenObj->direction);
if (screenObj->direction == 0)
motionMoveObjStop(screenObj);
}
void AgiEngine::checkMotion(ScreenObjEntry *screenObj) {
switch (screenObj->motionType) {
case kMotionNormal:
break;
case kMotionWander:
motionWander(screenObj);
break;
case kMotionFollowEgo:
motionFollowEgo(screenObj);
break;
case kMotionEgo:
case kMotionMoveObj:
motionMoveObj(screenObj);
break;
default:
break;
}
if ((_game.block.active && (~screenObj->flags & fIgnoreBlocks)) && screenObj->direction)
changePos(screenObj);
}
/*
* Public functions
*/
void AgiEngine::checkAllMotions() {
ScreenObjEntry *screenObj;
for (screenObj = _game.screenObjTable; screenObj < &_game.screenObjTable[SCREENOBJECTS_MAX]; screenObj++) {
if ((screenObj->flags & (fAnimated | fUpdate | fDrawn)) == (fAnimated | fUpdate | fDrawn)
&& screenObj->stepTimeCount == 1) {
checkMotion(screenObj);
}
}
}
/**
* Check if given entry is at destination point.
* This function is used to updated the flags of an object with move.obj
* type motion that * has reached its final destination coordinates.
* @param v Pointer to view table entry
*/
void AgiEngine::inDestination(ScreenObjEntry *screenObj) {
if (screenObj->motionType == kMotionMoveObj) {
screenObj->stepSize = screenObj->move_stepSize;
setFlag(screenObj->move_flag, true);
}
screenObj->motionType = kMotionNormal;
if (isEgoView(screenObj))
_game.playerControl = true;
}
void AgiEngine::motionMoveObjStop(ScreenObjEntry *screenObj) {
screenObj->stepSize = screenObj->move_stepSize;
// This check for motionType was only done in AGI3.
// But we use this motion type for mouse movement, so we need to check in any case, otherwise it will cause glitches.
if (screenObj->motionType != kMotionEgo) {
setFlag(screenObj->move_flag, true);
}
screenObj->motionType = kMotionNormal;
if (isEgoView(screenObj)) {
_game.playerControl = true;
setVar(VM_VAR_EGO_DIRECTION, 0);
}
}
/**
* Wrapper for static function motion_moveobj().
* This function is used by cmd_move_object() in the first motion cycle
* after setting the motion mode to kMotionMoveObj.
* @param v Pointer to view table entry
*/
void AgiEngine::moveObj(ScreenObjEntry *screenObj) {
motionMoveObj(screenObj);
}
/**
* Get direction from motion coordinates
* This function gets the motion direction from the current and previous
* object coordinates and the step size.
* @param x0 Original x coordinate of the object
* @param y0 Original y coordinate of the object
* @param x x coordinate of the object
* @param y y coordinate of the object
* @param s step size
*/
int AgiEngine::getDirection(int16 objX, int16 objY, int16 destX, int16 destY, int16 stepSize) {
const int dirTable[9] = { 8, 1, 2, 7, 0, 3, 6, 5, 4 };
return dirTable[checkStep(destX - objX, stepSize) + 3 * checkStep(destY - objY, stepSize)];
}
} // End of namespace Agi
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