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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 "ags/shared/ac/common.h"
#include "ags/engine/ac/object.h"
#include "ags/engine/ac/character.h"
#include "ags/engine/ac/game_state.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/object.h"
#include "ags/engine/ac/room.h"
#include "ags/engine/ac/room_object.h"
#include "ags/engine/ac/room_status.h"
#include "ags/engine/ac/walkable_area.h"
#include "ags/shared/game/room_struct.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
void redo_walkable_areas() {
_GP(thisroom).WalkAreaMask->Blit(_G(walkareabackup), 0, 0);
for (int h = 0; h < _G(walkareabackup)->GetHeight(); ++h) {
uint8_t *walls_scanline = _GP(thisroom).WalkAreaMask->GetScanLineForWriting(h);
for (int w = 0; w < _G(walkareabackup)->GetWidth(); ++w) {
if ((walls_scanline[w] >= sizeof(_GP(play).walkable_areas_on)) ||
(_GP(play).walkable_areas_on[walls_scanline[w]] == 0))
walls_scanline[w] = 0;
}
}
}
int get_walkable_area_pixel(int x, int y) {
return _GP(thisroom).WalkAreaMask->GetPixel(room_to_mask_coord(x), room_to_mask_coord(y));
}
int get_area_scaling(int onarea, int xx, int yy) {
int zoom_level = 100;
xx = room_to_mask_coord(xx);
yy = room_to_mask_coord(yy);
if ((onarea >= 0) && (onarea < MAX_WALK_AREAS) &&
(_GP(thisroom).WalkAreas[onarea].ScalingNear != NOT_VECTOR_SCALED)) {
// We have vector scaling!
// In case the character is off the screen, limit the Y co-ordinate
// to within the area range (otherwise we get silly zoom levels
// that cause Out Of Memory crashes)
if (yy > _GP(thisroom).WalkAreas[onarea].Bottom)
yy = _GP(thisroom).WalkAreas[onarea].Bottom;
if (yy < _GP(thisroom).WalkAreas[onarea].Top)
yy = _GP(thisroom).WalkAreas[onarea].Top;
// Work it all out without having to use floats
// Percent = ((y - top) * 100) / (areabottom - areatop)
// Zoom level = ((max - min) * Percent) / 100
if (_GP(thisroom).WalkAreas[onarea].Bottom != _GP(thisroom).WalkAreas[onarea].Top) {
int percent = ((yy - _GP(thisroom).WalkAreas[onarea].Top) * 100)
/ (_GP(thisroom).WalkAreas[onarea].Bottom - _GP(thisroom).WalkAreas[onarea].Top);
zoom_level = ((_GP(thisroom).WalkAreas[onarea].ScalingNear - _GP(thisroom).WalkAreas[onarea].ScalingFar) * (percent)) / 100 + _GP(thisroom).WalkAreas[onarea].ScalingFar;
} else {
// Special case for 1px tall walkable area: take bottom line scaling
zoom_level = _GP(thisroom).WalkAreas[onarea].ScalingNear;
}
zoom_level += 100;
} else if ((onarea >= 0) & (onarea < MAX_WALK_AREAS))
zoom_level = _GP(thisroom).WalkAreas[onarea].ScalingFar + 100;
if (zoom_level == 0)
zoom_level = 100;
return zoom_level;
}
void scale_sprite_size(int sppic, int zoom_level, int *newwidth, int *newheight) {
newwidth[0] = (_GP(game).SpriteInfos[sppic].Width * zoom_level) / 100;
newheight[0] = (_GP(game).SpriteInfos[sppic].Height * zoom_level) / 100;
if (newwidth[0] < 1)
newwidth[0] = 1;
if (newheight[0] < 1)
newheight[0] = 1;
}
void remove_walkable_areas_from_temp(int fromx, int cwidth, int starty, int endy) {
fromx = room_to_mask_coord(fromx);
cwidth = room_to_mask_coord(cwidth);
starty = room_to_mask_coord(starty);
endy = room_to_mask_coord(endy);
int yyy;
if (endy >= _G(walkable_areas_temp)->GetHeight())
endy = _G(walkable_areas_temp)->GetHeight() - 1;
if (starty < 0)
starty = 0;
for (; cwidth > 0; cwidth--) {
for (yyy = starty; yyy <= endy; yyy++)
_G(walkable_areas_temp)->PutPixel(fromx, yyy, 0);
fromx++;
}
}
int is_point_in_rect(int x, int y, int left, int top, int right, int bottom) {
if ((x >= left) && (x < right) && (y >= top) && (y <= bottom))
return 1;
return 0;
}
Bitmap *prepare_walkable_areas(int sourceChar) {
// copy the walkable areas to the temp bitmap
_G(walkable_areas_temp)->Blit(_GP(thisroom).WalkAreaMask.get(), 0, 0, 0, 0, _GP(thisroom).WalkAreaMask->GetWidth(), _GP(thisroom).WalkAreaMask->GetHeight());
// if the character who's moving doesn't Bitmap *, don't bother checking
if (sourceChar < 0);
else if (_GP(game).chars[sourceChar].flags & CHF_NOBLOCKING)
return _G(walkable_areas_temp);
// for each character in the current room, make the area under
// them unwalkable
for (int ww = 0; ww < _GP(game).numcharacters; ww++) {
if (_GP(game).chars[ww].on != 1) continue;
if (_GP(game).chars[ww].room != _G(displayed_room)) continue;
if (ww == sourceChar) continue;
if (_GP(game).chars[ww].flags & CHF_NOBLOCKING) continue;
if (room_to_mask_coord(_GP(game).chars[ww].y) >= _G(walkable_areas_temp)->GetHeight()) continue;
if (room_to_mask_coord(_GP(game).chars[ww].x) >= _G(walkable_areas_temp)->GetWidth()) continue;
if ((_GP(game).chars[ww].y < 0) || (_GP(game).chars[ww].x < 0)) continue;
CharacterInfo *char1 = &_GP(game).chars[ww];
int cwidth, fromx;
if (is_char_on_another(sourceChar, ww, &fromx, &cwidth))
continue;
if ((sourceChar >= 0) && (is_char_on_another(ww, sourceChar, nullptr, nullptr)))
continue;
remove_walkable_areas_from_temp(fromx, cwidth, char1->get_blocking_top(), char1->get_blocking_bottom());
}
// check for any blocking objects in the room, and deal with them
// as well
for (uint32_t ww = 0; ww < _G(croom)->numobj; ww++) {
if (_G(objs)[ww].on != 1) continue;
if ((_G(objs)[ww].flags & OBJF_SOLID) == 0)
continue;
if (room_to_mask_coord(_G(objs)[ww].y) >= _G(walkable_areas_temp)->GetHeight()) continue;
if (room_to_mask_coord(_G(objs)[ww].x) >= _G(walkable_areas_temp)->GetWidth()) continue;
if ((_G(objs)[ww].y < 0) || (_G(objs)[ww].x < 0)) continue;
int x1, y1, width, y2;
get_object_blocking_rect(ww, &x1, &y1, &width, &y2);
// if the character is currently standing on the object, ignore
// it so as to allow him to escape
if ((sourceChar >= 0) &&
(is_point_in_rect(_GP(game).chars[sourceChar].x, _GP(game).chars[sourceChar].y,
x1, y1, x1 + width, y2)))
continue;
remove_walkable_areas_from_temp(x1, width, y1, y2);
}
return _G(walkable_areas_temp);
}
// return the walkable area at the character's feet, taking into account
// that he might just be off the edge of one
int get_walkable_area_at_location(int xx, int yy) {
int onarea = get_walkable_area_pixel(xx, yy);
if (onarea < 0) {
// the character has walked off the edge of the screen, so stop them
// jumping up to full size when leaving
if (xx >= _GP(thisroom).Width)
onarea = get_walkable_area_pixel(_GP(thisroom).Width - 1, yy);
else if (xx < 0)
onarea = get_walkable_area_pixel(0, yy);
else if (yy >= _GP(thisroom).Height)
onarea = get_walkable_area_pixel(xx, _GP(thisroom).Height - 1);
else if (yy < 0)
onarea = get_walkable_area_pixel(xx, 1);
}
if (onarea == 0) {
// the path finder sometimes slightly goes into non-walkable areas;
// so check for scaling in adjacent pixels
const int TRYGAP = 2;
onarea = get_walkable_area_pixel(xx + TRYGAP, yy);
if (onarea <= 0)
onarea = get_walkable_area_pixel(xx - TRYGAP, yy);
if (onarea <= 0)
onarea = get_walkable_area_pixel(xx, yy + TRYGAP);
if (onarea <= 0)
onarea = get_walkable_area_pixel(xx, yy - TRYGAP);
if (onarea < 0)
onarea = 0;
}
return (onarea >= 0 && onarea < MAX_WALK_AREAS) ? onarea : 0;
}
int get_walkable_area_at_character(int charnum) {
CharacterInfo *chin = &_GP(game).chars[charnum];
return get_walkable_area_at_location(chin->x, chin->y);
}
} // namespace AGS3
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