ScummVM API documentation
router.h
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 modify
11  * it under the terms of the GNU General Public License as published by
12  * the Free Software Foundation, either version 3 of the License, or
13  * (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, see <http://www.gnu.org/licenses/>.
22  */
23 
24 #ifndef SWORD2_ROUTER_H
25 #define SWORD2_ROUTER_H
26 
27 // This used to be a variable, but it was never set. Actually, it wasn't even
28 // initialized!
29 //
30 // Define this to force the use of slidy router (so solid path not used when
31 // ending walk in ANY direction)
32 //
33 // #define FORCE_SLIDY
34 
35 #include "sword2/object.h"
36 
37 namespace Sword2 {
38 
39 struct WalkData {
40  uint16 frame;
41  int16 x;
42  int16 y;
43  uint8 step;
44  uint8 dir;
45 };
46 
47 struct BarData {
48  int16 x1;
49  int16 y1;
50  int16 x2;
51  int16 y2;
52  int16 xmin;
53  int16 ymin;
54  int16 xmax;
55  int16 ymax;
56  int16 dx; // x2 - x1
57  int16 dy; // y2 - y1
58  int32 co; // co = (y1*dx) - (x1*dy) from an equation for a line y*dx = x*dy + co
59 };
60 
61 struct NodeData {
62  int16 x;
63  int16 y;
64  int16 level;
65  int16 prev;
66  int16 dist;
67 };
68 
69 // because we only have 2 megas in the game!
70 #define TOTAL_ROUTE_SLOTS 2
71 
72 #define MAX_FRAMES_PER_CYCLE 16
73 #define NO_DIRECTIONS 8
74 #define MAX_FRAMES_PER_CHAR (MAX_FRAMES_PER_CYCLE * NO_DIRECTIONS)
75 #define ROUTE_END_FLAG 255
76 
77 #define MAX_WALKGRIDS 10
78 
79 #define O_WALKANIM_SIZE 600 // max number of nodes in router output
80 #define O_GRID_SIZE 200 // max 200 lines & 200 points
81 #define O_ROUTE_SIZE 50 // max number of modules in a route
82 
83 struct RouteData {
84  int32 x;
85  int32 y;
86  int32 dirS;
87  int32 dirD;
88 };
89 
90 struct PathData {
91  int32 x;
92  int32 y;
93  int32 dir;
94  int32 num;
95 };
96 
97 class Router {
98 private:
99  Sword2Engine *_vm;
100 
101  int16 _standbyX; // see fnSetStandbyCoords()
102  int16 _standbyY;
103  int16 _standbyDir;
104 
105  // stores pointers to mem blocks containing routes created & used by
106  // megas (NULL if slot not in use)
107  WalkData *_routeSlots[TOTAL_ROUTE_SLOTS];
108 
109  BarData _bars[O_GRID_SIZE];
110  NodeData _node[O_GRID_SIZE];
111 
112  int32 _walkGridList[MAX_WALKGRIDS];
113 
114  int32 _nBars;
115  int32 _nNodes;
116 
117  int32 _startX, _startY, _startDir;
118  int32 _targetX, _targetY, _targetDir;
119  int32 _scaleA, _scaleB;
120 
121  RouteData _route[O_ROUTE_SIZE];
122  PathData _smoothPath[O_ROUTE_SIZE];
123  PathData _modularPath[O_ROUTE_SIZE];
124  int32 _routeLength;
125 
126  int32 _framesPerStep;
127  int32 _framesPerChar;
128 
129  ObjectWalkdata _walkData;
130 
131  int8 _modX[NO_DIRECTIONS];
132  int8 _modY[NO_DIRECTIONS];
133  int32 _diagonalx;
134  int32 _diagonaly;
135 
136  int32 _firstStandFrame;
137 
138  int32 _firstStandingTurnLeftFrame;
139  int32 _firstStandingTurnRightFrame;
140 
141  int32 _firstWalkingTurnLeftFrame; // left walking turn
142  int32 _firstWalkingTurnRightFrame; // right walking turn
143 
144  uint32 _firstSlowInFrame[NO_DIRECTIONS];
145 
146  int32 _firstSlowOutFrame;
147 
148  // number of slow-out frames on for each leading-leg in each direction
149  // ie. total number of slow-out frames = (numberOfSlowOutFrames * 2 *
150  // NO_DIRECTIONS)
151 
152  int32 _numberOfSlowOutFrames;
153 
154  int32 _stepCount;
155 
156  int32 _moduleX;
157  int32 _moduleY;
158  int32 _currentDir;
159  int32 _lastCount;
160  int32 _frame;
161 
162  uint8 returnSlotNo(uint32 megaId);
163 
164  int32 getRoute();
165  void extractRoute();
166  void loadWalkGrid();
167  void setUpWalkGrid(byte *ob_mega, int32 x, int32 y, int32 dir);
168  void loadWalkData(byte *ob_walkdata);
169  bool scan(int32 level);
170 
171  int32 newCheck(int32 status, int32 x1, int32 y1, int32 x2, int32 y2);
172  bool lineCheck(int32 x1, int32 x2, int32 y1, int32 y2);
173  bool vertCheck(int32 x, int32 y1, int32 y2);
174  bool horizCheck(int32 x1, int32 y, int32 x2);
175  bool check(int32 x1, int32 y1, int32 x2, int32 y2);
176  int32 checkTarget(int32 x, int32 y);
177 
178  int32 smoothestPath();
179  void slidyPath();
180 
181  void smoothCheck(int32 &steps, int32 best, int32 p, int32 dirS, int32 dirD);
182 
183  bool addSlowInFrames(WalkData *walkAnim);
184  void addSlowOutFrames(WalkData *walkAnim);
185  void slidyWalkAnimator(WalkData *walkAnim);
186 
187 #ifndef FORCE_SLIDY
188  void solidPath();
189  int32 solidWalkAnimator(WalkData *walkAnim);
190 #endif
191 
192  void plotCross(int16 x, int16 y, uint8 color);
193 
194 public:
195  Router(Sword2Engine *vm) : _vm(vm), _diagonalx(0), _diagonaly(0) {
196  memset(_routeSlots, 0, sizeof(_routeSlots));
197  memset(_bars, 0, sizeof(_bars));
198  memset(_node, 0, sizeof(_node));
199  memset(_walkGridList, 0, sizeof(_walkGridList));
200  memset(_route, 0, sizeof(_route));
201  memset(_smoothPath, 0, sizeof(_smoothPath));
202  memset(_modularPath, 0, sizeof(_modularPath));
203  memset(_modX, 0, sizeof(_modX));
204  memset(_modY, 0, sizeof(_modY));
205  memset(_firstSlowInFrame, 0, sizeof(_firstSlowInFrame));
206  }
207 
208  void setStandbyCoords(int16 x, int16 y, uint8 dir);
209  int whatTarget(int startX, int startY, int destX, int destY);
210 
211  // Sprites
212  void setSpriteStatus(byte *ob_graph, uint32 type);
213  void setSpriteShading(byte *ob_graph, uint32 type);
214 
215  // Animation
216  int doAnimate(byte *ob_logic, byte *ob_graph, int32 animRes, bool reverse);
217  int megaTableAnimate(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *animTable, bool reverse);
218 
219  // Walking
220  int doWalk(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y, uint8 target_dir);
221  int walkToAnim(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 animRes);
222  int walkToTalkToMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId, uint32 separation);
223 
224  // Turning
225  int doFace(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint8 target_dir);
226  int faceXY(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y);
227  int faceMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId);
228 
229  // Standing
230  void standAt(byte *ob_graph, byte *ob_mega, int32 x, int32 y, int32 dir);
231  void standAfterAnim(byte *ob_graph, byte *ob_mega, uint32 animRes);
232  void standAtAnim(byte *ob_graph, byte *ob_mega, uint32 animRes);
233 
234  int32 routeFinder(byte *ob_mega, byte *ob_walkdata, int32 x, int32 y, int32 dir);
235 
236  void earlySlowOut(byte *ob_mega, byte *ob_walkdata);
237 
238  void allocateRouteMem();
239  WalkData *getRouteMem();
240  void freeRouteMem();
241  void freeAllRouteMem();
242  void addWalkGrid(int32 gridResource);
243  void removeWalkGrid(int32 gridResource);
244  void clearWalkGridList();
245 
246  void plotWalkGrid();
247 };
248 
249 } // End of namespace Sword2
250 
251 #endif
Definition: animation.h:37
Definition: object.h:259
Definition: router.h:39
Definition: sword2.h:99
Definition: router.h:47
Definition: router.h:90
Definition: router.h:83
Definition: router.h:61
Definition: router.h:97