scummvm/engines/mads/player.cpp

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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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#include "mads/mads.h"
#include "mads/player.h"
namespace MADS {
#define PLAYER_SEQ_INDEX -2
const int Player::_directionListIndexes[32] = {
0, 7, 4, 3, 6, 0, 2, 5, 0, 1, 9, 4, 1, 2, 7, 9, 3, 8, 9, 6, 7, 2, 3, 6, 1, 7, 9, 4, 7, 8, 0, 0
};
Player::Player(MADSEngine *vm): _vm(vm) {
_action = nullptr;
_facing = FACING_NORTH;
_turnToFacing = FACING_NORTH;
_targetFacing = FACING_NORTH;
_prepareWalkFacing = FACING_NONE;
_mirror = false;
_spritesLoaded = false;
_spritesStart = 0;
_spritesIdx = 0;
_numSprites = 0;
_stepEnabled = false;
_visible = false;
_priorVisible = false;
_needToWalk = false;
_readyToWalk = false;
_visible3 = false;
_loadsFirst = false;
_loadedFirst = false;
_walkAnywhere = false;
_special = 0;
_ticksAmount = 0;
_priorTimer = 0;
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_trigger = 0;
_scalingVelocity = false;
_spritesChanged = false;
_forceRefresh = false;
_highSprites = false;
_currentDepth = 0;
_currentScale = 0;
_frameNumber = 0;
_centerOfGravity = 0;
_frameCount = 0;
_velocity = 0;
_upcomingTrigger = 0;
_trigger = 0;
_frameListIndex = 0;
_stopWalkerIndex = 0;
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_totalDistance = 0;
Common::fill(&_stopWalkerList[0], &_stopWalkerList[12], 0);
Common::fill(&_stopWalkerTrigger[0], &_stopWalkerTrigger[12], 0);
Common::fill(&_spriteSetsPresent[0], &_spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT], false);
}
void Player::cancelWalk() {
_action = &_vm->_game->_scene._action;
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_targetPos = _playerPos;
_targetFacing = FACING_NONE;
_turnToFacing = _facing;
_moving = false;
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_walkOffScreen = _walkOffScreenSceneId = 0;
_next = 0;
_routeCount = 0;
_walkAnywhere = false;
_needToWalk = false;
_readyToWalk = false;
}
bool Player::loadSprites(const Common::String &prefix) {
Common::String suffixList = "89632741";
Common::String newPrefix;
if (prefix.empty()) {
newPrefix = _spritesPrefix;
} else {
_spritesPrefix = prefix;
newPrefix = prefix;
}
_numSprites = 0;
if (!_spritesPrefix.empty()) {
for (int fileIndex = 0; fileIndex < PLAYER_SPRITES_FILE_COUNT; ++fileIndex) {
Common::String setName = Common::String::format("*%s_%c.SS",
newPrefix.c_str(), suffixList[fileIndex]);
if (fileIndex >= 5)
_highSprites = true;
_spriteSetsPresent[fileIndex] = true;
int setIndex = -1;
if (Common::File::exists(setName)) {
setIndex = _vm->_game->_scene._sprites.addSprites(setName, 4);
++_numSprites;
} else if (fileIndex < 5) {
_highSprites = 0;
return true;
} else {
_spriteSetsPresent[fileIndex] = false;
}
if (fileIndex == 0)
_spritesStart = setIndex;
}
_spritesLoaded = true;
_spritesChanged = false;
_highSprites = false;
return false;
} else {
Common::fill(&_spriteSetsPresent[0], &_spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT], false);
_highSprites = false;
return true;
}
}
void Player::setFinalFacing() {
if (_targetFacing != FACING_NONE)
_turnToFacing = _targetFacing;
}
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void Player::changeFacing() {
int dirIndex = 0, dirIndex2 = 0;
int newDir = 0, newDir2 = 0;
if (_facing != _turnToFacing) {
// Find the index for the given direction in the player direction list
int tempDir = _facing;
do {
++dirIndex;
newDir += tempDir;
tempDir = _directionListIndexes[tempDir + 10];
} while (tempDir != _turnToFacing);
}
if (_facing != _turnToFacing) {
// Find the index for the given direction in the player direction list
int tempDir = _facing;
do {
++dirIndex2;
newDir2 += tempDir;
tempDir = _directionListIndexes[tempDir + 20];
} while (tempDir != _turnToFacing);
}
int diff = dirIndex - dirIndex2;
if (diff == 0)
diff = newDir - newDir2;
_facing = (diff >= 0) ? (Facing)_directionListIndexes[_facing + 20] :
(Facing)_directionListIndexes[_facing + 10];
selectSeries();
if ((_facing == _turnToFacing) && !_moving)
updateFrame();
_priorTimer += 1;
}
void Player::cancelCommand() {
cancelWalk();
_action->_inProgress = false;
}
void Player::selectSeries() {
Scene &scene = _vm->_game->_scene;
clearStopList();
_mirror = false;
_spritesIdx = _directionListIndexes[_facing];
if (!_spriteSetsPresent[_spritesIdx]) {
// Direction isn't present, so use alternate direction, with entries flipped
_spritesIdx -= 4;
_mirror = true;
}
SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
assert(spriteSet._charInfo);
_velocity = MAX(spriteSet._charInfo->_velocity, 100);
setBaseFrameRate();
_frameCount = spriteSet._charInfo->_totalFrames;
if (_frameCount == 0)
_frameCount = spriteSet.getCount();
_centerOfGravity = spriteSet._charInfo->_centerOfGravity;
if ((_frameNumber <= 0) || (_frameNumber > _frameCount))
_frameNumber = 1;
_forceRefresh = true;
}
void Player::updateFrame() {
Scene &scene = _vm->_game->_scene;
SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
assert(spriteSet._charInfo);
if (!spriteSet._charInfo->_numEntries) {
_frameNumber = 1;
} else {
_frameListIndex = _stopWalkerList[_stopWalkerIndex];
if (!_visible) {
_upcomingTrigger = 0;
}
else {
_upcomingTrigger = _stopWalkerTrigger[_stopWalkerIndex];
if (_stopWalkerIndex > 0)
--_stopWalkerIndex;
}
// Set the player frame number
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int listIndex = ABS(_frameListIndex);
_frameNumber = (_frameListIndex >= 0) ? spriteSet._charInfo->_startFrames[listIndex] :
spriteSet._charInfo->_stopFrames[listIndex];
// Set next waiting period in ticks
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if (listIndex == 0) {
setBaseFrameRate();
} else {
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_ticksAmount = spriteSet._charInfo->_ticksList[listIndex];
}
}
_forceRefresh = true;
}
void Player::update() {
Scene &scene = _vm->_game->_scene;
if (_forceRefresh || (_visible != _priorVisible)) {
int slotIndex = getSpriteSlot();
if (slotIndex >= 0)
scene._spriteSlots[slotIndex]._SlotType = ST_EXPIRED;
int newDepth = 1;
int yp = MAX(_playerPos.y, (int16)(MADS_SCENE_HEIGHT - 1));
for (int idx = 1; idx < 15; ++idx) {
if (scene._sceneInfo->_depthList[newDepth] >= yp)
newDepth = idx + 1;
}
_currentDepth = newDepth;
// Get the scale
int newScale = getScale(_playerPos.y);
_currentScale = MIN(newScale, 100);
if (_visible) {
// Player sprite needs to be rendered
SpriteSlot slot;
slot._SlotType = ST_FOREGROUND;
slot._seqIndex = PLAYER_SEQ_INDEX;
slot._spritesIndex = _spritesStart + _spritesIdx;
slot._frameNumber = _mirror ? -_frameNumber : _frameNumber;
slot._position.x = _playerPos.x;
slot._position.y = _playerPos.y + (_centerOfGravity * newScale) / 100;
slot._depth = newDepth;
slot._scale = newScale;
if (slotIndex >= 0) {
// Check if the existing player slot has the same details, and can be re-used
SpriteSlot &s2 = scene._spriteSlots[slotIndex];
bool equal = (s2._seqIndex == slot._seqIndex)
&& (s2._spritesIndex == slot._spritesIndex)
&& (s2._frameNumber == slot._frameNumber)
&& (s2._position == slot._position)
&& (s2._depth == slot._depth)
&& (s2._scale == slot._scale);
if (equal)
// Undo the prior expiry of the player sprite
s2._SlotType = ST_NONE;
else
slotIndex = -1;
}
if (slotIndex < 0) {
// New slot needed, so allocate one and copy the slot data
slotIndex = scene._spriteSlots.add();
scene._spriteSlots[slotIndex] = slot;
}
// If changing a scene, check to change the scene when the player
// has moved off-screen
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if (_walkOffScreen) {
SpriteAsset *asset = scene._sprites[slot._spritesIndex];
MSprite *frame = asset->getFrame(_frameNumber - 1);
int xScale = frame->w * newScale / 200;
int yScale = frame->h * newScale / 100;
int playerX = slot._position.x;
int playerY = slot._position.y;
if ((playerX + xScale) < 0 || (playerX + xScale) >= MADS_SCREEN_WIDTH ||
playerY < 0 || (playerY + yScale) >= MADS_SCENE_HEIGHT) {
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scene._nextSceneId = _walkOffScreen;
_walkOffScreen = 0;
_walkAnywhere = false;
}
}
}
}
_visible3 = _visible;
_priorVisible = _visible;
_forceRefresh = false;
}
void Player::clearStopList() {
_stopWalkerList[0] = 0;
_stopWalkerTrigger[0] = 0;
_stopWalkerIndex = 0;
_upcomingTrigger = 0;
_trigger = 0;
}
void Player::startWalking(const Common::Point &pt, Facing facing) {
Scene &scene = _vm->_game->_scene;
clearStopList();
setBaseFrameRate();
_moving = true;
_targetFacing = facing;
scene._sceneInfo->setRouteNode(scene._sceneInfo->_nodes.size() - 2,
_playerPos, scene._depthSurface);
scene._sceneInfo->setRouteNode(scene._sceneInfo->_nodes.size() - 1,
pt, scene._depthSurface);
bool v = scene._depthSurface.getDepthHighBit(pt);
setupRoute(v);
_next = 0;
if (_routeCount > 0) {
Common::Point srcPos = _playerPos;
for (int routeCtr = _routeCount - 1; (routeCtr >= 0) && (_next == 0); --routeCtr) {
int idx = _routeIndexes[routeCtr];
const Common::Point &pt =scene._sceneInfo->_nodes[idx]._walkPos;
_next = scanPath(scene._depthSurface, srcPos, pt);
srcPos = pt;
}
}
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}
void Player::walk(const Common::Point &pos, Facing facing) {
Scene &scene = _vm->_game->_scene;
cancelWalk();
_needToWalk = true;
_readyToWalk = true;
_prepareWalkPos = pos;
_prepareWalkFacing = facing;
}
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void Player::nextFrame() {
Scene &scene = _vm->_game->_scene;
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uint32 newTime = _priorTimer + _ticksAmount;
if (scene._frameStartTime >= newTime) {
_priorTimer = scene._frameStartTime;
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if (_moving) {
move();
} else {
idle();
}
setFrame();
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update();
}
}
void Player::move() {
Scene &scene = _vm->_game->_scene;
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bool newFacing = false;
if (_moving) {
int idx = _routeCount;
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while (!_walkOffScreen && _playerPos == _targetPos) {
if (idx != 0) {
--idx;
SceneNode &node = scene._sceneInfo->_nodes[_routeIndexes[idx]];
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_targetPos = node._walkPos;
newFacing = true;
} else if (_walkOffScreenSceneId == idx) {
// End of walking path
_routeCount = 0;
_moving = false;
setFinalFacing();
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newFacing = true;
idx = _routeCount;
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} else {
_walkOffScreen = _walkOffScreenSceneId;
_walkAnywhere = true;
_walkOffScreenSceneId = 0;
_stepEnabled = true;
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newFacing = false;
}
if (!_moving)
break;
}
_routeCount = idx;
}
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if (newFacing && _moving)
startMovement();
if (_turnToFacing != _facing)
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changeFacing();
else if (!_moving)
updateFrame();
int velocity = _velocity;
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if (_scalingVelocity && (_totalDistance > 0)) {
int angleRange = 100 - _currentScale;
int angleScale = angleRange * (_posDiff.x - 1) / _totalDistance + _currentScale;
velocity = MAX(1, 10000 / (angleScale * _currentScale * velocity));
}
if (!_moving || (_facing != _turnToFacing))
return;
Common::Point newPos = _playerPos;
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if (_distAccum < velocity) {
do {
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if (_pixelAccum < _posDiff.x)
_pixelAccum += _posDiff.y;
if (_pixelAccum >= _posDiff.x) {
if ((_posChange.y > 0) || (_walkOffScreen != 0))
newPos.y += _yDirection;
--_posChange.y;
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_pixelAccum -= _posDiff.x;
}
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if (_pixelAccum < _posDiff.x) {
if ((_posChange.x > 0) || (_walkOffScreen != 0))
newPos.x += _xDirection;
--_posChange.x;
}
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if (!_walkAnywhere && !_walkOffScreen && (_walkOffScreenSceneId == 0)) {
newFacing = scene._depthSurface.getDepthHighBit(newPos);
if (_special == 0)
_special = scene.getDepthHighBits(newPos);
}
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_distAccum += _deltaDistance;
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} while ((_distAccum < velocity) && !newFacing && ((_posChange.x > 0) || (_posChange.y > 0) || (_walkOffScreen != 0)));
}
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_distAccum -= velocity;
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if (newFacing) {
cancelCommand();
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} else {
if (!_walkOffScreen) {
// If the move is complete, make sure the position is exactly on the given destination
if (_posChange.x == 0)
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newPos.x = _targetPos.x;
if (_posChange.y == 0)
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newPos.y = _targetPos.y;
}
_playerPos = newPos;
}
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}
void Player::idle() {
Scene &scene = _vm->_game->_scene;
if (_facing != _turnToFacing) {
// The direction has changed, so reset for new direction
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changeFacing();
return;
}
SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
assert(spriteSet._charInfo);
if (spriteSet._charInfo->_numEntries == 0)
// No entries, so exit immediately
return;
int frameIndex = ABS(_frameListIndex);
int direction = (_frameListIndex < 0) ? -1 : 1;
if (frameIndex >= spriteSet._charInfo->_numEntries) {
// Reset back to the start of the list
_frameListIndex = 0;
} else {
_frameNumber += direction;
_forceRefresh = true;
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if (spriteSet._charInfo->_stopFrames[frameIndex] < _frameNumber) {
_trigger = _upcomingTrigger;
updateFrame();
}
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if (spriteSet._charInfo->_startFrames[frameIndex] < _frameNumber) {
_trigger = _upcomingTrigger;
updateFrame();
}
}
}
void Player::setFrame() {
if (_moving) {
if (++_frameNumber > _frameCount)
_frameNumber = 1;
_forceRefresh = true;
} else {
if (!_forceRefresh)
idle();
}
}
int Player::getSpriteSlot() {
SpriteSlots &spriteSlots = _vm->_game->_scene._spriteSlots;
for (uint idx = 0; idx < spriteSlots.size(); ++idx) {
if (spriteSlots[idx]._seqIndex == PLAYER_SEQ_INDEX &&
spriteSlots[idx]._SlotType >= ST_NONE)
return idx;
}
return - 1;
}
int Player::getScale(int yp) {
Scene &scene = _vm->_game->_scene;
int scale = (scene._bandsRange == 0) ? scene._sceneInfo->_maxScale :
(yp - scene._sceneInfo->_yBandsStart) * scene._scaleRange / scene._bandsRange +
scene._sceneInfo->_minScale;
return MIN(scale, 100);
}
void Player::setBaseFrameRate() {
Scene &scene = _vm->_game->_scene;
SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
assert(spriteSet._charInfo);
_ticksAmount = spriteSet._charInfo->_ticksAmount;
if (_ticksAmount == 0)
_ticksAmount = 6;
}
void Player::setupRoute(bool bitFlag) {
Scene &scene = _vm->_game->_scene;
// Reset the flag set of nodes in use
SceneNodeList &nodes = scene._sceneInfo->_nodes;
for (uint i = 0; i < nodes.size(); ++i)
nodes[i]._active = false;
// Start constructing route node list
_routeLength = 0x3FFF;
_routeCount = 0;
setupRouteNode(_tempRoute, nodes.size() - 1, bitFlag ? 0xC000 : 0x8000, 0);
}
void Player::setupRouteNode(int *routeIndexP, int nodeIndex, int flags, int routeLength) {
Scene &scene = _vm->_game->_scene;
SceneNodeList &nodes = scene._sceneInfo->_nodes;
SceneNode &currentNode = nodes[nodeIndex];
currentNode._active = true;
*routeIndexP++ = nodeIndex;
int subIndex = nodes.size() - 2;
int indexVal = nodes[nodeIndex]._indexes[subIndex];
if (indexVal & flags) {
routeLength += indexVal & 0x3FFF;
if (routeLength < _routeLength) {
// Found a new shorter route to destination, so set up the route with the found one
Common::copy(_tempRoute, routeIndexP, _routeIndexes);
_routeCount = routeIndexP - _tempRoute;
_routeLength = indexVal & 0x3FFF;
}
} else {
for (int idx = nodes.size() - 2; idx > 0; --idx) {
int nodePos = idx - 1;
if (!nodes[nodePos]._active && ((currentNode._indexes[nodePos] & flags) != 0))
setupRouteNode(routeIndexP, nodePos, 0x8000, indexVal & 0x3fff);
}
}
currentNode._active = false;
}
int Player::scanPath(MSurface &depthSurface, const Common::Point &srcPos, const Common::Point &destPos) {
Scene &scene = _vm->_game->_scene;
// For compressed depth surfaces, always return 0
if (scene._sceneInfo->_depthStyle != 2)
return 0;
int yDiff = destPos.y - srcPos.y;
int yAmount = MADS_SCREEN_WIDTH;
if (yDiff < 0) {
yDiff = -yDiff;
yAmount = -yAmount;
}
int xDiff = destPos.x - srcPos.y;
int xDirection = 1;
int xAmount = 0;
if (xDiff < 0) {
xDiff = -xDiff;
xDirection = -xDirection;
xAmount = MIN(yDiff, xDiff);
}
++xDiff;
++yDiff;
const byte *srcP = depthSurface.getBasePtr(srcPos.x, srcPos.y);
int index = xAmount;
// Outer horizontal movement loop
for (int yIndex = 0; yIndex < yDiff; ++yIndex) {
index += yDiff;
int v = (*srcP & 0x7F) >> 4;
if (v)
return v;
// Inner loop for handling vertical movement
while (index >= xDiff) {
index -= xDiff;
v = (*srcP & 0x7F) >> 4;
if (v)
return v;
srcP += yAmount;
}
srcP += xDirection;
}
return 0;
}
void Player::startMovement() {
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int xDiff = _targetPos.x - _playerPos.x;
int yDiff = _targetPos.y - _playerPos.y;
int srcScale = getScale(_playerPos.y);
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int destScale = getScale(_targetPos.y);
// Sets the X direction
if (xDiff > 0)
_xDirection = 1;
else if (xDiff < 0)
_xDirection = -1;
else
_xDirection = 0;
// Sets the Y direction
if (yDiff > 0)
_yDirection = 1;
else if (yDiff < 0)
_yDirection = -1;
else
_yDirection = 0;
xDiff = ABS(xDiff);
yDiff = ABS(yDiff);
int scaleDiff = ABS(srcScale - destScale);
int xAmt100 = xDiff * 100;
int yAmt100 = yDiff * 100;
int xAmt33 = xDiff * 33;
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int scaleAmount = (_scalingVelocity ? scaleDiff * 3 : 0) + 100 * yDiff / 100;
int scaleAmount100 = scaleAmount * 100;
// Figure out direction that will need to be moved in
int majorDir;
if (xDiff == 0)
majorDir = 1;
else if (yDiff == 0)
majorDir = 3;
else {
if ((scaleAmount < xDiff) && ((xAmt33 / scaleAmount) >= 141))
majorDir = 3;
else if (yDiff <= xDiff)
majorDir = 2;
else if ((scaleAmount100 / xDiff) >= 141)
majorDir = 1;
else
majorDir = 2;
}
switch (majorDir) {
case 1:
_turnToFacing = (_yDirection <= 0) ? FACING_NORTH : FACING_SOUTH;
break;
case 2: {
_turnToFacing = (Facing)(((_yDirection <= 0) ? 9 : 3) - ((_xDirection <= 0) ? 2 : 0));
break;
}
case 3:
_turnToFacing = (_xDirection <= 0) ? FACING_WEST : FACING_EAST;
break;
default:
break;
}
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_totalDistance = sqrt((double)(xAmt100 * xAmt100 + yAmt100 * yAmt100));
_posDiff.x = xDiff + 1;
_posDiff.y = yDiff + 1;
_posChange.x = xDiff;
_posChange.y = yDiff;
int majorChange = MAX(xDiff, yDiff);
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_deltaDistance = (majorChange == 0) ? 0 : _totalDistance / majorChange;
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if (_playerPos.x > _targetPos.x)
_pixelAccum = MAX(_posChange.x, _posChange.y);
else
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_pixelAccum = 0;
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_totalDistance /= 100;
_distAccum = -_deltaDistance;
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}
void Player::newWalk() {
if (_needToWalk && _readyToWalk) {
startWalking(_prepareWalkPos, _prepareWalkFacing);
_needToWalk = false;
}
}
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void Player::addWalker(int walker, int trigger) {
warning("TODO: Player::addWalker");
}
} // End of namespace MADS