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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
 * 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.
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/sword1/router.h $
 * $Id: router.h 30944 2008-02-23 22:50:18Z sev $


#include "sword1/object.h"

namespace Sword1 {

#include "common/pack-start.h"      // START STRUCT PACKING

struct BarData {
      int16 x1;
      int16 y1;
      int16 x2;
      int16 y2;
      int16 xmin;
      int16 ymin;
      int16 xmax;
      int16 ymax;
      int16 dx;   // x2 - x1
      int16 dy;   // y2 - y1
      int32 co;   // co = (y1*dx) - (x1*dy) from an equation for a line y*dx = x*dy + co

struct NodeData {
      int16 x;
      int16 y;
      int16 level;
      int16 prev;
      int16 dist;

#include "common/pack-end.h"  // END STRUCT PACKING

struct FloorData {
      int32       nbars;
      BarData           *bars;
      int32       nnodes;
      NodeData    *node;

struct RouteData {
      int32 x;
      int32 y;
      int32 dirS;
      int32 dirD;

struct PathData {
      int32 x;
      int32 y;
      int32 dir;
      int32 num;

#define ROUTE_END_FLAG 255

#define O_GRID_SIZE 200
#define O_ROUTE_SIZE 50

class ObjectMan;
class ResMan;
class Screen;

extern int whatTarget(int32 startX, int32 startY, int32 destX, int32 destY);

class Router {
      Router(ObjectMan *pObjMan, ResMan *pResMan);
      int32 routeFinder(int32 id, Object *mega, int32 x, int32 y, int32 dir);
      void setPlayerTarget(int32 x, int32 y, int32 dir, int32 stance);

      // these should be private but are read by Screen for debugging:
      BarData   _bars[O_GRID_SIZE];
      NodeData  _node[O_GRID_SIZE];

      int32 _nBars;
      int32 _nNodes;

      // when the player collides with another mega, we'll receive a ReRouteRequest here.
      // that's why we need to remember the player's target coordinates
      int32 _playerTargetX, _playerTargetY, _playerTargetDir, _playerTargetStance;

      ObjectMan *_objMan;
      ResMan *_resMan;

      int32 _startX, _startY, _startDir;
      int32 _targetX, _targetY, _targetDir;
      int32 _scaleA, _scaleB;

      int32 megaId;

      /*RouteData _route[O_ROUTE_SIZE];
      //int32 _routeLength;
      PathData  _smoothPath[O_ROUTE_SIZE];
      PathData  _modularPath[O_ROUTE_SIZE];*/
      RouteData               _route[O_ROUTE_SIZE];
      PathData                _smoothPath[O_ROUTE_SIZE];
      PathData                _modularPath[O_ROUTE_SIZE];
      int32                   _routeLength;

      int32       _framesPerStep, _framesPerChar;
      uint8       _nWalkFrames, _nTurnFrames;
      int32       _dx[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
      int32       _dy[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
      int32       _modX[NO_DIRECTIONS];
      int32       _modY[NO_DIRECTIONS];
      int32       _diagonalx, _diagonaly;
      int32       standFrames;
      int32       turnFramesLeft, turnFramesRight;
      int32       walkFramesLeft, walkFramesRight; // left/right walking turn
      int32       slowInFrames, slowOutFrames;

      int32 LoadWalkResources(Object *mega, int32 x, int32 y, int32 dir);
      int32 getRoute(void);
      int32 checkTarget(int32 x, int32 y);

      bool scan(int32 level);
      int32 newCheck(int32 status, int32 x1, int32 x2, int32 y1, int32 y2);
      bool check(int32 x1, int32 y1, int32 x2, int32 y2);
      bool horizCheck(int32 x1, int32 y, int32 x2);
      bool vertCheck(int32 x, int32 y1, int32 y2);
      bool lineCheck(int32 x1, int32 y1, int32 x2, int32 y2);

      void extractRoute();

      void slidyPath();
      void slidyWalkAnimator(WalkData *walkAnim);

      int32 smoothestPath();
      int32 smoothCheck(int32 best, int32 p, int32 dirS, int32 dirD);

      void solidPath();
      int32 solidWalkAnimator(WalkData *walkAnim);

} // End of namespace Sword1

#endif //BSROUTER_H

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