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/* ScummVM - Scumm Interpreter
 * Copyright (C) Revolution Software Ltd.
 * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 * $Header: /cvsroot/scummvm/scummvm/sword1/router.h,v 1.8 2004/11/09 04:06:09 lavosspawn Exp $

#ifndef BSROUTER_H
#define BSROUTER_H

#include "scummsys.h"
#include "sword1/object.h"

namespace Sword1 {

#define EXTRA_GRID_SIZE 20
#define O_GRID_SIZE 200

#if !defined(__GNUC__)
      #pragma START_PACK_STRUCTS

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;

#if !defined(__GNUC__)
      #pragma END_PACK_STRUCTS

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_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);
      void resetExtraData(void);

      // these should be private but are read by Screen for debugging:
      BarData   bars[O_GRID_SIZE+EXTRA_GRID_SIZE];
      NodeData  node[O_GRID_SIZE+EXTRA_GRID_SIZE];
      int32 nbars, 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;
      // additional route data to block parts of the floor and enable routine around megas:
      int32 _numExtraBars, _numExtraNodes;
      BarData _extraBars[EXTRA_GRID_SIZE];
      NodeData _extraNodes[EXTRA_GRID_SIZE];
      ObjectMan *_objMan;
      ResMan *_resMan;

      /*uint8 _nWalkFrames, _nTurnFrames;
      int32 _modX[NO_DIRECTIONS];
      int32 _modY[NO_DIRECTIONS];
      int32 _diagonalx, _diagonaly;*/

      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 targetDir);
      int32 GetRoute(void);
      int32 CheckTarget(int32 x, int32 y);
      int32 Scan(int32 level);      
      int32 NewCheck(int32 status, int32 x1, int32 x2, int32 y1, int32 y2);
      int32 Check(int32 x1, int32 y1, int32 x2, int32 y2);
      int32 HorizCheck(int32 x1, int32 y, int32 x2);
      int32 VertCheck(int32 x, int32 y1, int32 y2);
      int32 LineCheck(int32 x1, int32 y1, int32 x2, int32 y2);

      void ExtractRoute();

      int32 SlidyPath();
      void SlidyWalkAnimator(WalkData *walkAnim);
      int32 SmoothestPath();
      int32 SmoothCheck(int32 best, int32 p, int32 dirS, int32 dirD);

      int32 SolidPath();
      int32 SolidWalkAnimator(WalkData *walkAnim);
      void RouteLine(int32 x1,int32 y1,int32 x2,int32 y2 ,int32 colour);
      void BresenhamLine(int32 x1,int32 y1,int32 x2,int32 y2, uint8 *screen, int32 width, int32 height, int32 colour);

} // End of namespace Sword1 

#endif //BSROUTER_H

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