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motion.cpp

/* 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.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-1-0-0/engines/agi/motion.cpp $
 * $Id: motion.cpp 41239 2009-06-06 17:39:13Z sev $
 *
 */

#include "agi/agi.h"

namespace Agi {

int AgiEngine::checkStep(int delta, int step) {
      return (-step >= delta) ? 0 : (step <= delta) ? 2 : 1;
}

int AgiEngine::checkBlock(int x, int y) {
      if (x <= _game.block.x1 || x >= _game.block.x2)
            return false;

      if (y <= _game.block.y1 || y >= _game.block.y2)
            return false;

      return true;
}

void AgiEngine::changePos(VtEntry *v) {
      int b, x, y;
      int dx[9] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
      int dy[9] = { 0, -1, -1, 0, 1, 1, 1, 0, -1 };

      x = v->xPos;
      y = v->yPos;
      b = checkBlock(x, y);

      x += v->stepSize * dx[v->direction];
      y += v->stepSize * dy[v->direction];

      if (checkBlock(x, y) == b) {
            v->flags &= ~MOTION;
      } else {
            v->flags |= MOTION;
            v->direction = 0;
            if (isEgoView(v))
                  _game.vars[vEgoDir] = 0;
      }
}

void AgiEngine::motionWander(VtEntry *v) {
      if (v->parm1--) {
            if (~v->flags & DIDNT_MOVE)
                  return;
      }

      v->direction = _rnd->getRandomNumber(8);

      if (isEgoView(v)) {
            _game.vars[vEgoDir] = v->direction;
            while (v->parm1 < 6) {
                  v->parm1 = _rnd->getRandomNumber(50);     // huh?
            }
      }
}

void AgiEngine::motionFollowEgo(VtEntry *v) {
      int egoX, egoY;
      int objX, objY;
      int dir;

      egoX = _game.viewTable[0].xPos + _game.viewTable[0].xSize / 2;
      egoY = _game.viewTable[0].yPos;

      objX = v->xPos + v->xSize / 2;
      objY = v->yPos;

      // Get direction to reach ego
      dir = getDirection(objX, objY, egoX, egoY, v->parm1);

      // Already at ego coordinates
      if (dir == 0) {
            v->direction = 0;
            v->motion = MOTION_NORMAL;
            setflag(v->parm2, true);
            return;
      }

      if (v->parm3 == 0xff) {
            v->parm3 = 0;
      } else if (v->flags & DIDNT_MOVE) {
            int d;

            while ((v->direction = _rnd->getRandomNumber(8)) == 0) {
            }

            d = (ABS(egoY - objY) + ABS(egoX - objX)) / 2;

            if (d < v->stepSize) {
                  v->parm3 = v->stepSize;
                  return;
            }

            while ((v->parm3 = _rnd->getRandomNumber(d)) < v->stepSize) {
            }
            return;
      }

      if (v->parm3 != 0) {
            int k;

            // DF: this is ugly and I dont know why this works, but
            // other line does not! (watcom complained about lvalue)
            //
            // if (((int8)v->parm3 -= v->step_size) < 0)
            //      v->parm3 = 0;

            k = v->parm3;
            k -= v->stepSize;
            v->parm3 = k;

            if ((int8) v->parm3 < 0)
                  v->parm3 = 0;
      } else {
            v->direction = dir;
      }
}

void AgiEngine::motionMoveObj(VtEntry *v) {
      v->direction = getDirection(v->xPos, v->yPos, v->parm1, v->parm2, v->stepSize);

      // Update V6 if ego
      if (isEgoView(v))
            _game.vars[vEgoDir] = v->direction;

      if (v->direction == 0)
            inDestination(v);
}

void AgiEngine::checkMotion(VtEntry *v) {
      switch (v->motion) {
      case MOTION_WANDER:
            motionWander(v);
            break;
      case MOTION_FOLLOW_EGO:
            motionFollowEgo(v);
            break;
      case MOTION_MOVE_OBJ:
            motionMoveObj(v);
            break;
      }

      if ((_game.block.active && (~v->flags & IGNORE_BLOCKS)) && v->direction)
            changePos(v);
}

/*
 * Public functions
 */

/**
 *
 */
void AgiEngine::checkAllMotions() {
      VtEntry *v;

      for (v = _game.viewTable; v < &_game.viewTable[MAX_VIEWTABLE]; v++) {
            if ((v->flags & (ANIMATED | UPDATE | DRAWN)) == (ANIMATED | UPDATE | DRAWN)
                        && v->stepTimeCount == 1) {
                  checkMotion(v);
            }
      }
}

/**
 * Check if given entry is at destination point.
 * This function is used to updated the flags of an object with move.obj
 * type motion that * has reached its final destination coordinates.
 * @param  v  Pointer to view table entry
 */
void AgiEngine::inDestination(VtEntry *v) {
      if (v->motion == MOTION_MOVE_OBJ) {
            v->stepSize = v->parm3;
            setflag(v->parm4, true);
      }
      v->motion = MOTION_NORMAL;
      if (isEgoView(v))
            _game.playerControl = true;
}

/**
 * Wrapper for static function motion_moveobj().
 * This function is used by cmd_move_object() in the first motion cycle
 * after setting the motion mode to MOTION_MOVE_OBJ.
 * @param  v  Pointer to view table entry
 */
void AgiEngine::moveObj(VtEntry *v) {
      motionMoveObj(v);
}

/**
 * Get direction from motion coordinates
 * This function gets the motion direction from the current and previous
 * object coordinates and the step size.
 * @param  x0  Original x coordinate of the object
 * @param  y0  Original y coordinate of the object
 * @param  x   x coordinate of the object
 * @param  y   y coordinate of the object
 * @param  s   step size
 */
int AgiEngine::getDirection(int x0, int y0, int x, int y, int s) {
      int dirTable[9] = { 8, 1, 2, 7, 0, 3, 6, 5, 4 };
      return dirTable[checkStep(x - x0, s) + 3 * checkStep(y - y0, s)];
}

} // End of namespace Agi

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