int Router::faceXY(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y) { uint8 target_dir = 0; // If this is the start of the turn, get the mega's current feet // coords + the required direction ObjectLogic obLogic(ob_logic); if (obLogic.getLooping() == 0) { ObjectMega obMega(ob_mega); target_dir = whatTarget(obMega.getFeetX(), obMega.getFeetY(), target_x, target_y); } return doFace(ob_logic, ob_graph, ob_mega, ob_walkdata, target_dir); }
int Router::walkToTalkToMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId, uint32 separation) { ObjectMega obMega(ob_mega); int16 target_x = 0; int16 target_y = 0; uint8 target_dir = 0; // If this is the start of the walk, calculate the route. ObjectLogic obLogic(ob_logic); if (obLogic.getLooping() == 0) { assert(_vm->_resman->fetchType(megaId) == GAME_OBJECT); // Call the base script. This is the graphic/mouse service // call, and will set _engineMega to the ObjectMega of mega we // want to route to. _vm->_logic->runResScript(megaId, 3); ObjectMega targetMega(_vm->_logic->getEngineMega()); // Stand exactly beside the mega, ie. at same y-coord target_y = targetMega.getFeetY(); int scale = obMega.calcScale(); int mega_separation = (separation * scale) / 256; debug(4, "Target is at (%d, %d), separation %d", targetMega.getFeetX(), targetMega.getFeetY(), mega_separation); if (targetMega.getFeetX() < obMega.getFeetX()) { // Target is left of us, so aim to stand to their // right. Face down_left target_x = targetMega.getFeetX() + mega_separation; target_dir = 5; } else { // Ok, must be right of us so aim to stand to their // left. Face down_right. target_x = targetMega.getFeetX() - mega_separation; target_dir = 3; } } return doWalk(ob_logic, ob_graph, ob_mega, ob_walkdata, target_x, target_y, target_dir); }
int Router::megaTableAnimate(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *animTable, bool reverse) { int32 animRes = 0; // If this is the start of the anim, read the anim table to get the // appropriate anim resource ObjectLogic obLogic(ob_logic); if (obLogic.getLooping() == 0) { ObjectMega obMega(ob_mega); // Appropriate anim resource is in 'table[direction]' animRes = READ_LE_UINT32(animTable + 4 * obMega.getCurDir()); } return doAnimate(ob_logic, ob_graph, animRes, reverse); }
int Router::doFace(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint8 target_dir) { int16 target_x = 0; int16 target_y = 0; // If this is the start of the turn, get the mega's current feet // coords + the required direction ObjectLogic obLogic(ob_logic); if (obLogic.getLooping() == 0) { assert(target_dir <= 7); ObjectMega obMega(ob_mega); target_x = obMega.getFeetX(); target_y = obMega.getFeetY(); } return doWalk(ob_logic, ob_graph, ob_mega, ob_walkdata, target_x, target_y, target_dir); }
int Router::walkToAnim(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 animRes) { int16 target_x = 0; int16 target_y = 0; uint8 target_dir = 0; // Walkdata is needed for earlySlowOut if player clicks elsewhere // during the walk. // If this is the start of the walk, read anim file to get start coords ObjectLogic obLogic(ob_logic); if (obLogic.getLooping() == 0) { byte *anim_file = _vm->_resman->openResource(animRes); AnimHeader anim_head; anim_head.read(_vm->fetchAnimHeader(anim_file)); target_x = anim_head.feetStartX; target_y = anim_head.feetStartY; target_dir = anim_head.feetStartDir; _vm->_resman->closeResource(animRes); // If start coords not yet set in anim header, use the standby // coords (which should be set beforehand in the script). if (target_x == 0 && target_y == 0) { target_x = _standbyX; target_y = _standbyY; target_dir = _standbyDir; } assert(target_dir <= 7); } return doWalk(ob_logic, ob_graph, ob_mega, ob_walkdata, target_x, target_y, target_dir); }
int Router::faceMega(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, uint32 megaId) { uint8 target_dir = 0; // If this is the start of the walk, decide where to walk to. ObjectLogic obLogic(ob_logic); if (obLogic.getLooping() == 0) { assert(_vm->_resman->fetchType(megaId) == GAME_OBJECT); // Call the base script. This is the graphic/mouse service // call, and will set _engineMega to the ObjectMega of mega we // want to turn to face. _vm->_logic->runResScript(megaId, 3); ObjectMega obMega(ob_mega); ObjectMega targetMega(_vm->_logic->getEngineMega()); target_dir = whatTarget(obMega.getFeetX(), obMega.getFeetY(), targetMega.getFeetX(), targetMega.getFeetY()); } return doFace(ob_logic, ob_graph, ob_mega, ob_walkdata, target_dir); }
int Router::doWalk(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *ob_walkdata, int16 target_x, int16 target_y, uint8 target_dir) { ObjectLogic obLogic(ob_logic); ObjectGraphic obGraph(ob_graph); ObjectMega obMega(ob_mega); // If this is the start of the walk, calculate the route. if (obLogic.getLooping() == 0) { // If we're already there, don't even bother allocating // memory and calling the router, just quit back & continue // the script! This avoids an embarassing mega stand frame // appearing for one cycle when we're already in position for // an anim eg. repeatedly clicking on same object to repeat // an anim - no mega frame will appear in between runs of the // anim. if (obMega.getFeetX() == target_x && obMega.getFeetY() == target_y && obMega.getCurDir() == target_dir) { _vm->_logic->writeVar(RESULT, 0); return IR_CONT; } assert(target_dir <= 8); obMega.setWalkPc(0); // Set up mem for _walkData in route_slots[] & set mega's // 'route_slot_id' accordingly allocateRouteMem(); int32 route = routeFinder(ob_mega, ob_walkdata, target_x, target_y, target_dir); // 0 = can't make route to target // 1 = created route // 2 = zero route but may need to turn if (route != 1 && route != 2) { freeRouteMem(); _vm->_logic->writeVar(RESULT, 1); return IR_CONT; } // Walk is about to start obMega.setIsWalking(1); obLogic.setLooping(1); obGraph.setAnimResource(obMega.getMegasetRes()); } else if (_vm->_logic->readVar(EXIT_FADING) && _vm->_screen->getFadeStatus() == RDFADE_BLACK) { // Double clicked an exit, and the screen has faded down to // black. Ok, that's it. Back to script and change screen. // We have to clear te EXIT_CLICK_ID variable in case there's a // walk instruction on the new screen, or it'd be cut short. freeRouteMem(); obLogic.setLooping(0); obMega.setIsWalking(0); _vm->_logic->writeVar(EXIT_CLICK_ID, 0); _vm->_logic->writeVar(RESULT, 0); return IR_CONT; } // Get pointer to walkanim & current frame position WalkData *walkAnim = getRouteMem(); int32 walk_pc = obMega.getWalkPc(); // If stopping the walk early, overwrite the next step with a // slow-out, then finish if (_vm->_logic->checkEventWaiting() && walkAnim[walk_pc].step == 0 && walkAnim[walk_pc + 1].step == 1) { // At the beginning of a step earlySlowOut(ob_mega, ob_walkdata); } // Get new frame of walk obGraph.setAnimPc(walkAnim[walk_pc].frame); obMega.setCurDir(walkAnim[walk_pc].dir); obMega.setFeetX(walkAnim[walk_pc].x); obMega.setFeetY(walkAnim[walk_pc].y); // Is the NEXT frame is the end-marker (512) of the walk sequence? if (walkAnim[walk_pc + 1].frame != 512) { // No, it wasn't. Increment the walk-anim frame number and // come back next cycle. obMega.setWalkPc(obMega.getWalkPc() + 1); return IR_REPEAT; } // We have reached the end-marker, which means we can return to the // script just as the final (stand) frame of the walk is set. freeRouteMem(); obLogic.setLooping(0); obMega.setIsWalking(0); // If George's walk has been interrupted to run a new action script for // instance or Nico's walk has been interrupted by player clicking on // her to talk // There used to be code here for checking if two megas were colliding, // but it had been commented out, and it was only run if a function // that always returned zero returned non-zero. if (_vm->_logic->checkEventWaiting()) { _vm->_logic->startEvent(); _vm->_logic->writeVar(RESULT, 1); return IR_TERMINATE; } _vm->_logic->writeVar(RESULT, 0); // CONTINUE the script so that RESULT can be checked! Also, if an anim // command follows the fnWalk command, the 1st frame of the anim (which // is always a stand frame itself) can replace the final stand frame of // the walk, to hide the slight difference between the shrinking on the // mega frames and the pre-shrunk anim start-frame. return IR_CONT; }
int Router::doAnimate(byte *ob_logic, byte *ob_graph, int32 animRes, bool reverse) { AnimHeader anim_head; byte *anim_file; ObjectLogic obLogic(ob_logic); ObjectGraphic obGraph(ob_graph); if (obLogic.getLooping() == 0) { // This is the start of the anim - set up the first frame // For testing all anims! // A script loop can send every resource number to the anim // function & it will only run the valid ones. See // 'testing_routines' object in George's Player Character // section of linc if (_vm->_logic->readVar(SYSTEM_TESTING_ANIMS)) { if (!_vm->_resman->checkValid(animRes)) { // Not a valid resource number. Switch off // the sprite. Don't animate - just continue // script next cycle. setSpriteStatus(ob_graph, NO_SPRITE); return IR_STOP; } // if it's not an animation file if (_vm->_resman->fetchType(animRes) != ANIMATION_FILE) { // switch off the sprite // don't animate - just continue // script next cycle setSpriteStatus(ob_graph, NO_SPRITE); return IR_STOP; } // switch on the sprite setSpriteStatus(ob_graph, SORT_SPRITE); } assert(animRes); // open anim file anim_file = _vm->_resman->openResource(animRes); assert(_vm->_resman->fetchType(animRes) == ANIMATION_FILE); // point to anim header anim_head.read(_vm->fetchAnimHeader(anim_file)); // now running an anim, looping back to this call again obLogic.setLooping(1); obGraph.setAnimResource(animRes); if (reverse) obGraph.setAnimPc(anim_head.noAnimFrames - 1); else obGraph.setAnimPc(0); } else if (_vm->_logic->getSync() != -1) { // We've received a sync - return to script immediately debug(5, "**sync stopped %d**", _vm->_logic->readVar(ID)); // If sync received, anim finishes right now (remaining on // last frame). Quit animation, but continue script. obLogic.setLooping(0); return IR_CONT; } else { // Not first frame, and no sync received - set up the next // frame of the anim. // open anim file and point to anim header anim_file = _vm->_resman->openResource(obGraph.getAnimResource()); anim_head.read(_vm->fetchAnimHeader(anim_file)); if (reverse) obGraph.setAnimPc(obGraph.getAnimPc() - 1); else obGraph.setAnimPc(obGraph.getAnimPc() + 1); } // check for end of anim if (reverse) { if (obGraph.getAnimPc() == 0) obLogic.setLooping(0); } else { if (obGraph.getAnimPc() == anim_head.noAnimFrames - 1) obLogic.setLooping(0); } // close the anim file _vm->_resman->closeResource(obGraph.getAnimResource()); // check if we want the script to loop back & call this function again return obLogic.getLooping() ? IR_REPEAT : IR_STOP; }