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engines/sword1/router.h
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161
engines/sword1/router.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SWORD1_ROUTER_H
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#define SWORD1_ROUTER_H
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#include "sword1/object.h"
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namespace Sword1 {
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#include "common/pack-start.h" // START STRUCT PACKING
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struct BarData {
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int16 x1;
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int16 y1;
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int16 x2;
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int16 y2;
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int16 xmin;
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int16 ymin;
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int16 xmax;
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int16 ymax;
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int16 dx; // x2 - x1
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int16 dy; // y2 - y1
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int32 co; // co = (y1*dx) - (x1*dy) from an equation for a line y*dx = x*dy + co
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} PACKED_STRUCT;
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struct NodeData {
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int16 x;
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int16 y;
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int16 level;
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int16 prev;
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int16 dist;
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} PACKED_STRUCT;
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#include "common/pack-end.h" // END STRUCT PACKING
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struct FloorData {
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int32 nbars;
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BarData *bars;
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int32 nnodes;
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NodeData *node;
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};
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struct RouteData {
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int32 x;
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int32 y;
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int32 dirS;
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int32 dirD;
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};
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struct PathData {
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int32 x;
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int32 y;
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int32 dir;
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int32 num;
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};
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#define MAX_FRAMES_PER_CYCLE 16
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#define NO_DIRECTIONS 8
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#define MAX_FRAMES_PER_CHAR (MAX_FRAMES_PER_CYCLE * NO_DIRECTIONS)
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#define ROUTE_END_FLAG 255
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#define O_GRID_SIZE 200
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#define O_ROUTE_SIZE 50
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class ObjectMan;
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class ResMan;
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class Screen;
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extern int whatTarget(int32 startX, int32 startY, int32 destX, int32 destY);
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class Router {
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public:
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Router(ObjectMan *pObjMan, ResMan *pResMan);
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int32 routeFinder(int32 id, Object *mega, int32 x, int32 y, int32 dir);
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void setPlayerTarget(int32 x, int32 y, int32 dir, int32 stance);
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// these should be private but are read by Screen for debugging:
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BarData _bars[O_GRID_SIZE];
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NodeData _node[O_GRID_SIZE];
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int32 _nBars;
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int32 _nNodes;
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private:
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// when the player collides with another mega, we'll receive a ReRouteRequest here.
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// that's why we need to remember the player's target coordinates
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int32 _playerTargetX, _playerTargetY, _playerTargetDir, _playerTargetStance;
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ObjectMan *_objMan;
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ResMan *_resMan;
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int32 _startX, _startY, _startDir;
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int32 _targetX, _targetY, _targetDir;
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int32 _scaleA, _scaleB;
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int32 megaId;
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RouteData _route[O_ROUTE_SIZE];
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PathData _smoothPath[O_ROUTE_SIZE];
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PathData _modularPath[O_ROUTE_SIZE];
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int32 _routeLength;
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int32 _framesPerStep, _framesPerChar;
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uint8 _nWalkFrames, _nTurnFrames;
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int32 _dx[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
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int32 _dy[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
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int32 _modX[NO_DIRECTIONS];
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int32 _modY[NO_DIRECTIONS];
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int32 _diagonalx, _diagonaly;
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int32 standFrames;
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int32 turnFramesLeft, turnFramesRight;
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int32 walkFramesLeft, walkFramesRight; // left/right walking turn
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int32 slowInFrames, slowOutFrames;
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bool _slidyWalkAnimatorState;
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int32 LoadWalkResources(Object *mega, int32 x, int32 y, int32 dir);
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int32 getRoute();
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int32 checkTarget(int32 x, int32 y);
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bool scan(int32 level);
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int32 newCheck(int32 status, int32 x1, int32 x2, int32 y1, int32 y2);
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bool check(int32 x1, int32 y1, int32 x2, int32 y2);
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bool horizCheck(int32 x1, int32 y, int32 x2);
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bool vertCheck(int32 x, int32 y1, int32 y2);
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bool lineCheck(int32 x1, int32 y1, int32 x2, int32 y2);
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void extractRoute();
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void slidyPath();
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void slidyWalkAnimator(WalkData *walkAnim);
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int32 smoothestPath();
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void smoothCheck(int32 &steps, int32 best, int32 p, int32 dirS, int32 dirD);
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void solidPath();
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int32 solidWalkAnimator(WalkData *walkAnim);
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};
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} // End of namespace Sword1
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#endif //BSROUTER_H
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