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scummvm-cursorfix/engines/nancy/action/puzzle/mazechasepuzzle.cpp
2026-02-02 04:50:13 +01:00

573 lines
15 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/nancy/nancy.h"
#include "engines/nancy/graphics.h"
#include "engines/nancy/resource.h"
#include "engines/nancy/sound.h"
#include "engines/nancy/input.h"
#include "engines/nancy/util.h"
#include "engines/nancy/state/scene.h"
#include "engines/nancy/action/puzzle/mazechasepuzzle.h"
namespace Nancy {
namespace Action {
void MazeChasePuzzle::init() {
Common::Rect screenBounds = NancySceneState.getViewport().getBounds();
_drawSurface.create(screenBounds.width(), screenBounds.height(), g_nancy->_graphics->getInputPixelFormat());
_drawSurface.clear(g_nancy->_graphics->getTransColor());
setTransparent(true);
setVisible(true);
moveTo(screenBounds);
g_nancy->_resource->loadImage(_imageName, _image);
_image.setTransparentColor(_drawSurface.getTransparentColor());
for (uint i = 0; i < _startLocations.size(); ++i) {
_pieces.push_back(Piece(_z + i + 1));
_pieces[i]._drawSurface.create(_image, i == 0 ? _playerSrc : _enemySrc);
Common::Rect pos = getScreenPosition(_startLocations[i]);
_pieces[i].moveTo(pos);
_pieces[i]._gridPos = _startLocations[i];
_pieces[i]._lastPos = _pieces[i]._gridPos;
_pieces[i].setVisible(true);
_pieces[i].setTransparent(true);
}
if (NancySceneState.getEventFlag(_solveScene._flag)) {
_drawSurface.blitFrom(_image, _lightSrc, _lightDest);
}
drawGrid();
registerGraphics();
}
void MazeChasePuzzle::registerGraphics() {
for (uint i = 0; i < _pieces.size(); ++i) {
_pieces[i].registerGraphics();
}
RenderActionRecord::registerGraphics();
}
void MazeChasePuzzle::updateGraphics() {
if (_currentAnimFrame != -1) {
if (g_nancy->_sound->isSoundPlaying(_moveSound) || g_nancy->_sound->isSoundPlaying(_failSound)) {
return;
}
// Framerate-dependent animation. Should be fine since we limit the engine to ~60fps
++_currentAnimFrame;
if (_reset) {
reset();
return;
}
for (uint i = 0; i < _pieces.size(); ++i) {
Piece &cur = _pieces[i];
if (cur._gridPos != cur._lastPos) {
bool horizontal = cur._gridPos.x != cur._lastPos.x;
Common::Rect destRect = getScreenPosition(cur._lastPos);
Common::Rect endPos = getScreenPosition(cur._gridPos);
// Make sure to adjust the frame id for enemies
int frame = (i == 0) ? _currentAnimFrame : _currentAnimFrame - 1;
Common::Point dest(destRect.left, destRect.top);
if (horizontal) {
dest.x = destRect.left + (endPos.left - dest.x) * frame / _framesPerMove;
} else {
dest.y = destRect.top + (endPos.top - dest.y) * frame / _framesPerMove;
}
cur.moveTo(dest);
if (frame == _framesPerMove) {
cur._lastPos = cur._gridPos;
}
}
}
if (_currentAnimFrame > 0) {
if (!_solved) {
// Make sure not to move pieces when the player is about to lose
bool playerRanIntoEnemy = false;
for (uint i = 1; i < _pieces.size(); ++i) {
if (_pieces[0]._gridPos == _pieces[i]._gridPos) {
playerRanIntoEnemy = true;
break;
}
}
if (!playerRanIntoEnemy) {
// Each enemy moves one frame after the last one
enemyMovement(_currentAnimFrame);
}
}
if (_currentAnimFrame == 1) {
// Clear the buttons
Common::Rect fill = _upButtonDest;
fill.extend(_downButtonDest);
fill.extend(_leftButtonDest);
fill.extend(_rightButtonDest);
fill.extend(_resetButtonDest);
_drawSurface.fillRect(fill, _drawSurface.getTransparentColor());
_needsRedraw = true;
} else if (_currentAnimFrame >= _framesPerMove + 1) {
_currentAnimFrame = -1;
}
}
}
}
void MazeChasePuzzle::readData(Common::SeekableReadStream &stream) {
readFilename(stream, _imageName);
uint width = stream.readUint16LE();
uint height = stream.readUint16LE();
uint numEnemies = stream.readUint16LE();
_exitPos.x = stream.readUint16LE();
_exitPos.y = stream.readUint16LE();
_grid.resize(height, Common::Array<uint16>(width));
for (uint y = 0; y < height; ++y) {
for (uint x = 0; x < width; ++x) {
_grid[y][x] = stream.readUint16LE();
}
stream.skip((8 - width) * 2);
}
stream.skip((8 - height) * 8 * 2);
_startLocations.resize(numEnemies + 1);
for (uint i = 0; i < _startLocations.size(); ++i) {
_startLocations[i].x = stream.readUint16LE();
_startLocations[i].y = stream.readUint16LE();
}
readRect(stream, _playerSrc);
readRect(stream, _enemySrc);
readRect(stream, _verticalWallSrc);
readRect(stream, _horizontalWallSrc);
readRect(stream, _lightSrc);
readRect(stream, _upButtonSrc);
readRect(stream, _rightButtonSrc);
readRect(stream, _downButtonSrc);
readRect(stream, _leftButtonSrc);
readRect(stream, _resetButtonSrc);
_gridPos.x = stream.readUint32LE();
_gridPos.y = stream.readUint32LE();
readRect(stream, _lightDest);
readRect(stream, _upButtonDest);
readRect(stream, _rightButtonDest);
readRect(stream, _downButtonDest);
readRect(stream, _leftButtonDest);
readRect(stream, _resetButtonDest);
_lineWidth = stream.readUint16LE();
_framesPerMove = stream.readUint16LE();
_failSound.readNormal(stream);
_moveSound.readNormal(stream);
_solveScene.readData(stream);
_solveSoundDelay = stream.readUint16LE();
_solveSound.readNormal(stream);
_exitScene.readData(stream);
readRect(stream, _exitHotspot);
}
void MazeChasePuzzle::execute() {
switch (_state) {
case kBegin :
init();
g_nancy->_sound->loadSound(_moveSound);
g_nancy->_sound->loadSound(_failSound);
_state = kRun;
// fall through
case kRun :
if (_currentAnimFrame != -1) {
return;
}
if (_pieces[0]._gridPos == _exitPos) {
_pieces[0]._gridPos = _exitPos + Common::Point(_exitPos.x == 0 ? -1 : 1, 0);
++_currentAnimFrame;
g_nancy->_sound->loadSound(_solveSound);
g_nancy->_sound->playSound(_solveSound);
_solved = true;
_state = kActionTrigger;
} else {
for (uint i = 1; i < _pieces.size(); ++i) {
if (_pieces[i]._gridPos == _pieces[0]._gridPos) {
g_nancy->_sound->playSound(_failSound);
++_currentAnimFrame;
_reset = true;
}
}
}
return;
case kActionTrigger :
if (_solved) {
if (g_nancy->_sound->isSoundPlaying(_solveSound)) {
return;
}
if (_solveSoundPlayTime == 0) {
_solveSoundPlayTime = g_nancy->getTotalPlayTime() + _solveSoundDelay * 1000;
return;
} else if (_solveSoundPlayTime < g_nancy->getTotalPlayTime()) {
_solveScene.execute();
} else {
return;
}
} else {
_exitScene.execute();
}
g_nancy->_sound->stopSound(_solveSound);
g_nancy->_sound->stopSound(_moveSound);
g_nancy->_sound->stopSound(_failSound);
finishExecution();
}
}
void MazeChasePuzzle::handleInput(NancyInput &input) {
if (_state != kRun || _solved) {
return;
}
if (NancySceneState.getViewport().convertViewportToScreen(_exitHotspot).contains(input.mousePos)) {
g_nancy->_cursor->setCursorType(g_nancy->_cursor->_puzzleExitCursor);
if (input.input & NancyInput::kLeftMouseButtonUp) {
_state = kActionTrigger;
}
return;
}
if (_currentAnimFrame != -1) {
return;
}
Common::Rect buttonHotspot = _upButtonDest;
buttonHotspot.grow(-10);
if (NancySceneState.getViewport().convertViewportToScreen(buttonHotspot).contains(input.mousePos)) {
if (canMove(0, kWallUp)) {
g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
if (input.input & NancyInput::kLeftMouseButtonUp) {
--_pieces[0]._gridPos.y;
++_currentAnimFrame;
g_nancy->_sound->playSound(_moveSound);
_drawSurface.blitFrom(_image, _upButtonSrc, _upButtonDest);
_needsRedraw = true;
}
}
return;
}
buttonHotspot = _rightButtonDest;
buttonHotspot.grow(-10);
if (NancySceneState.getViewport().convertViewportToScreen(buttonHotspot).contains(input.mousePos)) {
if (canMove(0, kWallRight)) {
g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
if (input.input & NancyInput::kLeftMouseButtonUp) {
++_pieces[0]._gridPos.x;
++_currentAnimFrame;
g_nancy->_sound->playSound(_moveSound);
_drawSurface.blitFrom(_image, _rightButtonSrc, _rightButtonDest);
_needsRedraw = true;
}
}
return;
}
buttonHotspot = _downButtonDest;
buttonHotspot.grow(-10);
if (NancySceneState.getViewport().convertViewportToScreen(buttonHotspot).contains(input.mousePos)) {
if (canMove(0, kWallDown)) {
g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
if (input.input & NancyInput::kLeftMouseButtonUp) {
++_pieces[0]._gridPos.y;
++_currentAnimFrame;
g_nancy->_sound->playSound(_moveSound);
_drawSurface.blitFrom(_image, _downButtonSrc, _downButtonDest);
_needsRedraw = true;
}
}
return;
}
buttonHotspot = _leftButtonDest;
buttonHotspot.grow(-10);
if (NancySceneState.getViewport().convertViewportToScreen(buttonHotspot).contains(input.mousePos)) {
if (canMove(0, kWallLeft)) {
g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
if (input.input & NancyInput::kLeftMouseButtonUp) {
--_pieces[0]._gridPos.x;
++_currentAnimFrame;
g_nancy->_sound->playSound(_moveSound);
_drawSurface.blitFrom(_image, _leftButtonSrc, _leftButtonDest);
_needsRedraw = true;
}
}
return;
}
buttonHotspot = _resetButtonDest;
buttonHotspot.grow(-10);
if (NancySceneState.getViewport().convertViewportToScreen(buttonHotspot).contains(input.mousePos)) {
g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
if (input.input & NancyInput::kLeftMouseButtonUp) {
++_currentAnimFrame;
g_nancy->_sound->playSound(_moveSound);
_drawSurface.blitFrom(_image, _resetButtonSrc, _resetButtonDest);
_needsRedraw = true;
_reset = true;
}
}
return;
}
Common::Rect MazeChasePuzzle::getScreenPosition(Common::Point gridPos) {
Common::Rect dest = _playerSrc;
dest.moveTo(0, 0);
dest.right -= 1;
dest.bottom -= 1;
dest.moveTo(_gridPos);
dest.translate(gridPos.x * _lineWidth, gridPos.y * _lineWidth);
dest.translate(gridPos.x * dest.width(), gridPos.y *dest.height());
if (gridPos.x < 0 || gridPos.x >= (int)_grid[0].size()) {
// Make sure the end position is in the middle of the dancers
dest.translate(12, 0);
}
dest.right += 1;
dest.bottom += 1;
return dest;
}
void MazeChasePuzzle::drawGrid() {
for (uint y = 0; y < _grid.size(); ++y) {
for (uint x = 0; x < _grid[y].size(); ++x) {
uint16 cell = _grid[y][x];
Common::Rect cellRect = getScreenPosition(Common::Point(x, y));
Common::Point dest(cellRect.left, cellRect.top);
if (cell == kWallUp || cell == kWallUpDown) {
_drawSurface.blitFrom(_image, _horizontalWallSrc, dest - Common::Point(0, _lineWidth));
}
if (cell == kWallDown || cell == kWallUpDown) {
_drawSurface.blitFrom(_image, _horizontalWallSrc, dest + Common::Point(0, cellRect.height() - 1));
}
if (cell == kWallLeft || cell == kWallLeftRight) {
_drawSurface.blitFrom(_image, _verticalWallSrc, dest - Common::Point(_lineWidth, 0));
}
if (cell == kWallRight || cell == kWallLeftRight) {
_drawSurface.blitFrom(_image, _verticalWallSrc, dest + Common::Point(cellRect.width() - 1, 0));
}
}
}
_needsRedraw = true;
}
void MazeChasePuzzle::enemyMovement(uint enemyID) {
if (enemyID >= _pieces.size()) {
return;
}
Piece &player = _pieces[0];
Piece &enemy = _pieces[enemyID];
Common::Point diff = player._gridPos - enemy._gridPos;
// First, try to move vertically
if (diff.y) {
if (diff.y > 0) {
// Player is lower than enemy, try to move down
if (canMove(enemyID, kWallDown)) {
++enemy._gridPos.y;
return;
}
} else {
// Player is higher than enemy, try to move up
if (canMove(enemyID, kWallUp)) {
--enemy._gridPos.y;
return;
}
}
}
// Then, try to move horizontally. Note that when the player is on the same row,
// the enemy will not move if adjacent to a wall; this is intentional
if (diff.x) {
if (diff.x > 0) {
// Player is to the enemy's right
if (canMove(enemyID, kWallRight)) {
++enemy._gridPos.x;
return;
}
} else {
// Player is to the enemy's left
if (canMove(enemyID, kWallLeft)) {
--enemy._gridPos.x;
return;
}
}
}
}
bool MazeChasePuzzle::canMove(uint pieceID, WallType direction) {
Piece &piece = _pieces[pieceID];
switch (direction) {
case kWallLeft :
if ( piece._gridPos.x == 0 ||
_grid[piece._gridPos.y][piece._gridPos.x - 1] == kWallRight ||
_grid[piece._gridPos.y][piece._gridPos.x - 1] == kWallLeftRight ||
_grid[piece._gridPos.y][piece._gridPos.x] == kWallLeft ||
_grid[piece._gridPos.y][piece._gridPos.x] == kWallLeftRight) {
return false;
}
if (pieceID != 0) {
for (uint i = 1; i < _pieces.size(); ++i) {
if (piece._gridPos + Common::Point(-1, 0) == _pieces[i]._gridPos) {
return false;
}
}
}
return true;
case kWallRight :
if ( piece._gridPos.x == (int)_grid[0].size() - 1 ||
_grid[piece._gridPos.y][piece._gridPos.x + 1] == kWallLeft ||
_grid[piece._gridPos.y][piece._gridPos.x + 1] == kWallLeftRight ||
_grid[piece._gridPos.y][piece._gridPos.x] == kWallRight ||
_grid[piece._gridPos.y][piece._gridPos.x] == kWallLeftRight) {
return false;
}
if (pieceID != 0) {
for (uint i = 1; i < _pieces.size(); ++i) {
if (piece._gridPos + Common::Point(1, 0) == _pieces[i]._gridPos) {
return false;
}
}
}
return true;
case kWallUp :
if ( piece._gridPos.y == 0 ||
_grid[piece._gridPos.y - 1][piece._gridPos.x] == kWallDown ||
_grid[piece._gridPos.y - 1][piece._gridPos.x] == kWallUpDown ||
_grid[piece._gridPos.y][piece._gridPos.x] == kWallUp ||
_grid[piece._gridPos.y][piece._gridPos.x] == kWallUpDown) {
return false;
}
if (pieceID != 0) {
for (uint i = 1; i < _pieces.size(); ++i) {
if (piece._gridPos + Common::Point(0, -1) == _pieces[i]._gridPos) {
return false;
}
}
}
return true;
case kWallDown :
if ( piece._gridPos.y == (int)_grid.size() - 1 ||
_grid[piece._gridPos.y + 1][piece._gridPos.x] == kWallUp ||
_grid[piece._gridPos.y + 1][piece._gridPos.x] == kWallUpDown ||
_grid[piece._gridPos.y][piece._gridPos.x] == kWallDown ||
_grid[piece._gridPos.y][piece._gridPos.x] == kWallUpDown) {
return false;
}
if (pieceID != 0) {
for (uint i = 1; i < _pieces.size(); ++i) {
if (piece._gridPos + Common::Point(0, 1) == _pieces[i]._gridPos) {
return false;
}
}
}
return true;
default :
return true;
}
}
void MazeChasePuzzle::reset() {
for (uint i = 0; i < _pieces.size(); ++i) {
_pieces[i]._gridPos = _pieces[i]._lastPos = _startLocations[i];
_pieces[i].moveTo(getScreenPosition(_pieces[i]._gridPos));
}
Common::Rect fill = _upButtonDest;
fill.extend(_downButtonDest);
fill.extend(_leftButtonDest);
fill.extend(_rightButtonDest);
fill.extend(_resetButtonDest);
_drawSurface.fillRect(fill, _drawSurface.getTransparentColor());
_currentAnimFrame = -1;
_reset = false;
_needsRedraw = true;
}
} // End of namespace Action
} // End of namespace Nancy