Files
scummvm-cursorfix/engines/m4/adv_r/adv_player.cpp
2026-02-02 04:50:13 +01:00

247 lines
6.8 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 "m4/adv_r/adv_player.h"
#include "m4/adv_r/adv_walk.h"
#include "m4/core/errors.h"
#include "m4/core/imath.h"
#include "m4/gui/gui_vmng_core.h"
#include "m4/vars.h"
namespace M4 {
void Player::syncGame(Common::Serializer &s) {
s.skip(12);
s.syncBytes((byte *)verb, MAX_PLYR_STRING_LEN);
s.syncBytes((byte *)noun, MAX_PLYR_STRING_LEN);
s.syncBytes((byte *)object, MAX_PLYR_STRING_LEN);
s.syncBytes((byte *)prep, MAX_PLYR_STRING_LEN);
s.skip(64);
s.syncAsSint16LE(walker_type);
s.syncAsSint16LE(shadow_type);
s.skip(4);
s.syncAsByte(need_to_walk);
s.syncAsByte(ready_to_walk);
s.syncAsByte(waiting_for_walk);
s.syncAsByte(comm_allowed);
s.syncAsUint32LE(command_ready);
s.syncAsByte(walker_visible);
s.skip(1);
s.syncAsByte(been_here_before);
s.syncAsByte(walker_reload_palette);
s.syncAsByte(disable_hyperwalk);
s.syncAsByte(walker_loads_first);
s.syncAsByte(walker_in_this_scene);
s.syncAsSint32LE(walker_trigger);
s.syncAsSint32LE(walk_x);
s.syncAsSint32LE(walk_y);
s.syncAsSint32LE(walk_facing);
s.syncAsSint32LE(click_x);
s.syncAsSint32LE(click_y);
}
void Player::resetWalk() {
need_to_walk = false;
ready_to_walk = true;
waiting_for_walk = false;
}
void PlayerInfo::syncGame(Common::Serializer &s) {
s.syncAsSint32LE(x);
s.syncAsSint32LE(y);
s.syncAsSint32LE(facing);
s.syncAsSint32LE(scale);
s.syncAsSint32LE(depth);
s.syncAsSint32LE(camera_x);
s.syncAsSint32LE(camera_y);
}
bool player_said(const char *w0, const char *w1, const char *w2) {
const char *ptrs[3] = { w0, w1, w2 };
for (int i = 0; i < 3; i++) {
if (ptrs[i])
if ((scumm_strnicmp(_G(player).noun, ptrs[i], MAX_PLYR_STRING_LEN))
&& (scumm_strnicmp(_G(player).object, ptrs[i], MAX_PLYR_STRING_LEN))
&& (scumm_strnicmp(_G(player).verb, ptrs[i], MAX_PLYR_STRING_LEN)))
return false;
}
return true;
}
bool player_said_any(const char *w0, const char *w1, const char *w2,
const char *w3, const char *w4, const char *w5, const char *w6,
const char *w7, const char *w8, const char *w9) {
const char *ptrs[10] = { w0, w1, w2, w3, w4, w5, w6, w7, w8, w9 };
for (int i = 0; i < 10; i++) {
if (ptrs[i]) {
if (!scumm_strnicmp(_G(player).noun, ptrs[i], MAX_PLYR_STRING_LEN))
return true;
if (!scumm_strnicmp(_G(player).object, ptrs[i], MAX_PLYR_STRING_LEN))
return true;
if (!scumm_strnicmp(_G(player).verb, ptrs[i], MAX_PLYR_STRING_LEN))
return true;
}
}
return false;
}
void player_inform_walker_new_scale(int32 frontY, int32 backY, int32 frontS, int32 backS) {
_G(globals)[GLB_MIN_Y] = backY << 16;
_G(globals)[GLB_MAX_Y] = frontY << 16;
_G(globals)[GLB_MIN_SCALE] = FixedDiv(backS << 16, 100 << 16);
_G(globals)[GLB_MAX_SCALE] = FixedDiv(frontS << 16, 100 << 16);
if (_G(globals)[GLB_MIN_Y] == _G(globals)[GLB_MAX_Y])
_G(globals)[GLB_SCALER] = 0;
else
_G(globals)[GLB_SCALER] = FixedDiv(_G(globals)[GLB_MAX_SCALE] - _G(globals)[GLB_MIN_SCALE], _G(globals)[GLB_MAX_Y] - _G(globals)[GLB_MIN_Y]);
}
// This routine must also load shadow animations
bool player_load_series(const char *walkerName, const char *shadowName, bool load_palette) {
int i;
int32 thatRoomCode;
char assetPath[MAX_FILENAME_SIZE];
char *tempPtr;
// Load walker
db_rmlst_get_asset_room_path(walkerName, assetPath, &thatRoomCode);
tempPtr = strrchr(assetPath, '.');
if (!tempPtr)
return false;
tempPtr--;
if ((*tempPtr < '0') || (*tempPtr > '9'))
return false;
for (i = 1; i <= 5; i++) {
*tempPtr = (char)((int32)'0' + i);
AddWSAssetCELS(assetPath, i - 1, load_palette ? _G(master_palette) : nullptr);
}
// Load walker shadow
db_rmlst_get_asset_room_path(shadowName, assetPath, &thatRoomCode);
tempPtr = strrchr(assetPath, '.');
if (!tempPtr)
return false;
tempPtr--;
if ((*tempPtr < '0') || (*tempPtr > '9'))
return false;
for (i = 1; i <= 5; i++) {
*tempPtr = (char)((int32)'0' + i);
AddWSAssetCELS(assetPath, i + 4, nullptr);
}
sendWSMessage(0, 0, nullptr, 6, nullptr, 1); // Hash 6 is the shadow machine
return true;
}
void player_first_walk(int32 x1, int32 y1, int32 f1, int32 x2, int32 y2, int32 f2, bool /*enable_commands_at_destination*/) {
ws_demand_location(x1, y1, f1);
ws_walk(x2, y2, nullptr, -1, f2);
}
void player_set_defaults() {
_G(player).walker_visible = false;
_G(player).disable_hyperwalk = false;
_G(player).walker_loads_first = true;
_G(player).walker_reload_palette = true;
_G(player).walker_in_this_scene = true;
}
bool player_commands_allowed() {
return _G(player).comm_allowed;
}
PlayerInfo *player_update_info(machine *myWalker, PlayerInfo *player_info) {
if (!myWalker)
return nullptr;
ws_get_walker_info(myWalker, &player_info->x, &player_info->y,
&player_info->scale, &player_info->depth, &player_info->facing);
int32 status;
ScreenContext *game_buff_ptr = vmng_screen_find(_G(gameDrawBuff), &status);
player_info->camera_x = game_buff_ptr->x1;
player_info->camera_y = game_buff_ptr->y1;
return player_info;
}
PlayerInfo *player_update_info() {
return player_update_info(_G(my_walker), &_G(player_info));
}
void player_set_facing_hotspot(int trigger) {
player_set_facing_at(_G(player).click_x, _G(player).click_y, trigger);
}
void player_set_facing_at(int x, int y, int trigger) {
player_hotspot_walk_override_just_face(calc_facing(x, y), trigger);
}
int calc_facing(int x, int y) {
player_update_info(_G(my_walker), &_G(player_info));
if (!x) {
return -_G(player_info).y < -y;
} else {
double slope = (double)(y - _G(player_info).y) / (double)(x - _G(player_info).x);
term_message("click (%d,%d) player (%d,%d) slope = %f",
x, -y, _G(player_info).x, -_G(player_info).y);
if (_G(player_info).x < x) {
if (slope >= 1.25)
return 1;
else if (slope >= 0.1)
return 2;
else if (slope >= -0.1)
return 3;
else if (slope >= -0.4)
return 4;
else
return 5;
} else {
if (slope >= 0.4)
return 7;
else if (slope >= 0.1)
return 8;
else if (slope >= -0.1)
return 9;
else if (slope >= -1.25)
return 10;
else
return 11;
}
}
}
} // End of namespace M4