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motion.c
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motion.c
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/* Sarien - A Sierra AGI resource interpreter engine
* Copyright (C) 1999-2001 Stuart George and Claudio Matsuoka
*
* $Id: motion.c,v 1.11 2002/11/05 19:03:28 cmatsuoka Exp $
*
* 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; see docs/COPYING for further details.
*/
#include "sarien.h"
#include "agi.h"
#include "rand.h"
static int check_step (int delta, int step)
{
return (-step >= delta) ? 0 : (step <= delta) ? 2 : 1;
}
static int check_block (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;
}
static void changepos (struct vt_entry *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->x_pos;
y = v->y_pos;
b = check_block (x, y);
x += v->step_size * dx[v->direction];
y += v->step_size * dy[v->direction];
if (check_block (x, y) == b) {
v->flags &= ~MOTION;
} else {
v->flags |= MOTION;
v->direction = 0;
if_is_ego_view (v)
game.vars[V_ego_dir] = 0;
}
}
static void motion_wander (struct vt_entry *v)
{
if (v->parm1--) {
if (~v->flags & DIDNT_MOVE)
return;
}
v->direction = rnd (9);
if_is_ego_view (v) {
game.vars[V_ego_dir] = v->direction;
while (v->parm1 < 6) {
v->parm1 = rnd (51); /* huh? */
}
}
}
static void motion_followego (struct vt_entry *v)
{
int ego_x, ego_y;
int obj_x, obj_y;
int dir;
ego_x = game.view_table[0].x_pos + game.view_table[0].x_size / 2;
ego_y = game.view_table[0].y_pos;
obj_x = v->x_pos + v->x_size / 2;
obj_y = v->y_pos;
/* Get direction to reach ego */
dir = get_direction (obj_x, obj_y, ego_x, ego_y, 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 (9)) == 0) {}
d = (abs (ego_y - obj_y) + abs (ego_x - obj_x)) / 2 + 1;
if (d <= v->step_size) {
v->parm3 = v->step_size;
return;
}
while ((v->parm3 = rnd (d)) < v->step_size) {}
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 (((SINT8)v->parm3 -= v->step_size) < 0)
* v->parm3 = 0;
*/
k = v->parm3;
k -= v->step_size;
v->parm3 = k;
if ((SINT8)v->parm3 < 0)
v->parm3 = 0;
} else {
v->direction = dir;
}
}
static void motion_moveobj (struct vt_entry *v)
{
v->direction = get_direction (v->x_pos, v->y_pos, v->parm1,
v->parm2, v->step_size);
/* Update V6 if ego */
if_is_ego_view (v)
game.vars[V_ego_dir] = v->direction;
if (v->direction == 0)
in_destination (v);
}
static void check_motion (struct vt_entry *v)
{
switch (v->motion) {
case MOTION_WANDER:
motion_wander (v);
break;
case MOTION_FOLLOW_EGO:
motion_followego (v);
break;
case MOTION_MOVE_OBJ:
motion_moveobj (v);
break;
}
if ((game.block.active && (~v->flags & IGNORE_BLOCKS)) && v->direction)
changepos (v);
}
/*
* Public functions
*/
/**
*
*/
void check_all_motions ()
{
struct vt_entry *v;
for_each_vt_entry (v) {
if ((v->flags & (ANIMATED|UPDATE|DRAWN)) ==
(ANIMATED|UPDATE|DRAWN) && v->step_time_count == 1)
{
check_motion (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 in_destination (struct vt_entry *v)
{
if (v->motion == MOTION_MOVE_OBJ) {
v->step_size = v->parm3;
setflag (v->parm4, TRUE);
}
v->motion = MOTION_NORMAL;
if_is_ego_view (v)
game.player_control = 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 move_obj (struct vt_entry *v)
{
motion_moveobj (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 get_direction (int x0, int y0, int x, int y, int s)
{
int dir_table[9] = { 8, 1, 2, 7, 0, 3, 6, 5, 4 };
return dir_table [check_step(x - x0, s) + 3 * check_step(y - y0, s)];
}
/* end: motion.c */