scummvm/saga/actor.h

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2004-2005 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
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// Actor management module header file
#ifndef SAGA_ACTOR_H__
#define SAGA_ACTOR_H__
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#include "saga/sprite.h"
#include "saga/actordata.h"
#include "saga/list.h"
#include "saga/saga.h"
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namespace Saga {
#define ACTOR_DEBUG
#define ACTOR_BARRIERS_MAX 16
#define ACTOR_MAX_STEPS_COUNT 32
#define ACTOR_DIALOGUE_HEIGHT 100
#define ACTOR_LMULT 4
#define ACTOR_COLLISION_WIDTH 32
#define ACTOR_COLLISION_HEIGHT 8
#define ACTOR_DIRECTIONS_COUNT 4 // for ActorFrameSequence
#define ACTOR_DIRECTION_RIGHT 0
#define ACTOR_DIRECTION_LEFT 1
#define ACTOR_DIRECTION_BACK 2
#define ACTOR_DIRECTION_FORWARD 3
#define ACTOR_SPEECH_STRING_MAX 16 // speech const
#define ACTOR_SPEECH_ACTORS_MAX 8
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#define PATH_NODE_EMPTY -1
enum ActorActions {
kActionWait = 0,
kActionWalkToPoint = 1,
kActionWalkToLink = 2,
kActionWalkDir = 3,
kActionSpeak = 4,
kActionAccept = 5,
kActionStoop = 6,
kActionLook = 7,
kActionCycleFrames = 8,
kActionPongFrames = 9,
kActionFreeze = 10,
kActionFall = 11,
kActionClimb = 12
};
enum SpeechFlags {
kSpeakNoAnimate = 1,
kSpeakAsync = 2,
kSpeakSlow = 4
};
enum ActorFrameTypes {
kFrameStand = 0,
kFrameWalk = 1,
kFrameSpeak = 2,
kFrameGive = 3,
kFrameGesture = 4,
kFrameWait = 5,
kFramePickUp = 6,
kFrameLook = 7
//...some special
};
enum ActorFlagsEx {
kActorNoCollide = (1 << 0),
kActorNoFollow = (1 << 1),
kActorCollided = (1 << 2),
kActorBackwards = (1 << 3),
kActorContinuous = (1 << 4),
kActorFinalFace = (1 << 5),
kActorFinishLeft = ((1 << 5) | (kDirLeft << 6)),
kActorFinishRight = ((1 << 5) | (kDirRight << 6)),
kActorFinishUp = ((1 << 5) | (kDirUp << 6)),
kActorFinishDown = ((1 << 5) | (kDirDown << 6)),
kActorFacingMask = (0xf << 5),
kActorRandom = (1 << 10)
};
enum PathCellType {
kPathCellEmpty = -1,
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//kDirUp = 0 .... kDirUpLeft = 7
kPathCellBarrier = 0x57
};
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struct PathDirectionData {
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int8 direction;
int x;
int y;
};
typedef SortedList<PathDirectionData> PathDirectionList;
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struct PathNode {
Point point;
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int link;
};
struct ActorFrameRange {
int frameIndex;
int frameCount;
};
struct ActorFrameSequence {
ActorFrameRange directions[ACTOR_DIRECTIONS_COUNT];
};
struct Location {
int x; // logical coordinates
int y; //
int z; //
Location() {
x = y = z = 0;
}
int distance(const Location &location) const {
return MAX(ABS(x - location.x), ABS(y - location.y));
}
void delta(const Location &location, Location &result) const {
result.x = x - location.x;
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result.y = y - location.y;
result.z = z - location.z;
}
void add(const Location &location) {
x += location.x;
y += location.y;
z += location.z;
}
void fromScreenPoint(const Point &screenPoint) {
x = (screenPoint.x * ACTOR_LMULT);
y = (screenPoint.y * ACTOR_LMULT);
z = 0;
}
void toScreenPointXY(Point &screenPoint) const {
screenPoint.x = x / ACTOR_LMULT;
screenPoint.y = y / ACTOR_LMULT;
}
void toScreenPointXYZ(Point &screenPoint) const {
screenPoint.x = x / ACTOR_LMULT;
screenPoint.y = y / ACTOR_LMULT - z;
}
};
struct ActorData {
bool disabled; // Actor disabled in init section
int index; // Actor index
uint16 actorId; // Actor id
int nameIndex; // Actor's index in actor name string list
byte speechColor; // Actor dialogue color
uint16 flags; // Actor initial flags
int scriptEntrypointNumber; // Actor script entrypoint number
int sceneNumber; // scene of actor
Location location; // Actor's logical coordinates
Point screenPosition; // Actor's screen coordinates
int screenDepth; //
int screenScale; //
uint16 actorFlags; // dynamic flags
int currentAction; // ActorActions type
int facingDirection; // orientation
int actionDirection;
int actionCycle;
int frameNumber; // current actor frame number
uint16 targetObject;
int cycleFrameSequence;
uint8 cycleDelay;
uint8 cycleTimeCount;
uint8 cycleFlags;
SpriteList spriteList; // Actor's sprite list data
int spriteListResourceId; // Actor's sprite list resource id
ActorFrameSequence *frames; // Actor's frames
int framesCount; // Actor's frames count
int frameListResourceId; // Actor's frame list resource id
// int walkPath[ACTOR_STEPS_MAX]; //todo: will gone
int walkStepsCount;
int walkStepsAlloced;
int walkStepIndex;
Point *walkStepsPoints;
Location finalTarget;
Location partialTarget;
int walkFrameSequence;
void cycleWrap(int cycleLimit) {
if (actionCycle >= cycleLimit)
actionCycle = 0;
}
void addWalkStepPoint(const Point &point) {
if (walkStepsCount + 1 > walkStepsAlloced) {
walkStepsAlloced += 100;
walkStepsPoints = (Point*)realloc(walkStepsPoints, walkStepsAlloced * sizeof(*walkStepsPoints));
}
walkStepsPoints[walkStepsCount++] = point;
}
ActorData() {
memset(this, 0xFE, sizeof(*this));
walkStepsPoints = NULL;
walkStepsAlloced = walkStepsCount = walkStepIndex = 0;
memset(&spriteList, 0, sizeof(spriteList));
}
~ActorData() {
free(frames);
free(walkStepsPoints);
spriteList.freeMem();
}
};
typedef ActorData *ActorDataPointer;
typedef SortedList<ActorDataPointer> ActorOrderList;
struct SpeechData {
int speechColor[ACTOR_SPEECH_ACTORS_MAX];
int outlineColor[ACTOR_SPEECH_ACTORS_MAX];
int speechFlags;
const char *strings[ACTOR_SPEECH_STRING_MAX];
Point speechCoords[ACTOR_SPEECH_ACTORS_MAX];
int stringsCount;
int slowModeCharIndex;
uint16 actorIds[ACTOR_SPEECH_ACTORS_MAX];
int actorsCount;
int sampleResourceId;
bool playing;
int playingTime;
SpeechData() {
memset(this, 0, sizeof(*this));
}
};
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class Actor {
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public:
ActorData *_centerActor;
ActorData *_protagonist;
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Actor(SagaEngine *vm);
~Actor();
void cmdActorWalkTo(int argc, const char **argv);
bool validActorId(uint16 id) { return (id == 1) || ((id >= 0x2000) && (id < (0x2000 | _actorsCount))); }
int actorIdToIndex(uint16 id) { return (id == 1 ) ? 0 : (id & ~0x2000); }
uint16 actorIndexToId(int index) { return (index == 0 ) ? 1 : (index | 0x2000); }
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int direct(int msec);
int drawActors();
void updateActorsScene(); // calls from scene loading to update Actors info
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void drawPathTest();
uint16 testHit(const Point& mousePointer){ return ID_NOTHING;}; //TODO: do it
const char * getActorName(uint16 actorId);
bool actorEndWalk(uint16 actorId, bool recurse);
bool actorWalkTo(uint16 actorId, const Location &toLocation);
ActorData *getActor(uint16 actorId);
ActorFrameRange *getActorFrameRange(uint16 actorId, int frameType);
void realLocation(Location &location, uint16 objectId, uint16 walkFlags);
void actorFaceTowardsPoint(uint16 actorId, const Location &toLocation);
void actorFaceTowardsObject(uint16 actorId, uint16 objectId);
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// speech
void actorSpeech(uint16 actorId, const char **strings, int stringsCount, uint16 sampleResourceId, int speechFlags);
void nonActorSpeech(const char **strings, int stringsCount, int speechFlags);
void simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags);
void setSpeechColor(int speechColor, int outlineColor) {
_activeSpeech.speechColor[0] = speechColor;
_activeSpeech.outlineColor[0] = outlineColor;
}
void abortAllSpeeches();
void abortSpeech();
bool isSpeaking() {
return _activeSpeech.stringsCount > 0;
}
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private:
bool loadActorResources(ActorData *actor);
void createDrawOrderList();
void calcActorScreenPosition(ActorData *actor);
bool followProtagonist(ActorData *actor);
void findActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint);
void handleSpeech(int msec);
void handleActions(int msec, bool setup);
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bool validPathCellPoint(const Point &testPoint) {
return !((testPoint.x < 0) || (testPoint.x >= _xCellCount) ||
(testPoint.y < 0) || (testPoint.y >= _yCellCount));
}
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void setPathCell(const Point &testPoint, int8 value) {
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if (!validPathCellPoint(testPoint)) {
error("Actor::setPathCell wrong point");
}
_pathCell[testPoint.x + testPoint.y * _xCellCount] = value;
}
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int8 getPathCell(const Point &testPoint) {
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if (!validPathCellPoint(testPoint)) {
error("Actor::getPathCell wrong point");
}
return _pathCell[testPoint.x + testPoint.y * _xCellCount];
}
bool scanPathLine(const Point &point1, const Point &point2);
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int fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint);
void setActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint);
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void pathToNode();
void condenseNodeList();
void removeNodes();
void nodeToPath();
void removePathPoints();
bool validFollowerLocation(const Location &location);
int _lastTickMsec;
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SagaEngine *_vm;
RSCFILE_CONTEXT *_actorContext;
ActorOrderList _drawOrderList;
int _actorsCount;
ActorData **_actors;
SpeechData _activeSpeech;
StringsTable _actorsStrings;
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//path stuff
Rect _barrierList[ACTOR_BARRIERS_MAX];
int _barrierCount;
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int8 *_pathCell;
int _xCellCount;
int _yCellCount;
Rect _pathRect;
Point *_pathList;
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int _pathListIndex;
int _pathListAlloced;
void addPathListPoint(const Point &point) {
++_pathListIndex;
if (_pathListIndex >= _pathListAlloced) {
_pathListAlloced += 100;
_pathList = (Point*) realloc(_pathList, _pathListAlloced * sizeof(*_pathList));
}
_pathList[_pathListIndex] = point;
}
int _pathNodeListIndex;
int _pathNodeListAlloced;
PathNode *_pathNodeList;
PathNode *_newPathNodeList;
void addPathNodeListPoint(const Point &point) {
++_pathNodeListIndex;
if (_pathNodeListIndex >= _pathNodeListAlloced) {
_pathNodeListAlloced += 100;
_pathNodeList = (PathNode*) realloc(_pathNodeList, _pathNodeListAlloced * sizeof(*_pathNodeList));
}
_pathNodeList[_pathNodeListIndex].point = point;
}
public:
#ifdef ACTOR_DEBUG
//path debug - use with care
struct DebugPoint {
Point point;
byte color;
};
DebugPoint *_debugPoints;
int _debugPointsCount;
int _debugPointsAlloced;
void addDebugPoint(const Point &point, byte color) {
if (_debugPointsCount + 1 > _debugPointsAlloced) {
_debugPointsAlloced += 1000;
_debugPoints = (DebugPoint*) realloc(_debugPoints, _debugPointsAlloced * sizeof(*_debugPoints));
}
_debugPoints[_debugPointsCount].color = color;
_debugPoints[_debugPointsCount++].point = point;
}
#endif
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};
inline int16 quickDistance(const Point &point1, const Point &point2) {
Point delta;
delta.x = ABS(point1.x - point2.x);
delta.y = ABS(point1.y - point2.y);
return ((delta.x < delta.y) ? (delta.y + delta.x / 2) : (delta.x + delta.y / 2));
}
} // End of namespace Saga
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#endif