/* 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "twine/actor.h" #include "common/system.h" #include "common/textconsole.h" #include "twine/animations.h" #include "twine/extra.h" #include "twine/gamestate.h" #include "twine/grid.h" #include "twine/hqrdepack.h" #include "twine/movements.h" #include "twine/renderer.h" #include "twine/resources.h" #include "twine/scene.h" #include "twine/screens.h" #include "twine/sound.h" #include "twine/twine.h" namespace TwinE { Actor::Actor(TwinEEngine *engine) : _engine(engine) { } void Actor::restartHeroScene() { _engine->_scene->sceneHero->controlMode = 1; memset(&_engine->_scene->sceneHero->dynamicFlags, 0, sizeof(_engine->_scene->sceneHero->dynamicFlags)); memset(&_engine->_scene->sceneHero->staticFlags, 0, sizeof(_engine->_scene->sceneHero->staticFlags)); _engine->_scene->sceneHero->staticFlags.bComputeCollisionWithObj = 1; _engine->_scene->sceneHero->staticFlags.bComputeCollisionWithBricks = 1; _engine->_scene->sceneHero->staticFlags.bIsZonable = 1; _engine->_scene->sceneHero->staticFlags.bCanDrown = 1; _engine->_scene->sceneHero->staticFlags.bCanFall = 1; _engine->_scene->sceneHero->armor = 1; _engine->_scene->sceneHero->positionInMoveScript = -1; _engine->_scene->sceneHero->labelIdx = -1; _engine->_scene->sceneHero->positionInLifeScript = 0; _engine->_scene->sceneHero->zone = -1; _engine->_scene->sceneHero->angle = previousHeroAngle; _engine->_movements->setActorAngleSafe(_engine->_scene->sceneHero->angle, _engine->_scene->sceneHero->angle, 0, &_engine->_scene->sceneHero->move); setBehaviour(previousHeroBehaviour); cropBottomScreen = 0; } void Actor::loadHeroEntities() { if (_engine->_hqrdepack->hqrGetallocEntry(&heroEntityATHLETIC, Resources::HQR_FILE3D_FILE, FILE3DHQR_HEROATHLETIC) == 0) { error("Failed to load actor athletic 3d data"); } _engine->_scene->sceneHero->entityDataPtr = heroEntityATHLETIC; heroAnimIdxATHLETIC = _engine->_animations->getBodyAnimIndex(0, 0); if (_engine->_hqrdepack->hqrGetallocEntry(&heroEntityAGGRESSIVE, Resources::HQR_FILE3D_FILE, FILE3DHQR_HEROAGGRESSIVE) == 0) { error("Failed to load actor aggressive 3d data"); } _engine->_scene->sceneHero->entityDataPtr = heroEntityAGGRESSIVE; heroAnimIdxAGGRESSIVE = _engine->_animations->getBodyAnimIndex(0, 0); if (_engine->_hqrdepack->hqrGetallocEntry(&heroEntityDISCRETE, Resources::HQR_FILE3D_FILE, FILE3DHQR_HERODISCRETE) == 0) { error("Failed to load actor discrete 3d data"); } _engine->_scene->sceneHero->entityDataPtr = heroEntityDISCRETE; heroAnimIdxDISCRETE = _engine->_animations->getBodyAnimIndex(0, 0); if (_engine->_hqrdepack->hqrGetallocEntry(&heroEntityPROTOPACK, Resources::HQR_FILE3D_FILE, FILE3DHQR_HEROPROTOPACK) == 0) { error("Failed to load actor protopack 3d data"); } _engine->_scene->sceneHero->entityDataPtr = heroEntityPROTOPACK; heroAnimIdxPROTOPACK = _engine->_animations->getBodyAnimIndex(0, 0); if (_engine->_hqrdepack->hqrGetallocEntry(&heroEntityNORMAL, Resources::HQR_FILE3D_FILE, FILE3DHQR_HERONORMAL) == 0) { error("Failed to load actor normal 3d data"); } _engine->_scene->sceneHero->entityDataPtr = heroEntityNORMAL; heroAnimIdxNORMAL = _engine->_animations->getBodyAnimIndex(0, 0); _engine->_scene->sceneHero->animExtraPtr = _engine->_animations->currentActorAnimExtraPtr; } void Actor::setBehaviour(int32 behaviour) { switch (behaviour) { case kNormal: heroBehaviour = kNormal; _engine->_scene->sceneHero->entityDataPtr = heroEntityNORMAL; break; case kAthletic: heroBehaviour = kAthletic; _engine->_scene->sceneHero->entityDataPtr = heroEntityATHLETIC; break; case kAggressive: heroBehaviour = kAggressive; _engine->_scene->sceneHero->entityDataPtr = heroEntityAGGRESSIVE; break; case kDiscrete: heroBehaviour = kDiscrete; _engine->_scene->sceneHero->entityDataPtr = heroEntityDISCRETE; break; case kProtoPack: heroBehaviour = kProtoPack; _engine->_scene->sceneHero->entityDataPtr = heroEntityPROTOPACK; break; }; const int32 bodyIdx = _engine->_scene->sceneHero->body; _engine->_scene->sceneHero->entity = -1; _engine->_scene->sceneHero->body = -1; initModelActor(bodyIdx, 0); _engine->_scene->sceneHero->anim = kAnimNone; _engine->_scene->sceneHero->animType = 0; _engine->_animations->initAnim(kStanding, 0, 255, 0); } void Actor::initSpriteActor(int32 actorIdx) { ActorStruct *localActor = &_engine->_scene->sceneActors[actorIdx]; if (localActor->staticFlags.bIsSpriteActor && localActor->sprite != -1 && localActor->entity != localActor->sprite) { const int16 *ptr = (const int16 *)(_engine->_scene->spriteBoundingBoxPtr + localActor->sprite * 16 + 4); localActor->entity = localActor->sprite; localActor->boudingBox.x.bottomLeft = *(ptr++); localActor->boudingBox.x.topRight = *(ptr++); localActor->boudingBox.y.bottomLeft = *(ptr++); localActor->boudingBox.y.topRight = *(ptr++); localActor->boudingBox.z.bottomLeft = *(ptr++); localActor->boudingBox.z.topRight = *(ptr++); } } int32 Actor::initBody(int32 bodyIdx, int32 actorIdx) { ActorStruct *localActor = &_engine->_scene->sceneActors[actorIdx]; uint8 *bodyPtr = localActor->entityDataPtr; do { uint8 var1 = *(bodyPtr++); if (var1 == 0xFF) { return -1; } uint8 *bodyPtr2 = bodyPtr + 1; if (var1 == 1) { uint8 var2 = *(bodyPtr); if (var2 == bodyIdx) { int32 index; uint8 *bodyPtr3 = bodyPtr2 + 1; int16 flag = *((uint16 *)bodyPtr3); if (!(flag & 0x8000)) { _engine->_hqrdepack->hqrGetallocEntry(&bodyTable[currentPositionInBodyPtrTab], Resources::HQR_BODY_FILE, flag & 0xFFFF); if (!bodyTable[currentPositionInBodyPtrTab]) { error("HQR ERROR: Loading body entities"); } _engine->_renderer->prepareIsoModel(bodyTable[currentPositionInBodyPtrTab]); *((uint16 *)bodyPtr3) = currentPositionInBodyPtrTab + 0x8000; index = currentPositionInBodyPtrTab; currentPositionInBodyPtrTab++; } else { flag &= 0x7FFF; index = flag; } bodyPtr3 += 2; bottomLeftX = -32000; uint8 *bodyPtr4 = bodyPtr3; bodyPtr3++; if (!*bodyPtr4) { return index; } bodyPtr4 = bodyPtr3; bodyPtr3++; if (*bodyPtr4 != 14) { return index; } // bodyPtr5 = (int16 *) bodyPtr3; bottomLeftX = *((uint16 *)bodyPtr3); bodyPtr3 += 2; bottomLeftY = *((uint16 *)bodyPtr3); bodyPtr3 += 2; bottomLeftZ = *((uint16 *)bodyPtr3); bodyPtr3 += 2; topRightX = *((uint16 *)bodyPtr3); bodyPtr3 += 2; topRightY = *((uint16 *)bodyPtr3); bodyPtr3 += 2; topRightZ = *((uint16 *)bodyPtr3); bodyPtr3 += 2; return index; } } bodyPtr = *bodyPtr2 + bodyPtr2; } while (1); } void Actor::initModelActor(int32 bodyIdx, int16 actorIdx) { ActorStruct *localActor = &_engine->_scene->sceneActors[actorIdx]; if (localActor->staticFlags.bIsSpriteActor) { return; } if (actorIdx == 0 && heroBehaviour == kProtoPack && localActor->armor != 0 && localActor->armor != 1) { // if hero setBehaviour(kNormal); } int32 entityIdx; if (bodyIdx != -1) { entityIdx = initBody(bodyIdx, actorIdx); } else { entityIdx = -1; } if (entityIdx != -1) { if (localActor->entity == entityIdx) { return; } localActor->entity = entityIdx; localActor->body = bodyIdx; int currentIndex = localActor->entity; if (bottomLeftX == -32000) { uint16 *ptr = (uint16 *)bodyTable[localActor->entity]; ptr++; int16 var1 = *((int16 *)ptr++); int16 var2 = *((int16 *)ptr++); localActor->boudingBox.y.bottomLeft = *((int16 *)ptr++); localActor->boudingBox.y.topRight = *((int16 *)ptr++); int16 var3 = *((int16 *)ptr++); int16 var4 = *((int16 *)ptr++); int32 result = 0; if (localActor->staticFlags.bUseMiniZv) { int32 result1 = var2 - var1; // take smaller for bound int32 result2 = var4 - var3; result = MIN(result1, result2); result = ABS(result); result >>= 1; } else { int32 result1 = var2 - var1; // take average for bound int32 result2 = var4 - var3; result = result2 + result1; result = ABS(result); result >>= 2; } localActor->boudingBox.x.bottomLeft = -result; localActor->boudingBox.x.topRight = result; localActor->boudingBox.z.bottomLeft = -result; localActor->boudingBox.z.topRight = result; } else { localActor->boudingBox.x.bottomLeft = bottomLeftX; localActor->boudingBox.x.topRight = topRightX; localActor->boudingBox.y.bottomLeft = bottomLeftY; localActor->boudingBox.y.topRight = topRightY; localActor->boudingBox.z.bottomLeft = bottomLeftZ; localActor->boudingBox.z.topRight = topRightZ; } if (currentIndex == -1) return; if (localActor->previousAnimIdx == -1) return; _engine->_renderer->copyActorInternAnim(bodyTable[currentIndex], bodyTable[localActor->entity]); return; } localActor->body = -1; localActor->entity = -1; localActor->boudingBox.x.bottomLeft = 0; localActor->boudingBox.x.topRight = 0; localActor->boudingBox.y.bottomLeft = 0; localActor->boudingBox.y.topRight = 0; localActor->boudingBox.z.bottomLeft = 0; localActor->boudingBox.z.topRight = 0; } void Actor::initActor(int16 actorIdx) { ActorStruct *actor = &_engine->_scene->sceneActors[actorIdx]; if (actor->staticFlags.bIsSpriteActor) { // if sprite actor if (actor->strengthOfHit != 0) { actor->dynamicFlags.bIsHitting = 1; } actor->entity = -1; initSpriteActor(actorIdx); _engine->_movements->setActorAngleSafe(0, 0, 0, &actor->move); if (actor->staticFlags.bUsesClipping) { actor->lastX = actor->x; actor->lastY = actor->y; actor->lastZ = actor->z; } } else { actor->entity = -1; initModelActor(actor->body, actorIdx); actor->previousAnimIdx = -1; actor->animType = 0; if (actor->entity != -1) { _engine->_animations->initAnim(actor->anim, 0, 255, actorIdx); } _engine->_movements->setActorAngleSafe(actor->angle, actor->angle, 0, &actor->move); } actor->positionInMoveScript = -1; actor->labelIdx = -1; actor->positionInLifeScript = 0; } void Actor::resetActor(int16 actorIdx) { ActorStruct *actor = &_engine->_scene->sceneActors[actorIdx]; actor->body = 0; actor->anim = kStanding; actor->x = 0; actor->y = -1; actor->z = 0; actor->boudingBox.x.bottomLeft = 0; actor->boudingBox.x.topRight = 0; actor->boudingBox.y.bottomLeft = 0; actor->boudingBox.y.topRight = 0; actor->boudingBox.z.bottomLeft = 0; actor->boudingBox.z.topRight = 0; actor->angle = 0; actor->speed = 40; actor->controlMode = 0; actor->info0 = 0; actor->info1 = 0; actor->info2 = 0; actor->info3 = 0; actor->brickShape = 0; actor->collision = -1; actor->standOn = -1; actor->zone = -1; memset(&actor->staticFlags, 0, sizeof(StaticFlagsStruct)); memset(&actor->dynamicFlags, 0, sizeof(DynamicFlagsStruct)); actor->life = 50; actor->armor = 1; actor->hitBy = -1; actor->lastRotationAngle = 0; actor->lastX = 0; actor->lastY = 0; actor->lastZ = 0; actor->entity = -1; actor->previousAnimIdx = -1; actor->animType = 0; actor->animPosition = 0; _engine->_movements->setActorAngleSafe(0, 0, 0, &actor->move); actor->positionInMoveScript = -1; actor->positionInLifeScript = 0; } void Actor::hitActor(int32 actorIdx, int32 actorIdxAttacked, int32 strengthOfHit, int32 angle) { ActorStruct *actor = &_engine->_scene->sceneActors[actorIdxAttacked]; if (actor->life <= 0) { return; } actor->hitBy = actorIdx; if (actor->armor <= strengthOfHit) { if (actor->anim == kBigHit || actor->anim == kHit2) { const int32 tmpAnimPos = actor->animPosition; if (actor->animExtra) { _engine->_animations->processAnimActions(actorIdxAttacked); } actor->animPosition = tmpAnimPos; } else { if (angle != -1) { _engine->_movements->setActorAngleSafe(angle, angle, 0, &actor->move); } if (_engine->getRandomNumber() & 1) { _engine->_animations->initAnim(kHit2, 3, 255, actorIdxAttacked); } else { _engine->_animations->initAnim(kBigHit, 3, 255, actorIdxAttacked); } } _engine->_extra->addExtraSpecial(actor->x, actor->y + 1000, actor->z, kHitStars); if (!actorIdxAttacked) { _engine->_movements->heroMoved = 1; } actor->life -= strengthOfHit; if (actor->life < 0) { actor->life = 0; } } else { _engine->_animations->initAnim(kHit, 3, 255, actorIdxAttacked); } } void Actor::processActorCarrier(int32 actorIdx) { // CheckCarrier ActorStruct *actor = &_engine->_scene->sceneActors[actorIdx]; if (!actor->staticFlags.bIsCarrierActor) { return; } for (int32 a = 0; a < _engine->_scene->sceneNumActors; a++) { if (actor->standOn == actorIdx) { actor->standOn = -1; } } } void Actor::processActorExtraBonus(int32 actorIdx) { // GiveExtraBonus ActorStruct *actor = &_engine->_scene->sceneActors[actorIdx]; int32 numBonus = 0; int8 bonusTable[8]; for (int32 a = 0; a < 5; a++) { if (actor->bonusParameter & (1 << (a + 4))) { bonusTable[numBonus++] = a; } } if (numBonus == 0) { return; } int8 currentBonus = bonusTable[_engine->getRandomNumber(numBonus)]; // if bonus is magic an no magic level yet, then give life points if (!_engine->_gameState->magicLevelIdx && currentBonus == 2) { currentBonus = 1; } currentBonus += 3; if (actor->dynamicFlags.bIsDead) { _engine->_extra->addExtraBonus(actor->x, actor->y, actor->z, 0x100, 0, currentBonus, actor->bonusAmount); // FIXME add constant for sample index _engine->_sound->playSample(11, 0x1000, 1, actor->x, actor->y, actor->z, actorIdx); } else { int32 angle = _engine->_movements->getAngleAndSetTargetActorDistance(actor->x, actor->z, _engine->_scene->sceneHero->x, _engine->_scene->sceneHero->z); _engine->_extra->addExtraBonus(actor->x, actor->y + actor->boudingBox.y.topRight, actor->z, 200, angle, currentBonus, actor->bonusAmount); // FIXME add constant for sample index _engine->_sound->playSample(11, 0x1000, 1, actor->x, actor->y + actor->boudingBox.y.topRight, actor->z, actorIdx); } } } // namespace TwinE