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0ce2ca4e00
MKID_BE relied on unspecified behavior of the C++ compiler, and as such was always a bit unsafe. The new MKTAG macro is slightly less elegant, but does no longer depend on the behavior of the compiler. Inspired by FFmpeg, which has an almost identical macro.
2775 lines
67 KiB
C++
2775 lines
67 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/system.h" // for setFocusRectangle/clearFocusRectangle
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#include "scumm/scumm.h"
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#include "scumm/actor.h"
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#include "scumm/actor_he.h"
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#include "scumm/akos.h"
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#include "scumm/boxes.h"
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#include "scumm/charset.h"
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#include "scumm/costume.h"
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#include "scumm/he/intern_he.h"
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#include "scumm/object.h"
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#include "scumm/resource.h"
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#include "scumm/saveload.h"
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#include "scumm/scumm_v7.h"
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#include "scumm/he/sound_he.h"
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#include "scumm/he/sprite_he.h"
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#include "scumm/usage_bits.h"
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#include "scumm/util.h"
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namespace Scumm {
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byte Actor::kInvalidBox = 0;
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Actor::Actor(ScummEngine *scumm, int id) :
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_vm(scumm), _number(id) {
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assert(_vm != 0);
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}
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void ActorHE::initActor(int mode) {
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Actor::initActor(mode);
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if (mode == -1) {
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_heOffsX = _heOffsY = 0;
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_heSkipLimbs = false;
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memset(_heTalkQueue, 0, sizeof(_heTalkQueue));
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}
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if (mode == 1 || mode == -1) {
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_heCondMask = 1;
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_heNoTalkAnimation = 0;
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_heSkipLimbs = false;
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} else if (mode == 2) {
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_heCondMask = 1;
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_heSkipLimbs = false;
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}
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_heXmapNum = 0;
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_hePaletteNum = 0;
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_heFlags = 0;
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_heTalking = false;
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if (_vm->_game.heversion >= 61)
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_flip = 0;
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_clipOverride = ((ScummEngine_v60he *)_vm)->_actorClipOverride;
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_auxBlock.reset();
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}
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void Actor::initActor(int mode) {
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if (mode == -1) {
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_top = _bottom = 0;
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_needRedraw = false;
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_needBgReset = false;
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_costumeNeedsInit = false;
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_visible = false;
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_flip = false;
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_speedx = 8;
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_speedy = 2;
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_frame = 0;
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_walkbox = 0;
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_animProgress = 0;
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_drawToBackBuf = false;
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memset(_animVariable, 0, sizeof(_animVariable));
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memset(_palette, 0, sizeof(_palette));
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memset(_sound, 0, sizeof(_sound));
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memset(&_cost, 0, sizeof(CostumeData));
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memset(&_walkdata, 0, sizeof(ActorWalkData));
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_walkdata.point3.x = 32000;
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_walkScript = 0;
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}
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if (mode == 1 || mode == -1) {
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_costume = 0;
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_room = 0;
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_pos.x = 0;
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_pos.y = 0;
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_facing = 180;
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if (_vm->_game.version >= 7)
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_visible = false;
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} else if (mode == 2) {
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_facing = 180;
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}
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_elevation = 0;
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_width = 24;
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_talkColor = 15;
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_talkPosX = 0;
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_talkPosY = -80;
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_boxscale = _scaley = _scalex = 0xFF;
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_charset = 0;
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memset(_sound, 0, sizeof(_sound));
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_targetFacing = _facing;
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_shadowMode = 0;
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_layer = 0;
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stopActorMoving();
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setActorWalkSpeed(8, 2);
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_animSpeed = 0;
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if (_vm->_game.version >= 6)
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_animProgress = 0;
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_ignoreBoxes = false;
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_forceClip = (_vm->_game.version >= 7) ? 100 : 0;
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_ignoreTurns = false;
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_talkFrequency = 256;
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_talkPan = 64;
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_talkVolume = 127;
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_initFrame = 1;
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_walkFrame = 2;
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_standFrame = 3;
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_talkStartFrame = 4;
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_talkStopFrame = 5;
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_walkScript = 0;
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_talkScript = 0;
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_vm->_classData[_number] = (_vm->_game.version >= 7) ? _vm->_classData[0] : 0;
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}
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void Actor_v2::initActor(int mode) {
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Actor::initActor(mode);
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_speedx = 1;
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_speedy = 1;
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_initFrame = 2;
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_walkFrame = 0;
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_standFrame = 1;
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_talkStartFrame = 5;
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_talkStopFrame = 4;
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}
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void Actor::setBox(int box) {
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_walkbox = box;
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setupActorScale();
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}
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void Actor_v3::setupActorScale() {
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// TODO: The following could probably be removed
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_scalex = 0xFF;
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_scaley = 0xFF;
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}
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void Actor::setupActorScale() {
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if (_ignoreBoxes)
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return;
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// For some boxes, we ignore the scaling and use whatever values the
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// scripts set. This is used e.g. in the Mystery Vortex in Sam&Max.
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// Older games used the flag 0x20 differently, though.
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if (_vm->_game.id == GID_SAMNMAX && (_vm->getBoxFlags(_walkbox) & kBoxIgnoreScale))
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return;
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_boxscale = _vm->getBoxScale(_walkbox);
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uint16 scale = _vm->getScale(_walkbox, _pos.x, _pos.y);
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assert(scale <= 0xFF);
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_scalex = _scaley = (byte)scale;
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}
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#pragma mark -
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#pragma mark --- Actor walking ---
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#pragma mark -
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void ScummEngine::walkActors() {
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for (int i = 1; i < _numActors; ++i) {
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if (_actors[i]->isInCurrentRoom())
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_actors[i]->walkActor();
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}
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}
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void Actor::stopActorMoving() {
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if (_walkScript)
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_vm->stopScript(_walkScript);
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// V0 Games will walk on the spot if the actor is stopped mid-walk
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// So we must set the stand still frame
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if (_vm->_game.version == 0)
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startWalkAnim(3, -1);
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_moving = 0;
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}
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void Actor::setActorWalkSpeed(uint newSpeedX, uint newSpeedY) {
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if (newSpeedX == _speedx && newSpeedY == _speedy)
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return;
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_speedx = newSpeedX;
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_speedy = newSpeedY;
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if (_moving) {
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if (_vm->_game.version == 8 && (_moving & MF_IN_LEG) == 0)
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return;
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calcMovementFactor(_walkdata.next);
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}
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}
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int getAngleFromPos(int x, int y, bool useATAN) {
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if (useATAN) {
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double temp = atan2((double)x, (double)-y);
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return normalizeAngle((int)(temp * 180 / M_PI));
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} else {
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if (ABS(y) * 2 < ABS(x)) {
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if (x > 0)
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return 90;
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return 270;
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} else {
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if (y > 0)
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return 180;
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return 0;
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}
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}
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}
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int Actor::calcMovementFactor(const Common::Point& next) {
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int diffX, diffY;
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int32 deltaXFactor, deltaYFactor;
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if (_pos == next)
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return 0;
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diffX = next.x - _pos.x;
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diffY = next.y - _pos.y;
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deltaYFactor = _speedy << 16;
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if (diffY < 0)
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deltaYFactor = -deltaYFactor;
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deltaXFactor = deltaYFactor * diffX;
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if (diffY != 0) {
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deltaXFactor /= diffY;
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} else {
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deltaYFactor = 0;
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}
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if ((uint) ABS((int)(deltaXFactor >> 16)) > _speedx) {
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deltaXFactor = _speedx << 16;
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if (diffX < 0)
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deltaXFactor = -deltaXFactor;
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deltaYFactor = deltaXFactor * diffY;
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if (diffX != 0) {
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deltaYFactor /= diffX;
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} else {
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deltaXFactor = 0;
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}
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}
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_walkdata.cur = _pos;
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_walkdata.next = next;
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_walkdata.deltaXFactor = deltaXFactor;
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_walkdata.deltaYFactor = deltaYFactor;
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_walkdata.xfrac = 0;
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_walkdata.yfrac = 0;
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if (_vm->_game.version <= 2)
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_targetFacing = getAngleFromPos(V12_X_MULTIPLIER*deltaXFactor, V12_Y_MULTIPLIER*deltaYFactor, false);
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else
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_targetFacing = getAngleFromPos(deltaXFactor, deltaYFactor, (_vm->_game.id == GID_DIG || _vm->_game.id == GID_CMI));
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return actorWalkStep();
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}
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int Actor::actorWalkStep() {
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int tmpX, tmpY;
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int distX, distY;
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int nextFacing;
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_needRedraw = true;
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nextFacing = updateActorDirection(true);
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if (!(_moving & MF_IN_LEG) || _facing != nextFacing) {
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if (_walkFrame != _frame || _facing != nextFacing) {
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startWalkAnim(1, nextFacing);
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}
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_moving |= MF_IN_LEG;
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}
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if (_walkbox != _walkdata.curbox && _vm->checkXYInBoxBounds(_walkdata.curbox, _pos.x, _pos.y)) {
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setBox(_walkdata.curbox);
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}
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distX = ABS(_walkdata.next.x - _walkdata.cur.x);
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distY = ABS(_walkdata.next.y - _walkdata.cur.y);
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if (ABS(_pos.x - _walkdata.cur.x) >= distX && ABS(_pos.y - _walkdata.cur.y) >= distY) {
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_moving &= ~MF_IN_LEG;
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return 0;
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}
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tmpX = (_pos.x << 16) + _walkdata.xfrac + (_walkdata.deltaXFactor >> 8) * _scalex;
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_walkdata.xfrac = (uint16)tmpX;
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_pos.x = (tmpX >> 16);
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tmpY = (_pos.y << 16) + _walkdata.yfrac + (_walkdata.deltaYFactor >> 8) * _scaley;
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_walkdata.yfrac = (uint16)tmpY;
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_pos.y = (tmpY >> 16);
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if (ABS(_pos.x - _walkdata.cur.x) > distX) {
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_pos.x = _walkdata.next.x;
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}
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if (ABS(_pos.y - _walkdata.cur.y) > distY) {
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_pos.y = _walkdata.next.y;
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}
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if (_vm->_game.version >= 4 && _vm->_game.version <= 6 && _pos == _walkdata.next) {
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_moving &= ~MF_IN_LEG;
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return 0;
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}
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return 1;
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}
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void Actor::startWalkActor(int destX, int destY, int dir) {
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AdjustBoxResult abr;
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if (!isInCurrentRoom() && _vm->_game.version >= 7) {
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debugC(DEBUG_ACTORS, "startWalkActor: attempting to walk actor %d who is not in this room", _number);
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return;
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}
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if (_vm->_game.version <= 4) {
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abr.x = destX;
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abr.y = destY;
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} else {
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abr = adjustXYToBeInBox(destX, destY);
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}
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if (!isInCurrentRoom() && _vm->_game.version <= 6) {
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_pos.x = abr.x;
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_pos.y = abr.y;
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if (!_ignoreTurns && dir != -1)
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_facing = dir;
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return;
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}
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if (_vm->_game.version <= 2) {
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abr = adjustXYToBeInBox(abr.x, abr.y);
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if (_pos.x == abr.x && _pos.y == abr.y && (dir == -1 || _facing == dir))
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return;
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} else {
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if (_ignoreBoxes) {
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abr.box = kInvalidBox;
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_walkbox = kInvalidBox;
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} else {
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if (_vm->checkXYInBoxBounds(_walkdata.destbox, abr.x, abr.y)) {
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abr.box = _walkdata.destbox;
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} else {
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abr = adjustXYToBeInBox(abr.x, abr.y);
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}
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if (_moving && _walkdata.destdir == dir && _walkdata.dest.x == abr.x && _walkdata.dest.y == abr.y)
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return;
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}
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if (_pos.x == abr.x && _pos.y == abr.y) {
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if (dir != _facing)
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turnToDirection(dir);
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return;
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}
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}
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_walkdata.dest.x = abr.x;
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_walkdata.dest.y = abr.y;
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_walkdata.destbox = abr.box;
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_walkdata.destdir = dir;
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_moving = (_moving & MF_IN_LEG) | MF_NEW_LEG;
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_walkdata.point3.x = 32000;
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_walkdata.curbox = _walkbox;
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}
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void Actor::startWalkAnim(int cmd, int angle) {
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if (angle == -1)
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angle = _facing;
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/* Note: walk scripts aren't required to make the Dig
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* work as usual
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*/
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if (_walkScript) {
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int args[16];
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memset(args, 0, sizeof(args));
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args[0] = _number;
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args[1] = cmd;
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args[2] = angle;
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_vm->runScript(_walkScript, 1, 0, args);
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} else {
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switch (cmd) {
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case 1: /* start walk */
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setDirection(angle);
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startAnimActor(_walkFrame);
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break;
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case 2: /* change dir only */
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setDirection(angle);
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break;
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case 3: /* stop walk */
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turnToDirection(angle);
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startAnimActor(_standFrame);
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break;
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}
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}
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}
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void Actor::walkActor() {
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int new_dir, next_box;
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Common::Point foundPath;
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if (_vm->_game.version >= 7) {
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if (_moving & MF_FROZEN) {
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if (_moving & MF_TURN) {
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new_dir = updateActorDirection(false);
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if (_facing != new_dir)
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setDirection(new_dir);
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else
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_moving &= ~MF_TURN;
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}
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return;
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}
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}
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if (!_moving)
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return;
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if (!(_moving & MF_NEW_LEG)) {
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if (_moving & MF_IN_LEG && actorWalkStep())
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return;
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if (_moving & MF_LAST_LEG) {
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_moving = 0;
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setBox(_walkdata.destbox);
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if (_vm->_game.version <= 6) {
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startAnimActor(_standFrame);
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if (_targetFacing != _walkdata.destdir)
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turnToDirection(_walkdata.destdir);
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} else {
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startWalkAnim(3, _walkdata.destdir);
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}
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return;
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}
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if (_moving & MF_TURN) {
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new_dir = updateActorDirection(false);
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if (_facing != new_dir)
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setDirection(new_dir);
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else
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_moving = 0;
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return;
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}
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setBox(_walkdata.curbox);
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_moving &= MF_IN_LEG;
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}
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_moving &= ~MF_NEW_LEG;
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do {
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if (_walkbox == kInvalidBox) {
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setBox(_walkdata.destbox);
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_walkdata.curbox = _walkdata.destbox;
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break;
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}
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if (_walkbox == _walkdata.destbox)
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break;
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next_box = _vm->getNextBox(_walkbox, _walkdata.destbox);
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if (next_box < 0) {
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_walkdata.destbox = _walkbox;
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_moving |= MF_LAST_LEG;
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return;
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}
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_walkdata.curbox = next_box;
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if (findPathTowards(_walkbox, next_box, _walkdata.destbox, foundPath))
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break;
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if (calcMovementFactor(foundPath))
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return;
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setBox(_walkdata.curbox);
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} while (1);
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_moving |= MF_LAST_LEG;
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calcMovementFactor(_walkdata.dest);
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}
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void Actor_v2::walkActor() {
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Common::Point foundPath, tmp;
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int new_dir, next_box;
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if (_moving & MF_TURN) {
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new_dir = updateActorDirection(false);
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// FIXME: is this correct?
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if (_facing != new_dir) {
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// Actor never stops walking when an object has been selected without this
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if (_vm->_game.version ==0)
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_moving = 0;
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setDirection(new_dir);
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} else
|
|
_moving = 0;
|
|
return;
|
|
}
|
|
|
|
if (!_moving)
|
|
return;
|
|
|
|
if (_moving & MF_IN_LEG) {
|
|
actorWalkStep();
|
|
} else {
|
|
if (_moving & MF_LAST_LEG) {
|
|
_moving = 0;
|
|
startAnimActor(_standFrame);
|
|
if (_targetFacing != _walkdata.destdir)
|
|
turnToDirection(_walkdata.destdir);
|
|
} else {
|
|
setBox(_walkdata.curbox);
|
|
if (_walkbox == _walkdata.destbox) {
|
|
foundPath = _walkdata.dest;
|
|
_moving |= MF_LAST_LEG;
|
|
} else {
|
|
next_box = _vm->getNextBox(_walkbox, _walkdata.destbox);
|
|
if (next_box < 0) {
|
|
_moving |= MF_LAST_LEG;
|
|
return;
|
|
}
|
|
|
|
// Can't walk through locked boxes
|
|
int flags = _vm->getBoxFlags(next_box);
|
|
if ((flags & kBoxLocked) && !((flags & kBoxPlayerOnly) && !isPlayer())) {
|
|
_moving |= MF_LAST_LEG;
|
|
//_walkdata.destdir = -1;
|
|
}
|
|
|
|
_walkdata.curbox = next_box;
|
|
|
|
// WORKAROUND: The route of the meteor landing in the introduction isn't correct.
|
|
// MM V0 in contrast to MM V2 uses two walkboxes instead of just one. Hence a route
|
|
// from walkbox 1 to 0 is calculated first. This causes the meteor to fly on a
|
|
// horizontal line to walkbox 0 then vertically to the ground.
|
|
// To fix this problem, the box-to-box routing has been disabled in room 33.
|
|
if (_vm->_game.version == 0 && _vm->_currentRoom == 33) {
|
|
foundPath = _walkdata.dest;
|
|
} else {
|
|
getClosestPtOnBox(_vm->getBoxCoordinates(_walkdata.curbox), _pos.x, _pos.y, tmp.x, tmp.y);
|
|
getClosestPtOnBox(_vm->getBoxCoordinates(_walkbox), tmp.x, tmp.y, foundPath.x, foundPath.y);
|
|
}
|
|
}
|
|
calcMovementFactor(foundPath);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor_v3::walkActor() {
|
|
Common::Point p2, p3; // Gate locations
|
|
int new_dir, next_box;
|
|
|
|
if (!_moving)
|
|
return;
|
|
|
|
if (!(_moving & MF_NEW_LEG)) {
|
|
if (_moving & MF_IN_LEG && actorWalkStep())
|
|
return;
|
|
|
|
if (_moving & MF_LAST_LEG) {
|
|
_moving = 0;
|
|
startAnimActor(_standFrame);
|
|
if (_targetFacing != _walkdata.destdir)
|
|
turnToDirection(_walkdata.destdir);
|
|
return;
|
|
}
|
|
|
|
if (_moving & MF_TURN) {
|
|
new_dir = updateActorDirection(false);
|
|
if (_facing != new_dir)
|
|
setDirection(new_dir);
|
|
else
|
|
_moving = 0;
|
|
return;
|
|
}
|
|
|
|
if (_walkdata.point3.x != 32000) {
|
|
if (calcMovementFactor(_walkdata.point3)) {
|
|
_walkdata.point3.x = 32000;
|
|
return;
|
|
}
|
|
_walkdata.point3.x = 32000;
|
|
}
|
|
|
|
setBox(_walkdata.curbox);
|
|
_moving &= MF_IN_LEG;
|
|
}
|
|
|
|
_moving &= ~MF_NEW_LEG;
|
|
do {
|
|
if (_walkbox == kInvalidBox) {
|
|
setBox(_walkdata.destbox);
|
|
_walkdata.curbox = _walkdata.destbox;
|
|
break;
|
|
}
|
|
|
|
if (_walkbox == _walkdata.destbox)
|
|
break;
|
|
|
|
next_box = _vm->getNextBox(_walkbox, _walkdata.destbox);
|
|
if (next_box < 0) {
|
|
_moving |= MF_LAST_LEG;
|
|
return;
|
|
}
|
|
|
|
// Can't walk through locked boxes
|
|
int flags = _vm->getBoxFlags(next_box);
|
|
if ((flags & kBoxLocked) && !((flags & kBoxPlayerOnly) && !isPlayer())) {
|
|
_moving |= MF_LAST_LEG;
|
|
return;
|
|
}
|
|
|
|
_walkdata.curbox = next_box;
|
|
|
|
findPathTowardsOld(_walkbox, next_box, _walkdata.destbox, p2, p3);
|
|
if (p2.x == 32000 && p3.x == 32000) {
|
|
break;
|
|
}
|
|
|
|
if (p2.x != 32000) {
|
|
if (calcMovementFactor(p2)) {
|
|
_walkdata.point3 = p3;
|
|
return;
|
|
}
|
|
}
|
|
if (calcMovementFactor(p3))
|
|
return;
|
|
|
|
setBox(_walkdata.curbox);
|
|
} while (1);
|
|
|
|
_moving |= MF_LAST_LEG;
|
|
calcMovementFactor(_walkdata.dest);
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
#pragma mark --- Actor direction ---
|
|
#pragma mark -
|
|
|
|
|
|
int Actor::remapDirection(int dir, bool is_walking) {
|
|
int specdir;
|
|
byte flags;
|
|
byte mask;
|
|
bool flipX;
|
|
bool flipY;
|
|
|
|
// FIXME: It seems that at least in The Dig the original code does
|
|
// check _ignoreBoxes here. However, it breaks some animations in Loom,
|
|
// causing Bobbin to face towards the camera instead of away from it
|
|
// in some places: After the tree has been destroyed by lightning, and
|
|
// when entering the dark tunnels beyond the dragon's lair at the very
|
|
// least. Possibly other places as well.
|
|
//
|
|
// The Dig also checks if the actor is in the current room, but that's
|
|
// not necessary here because we never call the function unless the
|
|
// actor is in the current room anyway.
|
|
|
|
if (!_ignoreBoxes || _vm->_game.id == GID_LOOM) {
|
|
specdir = _vm->_extraBoxFlags[_walkbox];
|
|
if (specdir) {
|
|
if (specdir & 0x8000) {
|
|
dir = specdir & 0x3FFF;
|
|
} else {
|
|
specdir = specdir & 0x3FFF;
|
|
if (specdir - 90 < dir && dir < specdir + 90)
|
|
dir = specdir;
|
|
else
|
|
dir = specdir + 180;
|
|
}
|
|
}
|
|
|
|
flags = _vm->getBoxFlags(_walkbox);
|
|
|
|
flipX = (_walkdata.deltaXFactor > 0);
|
|
flipY = (_walkdata.deltaYFactor > 0);
|
|
|
|
// Check for X-Flip
|
|
if ((flags & kBoxXFlip) || isInClass(kObjectClassXFlip)) {
|
|
dir = 360 - dir;
|
|
flipX = !flipX;
|
|
}
|
|
// Check for Y-Flip
|
|
if ((flags & kBoxYFlip) || isInClass(kObjectClassYFlip)) {
|
|
dir = 180 - dir;
|
|
flipY = !flipY;
|
|
}
|
|
|
|
switch (flags & 7) {
|
|
case 1:
|
|
if (_vm->_game.version >= 7) {
|
|
if (dir < 180)
|
|
return 90;
|
|
else
|
|
return 270;
|
|
} else {
|
|
if (is_walking) // Actor is walking
|
|
return flipX ? 90 : 270;
|
|
else // Actor is standing/turning
|
|
return (dir == 90) ? 90 : 270;
|
|
}
|
|
case 2:
|
|
if (_vm->_game.version >= 7) {
|
|
if (dir > 90 && dir < 270)
|
|
return 180;
|
|
else
|
|
return 0;
|
|
} else {
|
|
if (is_walking) // Actor is walking
|
|
return flipY ? 180 : 0;
|
|
else // Actor is standing/turning
|
|
return (dir == 0) ? 0 : 180;
|
|
}
|
|
case 3:
|
|
return 270;
|
|
case 4:
|
|
return 90;
|
|
case 5:
|
|
return 0;
|
|
case 6:
|
|
return 180;
|
|
}
|
|
|
|
// MM C64 stores flags as a part of the mask
|
|
if (_vm->_game.version == 0) {
|
|
mask = _vm->getMaskFromBox(_walkbox);
|
|
// face the wall if climbing/descending a ladder
|
|
if ((mask & 0x8C) == 0x84)
|
|
return 0;
|
|
}
|
|
}
|
|
// OR 1024 in to signal direction interpolation should be done
|
|
return normalizeAngle(dir) | 1024;
|
|
}
|
|
|
|
int Actor::updateActorDirection(bool is_walking) {
|
|
int from;
|
|
bool dirType = false;
|
|
int dir;
|
|
bool shouldInterpolate;
|
|
|
|
if ((_vm->_game.version == 6) && _ignoreTurns)
|
|
return _facing;
|
|
|
|
dirType = (_vm->_game.version >= 7) ? _vm->_costumeLoader->hasManyDirections(_costume) : false;
|
|
|
|
from = toSimpleDir(dirType, _facing);
|
|
dir = remapDirection(_targetFacing, is_walking);
|
|
|
|
if (_vm->_game.version >= 7)
|
|
// Direction interpolation interfers with walk scripts in Dig; they perform
|
|
// (much better) interpolation themselves.
|
|
shouldInterpolate = false;
|
|
else
|
|
shouldInterpolate = (dir & 1024) ? true : false;
|
|
dir &= 1023;
|
|
|
|
if (shouldInterpolate) {
|
|
int to = toSimpleDir(dirType, dir);
|
|
int num = dirType ? 8 : 4;
|
|
|
|
// Turn left or right, depending on which is shorter.
|
|
int diff = to - from;
|
|
if (ABS(diff) > (num >> 1))
|
|
diff = -diff;
|
|
|
|
if (diff > 0) {
|
|
to = from + 1;
|
|
} else if (diff < 0){
|
|
to = from - 1;
|
|
}
|
|
|
|
dir = fromSimpleDir(dirType, (to + num) % num);
|
|
}
|
|
|
|
return dir;
|
|
}
|
|
|
|
void Actor::setDirection(int direction) {
|
|
uint aMask;
|
|
int i;
|
|
uint16 vald;
|
|
|
|
// HACK to fix bug #774783
|
|
// If Hitler's direction is being set to anything other than 90, set it to 90
|
|
if ((_vm->_game.id == GID_INDY3) && _vm->_roomResource == 46 && _number == 9 && direction != 90)
|
|
direction = 90;
|
|
|
|
// Do nothing if actor is already facing in the given direction
|
|
if (_facing == direction)
|
|
return;
|
|
|
|
// Normalize the angle
|
|
_facing = normalizeAngle(direction);
|
|
|
|
// If there is no costume set for this actor, we are finished
|
|
if (_costume == 0)
|
|
return;
|
|
|
|
// V0 MM
|
|
if (_vm->_game.version == 0) {
|
|
if (_moving)
|
|
_vm->_costumeLoader->costumeDecodeData(this, _walkFrame, 0);
|
|
else
|
|
_vm->_costumeLoader->costumeDecodeData(this, _standFrame, 0);
|
|
_needRedraw = true;
|
|
return;
|
|
}
|
|
|
|
// Update the costume for the new direction (and mark the actor for redraw)
|
|
aMask = 0x8000;
|
|
for (i = 0; i < 16; i++, aMask >>= 1) {
|
|
vald = _cost.frame[i];
|
|
if (vald == 0xFFFF)
|
|
continue;
|
|
_vm->_costumeLoader->costumeDecodeData(this, vald, (_vm->_game.version <= 2) ? 0xFFFF : aMask);
|
|
}
|
|
|
|
_needRedraw = true;
|
|
}
|
|
|
|
void Actor::faceToObject(int obj) {
|
|
int x2, y2, dir;
|
|
|
|
if (!isInCurrentRoom())
|
|
return;
|
|
|
|
if (_vm->getObjectOrActorXY(obj, x2, y2) == -1)
|
|
return;
|
|
|
|
dir = (x2 > _pos.x) ? 90 : 270;
|
|
turnToDirection(dir);
|
|
}
|
|
|
|
void Actor::turnToDirection(int newdir) {
|
|
if (newdir == -1 || _ignoreTurns)
|
|
return;
|
|
|
|
if (_vm->_game.version <= 6) {
|
|
_moving = MF_TURN;
|
|
_targetFacing = newdir;
|
|
} else {
|
|
_moving &= ~MF_TURN;
|
|
if (newdir != _facing) {
|
|
_moving |= MF_TURN;
|
|
_targetFacing = newdir;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
#pragma mark --- Actor position ---
|
|
#pragma mark -
|
|
|
|
|
|
void ScummEngine::putActors() {
|
|
Actor *a;
|
|
int i;
|
|
|
|
for (i = 1; i < _numActors; i++) {
|
|
a = _actors[i];
|
|
if (a && a->isInCurrentRoom())
|
|
a->putActor();
|
|
}
|
|
}
|
|
|
|
void Actor::putActor(int dstX, int dstY, int newRoom) {
|
|
if (_visible && _vm->_currentRoom != newRoom && _vm->getTalkingActor() == _number) {
|
|
_vm->stopTalk();
|
|
}
|
|
|
|
// WORKAROUND: The green transparency of the tank in the Hall of Oddities
|
|
// is positioned one pixel too far to the left. This appears to be a bug
|
|
// in the original game as well.
|
|
if (_vm->_game.id == GID_SAMNMAX && newRoom == 16 && _number == 5 && dstX == 235 && dstY == 236)
|
|
dstX++;
|
|
|
|
_pos.x = dstX;
|
|
_pos.y = dstY;
|
|
_room = newRoom;
|
|
_needRedraw = true;
|
|
|
|
if (_vm->VAR(_vm->VAR_EGO) == _number) {
|
|
_vm->_egoPositioned = true;
|
|
}
|
|
|
|
if (_visible) {
|
|
if (isInCurrentRoom()) {
|
|
if (_moving) {
|
|
stopActorMoving();
|
|
startAnimActor(_standFrame);
|
|
}
|
|
adjustActorPos();
|
|
} else {
|
|
#ifdef ENABLE_HE
|
|
if (_vm->_game.heversion >= 71)
|
|
((ScummEngine_v71he *)_vm)->queueAuxBlock((ActorHE *)this);
|
|
#endif
|
|
hideActor();
|
|
}
|
|
} else {
|
|
if (isInCurrentRoom())
|
|
showActor();
|
|
}
|
|
}
|
|
|
|
static bool inBoxQuickReject(const BoxCoords &box, int x, int y, int threshold) {
|
|
int t;
|
|
|
|
t = x - threshold;
|
|
if (t > box.ul.x && t > box.ur.x && t > box.lr.x && t > box.ll.x)
|
|
return true;
|
|
|
|
t = x + threshold;
|
|
if (t < box.ul.x && t < box.ur.x && t < box.lr.x && t < box.ll.x)
|
|
return true;
|
|
|
|
t = y - threshold;
|
|
if (t > box.ul.y && t > box.ur.y && t > box.lr.y && t > box.ll.y)
|
|
return true;
|
|
|
|
t = y + threshold;
|
|
if (t < box.ul.y && t < box.ur.y && t < box.lr.y && t < box.ll.y)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
static int checkXYInBoxBounds(int boxnum, int x, int y, int &destX, int &destY) {
|
|
BoxCoords box = g_scumm->getBoxCoordinates(boxnum);
|
|
int xmin, xmax;
|
|
|
|
// We are supposed to determine the point (destX,destY) contained in
|
|
// the given box which is closest to the point (x,y), and then return
|
|
// some kind of "distance" between the two points.
|
|
|
|
// First, we determine destY and a range (xmin to xmax) in which destX
|
|
// is contained.
|
|
if (y < box.ul.y) {
|
|
// Point is above the box
|
|
destY = box.ul.y;
|
|
xmin = box.ul.x;
|
|
xmax = box.ur.x;
|
|
} else if (y >= box.ll.y) {
|
|
// Point is below the box
|
|
destY = box.ll.y;
|
|
xmin = box.ll.x;
|
|
xmax = box.lr.x;
|
|
} else if ((x >= box.ul.x) && (x >= box.ll.x) && (x < box.ur.x) && (x < box.lr.x)) {
|
|
// Point is strictly inside the box
|
|
destX = x;
|
|
destY = y;
|
|
xmin = xmax = x;
|
|
} else {
|
|
// Point is to the left or right of the box,
|
|
// so the y coordinate remains unchanged
|
|
destY = y;
|
|
int ul = box.ul.x;
|
|
int ll = box.ll.x;
|
|
int ur = box.ur.x;
|
|
int lr = box.lr.x;
|
|
int top = box.ul.y;
|
|
int bottom = box.ll.y;
|
|
int cury;
|
|
|
|
// Perform a binary search to determine the x coordinate.
|
|
// Note: It would be possible to compute this value in a
|
|
// single step simply by calculating the slope of the left
|
|
// resp. right side and using that to find the correct
|
|
// result. However, the original engine did use the search
|
|
// approach, so we do that, too.
|
|
do {
|
|
xmin = (ul + ll) / 2;
|
|
xmax = (ur + lr) / 2;
|
|
cury = (top + bottom) / 2;
|
|
|
|
if (cury < y) {
|
|
top = cury;
|
|
ul = xmin;
|
|
ur = xmax;
|
|
} else if (cury > y) {
|
|
bottom = cury;
|
|
ll = xmin;
|
|
lr = xmax;
|
|
}
|
|
} while (cury != y);
|
|
}
|
|
|
|
// Now that we have limited the value of destX to a fixed
|
|
// interval, it's a trivial matter to finally determine it.
|
|
if (x < xmin) {
|
|
destX = xmin;
|
|
} else if (x > xmax) {
|
|
destX = xmax;
|
|
} else {
|
|
destX = x;
|
|
}
|
|
|
|
// Compute the distance of the points. We measure the
|
|
// distance with a granularity of 8x8 blocks only (hence
|
|
// yDist must be divided by 4, as we are using 8x2 pixels
|
|
// blocks for actor coordinates).
|
|
int xDist = ABS(x - destX);
|
|
int yDist;
|
|
int dist;
|
|
|
|
// MM C64: This fixes the trunk bug (#3070065), as well
|
|
// as the fruit bowl, however im not sure if its
|
|
// the proper solution or not.
|
|
if( g_scumm->_game.version == 0 )
|
|
yDist = ABS(y - destY);
|
|
else
|
|
yDist = ABS(y - destY) / 4;
|
|
|
|
if (xDist < yDist)
|
|
dist = (xDist >> 1) + yDist;
|
|
else
|
|
dist = (yDist >> 1) + xDist;
|
|
|
|
return dist;
|
|
}
|
|
|
|
AdjustBoxResult Actor_v2::adjustXYToBeInBox(const int dstX, const int dstY) {
|
|
AdjustBoxResult abr;
|
|
|
|
abr.x = dstX;
|
|
abr.y = dstY;
|
|
abr.box = kInvalidBox;
|
|
|
|
int numBoxes = _vm->getNumBoxes() - 1;
|
|
int bestDist = 0xFF;
|
|
for (int box = numBoxes; box >= 0; box--) {
|
|
int foundX, foundY;
|
|
int flags = _vm->getBoxFlags(box);
|
|
if ((flags & kBoxInvisible) && !((flags & kBoxPlayerOnly) && !isPlayer()))
|
|
continue;
|
|
int dist = checkXYInBoxBounds(box, dstX, dstY, foundX, foundY); // also merged with getClosestPtOnBox
|
|
if (dist == 0) {
|
|
abr.x = foundX;
|
|
abr.y = foundY;
|
|
abr.box = box;
|
|
|
|
break;
|
|
}
|
|
if (dist < bestDist) {
|
|
bestDist = dist;
|
|
abr.x = foundX;
|
|
abr.y = foundY;
|
|
abr.box = box;
|
|
}
|
|
}
|
|
|
|
return abr;
|
|
}
|
|
|
|
AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY) {
|
|
const uint thresholdTable[] = { 30, 80, 0 };
|
|
AdjustBoxResult abr;
|
|
int16 tmpX, tmpY;
|
|
int tmpDist, bestDist, threshold, numBoxes;
|
|
byte flags, bestBox;
|
|
int box;
|
|
const int firstValidBox = (_vm->_game.features & GF_SMALL_HEADER) ? 0 : 1;
|
|
|
|
abr.x = dstX;
|
|
abr.y = dstY;
|
|
abr.box = kInvalidBox;
|
|
|
|
if (_ignoreBoxes)
|
|
return abr;
|
|
|
|
for (int tIdx = 0; tIdx < ARRAYSIZE(thresholdTable); tIdx++) {
|
|
threshold = thresholdTable[tIdx];
|
|
|
|
numBoxes = _vm->getNumBoxes() - 1;
|
|
if (numBoxes < firstValidBox)
|
|
return abr;
|
|
|
|
bestDist = (_vm->_game.version >= 7) ? 0x7FFFFFFF : 0xFFFF;
|
|
bestBox = kInvalidBox;
|
|
|
|
// We iterate (backwards) over all boxes, searching the one closest
|
|
// to the desired coordinates.
|
|
for (box = numBoxes; box >= firstValidBox; box--) {
|
|
flags = _vm->getBoxFlags(box);
|
|
|
|
// Skip over invisible boxes
|
|
if ((flags & kBoxInvisible) && !((flags & kBoxPlayerOnly) && !isPlayer()))
|
|
continue;
|
|
|
|
// For increased performance, we perform a quick test if
|
|
// the coordinates can even be within a distance of 'threshold'
|
|
// pixels of the box.
|
|
if (threshold > 0 && inBoxQuickReject(_vm->getBoxCoordinates(box), dstX, dstY, threshold))
|
|
continue;
|
|
|
|
// Check if the point is contained in the box. If it is,
|
|
// we don't have to search anymore.
|
|
if (_vm->checkXYInBoxBounds(box, dstX, dstY)) {
|
|
abr.x = dstX;
|
|
abr.y = dstY;
|
|
abr.box = box;
|
|
return abr;
|
|
}
|
|
|
|
// Find the point in the box which is closest to our point.
|
|
tmpDist = getClosestPtOnBox(_vm->getBoxCoordinates(box), dstX, dstY, tmpX, tmpY);
|
|
|
|
// Check if the box is closer than the previous boxes.
|
|
if (tmpDist < bestDist) {
|
|
abr.x = tmpX;
|
|
abr.y = tmpY;
|
|
|
|
if (tmpDist == 0) {
|
|
abr.box = box;
|
|
return abr;
|
|
}
|
|
bestDist = tmpDist;
|
|
bestBox = box;
|
|
}
|
|
}
|
|
|
|
// If the closest ('best') box we found is within the threshold, or if
|
|
// we are on the last run (i.e. threshold == 0), return that box.
|
|
if (threshold == 0 || threshold * threshold >= bestDist) {
|
|
abr.box = bestBox;
|
|
return abr;
|
|
}
|
|
}
|
|
|
|
return abr;
|
|
}
|
|
|
|
void Actor::adjustActorPos() {
|
|
AdjustBoxResult abr;
|
|
|
|
abr = adjustXYToBeInBox(_pos.x, _pos.y);
|
|
|
|
_pos.x = abr.x;
|
|
_pos.y = abr.y;
|
|
_walkdata.destbox = abr.box;
|
|
|
|
setBox(abr.box);
|
|
|
|
_walkdata.dest.x = -1;
|
|
|
|
stopActorMoving();
|
|
_cost.soundCounter = 0;
|
|
_cost.soundPos = 0;
|
|
|
|
if (_walkbox != kInvalidBox) {
|
|
byte flags = _vm->getBoxFlags(_walkbox);
|
|
if (flags & 7) {
|
|
turnToDirection(_facing);
|
|
}
|
|
}
|
|
}
|
|
|
|
int ScummEngine::getActorFromPos(int x, int y) {
|
|
int i;
|
|
|
|
if (!testGfxAnyUsageBits(x / 8))
|
|
return 0;
|
|
|
|
for (i = 1; i < _numActors; i++) {
|
|
if (testGfxUsageBit(x / 8, i) && !getClass(i, kObjectClassUntouchable)
|
|
&& y >= _actors[i]->_top && y <= _actors[i]->_bottom) {
|
|
if (_game.version > 2 || i != VAR(VAR_EGO))
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int ScummEngine_v70he::getActorFromPos(int x, int y) {
|
|
int curActor, i;
|
|
|
|
if (!testGfxAnyUsageBits(x / 8))
|
|
return 0;
|
|
|
|
curActor = 0;
|
|
for (i = 1; i < _numActors; i++) {
|
|
if (testGfxUsageBit(x / 8, i) && !getClass(i, kObjectClassUntouchable)
|
|
&& y >= _actors[i]->_top && y <= _actors[i]->_bottom
|
|
&& (_actors[i]->getPos().y > _actors[curActor]->getPos().y || curActor == 0))
|
|
curActor = i;
|
|
}
|
|
|
|
return curActor;
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
#pragma mark --- TODO ---
|
|
#pragma mark -
|
|
|
|
|
|
void Actor::hideActor() {
|
|
if (!_visible)
|
|
return;
|
|
|
|
if (_moving) {
|
|
stopActorMoving();
|
|
startAnimActor(_standFrame);
|
|
}
|
|
_visible = false;
|
|
_cost.soundCounter = 0;
|
|
_cost.soundPos = 0;
|
|
_needRedraw = false;
|
|
_needBgReset = true;
|
|
}
|
|
|
|
void ActorHE::hideActor() {
|
|
Actor::hideActor();
|
|
_auxBlock.reset();
|
|
}
|
|
|
|
void Actor::showActor() {
|
|
if (_vm->_currentRoom == 0 || _visible)
|
|
return;
|
|
|
|
adjustActorPos();
|
|
|
|
_vm->ensureResourceLoaded(rtCostume, _costume);
|
|
|
|
if (_vm->_game.version == 0) {
|
|
_cost.reset();
|
|
startAnimActor(_standFrame);
|
|
} else if (_vm->_game.version <= 2) {
|
|
_cost.reset();
|
|
startAnimActor(_standFrame);
|
|
startAnimActor(_initFrame);
|
|
startAnimActor(_talkStopFrame);
|
|
} else {
|
|
if (_costumeNeedsInit) {
|
|
startAnimActor(_initFrame);
|
|
_costumeNeedsInit = false;
|
|
}
|
|
}
|
|
|
|
stopActorMoving();
|
|
_visible = true;
|
|
_needRedraw = true;
|
|
}
|
|
|
|
void ScummEngine::showActors() {
|
|
int i;
|
|
|
|
for (i = 1; i < _numActors; i++) {
|
|
if (_actors[i]->isInCurrentRoom())
|
|
_actors[i]->showActor();
|
|
}
|
|
}
|
|
|
|
// bits 0..5: sound, bit 6: ???
|
|
static const byte v0ActorSounds[24] = {
|
|
0x06, // Syd
|
|
0x06, // Razor
|
|
0x06, // Dave
|
|
0x06, // Michael
|
|
0x06, // Bernard
|
|
0x06, // Wendy
|
|
0x00, // Jeff
|
|
0x46, // ???
|
|
0x06, // Dr Fred
|
|
0x06, // Nurse Edna
|
|
0x06, // Weird Ed
|
|
0x06, // Dead Cousin Ted
|
|
0xFF, // Purple Tentacle
|
|
0xFF, // Green Tentacle
|
|
0x06, // Meteor
|
|
0xC0, // Plant
|
|
0x06, // ???
|
|
0x06, // ???
|
|
0x00, // ???
|
|
0xC0, // ???
|
|
0xC0, // ???
|
|
0x00, // ???
|
|
0x06, // Sandy
|
|
0x06, // ???
|
|
};
|
|
|
|
/* Used in Scumm v5 only. Play sounds associated with actors */
|
|
void ScummEngine::playActorSounds() {
|
|
int i, j;
|
|
int sound;
|
|
|
|
for (i = 1; i < _numActors; i++) {
|
|
if (_actors[i]->_cost.soundCounter && _actors[i]->isInCurrentRoom() && _actors[i]->_sound) {
|
|
_currentScript = 0xFF;
|
|
if (_game.version == 0) {
|
|
sound = v0ActorSounds[i - 1] & 0x3F;
|
|
} else {
|
|
sound = _actors[i]->_sound[0];
|
|
}
|
|
_sound->addSoundToQueue(sound);
|
|
for (j = 1; j < _numActors; j++) {
|
|
_actors[j]->_cost.soundCounter = 0;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool ScummEngine::isValidActor(int id) const {
|
|
return id >= 0 && id < _numActors && _actors[id]->_number == id;
|
|
}
|
|
|
|
Actor *ScummEngine::derefActor(int id, const char *errmsg) const {
|
|
if (id == 0)
|
|
debugC(DEBUG_ACTORS, "derefActor(0, \"%s\") in script %d, opcode 0x%x",
|
|
errmsg, vm.slot[_currentScript].number, _opcode);
|
|
|
|
if (!isValidActor(id)) {
|
|
if (errmsg)
|
|
error("Invalid actor %d in %s", id, errmsg);
|
|
else
|
|
error("Invalid actor %d", id);
|
|
}
|
|
return _actors[id];
|
|
}
|
|
|
|
Actor *ScummEngine::derefActorSafe(int id, const char *errmsg) const {
|
|
if (id == 0)
|
|
debugC(DEBUG_ACTORS, "derefActorSafe(0, \"%s\") in script %d, opcode 0x%x",
|
|
errmsg, vm.slot[_currentScript].number, _opcode);
|
|
|
|
if (!isValidActor(id)) {
|
|
debugC(DEBUG_ACTORS, "Invalid actor %d in %s (script %d, opcode 0x%x)",
|
|
id, errmsg, vm.slot[_currentScript].number, _opcode);
|
|
return NULL;
|
|
}
|
|
return _actors[id];
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
#pragma mark --- Actor drawing ---
|
|
#pragma mark -
|
|
|
|
|
|
void ScummEngine::processActors() {
|
|
int numactors = 0;
|
|
|
|
// Make a list of all actors in this room
|
|
for (int i = 1; i < _numActors; i++) {
|
|
if (_game.version == 8 && _actors[i]->_layer < 0)
|
|
continue;
|
|
if (_actors[i]->isInCurrentRoom()) {
|
|
_sortedActors[numactors++] = _actors[i];
|
|
}
|
|
}
|
|
if (!numactors) {
|
|
return;
|
|
}
|
|
|
|
// Sort actors by position before drawing them (to ensure that actors
|
|
// in front are drawn after those "behind" them).
|
|
//
|
|
// Note: This algorithm works exactly the way the original engine did.
|
|
// Please resist any urge to 'optimize' this. Many of the games rely on
|
|
// the quirks of this particular sorting algorithm, and since we are
|
|
// dealing with far less than 100 objects being sorted here, any
|
|
// 'optimization' wouldn't yield a useful gain anyway.
|
|
//
|
|
// In particular, changing this loop caused a number of bugs in the
|
|
// past, including bugs #758167, #775097, and #1093867.
|
|
//
|
|
// Note that Sam & Max uses a stable sorting method. Older games don't
|
|
// and, according to cyx, neither do newer ones. At least not FT and
|
|
// COMI. See bug #1220168 for more details.
|
|
|
|
if (_game.id == GID_SAMNMAX) {
|
|
for (int j = 0; j < numactors; ++j) {
|
|
for (int i = 0; i < numactors; ++i) {
|
|
int sc_actor1 = _sortedActors[j]->getPos().y;
|
|
int sc_actor2 = _sortedActors[i]->getPos().y;
|
|
if (sc_actor1 == sc_actor2) {
|
|
sc_actor1 += _sortedActors[j]->_number;
|
|
sc_actor2 += _sortedActors[i]->_number;
|
|
}
|
|
if (sc_actor1 < sc_actor2) {
|
|
SWAP(_sortedActors[i], _sortedActors[j]);
|
|
}
|
|
}
|
|
}
|
|
} else if (_game.heversion >= 90) {
|
|
for (int j = 0; j < numactors; ++j) {
|
|
for (int i = 0; i < numactors; ++i) {
|
|
int sc_actor1 = _sortedActors[j]->_layer;
|
|
int sc_actor2 = _sortedActors[i]->_layer;
|
|
if (sc_actor1 < sc_actor2) {
|
|
SWAP(_sortedActors[i], _sortedActors[j]);
|
|
} else if (sc_actor1 == sc_actor2) {
|
|
sc_actor1 = _sortedActors[j]->getPos().y;
|
|
sc_actor2 = _sortedActors[i]->getPos().y;
|
|
if (sc_actor1 < sc_actor2) {
|
|
SWAP(_sortedActors[i], _sortedActors[j]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
for (int j = 0; j < numactors; ++j) {
|
|
for (int i = 0; i < numactors; ++i) {
|
|
int sc_actor1 = _sortedActors[j]->getPos().y - _sortedActors[j]->_layer * 2000;
|
|
int sc_actor2 = _sortedActors[i]->getPos().y - _sortedActors[i]->_layer * 2000;
|
|
if (sc_actor1 < sc_actor2) {
|
|
SWAP(_sortedActors[i], _sortedActors[j]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Finally draw the now sorted actors
|
|
Actor** end = _sortedActors + numactors;
|
|
for (Actor** ac = _sortedActors; ac != end; ++ac) {
|
|
Actor* a = *ac;
|
|
|
|
// V0 MM: 0x057B
|
|
if (_game.version == 0) {
|
|
ActorC64 *A = (ActorC64*) a;
|
|
if ((A->_speaking & 1))
|
|
A->_speaking ^= 0xFE;
|
|
}
|
|
// Draw and animate the actors, except those w/o a costume.
|
|
// Note: We could 'optimize' this a little bit by only putting
|
|
// actors with a costume into the _sortedActors array in the
|
|
// first place. However, that would mess up the sorting, and
|
|
// would hence cause regressions. See also the other big
|
|
// comment further up in this method for some details.
|
|
if (a->_costume) {
|
|
a->drawActorCostume();
|
|
a->animateCostume();
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v6::processActors() {
|
|
ScummEngine::processActors();
|
|
|
|
if (_game.features & GF_NEW_COSTUMES)
|
|
akos_processQueue();
|
|
}
|
|
|
|
#ifdef ENABLE_HE
|
|
void ScummEngine_v71he::processActors() {
|
|
preProcessAuxQueue();
|
|
|
|
if (!_skipProcessActors)
|
|
ScummEngine_v6::processActors();
|
|
|
|
_fullRedraw = false;
|
|
|
|
postProcessAuxQueue();
|
|
}
|
|
|
|
void ScummEngine_v90he::processActors() {
|
|
preProcessAuxQueue();
|
|
|
|
_sprite->setRedrawFlags(false);
|
|
_sprite->processImages(true);
|
|
|
|
if (!_skipProcessActors)
|
|
ScummEngine_v6::processActors();
|
|
|
|
_fullRedraw = false;
|
|
|
|
postProcessAuxQueue();
|
|
|
|
_sprite->setRedrawFlags(true);
|
|
_sprite->processImages(false);
|
|
}
|
|
#endif
|
|
|
|
// Used in Scumm v8, to allow the verb coin to be drawn over the inventory
|
|
// chest. I'm assuming that draw order won't matter here.
|
|
void ScummEngine::processUpperActors() {
|
|
int i;
|
|
|
|
for (i = 1; i < _numActors; i++) {
|
|
if (_actors[i]->isInCurrentRoom() && _actors[i]->_costume && _actors[i]->_layer < 0) {
|
|
_actors[i]->drawActorCostume();
|
|
_actors[i]->animateCostume();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::drawActorCostume(bool hitTestMode) {
|
|
if (_costume == 0)
|
|
return;
|
|
|
|
if (!hitTestMode) {
|
|
if (!_needRedraw)
|
|
return;
|
|
|
|
_needRedraw = false;
|
|
}
|
|
|
|
setupActorScale();
|
|
|
|
BaseCostumeRenderer *bcr = _vm->_costumeRenderer;
|
|
prepareDrawActorCostume(bcr);
|
|
|
|
// If the actor is partially hidden, redraw it next frame.
|
|
if (bcr->drawCostume(_vm->_virtscr[kMainVirtScreen], _vm->_gdi->_numStrips, this, _drawToBackBuf) & 1) {
|
|
_needRedraw = (_vm->_game.version <= 6);
|
|
}
|
|
|
|
if (!hitTestMode) {
|
|
// Record the vertical extent of the drawn actor
|
|
_top = bcr->_draw_top;
|
|
_bottom = bcr->_draw_bottom;
|
|
}
|
|
}
|
|
|
|
|
|
void Actor::prepareDrawActorCostume(BaseCostumeRenderer *bcr) {
|
|
|
|
bcr->_actorID = _number;
|
|
bcr->_actorX = _pos.x - _vm->_virtscr[kMainVirtScreen].xstart;
|
|
bcr->_actorY = _pos.y - _elevation;
|
|
|
|
if (_vm->_game.version == 4 && (_boxscale & 0x8000)) {
|
|
bcr->_scaleX = bcr->_scaleY = _vm->getScaleFromSlot((_boxscale & 0x7fff) + 1, _pos.x, _pos.y);
|
|
} else {
|
|
bcr->_scaleX = _scalex;
|
|
bcr->_scaleY = _scaley;
|
|
}
|
|
|
|
bcr->_shadow_mode = _shadowMode;
|
|
if (_vm->_game.version >= 5 && _vm->_game.heversion == 0) {
|
|
bcr->_shadow_table = _vm->_shadowPalette;
|
|
}
|
|
|
|
bcr->setCostume(_costume, (_vm->_game.heversion == 0) ? 0 : _heXmapNum);
|
|
bcr->setPalette(_palette);
|
|
bcr->setFacing(this);
|
|
|
|
if (_vm->_game.version >= 7) {
|
|
|
|
bcr->_zbuf = _forceClip;
|
|
if (bcr->_zbuf == 100) {
|
|
bcr->_zbuf = _vm->getMaskFromBox(_walkbox);
|
|
if (bcr->_zbuf > _vm->_gdi->_numZBuffer-1)
|
|
bcr->_zbuf = _vm->_gdi->_numZBuffer-1;
|
|
}
|
|
|
|
} else {
|
|
if (_forceClip)
|
|
bcr->_zbuf = _forceClip;
|
|
else if (isInClass(kObjectClassNeverClip))
|
|
bcr->_zbuf = 0;
|
|
else {
|
|
bcr->_zbuf = _vm->getMaskFromBox(_walkbox);
|
|
if (_vm->_game.version == 0)
|
|
bcr->_zbuf &= 0x03;
|
|
if (bcr->_zbuf > _vm->_gdi->_numZBuffer-1)
|
|
bcr->_zbuf = _vm->_gdi->_numZBuffer-1;
|
|
}
|
|
|
|
}
|
|
|
|
bcr->_draw_top = 0x7fffffff;
|
|
bcr->_draw_bottom = 0;
|
|
}
|
|
|
|
void ActorHE::prepareDrawActorCostume(BaseCostumeRenderer *bcr) {
|
|
// HE palette number must be set, before setting the costume palette
|
|
bcr->_paletteNum = _hePaletteNum;
|
|
|
|
Actor::prepareDrawActorCostume(bcr);
|
|
|
|
bcr->_actorX += _heOffsX;
|
|
bcr->_actorY += _heOffsY;
|
|
|
|
bcr->_clipOverride = _clipOverride;
|
|
|
|
if (_vm->_game.heversion == 70) {
|
|
bcr->_shadow_table = _vm->_HEV7ActorPalette;
|
|
}
|
|
|
|
bcr->_skipLimbs = (_heSkipLimbs != 0);
|
|
|
|
if (_vm->_game.heversion >= 80 && _heNoTalkAnimation == 0 && _animProgress == 0) {
|
|
if (_vm->getTalkingActor() == _number && !_vm->_string[0].no_talk_anim) {
|
|
int talkState = 0;
|
|
|
|
if (((SoundHE *)_vm->_sound)->isSoundCodeUsed(1))
|
|
talkState = ((SoundHE *)_vm->_sound)->getSoundVar(1, 19);
|
|
if (talkState == 0)
|
|
talkState = _vm->_rnd.getRandomNumberRng(1, 10);
|
|
|
|
assertRange(1, talkState, 13, "Talk state");
|
|
setTalkCondition(talkState);
|
|
} else {
|
|
setTalkCondition(1);
|
|
}
|
|
}
|
|
_heNoTalkAnimation = 0;
|
|
}
|
|
|
|
void Actor_v2::prepareDrawActorCostume(BaseCostumeRenderer *bcr) {
|
|
Actor::prepareDrawActorCostume(bcr);
|
|
|
|
bcr->_actorX = _pos.x;
|
|
bcr->_actorY = _pos.y - _elevation;
|
|
|
|
if (_vm->_game.version <= 2) {
|
|
bcr->_actorX *= V12_X_MULTIPLIER;
|
|
bcr->_actorY *= V12_Y_MULTIPLIER;
|
|
}
|
|
bcr->_actorX -= _vm->_virtscr[kMainVirtScreen].xstart;
|
|
|
|
if (_vm->_game.platform == Common::kPlatformNES) {
|
|
// In the NES version, when the actor is facing right,
|
|
// we need to shift it 8 pixels to the left
|
|
if (_facing == 90)
|
|
bcr->_actorX -= 8;
|
|
} else if (_vm->_game.version == 0) {
|
|
bcr->_actorX += 12;
|
|
} else if (_vm->_game.version <= 2) {
|
|
// HACK: We have to adjust the x position by one strip (8 pixels) in
|
|
// V2 games. However, it is not quite clear to me why. And to fully
|
|
// match the original, it seems we have to offset by 2 strips if the
|
|
// actor is facing left (270 degree).
|
|
// V1 games are once again slightly different, here we only have
|
|
// to adjust the 270 degree case...
|
|
if (_facing == 270)
|
|
bcr->_actorX += 16;
|
|
else if (_vm->_game.version == 2)
|
|
bcr->_actorX += 8;
|
|
}
|
|
}
|
|
|
|
#ifdef ENABLE_SCUMM_7_8
|
|
bool Actor::actorHitTest(int x, int y) {
|
|
AkosRenderer *ar = (AkosRenderer *)_vm->_costumeRenderer;
|
|
|
|
ar->_actorHitX = x;
|
|
ar->_actorHitY = y;
|
|
ar->_actorHitMode = true;
|
|
ar->_actorHitResult = false;
|
|
|
|
drawActorCostume(true);
|
|
|
|
ar->_actorHitMode = false;
|
|
|
|
return ar->_actorHitResult;
|
|
}
|
|
#endif
|
|
|
|
void Actor::startAnimActor(int f) {
|
|
if (_vm->_game.version >= 7 && !((_vm->_game.id == GID_FT) && (_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))) {
|
|
switch (f) {
|
|
case 1001:
|
|
f = _initFrame;
|
|
break;
|
|
case 1002:
|
|
f = _walkFrame;
|
|
break;
|
|
case 1003:
|
|
f = _standFrame;
|
|
break;
|
|
case 1004:
|
|
f = _talkStartFrame;
|
|
break;
|
|
case 1005:
|
|
f = _talkStopFrame;
|
|
break;
|
|
}
|
|
|
|
if (_costume != 0) {
|
|
_animProgress = 0;
|
|
_needRedraw = true;
|
|
if (f == _initFrame)
|
|
_cost.reset();
|
|
_vm->_costumeLoader->costumeDecodeData(this, f, (uint) - 1);
|
|
_frame = f;
|
|
}
|
|
} else {
|
|
switch (f) {
|
|
case 0x38:
|
|
f = _initFrame;
|
|
break;
|
|
case 0x39:
|
|
f = _walkFrame;
|
|
break;
|
|
case 0x3A:
|
|
f = _standFrame;
|
|
break;
|
|
case 0x3B:
|
|
f = _talkStartFrame;
|
|
break;
|
|
case 0x3C:
|
|
f = _talkStopFrame;
|
|
break;
|
|
}
|
|
|
|
assert(f != 0x3E);
|
|
|
|
if (isInCurrentRoom() && _costume != 0) {
|
|
_animProgress = 0;
|
|
_needRedraw = true;
|
|
_cost.animCounter = 0;
|
|
// V1 - V2 games don't seem to need a _cost.reset() at this point.
|
|
// Causes Zak to lose his body in several scenes, see bug #771508
|
|
if (_vm->_game.version >= 3 && f == _initFrame) {
|
|
_cost.reset();
|
|
if (_vm->_game.heversion != 0) {
|
|
((ActorHE *)this)->_auxBlock.reset();
|
|
}
|
|
}
|
|
_vm->_costumeLoader->costumeDecodeData(this, f, (uint) - 1);
|
|
_frame = f;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::animateActor(int anim) {
|
|
int cmd, dir;
|
|
|
|
if (_vm->_game.version >= 7 && !((_vm->_game.id == GID_FT) && (_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))) {
|
|
|
|
if (anim == 0xFF)
|
|
anim = 2000;
|
|
|
|
cmd = anim / 1000;
|
|
dir = anim % 1000;
|
|
|
|
} else {
|
|
|
|
cmd = anim / 4;
|
|
dir = oldDirToNewDir(anim % 4);
|
|
|
|
// Convert into old cmd code
|
|
cmd = 0x3F - cmd + 2;
|
|
|
|
}
|
|
|
|
switch (cmd) {
|
|
case 2: // stop walking
|
|
startAnimActor(_standFrame);
|
|
stopActorMoving();
|
|
break;
|
|
case 3: // change direction immediatly
|
|
_moving &= ~MF_TURN;
|
|
setDirection(dir);
|
|
break;
|
|
case 4: // turn to new direction
|
|
turnToDirection(dir);
|
|
break;
|
|
case 64:
|
|
if (_vm->_game.version == 0) {
|
|
_moving &= ~MF_TURN;
|
|
setDirection(dir);
|
|
break;
|
|
}
|
|
default:
|
|
if (_vm->_game.version <= 2)
|
|
startAnimActor(anim / 4);
|
|
else
|
|
startAnimActor(anim);
|
|
}
|
|
}
|
|
|
|
void Actor::animateCostume() {
|
|
if (_costume == 0)
|
|
return;
|
|
|
|
_animProgress++;
|
|
if (_animProgress >= _animSpeed) {
|
|
_animProgress = 0;
|
|
|
|
_vm->_costumeLoader->loadCostume(_costume);
|
|
if (_vm->_costumeLoader->increaseAnims(this)) {
|
|
_needRedraw = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef ENABLE_SCUMM_7_8
|
|
void Actor::animateLimb(int limb, int f) {
|
|
// This methods is very similiar to animateCostume().
|
|
// However, instead of animating *all* the limbs, it only animates
|
|
// the specified limb to be at the frame specified by "f".
|
|
|
|
if (!f)
|
|
return;
|
|
|
|
_animProgress++;
|
|
if (_animProgress >= _animSpeed) {
|
|
_animProgress = 0;
|
|
|
|
if (_costume == 0)
|
|
return;
|
|
|
|
const byte *aksq, *akfo;
|
|
uint size;
|
|
byte *akos = _vm->getResourceAddress(rtCostume, _costume);
|
|
assert(akos);
|
|
|
|
aksq = _vm->findResourceData(MKTAG('A','K','S','Q'), akos);
|
|
akfo = _vm->findResourceData(MKTAG('A','K','F','O'), akos);
|
|
|
|
size = _vm->getResourceDataSize(akfo) / 2;
|
|
|
|
while (f--) {
|
|
if (_cost.active[limb] != 0)
|
|
((ScummEngine_v6 *)_vm)->akos_increaseAnim(this, limb, aksq, (const uint16 *)akfo, size);
|
|
}
|
|
|
|
// _needRedraw = true;
|
|
// _needBgReset = true;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void ScummEngine::redrawAllActors() {
|
|
int i;
|
|
|
|
for (i = 1; i < _numActors; ++i) {
|
|
_actors[i]->_needRedraw = true;
|
|
_actors[i]->_needBgReset = true;
|
|
}
|
|
}
|
|
|
|
void ScummEngine::setActorRedrawFlags() {
|
|
int i, j;
|
|
|
|
// Redraw all actors if a full redraw was requested.
|
|
// Also redraw all actors in COMI (see bug #1066329 for details).
|
|
if (_fullRedraw || _game.version == 8 || (VAR_REDRAW_ALL_ACTORS != 0xFF && VAR(VAR_REDRAW_ALL_ACTORS) != 0)) {
|
|
for (j = 1; j < _numActors; j++) {
|
|
_actors[j]->_needRedraw = true;
|
|
}
|
|
} else {
|
|
for (i = 0; i < _gdi->_numStrips; i++) {
|
|
int strip = _screenStartStrip + i;
|
|
if (testGfxAnyUsageBits(strip)) {
|
|
for (j = 1; j < _numActors; j++) {
|
|
if (testGfxUsageBit(strip, j) && testGfxOtherUsageBits(strip, j)) {
|
|
_actors[j]->_needRedraw = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine::resetActorBgs() {
|
|
int i, j;
|
|
|
|
for (i = 0; i < _gdi->_numStrips; i++) {
|
|
int strip = _screenStartStrip + i;
|
|
clearGfxUsageBit(strip, USAGE_BIT_DIRTY);
|
|
clearGfxUsageBit(strip, USAGE_BIT_RESTORED);
|
|
for (j = 1; j < _numActors; j++) {
|
|
if (_game.heversion != 0 && ((ActorHE *)_actors[j])->_heFlags & 1)
|
|
continue;
|
|
|
|
if (testGfxUsageBit(strip, j) &&
|
|
((_actors[j]->_top != 0x7fffffff && _actors[j]->_needRedraw) || _actors[j]->_needBgReset)) {
|
|
clearGfxUsageBit(strip, j);
|
|
if ((_actors[j]->_bottom - _actors[j]->_top) >= 0)
|
|
_gdi->resetBackground(_actors[j]->_top, _actors[j]->_bottom, i);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 1; i < _numActors; i++) {
|
|
_actors[i]->_needBgReset = false;
|
|
}
|
|
}
|
|
|
|
// HE specific
|
|
void ActorHE::drawActorToBackBuf(int x, int y) {
|
|
int curTop = _top;
|
|
int curBottom = _bottom;
|
|
|
|
_pos.x = x;
|
|
_pos.y = y;
|
|
|
|
_drawToBackBuf = true;
|
|
_needRedraw = true;
|
|
drawActorCostume();
|
|
|
|
_drawToBackBuf = false;
|
|
_needRedraw = true;
|
|
drawActorCostume();
|
|
_needRedraw = false;
|
|
|
|
if (_top > curTop)
|
|
_top = curTop;
|
|
if (_bottom < curBottom)
|
|
_bottom = curBottom;
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
#pragma mark --- Actor talking ---
|
|
#pragma mark -
|
|
|
|
|
|
// V1 Maniac doesn't have a ScummVar for VAR_TALK_ACTOR, and just uses
|
|
// an internal variable. Emulate this to prevent overwriting script vars...
|
|
// Maniac NES (V1), however, DOES have a ScummVar for VAR_TALK_ACTOR
|
|
int ScummEngine::getTalkingActor() {
|
|
if (_game.id == GID_MANIAC && _game.version <= 1 && !(_game.platform == Common::kPlatformNES))
|
|
return _V1TalkingActor;
|
|
else
|
|
return VAR(VAR_TALK_ACTOR);
|
|
}
|
|
|
|
void ScummEngine::setTalkingActor(int i) {
|
|
|
|
if (i == 255) {
|
|
_system->clearFocusRectangle();
|
|
} else {
|
|
// Work out the screen co-ordinates of the actor
|
|
int x = _actors[i]->getPos().x - (camera._cur.x - (_screenWidth >> 1));
|
|
int y = _actors[i]->_top - (camera._cur.y - (_screenHeight >> 1));
|
|
|
|
// Set the focus area to the calculated position
|
|
// TODO: Make the size adjust depending on what it's focusing on.
|
|
_system->setFocusRectangle(Common::Rect::center(x, y, 192, 128));
|
|
}
|
|
|
|
if (_game.id == GID_MANIAC && _game.version <= 1 && !(_game.platform == Common::kPlatformNES))
|
|
_V1TalkingActor = i;
|
|
else
|
|
VAR(VAR_TALK_ACTOR) = i;
|
|
}
|
|
|
|
static const int c64MMActorTalkColor[25] = {
|
|
1, 7, 2, 14, 8, 15, 3, 7, 7, 15, 1, 13, 1, 4, 5, 5, 4, 3, 1, 5, 1, 1, 1, 1, 7
|
|
};
|
|
static const int v1MMActorTalkColor[25] = {
|
|
1, 7, 2, 14, 8, 1, 3, 7, 7, 12, 1, 13, 1, 4, 5, 5, 4, 3, 1, 5, 1, 1, 1, 7, 7
|
|
};
|
|
|
|
void ScummEngine::resetV1ActorTalkColor() {
|
|
int i;
|
|
|
|
for (i = 1; i < _numActors; i++) {
|
|
if (_game.version == 0) {
|
|
_actors[i]->_talkColor = c64MMActorTalkColor[i];
|
|
} else {
|
|
_actors[i]->_talkColor = v1MMActorTalkColor[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef ENABLE_SCUMM_7_8
|
|
void ScummEngine_v7::actorTalk(const byte *msg) {
|
|
Actor *a;
|
|
bool stringWrap = false;
|
|
|
|
convertMessageToString(msg, _charsetBuffer, sizeof(_charsetBuffer));
|
|
|
|
// Play associated speech, if any
|
|
playSpeech((byte *)_lastStringTag);
|
|
|
|
if (_game.id == GID_DIG || _game.id == GID_CMI) {
|
|
if (VAR(VAR_HAVE_MSG))
|
|
stopTalk();
|
|
} else {
|
|
if (!_keepText)
|
|
stopTalk();
|
|
}
|
|
if (_actorToPrintStrFor == 0xFF) {
|
|
setTalkingActor(0xFF);
|
|
_charsetColor = (byte)_string[0].color;
|
|
} else {
|
|
a = derefActor(_actorToPrintStrFor, "actorTalk");
|
|
setTalkingActor(a->_number);
|
|
if (!_string[0].no_talk_anim) {
|
|
a->runActorTalkScript(a->_talkStartFrame);
|
|
}
|
|
_charsetColor = a->_talkColor;
|
|
}
|
|
|
|
_charsetBufPos = 0;
|
|
_talkDelay = 0;
|
|
_haveMsg = 1;
|
|
if (_game.id == GID_FT)
|
|
VAR(VAR_HAVE_MSG) = 0xFF;
|
|
_haveActorSpeechMsg = (_game.id == GID_FT) ? true : (!_sound->isSoundRunning(kTalkSoundID));
|
|
if (_game.id == GID_DIG || _game.id == GID_CMI) {
|
|
stringWrap = _string[0].wrapping;
|
|
_string[0].wrapping = true;
|
|
}
|
|
CHARSET_1();
|
|
if (_game.id == GID_DIG || _game.id == GID_CMI) {
|
|
if (_game.version == 8)
|
|
VAR(VAR_HAVE_MSG) = (_string[0].no_talk_anim) ? 2 : 1;
|
|
else
|
|
VAR(VAR_HAVE_MSG) = 1;
|
|
_string[0].wrapping = stringWrap;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void ScummEngine::actorTalk(const byte *msg) {
|
|
Actor *a;
|
|
|
|
convertMessageToString(msg, _charsetBuffer, sizeof(_charsetBuffer));
|
|
|
|
// WORKAROUND for bugs #770039 and #770049
|
|
if (_game.id == GID_LOOM) {
|
|
if (!*_charsetBuffer)
|
|
return;
|
|
}
|
|
|
|
if (_actorToPrintStrFor == 0xFF) {
|
|
if (!_keepText) {
|
|
stopTalk();
|
|
}
|
|
setTalkingActor(0xFF);
|
|
} else {
|
|
int oldact;
|
|
|
|
// WORKAROUND bug #770724
|
|
if (_game.id == GID_LOOM && _roomResource == 23 &&
|
|
vm.slot[_currentScript].number == 232 && _actorToPrintStrFor == 0) {
|
|
_actorToPrintStrFor = 2; // Could be anything from 2 to 5. Maybe compare to original?
|
|
}
|
|
|
|
a = derefActor(_actorToPrintStrFor, "actorTalk");
|
|
if (!a->isInCurrentRoom()) {
|
|
oldact = 0xFF;
|
|
} else {
|
|
if (!_keepText) {
|
|
stopTalk();
|
|
}
|
|
setTalkingActor(a->_number);
|
|
if (_game.heversion != 0)
|
|
((ActorHE *)a)->_heTalking = true;
|
|
if (!_string[0].no_talk_anim) {
|
|
a->runActorTalkScript(a->_talkStartFrame);
|
|
_useTalkAnims = true;
|
|
}
|
|
oldact = getTalkingActor();
|
|
}
|
|
if (oldact >= 0x80)
|
|
return;
|
|
}
|
|
|
|
if (_game.heversion >= 72 || getTalkingActor() > 0x7F) {
|
|
_charsetColor = (byte)_string[0].color;
|
|
} else if (_game.platform == Common::kPlatformNES) {
|
|
if (_NES_lastTalkingActor != getTalkingActor())
|
|
_NES_talkColor ^= 1;
|
|
_NES_lastTalkingActor = getTalkingActor();
|
|
_charsetColor = _NES_talkColor;
|
|
} else {
|
|
a = derefActor(getTalkingActor(), "actorTalk(2)");
|
|
_charsetColor = a->_talkColor;
|
|
}
|
|
_charsetBufPos = 0;
|
|
_talkDelay = 0;
|
|
_haveMsg = 0xFF;
|
|
VAR(VAR_HAVE_MSG) = 0xFF;
|
|
if (VAR_CHARCOUNT != 0xFF)
|
|
VAR(VAR_CHARCOUNT) = 0;
|
|
_haveActorSpeechMsg = true;
|
|
CHARSET_1();
|
|
}
|
|
|
|
void Actor::runActorTalkScript(int f) {
|
|
if (_vm->_game.version == 8 && _vm->VAR(_vm->VAR_HAVE_MSG) == 2)
|
|
return;
|
|
|
|
if (_vm->_game.id == GID_FT && _vm->_string[0].no_talk_anim)
|
|
return;
|
|
|
|
if (!_vm->getTalkingActor() || _room != _vm->_currentRoom || _frame == f)
|
|
return;
|
|
|
|
if (_talkScript) {
|
|
int script = _talkScript;
|
|
int args[16];
|
|
memset(args, 0, sizeof(args));
|
|
args[1] = f;
|
|
args[0] = _number;
|
|
|
|
_vm->runScript(script, 1, 0, args);
|
|
} else {
|
|
startAnimActor(f);
|
|
}
|
|
}
|
|
|
|
void ScummEngine::stopTalk() {
|
|
int act;
|
|
|
|
_sound->stopTalkSound();
|
|
|
|
_haveMsg = 0;
|
|
_talkDelay = 0;
|
|
|
|
act = getTalkingActor();
|
|
if (act && act < 0x80) {
|
|
Actor *a = derefActor(act, "stopTalk");
|
|
if ((_game.version >= 7 && !_string[0].no_talk_anim) ||
|
|
(_game.version <= 6 && a->isInCurrentRoom() && _useTalkAnims)) {
|
|
a->runActorTalkScript(a->_talkStopFrame);
|
|
_useTalkAnims = false;
|
|
}
|
|
if (_game.version <= 7 && _game.heversion == 0)
|
|
setTalkingActor(0xFF);
|
|
if (_game.heversion != 0)
|
|
((ActorHE *)a)->_heTalking = false;
|
|
}
|
|
|
|
if (_game.id == GID_DIG || _game.id == GID_CMI) {
|
|
setTalkingActor(0);
|
|
VAR(VAR_HAVE_MSG) = 0;
|
|
} else if (_game.heversion >= 60) {
|
|
setTalkingActor(0);
|
|
}
|
|
|
|
_keepText = false;
|
|
if (_game.version >= 7) {
|
|
#ifdef ENABLE_SCUMM_7_8
|
|
((ScummEngine_v7 *)this)->clearSubtitleQueue();
|
|
#endif
|
|
} else {
|
|
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
|
|
if (_game.platform == Common::kPlatformFMTowns)
|
|
towns_restoreCharsetBg();
|
|
else
|
|
#endif
|
|
restoreCharsetBg();
|
|
}
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
#pragma mark --- TODO ---
|
|
#pragma mark -
|
|
|
|
|
|
void ActorHE::setActorCostume(int c) {
|
|
if (_vm->_game.heversion >= 61 && (c == -1 || c == -2)) {
|
|
_heSkipLimbs = (c == -1);
|
|
_needRedraw = true;
|
|
return;
|
|
}
|
|
|
|
// Based on disassembly. It seems that high byte is not used at all, though
|
|
// it is attached to all horizontally flipped object, like left eye.
|
|
if (_vm->_game.heversion >= 61 && _vm->_game.heversion <= 62)
|
|
c &= 0xff;
|
|
|
|
if (_vm->_game.features & GF_NEW_COSTUMES) {
|
|
#ifdef ENABLE_HE
|
|
if (_vm->_game.heversion >= 71)
|
|
((ScummEngine_v71he *)_vm)->queueAuxBlock(this);
|
|
#endif
|
|
_auxBlock.reset();
|
|
if (_visible) {
|
|
if (_vm->_game.heversion >= 60)
|
|
_needRedraw = true;
|
|
}
|
|
}
|
|
|
|
Actor::setActorCostume(c);
|
|
|
|
if (_vm->_game.heversion >= 71 && _vm->getTalkingActor() == _number) {
|
|
if (_vm->_game.heversion <= 95 || (_vm->_game.heversion >= 98 && _vm->VAR(_vm->VAR_SKIP_RESET_TALK_ACTOR) == 0)) {
|
|
_vm->setTalkingActor(0);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::setActorCostume(int c) {
|
|
int i;
|
|
|
|
_costumeNeedsInit = true;
|
|
|
|
if (_vm->_game.features & GF_NEW_COSTUMES) {
|
|
memset(_animVariable, 0, sizeof(_animVariable));
|
|
|
|
_costume = c;
|
|
_cost.reset();
|
|
|
|
if (_visible) {
|
|
if (_costume) {
|
|
_vm->ensureResourceLoaded(rtCostume, _costume);
|
|
}
|
|
startAnimActor(_initFrame);
|
|
}
|
|
} else {
|
|
if (_visible) {
|
|
hideActor();
|
|
_cost.reset();
|
|
_costume = c;
|
|
showActor();
|
|
} else {
|
|
_costume = c;
|
|
_cost.reset();
|
|
}
|
|
}
|
|
|
|
|
|
// V1 zak uses palette[] as a dynamic costume color array.
|
|
if (_vm->_game.version <= 1)
|
|
return;
|
|
|
|
if (_vm->_game.features & GF_NEW_COSTUMES) {
|
|
for (i = 0; i < 256; i++)
|
|
_palette[i] = 0xFF;
|
|
} else if (_vm->_game.features & GF_OLD_BUNDLE) {
|
|
for (i = 0; i < 16; i++)
|
|
_palette[i] = i;
|
|
|
|
// Make stuff more visible on CGA. Based on disassembly
|
|
if (_vm->_renderMode == Common::kRenderCGA && _vm->_game.version > 2) {
|
|
_palette[6] = 5;
|
|
_palette[7] = 15;
|
|
}
|
|
} else {
|
|
for (i = 0; i < 32; i++)
|
|
_palette[i] = 0xFF;
|
|
}
|
|
}
|
|
|
|
static const char* v0ActorNames_English[25] = {
|
|
"Syd",
|
|
"Razor",
|
|
"Dave",
|
|
"Michael",
|
|
"Bernard",
|
|
"Wendy",
|
|
"Jeff",
|
|
"",
|
|
"Dr Fred",
|
|
"Nurse Edna",
|
|
"Weird Ed",
|
|
"Dead Cousin Ted",
|
|
"Purple Tentacle",
|
|
"Green Tentacle",
|
|
"Meteor",
|
|
"",
|
|
"",
|
|
"",
|
|
"Plant",
|
|
"",
|
|
"",
|
|
"",
|
|
"Sandy"
|
|
};
|
|
|
|
static const char* v0ActorNames_German[25] = {
|
|
"Syd",
|
|
"Razor",
|
|
"Dave",
|
|
"Michael",
|
|
"Bernard",
|
|
"Wendy",
|
|
"Jeff",
|
|
"",
|
|
"Dr.Fred",
|
|
"Schwester Edna",
|
|
"Weird Ed",
|
|
"Ted",
|
|
"Lila Tentakel",
|
|
"Gr<nes Tentakel",
|
|
"Meteor",
|
|
"",
|
|
"",
|
|
"",
|
|
"Pflanze",
|
|
"",
|
|
"",
|
|
"",
|
|
"Sandy"
|
|
};
|
|
|
|
const byte *Actor::getActorName() {
|
|
const byte *ptr = NULL;
|
|
|
|
if (_vm->_game.version == 0) {
|
|
if (_number) {
|
|
switch (_vm->_language) {
|
|
case Common::DE_DEU:
|
|
ptr = (const byte *)v0ActorNames_German[_number - 1];
|
|
break;
|
|
default:
|
|
ptr = (const byte *)v0ActorNames_English[_number - 1];
|
|
}
|
|
}
|
|
} else {
|
|
ptr = _vm->getResourceAddress(rtActorName, _number);
|
|
}
|
|
|
|
if (ptr == NULL) {
|
|
debugC(DEBUG_ACTORS, "Failed to find name of actor %d", _number);
|
|
}
|
|
return ptr;
|
|
}
|
|
|
|
int Actor::getAnimVar(byte var) const {
|
|
assertRange(0, var, 26, "getAnimVar:");
|
|
return _animVariable[var];
|
|
}
|
|
|
|
void Actor::setAnimVar(byte var, int value) {
|
|
assertRange(0, var, 26, "setAnimVar:");
|
|
_animVariable[var] = value;
|
|
}
|
|
|
|
void Actor::remapActorPaletteColor(int color, int new_color) {
|
|
const byte *akos, *akpl;
|
|
int akpl_size, i;
|
|
byte akpl_color;
|
|
|
|
akos = _vm->getResourceAddress(rtCostume, _costume);
|
|
if (!akos) {
|
|
debugC(DEBUG_ACTORS, "Actor::remapActorPaletteColor: Can't remap actor %d, costume %d not found", _number, _costume);
|
|
return;
|
|
}
|
|
|
|
akpl = _vm->findResourceData(MKTAG('A','K','P','L'), akos);
|
|
if (!akpl) {
|
|
debugC(DEBUG_ACTORS, "Actor::remapActorPaletteColor: Can't remap actor %d, costume %d doesn't contain an AKPL block", _number, _costume);
|
|
return;
|
|
}
|
|
|
|
// Get the number palette entries
|
|
akpl_size = _vm->getResourceDataSize(akpl);
|
|
|
|
for (i = 0; i < akpl_size; i++) {
|
|
akpl_color = *akpl++;
|
|
if (akpl_color == color) {
|
|
_palette[i] = new_color;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold) {
|
|
const byte *akos, *rgbs, *akpl;
|
|
int akpl_size, i;
|
|
int r, g, b;
|
|
byte akpl_color;
|
|
|
|
if (!isInCurrentRoom()) {
|
|
debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Actor %d not in current room", _number);
|
|
return;
|
|
}
|
|
|
|
akos = _vm->getResourceAddress(rtCostume, _costume);
|
|
if (!akos) {
|
|
debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Can't remap actor %d, costume %d not found", _number, _costume);
|
|
return;
|
|
}
|
|
|
|
akpl = _vm->findResourceData(MKTAG('A','K','P','L'), akos);
|
|
if (!akpl) {
|
|
debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Can't remap actor %d, costume %d doesn't contain an AKPL block", _number, _costume);
|
|
return;
|
|
}
|
|
|
|
// Get the number palette entries
|
|
akpl_size = _vm->getResourceDataSize(akpl);
|
|
|
|
rgbs = _vm->findResourceData(MKTAG('R','G','B','S'), akos);
|
|
|
|
if (!rgbs) {
|
|
debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Can't remap actor %d costume %d doesn't contain an RGB block", _number, _costume);
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < akpl_size; i++) {
|
|
r = *rgbs++;
|
|
g = *rgbs++;
|
|
b = *rgbs++;
|
|
|
|
akpl_color = *akpl++;
|
|
|
|
// allow remap of generic palette entry?
|
|
if (!_shadowMode || akpl_color >= 16) {
|
|
r = (r * r_fact) >> 8;
|
|
g = (g * g_fact) >> 8;
|
|
b = (b * b_fact) >> 8;
|
|
_palette[i] = _vm->remapPaletteColor(r, g, b, threshold);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::classChanged(int cls, bool value) {
|
|
if (cls == kObjectClassAlwaysClip)
|
|
_forceClip = value;
|
|
if (cls == kObjectClassIgnoreBoxes)
|
|
_ignoreBoxes = value;
|
|
}
|
|
|
|
bool Actor::isInClass(int cls) {
|
|
return _vm->getClass(_number, cls);
|
|
}
|
|
|
|
bool Actor::isPlayer() {
|
|
return isInClass(kObjectClassPlayer);
|
|
}
|
|
|
|
bool Actor_v2::isPlayer() {
|
|
return _vm->VAR(42) <= _number && _number <= _vm->VAR(43);
|
|
}
|
|
|
|
void ActorHE::setHEFlag(int bit, int set) {
|
|
// Note that condition is inverted
|
|
if (!set) {
|
|
_heFlags |= bit;
|
|
} else {
|
|
_heFlags &= ~bit;
|
|
}
|
|
}
|
|
|
|
void ActorHE::setUserCondition(int slot, int set) {
|
|
const int condMaskCode = (_vm->_game.heversion >= 85) ? 0x1FFF : 0x3FF;
|
|
assertRange(1, slot, 32, "setUserCondition: Condition");
|
|
if (set == 0) {
|
|
_heCondMask &= ~(1 << (slot + 0xF));
|
|
} else {
|
|
_heCondMask |= 1 << (slot + 0xF);
|
|
}
|
|
if (_heCondMask & condMaskCode) {
|
|
_heCondMask &= ~1;
|
|
} else {
|
|
_heCondMask |= 1;
|
|
}
|
|
}
|
|
|
|
bool ActorHE::isUserConditionSet(int slot) const {
|
|
assertRange(1, slot, 32, "isUserConditionSet: Condition");
|
|
return (_heCondMask & (1 << (slot + 0xF))) != 0;
|
|
}
|
|
|
|
void ActorHE::setTalkCondition(int slot) {
|
|
const int condMaskCode = (_vm->_game.heversion >= 85) ? 0x1FFF : 0x3FF;
|
|
assertRange(1, slot, 32, "setTalkCondition: Condition");
|
|
_heCondMask = (_heCondMask & ~condMaskCode) | 1;
|
|
if (slot != 1) {
|
|
_heCondMask |= 1 << (slot - 1);
|
|
if (_heCondMask & condMaskCode) {
|
|
_heCondMask &= ~1;
|
|
} else {
|
|
_heCondMask |= 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool ActorHE::isTalkConditionSet(int slot) const {
|
|
assertRange(1, slot, 32, "isTalkConditionSet: Condition");
|
|
return (_heCondMask & (1 << (slot - 1))) != 0;
|
|
}
|
|
|
|
#ifdef ENABLE_HE
|
|
void ScummEngine_v71he::preProcessAuxQueue() {
|
|
if (!_skipProcessActors) {
|
|
for (int i = 0; i < _auxBlocksNum; ++i) {
|
|
AuxBlock *ab = &_auxBlocks[i];
|
|
if (ab->r.top <= ab->r.bottom) {
|
|
restoreBackgroundHE(ab->r);
|
|
}
|
|
}
|
|
}
|
|
_auxBlocksNum = 0;
|
|
}
|
|
|
|
void ScummEngine_v71he::postProcessAuxQueue() {
|
|
if (!_skipProcessActors) {
|
|
for (int i = 0; i < _auxEntriesNum; ++i) {
|
|
AuxEntry *ae = &_auxEntries[i];
|
|
if (ae->actorNum != -1) {
|
|
ActorHE *a = (ActorHE *)derefActor(ae->actorNum, "postProcessAuxQueue");
|
|
const uint8 *cost = getResourceAddress(rtCostume, a->_costume);
|
|
int dy = a->_heOffsY + a->getPos().y;
|
|
int dx = a->_heOffsX + a->getPos().x;
|
|
|
|
if (_game.heversion >= 72)
|
|
dy -= a->getElevation();
|
|
|
|
const uint8 *akax = findResource(MKTAG('A','K','A','X'), cost);
|
|
assert(akax);
|
|
const uint8 *auxd = findPalInPals(akax, ae->subIndex) - _resourceHeaderSize;
|
|
assert(auxd);
|
|
const uint8 *frel = findResourceData(MKTAG('F','R','E','L'), auxd);
|
|
if (frel) {
|
|
error("unhandled FREL block");
|
|
}
|
|
const uint8 *disp = findResourceData(MKTAG('D','I','S','P'), auxd);
|
|
if (disp) {
|
|
error("unhandled DISP block");
|
|
}
|
|
const uint8 *axfd = findResourceData(MKTAG('A','X','F','D'), auxd);
|
|
assert(axfd);
|
|
|
|
uint16 comp = READ_LE_UINT16(axfd);
|
|
if (comp != 0) {
|
|
int x = (int16)READ_LE_UINT16(axfd + 2) + dx;
|
|
int y = (int16)READ_LE_UINT16(axfd + 4) + dy;
|
|
int w = (int16)READ_LE_UINT16(axfd + 6);
|
|
int h = (int16)READ_LE_UINT16(axfd + 8);
|
|
VirtScreen *pvs = &_virtscr[kMainVirtScreen];
|
|
uint8 *dst1 = pvs->getPixels(0, pvs->topline);
|
|
uint8 *dst2 = pvs->getBackPixels(0, pvs->topline);
|
|
switch (comp) {
|
|
case 1:
|
|
Wiz::copyAuxImage(dst1, dst2, axfd + 10, pvs->pitch, pvs->h, x, y, w, h, _bytesPerPixel);
|
|
break;
|
|
default:
|
|
error("unimplemented compression type %d", comp);
|
|
}
|
|
}
|
|
const uint8 *axur = findResourceData(MKTAG('A','X','U','R'), auxd);
|
|
if (axur) {
|
|
uint16 n = READ_LE_UINT16(axur); axur += 2;
|
|
while (n--) {
|
|
int x1 = (int16)READ_LE_UINT16(axur + 0) + dx;
|
|
int y1 = (int16)READ_LE_UINT16(axur + 2) + dy;
|
|
int x2 = (int16)READ_LE_UINT16(axur + 4) + dx;
|
|
int y2 = (int16)READ_LE_UINT16(axur + 6) + dy;
|
|
markRectAsDirty(kMainVirtScreen, x1, x2, y1, y2 + 1);
|
|
axur += 8;
|
|
}
|
|
}
|
|
const uint8 *axer = findResourceData(MKTAG('A','X','E','R'), auxd);
|
|
if (axer) {
|
|
a->_auxBlock.visible = true;
|
|
a->_auxBlock.r.left = (int16)READ_LE_UINT16(axer + 0) + dx;
|
|
a->_auxBlock.r.top = (int16)READ_LE_UINT16(axer + 2) + dy;
|
|
a->_auxBlock.r.right = (int16)READ_LE_UINT16(axer + 4) + dx;
|
|
a->_auxBlock.r.bottom = (int16)READ_LE_UINT16(axer + 6) + dy;
|
|
adjustRect(a->_auxBlock.r);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
_auxEntriesNum = 0;
|
|
}
|
|
|
|
void ScummEngine_v71he::queueAuxBlock(ActorHE *a) {
|
|
if (!a->_auxBlock.visible)
|
|
return;
|
|
|
|
assert(_auxBlocksNum < ARRAYSIZE(_auxBlocks));
|
|
_auxBlocks[_auxBlocksNum] = a->_auxBlock;
|
|
++_auxBlocksNum;
|
|
}
|
|
|
|
void ScummEngine_v71he::queueAuxEntry(int actorNum, int subIndex) {
|
|
assert(_auxEntriesNum < ARRAYSIZE(_auxEntries));
|
|
AuxEntry *ae = &_auxEntries[_auxEntriesNum];
|
|
ae->actorNum = actorNum;
|
|
ae->subIndex = subIndex;
|
|
++_auxEntriesNum;
|
|
}
|
|
#endif
|
|
|
|
|
|
void ActorC64::saveLoadWithSerializer(Serializer *ser) {
|
|
Actor::saveLoadWithSerializer(ser);
|
|
|
|
static const SaveLoadEntry actorEntries[] = {
|
|
MKLINE(ActorC64, _costCommand, sleByte, VER(84)),
|
|
MKLINE(ActorC64, _costFrame, sleByte, VER(84)),
|
|
MKLINE(ActorC64, _miscflags, sleByte, VER(84)),
|
|
MKLINE(ActorC64, _speaking, sleByte, VER(84)),
|
|
MKLINE(ActorC64, _speakingPrev, sleByte, VER(84)),
|
|
MKEND()
|
|
};
|
|
|
|
ser->saveLoadEntries(this, actorEntries);
|
|
}
|
|
|
|
void Actor::saveLoadWithSerializer(Serializer *ser) {
|
|
static const SaveLoadEntry actorEntries[] = {
|
|
MKLINE(Actor, _pos.x, sleInt16, VER(8)),
|
|
MKLINE(Actor, _pos.y, sleInt16, VER(8)),
|
|
MKLINE(Actor, _heOffsX, sleInt16, VER(32)),
|
|
MKLINE(Actor, _heOffsY, sleInt16, VER(32)),
|
|
MKLINE(Actor, _top, sleInt16, VER(8)),
|
|
MKLINE(Actor, _bottom, sleInt16, VER(8)),
|
|
MKLINE(Actor, _elevation, sleInt16, VER(8)),
|
|
MKLINE(Actor, _width, sleUint16, VER(8)),
|
|
MKLINE(Actor, _facing, sleUint16, VER(8)),
|
|
MKLINE(Actor, _costume, sleUint16, VER(8)),
|
|
MKLINE(Actor, _room, sleByte, VER(8)),
|
|
MKLINE(Actor, _talkColor, sleByte, VER(8)),
|
|
MKLINE(Actor, _talkFrequency, sleInt16, VER(16)),
|
|
MKLINE(Actor, _talkPan, sleInt16, VER(24)),
|
|
MKLINE(Actor, _talkVolume, sleInt16, VER(29)),
|
|
MKLINE(Actor, _boxscale, sleUint16, VER(34)),
|
|
MKLINE(Actor, _scalex, sleByte, VER(8)),
|
|
MKLINE(Actor, _scaley, sleByte, VER(8)),
|
|
MKLINE(Actor, _charset, sleByte, VER(8)),
|
|
|
|
// Actor sound grew from 8 to 32 bytes and switched to uint16 in HE games
|
|
MKARRAY_OLD(Actor, _sound[0], sleByte, 8, VER(8), VER(36)),
|
|
MKARRAY_OLD(Actor, _sound[0], sleByte, 32, VER(37), VER(61)),
|
|
MKARRAY(Actor, _sound[0], sleUint16, 32, VER(62)),
|
|
|
|
// Actor animVariable grew from 8 to 27
|
|
MKARRAY_OLD(Actor, _animVariable[0], sleUint16, 8, VER(8), VER(40)),
|
|
MKARRAY(Actor, _animVariable[0], sleUint16, 27, VER(41)),
|
|
|
|
MKLINE(Actor, _targetFacing, sleUint16, VER(8)),
|
|
MKLINE(Actor, _moving, sleByte, VER(8)),
|
|
MKLINE(Actor, _ignoreBoxes, sleByte, VER(8)),
|
|
MKLINE(Actor, _forceClip, sleByte, VER(8)),
|
|
MKLINE(Actor, _initFrame, sleByte, VER(8)),
|
|
MKLINE(Actor, _walkFrame, sleByte, VER(8)),
|
|
MKLINE(Actor, _standFrame, sleByte, VER(8)),
|
|
MKLINE(Actor, _talkStartFrame, sleByte, VER(8)),
|
|
MKLINE(Actor, _talkStopFrame, sleByte, VER(8)),
|
|
MKLINE(Actor, _speedx, sleUint16, VER(8)),
|
|
MKLINE(Actor, _speedy, sleUint16, VER(8)),
|
|
MKLINE(Actor, _cost.animCounter, sleUint16, VER(8)),
|
|
MKLINE(Actor, _cost.soundCounter, sleByte, VER(8)),
|
|
MKLINE(Actor, _drawToBackBuf, sleByte, VER(32)),
|
|
MKLINE(Actor, _flip, sleByte, VER(32)),
|
|
MKLINE(Actor, _heSkipLimbs, sleByte, VER(32)),
|
|
|
|
// Actor palette grew from 64 to 256 bytes and switched to uint16 in HE games
|
|
MKARRAY_OLD(Actor, _palette[0], sleByte, 64, VER(8), VER(9)),
|
|
MKARRAY_OLD(Actor, _palette[0], sleByte, 256, VER(10), VER(79)),
|
|
MKARRAY(Actor, _palette[0], sleUint16, 256, VER(80)),
|
|
|
|
MK_OBSOLETE(Actor, _mask, sleByte, VER(8), VER(9)),
|
|
MKLINE(Actor, _shadowMode, sleByte, VER(8)),
|
|
MKLINE(Actor, _visible, sleByte, VER(8)),
|
|
MKLINE(Actor, _frame, sleByte, VER(8)),
|
|
MKLINE(Actor, _animSpeed, sleByte, VER(8)),
|
|
MKLINE(Actor, _animProgress, sleByte, VER(8)),
|
|
MKLINE(Actor, _walkbox, sleByte, VER(8)),
|
|
MKLINE(Actor, _needRedraw, sleByte, VER(8)),
|
|
MKLINE(Actor, _needBgReset, sleByte, VER(8)),
|
|
MKLINE(Actor, _costumeNeedsInit, sleByte, VER(8)),
|
|
MKLINE(Actor, _heCondMask, sleUint32, VER(38)),
|
|
MKLINE(Actor, _hePaletteNum, sleUint32, VER(59)),
|
|
MKLINE(Actor, _heXmapNum, sleUint32, VER(59)),
|
|
|
|
MKLINE(Actor, _talkPosY, sleInt16, VER(8)),
|
|
MKLINE(Actor, _talkPosX, sleInt16, VER(8)),
|
|
MKLINE(Actor, _ignoreTurns, sleByte, VER(8)),
|
|
|
|
// Actor layer switched to int32 in HE games
|
|
MKLINE_OLD(Actor, _layer, sleByte, VER(8), VER(57)),
|
|
MKLINE(Actor, _layer, sleInt32, VER(58)),
|
|
|
|
MKLINE(Actor, _talkScript, sleUint16, VER(8)),
|
|
MKLINE(Actor, _walkScript, sleUint16, VER(8)),
|
|
|
|
MKLINE(Actor, _walkdata.dest.x, sleInt16, VER(8)),
|
|
MKLINE(Actor, _walkdata.dest.y, sleInt16, VER(8)),
|
|
MKLINE(Actor, _walkdata.destbox, sleByte, VER(8)),
|
|
MKLINE(Actor, _walkdata.destdir, sleUint16, VER(8)),
|
|
MKLINE(Actor, _walkdata.curbox, sleByte, VER(8)),
|
|
MKLINE(Actor, _walkdata.cur.x, sleInt16, VER(8)),
|
|
MKLINE(Actor, _walkdata.cur.y, sleInt16, VER(8)),
|
|
MKLINE(Actor, _walkdata.next.x, sleInt16, VER(8)),
|
|
MKLINE(Actor, _walkdata.next.y, sleInt16, VER(8)),
|
|
MKLINE(Actor, _walkdata.deltaXFactor, sleInt32, VER(8)),
|
|
MKLINE(Actor, _walkdata.deltaYFactor, sleInt32, VER(8)),
|
|
MKLINE(Actor, _walkdata.xfrac, sleUint16, VER(8)),
|
|
MKLINE(Actor, _walkdata.yfrac, sleUint16, VER(8)),
|
|
|
|
MKLINE(Actor, _walkdata.point3.x, sleUint16, VER(42)),
|
|
MKLINE(Actor, _walkdata.point3.y, sleUint16, VER(42)),
|
|
|
|
MKARRAY(Actor, _cost.active[0], sleByte, 16, VER(8)),
|
|
MKLINE(Actor, _cost.stopped, sleUint16, VER(8)),
|
|
MKARRAY(Actor, _cost.curpos[0], sleUint16, 16, VER(8)),
|
|
MKARRAY(Actor, _cost.start[0], sleUint16, 16, VER(8)),
|
|
MKARRAY(Actor, _cost.end[0], sleUint16, 16, VER(8)),
|
|
MKARRAY(Actor, _cost.frame[0], sleUint16, 16, VER(8)),
|
|
|
|
MKARRAY(Actor, _cost.heJumpOffsetTable[0], sleUint16, 16, VER(65)),
|
|
MKARRAY(Actor, _cost.heJumpCountTable[0], sleUint16, 16, VER(65)),
|
|
MKARRAY(Actor, _cost.heCondMaskTable[0], sleUint32, 16, VER(65)),
|
|
MKEND()
|
|
};
|
|
|
|
if (ser->isLoading()) {
|
|
// Not all actor data is saved; so when loading, we first reset
|
|
// the actor, to ensure completely reproducible behaviour (else,
|
|
// some not saved value in the actor class can cause odd things)
|
|
initActor(-1);
|
|
}
|
|
|
|
ser->saveLoadEntries(this, actorEntries);
|
|
|
|
if (ser->isLoading() && _vm->_game.version <= 2 && ser->getVersion() < VER(70)) {
|
|
_pos.x >>= V12_X_SHIFT;
|
|
_pos.y >>= V12_Y_SHIFT;
|
|
|
|
_speedx >>= V12_X_SHIFT;
|
|
_speedy >>= V12_Y_SHIFT;
|
|
_elevation >>= V12_Y_SHIFT;
|
|
|
|
if (_walkdata.dest.x != -1) {
|
|
_walkdata.dest.x >>= V12_X_SHIFT;
|
|
_walkdata.dest.y >>= V12_Y_SHIFT;
|
|
}
|
|
|
|
_walkdata.cur.x >>= V12_X_SHIFT;
|
|
_walkdata.cur.y >>= V12_Y_SHIFT;
|
|
|
|
_walkdata.next.x >>= V12_X_SHIFT;
|
|
_walkdata.next.y >>= V12_Y_SHIFT;
|
|
|
|
if (_walkdata.point3.x != 32000) {
|
|
_walkdata.point3.x >>= V12_X_SHIFT;
|
|
_walkdata.point3.y >>= V12_Y_SHIFT;
|
|
}
|
|
}
|
|
}
|
|
|
|
} // End of namespace Scumm
|