scummvm/scumm/actor.cpp
Max Horn 8b419944ee ScummPoint -> ScummVM::Point
svn-id: r7543
2003-05-15 21:57:38 +00:00

1605 lines
35 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm.h"
#include "actor.h"
#include "akos.h"
#include "charset.h"
#include "costume.h"
#include "resource.h"
#include "sound.h"
#include "usage_bits.h"
#include <math.h>
void Actor::initActor(int mode) {
if (mode == 1) {
costume = 0;
room = 0;
x = 0;
y = 0;
facing = 180;
newDirection = 180;
talkFrequency = 256;
} else if (mode == 2) {
facing = 180;
newDirection = 180;
}
elevation = 0;
width = 24;
talkColor = 15;
talkPosX = 0;
talkPosY = -80;
scaley = scalex = 0xFF;
charset = 0;
memset(sound, 0, sizeof(sound));
newDirection = 0;
stopActorMoving();
shadow_mode = 0;
layer = 0;
setActorWalkSpeed(8, 2);
animSpeed = 0;
ignoreBoxes = 0;
forceClip = 0;
ignoreTurns = false;
initFrame = 1;
walkFrame = 2;
standFrame = 3;
talkFrame1 = 4;
talkFrame2 = 5;
walk_script = 0;
talk_script = 0;
if (_vm) {
_vm->_classData[number] = (_vm->_features & GF_AFTER_V7) ? _vm->_classData[0] : 0;
}
}
void Actor::stopActorMoving() {
if (_vm)
_vm->stopScriptNr(walk_script);
moving = 0;
}
void Actor::setActorWalkSpeed(uint newSpeedX, uint newSpeedY) {
if (newSpeedX == speedx && newSpeedY == speedy)
return;
speedx = newSpeedX;
speedy = newSpeedY;
if (moving) {
calcMovementFactor(walkdata.newx, walkdata.newy);
}
}
int Scumm::getAngleFromPos(int x, int y) {
if (_gameId == GID_DIG || _gameId == GID_CMI) {
double temp = atan2((double)x, (double)-y);
return normalizeAngle((int)(temp * 180 / 3.1415926535));
} else {
if (abs(y) * 2 < abs(x)) {
if (x > 0)
return 90;
return 270;
} else {
if (y > 0)
return 180;
return 0;
}
}
}
int Actor::calcMovementFactor(int newX, int newY) {
int actorX, actorY;
int diffX, diffY;
int32 deltaXFactor, deltaYFactor;
actorX = x;
actorY = y;
if (actorX == newX && actorY == newY)
return 0;
diffX = newX - actorX;
diffY = newY - actorY;
deltaYFactor = speedy << 16;
if (diffY < 0)
deltaYFactor = -deltaYFactor;
deltaXFactor = deltaYFactor * diffX;
if (diffY != 0) {
deltaXFactor /= diffY;
} else {
deltaYFactor = 0;
}
if ((uint) abs((int)(deltaXFactor >> 16)) > speedx) {
deltaXFactor = speedx << 16;
if (diffX < 0)
deltaXFactor = -deltaXFactor;
deltaYFactor = deltaXFactor * diffY;
if (diffX != 0) {
deltaYFactor /= diffX;
} else {
deltaXFactor = 0;
}
}
walkdata.x = actorX;
walkdata.y = actorY;
walkdata.newx = newX;
walkdata.newy = newY;
walkdata.deltaXFactor = deltaXFactor;
walkdata.deltaYFactor = deltaYFactor;
walkdata.xfrac = 0;
walkdata.yfrac = 0;
newDirection = _vm->getAngleFromPos(deltaXFactor, deltaYFactor);
return actorWalkStep();
}
int Actor::remapDirection(int dir, bool is_walking) {
int specdir;
byte flags;
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->_gameId == GID_LOOM || _vm->_gameId == GID_LOOM256) {
specdir = _vm->_extraBoxFlags[walkbox];
if (specdir) {
if (specdir & 0x8000) {
dir = specdir & 0x3FFF;
} else {
// FIXME - I am not 100% if this code is right (Fingolfin)
warning("remapDirection: special dir");
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);
// FIXME - this special cases for the class might be necesary
// for other games besides Loom!
// Check for X-Flip
if ((flags & kBoxXFlip) || isInClass((_vm->_gameId == GID_LOOM256 || _vm->_gameId == GID_LOOM) ? 19 : 30)) {
dir = 360 - dir;
flipX = !flipX;
}
// Check for Y-Flip
if ((flags & kBoxYFlip) || isInClass((_vm->_gameId == GID_LOOM256 || _vm->_gameId == GID_LOOM) ? 18 : 29)) {
dir = 180 - dir;
flipY = !flipY;
}
switch (flags & 7) {
case 1:
if (_vm->_features & GF_AFTER_V7) {
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->_features & GF_AFTER_V7) {
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;
}
}
// OR 1024 in to signal direction interpolation should be done
return normalizeAngle(dir) | 1024;
}
int Actor::updateActorDirection(bool is_walking) {
int from;
int dirType;
int dir;
bool shouldInterpolate;
dirType = (_vm->_features & GF_NEW_COSTUMES) ? _vm->akos_hasManyDirections(this) : false;
from = toSimpleDir(dirType, facing);
dir = remapDirection(newDirection, is_walking);
if (_vm->_features & GF_NEW_COSTUMES)
// 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::setBox(int box) {
walkbox = box;
setupActorScale();
}
int Actor::actorWalkStep() {
int tmpX, tmpY;
int actorX, actorY;
int distX, distY;
int direction;
needRedraw = true;
needBgReset = true;
direction = updateActorDirection(true);
if (!(moving & MF_IN_LEG) || facing != direction) {
if (walkFrame != frame || facing != direction) {
startWalkAnim(1, direction);
}
moving |= MF_IN_LEG;
}
actorX = x;
actorY = y;
if (walkbox != walkdata.curbox && _vm->checkXYInBoxBounds(walkdata.curbox, actorX, actorY)) {
setBox(walkdata.curbox);
}
distX = abs(walkdata.newx - walkdata.x);
distY = abs(walkdata.newy - walkdata.y);
if (abs(actorX - walkdata.x) >= distX && abs(actorY - walkdata.y) >= distY) {
moving &= ~MF_IN_LEG;
return 0;
}
// FIXME: Fingolfin asks: what do these 8000 here ?!? That looks wrong... maybe
// a 0x8000 was meant? But even that makes not much sense to me
tmpX = ((actorX + 8000) << 16) + walkdata.xfrac + (walkdata.deltaXFactor >> 8) * scalex;
walkdata.xfrac = (uint16)tmpX;
actorX = (tmpX >> 16) - 8000;
tmpY = (actorY << 16) + walkdata.yfrac + (walkdata.deltaYFactor >> 8) * scaley;
walkdata.yfrac = (uint16)tmpY;
actorY = (tmpY >> 16);
if (abs(actorX - walkdata.x) > distX) {
actorX = walkdata.newx;
}
if (abs(actorY - walkdata.y) > distY) {
actorY = walkdata.newy;
}
x = actorX;
y = actorY;
return 1;
}
void Actor::setupActorScale() {
uint16 scale;
if (_vm->_features & GF_NO_SCALLING) {
scalex = 0xFF;
scaley = 0xFF;
return;
}
if (ignoreBoxes != 0)
return;
if (_vm->getBoxFlags(walkbox) & kBoxPlayerOnly)
return;
scale = _vm->getScale(walkbox, x, y);
if (_vm->_features & GF_AFTER_V8) {
// At least in COMI, scale values are clipped to range 1-255
if (scale < 1)
scale = 1;
else if (scale > 255)
scale = 255;
}
// FIXME - Hack for The Dig 'Tomb' (room 88)
// Otherwise walking to the far-left door causes the actor
// to shrink to a one-pixel dot. (!?!?)
if (_vm->_gameId == GID_DIG && _vm->_currentRoom == 88) {
scale = 0xFF;
}
// FIXME - Quick fix to ft's fuel tower bug (by yazoo)
//
// Ben's Y position can be anything between 272 and 398 inclusive
// (which by the way means that we're always looking at the same
// element in the scale table... hmmm...)
//
// When standing at the bottom of the ladder, Ben's Y position is
// 356, and by the looks of it he ought to be unscaled there.
if (_vm->_gameId == GID_FT && scale == 1 && _vm->_currentRoom == 76) {
scale = 0xff;
if (y < 356)
scale -= 2 * (356 - y);
}
if (scale > 255) {
warning("Actor %d at %d, scale %d out of range", number, y, scale);
}
scalex = (byte)scale;
scaley = (byte)scale;
}
void Actor::startAnimActor(int f) {
if (_vm->_features & GF_NEW_COSTUMES) {
switch (f) {
case 1001:
f = initFrame;
break;
case 1002:
f = walkFrame;
break;
case 1003:
f = standFrame;
break;
case 1004:
f = talkFrame1;
break;
case 1005:
f = talkFrame2;
break;
}
frame = f;
if (costume != 0) {
animProgress = 0;
needRedraw = true;
needBgReset = true;
if (f == initFrame)
cost.reset();
_vm->akos_decodeData(this, f, (uint) - 1);
}
} else {
switch (f) {
case 0x38:
f = initFrame;
break;
case 0x39:
f = walkFrame;
break;
case 0x3A:
f = standFrame;
break;
case 0x3B:
f = talkFrame1;
break;
case 0x3C:
f = talkFrame2;
break;
}
assert(f != 0x3E);
frame = f;
if (isInCurrentRoom() && costume != 0) {
animProgress = 0;
cost.animCounter1 = 0;
needRedraw = true;
if (f == initFrame)
cost.reset();
_vm->cost_decodeData(this, f, (uint) - 1);
}
needBgReset = true;
}
}
void Actor::animateActor(int anim) {
int cmd, dir;
if (_vm->_features & GF_NEW_COSTUMES) {
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
stopActorMoving();
startAnimActor(standFrame);
break;
case 3: // change direction immediatly
moving &= ~MF_TURN;
setDirection(dir);
break;
case 4: // turn to new direction
turnToDirection(dir);
break;
default:
startAnimActor(anim);
}
}
void Actor::setDirection(int direction) {
uint aMask;
int i;
uint16 vald;
if (facing == direction)
return;
facing = normalizeAngle(direction);
if (costume == 0)
return;
aMask = 0x8000;
for (i = 0; i < 16; i++, aMask >>= 1) {
vald = cost.frame[i];
if (vald == 0xFFFF)
continue;
if (_vm->_features & GF_NEW_COSTUMES)
_vm->akos_decodeData(this, vald, aMask);
else
_vm->cost_decodeData(this, vald, aMask);
}
needRedraw = true;
needBgReset = true;
}
void Actor::putActor(int dstX, int dstY, byte newRoom) {
if (visible && _vm->_currentRoom != newRoom && _vm->VAR(_vm->VAR_TALK_ACTOR) == number) {
_vm->clearMsgQueue();
}
x = dstX;
y = dstY;
room = newRoom;
needRedraw = true;
needBgReset = true;
if (_vm->VAR(_vm->VAR_EGO) == number) {
_vm->_egoPositioned = true;
}
if (visible) {
if (isInCurrentRoom()) {
if (moving) {
startAnimActor(standFrame);
moving = 0;
}
adjustActorPos();
} else {
hideActor();
}
} else {
if (isInCurrentRoom())
showActor();
}
}
int Actor::getActorXYPos(int &xPos, int &yPos) {
if (!isInCurrentRoom())
return -1;
xPos = x;
yPos = y;
return 0;
}
AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY, int pathfrom) {
AdjustBoxResult abr, tmp;
uint threshold;
uint best;
int box, iterations = 0; /* Use iterations for those odd times we get stuck in the loop */
int firstValidBox, i, j;
byte flags, b;
if (_vm->_features & GF_SMALL_HEADER)
firstValidBox = 0;
else
firstValidBox = 1;
abr.x = dstX;
abr.y = dstY;
abr.dist = 0;
if (ignoreBoxes == 0) {
threshold = 30;
while (1) {
iterations++;
if (iterations > 1000)
return abr; /* Safety net */
box = _vm->getNumBoxes() - 1;
if (box < firstValidBox)
return abr;
best = (uint) 0xFFFF;
b = 0;
// FIXME - why was that check here? It apparently causes bug #643001
// if (!(_vm->_features & GF_OLD256) || box)
for (j = box; j >= firstValidBox; j--) {
flags = _vm->getBoxFlags(j);
if (flags & kBoxInvisible && (!(flags & kBoxPlayerOnly) || isInClass(31)))
continue;
if (pathfrom >= firstValidBox) {
if (flags & kBoxLocked && (!(flags & kBoxPlayerOnly)))
continue;
i = _vm->getPathToDestBox(pathfrom, j);
if (i == -1)
continue;
if (_vm->_features & GF_OLD256) {
// FIXME - we check here if the box suggested by getPathToDestBox
// is locked or not. This prevents us from walking thru
// closed doors in some cases in Zak256. However a better fix
// would be to recompute the box matrix whenever flags change.
flags = _vm->getBoxFlags(i);
if (flags & kBoxLocked && (!(flags & kBoxPlayerOnly)))
continue;
if (flags & kBoxInvisible && (!(flags & kBoxPlayerOnly) || isInClass(31)))
continue;
}
}
if (!_vm->inBoxQuickReject(j, dstX, dstY, threshold))
continue;
if (_vm->checkXYInBoxBounds(j, dstX, dstY)) {
abr.x = dstX;
abr.y = dstY;
abr.dist = j;
return abr;
}
tmp = _vm->getClosestPtOnBox(j, dstX, dstY);
if (tmp.dist >= best)
continue;
abr.x = tmp.x;
abr.y = tmp.y;
if (tmp.dist == 0) {
abr.dist = j;
return abr;
}
best = tmp.dist;
b = j;
}
if (threshold == 0 || threshold * threshold >= best) {
abr.dist = b;
return abr;
}
threshold = (threshold == 30) ? 80 : 0;
}
}
return abr;
}
void Actor::adjustActorPos() {
AdjustBoxResult abr;
byte flags;
abr = adjustXYToBeInBox(x, y, -1);
x = abr.x;
y = abr.y;
walkdata.destbox = (byte)abr.dist;
setBox(abr.dist);
walkdata.destx = -1;
moving = 0;
cost.animCounter2 = 0;
if (_vm->_features & GF_NEW_COSTUMES) {
stopActorMoving();
}
flags = _vm->getBoxFlags(walkbox);
if (flags & 7) {
turnToDirection(facing);
}
}
void Actor::faceToObject(int obj) {
int x2, y2, dir;
if (!isInCurrentRoom())
return;
if (_vm->getObjectOrActorXY(obj, x2, y2) == -1)
return;
dir = (x2 > x) ? 90 : 270;
turnToDirection(dir);
}
void Actor::turnToDirection(int newdir) {
if (newdir == -1)
return;
moving &= ~MF_TURN;
if (newdir != facing) {
moving |= MF_TURN;
newDirection = newdir;
}
}
void Actor::hideActor() {
if (!visible)
return;
if (moving) {
startAnimActor(standFrame);
moving = 0;
}
visible = false;
cost.animCounter2 = 0;
needRedraw = false;
needBgReset = true;
}
void Actor::showActor() {
if (_vm->_currentRoom == 0 || visible)
return;
adjustActorPos();
_vm->ensureResourceLoaded(rtCostume, costume);
if (costumeNeedsInit) {
startAnimActor(initFrame);
costumeNeedsInit = false;
}
moving = 0;
visible = true;
needRedraw = true;
}
void Scumm::showActors() {
int i;
Actor *a;
for (i = 1; i < _numActors; i++) {
a = derefActor(i);
if (a->isInCurrentRoom())
a->showActor();
}
}
void Scumm::walkActors() {
int i;
Actor *a;
for (i = 1; i < _numActors; i++) {
a = derefActor(i);
if (a->isInCurrentRoom())
// FIXME: really V3, or should it maybe be GF_SMALL_HEADER
if (_features & GF_AFTER_V3)
a->walkActorOld();
else
a->walkActor();
}
}
/* Used in Scumm v5 only. Play sounds associated with actors */
void Scumm::playActorSounds() {
int i;
Actor *a;
for (i = 1; i < _numActors; i++) {
a = derefActor(i);
if (a->cost.animCounter2 && a->isInCurrentRoom() && a->sound) {
_currentScript = 0xFF;
_sound->addSoundToQueue(a->sound[0]);
for (i = 1; i < _numActors; i++) {
a = derefActor(i);
a->cost.animCounter2 = 0;
}
return;
}
}
}
#define DRAW_ORDER(x) ((x)->y - ((x)->layer << 11))
void Scumm::processActors() {
int i;
Actor **actors, *a, **ac, **ac2, *tmp, **end;
int numactors = 0;
actors = new Actor * [_numActors];
// Make a list of all actors in this room
for (i = 1; i < _numActors; i++) {
a = derefActor(i);
if ((_features & GF_AFTER_V8) && a->layer < 0)
continue;
if (a->isInCurrentRoom())
actors[numactors++] = a;
}
if (!numactors) {
delete [] actors;
return;
}
end = actors + numactors;
// Sort actors by position before we draw them (to ensure that actors in
// front are drawn after those "behind" them).
for (ac = end - 1; ac >= actors; --ac) {
for (ac2 = actors; ac2 != ac; ++ac2) {
if (DRAW_ORDER(*ac2) > DRAW_ORDER(*(ac2 + 1))) {
tmp = *(ac2 + 1);
*(ac2 + 1) = *ac2;
*ac2 = tmp;
}
}
}
// Finally draw the now sorted actors
for (ac = actors; ac != end; ++ac) {
a = *ac;
if (a->costume) {
CHECK_HEAP getMaskFromBox(a->walkbox);
a->drawActorCostume();
CHECK_HEAP a->animateCostume();
}
}
delete [] actors;
}
// 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 Scumm::processUpperActors() {
Actor *a;
int i;
for (i = 1; i < _numActors; i++) {
a = derefActor(i);
if (a->isInCurrentRoom() && a->costume && a->layer < 0) {
CHECK_HEAP getMaskFromBox(a->walkbox);
a->drawActorCostume();
CHECK_HEAP a->animateCostume();
}
}
}
void Actor::drawActorCostume() {
if (!needRedraw)
return;
needRedraw = false;
setupActorScale();
if (!(_vm->_features & GF_NEW_COSTUMES)) {
CostumeRenderer cr(_vm);
cr._actorX = x - _vm->virtscr[0].xstart;
cr._actorY = y - elevation;
cr._scaleX = scalex;
cr._scaleY = scaley;
cr._outheight = _vm->virtscr[0].height;
// FIXME - Hack to fix two glitches in the scene where Bobbin
// heals Rusty: Bobbin's feet get masked when Rusty shows him
// what happens to The Forge, and Rusty gets masked after
// Bobbin heals him. (Room 34)
//
// It also fixes a much less noticable glitch when Bobbin
// jumps out of Mandible's cage. (Room 43)
//
// When an actor is moved around without regards to walkboxes,
// its walkbox is set to 0. Unfortunately that's a valid
// walkbox in older games, and its mask may be completely
// wrong for this purpose.
//
// So instead use the mask of the box where the actor happens
// to be at the moment or, if it's not in any box, don't mask
// at all.
//
// This is similar to the _zbuf == 100 check used for AKOS
// costumes, except I haven't been able to figure out the
// proper check here. It's not quite enough to check if
// ignoreBoxes != 0 and checking if walkbox == 0 yields too
// many false positives, e.g. Bobbin leaving the sandy beach
// towards the forest, or Stoke leaving the room where he
// locks up "Rusty".
//
// Until someone can find the proper fix, only apply it to the
// rooms where it's actually known to be needed.
if (_vm->_gameId == GID_LOOM256 && (_vm->_currentRoom == 34 || _vm->_currentRoom == 43) && walkbox == 0) {
int num_boxes, i;
cr._zbuf = 0;
num_boxes = _vm->getNumBoxes();
// Sometimes boxes overlap, so the direction of this
// loop matters in some rooms.
for (i = 0; i < num_boxes; i++) {
if (_vm->checkXYInBoxBounds(i, x, y)) {
cr._zbuf = _vm->getMaskFromBox(i);
break;
}
}
} else
cr._zbuf = _vm->getMaskFromBox(walkbox);
if (forceClip)
cr._zbuf = forceClip;
else if (isInClass(20))
cr._zbuf = 0;
else if (cr._zbuf > _vm->gdi._numZBuffer)
cr._zbuf = (byte)_vm->gdi._numZBuffer;
cr._shadow_mode = shadow_mode;
if (_vm->_features & GF_SMALL_HEADER)
cr._shadow_table = NULL;
else
cr._shadow_table = _vm->_shadowPalette;
cr.setCostume(costume);
cr.setPalette(palette);
cr.setFacing(this);
cr._draw_top = top = 0xFF;
cr._draw_bottom = bottom = 0;
cr._dirty_id = number;
/* if the actor is partially hidden, redraw it next frame */
if (cr.drawCostume(cost) & 1) {
needBgReset = true;
needRedraw = true;
}
top = cr._draw_top;
bottom = cr._draw_bottom;
} else {
AkosRenderer ar(_vm);
ar._actorX = x - _vm->virtscr[0].xstart;
ar._actorY = y - elevation;
ar._scaleX = scalex;
ar._scaleY = scaley;
ar._zbuf = forceClip;
if (ar._zbuf == 100) {
ar._zbuf = _vm->getMaskFromBox(walkbox);
if (ar._zbuf > _vm->gdi._numZBuffer)
ar._zbuf = _vm->gdi._numZBuffer;
}
ar.outptr = _vm->virtscr[0].screenPtr + _vm->virtscr[0].xstart;
ar.outwidth = _vm->virtscr[0].width;
ar.outheight = _vm->virtscr[0].height;
ar._shadow_mode = shadow_mode;
ar._shadow_table = _vm->_shadowPalette;
ar.setCostume(costume);
ar.setPalette(palette);
ar.setFacing(this);
ar._draw_top = top = 0x7fffffff;
ar._draw_bottom = bottom = 0;
ar._dirty_id = number;
if (ar.drawCostume(cost)) {
// FIXME: this breaks talking in The Dig because the actor
// is redrawn too often, thus breaking the waitForActor opcode.
// Note that I originally added this to correct some redraw issues.
// A "better" implementation would work like the corresponding code
// for "old" costumes, that is, only trigger a redraw if the actor
// is partially hidden / offscreen... but I am not sure the original
// actually does this, so before we spend time on implementing this,
// we should first figure out what the original code does here...
//needBgReset = true;
//needRedraw = true;
}
top = ar._draw_top;
bottom = ar._draw_bottom;
}
}
void Actor::animateCostume() {
if (costume == 0)
return;
animProgress++;
if (animProgress >= animSpeed) {
animProgress = 0;
if (_vm->_features & GF_NEW_COSTUMES) {
byte *akos = _vm->getResourceAddress(rtCostume, costume);
assert(akos);
if (_vm->akos_increaseAnims(akos, this)) {
needRedraw = true;
needBgReset = true;
}
} else {
LoadedCostume lc(_vm);
lc.loadCostume(costume);
if (lc.increaseAnims(this)) {
needRedraw = true;
needBgReset = true;
}
}
}
}
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;
byte *aksq, *akfo;
uint size;
byte *akos = _vm->getResourceAddress(rtCostume, costume);
assert(akos);
aksq = _vm->findResourceData(MKID('AKSQ'), akos);
akfo = _vm->findResourceData(MKID('AKFO'), akos);
size = _vm->getResourceDataSize(akfo) >> 1;
while (f--) {
if (cost.active[limb] != 0)
_vm->akos_increaseAnim(this, limb, aksq, (uint16 *)akfo, size);
}
// needRedraw = true;
// needBgReset = true;
}
}
void Scumm::setActorRedrawFlags(bool fg, bool bg) {
int i, j;
if (_fullRedraw) {
for (j = 1; j < _numActors; j++) {
Actor *a = derefActor(j);
a->needRedraw |= fg;
a->needBgReset |= bg;
}
} 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)) {
Actor *a = derefActor(j);
assert(a->number == j);
a->needRedraw |= fg;
a->needBgReset |= bg;
}
}
}
}
}
}
int Scumm::getActorFromPos(int x, int y) {
int i;
if (!testGfxAnyUsageBits(x >> 3))
return 0;
for (i = 1; i < _numActors; i++) {
Actor *a = derefActor(i);
assert(a->number == i);
if (testGfxUsageBit(x >> 3, i) && !getClass(i, 32) && y >= a->top && y <= a->bottom) {
return i;
}
}
return 0;
}
void Scumm::actorTalk() {
Actor *a;
_msgPtrToAdd = _charsetBuffer;
_messagePtr = addMessageToStack(_messagePtr);
assert((int)(_msgPtrToAdd - _charsetBuffer) < (int)(sizeof(_charsetBuffer)));
if (_actorToPrintStrFor == 0xFF) {
if (!_keepText)
stopTalk();
VAR(VAR_TALK_ACTOR) = 0xFF;
} else {
int oldact;
a = derefActorSafe(_actorToPrintStrFor, "actorTalk");
assert(a);
if (!a->isInCurrentRoom() && !(_features & GF_NEW_COSTUMES)) {
oldact = 0xFF;
} else {
if (!_keepText)
stopTalk();
VAR(VAR_TALK_ACTOR) = a->number;
if (!_string[0].no_talk_anim) {
a->startAnimActor(a->talkFrame1);
_useTalkAnims = true;
}
oldact = VAR(VAR_TALK_ACTOR);
}
if (oldact >= 0x80)
return;
}
if (VAR(VAR_TALK_ACTOR) > 0x7F) {
_charsetColor = (byte)_string[0].color;
} else {
a = derefActorSafe(VAR(VAR_TALK_ACTOR), "actorTalk(2)");
_charsetColor = a->talkColor;
}
_charsetBufPos = 0;
_talkDelay = 0;
_haveMsg = 0xFF;
VAR(VAR_HAVE_MSG) = 0xFF;
if (VAR_CHARCOUNT != 0xFF)
VAR(VAR_CHARCOUNT) = 0;
CHARSET_1();
}
void Scumm::stopTalk() {
int act;
_sound->stopTalkSound();
_haveMsg = 0;
_talkDelay = 0;
act = VAR(VAR_TALK_ACTOR);
if (act && act < 0x80) {
Actor *a = derefActorSafe(act, "stopTalk");
if ((a->isInCurrentRoom() && _useTalkAnims) || (_features & GF_NEW_COSTUMES)) {
a->startAnimActor(a->talkFrame2);
_useTalkAnims = false;
}
VAR(VAR_TALK_ACTOR) = 0xFF;
}
_keepText = false;
restoreCharsetBg();
}
void Scumm::clearMsgQueue() {
_messagePtr = (byte *)" ";
stopTalk();
}
void Actor::setActorCostume(int c) {
int i;
costumeNeedsInit = true;
if (visible) {
hideActor();
cost.reset();
costume = c;
showActor();
} else {
costume = c;
cost.reset();
}
if (_vm->_features & GF_NEW_COSTUMES) {
for (i = 0; i < 256; i++)
palette[i] = 0xFF;
} else if (_vm->_features & GF_OLD_BUNDLE) {
for (i = 0; i < 16; i++)
palette[i] = i;
} else {
for (i = 0; i < 32; i++)
palette[i] = 0xFF;
}
}
void Actor::startWalkActor(int destX, int destY, int dir) {
AdjustBoxResult abr;
// FIXME: Fingolfin isn't convinced calling adjustXYToBeInBox here is the
// right thing. In fact I think it might completly wrong...
abr = adjustXYToBeInBox(destX, destY, walkbox);
if (!isInCurrentRoom()) {
// FIXME: Should we really use abr.x / abr.y here? Shouldn't it be destX / destY?
// Considering that abr was obtained by adjustXYToBeInBox which works on
// the boxes in the *current* room no in the room the actor actually is in.
warning("When is this ever triggered anyway?");
x = abr.x;
y = abr.y;
if (dir != -1)
setDirection(dir);
return;
}
if (ignoreBoxes != 0) {
// FIXME: this seems wrong for GF_SMALL_HEADER games where walkbox
// is a valid box. Rather, I'd think that for these games, we should
// set walkbox to -1 or some other "illegal" value. The same for
// abr.dist (which is used to set walkdata.destbox after all).
// Also together with my above FIXME comment that would mean that up to
// here there is no reason to even call adjustXYToBeInBox....
abr.dist = 0;
walkbox = 0;
} else {
// FIXME: this prevents part of bug #605970 (Loom) from
// occuring, and also fixes a walk bug with Rusty's ghost.
// Not sure if there is a better way to achieve this.
if (walkbox == 0)
adjustActorPos();
// Fingolfin remarks on the above FIXME: this is yet another case of the
// walbox 0 problem... In many parts of the code we use "0" to denote "illegal walkbox",
// which is correct for newer games but wrong for GF_SMALL_HEADER games
// which use -1 / 0xFF for the same purpose.
if (_vm->checkXYInBoxBounds(walkdata.destbox, abr.x, abr.y)) {
abr.dist = walkdata.destbox;
} else {
abr = adjustXYToBeInBox(abr.x, abr.y, walkbox);
}
if (moving && walkdata.destdir == dir && walkdata.destx == abr.x && walkdata.desty == abr.y)
return;
}
if (x == abr.x && y == abr.y) {
turnToDirection(dir);
return;
}
walkdata.destx = abr.x;
walkdata.desty = abr.y;
walkdata.destbox = (byte)abr.dist; /* a box */
walkdata.destdir = dir;
moving = (moving & MF_IN_LEG) | MF_NEW_LEG;
walkdata.point3x = 32000;
walkdata.curbox = walkbox;
}
void Actor::startWalkAnim(int cmd, int angle) {
if (angle == -1)
angle = facing;
/* FIXME: (yazoo/fingolfin): using the walk script is buggy in Dig,
* troubles while walking. It's disabled until we can figure out how
* to fix this properly.
* Note: walk scripts aren't required to make the game
* work as usual
*/
#if 1
if (walk_script != 0) {
int args[16];
args[0] = number;
args[1] = cmd;
args[2] = angle;
_vm->runScript(walk_script, 1, 0, args);
} else
#endif
{
switch (cmd) {
case 1: /* start walk */
setDirection(angle);
startAnimActor(walkFrame);
break;
case 2: /* change dir only */
setDirection(angle);
break;
case 3: /* stop walk */
turnToDirection(angle);
startAnimActor(standFrame);
break;
}
}
}
void Actor::walkActor() {
int new_dir, box;
int16 foundPathX, foundPathY;
if (_vm->_features & GF_AFTER_V7) {
// FIXME - this is kind of a hack right now but it fixes the
// walk scripts in The Dig.
if (moving & MF_FROZEN) {
if (moving & MF_TURN) {
new_dir = updateActorDirection(false);
if (facing != new_dir)
setDirection(new_dir);
else
moving &= ~MF_TURN;
}
return;
}
}
if (moving == 0)
return;
if (!(moving & MF_NEW_LEG)) {
if (moving & MF_IN_LEG && actorWalkStep())
return;
if (moving & MF_LAST_LEG) {
moving = 0;
setBox(walkdata.destbox);
startWalkAnim(3, walkdata.destdir);
return;
}
if (moving & MF_TURN) {
new_dir = updateActorDirection(false);
if (facing != new_dir)
setDirection(new_dir);
else
moving = 0;
return;
}
setBox(walkdata.curbox);
moving &= MF_IN_LEG;
}
do {
moving &= ~MF_NEW_LEG;
if ((!walkbox && (!(_vm->_features & GF_SMALL_HEADER)))) {
setBox(walkdata.destbox);
walkdata.curbox = walkdata.destbox;
break;
}
if (walkbox == walkdata.destbox)
break;
box = _vm->getPathToDestBox(walkbox, walkdata.destbox);
if (box == -1 || box > 0xF0) {
walkdata.destbox = walkbox;
moving |= MF_LAST_LEG;
return;
}
walkdata.curbox = box;
if (_vm->findPathTowards(this, walkbox, box, walkdata.destbox, foundPathX, foundPathY))
break;
if (calcMovementFactor(foundPathX, foundPathY))
return;
setBox(walkdata.curbox);
} while (1);
moving |= MF_LAST_LEG;
calcMovementFactor(walkdata.destx, walkdata.desty);
}
void Actor::walkActorOld() {
ScummVM::Point gateLoc[5]; // Gate locations
int new_dir, next_box;
if (!moving)
return;
if (moving & MF_NEW_LEG) {
restart:
moving &= ~MF_NEW_LEG;
if (walkbox == 0xFF) {
walkbox = walkdata.destbox;
walkdata.curbox = walkdata.destbox;
moving |= MF_LAST_LEG;
calcMovementFactor(walkdata.destx, walkdata.desty);
return;
}
if (walkbox == walkdata.destbox) {
moving |= MF_LAST_LEG;
calcMovementFactor(walkdata.destx, walkdata.desty);
return;
}
next_box = _vm->getPathToDestBox(walkbox, walkdata.destbox);
if (next_box == -1) {
moving |= MF_LAST_LEG;
return;
}
walkdata.curbox = next_box;
_vm->findPathTowardsOld(this, walkbox, next_box, walkdata.destbox, gateLoc);
if (gateLoc[2].x == 32000 && gateLoc[3].x == 32000) {
moving |= MF_LAST_LEG;
calcMovementFactor(walkdata.destx, walkdata.desty);
return;
}
if (gateLoc[2].x != 32000) {
if (calcMovementFactor(gateLoc[2].x, gateLoc[2].y)) {
walkdata.point3x = gateLoc[3].x;
walkdata.point3y = gateLoc[3].y;
return;
}
}
if (calcMovementFactor(gateLoc[3].x, gateLoc[3].y))
return;
walkbox = walkdata.destbox;
goto restart;
}
if (moving & MF_IN_LEG && actorWalkStep())
return;
if (moving & MF_LAST_LEG) {
moving = 0;
startWalkAnim(3, walkdata.destdir);
return;
}
if (moving & MF_TURN) {
new_dir = updateActorDirection(false);
if (facing != new_dir)
setDirection(new_dir);
else
moving = 0;
return;
}
if (walkdata.point3x != 32000) {
if (calcMovementFactor(walkdata.point3x, walkdata.point3y)) {
walkdata.point3x = 32000;
return;
}
walkdata.point3x = 32000;
}
walkbox = walkdata.curbox;
moving &= MF_IN_LEG;
moving |= MF_NEW_LEG;
goto restart;
}
byte *Actor::getActorName() {
byte *ptr = _vm->getResourceAddress(rtActorName, number);
if (ptr == NULL)
return (byte *)" ";
return ptr;
}
void Actor::remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold) {
byte *akos, *rgbs, *akpl;
int akpl_size, i;
int r, g, b;
byte akpl_color;
if (!isInCurrentRoom()) {
warning("Remap actor %d not in current room", number);
return;
}
if (costume < 1 || costume >= _vm->_numCostumes - 1) {
warning("Remap actor %d invalid costume", number, costume);
return;
}
akos = _vm->getResourceAddress(rtCostume, costume);
if (!akos) {
warning("Can't remap actor %d, costume %d not found", number, costume);
return;
}
akpl = findResource(MKID('AKPL'), akos);
if (!akpl) {
warning("Can't remap actor %d, costume %d doesn't contain an AKPL block", number, costume);
return;
}
//get num palette entries
akpl_size = RES_SIZE(akpl) - 8;
//skip resource header
akpl = RES_DATA(akpl);
rgbs = findResource(MKID('RGBS'), akos);
if (!rgbs) {
warning("Can't remap actor %d costume %d doesn't contain an RGB block", number, costume);
return;
}
// skip resource header
rgbs = RES_DATA(rgbs);
for (i = 0; i < akpl_size; i++) {
r = *rgbs++;
g = *rgbs++;
b = *rgbs++;
akpl_color = *akpl++;
// allow remap of generic palette entry?
if (!shadow_mode || akpl_color >= 16) {
if (r_fact != 256)
r = (r * r_fact) >> 8;
if (g_fact != 256)
g = (g * g_fact) >> 8;
if (b_fact != 256)
b = (b * b_fact) >> 8;
palette[i] = _vm->remapPaletteColor(r, g, b, threshold);
}
}
}
void Scumm::resetActorBgs() {
Actor *a;
int i, j;
for (i = 0; i < gdi._numStrips; i++) {
int strip = _screenStartStrip + i;
for (j = 1; j < _numActors; j++) {
a = derefActor(j);
if (testGfxUsageBit(strip, j) && a->top != 0xFF && a->needBgReset) {
clearGfxUsageBit(strip, j);
if ((a->bottom - a->top) >= 0)
gdi.resetBackground(a->top, a->bottom, i);
}
}
}
for (i = 1; i < _numActors; i++) {
a = derefActor(i);
a->needBgReset = false;
}
}
void Actor::classChanged(int cls, bool value) {
switch(cls) {
case 20: // Never clip
break;
case 21: // Always clip
forceClip = value;
break;
case 22: // Ignore boxes
ignoreBoxes = value;
break;
case 29: // Y flip
break;
case 30: // X flip
break;
case 31: // ??
break;
}
}
bool Actor::isInClass(int cls) {
return _vm->getClass(number, cls);
}