mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-06 09:48:39 +00:00
148872d1fd
standard printf()s left, though. svn-id: r13791
1169 lines
25 KiB
C++
1169 lines
25 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "saga.h"
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#include "reinherit.h"
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#include "yslib.h"
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#include "game_mod.h"
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#include "cvar_mod.h"
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#include "console_mod.h"
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#include "rscfile_mod.h"
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#include "script_mod.h"
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#include "sndres.h"
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#include "sprite_mod.h"
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#include "font_mod.h"
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#include "text_mod.h"
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#include "sound.h"
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#include "actor_mod.h"
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#include "actor.h"
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#include "actordata.h"
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namespace Saga {
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static R_ACTOR_MODULE ActorModule;
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R_ACTIONTIMES ActionTDeltas[] = {
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{ ACTION_IDLE, 80 },
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{ ACTION_WALK, 80 },
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{ ACTION_SPEAK, 200 }
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};
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int ACTOR_Register() {
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CVAR_RegisterFunc(CF_actor_add, "actor_add", "<Actor id> <lx> <ly>", R_CVAR_NONE, 3, 3);
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CVAR_RegisterFunc(CF_actor_del, "actor_del", "<Actor id>", R_CVAR_NONE, 1, 1);
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CVAR_RegisterFunc(CF_actor_move, "actor_move", "<Actor id> <lx> <ly>", R_CVAR_NONE, 3, 3);
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CVAR_RegisterFunc(CF_actor_moverel, "actor_moverel", "<Actor id> <lx> <ly>", R_CVAR_NONE, 3, 3);
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CVAR_RegisterFunc(CF_actor_seto, "actor_seto", "<Actor id> <Orientation>", R_CVAR_NONE, 2, 2);
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CVAR_RegisterFunc(CF_actor_setact, "actor_setact", "<Actor id> <Action #>", R_CVAR_NONE, 2, 2);
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return R_SUCCESS;
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}
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int ACTOR_Init() {
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int result;
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int i;
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if (ActorModule.init) {
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ActorModule.err_str = "Actor module already initialized.";
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return R_FAILURE;
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}
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// Get actor resource file context
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result = GAME_GetFileContext(&ActorModule.actor_ctxt, R_GAME_RESOURCEFILE, 0);
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if (result != R_SUCCESS) {
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ActorModule.err_str = "Couldn't load actor module resource context.";
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return R_FAILURE;
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}
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// Create actor lookup table
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ActorModule.tbl = (YS_DL_NODE **)malloc(R_ACTORCOUNT * sizeof *ActorModule.tbl);
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if (ActorModule.tbl == NULL) {
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ActorModule.err_str = R_MEMFAIL_MSG;
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return R_MEM;
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}
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for (i = 0; i < R_ACTORCOUNT; i++) {
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ActorModule.tbl[i] = NULL;
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}
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// Create actor alias table
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ActorModule.alias_tbl = (int *)malloc(R_ACTORCOUNT * sizeof *ActorModule.alias_tbl);
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if (ActorModule.alias_tbl == NULL) {
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free(ActorModule.tbl);
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ActorModule.err_str = R_MEMFAIL_MSG;
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return R_MEM;
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}
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// Initialize alias table so each index contains itself
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for (i = 0; i < R_ACTORCOUNT; i++) {
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ActorModule.alias_tbl[i] = i;
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}
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// Create actor list
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ActorModule.list = ys_dll_create();
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ActorModule.init = 1;
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return R_SUCCESS;
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}
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int ACTOR_Shutdown() {
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if (!ActorModule.init) {
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return R_FAILURE;
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}
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if (ActorModule.tbl) {
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free(ActorModule.tbl);
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}
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return R_SUCCESS;
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}
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int ACTOR_Direct(int msec) {
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YS_DL_NODE *walk_p;
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R_ACTOR *actor;
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YS_DL_NODE *a_inode;
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R_ACTORINTENT *a_intent;
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int o_idx;
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int action_tdelta;
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// Walk down the actor list and direct each actor
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for (walk_p = ys_dll_head(ActorModule.list); walk_p != NULL; walk_p = ys_dll_next(walk_p)) {
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actor = (R_ACTOR *)ys_dll_get_data(walk_p);
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// Process the actor intent list
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a_inode = ys_dll_head(actor->a_intentlist);
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if (a_inode != NULL) {
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a_intent = (R_ACTORINTENT *)ys_dll_get_data(a_inode);
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switch (a_intent->a_itype) {
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case INTENT_NONE:
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// Actor doesn't really feel like doing anything at all
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break;
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case INTENT_PATH:
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// Actor intends to go somewhere. Well good for him
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{
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R_WALKINTENT *a_walkint;
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a_walkint = (R_WALKINTENT *)a_intent->a_data;
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HandleWalkIntent(actor, a_walkint, &a_intent->a_idone, msec);
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}
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break;
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case INTENT_SPEAK:
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// Actor wants to blab
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{
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R_SPEAKINTENT *a_speakint;
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a_speakint = (R_SPEAKINTENT *)a_intent->a_data;
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HandleSpeakIntent(actor, a_speakint, &a_intent->a_idone, msec);
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}
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break;
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default:
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break;
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}
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// If this actor intent was flagged as completed, remove it.
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if (a_intent->a_idone) {
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free(a_intent->a_data);
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ys_dll_delete(a_inode);
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actor->action = actor->def_action;
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actor->action_flags = actor->def_action_flags;
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actor->action_frame = 0;
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actor->action_time = 0;
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}
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} else {
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// Actor has no intent, idle?
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}
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// Process actor actions
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actor->action_time += msec;
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if (actor->action >= ACTION_COUNT) {
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action_tdelta = ACTOR_ACTIONTIME;
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} else {
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action_tdelta = ActionTDeltas[actor->action].time;
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}
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if (actor->action_time >= action_tdelta) {
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actor->action_time -= action_tdelta;
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actor->action_frame++;
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o_idx = ActorOrientationLUT[actor->orient];
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if (actor->act_tbl[actor->action].dir[o_idx].frame_count <= actor->action_frame) {
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if (actor->action_flags & ACTION_LOOP) {
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actor->action_frame = 0;
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} else {
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actor->action_frame--;
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}
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}
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}
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}
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return R_SUCCESS;
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}
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int ACTOR_DrawList() {
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YS_DL_NODE *walk_p;
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R_ACTOR *actor;
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YS_DL_NODE *a_inode;
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R_ACTORINTENT *a_intent;
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R_SPEAKINTENT *a_speakint;
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YS_DL_NODE *a_dnode;
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R_ACTORDIALOGUE *a_dialogue;
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int o_idx; //Orientation index
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int sprite_num;
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int diag_x, diag_y; // dialog coordinates
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R_SURFACE *back_buf;
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back_buf = GFX_GetBackBuffer();
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for (walk_p = ys_dll_head(ActorModule.list); walk_p != NULL; walk_p = ys_dll_next(walk_p)) {
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actor = (R_ACTOR *)ys_dll_get_data(walk_p);
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o_idx = ActorOrientationLUT[actor->orient];
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sprite_num = actor->act_tbl[actor->action].dir[o_idx].frame_index;
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sprite_num += actor->action_frame;
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SPRITE_DrawOccluded(back_buf, actor->sl_p, sprite_num, actor->s_pt.x, actor->s_pt.y);
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// If actor's current intent is to speak, oblige him by
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// displaying his dialogue
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a_inode = ys_dll_head(actor->a_intentlist);
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if (a_inode != NULL) {
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a_intent = (R_ACTORINTENT *)ys_dll_get_data(a_inode);
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if (a_intent->a_itype == INTENT_SPEAK) {
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a_speakint = (R_SPEAKINTENT *)a_intent->a_data;
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a_dnode = ys_dll_head(a_speakint->si_diaglist);
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if (a_dnode != NULL) {
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a_dialogue = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode);
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diag_x = actor->s_pt.x;
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diag_y = actor->s_pt.y;
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diag_y -= ACTOR_DIALOGUE_HEIGHT;
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TEXT_Draw(MEDIUM_FONT_ID, back_buf, a_dialogue->d_string, diag_x, diag_y, actor->a_dcolor, 0,
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FONT_OUTLINE | FONT_CENTERED);
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}
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}
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}
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}
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return R_SUCCESS;
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}
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// Called if the user wishes to skip a line of dialogue (spacebar in the
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// original game). Will find all actors currently talking and remove one
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// dialogue entry if there is a current speak intent present.
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int ACTOR_SkipDialogue() {
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YS_DL_NODE *walk_p;
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R_ACTOR *actor;
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YS_DL_NODE *a_inode;
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R_ACTORINTENT *a_intent;
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R_SPEAKINTENT *a_speakint;
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YS_DL_NODE *a_dnode;
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R_ACTORDIALOGUE *a_dialogue;
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if (!ActorModule.init) {
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return R_FAILURE;
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}
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for (walk_p = ys_dll_head(ActorModule.list); walk_p != NULL; walk_p = ys_dll_next(walk_p)) {
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actor = (R_ACTOR *)ys_dll_get_data(walk_p);
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// Check the actor's current intent for a speak intent
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a_inode = ys_dll_head(actor->a_intentlist);
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if (a_inode != NULL) {
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a_intent = (R_ACTORINTENT *)ys_dll_get_data(a_inode);
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if (a_intent->a_itype == INTENT_SPEAK) {
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// Okay, found a speak intent. Remove one dialogue entry
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// from it, releasing any semaphore */
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a_speakint = (R_SPEAKINTENT *)a_intent->a_data;
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a_dnode = ys_dll_head(a_speakint->si_diaglist);
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if (a_dnode != NULL) {
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a_dialogue = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode);
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if (a_dialogue->d_sem != NULL) {
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STHREAD_ReleaseSem(a_dialogue->d_sem);
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}
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ys_dll_delete(a_dnode);
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// And stop any currently playing voices
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_vm->_sound->stopVoice();
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}
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}
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}
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}
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return R_SUCCESS;
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}
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int ACTOR_Create(int actor_id, int x, int y) {
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R_ACTOR actor;
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if (actor_id == 1) {
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actor_id = 0;
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} else {
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actor_id = actor_id & ~0x2000;
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}
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actor.id = actor_id;
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actor.a_pt.x = x;
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actor.a_pt.y = y;
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if (AddActor(&actor) != R_SUCCESS) {
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return R_FAILURE;
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}
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return R_SUCCESS;
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}
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int AddActor(R_ACTOR * actor) {
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YS_DL_NODE *new_node;
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int last_frame;
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int i;
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if (!ActorModule.init) {
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return R_FAILURE;
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}
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if ((actor->id < 0) || (actor->id >= R_ACTORCOUNT)) {
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return R_FAILURE;
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}
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if (ActorModule.tbl[actor->id] != NULL) {
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return R_FAILURE;
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}
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ACTOR_AtoS(&actor->s_pt, &actor->a_pt);
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i = actor->id;
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actor->sl_rn = ActorTable[i].spritelist_rn;
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actor->si_rn = ActorTable[i].spriteindex_rn;
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LoadActorSpriteIndex(actor, actor->si_rn, &last_frame);
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if (SPRITE_LoadList(actor->sl_rn, &actor->sl_p) != R_SUCCESS) {
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return R_FAILURE;
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}
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if (last_frame >= SPRITE_GetListLen(actor->sl_p)) {
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debug(0, "Appending to sprite list %d.", actor->sl_rn);
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if (SPRITE_AppendList(actor->sl_rn + 1,
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actor->sl_p) != R_SUCCESS) {
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return R_FAILURE;
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}
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}
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actor->a_dcolor = ActorTable[i].color;
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actor->orient = ACTOR_DEFAULT_ORIENT;
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actor->a_intentlist = ys_dll_create();
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actor->def_action = 0;
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actor->def_action_flags = 0;
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actor->action = 0;
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actor->action_flags = 0;
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actor->action_time = 0;
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actor->action_frame = 0;
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new_node = ys_dll_insert(ActorModule.list, actor, sizeof *actor, Z_Compare);
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if (new_node == NULL) {
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return R_FAILURE;
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}
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actor = (R_ACTOR *)ys_dll_get_data(new_node);
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actor->node = new_node;
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ActorModule.tbl[i] = new_node;
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ActorModule.count++;
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return R_SUCCESS;
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}
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int ACTOR_GetActorIndex(uint16 actor_id) {
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uint16 actor_idx;
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if (actor_id == 1) {
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actor_idx = 0;
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} else {
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actor_idx = actor_id & ~0x2000;
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}
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if (ActorModule.tbl[actor_idx] == NULL) {
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return -1;
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}
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return actor_idx;
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}
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int ACTOR_ActorExists(uint16 actor_id) {
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uint16 actor_idx;
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if (actor_id == 1) {
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actor_idx = 0;
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} else {
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actor_idx = actor_id & ~0x2000;
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}
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if (ActorModule.tbl[actor_idx] == NULL) {
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return 0;
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}
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return 1;
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}
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int ACTOR_Speak(int index, const char *d_string, uint16 d_voice_rn, R_SEMAPHORE *sem) {
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YS_DL_NODE *node;
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R_ACTOR *actor;
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YS_DL_NODE *a_inode;
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R_ACTORINTENT *a_intent_p = NULL;
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R_SPEAKINTENT *a_speakint;
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R_ACTORINTENT a_intent;
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int use_existing_ai = 0;
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R_ACTORDIALOGUE a_dialogue;
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a_dialogue.d_string = d_string;
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a_dialogue.d_voice_rn = d_voice_rn;
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a_dialogue.d_time = ACTOR_GetSpeechTime(d_string, d_voice_rn);
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a_dialogue.d_sem_held = 1;
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a_dialogue.d_sem = sem;
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node = ActorModule.tbl[index];
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if (node == NULL) {
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return R_FAILURE;
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}
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actor = (R_ACTOR *)ys_dll_get_data(node);
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// If actor's last registered intent is to speak, we can queue the
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// requested dialogue on that intent context; so examine the last
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// intent
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a_inode = ys_dll_tail(actor->a_intentlist);
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if (a_inode != NULL) {
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a_intent_p = (R_ACTORINTENT *)ys_dll_get_data(a_inode);
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if (a_intent_p->a_itype == INTENT_SPEAK) {
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use_existing_ai = 1;
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}
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}
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if (use_existing_ai) {
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// Store the current dialogue off the existing actor intent
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a_speakint = (R_SPEAKINTENT *)a_intent_p->a_data;
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ys_dll_add_tail(a_speakint->si_diaglist, &a_dialogue, sizeof a_dialogue);
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} else {
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// Create a new actor intent
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a_intent.a_itype = INTENT_SPEAK;
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a_intent.a_idone = 0;
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a_intent.a_iflags = 0;
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a_speakint = (R_SPEAKINTENT *)malloc(sizeof *a_speakint);
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if (a_speakint == NULL) {
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return R_FAILURE;
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}
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a_speakint->si_init = 0;
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a_speakint->si_diaglist = ys_dll_create();
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a_speakint->si_last_action = actor->action;
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a_intent.a_data = a_speakint;
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ys_dll_add_tail(a_speakint->si_diaglist, &a_dialogue, sizeof a_dialogue);
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ys_dll_add_tail(actor->a_intentlist, &a_intent, sizeof a_intent);
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}
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if (sem != NULL) {
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STHREAD_HoldSem(sem);
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}
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return R_SUCCESS;
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}
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int HandleSpeakIntent(R_ACTOR *actor, R_SPEAKINTENT *a_speakint, int *complete_p, int msec) {
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YS_DL_NODE *a_dnode;
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YS_DL_NODE *a_dnext;
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R_ACTORDIALOGUE *a_dialogue;
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R_ACTORDIALOGUE *a_dialogue2;
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long carry_time;
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int intent_complete = 0;
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if (!a_speakint->si_init) {
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// Initialize speak intent by setting up action
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actor->action = ACTION_SPEAK;
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actor->action_frame = 0;
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actor->action_time = 0;
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actor->action_flags = ACTION_LOOP;
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a_speakint->si_init = 1;
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}
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// Process actor dialogue list
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a_dnode = ys_dll_head(a_speakint->si_diaglist);
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if (a_dnode != NULL) {
|
|
a_dialogue = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode);
|
|
if (!a_dialogue->d_playing) {
|
|
// Dialogue voice hasn't played yet - play it now
|
|
_vm->_sndRes->playVoice(a_dialogue->d_voice_rn);
|
|
a_dialogue->d_playing = 1;
|
|
}
|
|
|
|
a_dialogue->d_time -= msec;
|
|
if (a_dialogue->d_time <= 0) {
|
|
// Dialogue time has expired; carry negative time to next
|
|
// dialogue entry if present, release any semaphores and
|
|
// delete the expired entry
|
|
|
|
//actor->action = ACTION_IDLE;
|
|
|
|
if (a_dialogue->d_sem != NULL) {
|
|
STHREAD_ReleaseSem(a_dialogue->d_sem);
|
|
}
|
|
|
|
carry_time = a_dialogue->d_time;
|
|
|
|
a_dnext = ys_dll_next(a_dnode);
|
|
if (a_dnext != NULL) {
|
|
a_dialogue2 = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode);
|
|
a_dialogue2->d_time -= carry_time;
|
|
}
|
|
|
|
ys_dll_delete(a_dnode);
|
|
|
|
// Check if there are any dialogue nodes left. If not,
|
|
// flag this speech intent as complete
|
|
|
|
a_dnode = ys_dll_head(a_speakint->si_diaglist);
|
|
if (a_dnode == NULL) {
|
|
intent_complete = 1;
|
|
}
|
|
}
|
|
} else {
|
|
intent_complete = 1;
|
|
}
|
|
|
|
if (intent_complete) {
|
|
*complete_p = 1;
|
|
}
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
int ACTOR_GetSpeechTime(const char *d_string, uint16 d_voice_rn) {
|
|
int voice_len;
|
|
|
|
voice_len = _vm->_sndRes->getVoiceLength(d_voice_rn);
|
|
|
|
if (voice_len < 0) {
|
|
voice_len = strlen(d_string) * ACTOR_DIALOGUE_LETTERTIME;
|
|
}
|
|
|
|
return voice_len;
|
|
}
|
|
|
|
int ACTOR_SetOrientation(int index, int orient) {
|
|
R_ACTOR *actor;
|
|
|
|
if (!ActorModule.init) {
|
|
return R_FAILURE;
|
|
}
|
|
|
|
if ((orient < 0) || (orient > 7)) {
|
|
return R_FAILURE;
|
|
}
|
|
|
|
actor = LookupActor(index);
|
|
if (actor == NULL) {
|
|
|
|
return R_FAILURE;
|
|
}
|
|
|
|
actor->orient = orient;
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
int ACTOR_SetAction(int index, int action_n, uint16 action_flags) {
|
|
R_ACTOR *actor;
|
|
|
|
if (!ActorModule.init) {
|
|
return R_FAILURE;
|
|
}
|
|
|
|
actor = LookupActor(index);
|
|
if (actor == NULL) {
|
|
return R_FAILURE;
|
|
}
|
|
|
|
if ((action_n < 0) || (action_n >= actor->action_ct)) {
|
|
return R_FAILURE;
|
|
}
|
|
|
|
actor->action = action_n;
|
|
actor->action_flags = action_flags;
|
|
actor->action_frame = 0;
|
|
actor->action_time = 0;
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
int ACTOR_SetDefaultAction(int index, int action_n, uint16 action_flags) {
|
|
R_ACTOR *actor;
|
|
|
|
if (!ActorModule.init) {
|
|
return R_FAILURE;
|
|
}
|
|
|
|
actor = LookupActor(index);
|
|
if (actor == NULL) {
|
|
return R_FAILURE;
|
|
}
|
|
|
|
if ((action_n < 0) || (action_n >= actor->action_ct)) {
|
|
return R_FAILURE;
|
|
}
|
|
|
|
actor->def_action = action_n;
|
|
actor->def_action_flags = action_flags;
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
R_ACTOR *LookupActor(int index) {
|
|
YS_DL_NODE *node;
|
|
R_ACTOR *actor;
|
|
|
|
if (!ActorModule.init) {
|
|
return NULL;
|
|
}
|
|
|
|
if ((index < 0) || (index >= R_ACTORCOUNT)) {
|
|
return NULL;
|
|
}
|
|
|
|
if (ActorModule.tbl[index] == NULL) {
|
|
return NULL;
|
|
}
|
|
|
|
node = ActorModule.tbl[index];
|
|
actor = (R_ACTOR *)ys_dll_get_data(node);
|
|
|
|
return actor;
|
|
}
|
|
|
|
int LoadActorSpriteIndex(R_ACTOR * actor, int si_rn, int *last_frame_p) {
|
|
byte *res_p;
|
|
size_t res_len;
|
|
int s_action_ct;
|
|
R_ACTORACTION *action_p;
|
|
int last_frame;
|
|
int i, orient;
|
|
int result;
|
|
|
|
result = RSC_LoadResource(ActorModule.actor_ctxt, si_rn, &res_p, &res_len);
|
|
if (result != R_SUCCESS) {
|
|
warning("Couldn't load sprite action index resource");
|
|
return R_FAILURE;
|
|
}
|
|
|
|
s_action_ct = res_len / 16;
|
|
debug(0, "Sprite resource contains %d sprite actions.", s_action_ct);
|
|
action_p = (R_ACTORACTION *)malloc(sizeof(R_ACTORACTION) * s_action_ct);
|
|
|
|
MemoryReadStream *readS = new MemoryReadStream(res_p, res_len);
|
|
|
|
if (action_p == NULL) {
|
|
warning("Couldn't allocate memory for sprite actions");
|
|
RSC_FreeResource(res_p);
|
|
return R_MEM;
|
|
}
|
|
|
|
last_frame = 0;
|
|
|
|
for (i = 0; i < s_action_ct; i++) {
|
|
for (orient = 0; orient < 4; orient++) {
|
|
// Load all four orientations
|
|
action_p[i].dir[orient].frame_index = readS->readUint16LE();
|
|
action_p[i].dir[orient].frame_count = readS->readUint16LE();
|
|
if (action_p[i].dir[orient].frame_index > last_frame) {
|
|
last_frame = action_p[i].dir[orient].frame_index;
|
|
}
|
|
}
|
|
}
|
|
|
|
actor->act_tbl = action_p;
|
|
actor->action_ct = s_action_ct;
|
|
|
|
RSC_FreeResource(res_p);
|
|
|
|
if (last_frame_p != NULL) {
|
|
*last_frame_p = last_frame;
|
|
}
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
int DeleteActor(int index) {
|
|
YS_DL_NODE *node;
|
|
R_ACTOR *actor;
|
|
|
|
if (!ActorModule.init) {
|
|
return R_FAILURE;
|
|
}
|
|
|
|
if ((index < 0) || (index >= R_ACTORCOUNT)) {
|
|
return R_FAILURE;
|
|
}
|
|
|
|
if (ActorModule.tbl[index] == NULL) {
|
|
return R_FAILURE;
|
|
}
|
|
|
|
node = ActorModule.tbl[index];
|
|
actor = (R_ACTOR *)ys_dll_get_data(node);
|
|
|
|
SPRITE_Free(actor->sl_p);
|
|
|
|
ys_dll_delete(node);
|
|
|
|
ActorModule.tbl[index] = NULL;
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
int ACTOR_WalkTo(int id, R_POINT *walk_pt, uint16 flags, R_SEMAPHORE *sem) {
|
|
R_ACTORINTENT actor_intent;
|
|
R_WALKINTENT *walk_intent;
|
|
R_WALKINTENT zero_intent;
|
|
YS_DL_NODE *node;
|
|
R_ACTOR *actor;
|
|
|
|
assert(ActorModule.init);
|
|
assert(walk_pt != NULL);
|
|
|
|
if ((id < 0) || (id >= R_ACTORCOUNT)) {
|
|
return R_FAILURE;
|
|
}
|
|
|
|
if (ActorModule.tbl[id] == NULL) {
|
|
return R_FAILURE;
|
|
}
|
|
|
|
node = ActorModule.tbl[id];
|
|
actor = (R_ACTOR *)ys_dll_get_data(node);
|
|
|
|
walk_intent = (R_WALKINTENT *)malloc(sizeof *walk_intent);
|
|
if (walk_intent == NULL) {
|
|
return R_MEM;
|
|
}
|
|
|
|
*walk_intent = zero_intent;
|
|
|
|
walk_intent->wi_flags = flags;
|
|
walk_intent->sem_held = 1;
|
|
walk_intent->sem = sem;
|
|
|
|
// HandleWalkIntent() will create path on initialization
|
|
walk_intent->wi_init = 0;
|
|
walk_intent->dst_pt = *walk_pt;
|
|
|
|
actor_intent.a_itype = INTENT_PATH;
|
|
actor_intent.a_iflags = 0;
|
|
actor_intent.a_data = walk_intent;
|
|
|
|
ys_dll_add_tail(actor->a_intentlist, &actor_intent, sizeof actor_intent);
|
|
|
|
if (sem != NULL) {
|
|
STHREAD_HoldSem(sem);
|
|
}
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
int ACTOR_SetPathNode(R_WALKINTENT *walk_int, R_POINT *src_pt, R_POINT *dst_pt, R_SEMAPHORE *sem) {
|
|
R_WALKNODE new_node;
|
|
|
|
walk_int->wi_active = 1;
|
|
walk_int->org = *src_pt;
|
|
|
|
assert((walk_int != NULL) && (src_pt != NULL) && (dst_pt != NULL));
|
|
assert(walk_int->nodelist != NULL);
|
|
|
|
new_node.node_pt = *dst_pt;
|
|
new_node.calc_flag = 0;
|
|
|
|
ys_dll_add_tail(walk_int->nodelist, &new_node, sizeof new_node);
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
int HandleWalkIntent(R_ACTOR *actor, R_WALKINTENT *a_walkint, int *complete_p, int delta_time) {
|
|
YS_DL_NODE *walk_p;
|
|
YS_DL_NODE *next_p;
|
|
|
|
R_WALKNODE *node_p;
|
|
int dx;
|
|
int dy;
|
|
|
|
double path_a;
|
|
double path_b;
|
|
double path_slope;
|
|
|
|
double path_x;
|
|
double path_y;
|
|
int path_time;
|
|
|
|
double new_a_x;
|
|
double new_a_y;
|
|
|
|
int actor_x;
|
|
int actor_y;
|
|
|
|
char buf[100];
|
|
|
|
// Initialize walk intent
|
|
if (!a_walkint->wi_init) {
|
|
a_walkint->nodelist = ys_dll_create();
|
|
ACTOR_SetPathNode(a_walkint, &actor->a_pt, &a_walkint->dst_pt, a_walkint->sem);
|
|
ACTOR_SetDefaultAction(actor->id, ACTION_IDLE, ACTION_NONE);
|
|
a_walkint->wi_init = 1;
|
|
}
|
|
|
|
assert(a_walkint->wi_active);
|
|
|
|
walk_p = ys_dll_head(a_walkint->nodelist);
|
|
next_p = ys_dll_next(walk_p);
|
|
|
|
node_p = (R_WALKNODE *)ys_dll_get_data(walk_p);
|
|
|
|
if (node_p->calc_flag == 0) {
|
|
|
|
debug(2, "Calculating new path vector to point (%d, %d)", node_p->node_pt.x, node_p->node_pt.y);
|
|
|
|
dx = a_walkint->org.x - node_p->node_pt.x;
|
|
dy = a_walkint->org.y - node_p->node_pt.y;
|
|
|
|
if (dx == 0) {
|
|
|
|
debug(0, "Vertical paths not implemented.");
|
|
|
|
ys_dll_delete(walk_p);
|
|
a_walkint->wi_active = 0;
|
|
|
|
// Release path semaphore
|
|
if ((a_walkint->sem != NULL) && a_walkint->sem_held) {
|
|
STHREAD_ReleaseSem(a_walkint->sem);
|
|
}
|
|
|
|
*complete_p = 1;
|
|
return R_FAILURE;
|
|
}
|
|
|
|
a_walkint->slope = (float)dy / dx;
|
|
|
|
if (dx > 0) {
|
|
a_walkint->x_dir = -1;
|
|
if (!(a_walkint->wi_flags & WALK_NOREORIENT)) {
|
|
if (a_walkint->slope > 1.0) {
|
|
actor->orient = ORIENT_N;
|
|
} else if (a_walkint->slope < -1.0) {
|
|
actor->orient = ORIENT_S;
|
|
} else {
|
|
actor->orient = ORIENT_W;
|
|
}
|
|
}
|
|
} else {
|
|
a_walkint->x_dir = 1;
|
|
if (!(a_walkint->wi_flags & WALK_NOREORIENT)) {
|
|
if (a_walkint->slope > 1.0) {
|
|
actor->orient = ORIENT_S;
|
|
} else if (a_walkint->slope < -1.0) {
|
|
actor->orient = ORIENT_N;
|
|
} else {
|
|
actor->orient = ORIENT_E;
|
|
}
|
|
}
|
|
}
|
|
|
|
sprintf(buf, "%f", a_walkint->slope);
|
|
|
|
debug(2, "Path slope: %s.", buf);
|
|
|
|
actor->action = ACTION_WALK;
|
|
actor->action_flags = ACTION_LOOP;
|
|
a_walkint->time = 0;
|
|
node_p->calc_flag = 1;
|
|
}
|
|
|
|
a_walkint->time += delta_time;
|
|
path_time = a_walkint->time;
|
|
|
|
path_a = ACTOR_BASE_SPEED * path_time;
|
|
path_b = ACTOR_BASE_SPEED * path_time * ACTOR_BASE_ZMOD;
|
|
path_slope = a_walkint->slope * a_walkint->x_dir;
|
|
|
|
path_x = (path_a * path_b) / sqrt((path_a * path_a) * (path_slope * path_slope) + (path_b * path_b));
|
|
|
|
path_y = path_slope * path_x;
|
|
path_x = path_x * a_walkint->x_dir;
|
|
|
|
new_a_x = path_x + a_walkint->org.x;
|
|
new_a_y = path_y + a_walkint->org.y;
|
|
|
|
if (a_walkint->x_dir == 1) {
|
|
|
|
if (new_a_x >= node_p->node_pt.x) {
|
|
debug(2, "Path complete.");
|
|
ys_dll_delete(walk_p);
|
|
a_walkint->wi_active = 0;
|
|
|
|
// Release path semaphore
|
|
if (a_walkint->sem != NULL) {
|
|
STHREAD_ReleaseSem(a_walkint->sem);
|
|
}
|
|
|
|
actor->action_frame = 0;
|
|
actor->action = ACTION_IDLE;
|
|
*complete_p = 1;
|
|
return R_FAILURE;
|
|
}
|
|
} else {
|
|
if (new_a_x <= node_p->node_pt.x) {
|
|
debug(2, "Path complete.");
|
|
ys_dll_delete(walk_p);
|
|
a_walkint->wi_active = 0;
|
|
|
|
// Release path semaphore
|
|
if (a_walkint->sem != NULL) {
|
|
STHREAD_ReleaseSem(a_walkint->sem);
|
|
}
|
|
|
|
actor->action_frame = 0;
|
|
actor->action = ACTION_IDLE;
|
|
*complete_p = 1;
|
|
return R_FAILURE;
|
|
}
|
|
}
|
|
|
|
actor_x = (int)new_a_x;
|
|
actor_y = (int)new_a_y;
|
|
|
|
actor->a_pt.x = (int)new_a_x;
|
|
actor->a_pt.y = (int)new_a_y;
|
|
|
|
actor->s_pt.x = actor->a_pt.x >> 2;
|
|
actor->s_pt.y = actor->a_pt.y >> 2;
|
|
|
|
if (path_slope < 0) {
|
|
ys_dll_reorder_up(ActorModule.list, actor->node, Z_Compare);
|
|
|
|
} else {
|
|
ys_dll_reorder_down(ActorModule.list, actor->node, Z_Compare);
|
|
}
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
int ACTOR_Move(int index, R_POINT *move_pt) {
|
|
YS_DL_NODE *node;
|
|
R_ACTOR *actor;
|
|
|
|
int move_up = 0;
|
|
|
|
node = ActorModule.tbl[index];
|
|
if (node == NULL) {
|
|
return R_FAILURE;
|
|
}
|
|
|
|
actor = (R_ACTOR *)ys_dll_get_data(node);
|
|
|
|
if (move_pt->y < actor->a_pt.y) {
|
|
move_up = 1;
|
|
}
|
|
|
|
actor->a_pt.x = move_pt->x;
|
|
actor->a_pt.y = move_pt->y;
|
|
|
|
ACTOR_AtoS(&actor->s_pt, &actor->a_pt);
|
|
|
|
if (move_up) {
|
|
ys_dll_reorder_up(ActorModule.list, actor->node, Z_Compare);
|
|
} else {
|
|
|
|
ys_dll_reorder_down(ActorModule.list, actor->node, Z_Compare);
|
|
}
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
int ACTOR_MoveRelative(int index, R_POINT *move_pt) {
|
|
YS_DL_NODE *node;
|
|
R_ACTOR *actor;
|
|
|
|
node = ActorModule.tbl[index];
|
|
if (node == NULL) {
|
|
return R_FAILURE;
|
|
}
|
|
|
|
actor = (R_ACTOR *)ys_dll_get_data(node);
|
|
|
|
actor->a_pt.x += move_pt->x;
|
|
actor->a_pt.y += move_pt->y;
|
|
|
|
ACTOR_AtoS(&actor->s_pt, &actor->a_pt);
|
|
|
|
if (actor->a_pt.y < 0) {
|
|
|
|
ys_dll_reorder_up(ActorModule.list, actor->node, Z_Compare);
|
|
} else {
|
|
|
|
ys_dll_reorder_down(ActorModule.list, actor->node, Z_Compare);
|
|
|
|
}
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
int Z_Compare(const void *elem1, const void *elem2) {
|
|
const R_ACTOR *actor1 = (const R_ACTOR *) elem1;
|
|
const R_ACTOR *actor2 = (const R_ACTOR *) elem2;
|
|
|
|
if (actor1->a_pt.y == actor2->a_pt.y) {
|
|
return 0;
|
|
} else if (actor1->a_pt.y < actor2->a_pt.y) {
|
|
return -1;
|
|
} else {
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
int ACTOR_AtoS(R_POINT *screen, const R_POINT *actor) {
|
|
screen->x = (actor->x / R_ACTOR_LMULT);
|
|
screen->y = (actor->y / R_ACTOR_LMULT);
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
int ACTOR_StoA(R_POINT *actor, const R_POINT *screen) {
|
|
actor->x = (screen->x * R_ACTOR_LMULT);
|
|
actor->y = (screen->y * R_ACTOR_LMULT);
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
static void CF_actor_add(int argc, char *argv[]) {
|
|
R_ACTOR actor;
|
|
|
|
if (argc < 3)
|
|
return;
|
|
|
|
actor.id = (uint16) atoi(argv[0]);
|
|
|
|
actor.a_pt.x = atoi(argv[1]);
|
|
actor.a_pt.y = atoi(argv[2]);
|
|
|
|
AddActor(&actor);
|
|
|
|
return;
|
|
}
|
|
|
|
static void CF_actor_del(int argc, char *argv[]) {
|
|
int id;
|
|
|
|
if (argc < 0)
|
|
return;
|
|
|
|
id = atoi(argv[0]);
|
|
|
|
DeleteActor(id);
|
|
|
|
return;
|
|
}
|
|
|
|
static void CF_actor_move(int argc, char *argv[]) {
|
|
int id;
|
|
R_POINT move_pt;
|
|
|
|
if (argc < 2)
|
|
return;
|
|
|
|
id = atoi(argv[0]);
|
|
|
|
move_pt.x = atoi(argv[1]);
|
|
move_pt.y = atoi(argv[2]);
|
|
|
|
ACTOR_Move(id, &move_pt);
|
|
|
|
return;
|
|
}
|
|
|
|
static void CF_actor_moverel(int argc, char *argv[]) {
|
|
int id;
|
|
R_POINT move_pt;
|
|
|
|
if (argc < 3)
|
|
return;
|
|
|
|
id = atoi(argv[0]);
|
|
|
|
move_pt.x = atoi(argv[1]);
|
|
move_pt.y = atoi(argv[2]);
|
|
|
|
ACTOR_MoveRelative(id, &move_pt);
|
|
|
|
return;
|
|
}
|
|
|
|
static void CF_actor_seto(int argc, char *argv[]) {
|
|
int id;
|
|
int orient;
|
|
|
|
if (argc < 2)
|
|
return;
|
|
|
|
id = atoi(argv[0]);
|
|
orient = atoi(argv[1]);
|
|
|
|
ACTOR_SetOrientation(id, orient);
|
|
|
|
return;
|
|
}
|
|
|
|
static void CF_actor_setact(int argc, char *argv[]) {
|
|
int index = 0;
|
|
int action_n = 0;
|
|
|
|
R_ACTOR *actor;
|
|
|
|
if (argc < 2)
|
|
return;
|
|
|
|
index = atoi(argv[0]);
|
|
action_n = atoi(argv[1]);
|
|
|
|
actor = LookupActor(index);
|
|
if (actor == NULL) {
|
|
CON_Print("Invalid actor index.");
|
|
|
|
return;
|
|
}
|
|
|
|
if ((action_n < 0) || (action_n >= actor->action_ct)) {
|
|
CON_Print("Invalid action number.");
|
|
|
|
return;
|
|
}
|
|
|
|
CON_Print("Action frame counts: %d %d %d %d.",
|
|
actor->act_tbl[action_n].dir[0].frame_count,
|
|
actor->act_tbl[action_n].dir[1].frame_count,
|
|
actor->act_tbl[action_n].dir[2].frame_count,
|
|
actor->act_tbl[action_n].dir[3].frame_count);
|
|
|
|
ACTOR_SetAction(index, action_n, ACTION_LOOP);
|
|
|
|
return;
|
|
}
|
|
|
|
} // End of namespace Saga
|