scummvm/saga/actor.cpp
2004-12-24 12:47:16 +00:00

1083 lines
28 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/console.h"
#include "saga/rscfile_mod.h"
#include "saga/script.h"
#include "saga/sndres.h"
#include "saga/sprite.h"
#include "saga/font.h"
#include "saga/text.h"
#include "saga/sound.h"
#include "saga/scene.h"
#include "saga/actionmap.h"
#include "saga/actor.h"
#include "saga/actordata.h"
#include "saga/stream.h"
#include "saga/interface.h"
#include "common/config-manager.h"
namespace Saga {
static int actorCompare(const ActorDataPointer& actor1, const ActorDataPointer& actor2) {
if (actor1->location.y == actor2->location.y) {
return 0;
} else if (actor1->location.y < actor2->location.y) {
return -1;
} else {
return 1;
}
}
ACTIONTIMES ActionTDeltas[] = {
{ ACTION_IDLE, 80 },
{ ACTION_WALK, 80 },
{ ACTION_SPEAK, 200 }
};
// Lookup table to convert 8 cardinal directions to 4
int ActorDirectectionsLUT[8] = {
ACTOR_DIRECTION_BACK, // kDirUp
ACTOR_DIRECTION_RIGHT, // kkDirUpRight
ACTOR_DIRECTION_RIGHT, // kDirRight
ACTOR_DIRECTION_RIGHT, // kDirDownRight
ACTOR_DIRECTION_FORWARD,// kDirDown
ACTOR_DIRECTION_LEFT, // kDirDownLeft
ACTOR_DIRECTION_LEFT, // kDirLeft
ACTOR_DIRECTION_LEFT, // kDirUpLeft
};
Actor::Actor(SagaEngine *vm) : _vm(vm) {
int i;
ActorData *actor;
debug(9, "Actor::Actor()");
_centerActor = _protagonist = NULL;
_lastTickMsec = 0;
// Get actor resource file context
_actorContext = _vm->getFileContext(GAME_RESOURCEFILE, 0);
if (_actorContext == NULL) {
error("Actor::Actor(): Couldn't load actor module resource context.");
}
for (i = 0; i < ACTORCOUNT; i++) {
actor = &_actors[i];
actor->actorId = ACTOR_INDEX_TO_ID(i);
actor->index = i;
debug(9, "init actorId=0x%X index=0x%X", actor->actorId, actor->index);
actor->nameIndex = ActorTable[i].nameIndex;
actor->spriteListResourceId = ActorTable[i].spriteListResourceId;
actor->frameListResourceId = ActorTable[i].frameListResourceId;
actor->speechColor = ActorTable[i].speechColor;
actor->sceneNumber = ActorTable[i].sceneIndex;
actor->flags = ActorTable[i].flags;
actor->currentAction = ActorTable[i].currentAction;
actor->facingDirection = ActorTable[i].facingDirection;
actor->actionDirection = ActorTable[i].actionDirection;
actor->frameNumber = 0;
actor->targetObject = ID_NOTHING;
actor->location.x = ActorTable[i].x;
actor->location.y = ActorTable[i].y;
actor->location.z = ActorTable[i].z;
actor->disabled = !loadActorResources(actor);
if (actor->disabled) {
warning("Disabling actorId=0x%X index=0x%X", actor->actorId, actor->index);
}
}
}
Actor::~Actor() {
int i;
ActorData *actor;
debug(9, "Actor::~Actor()");
//release resources
for (i = 0; i < ACTORCOUNT; i++) {
actor = &_actors[i];
free(actor->frames);
_vm->_sprite->freeSprite(actor->spriteList);
}
}
bool Actor::loadActorResources(ActorData * actor) {
byte *resourcePointer;
size_t resourceLength;
int framesCount;
ActorFrameSequence *framesPointer;
int lastFrame;
int i, orient;
int result;
debug(9, "Loading frame resource id 0x%X", actor->frameListResourceId);
result = RSC_LoadResource(_actorContext, actor->frameListResourceId, &resourcePointer, &resourceLength);
if (result != SUCCESS) {
warning("Couldn't load sprite action index resource");
return false;
}
framesCount = resourceLength / 16;
debug(9, "Frame resource contains %d frames", framesCount);
framesPointer = (ActorFrameSequence *)malloc(sizeof(ActorFrameSequence) * framesCount);
if (framesPointer == NULL) {
error("Couldn't allocate memory for sprite frames");
}
MemoryReadStreamEndian readS(resourcePointer, resourceLength, IS_BIG_ENDIAN);
lastFrame = 0;
for (i = 0; i < framesCount; i++) {
for (orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) {
// Load all four orientations
framesPointer[i].directions[orient].frameIndex = readS.readUint16();
framesPointer[i].directions[orient].frameCount = readS.readSint16();
if (framesPointer[i].directions[orient].frameCount < 0)
warning("frameCount < 0", framesPointer[i].directions[orient].frameCount);
if (framesPointer[i].directions[orient].frameIndex > lastFrame) {
lastFrame = framesPointer[i].directions[orient].frameIndex;
}
}
}
RSC_FreeResource(resourcePointer);
actor->frames = framesPointer;
actor->framesCount = framesCount;
debug(9, "Loading sprite resource id 0x%X", actor->spriteListResourceId);
if (_vm->_sprite->loadList(actor->spriteListResourceId, &actor->spriteList) != SUCCESS) {
warning("Unable to load sprite list");
return false;
}
i = _vm->_sprite->getListLen(actor->spriteList);
if ( (lastFrame >= i)) {
debug(9, "Appending to sprite list 0x%X", actor->spriteListResourceId);
if (_vm->_sprite->appendList(actor->spriteListResourceId + 1, actor->spriteList) != SUCCESS) {
warning("Unable append sprite list");
return false;
}
}
return true;
}
ActorData *Actor::getActor(uint16 actorId) {
ActorData *actor;
if (!IS_VALID_ACTOR_ID(actorId))
error("Actor::getActor Wrong actorId 0x%X", actorId);
actor = &_actors[ACTOR_ID_TO_INDEX(actorId)];
if (actor->disabled)
error("Actor::getActor disabled actorId 0x%X", actorId);
return actor;
}
void Actor::updateActorsScene() {
int i;
ActorData *actor;
_activeSpeech.stringsCount = 0;
for (i = 0; i < ACTORCOUNT; i++) {
actor = &_actors[i];
if (actor->flags & (kProtagonist | kFollower)) {
actor->sceneNumber = _vm->_scene->currentSceneNumber();
if (actor->flags & kProtagonist) {
// actor->finalTarget = a->obj.loc;
_centerActor = _protagonist = actor;
}
}
if (actor->sceneNumber == _vm->_scene->currentSceneNumber())
actor->actionCycle = (rand() & 7) * 4;
}
handleActions(0, true);
}
ActorFrameRange *Actor::getActorFrameRange(uint16 actorId, int frameType) {
ActorData *actor;
int fourDirection;
actor = getActor(actorId);
if (actor->disabled)
error("Actor::getActorFrameRange Wrong actorId 0x%X", actorId);
if (frameType >= actor->framesCount)
error("Actor::getActorFrameRange Wrong frameType 0x%X actorId 0x%X", frameType, actorId);
if ((actor->facingDirection < kDirUp) || (actor->facingDirection > kDirUpLeft))
error("Actor::getActorFrameRange Wrong direction 0x%X actorId 0x%X", actor->facingDirection, actorId);
fourDirection = ActorDirectectionsLUT[actor->facingDirection];
return &actor->frames[frameType].directions[fourDirection];
}
void Actor::handleSpeech(int msec) {
int stringLength;
int sampleLength;
bool removeFirst;
int i;
int talkspeed;
ActorData *actor;
if (!isSpeaking()) return;
stringLength = strlen(_activeSpeech.strings[0]);
if (stringLength == 0)
error("Empty strings not allowed");
if (_vm->_script->_skipSpeeches) {
_activeSpeech.stringsCount = 0;
_vm->_sound->stopVoice();
_vm->_script->wakeUpThreads(kWaitTypeSpeech);
return;
}
if (!_activeSpeech.playing) { // just added
talkspeed = ConfMan.getInt("talkspeed");
if (_activeSpeech.speechFlags & kSpeakSlow) {
if (_activeSpeech.slowModeCharIndex >= stringLength)
error("Wrong string index");
debug(0 , "Slow string!");
_activeSpeech.playingTime = 10 * talkspeed;
// 10 - fix it
} else {
sampleLength = _vm->_sndRes->getVoiceLength(_activeSpeech.sampleResourceId); //fixme - too fast
if (sampleLength < 0) {
_activeSpeech.playingTime = stringLength * talkspeed;
} else {
_activeSpeech.playingTime = sampleLength;
}
}
if (_activeSpeech.sampleResourceId != -1) {
_vm->_sndRes->playVoice(_activeSpeech.sampleResourceId);
_activeSpeech.sampleResourceId++;
}
if (_activeSpeech.actorIds[0] != 0) {
actor = getActor(_activeSpeech.actorIds[0]);
if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) {
actor->currentAction = kActionSpeak;
actor->actionCycle = rand() % 64;
}
}
_activeSpeech.playing = true;
return;
}
_activeSpeech.playingTime -= msec;
removeFirst = false;
if (_activeSpeech.playingTime <= 0) {
if (_activeSpeech.speechFlags & kSpeakSlow) {
_activeSpeech.slowModeCharIndex++;
if (_activeSpeech.slowModeCharIndex >= stringLength)
removeFirst = true;
} else {
removeFirst = true;
}
}
if (removeFirst) {
for (i = 1; i < _activeSpeech.stringsCount; i++) {
_activeSpeech.strings[i - 1] = _activeSpeech.strings[i];
}
_activeSpeech.stringsCount--;
}
if (!isSpeaking())
_vm->_script->wakeUpThreadsDelayed(kWaitTypeSpeech, ticksToMSec(kScriptTimeTicksPerSecond / 3));
}
void Actor::handleActions(int msec, bool setup) {
int i;
ActorData *actor;
ActorFrameRange *frameRange;
int state;
for (i = 0; i < ACTORCOUNT; i++) {
actor = &_actors[i];
if (actor->disabled) continue;
if (actor->sceneNumber != _vm->_scene->currentSceneNumber()) continue;
//todo: dragon stuff
switch(actor->currentAction) {
case kActionWait: {
if (!setup && (actor->flags & kFollower)) {
//todo: followProtagonist
if (actor->currentAction != kActionWait)
break;
}
if (actor->targetObject != ID_NOTHING) {
//todo: facetowardsobject
}
if (actor->flags & kCycle) {
frameRange = getActorFrameRange( actor->actorId, kFrameStand);
if (frameRange->frameCount > 0) {
actor->actionCycle++;
actor->actionCycle = (actor->actionCycle) % frameRange->frameCount;
} else {
actor->actionCycle = 0;
}
actor->frameNumber = frameRange->frameIndex + actor->actionCycle;
break;
}
if ((actor->actionCycle & 3) == 0) {
actor->cycleWrap(100);
frameRange = getActorFrameRange( actor->actorId, kFrameWait);
if ((frameRange->frameCount < 1 || actor->actionCycle > 33))
frameRange = getActorFrameRange( actor->actorId, kFrameStand);
if (frameRange->frameCount) {
actor->frameNumber = frameRange->frameIndex + (uint16)rand() % frameRange->frameCount;
} else {
actor->frameNumber = frameRange->frameIndex;
}
}
actor->actionCycle++;
} break;
case kActionWalkToPoint:
case kActionWalkToLink: {
//todo: do it
debug(9,"kActionWalk* not implemented");
} break;
case kActionWalkDir: {
debug(9,"kActionWalkDir not implemented");
//todo: do it
} break;
case kActionSpeak: {
actor->actionCycle++;
actor->cycleWrap(64);
frameRange = getActorFrameRange( actor->actorId, kFrameGesture);
if (actor->actionCycle >= frameRange->frameCount) {
if (actor->actionCycle & 1) break;
frameRange = getActorFrameRange( actor->actorId, kFrameSpeak);
state = (uint16)rand() % (frameRange->frameCount + 1);
if (state == 0) {
frameRange = getActorFrameRange( actor->actorId, kFrameStand);
} else {
state--;
}
} else {
state = actor->actionCycle;
}
actor->frameNumber = frameRange->frameIndex + state;
} break;
case kActionAccept:
case kActionStoop:
break;
case kActionCycleFrames:
case kActionPongFrames: {
if (actor->cycleTimeCount > 0) {
actor->cycleTimeCount--;
break;
}
actor->cycleTimeCount = actor->cycleDelay;
actor->actionCycle++;
frameRange = getActorFrameRange( actor->actorId, actor->cycleFrameNumber);
if (actor->currentAction == kActionPongFrames) {
if (actor->actionCycle >= frameRange->frameCount * 2 - 2) {
if (actor->actorFlags & kActorContinuous) {
actor->actionCycle = 0;
} else {
actor->currentAction = kActionFreeze;
break;
}
}
state = actor->actionCycle;
if (state >= frameRange->frameCount) {
state = frameRange->frameCount * 2 - 2 - state;
}
} else {
if (actor->actionCycle >= frameRange->frameCount) {
if (actor->actorFlags & kActorContinuous) {
actor->actionCycle = 0;
} else {
actor->currentAction = kActionFreeze;
break;
}
}
state = actor->actionCycle;
}
if (frameRange->frameCount && (actor->actorFlags & kActorRandom)) {
state = rand() % frameRange->frameCount;
}
if (actor->actorFlags & kActorBackwards) {
actor->frameNumber = frameRange->frameIndex + frameRange->frameCount - 1 - state;
} else {
actor->frameNumber = frameRange->frameIndex + state;
}
} break;
case kActionFall: {
debug(9,"kActionFall not implemented");
//todo: do it
} break;
case kActionClimb: {
debug(9,"kActionClimb not implemented");
//todo: do it
} break;
}
}
}
int Actor::direct(int msec) {
/* int i;
ActorData *actor;
ActorIntentList::iterator actorIntentIterator;
ACTORINTENT *a_intent;
int o_idx;
int action_tdelta;
// Walk down the actor list and direct each actor
for (i = 0; i < ACTORCOUNT; i++) {
actor = &_actors[i];
if (actor->disabled) continue;
// Process the actor intent list
actorIntentIterator = actor->a_intentlist.begin();
if (actorIntentIterator != actor->a_intentlist.end()) {
a_intent = actorIntentIterator.operator->();
switch (a_intent->a_itype) {
case INTENT_NONE:
// Actor doesn't really feel like doing anything at all
break;
case INTENT_PATH:
// Actor intends to go somewhere. Well good for him
{
handleWalkIntent(actor, &a_intent->walkIntent, &a_intent->a_idone, msec);
}
break;
default:
break;
}
// If this actor intent was flagged as completed, remove it.
if (a_intent->a_idone) {
actor->a_intentlist.erase(actorIntentIterator);
actor->action = actor->def_action;
actor->action_flags = actor->def_action_flags;
actor->action_frame = 0;
actor->action_time = 0;
}
} else {
// Actor has no intent, idle?
}
// Process actor actions
actor->action_time += msec;
if (actor->action >= ACTION_COUNT) {
action_tdelta = ACTOR_ACTIONTIME;
} else {
action_tdelta = ActionTDeltas[actor->action].time;
}
if (actor->action_time >= action_tdelta) {
actor->action_time -= action_tdelta;
actor->action_frame++;
o_idx = ActorOrientationLUT[actor->orient];
if (actor->frames[actor->action].dir[o_idx].frameCount <= actor->action_frame) {
if (actor->action_flags & ACTION_LOOP) {
actor->action_frame = 0;
} else {
actor->action_frame--;
}
}
}
}
*/
_lastTickMsec += msec;
if (_lastTickMsec > ticksToMSec(6)) { // fixme
_lastTickMsec = 0;
//process actions
handleActions(msec, false);
}
//process speech
handleSpeech(msec);
return SUCCESS;
}
void Actor::createDrawOrderList() {
int i;
int beginSlope, endSlope, middle;
ActorData *actor;
_drawOrderList.clear();
for (i = 0; i < ACTORCOUNT; i++) {
actor = &_actors[i];
if (actor->disabled) continue;
if (actor->sceneNumber != _vm->_scene->currentSceneNumber()) continue;
_drawOrderList.pushBack(actor, actorCompare);
middle = ITE_STATUS_Y - actor->location.y / ACTOR_LMULT,
_vm->_scene->getSlopes(beginSlope, endSlope);
actor->screenDepth = (14 * middle) / endSlope + 1;
if (middle <= beginSlope) {
actor->screenScale = 256;
} else {
if (middle >= endSlope) {
actor->screenScale = 1;
} else {
middle -= beginSlope;
endSlope -= beginSlope;
actor->screenScale = 256 - (middle * 256) / endSlope;
}
}
actor->screenPosition.x = (actor->location.x / ACTOR_LMULT);
actor->screenPosition.y = (actor->location.y / ACTOR_LMULT) - actor->location.z;
}
}
int Actor::drawActors() {
ActorOrderList::iterator actorDrawOrderIterator;
ActorData *actor;
int frameNumber;
SPRITELIST *spriteList;
SURFACE *back_buf;
back_buf = _vm->_gfx->getBackBuffer();
createDrawOrderList();
for (actorDrawOrderIterator = _drawOrderList.begin(); actorDrawOrderIterator != _drawOrderList.end(); ++actorDrawOrderIterator) {
actor = actorDrawOrderIterator.operator*();
if (_vm->_scene->currentSceneNumber() == RID_ITE_OVERMAP_SCENE) {
if (!(actor->flags & kProtagonist)){
warning("not protagonist");
continue;
}
frameNumber = 8;
spriteList = _vm->_mainSprites;
} else {
frameNumber = actor->frameNumber;
spriteList = actor->spriteList;
}
if ((frameNumber < 0) || (spriteList->sprite_count <= frameNumber)) {
warning("Actor::drawActors frameNumber invalid for actorId 0x%X", actor->actorId);
continue;
}
_vm->_sprite->drawOccluded(back_buf, spriteList, frameNumber, actor->screenPosition, actor->screenScale, actor->screenDepth);
}
// draw speeches
if (isSpeaking() && !_vm->_script->_skipSpeeches) {
int i;
int textDrawFlags, speechColor;
Point speechCoord;
char oneChar[2];
oneChar[1] = 0;
const char *outputString;
if (_activeSpeech.speechFlags & kSpeakSlow) {
outputString = oneChar;
oneChar[0] = _activeSpeech.strings[0][_activeSpeech.slowModeCharIndex];
} else {
outputString = _activeSpeech.strings[0];
}
textDrawFlags = FONT_CENTERED;
if (_activeSpeech.outlineColor != 0) {
textDrawFlags |= FONT_OUTLINE;
}
if (_activeSpeech.actorIds[0] != 0) {
for (i = 0; i < _activeSpeech.actorsCount; i++){
actor = getActor(_activeSpeech.actorIds[i]);
speechCoord.x = actor->screenPosition.x;
speechCoord.y = actor->screenPosition.y;
speechCoord.y -= ACTOR_DIALOGUE_HEIGHT;
if (_activeSpeech.actorsCount > 1)
speechColor = actor->speechColor;
else
speechColor = _activeSpeech.speechColor;
_vm->textDraw(MEDIUM_FONT_ID, back_buf, outputString, speechCoord.x, speechCoord.y, speechColor, _activeSpeech.outlineColor, textDrawFlags);
}
} else { // non actors speech
warning("non actors speech occures");
//todo: write it
}
}
return SUCCESS;
}
/*
void Actor::setOrientation(uint16 actorId, int orient) {
ActorData *actor;
actor = getActor(actorId);
if ((orient < 0) || (orient > 7)) {
error("Actor::setOrientation wrong orientation 0x%X", orient);
}
actor->orient = orient;
}
void Actor::setAction(uint16 actorId, int action_n, uint16 action_flags) {
ActorData *actor;
actor = getActor(actorId);
if ((action_n < 0) || (action_n >= actor->framesCount)) {
error("Actor::setAction wrong action_n 0x%X", action_n);
}
actor->action = action_n;
actor->action_flags = action_flags;
actor->action_frame = 0;
actor->action_time = 0;
}
void Actor::setDefaultAction(uint16 actorId, int action_n, uint16 action_flags) {
ActorData *actor;
actor = getActor(actorId);
if ((action_n < 0) || (action_n >= actor->framesCount)) {
error("Actor::setDefaultAction wrong action_n 0x%X", action_n);
}
actor->def_action = action_n;
actor->def_action_flags = action_flags;
}
void Actor::walkTo(uint16 actorId, const Point *walk_pt, uint16 flags, SEMAPHORE *sem) {
ACTORINTENT actor_intent;
ActorData *actor;
assert(walk_pt != NULL);
actor = getActor(actorId);
actor_intent.a_itype = INTENT_PATH;
actor_intent.a_iflags = 0;
actor_intent.walkIntent.wi_flags = flags;
actor_intent.walkIntent.sem_held = 1;
actor_intent.walkIntent.sem = sem;
// handleWalkIntent() will create path on initialization
actor_intent.walkIntent.wi_init = 0;
actor_intent.walkIntent.dst_pt = *walk_pt;
actor->a_intentlist.push_back(actor_intent);
int is = actor->a_intentlist.size();
debug(9, "actor->a_intentlist.size() %i", is);
if (sem != NULL) {
_vm->_script->SThreadHoldSem(sem);
}
}
*/
int Actor::setPathNode(WALKINTENT *walk_int, const Point &src_pt, Point *dst_pt, SEMAPHORE *sem) {
WALKNODE new_node;
walk_int->wi_active = 1;
walk_int->org = src_pt;
assert((walk_int != NULL) && (dst_pt != NULL));
new_node.node_pt = *dst_pt;
new_node.calc_flag = 0;
walk_int->nodelist.push_back(new_node);
return SUCCESS;
}
/*
int Actor::handleWalkIntent(ActorData *actor, WALKINTENT *a_walkint, int *complete_p, int delta_time) {
WalkNodeList::iterator walkNodeIterator;
WalkNodeList::iterator nextWalkNodeIterator;
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) {
setPathNode(a_walkint, Point(actor->actorX,actor->actorY), &a_walkint->dst_pt, a_walkint->sem);
setDefaultAction(actor->actorId, ACTION_IDLE, ACTION_NONE);
a_walkint->wi_init = 1;
}
assert(a_walkint->wi_active);
walkNodeIterator = a_walkint->nodelist.begin();
nextWalkNodeIterator = walkNodeIterator;
node_p = walkNodeIterator.operator->();
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.");
a_walkint->nodelist.erase(walkNodeIterator);
a_walkint->wi_active = 0;
// Release path semaphore
if ((a_walkint->sem != NULL) && a_walkint->sem_held) {
_vm->_script->SThreadReleaseSem(a_walkint->sem);
}
*complete_p = 1;
return 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) && new_a_x >= node_p->node_pt.x) ||
((a_walkint->x_dir != 1) && (new_a_x <= node_p->node_pt.x))) {
Point endpoint;
int exitNum;
debug(2, "Path complete.");
a_walkint->nodelist.erase(walkNodeIterator);
a_walkint->wi_active = 0;
// Release path semaphore
if (a_walkint->sem != NULL) {
_vm->_script->SThreadReleaseSem(a_walkint->sem);
}
actor->action_frame = 0;
actor->action = ACTION_IDLE;
endpoint.x = (int)new_a_x / ACTOR_LMULT;
endpoint.y = (int)new_a_y / ACTOR_LMULT;
if ((exitNum = _vm->_scene->_actionMap->hitTest(endpoint)) != -1) {
if (actor->flags & kProtagonist)
_vm->_scene->changeScene(_vm->_scene->_actionMap->getExitScene(exitNum));
}
*complete_p = 1;
return FAILURE;
}
actor_x = (int)new_a_x;
actor_y = (int)new_a_y;
actor->actorX = (int)new_a_x;
actor->actorY = (int)new_a_y;
return SUCCESS;
}
void Actor::move(uint16 actorId, const Point &movePoint) {
ActorData *actor;
actor = getActor(actorId);
actor->actorX = movePoint.x;
actor->actorY = movePoint.y;
}
void Actor::moveRelative(uint16 actorId, const Point &movePoint) {
ActorData *actor;
actor = getActor(actorId);
actor->actorX += movePoint.x;
actor->actorY += movePoint.y;
}
*/
void Actor::StoA(Point &actorPoint, const Point &screenPoint) {
actorPoint.x = (screenPoint.x * ACTOR_LMULT);
actorPoint.y = (screenPoint.y * ACTOR_LMULT);
}
void Actor::actorSpeech(uint16 actorId, const char **strings, int stringsCount, uint16 sampleResourceId, int speechFlags) {
ActorData *actor;
int i;
actor = getActor(actorId);
for (i = 0; i < stringsCount; i++) {
_activeSpeech.strings[i] = strings[i];
}
_activeSpeech.stringsCount = stringsCount;
_activeSpeech.speechFlags = speechFlags;
_activeSpeech.actorsCount = 1;
_activeSpeech.actorIds[0] = actorId;
_activeSpeech.speechColor = actor->speechColor;
_activeSpeech.outlineColor = 15; // fixme - BLACK
_activeSpeech.sampleResourceId = sampleResourceId;
_activeSpeech.playing = false;
_activeSpeech.slowModeCharIndex = 0;
}
void Actor::nonActorSpeech(const char **strings, int stringsCount, int speechFlags) {
int i;
_vm->_script->wakeUpThreads(kWaitTypeSpeech);
for (i = 0; i < stringsCount; i++) {
_activeSpeech.strings[i] = strings[i];
}
_activeSpeech.stringsCount = stringsCount;
_activeSpeech.speechFlags = speechFlags;
_activeSpeech.actorsCount = 1;
_activeSpeech.actorIds[0] = 0;
//_activeSpeech.speechColor = ;
//_activeSpeech.outlineColor = ;
_activeSpeech.sampleResourceId = -1;
_activeSpeech.playing = false;
_activeSpeech.slowModeCharIndex = 0;
}
void Actor::simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags) {
int i;
for (i = 0; i < actorIdsCount; i++) {
_activeSpeech.actorIds[i] = actorIds[i];
}
_activeSpeech.actorsCount = actorIdsCount;
_activeSpeech.strings[0] = string;
_activeSpeech.stringsCount = 1;
_activeSpeech.speechFlags = speechFlags;
//_activeSpeech.speechColor = ; // get's from every actor
_activeSpeech.outlineColor = 0; // disable outline
_activeSpeech.sampleResourceId = -1;
_activeSpeech.playing = false;
_activeSpeech.slowModeCharIndex = 0;
// caller should call thread->wait(kWaitTypeSpeech) by itself
}
void Actor::abortAllSpeeches() {
if (_vm->_script->_abortEnabled)
_vm->_script->_skipSpeeches = true;
for (int i = 0; i < 10; i++)
_vm->_script->executeThreads(0);
}
void Actor::abortSpeech() {
_vm->_sound->stopVoice();
_activeSpeech.playingTime = 0;
}
/*
// Console wrappers - must be safe to run
// TODO - checkup ALL arguments, cause wrong arguments may fall function with "error"
void Actor::CF_actor_move(int argc, const char **argv) {
uint16 actorId = (uint16) atoi(argv[1]);
Point movePoint;
movePoint.x = atoi(argv[2]);
movePoint.y = atoi(argv[3]);
if (!IS_VALID_ACTOR_ID(actorId)) {
_vm->_console->DebugPrintf("Actor::CF_actor_move Invalid actorId 0x%X.\n", actorId);
return;
}
move(actorId, movePoint);
}
void Actor::CF_actor_moverel(int argc, const char **argv) {
uint16 actorId = (uint16) atoi(argv[1]);
Point movePoint;
movePoint.x = atoi(argv[2]);
movePoint.y = atoi(argv[3]);
if (!IS_VALID_ACTOR_ID(actorId)) {
_vm->_console->DebugPrintf("Actor::CF_actor_moverel Invalid actorId 0x%X.\n", actorId);
return;
}
moveRelative(actorId, movePoint);
}
void Actor::CF_actor_seto(int argc, const char **argv) {
uint16 actorId = (uint16) atoi(argv[1]);
int orient;
orient = atoi(argv[2]);
//TODO orient check
if (!IS_VALID_ACTOR_ID(actorId)) {
_vm->_console->DebugPrintf("Actor::CF_actor_seto Invalid actorId 0x%X.\n",actorId);
return;
}
}
void Actor::CF_actor_setact(int argc, const char **argv) {
uint16 actorId = (uint16) atoi(argv[1]);
int action_n = 0;
action_n = atoi(argv[2]);
if (!IS_VALID_ACTOR_ID(actorId)) {
_vm->_console->DebugPrintf("Actor::CF_actor_setact Invalid actorId 0x%X.\n",actorId);
return;
}
//TODO action_n check
if ((action_n < 0) || (action_n >= actor->action_ct)) {
_vm->_console->DebugPrintf("Invalid action number.\n");
return;
}
_vm->_console->DebugPrintf("Action frame counts: %d %d %d %d.\n",
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);
setAction(actorId, action_n, ACTION_LOOP);
}
*/
} // End of namespace Saga