mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-09 19:32:11 +00:00
241155c882
svn-id: r16290
1083 lines
28 KiB
C++
1083 lines
28 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/saga.h"
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#include "saga/gfx.h"
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#include "saga/console.h"
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#include "saga/rscfile_mod.h"
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#include "saga/script.h"
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#include "saga/sndres.h"
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#include "saga/sprite.h"
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#include "saga/font.h"
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#include "saga/text.h"
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#include "saga/sound.h"
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#include "saga/scene.h"
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#include "saga/actionmap.h"
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#include "saga/actor.h"
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#include "saga/actordata.h"
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#include "saga/stream.h"
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#include "saga/interface.h"
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#include "common/config-manager.h"
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namespace Saga {
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static int actorCompare(const ActorDataPointer& actor1, const ActorDataPointer& actor2) {
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if (actor1->location.y == actor2->location.y) {
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return 0;
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} else if (actor1->location.y < actor2->location.y) {
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return -1;
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} else {
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return 1;
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}
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}
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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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// Lookup table to convert 8 cardinal directions to 4
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int ActorDirectectionsLUT[8] = {
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ACTOR_DIRECTION_BACK, // kDirUp
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ACTOR_DIRECTION_RIGHT, // kkDirUpRight
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ACTOR_DIRECTION_RIGHT, // kDirRight
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ACTOR_DIRECTION_RIGHT, // kDirDownRight
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ACTOR_DIRECTION_FORWARD,// kDirDown
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ACTOR_DIRECTION_LEFT, // kDirDownLeft
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ACTOR_DIRECTION_LEFT, // kDirLeft
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ACTOR_DIRECTION_LEFT, // kDirUpLeft
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};
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Actor::Actor(SagaEngine *vm) : _vm(vm) {
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int i;
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ActorData *actor;
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debug(9, "Actor::Actor()");
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_centerActor = _protagonist = NULL;
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_lastTickMsec = 0;
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// Get actor resource file context
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_actorContext = _vm->getFileContext(GAME_RESOURCEFILE, 0);
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if (_actorContext == NULL) {
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error("Actor::Actor(): Couldn't load actor module resource context.");
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}
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for (i = 0; i < ACTORCOUNT; i++) {
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actor = &_actors[i];
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actor->actorId = ACTOR_INDEX_TO_ID(i);
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actor->index = i;
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debug(9, "init actorId=0x%X index=0x%X", actor->actorId, actor->index);
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actor->nameIndex = ActorTable[i].nameIndex;
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actor->spriteListResourceId = ActorTable[i].spriteListResourceId;
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actor->frameListResourceId = ActorTable[i].frameListResourceId;
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actor->speechColor = ActorTable[i].speechColor;
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actor->sceneNumber = ActorTable[i].sceneIndex;
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actor->flags = ActorTable[i].flags;
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actor->currentAction = ActorTable[i].currentAction;
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actor->facingDirection = ActorTable[i].facingDirection;
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actor->actionDirection = ActorTable[i].actionDirection;
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actor->frameNumber = 0;
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actor->targetObject = ID_NOTHING;
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actor->location.x = ActorTable[i].x;
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actor->location.y = ActorTable[i].y;
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actor->location.z = ActorTable[i].z;
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actor->disabled = !loadActorResources(actor);
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if (actor->disabled) {
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warning("Disabling actorId=0x%X index=0x%X", actor->actorId, actor->index);
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}
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}
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}
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Actor::~Actor() {
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int i;
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ActorData *actor;
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debug(9, "Actor::~Actor()");
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//release resources
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for (i = 0; i < ACTORCOUNT; i++) {
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actor = &_actors[i];
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free(actor->frames);
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_vm->_sprite->freeSprite(actor->spriteList);
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}
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}
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bool Actor::loadActorResources(ActorData * actor) {
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byte *resourcePointer;
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size_t resourceLength;
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int framesCount;
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ActorFrameSequence *framesPointer;
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int lastFrame;
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int i, orient;
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int result;
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debug(9, "Loading frame resource id 0x%X", actor->frameListResourceId);
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result = RSC_LoadResource(_actorContext, actor->frameListResourceId, &resourcePointer, &resourceLength);
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if (result != SUCCESS) {
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warning("Couldn't load sprite action index resource");
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return false;
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}
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framesCount = resourceLength / 16;
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debug(9, "Frame resource contains %d frames", framesCount);
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framesPointer = (ActorFrameSequence *)malloc(sizeof(ActorFrameSequence) * framesCount);
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if (framesPointer == NULL) {
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error("Couldn't allocate memory for sprite frames");
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}
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MemoryReadStreamEndian readS(resourcePointer, resourceLength, IS_BIG_ENDIAN);
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lastFrame = 0;
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for (i = 0; i < framesCount; i++) {
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for (orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) {
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// Load all four orientations
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framesPointer[i].directions[orient].frameIndex = readS.readUint16();
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framesPointer[i].directions[orient].frameCount = readS.readSint16();
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if (framesPointer[i].directions[orient].frameCount < 0)
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warning("frameCount < 0", framesPointer[i].directions[orient].frameCount);
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if (framesPointer[i].directions[orient].frameIndex > lastFrame) {
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lastFrame = framesPointer[i].directions[orient].frameIndex;
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}
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}
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}
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RSC_FreeResource(resourcePointer);
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actor->frames = framesPointer;
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actor->framesCount = framesCount;
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debug(9, "Loading sprite resource id 0x%X", actor->spriteListResourceId);
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if (_vm->_sprite->loadList(actor->spriteListResourceId, &actor->spriteList) != SUCCESS) {
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warning("Unable to load sprite list");
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return false;
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}
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i = _vm->_sprite->getListLen(actor->spriteList);
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if ( (lastFrame >= i)) {
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debug(9, "Appending to sprite list 0x%X", actor->spriteListResourceId);
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if (_vm->_sprite->appendList(actor->spriteListResourceId + 1, actor->spriteList) != SUCCESS) {
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warning("Unable append sprite list");
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return false;
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}
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}
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return true;
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}
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ActorData *Actor::getActor(uint16 actorId) {
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ActorData *actor;
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if (!IS_VALID_ACTOR_ID(actorId))
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error("Actor::getActor Wrong actorId 0x%X", actorId);
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actor = &_actors[ACTOR_ID_TO_INDEX(actorId)];
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if (actor->disabled)
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error("Actor::getActor disabled actorId 0x%X", actorId);
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return actor;
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}
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void Actor::updateActorsScene() {
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int i;
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ActorData *actor;
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_activeSpeech.stringsCount = 0;
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for (i = 0; i < ACTORCOUNT; i++) {
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actor = &_actors[i];
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if (actor->flags & (kProtagonist | kFollower)) {
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actor->sceneNumber = _vm->_scene->currentSceneNumber();
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if (actor->flags & kProtagonist) {
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// actor->finalTarget = a->obj.loc;
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_centerActor = _protagonist = actor;
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}
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}
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if (actor->sceneNumber == _vm->_scene->currentSceneNumber())
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actor->actionCycle = (rand() & 7) * 4;
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}
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handleActions(0, true);
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}
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ActorFrameRange *Actor::getActorFrameRange(uint16 actorId, int frameType) {
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ActorData *actor;
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int fourDirection;
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actor = getActor(actorId);
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if (actor->disabled)
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error("Actor::getActorFrameRange Wrong actorId 0x%X", actorId);
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if (frameType >= actor->framesCount)
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error("Actor::getActorFrameRange Wrong frameType 0x%X actorId 0x%X", frameType, actorId);
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if ((actor->facingDirection < kDirUp) || (actor->facingDirection > kDirUpLeft))
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error("Actor::getActorFrameRange Wrong direction 0x%X actorId 0x%X", actor->facingDirection, actorId);
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fourDirection = ActorDirectectionsLUT[actor->facingDirection];
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return &actor->frames[frameType].directions[fourDirection];
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}
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void Actor::handleSpeech(int msec) {
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int stringLength;
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int sampleLength;
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bool removeFirst;
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int i;
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int talkspeed;
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ActorData *actor;
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if (!isSpeaking()) return;
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stringLength = strlen(_activeSpeech.strings[0]);
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if (stringLength == 0)
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error("Empty strings not allowed");
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if (_vm->_script->_skipSpeeches) {
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_activeSpeech.stringsCount = 0;
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_vm->_sound->stopVoice();
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_vm->_script->wakeUpThreads(kWaitTypeSpeech);
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return;
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}
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if (!_activeSpeech.playing) { // just added
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talkspeed = ConfMan.getInt("talkspeed");
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if (_activeSpeech.speechFlags & kSpeakSlow) {
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if (_activeSpeech.slowModeCharIndex >= stringLength)
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error("Wrong string index");
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debug(0 , "Slow string!");
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_activeSpeech.playingTime = 10 * talkspeed;
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// 10 - fix it
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} else {
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sampleLength = _vm->_sndRes->getVoiceLength(_activeSpeech.sampleResourceId); //fixme - too fast
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if (sampleLength < 0) {
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_activeSpeech.playingTime = stringLength * talkspeed;
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} else {
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_activeSpeech.playingTime = sampleLength;
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}
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}
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if (_activeSpeech.sampleResourceId != -1) {
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_vm->_sndRes->playVoice(_activeSpeech.sampleResourceId);
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_activeSpeech.sampleResourceId++;
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}
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if (_activeSpeech.actorIds[0] != 0) {
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actor = getActor(_activeSpeech.actorIds[0]);
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if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) {
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actor->currentAction = kActionSpeak;
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actor->actionCycle = rand() % 64;
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}
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}
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_activeSpeech.playing = true;
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return;
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}
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_activeSpeech.playingTime -= msec;
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removeFirst = false;
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if (_activeSpeech.playingTime <= 0) {
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if (_activeSpeech.speechFlags & kSpeakSlow) {
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_activeSpeech.slowModeCharIndex++;
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if (_activeSpeech.slowModeCharIndex >= stringLength)
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removeFirst = true;
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} else {
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removeFirst = true;
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}
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}
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if (removeFirst) {
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for (i = 1; i < _activeSpeech.stringsCount; i++) {
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_activeSpeech.strings[i - 1] = _activeSpeech.strings[i];
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}
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_activeSpeech.stringsCount--;
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}
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if (!isSpeaking())
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_vm->_script->wakeUpThreadsDelayed(kWaitTypeSpeech, ticksToMSec(kScriptTimeTicksPerSecond / 3));
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}
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void Actor::handleActions(int msec, bool setup) {
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int i;
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ActorData *actor;
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ActorFrameRange *frameRange;
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int state;
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for (i = 0; i < ACTORCOUNT; i++) {
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actor = &_actors[i];
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if (actor->disabled) continue;
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if (actor->sceneNumber != _vm->_scene->currentSceneNumber()) continue;
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//todo: dragon stuff
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switch(actor->currentAction) {
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case kActionWait: {
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if (!setup && (actor->flags & kFollower)) {
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//todo: followProtagonist
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if (actor->currentAction != kActionWait)
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break;
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}
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if (actor->targetObject != ID_NOTHING) {
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//todo: facetowardsobject
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}
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if (actor->flags & kCycle) {
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frameRange = getActorFrameRange( actor->actorId, kFrameStand);
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if (frameRange->frameCount > 0) {
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actor->actionCycle++;
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actor->actionCycle = (actor->actionCycle) % frameRange->frameCount;
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} else {
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actor->actionCycle = 0;
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}
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actor->frameNumber = frameRange->frameIndex + actor->actionCycle;
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break;
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}
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if ((actor->actionCycle & 3) == 0) {
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actor->cycleWrap(100);
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frameRange = getActorFrameRange( actor->actorId, kFrameWait);
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if ((frameRange->frameCount < 1 || actor->actionCycle > 33))
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frameRange = getActorFrameRange( actor->actorId, kFrameStand);
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if (frameRange->frameCount) {
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actor->frameNumber = frameRange->frameIndex + (uint16)rand() % frameRange->frameCount;
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} else {
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actor->frameNumber = frameRange->frameIndex;
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}
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}
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actor->actionCycle++;
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} break;
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case kActionWalkToPoint:
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case kActionWalkToLink: {
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//todo: do it
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debug(9,"kActionWalk* not implemented");
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} break;
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case kActionWalkDir: {
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debug(9,"kActionWalkDir not implemented");
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//todo: do it
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} break;
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case kActionSpeak: {
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actor->actionCycle++;
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actor->cycleWrap(64);
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frameRange = getActorFrameRange( actor->actorId, kFrameGesture);
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if (actor->actionCycle >= frameRange->frameCount) {
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if (actor->actionCycle & 1) break;
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frameRange = getActorFrameRange( actor->actorId, kFrameSpeak);
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state = (uint16)rand() % (frameRange->frameCount + 1);
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if (state == 0) {
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frameRange = getActorFrameRange( actor->actorId, kFrameStand);
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} else {
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state--;
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}
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} else {
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state = actor->actionCycle;
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}
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actor->frameNumber = frameRange->frameIndex + state;
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} break;
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case kActionAccept:
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case kActionStoop:
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break;
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case kActionCycleFrames:
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case kActionPongFrames: {
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if (actor->cycleTimeCount > 0) {
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actor->cycleTimeCount--;
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break;
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}
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actor->cycleTimeCount = actor->cycleDelay;
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actor->actionCycle++;
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frameRange = getActorFrameRange( actor->actorId, actor->cycleFrameNumber);
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if (actor->currentAction == kActionPongFrames) {
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if (actor->actionCycle >= frameRange->frameCount * 2 - 2) {
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if (actor->actorFlags & kActorContinuous) {
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actor->actionCycle = 0;
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} else {
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actor->currentAction = kActionFreeze;
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break;
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}
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}
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state = actor->actionCycle;
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if (state >= frameRange->frameCount) {
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state = frameRange->frameCount * 2 - 2 - state;
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}
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} else {
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if (actor->actionCycle >= frameRange->frameCount) {
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if (actor->actorFlags & kActorContinuous) {
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actor->actionCycle = 0;
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} else {
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actor->currentAction = kActionFreeze;
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break;
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}
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}
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state = actor->actionCycle;
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}
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if (frameRange->frameCount && (actor->actorFlags & kActorRandom)) {
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state = rand() % frameRange->frameCount;
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}
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if (actor->actorFlags & kActorBackwards) {
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actor->frameNumber = frameRange->frameIndex + frameRange->frameCount - 1 - state;
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} else {
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actor->frameNumber = frameRange->frameIndex + state;
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}
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} break;
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case kActionFall: {
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debug(9,"kActionFall not implemented");
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//todo: do it
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} break;
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case kActionClimb: {
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debug(9,"kActionClimb not implemented");
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//todo: do it
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} break;
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}
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}
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}
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int Actor::direct(int msec) {
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/* int i;
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ActorData *actor;
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ActorIntentList::iterator actorIntentIterator;
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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 (i = 0; i < ACTORCOUNT; i++) {
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actor = &_actors[i];
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if (actor->disabled) continue;
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// Process the actor intent list
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actorIntentIterator = actor->a_intentlist.begin();
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if (actorIntentIterator != actor->a_intentlist.end()) {
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a_intent = actorIntentIterator.operator->();
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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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handleWalkIntent(actor, &a_intent->walkIntent, &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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actor->a_intentlist.erase(actorIntentIterator);
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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 {
|
|
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);
|
|
}
|
|
*/
|
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} // End of namespace Saga
|