scummvm/saga/actor.cpp
Andrew Kurushin 3f55bee199 - implemented perspective actors calculation
TODO: decodeRLESprite must do scale

svn-id: r16135
2004-12-19 13:38:11 +00:00

877 lines
22 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/game_mod.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"
namespace Saga {
static int actorCompare(const ActorDataPointer& actor1, const ActorDataPointer& actor2) {
if (actor1->actorY == actor2->actorY) {
return 0;
} else if (actor1->actorY < actor2->actorY) {
return -1;
} else {
return 1;
}
}
ACTIONTIMES ActionTDeltas[] = {
{ ACTION_IDLE, 80 },
{ ACTION_WALK, 80 },
{ ACTION_SPEAK, 200 }
};
Actor::Actor(SagaEngine *vm) : _vm(vm) {
int i;
ActorData *actor;
// Get actor resource file context
_actorContext = GAME_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(0, "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->orient = ACTOR_DEFAULT_ORIENT;
actor->def_action = 0;
actor->def_action_flags = 0;
actor->action = 0;
actor->action_flags = 0;
actor->action_time = 0;
actor->action_frame = 0;
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(0, "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;
ActorFrame *framesPointer;
int lastFrame;
int i, orient;
int result;
debug(0, "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(0, "Frame resource contains %d frames", framesCount);
framesPointer = (ActorFrame *)malloc(sizeof(ActorFrame) * 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_ORIENTATION_COUNT; orient++) {
// Load all four orientations
framesPointer[i].dir[orient].frameIndex = readS.readUint16();
framesPointer[i].dir[orient].frameCount = readS.readUint16();
if (framesPointer[i].dir[orient].frameIndex > lastFrame) {
lastFrame = framesPointer[i].dir[orient].frameIndex;
}
}
}
RSC_FreeResource(resourcePointer);
actor->frames = framesPointer;
actor->framesCount = framesCount;
debug(0, "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(0, "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;
for (i = 0; i < ACTORCOUNT; i++) {
actor = &_actors[i];
if (actor->flags & (kProtagonist | kFollower)) {
actor->sceneNumber = _vm->_scene->currentSceneNumber();
}
}
}
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;
case INTENT_SPEAK:
// Actor wants to blab
{
handleSpeakIntent(actor, a_intent, &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--;
}
}
}
}
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->actorY / 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->actorX / ACTOR_LMULT);
actor->screenPosition.y = (actor->actorY / ACTOR_LMULT) - actor->actorZ;
}
}
int Actor::drawActors() {
ActorOrderList::iterator actorDrawOrderIterator;
ActorData *actor;
ActorIntentList::iterator actorIntentIterator;
ACTORINTENT *a_intent;
ActorDialogList::iterator actorDialogIterator;
ACTORDIALOGUE *a_dialogue;
int o_idx; //Orientation index
int sprite_num;
int diag_x, diag_y; // dialog coordinates
SURFACE *back_buf;
back_buf = _vm->_gfx->getBackBuffer();
createDrawOrderList();
for (actorDrawOrderIterator = _drawOrderList.begin(); actorDrawOrderIterator != _drawOrderList.end(); ++actorDrawOrderIterator) {
actor = actorDrawOrderIterator.operator*();
if (actor->framesCount == 0) {
warning("actor->framesCount == 0 actorId 0x%X", actor->actorId);
continue;
}
o_idx = ActorOrientationLUT[actor->orient];
sprite_num = actor->frames[actor->action].dir[o_idx].frameIndex;
sprite_num += actor->action_frame;
if (actor->spriteList->sprite_count <= sprite_num) {
warning("(actor->spriteList->sprite_count <= sprite_num) actorId 0x%X", actor->actorId);
continue;
}
_vm->_sprite->drawOccluded(back_buf, actor->spriteList, sprite_num, actor->screenPosition, actor->screenScale, actor->screenDepth);
// If actor's current intent is to speak, oblige him by
// displaying his dialogue
actorIntentIterator = actor->a_intentlist.begin();
if (actorIntentIterator != actor->a_intentlist.end()) {
a_intent = actorIntentIterator.operator->();
if (a_intent->a_itype == INTENT_SPEAK) {
actorDialogIterator = a_intent->si_diaglist.begin();
if (actorDialogIterator != a_intent->si_diaglist.end()) {
a_dialogue = actorDialogIterator.operator->();
diag_x = actor->screenPosition.x;
diag_y = actor->screenPosition.y;
diag_y -= ACTOR_DIALOGUE_HEIGHT;
_vm->textDraw(MEDIUM_FONT_ID, back_buf, a_dialogue->d_string, diag_x, diag_y, actor->speechColor, 0,
FONT_OUTLINE | FONT_CENTERED);
}
}
}
}
return SUCCESS;
}
// Called if the user wishes to skip a line of dialogue (spacebar in the
// original game). Will find all actors currently talking and remove one
// dialogue entry if there is a current speak intent present.
int Actor::skipDialogue() {
int i;
ActorData *actor;
ActorIntentList::iterator actorIntentIterator;
ACTORINTENT *a_intent;
ActorDialogList::iterator actorDialogIterator;
ACTORDIALOGUE *a_dialogue;
for (i = 0; i < ACTORCOUNT; i++) {
actor = &_actors[i];
if (actor->disabled) continue;
// Check the actor's current intent for a speak intent
actorIntentIterator = actor->a_intentlist.begin();
if (actorIntentIterator != actor->a_intentlist.end()) {
a_intent = actorIntentIterator.operator->();
if (a_intent->a_itype == INTENT_SPEAK) {
// Okay, found a speak intent. Remove one dialogue entry
// from it, releasing any semaphore */
actorDialogIterator = a_intent->si_diaglist.begin();
if (actorDialogIterator != a_intent->si_diaglist.end()) {
a_dialogue = actorDialogIterator.operator->();
if (a_dialogue->d_sem != NULL) {
_vm->_script->SThreadReleaseSem(a_dialogue->d_sem);
}
a_intent->si_diaglist.erase(actorDialogIterator);
// And stop any currently playing voices
_vm->_sound->stopVoice();
}
}
}
}
return SUCCESS;
}
void Actor::speak(uint16 actorId, const char *d_string, uint16 d_voice_rn, SEMAPHORE *sem) {
ActorData *actor;
ActorIntentList::iterator actorIntentIterator;
ACTORINTENT *a_intent_p = NULL;
ACTORINTENT a_intent;
int use_existing_ai = 0;
ACTORDIALOGUE a_dialogue;
a_dialogue.d_string = d_string;
a_dialogue.d_voice_rn = d_voice_rn;
a_dialogue.d_time = getSpeechTime(d_string, d_voice_rn);
a_dialogue.d_sem_held = 1;
a_dialogue.d_sem = sem;
actor = getActor(actorId);
// If actor's last registered intent is to speak, we can queue the
// requested dialogue on that intent context; so examine the last
// intent
actorIntentIterator = actor->a_intentlist.end();
--actorIntentIterator;
if (actorIntentIterator != actor->a_intentlist.end()) {
a_intent_p = actorIntentIterator.operator->();
if (a_intent_p->a_itype == INTENT_SPEAK) {
use_existing_ai = 1;
}
}
if (use_existing_ai) {
// Store the current dialogue off the existing actor intent
a_intent_p->si_diaglist.push_back(a_dialogue);
} else {
// Create a new actor intent
a_intent.a_itype = INTENT_SPEAK;
a_intent.a_idone = 0;
a_intent.a_iflags = 0;
a_intent.si_last_action = actor->action;
a_intent.si_diaglist.push_back(a_dialogue);
actor->a_intentlist.push_back(a_intent);
}
if (sem != NULL) {
_vm->_script->SThreadHoldSem(sem);
}
}
int Actor::handleSpeakIntent(ActorData *actor, ACTORINTENT *a_aintent, int *complete_p, int msec) {
ActorDialogList::iterator actorDialogIterator;
ActorDialogList::iterator nextActorDialogIterator;
ACTORDIALOGUE *a_dialogue;
ACTORDIALOGUE *a_dialogue2;
long carry_time;
int intent_complete = 0;
if (!a_aintent->si_init) {
// Initialize speak intent by setting up action
actor->action = ACTION_SPEAK;
actor->action_frame = 0;
actor->action_time = 0;
actor->action_flags = ACTION_LOOP;
a_aintent->si_init = 1;
}
// Process actor dialogue list
actorDialogIterator = a_aintent->si_diaglist.begin();
if (actorDialogIterator != a_aintent->si_diaglist.end()) {
a_dialogue = actorDialogIterator.operator->();
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) {
_vm->_script->SThreadReleaseSem(a_dialogue->d_sem);
}
carry_time = a_dialogue->d_time;
nextActorDialogIterator = actorDialogIterator;
++nextActorDialogIterator;
if (nextActorDialogIterator != a_aintent->si_diaglist.end()) {
a_dialogue2 = nextActorDialogIterator.operator->();
a_dialogue2->d_time -= carry_time;
}
// Check if there are any dialogue nodes left. If not,
// flag this speech intent as complete
actorDialogIterator = a_aintent->si_diaglist.erase(actorDialogIterator);
if (actorDialogIterator == a_aintent->si_diaglist.end()) {
intent_complete = 1;
}
}
} else {
intent_complete = 1;
}
if (intent_complete) {
*complete_p = 1;
}
return 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;
}
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(0, "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);
}
// 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;
}
setOrientation(actorId, orient);
}
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