scummvm/saga/actor.cpp
2005-01-23 21:55:13 +00:00

2119 lines
54 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004-2005 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/actor.h"
#include "saga/actordata.h"
#include "saga/objectdata.h"
#include "saga/stream.h"
#include "saga/interface.h"
#include "saga/events.h"
#include "saga/objectmap.h"
#include "common/config-manager.h"
namespace Saga {
static int commonObjectCompare(const CommonObjectDataPointer& obj1, const CommonObjectDataPointer& obj2) {
if (obj1->location.y == obj2->location.y) {
return 0;
} else {
if (obj1->location.y < obj2->location.y) {
return -1;
} else {
return 1;
}
}
}
// Lookup table to convert 8 cardinal directions to 4
int actorDirectectionsLUT[8] = {
ACTOR_DIRECTION_BACK, // kDirUp
ACTOR_DIRECTION_RIGHT, // kDirUpRight
ACTOR_DIRECTION_RIGHT, // kDirRight
ACTOR_DIRECTION_RIGHT, // kDirDownRight
ACTOR_DIRECTION_FORWARD,// kDirDown
ACTOR_DIRECTION_LEFT, // kDirDownLeft
ACTOR_DIRECTION_LEFT, // kDirLeft
ACTOR_DIRECTION_LEFT, // kDirUpLeft
};
PathDirectionData pathDirectionLUT[8][3] = {
{{0, 0, -1}, {7, -1, -1}, {4, 1, -1}},
{{1, 1, 0}, {4, 1, -1}, {5, 1, 1}},
{{2, 0, 1}, {5, 1, 1}, {6, -1, 1}},
{{3, -1, 0}, {6, -1, 1}, {7, -1, -1}},
{{0, 0, -1}, {1, 1, 0}, {4, 1, -1}},
{{1, 1, 0}, {2, 0, 1}, {5, 1, 1}},
{{2, 0, 1}, {3, -1, 0}, {6, -1, 1}},
{{3, -1, 0}, {0, 0, -1}, {7, -1, -1}}
};
int pathDirectionLUT2[8][2] = {
{ 0, -1},
{ 1, 0},
{ 0, 1},
{-1, 0},
{ 1, -1},
{ 1, 1},
{-1, 1},
{-1, -1}
};
int angleLUT[16][2] = {
{ 0, -256},
{ 98, -237},
{ 181, -181},
{ 237, -98},
{ 256, 0},
{ 237, 98},
{ 181, 181},
{ 98, 237},
{ 0, 256},
{ -98, 237},
{-181, 181},
{-237, 98},
{-256, 0},
{-237, -98},
{-181, -181},
{ -98, -237}
};
int directionLUT[8][2] = {
{ 0*2, -2*2},
{ 2*2, -1*2},
{ 3*2, 0*2},
{ 2*2, 1*2},
{ 0*2, 2*2},
{-2*2, 1*2},
{-4*2, 0*2},
{-2*2, -1*2}
};
int tileDirectionLUT[8][2] = {
{ 1, 1},
{ 2, 0},
{ 1, -1},
{ 0, -2},
{-1, -1},
{-2, 0},
{-1, 1},
{ 0, 2}
};
Actor::Actor(SagaEngine *vm) : _vm(vm) {
int i;
int result;
byte *stringsPointer;
size_t stringsLength;
ActorData *actor;
ObjectData *obj;
debug(9, "Actor::Actor()");
_actors = NULL;
_actorsCount = 0;
_objs = NULL;
_objsCount = 0;
#ifdef ACTOR_DEBUG
_debugPoints = NULL;
_debugPointsAlloced = _debugPointsCount = 0;
#endif
_pathNodeList = _newPathNodeList = NULL;
_pathList = NULL;
_pathDirectionList = NULL;
_pathListAlloced = _pathNodeListAlloced = _newPathNodeListAlloced = 0;
_pathListIndex = _pathNodeListIndex = _newPathNodeListIndex = -1;
_pathDirectionListCount = 0;
_pathDirectionListAlloced = 0;
_centerActor = _protagonist = NULL;
_lastTickMsec = 0;
_yCellCount = _vm->getSceneHeight();
_xCellCount = _vm->getDisplayWidth();
_pathCell = (int8*) malloc(_yCellCount * _xCellCount * sizeof(*_pathCell));
_pathRect.left = 0;
_pathRect.right = _vm->getDisplayWidth();
_pathRect.top = _vm->getDisplayInfo().pathStartY;
_pathRect.bottom = _vm->getSceneHeight();
if (_vm->getGameType() == GType_ITE) {
// Get actor resource file context
_actorContext = _vm->getFileContext(GAME_RESOURCEFILE, 0);
if (_actorContext == NULL) {
error("Actor::Actor(): Couldn't load actor module resource context.");
}
result = RSC_LoadResource(_actorContext, RID_ITE_ACTOR_NAMES, &stringsPointer, &stringsLength); // fixme: IHNM
if ((result != SUCCESS) || (stringsLength == 0)) {
error("Error loading strings list resource");
}
_vm->loadStrings(_actorsStrings, stringsPointer, stringsLength);
RSC_FreeResource(stringsPointer);
} else {
// TODO
}
if (_vm->getGameType() == GType_ITE) {
_actorsCount = ITE_ACTORCOUNT;
_actors = (ActorData **)malloc(_actorsCount * sizeof(*_actors));
for (i = 0; i < _actorsCount; i++) {
actor = _actors[i] = new ActorData();
actor->id = actorIndexToId(i);
actor->index = i;
debug(9, "init actor id=%d index=%d", actor->id, actor->index);
actor->nameIndex = ITE_ActorTable[i].nameIndex;
actor->scriptEntrypointNumber = ITE_ActorTable[i].scriptEntrypointNumber;
actor->spriteListResourceId = ITE_ActorTable[i].spriteListResourceId;
actor->frameListResourceId = ITE_ActorTable[i].frameListResourceId;
actor->speechColor = ITE_ActorTable[i].speechColor;
actor->sceneNumber = ITE_ActorTable[i].sceneIndex;
actor->flags = ITE_ActorTable[i].flags;
actor->currentAction = ITE_ActorTable[i].currentAction;
actor->facingDirection = ITE_ActorTable[i].facingDirection;
actor->actionDirection = ITE_ActorTable[i].actionDirection;
actor->frameNumber = 0;
actor->targetObject = ID_NOTHING;
actor->actorFlags = 0;
actor->lastZone = NULL;
actor->location.x = ITE_ActorTable[i].x;
actor->location.y = ITE_ActorTable[i].y;
actor->location.z = ITE_ActorTable[i].z;
actor->disabled = !loadActorResources(actor);
if (actor->disabled) {
warning("Disabling actor Id=%d index=%d", actor->id, actor->index);
}
}
_objsCount = ITE_OBJECTCOUNT;
_objs = (ObjectData **)malloc(_objsCount * sizeof(*_objs));
for (i = 0; i < _objsCount; i++) {
obj = _objs[i] = new ObjectData();
obj->id = objIndexToId(i);
obj->index = i;
debug(9, "init obj id=%d index=%d", obj->id, obj->index);
obj->nameIndex = ITE_ObjectTable[i].nameIndex;
obj->scriptEntrypointNumber = ITE_ObjectTable[i].scriptEntrypointNumber;
obj->spriteListResourceId = ITE_ObjectTable[i].spriteListResourceId;
obj->sceneNumber = ITE_ObjectTable[i].sceneIndex;
obj->interactBits = ITE_ObjectTable[i].interactBits;
obj->flags = 0;
obj->frameNumber = 0;
obj->location.x = ITE_ObjectTable[i].x;
obj->location.y = ITE_ObjectTable[i].y;
obj->location.z = ITE_ObjectTable[i].z;
}
} else {
// TODO.
static ActorData dummyActor;
dummyActor.frames = NULL;
dummyActor.walkStepsPoints = NULL;
_protagonist = &dummyActor;
}
}
Actor::~Actor() {
int i;
ActorData *actor;
ObjectData *obj;
debug(9, "Actor::~Actor()");
#ifdef ACTOR_DEBUG
free(_debugPoints);
#endif
free(_pathDirectionList);
free(_pathNodeList);
free(_newPathNodeList);
free(_pathList);
free(_pathCell);
_actorsStrings.freeMem();
//release resources
for (i = 0; i < _actorsCount; i++) {
actor = _actors[i];
delete actor;
}
free(_actors);
for (i = 0; i < _objsCount; i++) {
obj = _objs[i];
delete obj;
}
free(_objs);
}
bool Actor::loadActorResources(ActorData *actor) {
byte *resourcePointer;
size_t resourceLength;
int framesCount;
ActorFrameSequence *framesPointer;
int lastFrame;
int i, orient;
int resourceId;
if (actor->frameListResourceId == 0) {
warning("Frame List ID = 0 for actor index %d", actor->index);
return true;
}
debug(9, "Loading frame resource id %d", actor->frameListResourceId);
if (RSC_LoadResource(_actorContext, actor->frameListResourceId, &resourcePointer, &resourceLength) != 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) {
memoryError("Actor::loadActorResources");
}
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;
resourceId = actor->spriteListResourceId;
debug(9, "Loading sprite resource id %d", resourceId);
if (_vm->_sprite->loadList(resourceId, actor->spriteList) != SUCCESS) {
warning("Unable to load sprite list");
return false;
}
i = actor->spriteList.spriteCount;
if ((actor->flags & kExtended)) {
while ((lastFrame >= actor->spriteList.spriteCount)) {
resourceId++;
debug(9, "Appending to sprite list %d", resourceId);
if (_vm->_sprite->loadList(resourceId, actor->spriteList) != SUCCESS) {
warning("Unable append sprite list");
return false;
}
}
}
return true;
}
void Actor::takeExit(uint16 actorId, const HitZone *hitZone) {
ActorData *actor;
actor = getActor(actorId);
actor->lastZone = NULL;
_vm->_scene->changeScene(hitZone->getSceneNumber(), hitZone->getActorsEntrance());
_vm->_script->setNoPendingVerb();
}
void Actor::stepZoneAction(ActorData *actor, const HitZone *hitZone, bool exit, bool stopped) {
EVENT event;
if (actor != _protagonist) {
return;
}
if (((hitZone->getFlags() & kHitZoneTerminus) && !stopped) || (!(hitZone->getFlags() & kHitZoneTerminus) && stopped)) {
return;
}
if (!exit) {
if (hitZone->getFlags() & kHitZoneAutoWalk) {
actor->currentAction = kActionWalkDir;
actor->actionDirection = actor->facingDirection = hitZone->getDirection();
actor->walkFrameSequence = kFrameWalk;
return;
}
} else {
if (!(hitZone->getFlags() & kHitZoneAutoWalk)) {
return;
}
}
if (hitZone->getFlags() & kHitZoneExit) {
takeExit(actor->id, hitZone);
} else {
if (hitZone->getScriptNumber() > 0) {
event.type = ONESHOT_EVENT;
event.code = SCRIPT_EVENT;
event.op = EVENT_EXEC_NONBLOCKING;
event.time = 0;
event.param = _vm->_scene->getScriptModuleNumber(); // module number
event.param2 = hitZone->getScriptNumber(); // script entry point number
event.param3 = kVerbEnter; // Action
event.param4 = ID_NOTHING; // Object
event.param5 = ID_NOTHING; // With Object
event.param6 = ID_PROTAG; // Actor
_vm->_events->queue(&event);
}
}
}
void Actor::realLocation(Location &location, uint16 objectId, uint16 walkFlags) {
int angle;
int distance;
ActorData *actor;
if (walkFlags & kWalkUseAngle) {
// tiled stuff
if (_vm->_scene->getFlags() & kSceneFlagISO) {
//todo: it
} else {
angle = location.x & 15;
distance = location.y;
location.x = (angleLUT[angle][0] * distance) >> 6; //fixme - call real angle calc
location.y = (angleLUT[angle][1] * distance) >> 6;
}
}
if (objectId != ID_NOTHING) {
if (validActorId(objectId)) {
actor = getActor(objectId);
location.add( actor->location);
} else {
warning("ObjectId unsupported"); //todo: do it
}
}
}
void Actor::actorFaceTowardsPoint(uint16 actorId, const Location &toLocation) {
ActorData *actor;
Location delta;
actor = getActor(actorId);
// tiled stuff
if (_vm->_scene->getFlags() & kSceneFlagISO) {
//todo: it
} else {
toLocation.delta(actor->location, delta);
if (ABS(delta.y) > ABS(delta.x * 2)) {
actor->facingDirection = (delta.y > 0) ? kDirDown : kDirUp;
} else {
actor->facingDirection = (delta.x > 0) ? kDirRight : kDirLeft;
}
}
}
void Actor::actorFaceTowardsObject(uint16 actorId, uint16 objectId) {
ActorData *actor;
if (validActorId(objectId)) {
actor = getActor(objectId);
actorFaceTowardsPoint(actorId, actor->location);
} else {
warning("ObjectId unsupported"); //todo: do it
}
}
ObjectData *Actor::getObj(uint16 objId) {
ObjectData *obj;
if (!validObjId(objId))
error("Actor::getObj Wrong objId 0x%X", objId);
obj = _objs[objIdToIndex(objId)];
return obj;
}
ActorData *Actor::getActor(uint16 actorId) {
ActorData *actor;
if (!validActorId(actorId))
error("Actor::getActor Wrong actorId 0x%X", actorId);
if (actorId == ID_PROTAG) {
if (_protagonist == NULL) {
error("_protagonist == NULL");
}
return _protagonist;
}
actor = _actors[actorIdToIndex(actorId)];
if (actor->disabled)
warning("Actor::getActor disabled actorId 0x%X", actorId);
return actor;
}
bool Actor::validFollowerLocation(const Location &location) {
Point point;
location.toScreenPointXY(point);
if ((point.x < 5) || (point.x >= _vm->getDisplayWidth() - 5) ||
(point.y < 0) || (point.y > _vm->getSceneHeight())) {
return false;
}
return (_vm->_scene->canWalk(point));
}
void Actor::updateActorsScene(int actorsEntrance) {
int i, j;
int followerDirection;
ActorData *actor;
Location tempLocation;
Location possibleLocation;
Point delta;
const SceneEntry *sceneEntry;
if (_vm->getGameType() == GType_IHNM) {
warning("Actors aren't implemented for IHNM yet");
return;
}
_activeSpeech.stringsCount = 0;
_protagonist = NULL;
for (i = 0; i < _actorsCount; i++) {
actor = _actors[i];
if (actor->flags & (kProtagonist | kFollower)) {
actor->sceneNumber = _vm->_scene->currentSceneNumber();
if (actor->flags & kProtagonist) {
actor->finalTarget = actor->location;
_centerActor = _protagonist = actor;
}
}
if (actor->sceneNumber == _vm->_scene->currentSceneNumber()) {
actor->actionCycle = (rand() & 7) * 4;
}
}
assert(_protagonist);
if (actorsEntrance >= 0) {
sceneEntry = _vm->_scene->_entryList.getEntry(actorsEntrance);
// tiled stuff
if (_vm->_scene->getFlags() & kSceneFlagISO) {
//todo: it
} else {
_protagonist->location.x = sceneEntry->location.x * ACTOR_LMULT;
_protagonist->location.y = sceneEntry->location.y * ACTOR_LMULT;
_protagonist->location.z = sceneEntry->location.z * ACTOR_LMULT;
_protagonist->facingDirection = _protagonist->actionDirection = sceneEntry->facing;
}
}
_protagonist->currentAction = kActionWait;
if (_vm->_scene->getFlags() & kSceneFlagISO) {
//todo: it
} else {
_vm->_scene->initDoorsState();
}
followerDirection = _protagonist->facingDirection + 3;
calcScreenPosition(_protagonist);
for (i = 0; i < _actorsCount; i++) {
actor = _actors[i];
if (actor->flags & (kFollower)) {
actor->facingDirection = actor->actionDirection = _protagonist->facingDirection;
actor->currentAction = kActionWait;
actor->walkStepsCount = actor->walkStepIndex = 0;
actor->location.z = _protagonist->location.z;
if (_vm->_scene->getFlags() & kSceneFlagISO) {
//todo: it
} else {
followerDirection &= 0x07;
possibleLocation = _protagonist->location;
delta.x = directionLUT[followerDirection][0];
delta.y = directionLUT[followerDirection][1];
for (j = 0; j < 30; j++) {
tempLocation = possibleLocation;
tempLocation.x += delta.x;
tempLocation.y += delta.y;
if (validFollowerLocation( tempLocation)) {
possibleLocation = tempLocation;
} else {
tempLocation = possibleLocation;
tempLocation.x += delta.x;
if (validFollowerLocation( tempLocation)) {
possibleLocation = tempLocation;
} else {
tempLocation = possibleLocation;
tempLocation.y += delta.y;
if (validFollowerLocation( tempLocation)) {
possibleLocation = tempLocation;
} else {
break;
}
}
}
}
actor->location = possibleLocation;
}
followerDirection += 2;
}
}
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;
}
_activeSpeech.playing = false;
if (_activeSpeech.actorIds[0] != 0) {
actor = getActor(_activeSpeech.actorIds[0]);
if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) {
actor->currentAction = kActionWait;
}
}
}
if (removeFirst) {
for (i = 1; i < _activeSpeech.stringsCount; i++) {
_activeSpeech.strings[i - 1] = _activeSpeech.strings[i];
}
_activeSpeech.stringsCount--;
if (_activeSpeech.stringsCount > 0 && _activeSpeech.actorIds[0] != 0) {
// Update actor speech position for the next string.
// Note that we only need to do this for the first
// actor since simultaneous speech is never more than
// one string at a time.
actor = getActor(_activeSpeech.actorIds[0]);
_activeSpeech.speechCoords[0] = actor->screenPosition;
_activeSpeech.speechCoords[0].y -= ACTOR_DIALOGUE_HEIGHT;
}
}
if (!isSpeaking())
_vm->_script->wakeUpThreadsDelayed(kWaitTypeSpeech, ticksToMSec(kScriptTimeTicksPerSecond / 3));
}
void Actor::handleActions(int msec, bool setup) {
int i;
ActorData *actor;
ActorFrameRange *frameRange;
int state;
int speed;
Location delta;
Location addDelta;
int hitZoneIndex;
const HitZone *hitZone;
Point hitPoint;
for (i = 0; i < _actorsCount; i++) {
actor = _actors[i];
if (actor->disabled) continue;
if (actor->sceneNumber != _vm->_scene->currentSceneNumber()) continue;
//todo: dragon stuff
/* if (actor->index == 2)
debug(9, "Action: %d Flags: %x", actor->currentAction, actor->flags);*/
switch(actor->currentAction) {
case kActionWait:
if (!setup && (actor->flags & kFollower)) {
followProtagonist(actor);
if (actor->currentAction != kActionWait)
break;
}
if (actor->targetObject != ID_NOTHING) {
actorFaceTowardsObject(actor->id, actor->targetObject);
}
if (actor->flags & kCycle) {
frameRange = getActorFrameRange(actor->id, 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->id, kFrameWait);
if ((frameRange->frameCount < 1 || actor->actionCycle > 33))
frameRange = getActorFrameRange(actor->id, kFrameStand);
if (frameRange->frameCount) {
actor->frameNumber = frameRange->frameIndex + (uint16)rand() % frameRange->frameCount;
} else {
actor->frameNumber = frameRange->frameIndex;
}
}
actor->actionCycle++;
break;
case kActionWalkToPoint:
case kActionWalkToLink:
// tiled stuff
if (_vm->_scene->getFlags() & kSceneFlagISO) {
//todo: it
} else {
actor->partialTarget.delta(actor->location, delta);
while ((delta.x == 0) && (delta.y == 0)) {
if (actor->walkStepIndex >= actor->walkStepsCount) {
actorEndWalk(actor->id, true);
break;
}
actor->partialTarget.fromScreenPoint(actor->walkStepsPoints[actor->walkStepIndex++]);
if (actor->partialTarget.x > 224 * 2 * ACTOR_LMULT) {
actor->partialTarget.x -= 256 * 2 * ACTOR_LMULT;
}
actor->partialTarget.delta(actor->location, delta);
if (ABS(delta.y) > ABS(delta.x)) {
actor->actionDirection = delta.y > 0 ? kDirDown : kDirUp;
} else {
actor->actionDirection = delta.x > 0 ? kDirRight : kDirLeft;
}
}
speed = (ACTOR_LMULT * 2 * actor->screenScale + 63) / 256;
if (speed < 1) {
speed = 1;
}
if ((actor->actionDirection == kDirUp) || (actor->actionDirection == kDirDown)) {
// move by 2's in vertical dimension
addDelta.y = clamp(-speed, delta.y, speed);
if (addDelta.y == delta.y) {
addDelta.x = delta.x;
} else {
addDelta.x = delta.x * addDelta.y;
addDelta.x += (addDelta.x > 0) ? (delta.y / 2) : (-delta.y / 2);
addDelta.x /= delta.y;
actor->facingDirection = actor->actionDirection;
}
} else {
addDelta.x = clamp(-2 * speed, delta.x, 2 * speed);
if (addDelta.x == delta.x) {
addDelta.y = delta.y;
} else {
addDelta.y = delta.y * addDelta.x;
addDelta.y += (addDelta.y > 0) ? (delta.x / 2) : (-delta.x / 2);
addDelta.y /= delta.x;
actor->facingDirection = actor->actionDirection;
}
}
actor->location.add(addDelta);
}
if (actor->actorFlags & kActorBackwards) {
actor->facingDirection = (actor->actionDirection + 4) & 7;
actor->actionCycle--;
} else {
actor->actionCycle++;
}
frameRange = getActorFrameRange(actor->id, actor->walkFrameSequence);
if (actor->actionCycle < 0) {
actor->actionCycle = frameRange->frameCount - 1;
} else {
if (actor->actionCycle >= frameRange->frameCount) {
actor->actionCycle = 0;
}
}
actor->frameNumber = frameRange->frameIndex + actor->actionCycle;
break;
case kActionWalkDir:
// tiled stuff
if (_vm->_scene->getFlags() & kSceneFlagISO) {
//todo: it
} else {
actor->location.x += directionLUT[actor->actionDirection][0] * 2;
actor->location.y += directionLUT[actor->actionDirection][1] * 2;
frameRange = getActorFrameRange(actor->id, actor->walkFrameSequence);
actor->actionCycle++;
actor->cycleWrap(frameRange->frameCount);
actor->frameNumber = frameRange->frameIndex + actor->actionCycle;
}
break;
case kActionSpeak:
actor->actionCycle++;
actor->cycleWrap(64);
frameRange = getActorFrameRange(actor->id, kFrameGesture);
if (actor->actionCycle >= frameRange->frameCount) {
if (actor->actionCycle & 1)
break;
frameRange = getActorFrameRange(actor->id, kFrameSpeak);
state = (uint16)rand() % (frameRange->frameCount + 1);
if (state == 0) {
frameRange = getActorFrameRange(actor->id, 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->id, actor->cycleFrameSequence);
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;
}
if ((actor->currentAction >= kActionWalkToPoint) && (actor->currentAction <= kActionWalkDir)) {
hitZone = NULL;
// tiled stuff
if (_vm->_scene->getFlags() & kSceneFlagISO) {
//todo: it
} else {
actor->location.toScreenPointXY(hitPoint);
hitZoneIndex = _vm->_scene->_actionMap->hitTest(hitPoint);
if (hitZoneIndex != -1) {
hitZone = _vm->_scene->_actionMap->getHitZone(hitZoneIndex);
}
}
if (hitZone != actor->lastZone) {
if (actor->lastZone)
stepZoneAction( actor, actor->lastZone, true, false);
actor->lastZone = hitZone;
if (hitZone)
stepZoneAction( actor, hitZone, false, false);
}
}
}
}
int Actor::direct(int msec) {
// FIXME: HACK. This should be turned into cycle event.
_lastTickMsec += msec;
if (_lastTickMsec > 1000 / 15) { // fixme
_lastTickMsec = 0;
//process actions
handleActions(msec, false);
}
//process speech
handleSpeech(msec);
return SUCCESS;
}
void Actor::calcScreenPosition(CommonObjectData *commonObjectData) {
int beginSlope, endSlope, middle;
if (_vm->_scene->getFlags() & kSceneFlagISO) {
//todo: it
} else {
middle = _vm->getSceneHeight() - commonObjectData->location.y / ACTOR_LMULT;
_vm->_scene->getSlopes(beginSlope, endSlope);
commonObjectData->screenDepth = (14 * middle) / endSlope + 1;
if (middle <= beginSlope) {
commonObjectData->screenScale = 256;
} else {
if (middle >= endSlope) {
commonObjectData->screenScale = 1;
} else {
middle -= beginSlope;
endSlope -= beginSlope;
commonObjectData->screenScale = 256 - (middle * 256) / endSlope;
}
}
commonObjectData->location.toScreenPointXYZ(commonObjectData->screenPosition);
}
}
uint16 Actor::hitTest(const Point &testPoint) {
CommonObjectOrderList::iterator drawOrderIterator;
CommonObjectDataPointer drawObject;
int frameNumber;
SpriteList *spriteList;
createDrawOrderList();
for (drawOrderIterator = _drawOrderList.begin(); drawOrderIterator != _drawOrderList.end(); ++drawOrderIterator) {
drawObject = drawOrderIterator.operator*();
if (!getSpriteParams(drawObject, frameNumber, spriteList)) {
continue;
}
if (_vm->_sprite->hitTest(*spriteList, frameNumber, drawObject->screenPosition, drawObject->screenScale, testPoint)) {
return drawObject->id;
}
}
return ID_NOTHING;
}
void Actor::createDrawOrderList() {
int i;
ActorData *actor;
ObjectData *obj;
_drawOrderList.clear();
for (i = 0; i < _actorsCount; i++) {
actor = _actors[i];
if (actor->disabled) continue;
if (actor->sceneNumber != _vm->_scene->currentSceneNumber()) continue;
_drawOrderList.pushBack(actor, commonObjectCompare);
calcScreenPosition(actor);
}
for (i = 0; i < _objsCount; i++) {
obj = _objs[i];
if (obj->sceneNumber != _vm->_scene->currentSceneNumber()) continue;
_drawOrderList.pushBack(obj, commonObjectCompare);
calcScreenPosition(obj);
}
}
bool Actor::getSpriteParams(CommonObjectData *commonObjectData, int &frameNumber, SpriteList *&spriteList) {
if (_vm->_scene->currentSceneNumber() == RID_ITE_OVERMAP_SCENE) {
if (!(commonObjectData->flags & kProtagonist)){
warning("not protagonist");
return false;
}
frameNumber = 8;
spriteList = &_vm->_sprite->_mainSprites;
} else {
frameNumber = commonObjectData->frameNumber;
spriteList = &commonObjectData->spriteList;
}
if ((frameNumber < 0) || (spriteList->spriteCount <= frameNumber)) {
warning("Actor::getSpriteParams frameNumber invalid for object id 0x%X", commonObjectData->id);
return false;
}
return true;
}
int Actor::drawActors() {
CommonObjectOrderList::iterator drawOrderIterator;
CommonObjectDataPointer drawObject;
int frameNumber;
SpriteList *spriteList;
SURFACE *back_buf;
back_buf = _vm->_gfx->getBackBuffer();
createDrawOrderList();
for (drawOrderIterator = _drawOrderList.begin(); drawOrderIterator != _drawOrderList.end(); ++drawOrderIterator) {
drawObject = drawOrderIterator.operator*();
if (!getSpriteParams(drawObject, frameNumber, spriteList)) {
continue;
}
if (_vm->_scene->getFlags() & kSceneFlagISO) {
//todo: it
} else {
_vm->_sprite->drawOccluded(back_buf, *spriteList, frameNumber, drawObject->screenPosition, drawObject->screenScale, drawObject->screenDepth);
}
}
// draw speeches
if (isSpeaking() && !_vm->_script->_skipSpeeches) {
int i;
int textDrawFlags;
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++){
_vm->textDraw(MEDIUM_FONT_ID, back_buf, outputString, _activeSpeech.speechCoords[i].x, _activeSpeech.speechCoords[i].y, _activeSpeech.speechColor[i], _activeSpeech.outlineColor[i], textDrawFlags);
}
} else { // non actors speech
warning("non actors speech occures");
//todo: write it
}
}
return SUCCESS;
}
bool Actor::followProtagonist(ActorData *actor) {
Location protagonistLocation;
Location newLocation;
Location delta;
int protagonistBGMaskType;
Point prefer1;
Point prefer2;
Point prefer3;
assert(_protagonist);
actor->flags &= ~(kFaster | kFastest);
protagonistLocation = _protagonist->location;
calcScreenPosition(_protagonist);
if (_vm->_scene->getFlags() & kSceneFlagISO) {
//todo: it
} else {
prefer1.x = (100 * _protagonist->screenScale) >> 8;
prefer1.y = (50 * _protagonist->screenScale) >> 8;
if (_protagonist->currentAction == kActionWalkDir) {
prefer1.x /= 2;
}
if (prefer1.x < 8) {
prefer1.x = 8;
}
if (prefer1.y < 8) {
prefer1.y = 8;
}
prefer2.x = prefer1.x * 2;
prefer2.y = prefer1.y * 2;
prefer3.x = prefer1.x + prefer1.x / 2;
prefer3.y = prefer1.y + prefer1.y / 2;
actor->location.delta(protagonistLocation, delta);
protagonistBGMaskType = 0;
if (_vm->_scene->isBGMaskPresent()) {
if (_vm->_scene->validBGMaskPoint(_protagonist->screenPosition)) {
protagonistBGMaskType = _vm->_scene->getBGMaskType(_protagonist->screenPosition);
}
}
if ((rand() & 0x7) == 0)
actor->actorFlags &= ~kActorNoFollow;
if (actor->actorFlags & kActorNoFollow) {
return false;
}
if ((delta.x > prefer2.x) || (delta.x < -prefer2.x) ||
(delta.y > prefer2.y) || (delta.y < -prefer2.y) ||
((_protagonist->currentAction == kActionWait) &&
(delta.x * 2 < prefer1.x) && (delta.x * 2 > -prefer1.x) &&
(delta.y < prefer1.y) && (delta.y > -prefer1.y))) {
if (ABS(delta.x) > ABS(delta.y)) {
delta.x = (delta.x > 0) ? prefer3.x : -prefer3.x;
newLocation.x = delta.x + protagonistLocation.x;
newLocation.y = clamp(-prefer2.y, delta.y, prefer2.y) + protagonistLocation.y;
} else {
delta.y = (delta.y > 0) ? prefer3.y : -prefer3.y;
newLocation.x = clamp(-prefer2.x, delta.x, prefer2.x) + protagonistLocation.x;
newLocation.y = delta.y + protagonistLocation.y;
}
newLocation.z = 0;
if (protagonistBGMaskType != 3) {
newLocation.x += (rand() % prefer1.x) - prefer1.x / 2;
newLocation.y += (rand() % prefer1.y) - prefer1.y / 2;
}
newLocation.x = clamp(-31*4, newLocation.x, (_vm->getDisplayWidth() + 31) * 4); //fixme
return actorWalkTo(actor->id, newLocation);
}
}
return false;
}
bool Actor::actorEndWalk(uint16 actorId, bool recurse) {
bool walkMore = false;
ActorData *actor;
const HitZone *hitZone;
int hitZoneIndex;
actor = getActor(actorId);
actor->actorFlags &= ~kActorBackwards;
if (actor->location.distance(actor->finalTarget) > 8) {
if ((actor->flags & kProtagonist) && recurse && !(actor->actorFlags & kActorNoCollide)) {
actor->actorFlags |= kActorNoCollide;
return actorWalkTo(actorId, actor->finalTarget);
}
}
actor->currentAction = kActionWait;
if (actor->actorFlags & kActorFinalFace) {
actor->facingDirection = actor->actionDirection = (actor->actorFlags >> 6) & 0x07; //?
}
actor->actorFlags &= ~(kActorNoCollide | kActorCollided | kActorFinalFace | kActorFacingMask);
actor->flags &= ~(kFaster | kFastest);
if (actor == _protagonist) {
_vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
if (_vm->_script->_pendingVerb == kVerbWalkTo) {
hitZoneIndex = _vm->_scene->_actionMap->hitTest(actor->screenPosition);
if (hitZoneIndex != -1) {
hitZone = _vm->_scene->_actionMap->getHitZone(hitZoneIndex);
stepZoneAction(actor, hitZone, false, true);
} else {
_vm->_script->setNoPendingVerb();
}
} else {
if (_vm->_script->_pendingVerb != kVerbNone) {
_vm->_script->doVerb();
}
}
} else {
if (recurse && (actor->flags & kFollower))
walkMore = followProtagonist(actor);
_vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
}
return walkMore;
}
bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) {
ActorData *actor;
ActorData *anotherActor;
int i;
Rect testBox;
Rect testBox2;
Point anotherActorScreenPosition;
Point collision;
Point pointFrom, pointTo, pointBest, pointAdd;
Point delta, bestDelta;
Point tempPoint;
bool extraStartNode;
bool extraEndNode;
actor = getActor(actorId);
if (actor == _protagonist) {
_vm->_scene->setDoorState(2, 0xff);
_vm->_scene->setDoorState(3, 0);
} else {
_vm->_scene->setDoorState(2, 0);
_vm->_scene->setDoorState(3, 0xff);
}
if (_vm->_scene->getFlags() & kSceneFlagISO) {
//todo: it
} else {
actor->location.toScreenPointXY(pointFrom);
extraStartNode = _vm->_scene->offscreenPath(pointFrom);
toLocation.toScreenPointXY(pointTo);
extraEndNode = _vm->_scene->offscreenPath(pointTo);
if (_vm->_scene->isBGMaskPresent()) {
if ((((actor->currentAction >= kActionWalkToPoint) &&
(actor->currentAction <= kActionWalkDir)) || (actor == _protagonist)) &&
!_vm->_scene->canWalk(pointFrom)) {
for (i = 1; i < 8; i++) {
pointAdd = pointFrom;
pointAdd.y += i;
if (_vm->_scene->canWalk(pointAdd)) {
pointFrom = pointAdd;
break;
}
pointAdd = pointFrom;
pointAdd.y -= i;
if (_vm->_scene->canWalk(pointAdd)) {
pointFrom = pointAdd;
break;
}
pointAdd = pointFrom;
pointAdd.x += i;
if (_vm->_scene->canWalk(pointAdd)) {
pointFrom = pointAdd;
break;
}
pointAdd = pointFrom;
pointAdd.x -= i;
if (_vm->_scene->canWalk(pointAdd)) {
pointFrom = pointAdd;
break;
}
}
}
if (!(actor->actorFlags & kActorNoCollide)) {
collision.x = ACTOR_COLLISION_WIDTH * actor->screenScale / (256 * 2);
collision.y = ACTOR_COLLISION_HEIGHT * actor->screenScale / (256 * 2);
_barrierCount = 0;
for (i = 0; (i < _actorsCount) && (_barrierCount < ACTOR_BARRIERS_MAX); i++) {
anotherActor = _actors[i];
if (anotherActor->disabled) continue;
if (anotherActor->sceneNumber != _vm->_scene->currentSceneNumber()) continue;
if (anotherActor == actor ) continue;
anotherActorScreenPosition = anotherActor->screenPosition;
testBox.left = anotherActorScreenPosition.x - collision.x;
testBox.right = anotherActorScreenPosition.x + collision.x + 1;
testBox.top = anotherActorScreenPosition.y - collision.y;
testBox.bottom = anotherActorScreenPosition.y + collision.y + 1;
testBox2 = testBox;
testBox2.right += 1;
testBox2.left -= 1;
if (testBox2.contains(pointFrom)) {
if (pointFrom.x > anotherActorScreenPosition.x + 4) {
testBox.right = pointFrom.x - 1;
} else {
if (pointFrom.x < anotherActorScreenPosition.x - 4) {
testBox.left = pointFrom.x + 2;
} else {
if (pointFrom.y > anotherActorScreenPosition.y) {
testBox.bottom = pointFrom.y;
} else {
testBox.top = pointFrom.y + 1 ;
}
}
}
}
if ((testBox.width() > 0) && (testBox.height() > 0)) {
_barrierList[_barrierCount++] = testBox;
}
}
}
pointBest = pointTo;
actor->walkStepsCount = 0;
findActorPath(actor, pointFrom, pointTo);
if (actor->walkStepsCount == 0) {
error("actor->walkStepsCount == 0");
}
if (extraStartNode) {
actor->walkStepIndex = 0;
} else {
actor->walkStepIndex = 1;
}
if (extraEndNode) {
toLocation.toScreenPointXY(tempPoint);
actor->walkStepsCount--;
actor->addWalkStepPoint(tempPoint);
}
pointBest = actor->walkStepsPoints[actor->walkStepsCount - 1];
pointFrom.x &= ~1;
delta.x = ABS(pointFrom.x - pointTo.x);
delta.y = ABS(pointFrom.y - pointTo.y);
bestDelta.x = ABS(pointBest.x - pointTo.x);
bestDelta.y = ABS(pointBest.y - pointTo.y);
if (delta.x + delta.y <= bestDelta.x + bestDelta.y) {
if (actor->flags & kFollower)
actor->actorFlags |= kActorNoFollow;
}
if (pointBest == pointFrom) {
actor->walkStepsCount = 0;
}
} else {
actor->walkStepsCount = 0;
actor->addWalkStepPoint(pointTo);
actor->walkStepIndex = 0;
}
actor->partialTarget = actor->location;
actor->finalTarget = toLocation;
if (actor->walkStepsCount == 0) {
actorEndWalk(actorId, false);
return false;
} else {
if (actor->flags & kProtagonist) {
_actors[1]->actorFlags &= ~kActorNoFollow; // TODO: mark all actors with kFollower flag, not only 1 and 2
_actors[2]->actorFlags &= ~kActorNoFollow;
}
actor->currentAction = (actor->walkStepsCount >= ACTOR_MAX_STEPS_COUNT) ? kActionWalkToLink : kActionWalkToPoint;
actor->walkFrameSequence = kFrameWalk;
}
}
return true;
}
void Actor::actorSpeech(uint16 actorId, const char **strings, int stringsCount, uint16 sampleResourceId, int speechFlags) {
ActorData *actor;
int i;
if (_vm->getGameType() == GType_IHNM) {
warning("Actors aren't implemented for IHNM yet");
return;
}
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.speechCoords[0] = actor->screenPosition;
_activeSpeech.speechCoords[0].y -= ACTOR_DIALOGUE_HEIGHT;
_activeSpeech.speechColor[0] = actor->speechColor;
_activeSpeech.outlineColor[0] = _vm->_gfx->getBlack();
_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[0] = ;
//_activeSpeech.outlineColor[0] = ;
//_activeSpeech.speechCoords[0].x = ;
//_activeSpeech.speechCoords[0].y = ;
_activeSpeech.sampleResourceId = -1;
_activeSpeech.playing = false;
_activeSpeech.slowModeCharIndex = 0;
}
void Actor::simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags) {
int i;
if (_vm->getGameType() == GType_IHNM) {
warning("Actors aren't implemented for IHNM yet");
return;
}
for (i = 0; i < actorIdsCount; i++) {
ActorData *actor;
actor = getActor(actorIds[i]);
_activeSpeech.actorIds[i] = actorIds[i];
_activeSpeech.speechCoords[i] = actor->screenPosition;
_activeSpeech.speechCoords[i].y -= ACTOR_DIALOGUE_HEIGHT;
_activeSpeech.speechColor[i] = actor->speechColor;
_activeSpeech.outlineColor[i] = 0; // disable outline
}
_activeSpeech.actorsCount = actorIdsCount;
_activeSpeech.strings[0] = string;
_activeSpeech.stringsCount = 1;
_activeSpeech.speechFlags = speechFlags;
_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;
}
void Actor::findActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
Point iteratorPoint;
Point bestPoint;
int maskType;
int i;
Rect intersect;
#ifdef ACTOR_DEBUG
_debugPointsCount = 0;
#endif
actor->walkStepsCount = 0;
if (fromPoint == toPoint) {
actor->addWalkStepPoint(toPoint);
return;
}
for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
if (_vm->_scene->validBGMaskPoint(iteratorPoint)) {
maskType = _vm->_scene->getBGMaskType(iteratorPoint);
} else {
maskType = 1;
}
setPathCell(iteratorPoint, maskType ? kPathCellBarrier : kPathCellEmpty);
}
}
for (i = 0; i < _barrierCount; i++) {
intersect.left = MAX(_pathRect.left, _barrierList[i].left);
intersect.top = MAX(_pathRect.top, _barrierList[i].top);
intersect.right = MIN(_pathRect.right, _barrierList[i].right);
intersect.bottom = MIN(_pathRect.bottom, _barrierList[i].bottom);
for (iteratorPoint.y = intersect.top; iteratorPoint.y < intersect.bottom; iteratorPoint.y++) {
for (iteratorPoint.x = intersect.left; iteratorPoint.x < intersect.right; iteratorPoint.x++) {
setPathCell(iteratorPoint, kPathCellBarrier);
}
}
}
#ifdef ACTOR_DEBUG
for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
if (getPathCell(iteratorPoint) == kPathCellBarrier) {
addDebugPoint(iteratorPoint, 24);
}
}
}
#endif
if (scanPathLine(fromPoint, toPoint)) {
actor->addWalkStepPoint(fromPoint);
actor->addWalkStepPoint(toPoint);
return;
}
i = fillPathArray(fromPoint, toPoint, bestPoint);
if (fromPoint == bestPoint) {
actor->addWalkStepPoint(bestPoint);
return;
}
if (i == 0) {
error("fillPathArray returns zero");
}
setActorPath(actor, fromPoint, bestPoint);
}
bool Actor::scanPathLine(const Point &point1, const Point &point2) {
Point point;
Point delta;
bool interchange = false;
Point fDelta;
int errterm;
int s1;
int s2;
int i;
point = point1;
delta.x = ABS(point1.x - point2.x);
delta.y = ABS(point1.y - point2.y);
s1 = integerCompare(point2.x, point1.x);
s2 = integerCompare(point2.y, point1.y);
if (delta.y > delta.x) {
SWAP(delta.y, delta.x);
interchange = true;
}
fDelta.x = delta.x * 2;
fDelta.y = delta.y * 2;
errterm = fDelta.y - delta.x;
for (i = 0; i < delta.x; i++) {
while (errterm >= 0) {
if (interchange) {
point.x += s1;
} else {
point.y += s2;
}
errterm -= fDelta.x;
}
if (interchange)
point.y += s2;
else
point.x += s1;
errterm += fDelta.y;
if (!validPathCellPoint(point)) {
return false;
}
if (getPathCell(point) == kPathCellBarrier) {
return false;
}
}
return true;
}
int Actor::fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint) {
int bestRating;
int currentRating;
int i;
Point bestPath;
int pointCounter;
int startDirection;
PathDirectionData *pathDirection;
PathDirectionData *newPathDirection;
PathDirectionData *samplePathDirection;
Point nextPoint;
int directionCount;
_pathDirectionListCount = 0;
pointCounter = 0;
bestRating = quickDistance(fromPoint, toPoint);
bestPath = fromPoint;
for (startDirection = 0; startDirection < 4; startDirection++) {
newPathDirection = addPathDirectionListData();
newPathDirection->x = fromPoint.x;
newPathDirection->y = fromPoint.y;
newPathDirection->direction = startDirection;
}
if (validPathCellPoint(fromPoint)) {
setPathCell(fromPoint, kDirUp);
#ifdef ACTOR_DEBUG
addDebugPoint(fromPoint, 24+36);
#endif
}
i = 0;
do {
pathDirection = &_pathDirectionList[i];
for (directionCount = 0; directionCount < 3; directionCount++) {
samplePathDirection = &pathDirectionLUT[pathDirection->direction][directionCount];
nextPoint.x = samplePathDirection->x + pathDirection->x;
nextPoint.y = samplePathDirection->y + pathDirection->y;
if (!validPathCellPoint(nextPoint)) {
continue;
}
if (getPathCell(nextPoint) != kPathCellEmpty) {
continue;
}
setPathCell(nextPoint, samplePathDirection->direction);
#ifdef ACTOR_DEBUG
addDebugPoint(nextPoint, samplePathDirection->direction + 96);
#endif
newPathDirection = addPathDirectionListData();
newPathDirection->x = nextPoint.x;
newPathDirection->y = nextPoint.y;
newPathDirection->direction = samplePathDirection->direction;
++pointCounter;
if (nextPoint == toPoint) {
bestPoint = toPoint;
return pointCounter;
}
currentRating = quickDistance(nextPoint, toPoint);
if (currentRating < bestRating) {
bestRating = currentRating;
bestPath = nextPoint;
}
pathDirection = &_pathDirectionList[i];
}
++i;
} while (i < _pathDirectionListCount);
bestPoint = bestPath;
return pointCounter;
}
void Actor::setActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
Point nextPoint;
int8 direction;
int i;
_pathListIndex = -1;
addPathListPoint(toPoint);
nextPoint = toPoint;
while ( !(nextPoint == fromPoint)) {
direction = getPathCell(nextPoint);
if ((direction < 0) || (direction >= 8)) {
error("Actor::setActorPath error direction 0x%X", direction);
}
nextPoint.x -= pathDirectionLUT2[direction][0];
nextPoint.y -= pathDirectionLUT2[direction][1];
addPathListPoint(nextPoint);
#ifdef ACTOR_DEBUG
addDebugPoint(nextPoint, 0x8a);
#endif
}
pathToNode();
removeNodes();
nodeToPath();
removePathPoints();
for (i = 0; i <= _pathNodeListIndex; i++) {
actor->addWalkStepPoint(_pathNodeList[i].point);
}
}
void Actor::pathToNode() {
Point point1, point2, delta;
int direction;
int i;
Point *point;
point= &_pathList[_pathListIndex];
direction = 0;
_pathNodeListIndex = -1;
addPathNodeListPoint(*point);
for (i = _pathListIndex; i > 0; i--) {
point1 = *point;
--point;
point2 = *point;
if (direction == 0) {
delta.x = integerCompare(point2.x, point1.x);
delta.y = integerCompare(point2.y, point1.y);
direction++;
}
if ((point1.x + delta.x != point2.x) || (point1.y + delta.y != point2.y)) {
addPathNodeListPoint(point1);
direction--;
i++;
point++;
}
}
addPathNodeListPoint(*_pathList);
}
int pathLine(Point *pointList, const Point &point1, const Point &point2) {
Point point;
Point delta;
Point tempPoint;
int s1;
int s2;
bool interchange = false;
int errterm;
int i;
delta.x = abs(point2.x - point1.x);
delta.y = abs(point2.y - point1.y);
point = point1;
s1 = integerCompare(point2.x, point1.x);
s2 = integerCompare(point2.y, point1.y);
if (delta.y > delta.x) {
SWAP(delta.y, delta.x);
interchange = true;
}
tempPoint.x = delta.x * 2;
tempPoint.y = delta.y * 2;
errterm = tempPoint.y - delta.x;
for (i = 0; i < delta.x; i++) {
while (errterm >= 0) {
if (interchange) {
point.x += s1;
} else {
point.y += s2;
}
errterm -= tempPoint.x;
}
if (interchange) {
point.y += s2;
} else {
point.x += s1;
}
errterm += tempPoint.y;
pointList[i] = point;
}
return delta.x;
}
void Actor::nodeToPath() {
int i;
Point point1, point2;
PathNode *node;
Point *point;
for (i = 0, point = _pathList; i < _pathListAlloced; i++, point++) {
point->x = point->y = PATH_NODE_EMPTY;
}
_pathListIndex = 1;
_pathList[0] = _pathNodeList[0].point;
_pathNodeList[0].link = 0;
for (i = 0, node = _pathNodeList; i < _pathNodeListIndex; i++) {
point1 = node->point;
node++;
point2 = node->point;
_pathListIndex += pathLine(&_pathList[_pathListIndex], point1, point2);
node->link = _pathListIndex - 1;
}
_pathListIndex--;
_pathNodeList[_pathNodeListIndex].link = _pathListIndex;
}
void Actor::removeNodes() {
int i, j, k;
PathNode *iNode, *jNode, *kNode, *fNode;
fNode = &_pathNodeList[_pathNodeListIndex];
if (scanPathLine(_pathNodeList[0].point, fNode->point)) {
_pathNodeList[1] = *fNode;
_pathNodeListIndex = 1;
}
if (_pathNodeListIndex < 4) {
return;
}
for (i = _pathNodeListIndex - 1, iNode = fNode-1; i > 1 ; i--, iNode--) {
if (iNode->point.x == PATH_NODE_EMPTY) {
continue;
}
if (scanPathLine(_pathNodeList[0].point, iNode->point)) {
for (j = 1, jNode = _pathNodeList + 1; j < i; j++, jNode++) {
jNode->point.x = PATH_NODE_EMPTY;
}
}
}
for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
if (iNode->point.x == PATH_NODE_EMPTY) {
continue;
}
if (scanPathLine(fNode->point, iNode->point)) {
for (j = i + 1, jNode = iNode + 1; j < _pathNodeListIndex; j++, jNode++) {
jNode->point.x = PATH_NODE_EMPTY;
}
}
}
condenseNodeList();
for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
if (iNode->point.x == PATH_NODE_EMPTY) {
continue;
}
for (j = i + 2, jNode = iNode + 2; j < _pathNodeListIndex; j++, jNode++)
{
if (jNode->point.x == PATH_NODE_EMPTY) {
continue;
}
if (scanPathLine(iNode->point, jNode->point)) {
for (k = i + 1,kNode = iNode + 1; k < j; k++, kNode++) {
kNode->point.x = PATH_NODE_EMPTY;
}
}
}
}
condenseNodeList();
}
void Actor::condenseNodeList() {
int i, j, count;
PathNode *iNode, *jNode;
count = _pathNodeListIndex;
for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex; i++, iNode++) {
if (iNode->point.x == PATH_NODE_EMPTY) {
j = i + 1;
jNode = iNode + 1;
while ( jNode->point.x == PATH_NODE_EMPTY ) {
j++;
jNode++;
}
*iNode = *jNode;
count = i;
jNode->point.x = PATH_NODE_EMPTY;
if (j == _pathNodeListIndex) {
break;
}
}
}
_pathNodeListIndex = count;
}
void Actor::removePathPoints() {
int i, j, k, l;
PathNode *node;
int start;
int end;
Point point1, point2;
if (_pathNodeListIndex < 2)
return;
_newPathNodeListIndex = -1;
addNewPathNodeListPoint(_pathNodeList[0]);
for (i = 1, node = _pathNodeList + 1; i < _pathNodeListIndex; i++, node++) {
addNewPathNodeListPoint(*node);
for (j = 5; j > 0; j--) {
start = node->link - j;
end = node->link + j;
if (start < 0 || end > _pathListIndex) {
continue;
}
point1 = _pathList[start];
point2 = _pathList[end];
if ((point1.x == PATH_NODE_EMPTY) || (point2.x == PATH_NODE_EMPTY)) {
continue;
}
if (scanPathLine(point1, point2)) {
for (l = 1; l <= _newPathNodeListIndex; l++) {
if (start <= _newPathNodeList[l].link) {
_newPathNodeListIndex = l;
_newPathNodeList[_newPathNodeListIndex].point = point1;
_newPathNodeList[_newPathNodeListIndex].link = start;
incrementNewPathNodeListIndex();
break;
}
}
_newPathNodeList[_newPathNodeListIndex].point = point2;
_newPathNodeList[_newPathNodeListIndex].link = end;
for (k = start + 1; k < end; k++) {
_pathList[k].x = PATH_NODE_EMPTY;
}
break;
}
}
}
addNewPathNodeListPoint(_pathNodeList[_pathNodeListIndex]);
for (i = 0, j = 0; i <= _newPathNodeListIndex; i++) {
if (_newPathNodeListIndex == i || (_newPathNodeList[i].point != _newPathNodeList[i+1].point)) {
_pathNodeList[j++] = _newPathNodeList[i];
}
}
_pathNodeListIndex = j - 1;
}
void Actor::drawPathTest() {
#ifdef ACTOR_DEBUG
int i;
SURFACE *surface;
surface = _vm->_gfx->getBackBuffer();
if (_debugPoints == NULL) {
return;
}
for (i = 0; i < _debugPointsCount; i++) {
*((byte *)surface->pixels + (_debugPoints[i].point.y * surface->pitch) + _debugPoints[i].point.x) = _debugPoints[i].color;
}
#endif
}
// Console wrappers - must be safe to run
void Actor::cmdActorWalkTo(int argc, const char **argv) {
uint16 actorId = (uint16) atoi(argv[1]);
Location location;
Point movePoint;
movePoint.x = atoi(argv[2]);
movePoint.y = atoi(argv[3]);
location.fromScreenPoint(movePoint);
if (!validActorId(actorId)) {
_vm->_console->DebugPrintf("Actor::cmActorWalkTo Invalid actorId 0x%X.\n", actorId);
return;
}
actorWalkTo(actorId, location);
}
} // End of namespace Saga