mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 01:39:57 +00:00
212306044d
svn-id: r16626
2119 lines
54 KiB
C++
2119 lines
54 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004-2005 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/actor.h"
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#include "saga/actordata.h"
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#include "saga/objectdata.h"
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#include "saga/stream.h"
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#include "saga/interface.h"
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#include "saga/events.h"
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#include "saga/objectmap.h"
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#include "common/config-manager.h"
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namespace Saga {
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static int commonObjectCompare(const CommonObjectDataPointer& obj1, const CommonObjectDataPointer& obj2) {
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if (obj1->location.y == obj2->location.y) {
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return 0;
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} else {
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if (obj1->location.y < obj2->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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}
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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, // kDirUpRight
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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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PathDirectionData pathDirectionLUT[8][3] = {
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{{0, 0, -1}, {7, -1, -1}, {4, 1, -1}},
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{{1, 1, 0}, {4, 1, -1}, {5, 1, 1}},
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{{2, 0, 1}, {5, 1, 1}, {6, -1, 1}},
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{{3, -1, 0}, {6, -1, 1}, {7, -1, -1}},
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{{0, 0, -1}, {1, 1, 0}, {4, 1, -1}},
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{{1, 1, 0}, {2, 0, 1}, {5, 1, 1}},
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{{2, 0, 1}, {3, -1, 0}, {6, -1, 1}},
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{{3, -1, 0}, {0, 0, -1}, {7, -1, -1}}
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};
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int pathDirectionLUT2[8][2] = {
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{ 0, -1},
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{ 1, 0},
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{ 0, 1},
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{-1, 0},
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{ 1, -1},
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{ 1, 1},
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{-1, 1},
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{-1, -1}
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};
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int angleLUT[16][2] = {
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{ 0, -256},
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{ 98, -237},
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{ 181, -181},
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{ 237, -98},
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{ 256, 0},
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{ 237, 98},
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{ 181, 181},
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{ 98, 237},
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{ 0, 256},
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{ -98, 237},
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{-181, 181},
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{-237, 98},
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{-256, 0},
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{-237, -98},
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{-181, -181},
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{ -98, -237}
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};
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int directionLUT[8][2] = {
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{ 0*2, -2*2},
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{ 2*2, -1*2},
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{ 3*2, 0*2},
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{ 2*2, 1*2},
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{ 0*2, 2*2},
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{-2*2, 1*2},
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{-4*2, 0*2},
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{-2*2, -1*2}
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};
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int tileDirectionLUT[8][2] = {
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{ 1, 1},
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{ 2, 0},
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{ 1, -1},
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{ 0, -2},
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{-1, -1},
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{-2, 0},
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{-1, 1},
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{ 0, 2}
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};
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Actor::Actor(SagaEngine *vm) : _vm(vm) {
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int i;
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int result;
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byte *stringsPointer;
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size_t stringsLength;
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ActorData *actor;
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ObjectData *obj;
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debug(9, "Actor::Actor()");
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_actors = NULL;
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_actorsCount = 0;
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_objs = NULL;
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_objsCount = 0;
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#ifdef ACTOR_DEBUG
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_debugPoints = NULL;
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_debugPointsAlloced = _debugPointsCount = 0;
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#endif
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_pathNodeList = _newPathNodeList = NULL;
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_pathList = NULL;
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_pathDirectionList = NULL;
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_pathListAlloced = _pathNodeListAlloced = _newPathNodeListAlloced = 0;
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_pathListIndex = _pathNodeListIndex = _newPathNodeListIndex = -1;
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_pathDirectionListCount = 0;
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_pathDirectionListAlloced = 0;
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_centerActor = _protagonist = NULL;
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_lastTickMsec = 0;
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_yCellCount = _vm->getSceneHeight();
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_xCellCount = _vm->getDisplayWidth();
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_pathCell = (int8*) malloc(_yCellCount * _xCellCount * sizeof(*_pathCell));
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_pathRect.left = 0;
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_pathRect.right = _vm->getDisplayWidth();
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_pathRect.top = _vm->getDisplayInfo().pathStartY;
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_pathRect.bottom = _vm->getSceneHeight();
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if (_vm->getGameType() == GType_ITE) {
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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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result = RSC_LoadResource(_actorContext, RID_ITE_ACTOR_NAMES, &stringsPointer, &stringsLength); // fixme: IHNM
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if ((result != SUCCESS) || (stringsLength == 0)) {
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error("Error loading strings list resource");
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}
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_vm->loadStrings(_actorsStrings, stringsPointer, stringsLength);
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RSC_FreeResource(stringsPointer);
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} else {
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// TODO
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}
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if (_vm->getGameType() == GType_ITE) {
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_actorsCount = ITE_ACTORCOUNT;
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_actors = (ActorData **)malloc(_actorsCount * sizeof(*_actors));
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for (i = 0; i < _actorsCount; i++) {
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actor = _actors[i] = new ActorData();
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actor->id = actorIndexToId(i);
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actor->index = i;
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debug(9, "init actor id=%d index=%d", actor->id, actor->index);
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actor->nameIndex = ITE_ActorTable[i].nameIndex;
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actor->scriptEntrypointNumber = ITE_ActorTable[i].scriptEntrypointNumber;
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actor->spriteListResourceId = ITE_ActorTable[i].spriteListResourceId;
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actor->frameListResourceId = ITE_ActorTable[i].frameListResourceId;
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actor->speechColor = ITE_ActorTable[i].speechColor;
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actor->sceneNumber = ITE_ActorTable[i].sceneIndex;
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actor->flags = ITE_ActorTable[i].flags;
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actor->currentAction = ITE_ActorTable[i].currentAction;
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actor->facingDirection = ITE_ActorTable[i].facingDirection;
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actor->actionDirection = ITE_ActorTable[i].actionDirection;
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actor->frameNumber = 0;
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actor->targetObject = ID_NOTHING;
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actor->actorFlags = 0;
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actor->lastZone = NULL;
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actor->location.x = ITE_ActorTable[i].x;
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actor->location.y = ITE_ActorTable[i].y;
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actor->location.z = ITE_ActorTable[i].z;
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actor->disabled = !loadActorResources(actor);
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if (actor->disabled) {
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warning("Disabling actor Id=%d index=%d", actor->id, actor->index);
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}
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}
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_objsCount = ITE_OBJECTCOUNT;
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_objs = (ObjectData **)malloc(_objsCount * sizeof(*_objs));
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for (i = 0; i < _objsCount; i++) {
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obj = _objs[i] = new ObjectData();
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obj->id = objIndexToId(i);
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obj->index = i;
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debug(9, "init obj id=%d index=%d", obj->id, obj->index);
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obj->nameIndex = ITE_ObjectTable[i].nameIndex;
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obj->scriptEntrypointNumber = ITE_ObjectTable[i].scriptEntrypointNumber;
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obj->spriteListResourceId = ITE_ObjectTable[i].spriteListResourceId;
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obj->sceneNumber = ITE_ObjectTable[i].sceneIndex;
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obj->interactBits = ITE_ObjectTable[i].interactBits;
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obj->flags = 0;
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obj->frameNumber = 0;
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obj->location.x = ITE_ObjectTable[i].x;
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obj->location.y = ITE_ObjectTable[i].y;
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obj->location.z = ITE_ObjectTable[i].z;
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}
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} else {
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// TODO.
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static ActorData dummyActor;
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dummyActor.frames = NULL;
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dummyActor.walkStepsPoints = NULL;
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_protagonist = &dummyActor;
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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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ObjectData *obj;
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debug(9, "Actor::~Actor()");
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#ifdef ACTOR_DEBUG
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free(_debugPoints);
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#endif
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free(_pathDirectionList);
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free(_pathNodeList);
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free(_newPathNodeList);
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free(_pathList);
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free(_pathCell);
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_actorsStrings.freeMem();
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//release resources
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for (i = 0; i < _actorsCount; i++) {
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actor = _actors[i];
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delete actor;
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}
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free(_actors);
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for (i = 0; i < _objsCount; i++) {
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obj = _objs[i];
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delete obj;
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}
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free(_objs);
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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 resourceId;
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if (actor->frameListResourceId == 0) {
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warning("Frame List ID = 0 for actor index %d", actor->index);
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return true;
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}
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debug(9, "Loading frame resource id %d", actor->frameListResourceId);
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if (RSC_LoadResource(_actorContext, actor->frameListResourceId, &resourcePointer, &resourceLength) != 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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memoryError("Actor::loadActorResources");
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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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resourceId = actor->spriteListResourceId;
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debug(9, "Loading sprite resource id %d", resourceId);
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if (_vm->_sprite->loadList(resourceId, 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 = actor->spriteList.spriteCount;
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if ((actor->flags & kExtended)) {
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while ((lastFrame >= actor->spriteList.spriteCount)) {
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resourceId++;
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debug(9, "Appending to sprite list %d", resourceId);
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if (_vm->_sprite->loadList(resourceId, 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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}
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return true;
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}
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void Actor::takeExit(uint16 actorId, const HitZone *hitZone) {
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ActorData *actor;
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actor = getActor(actorId);
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actor->lastZone = NULL;
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_vm->_scene->changeScene(hitZone->getSceneNumber(), hitZone->getActorsEntrance());
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_vm->_script->setNoPendingVerb();
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}
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void Actor::stepZoneAction(ActorData *actor, const HitZone *hitZone, bool exit, bool stopped) {
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EVENT event;
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if (actor != _protagonist) {
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return;
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}
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if (((hitZone->getFlags() & kHitZoneTerminus) && !stopped) || (!(hitZone->getFlags() & kHitZoneTerminus) && stopped)) {
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return;
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}
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if (!exit) {
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if (hitZone->getFlags() & kHitZoneAutoWalk) {
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actor->currentAction = kActionWalkDir;
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actor->actionDirection = actor->facingDirection = hitZone->getDirection();
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actor->walkFrameSequence = kFrameWalk;
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return;
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}
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} else {
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if (!(hitZone->getFlags() & kHitZoneAutoWalk)) {
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return;
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}
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}
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if (hitZone->getFlags() & kHitZoneExit) {
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takeExit(actor->id, hitZone);
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} else {
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if (hitZone->getScriptNumber() > 0) {
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event.type = ONESHOT_EVENT;
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event.code = SCRIPT_EVENT;
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event.op = EVENT_EXEC_NONBLOCKING;
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event.time = 0;
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event.param = _vm->_scene->getScriptModuleNumber(); // module number
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event.param2 = hitZone->getScriptNumber(); // script entry point number
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event.param3 = kVerbEnter; // Action
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event.param4 = ID_NOTHING; // Object
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event.param5 = ID_NOTHING; // With Object
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event.param6 = ID_PROTAG; // Actor
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_vm->_events->queue(&event);
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}
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}
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}
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void Actor::realLocation(Location &location, uint16 objectId, uint16 walkFlags) {
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int angle;
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int distance;
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ActorData *actor;
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if (walkFlags & kWalkUseAngle) {
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// tiled stuff
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if (_vm->_scene->getFlags() & kSceneFlagISO) {
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//todo: it
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} else {
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angle = location.x & 15;
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distance = location.y;
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location.x = (angleLUT[angle][0] * distance) >> 6; //fixme - call real angle calc
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location.y = (angleLUT[angle][1] * distance) >> 6;
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}
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}
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if (objectId != ID_NOTHING) {
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if (validActorId(objectId)) {
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actor = getActor(objectId);
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location.add( actor->location);
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} else {
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warning("ObjectId unsupported"); //todo: do it
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}
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}
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}
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void Actor::actorFaceTowardsPoint(uint16 actorId, const Location &toLocation) {
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ActorData *actor;
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Location delta;
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actor = getActor(actorId);
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// tiled stuff
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if (_vm->_scene->getFlags() & kSceneFlagISO) {
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//todo: it
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} else {
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toLocation.delta(actor->location, delta);
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if (ABS(delta.y) > ABS(delta.x * 2)) {
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actor->facingDirection = (delta.y > 0) ? kDirDown : kDirUp;
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} else {
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actor->facingDirection = (delta.x > 0) ? kDirRight : kDirLeft;
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}
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}
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}
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void Actor::actorFaceTowardsObject(uint16 actorId, uint16 objectId) {
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ActorData *actor;
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if (validActorId(objectId)) {
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actor = getActor(objectId);
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actorFaceTowardsPoint(actorId, actor->location);
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} else {
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warning("ObjectId unsupported"); //todo: do it
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}
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}
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ObjectData *Actor::getObj(uint16 objId) {
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ObjectData *obj;
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if (!validObjId(objId))
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error("Actor::getObj Wrong objId 0x%X", objId);
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obj = _objs[objIdToIndex(objId)];
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return obj;
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}
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ActorData *Actor::getActor(uint16 actorId) {
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ActorData *actor;
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if (!validActorId(actorId))
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error("Actor::getActor Wrong actorId 0x%X", actorId);
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if (actorId == ID_PROTAG) {
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if (_protagonist == NULL) {
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error("_protagonist == NULL");
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}
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return _protagonist;
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}
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actor = _actors[actorIdToIndex(actorId)];
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if (actor->disabled)
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warning("Actor::getActor disabled actorId 0x%X", actorId);
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return actor;
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}
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bool Actor::validFollowerLocation(const Location &location) {
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Point point;
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location.toScreenPointXY(point);
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if ((point.x < 5) || (point.x >= _vm->getDisplayWidth() - 5) ||
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(point.y < 0) || (point.y > _vm->getSceneHeight())) {
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return false;
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}
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return (_vm->_scene->canWalk(point));
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}
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void Actor::updateActorsScene(int actorsEntrance) {
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int i, j;
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int followerDirection;
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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
|