mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 06:08:35 +00:00
f1831b8b5d
svn-id: r23149
3093 lines
84 KiB
C++
3093 lines
84 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "saga/saga.h"
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#include "saga/actor.h"
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#include "saga/animation.h"
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#include "saga/console.h"
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#include "saga/events.h"
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#include "saga/gfx.h"
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#include "saga/interface.h"
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#include "saga/isomap.h"
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#include "saga/itedata.h"
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#include "saga/objectmap.h"
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#include "saga/sagaresnames.h"
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#include "saga/rscfile.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/stream.h"
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#include "saga/font.h"
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#include "saga/sound.h"
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#include "saga/scene.h"
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#include "common/config-manager.h"
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namespace Saga {
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enum ActorFrameIds {
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//ITE
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kFrameITEStand = 0,
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kFrameITEWalk = 1,
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kFrameITESpeak = 2,
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kFrameITEGive = 3,
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kFrameITEGesture = 4,
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kFrameITEWait = 5,
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kFrameITEPickUp = 6,
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kFrameITELook = 7,
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//IHNM
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kFrameIHNMStand = 0,
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kFrameIHNMSpeak = 1,
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kFrameIHNMWait = 2,
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kFrameIHNMGesture = 3,
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kFrameIHNMWalk = 4
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};
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static int commonObjectCompare(const CommonObjectDataPointer& obj1, const CommonObjectDataPointer& obj2) {
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int p1 = obj1->_location.y - obj1->_location.z;
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int p2 = obj2->_location.y - obj2->_location.z;
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if (p1 == p2)
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return 0;
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if (p1 < p2)
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return -1;
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return 1;
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}
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static int tileCommonObjectCompare(const CommonObjectDataPointer& obj1, const CommonObjectDataPointer& obj2) {
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int p1 = -obj1->_location.u() - obj1->_location.v() - obj1->_location.z;
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int p2 = -obj2->_location.u() - obj2->_location.v() - obj2->_location.z;
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//TODO: for kObjNotFlat obj Height*3 of sprite should be added to p1 and p2
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//if (validObjId(obj1->id)) {
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if (p1 == p2)
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return 0;
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if (p1 < p2)
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return -1;
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return 1;
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}
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// Lookup table to convert 8 cardinal directions to 4
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static const 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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static const 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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static const 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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static const 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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static const 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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static const 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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struct DragonMove {
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uint16 baseFrame;
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int16 offset[4][2];
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};
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static const DragonMove dragonMoveTable[12] = {
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{ 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
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{ 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
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{ 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
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{ 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
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{ 28, { { -0, 0 }, { -1, 6 }, { -5, 11 }, { -10, 15 } } },
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{ 56, { { 0, 0 }, { 1, 6 }, { 5, 11 }, { 10, 15 } } },
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{ 40, { { 0, 0 }, { 6, 1 }, { 11, 5 }, { 15, 10 } } },
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{ 44, { { 0, 0 }, { 6, -1 }, { 11, -5 }, { 15, -10 } } },
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{ 32, { { -0, -0 }, { -6, -1 }, { -11, -5 }, { -15, -10 } } },
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{ 52, { { -0, 0 }, { -6, 1 }, { -11, 5 }, { -15, 10 } } },
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{ 36, { { 0, -0 }, { 1, -6 }, { 5, -11 }, { 10, -15 } } },
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{ 48, { { -0, -0 }, { -1, -6 }, { -5, -11 }, { -10, -15 } } }
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};
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Actor::Actor(SagaEngine *vm) : _vm(vm) {
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int i;
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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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_handleActionDiv = 15;
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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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_protagStates = 0;
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_protagStatesCount = 0;
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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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_protagState = 0;
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_lastTickMsec = 0;
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_yCellCount = _vm->_scene->getHeight();
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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->_scene->getHeight();
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// Get actor resource file context
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_actorContext = _vm->_resource->getContext(GAME_RESOURCEFILE);
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if (_actorContext == NULL) {
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error("Actor::Actor() resource context not found");
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}
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// Load ITE actor strings. (IHNM actor strings are loaded by
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// loadGlobalResources() instead.)
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if (_vm->getGameType() == GType_ITE) {
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_vm->_resource->loadResource(_actorContext, _vm->getResourceDescription()->actorsStringsResourceId, stringsPointer, stringsLength);
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_vm->loadStrings(_actorsStrings, stringsPointer, stringsLength);
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free(stringsPointer);
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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->_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->_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. This is causing problems for SYMBIAN os as it doesn't like a static class here
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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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_dragonHunt = true;
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}
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Actor::~Actor() {
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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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freeActorList();
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freeObjList();
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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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bool gotSomething = false;
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if (actor->_frameListResourceId) {
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debug(9, "Loading frame resource id %d", actor->_frameListResourceId);
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_vm->_resource->loadResource(_actorContext, actor->_frameListResourceId, resourcePointer, resourceLength);
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framesCount = resourceLength / 16;
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debug(9, "Frame resource contains %d frames (res length is %d)", framesCount, (int)resourceLength);
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framesPointer = (ActorFrameSequence *)malloc(sizeof(ActorFrameSequence) * framesCount);
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if (framesPointer == NULL && framesCount != 0) {
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memoryError("Actor::loadActorResources");
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}
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MemoryReadStreamEndian readS(resourcePointer, resourceLength, _actorContext->isBigEndian);
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for (int i = 0; i < framesCount; i++) {
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debug(9, "frameType %d", i);
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for (int 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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if (_vm->getGameType() == GType_ITE) {
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framesPointer[i].directions[orient].frameCount = readS.readSint16();
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} else {
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framesPointer[i].directions[orient].frameCount = readS.readByte();
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readS.readByte();
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}
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if (framesPointer[i].directions[orient].frameCount < 0)
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warning("frameCount < 0 (%d)", framesPointer[i].directions[orient].frameCount);
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debug(9, "frameIndex %d frameCount %d", framesPointer[i].directions[orient].frameIndex, framesPointer[i].directions[orient].frameCount);
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}
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}
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free(resourcePointer);
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actor->_frames = framesPointer;
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actor->_framesCount = framesCount;
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gotSomething = true;
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} else {
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warning("Frame List ID = 0 for actor index %d", actor->_index);
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//if (_vm->getGameType() == GType_ITE)
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return true;
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}
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if (actor->_spriteListResourceId) {
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gotSomething = true;
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} else {
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warning("Sprite List ID = 0 for actor index %d", actor->_index);
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}
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return gotSomething;
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}
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void Actor::freeActorList() {
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int i;
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ActorData *actor;
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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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_actors = NULL;
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_actorsCount = 0;
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}
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void Actor::loadActorSpriteList(ActorData *actor) {
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int lastFrame = 0;
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int resourceId = actor->_spriteListResourceId;
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for (int i = 0; i < actor->_framesCount; i++) {
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for (int orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) {
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if (actor->_frames[i].directions[orient].frameIndex > lastFrame) {
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lastFrame = actor->_frames[i].directions[orient].frameIndex;
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}
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}
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}
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debug(9, "Loading actor sprite resource id %d", resourceId);
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_vm->_sprite->loadList(resourceId, actor->_spriteList);
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if (_vm->getGameType() == GType_ITE) {
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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 actor sprite list %d", resourceId);
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_vm->_sprite->loadList(resourceId, actor->_spriteList);
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}
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}
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}
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}
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void Actor::loadActorList(int protagonistIdx, int actorCount, int actorsResourceID, int protagStatesCount, int protagStatesResourceID) {
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int i, j;
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ActorData *actor;
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byte* actorListData;
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size_t actorListLength;
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byte walk[128];
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byte acv[6];
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int movementSpeed;
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int walkStepIndex;
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int walkStepCount;
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freeActorList();
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_vm->_resource->loadResource(_actorContext, actorsResourceID, actorListData, actorListLength);
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_actorsCount = actorCount;
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if (actorListLength != (uint)_actorsCount * ACTOR_INHM_SIZE) {
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error("Actor::loadActorList wrong actorlist length");
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}
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MemoryReadStream actorS(actorListData, actorListLength);
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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 = objectIndexToId(kGameObjectActor, i); //actorIndexToId(i);
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actor->_index = i;
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debug(4, "init actor id=0x%x index=%d", actor->_id, actor->_index);
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actorS.readUint32LE(); //next displayed
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actorS.readByte(); //type
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actor->_flags = actorS.readByte();
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actor->_nameIndex = actorS.readUint16LE();
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actor->_sceneNumber = actorS.readUint32LE();
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actor->_location.fromStream(actorS);
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actor->_screenPosition.x = actorS.readUint16LE();
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actor->_screenPosition.y = actorS.readUint16LE();
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actor->_screenScale = actorS.readUint16LE();
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actor->_screenDepth = actorS.readUint16LE();
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actor->_spriteListResourceId = actorS.readUint32LE();
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actor->_frameListResourceId = actorS.readUint32LE();
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debug(4, "%d: %d, %d [%d]", i, actor->_spriteListResourceId, actor->_frameListResourceId, actor->_nameIndex);
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actor->_scriptEntrypointNumber = actorS.readUint32LE();
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actorS.readUint32LE(); // xSprite *dSpr;
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actorS.readUint16LE(); //LEFT
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actorS.readUint16LE(); //RIGHT
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actorS.readUint16LE(); //TOP
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actorS.readUint16LE(); //BOTTOM
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actor->_speechColor = actorS.readByte();
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actor->_currentAction = actorS.readByte();
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actor->_facingDirection = actorS.readByte();
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actor->_actionDirection = actorS.readByte();
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actor->_actionCycle = actorS.readUint16LE();
|
|
actor->_frameNumber = actorS.readUint16LE();
|
|
actor->_finalTarget.fromStream(actorS);
|
|
actor->_partialTarget.fromStream(actorS);
|
|
movementSpeed = actorS.readUint16LE(); //movement speed
|
|
if (movementSpeed) {
|
|
error("Actor::loadActorList movementSpeed != 0");
|
|
}
|
|
actorS.read(walk, 128);
|
|
for (j = 0; j < 128; j++) {
|
|
if (walk[j]) {
|
|
error("Actor::loadActorList walk[128] != 0");
|
|
}
|
|
}
|
|
//actorS.seek(128, SEEK_CUR);
|
|
walkStepCount = actorS.readByte();//walkStepCount
|
|
if (walkStepCount) {
|
|
error("Actor::loadActorList walkStepCount != 0");
|
|
}
|
|
walkStepIndex = actorS.readByte();//walkStepIndex
|
|
if (walkStepIndex) {
|
|
error("Actor::loadActorList walkStepIndex != 0");
|
|
}
|
|
//no need to check pointers
|
|
actorS.readUint32LE(); //sprites
|
|
actorS.readUint32LE(); //frames
|
|
actorS.readUint32LE(); //last zone
|
|
actor->_targetObject = actorS.readUint16LE();
|
|
actor->_actorFlags = actorS.readUint16LE();
|
|
//no need to check pointers
|
|
actorS.readUint32LE(); //next in scene
|
|
actorS.read(acv, 6);
|
|
for (j = 0; j < 6; j++) {
|
|
if (acv[j]) {
|
|
error("Actor::loadActorList acv[%d] != 0", j);
|
|
}
|
|
}
|
|
// actorS.seek(6, SEEK_CUR); //action vars
|
|
}
|
|
free(actorListData);
|
|
|
|
_actors[protagonistIdx]->_flags |= kProtagonist | kExtended;
|
|
|
|
for (i = 0; i < _actorsCount; i++) {
|
|
actor = _actors[i];
|
|
//if (actor->_flags & kProtagonist) {
|
|
loadActorResources(actor);
|
|
//break;
|
|
//}
|
|
}
|
|
|
|
_centerActor = _protagonist = _actors[protagonistIdx];
|
|
_protagState = 0;
|
|
|
|
if (protagStatesResourceID) {
|
|
free(_protagStates);
|
|
|
|
_protagStates = (ActorFrameSequence *)malloc(sizeof(ActorFrameSequence) * protagStatesCount);
|
|
|
|
byte *resourcePointer;
|
|
size_t resourceLength;
|
|
|
|
_vm->_resource->loadResource(_actorContext, protagStatesResourceID,
|
|
resourcePointer, resourceLength);
|
|
|
|
|
|
MemoryReadStream statesS(resourcePointer, resourceLength);
|
|
|
|
for (i = 0; i < protagStatesCount; i++) {
|
|
for (j = 0; j < ACTOR_DIRECTIONS_COUNT; j++) {
|
|
_protagStates[i].directions[j].frameIndex = statesS.readUint16LE();
|
|
_protagStates[i].directions[j].frameCount = statesS.readUint16LE();
|
|
}
|
|
}
|
|
free(resourcePointer);
|
|
|
|
_protagonist->_frames = &_protagStates[_protagState];
|
|
}
|
|
|
|
_protagStatesCount = protagStatesCount;
|
|
}
|
|
|
|
void Actor::freeObjList() {
|
|
int i;
|
|
ObjectData *object;
|
|
for (i = 0; i < _objsCount; i++) {
|
|
object = _objs[i];
|
|
delete object;
|
|
}
|
|
free(_objs);
|
|
_objs = NULL;
|
|
_objsCount = 0;
|
|
}
|
|
|
|
void Actor::loadObjList(int objectCount, int objectsResourceID) {
|
|
int i;
|
|
int frameListResourceId;
|
|
ObjectData *object;
|
|
byte* objectListData;
|
|
size_t objectListLength;
|
|
freeObjList();
|
|
|
|
_vm->_resource->loadResource(_actorContext, objectsResourceID, objectListData, objectListLength);
|
|
|
|
_objsCount = objectCount;
|
|
|
|
MemoryReadStream objectS(objectListData, objectListLength);
|
|
|
|
_objs = (ObjectData **)malloc(_objsCount * sizeof(*_objs));
|
|
for (i = 0; i < _objsCount; i++) {
|
|
object = _objs[i] = new ObjectData();
|
|
object->_id = objectIndexToId(kGameObjectObject, i);
|
|
object->_index = i;
|
|
debug(9, "init object id=%d index=%d", object->_id, object->_index);
|
|
objectS.readUint32LE(); //next displayed
|
|
objectS.readByte(); //type
|
|
object->_flags = objectS.readByte();
|
|
object->_nameIndex = objectS.readUint16LE();
|
|
object->_sceneNumber = objectS.readUint32LE();
|
|
object->_location.fromStream(objectS);
|
|
object->_screenPosition.x = objectS.readUint16LE();
|
|
object->_screenPosition.y = objectS.readUint16LE();
|
|
object->_screenScale = objectS.readUint16LE();
|
|
object->_screenDepth = objectS.readUint16LE();
|
|
object->_spriteListResourceId = objectS.readUint32LE();
|
|
frameListResourceId = objectS.readUint32LE(); // object->_frameListResourceId
|
|
if (frameListResourceId) {
|
|
error("Actor::loadObjList frameListResourceId != 0");
|
|
}
|
|
object->_scriptEntrypointNumber = objectS.readUint32LE();
|
|
objectS.readUint32LE(); // xSprite *dSpr;
|
|
objectS.readUint16LE(); //LEFT
|
|
objectS.readUint16LE(); //RIGHT
|
|
objectS.readUint16LE(); //TOP
|
|
objectS.readUint16LE(); //BOTTOM
|
|
object->_interactBits = objectS.readUint16LE();
|
|
}
|
|
free(objectListData);
|
|
}
|
|
|
|
void Actor::takeExit(uint16 actorId, const HitZone *hitZone) {
|
|
ActorData *actor;
|
|
actor = getActor(actorId);
|
|
actor->_lastZone = NULL;
|
|
|
|
_vm->_scene->changeScene(hitZone->getSceneNumber(), hitZone->getActorsEntrance(), kTransitionNoFade);
|
|
if (_vm->_interface->getMode() != kPanelSceneSubstitute) {
|
|
_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 = getFrameType(kFrameWalk);
|
|
return;
|
|
}
|
|
} else if (!(hitZone->getFlags() & kHitZoneAutoWalk)) {
|
|
return;
|
|
}
|
|
if (hitZone->getFlags() & kHitZoneExit) {
|
|
takeExit(actor->_id, hitZone);
|
|
} else if (hitZone->getScriptNumber() > 0) {
|
|
event.type = kEvTOneshot;
|
|
event.code = kScriptEvent;
|
|
event.op = kEventExecNonBlocking;
|
|
event.time = 0;
|
|
event.param = _vm->_scene->getScriptModuleNumber(); // module number
|
|
event.param2 = hitZone->getScriptNumber(); // script entry point number
|
|
event.param3 = _vm->_script->getVerbType(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;
|
|
ObjectData *obj;
|
|
debug (8, "Actor::realLocation objectId=%i", objectId);
|
|
if (walkFlags & kWalkUseAngle) {
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
angle = (location.x + 2) & 15;
|
|
distance = location.y;
|
|
|
|
location.u() = (angleLUT[angle][0] * distance) >> 8;
|
|
location.v() = -(angleLUT[angle][1] * distance) >> 8;
|
|
} else {
|
|
angle = location.x & 15;
|
|
distance = location.y;
|
|
|
|
location.x = (angleLUT[angle][0] * distance) >> 6;
|
|
location.y = (angleLUT[angle][1] * distance) >> 6;
|
|
}
|
|
}
|
|
|
|
if (objectId != ID_NOTHING) {
|
|
if (validActorId(objectId)) {
|
|
actor = getActor(objectId);
|
|
location.addXY(actor->_location);
|
|
} else if (validObjId(objectId)) {
|
|
obj = getObj(objectId);
|
|
location.addXY(obj->_location);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::actorFaceTowardsPoint(uint16 actorId, const Location &toLocation) {
|
|
ActorData *actor;
|
|
Location delta;
|
|
//debug (8, "Actor::actorFaceTowardsPoint actorId=%i", actorId);
|
|
actor = getActor(actorId);
|
|
|
|
toLocation.delta(actor->_location, delta);
|
|
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
if (delta.u() > 0) {
|
|
actor->_facingDirection = (delta.v() > 0) ? kDirUp : kDirRight;
|
|
} else {
|
|
actor->_facingDirection = (delta.v() > 0) ? kDirLeft : kDirDown;
|
|
}
|
|
} else {
|
|
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;
|
|
ObjectData *obj;
|
|
|
|
if (validActorId(objectId)) {
|
|
actor = getActor(objectId);
|
|
actorFaceTowardsPoint(actorId, actor->_location);
|
|
} else if (validObjId(objectId)) {
|
|
obj = getObj(objectId);
|
|
actorFaceTowardsPoint(actorId, obj->_location);
|
|
}
|
|
}
|
|
|
|
|
|
ObjectData *Actor::getObj(uint16 objId) {
|
|
ObjectData *obj;
|
|
|
|
if (!validObjId(objId))
|
|
error("Actor::getObj Wrong objId 0x%X", objId);
|
|
|
|
obj = _objs[objIdToIndex(objId)];
|
|
|
|
if (obj->_disabled)
|
|
error("Actor::getObj disabled objId 0x%X", objId);
|
|
|
|
return obj;
|
|
}
|
|
|
|
ActorData *Actor::getActor(uint16 actorId) {
|
|
ActorData *actor;
|
|
|
|
if (!validActorId(actorId)) {
|
|
warning("Actor::getActor Wrong actorId 0x%X", actorId);
|
|
assert(0);
|
|
}
|
|
|
|
if (actorId == ID_PROTAG) {
|
|
if (_protagonist == NULL) {
|
|
error("_protagonist == NULL");
|
|
}
|
|
return _protagonist;
|
|
}
|
|
|
|
actor = _actors[actorIdToIndex(actorId)];
|
|
|
|
if (actor->_disabled)
|
|
error("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->_scene->getHeight())) {
|
|
return false;
|
|
}
|
|
|
|
return (_vm->_scene->canWalk(point));
|
|
}
|
|
|
|
void Actor::setProtagState(int state) {
|
|
_protagState = state;
|
|
|
|
if (_vm->getGameType() == GType_IHNM)
|
|
_protagonist->_frames = &_protagStates[state];
|
|
}
|
|
|
|
void Actor::updateActorsScene(int actorsEntrance) {
|
|
int i, j;
|
|
int followerDirection;
|
|
ActorData *actor;
|
|
Location tempLocation;
|
|
Location possibleLocation;
|
|
Point delta;
|
|
const SceneEntry *sceneEntry;
|
|
|
|
if (_vm->_scene->currentSceneNumber() == 0) {
|
|
error("Actor::updateActorsScene _vm->_scene->currentSceneNumber() == 0");
|
|
}
|
|
|
|
_vm->_sound->stopVoice();
|
|
_activeSpeech.stringsCount = 0;
|
|
_activeSpeech.playing = false;
|
|
_protagonist = NULL;
|
|
|
|
for (i = 0; i < _actorsCount; i++) {
|
|
actor = _actors[i];
|
|
actor->_inScene = false;
|
|
actor->_spriteList.freeMem();
|
|
if (actor->_disabled) {
|
|
continue;
|
|
}
|
|
if ((actor->_flags & (kProtagonist | kFollower)) || (i == 0)) {
|
|
if (actor->_flags & kProtagonist) {
|
|
actor->_finalTarget = actor->_location;
|
|
_centerActor = _protagonist = actor;
|
|
} else if (_vm->getGameType() == GType_ITE &&
|
|
_vm->_scene->currentSceneResourceId() == RID_ITE_OVERMAP_SCENE) {
|
|
continue;
|
|
}
|
|
|
|
actor->_sceneNumber = _vm->_scene->currentSceneNumber();
|
|
}
|
|
if (actor->_sceneNumber == _vm->_scene->currentSceneNumber()) {
|
|
actor->_inScene = true;
|
|
actor->_actionCycle = (_vm->_rnd.getRandomNumber(7) & 0x7) * 4; // 1/8th chance
|
|
}
|
|
}
|
|
|
|
assert(_protagonist);
|
|
|
|
if ((actorsEntrance >= 0) && (_vm->_scene->_entryList.entryListCount > 0)) {
|
|
if (_vm->_scene->_entryList.entryListCount <= actorsEntrance) {
|
|
actorsEntrance = 0; //OCEAN bug
|
|
}
|
|
|
|
sceneEntry = _vm->_scene->_entryList.getEntry(actorsEntrance);
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
_protagonist->_location = sceneEntry->location;
|
|
} 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;
|
|
}
|
|
// Workaround for bug #1328045:
|
|
// "When entering any of the houses at the start of the
|
|
// game if you click on anything inside the building you
|
|
// start walking through the door, turn around and leave."
|
|
//
|
|
// After steping of action zone - Rif trying to exit.
|
|
// This piece of code shift Rif's entry position to non action zone area.
|
|
if (_vm->getGameType() == GType_ITE) {
|
|
if ((_vm->_scene->currentSceneNumber() >= 53) && (_vm->_scene->currentSceneNumber() <= 66))
|
|
_protagonist->_location.y += 10;
|
|
}
|
|
|
|
_protagonist->_facingDirection = _protagonist->_actionDirection = sceneEntry->facing;
|
|
}
|
|
|
|
_protagonist->_currentAction = kActionWait;
|
|
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
//nothing?
|
|
} else {
|
|
_vm->_scene->initDoorsState(); //TODO: move to _scene
|
|
}
|
|
|
|
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) {
|
|
_vm->_isoMap->placeOnTileMap(_protagonist->_location, actor->_location, 3, followerDirection & 0x07);
|
|
} 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);
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
_vm->_isoMap->adjustScroll(true);
|
|
}
|
|
}
|
|
|
|
int Actor::getFrameType(ActorFrameTypes frameType) {
|
|
|
|
if (_vm->getGameType() == GType_ITE) {
|
|
switch (frameType) {
|
|
case kFrameStand:
|
|
return kFrameITEStand;
|
|
case kFrameWalk:
|
|
return kFrameITEWalk;
|
|
case kFrameSpeak:
|
|
return kFrameITESpeak;
|
|
case kFrameGive:
|
|
return kFrameITEGive;
|
|
case kFrameGesture:
|
|
return kFrameITEGesture;
|
|
case kFrameWait:
|
|
return kFrameITEWait;
|
|
case kFramePickUp:
|
|
return kFrameITEPickUp;
|
|
case kFrameLook:
|
|
return kFrameITELook;
|
|
}
|
|
}
|
|
else {
|
|
switch (frameType) {
|
|
case kFrameStand:
|
|
return kFrameIHNMStand;
|
|
case kFrameWalk:
|
|
return kFrameIHNMWalk;
|
|
case kFrameSpeak:
|
|
return kFrameIHNMSpeak;
|
|
case kFrameGesture:
|
|
return kFrameIHNMGesture;
|
|
case kFrameWait:
|
|
return kFrameIHNMWait;
|
|
case kFrameGive:
|
|
case kFramePickUp:
|
|
case kFrameLook:
|
|
error("Actor::getFrameType() unknown frame type %d", frameType);
|
|
return kFrameIHNMStand;
|
|
}
|
|
}
|
|
error("Actor::getFrameType() unknown frame type %d", frameType);
|
|
}
|
|
|
|
ActorFrameRange *Actor::getActorFrameRange(uint16 actorId, int frameType) {
|
|
ActorData *actor;
|
|
int fourDirection;
|
|
static ActorFrameRange def = {0, 0};
|
|
|
|
actor = getActor(actorId);
|
|
if (actor->_disabled)
|
|
error("Actor::getActorFrameRange Wrong actorId 0x%X", actorId);
|
|
|
|
if ((actor->_facingDirection < kDirUp) || (actor->_facingDirection > kDirUpLeft))
|
|
error("Actor::getActorFrameRange Wrong direction 0x%X actorId 0x%X", actor->_facingDirection, actorId);
|
|
|
|
//if (_vm->getGameType() == GType_ITE) {
|
|
if (frameType >= actor->_framesCount) {
|
|
warning("Actor::getActorFrameRange Wrong frameType 0x%X (%d) actorId 0x%X", frameType, actor->_framesCount, actorId);
|
|
return &def;
|
|
}
|
|
|
|
|
|
fourDirection = actorDirectectionsLUT[actor->_facingDirection];
|
|
return &actor->_frames[frameType].directions[fourDirection];
|
|
/*
|
|
} else {
|
|
if (0 == actor->_framesCount) {
|
|
return &def;
|
|
}
|
|
|
|
//TEST
|
|
if (actor->_id == 0x2000) {
|
|
if (actor->_framesCount <= _currentFrameIndex) {
|
|
_currentFrameIndex = 0;
|
|
}
|
|
fr = actor->_frames[_currentFrameIndex].directions;
|
|
return fr;
|
|
}
|
|
//TEST
|
|
if (frameType >= actor->_framesCount) {
|
|
frameType = actor->_framesCount - 1;
|
|
}
|
|
if (frameType < 0) {
|
|
frameType = 0;
|
|
}
|
|
|
|
if (frameType == kFrameIHNMWalk ) {
|
|
switch (actor->_facingDirection) {
|
|
case kDirUpRight:
|
|
if (frameType > 0)
|
|
fr = &actor->_frames[frameType - 1].directions[ACTOR_DIRECTION_RIGHT];
|
|
else
|
|
fr = &def;
|
|
if (!fr->frameCount)
|
|
fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_RIGHT];
|
|
break;
|
|
case kDirDownRight:
|
|
if (frameType > 0)
|
|
fr = &actor->_frames[frameType - 1].directions[ACTOR_DIRECTION_FORWARD];
|
|
else
|
|
fr = &def;
|
|
if (!fr->frameCount)
|
|
fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_RIGHT];
|
|
break;
|
|
case kDirUpLeft:
|
|
if (frameType > 0)
|
|
fr = &actor->_frames[frameType - 1].directions[ACTOR_DIRECTION_LEFT];
|
|
else
|
|
fr = &def;
|
|
if (!fr->frameCount)
|
|
fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_LEFT];
|
|
break;
|
|
case kDirDownLeft:
|
|
if (frameType > 0)
|
|
fr = &actor->_frames[frameType - 1].directions[ACTOR_DIRECTION_BACK];
|
|
else
|
|
fr = &def;
|
|
if (!fr->frameCount)
|
|
fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_LEFT];
|
|
break;
|
|
case kDirRight:
|
|
fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_RIGHT];
|
|
break;
|
|
case kDirLeft:
|
|
fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_LEFT];
|
|
break;
|
|
case kDirUp:
|
|
fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_BACK];
|
|
break;
|
|
case kDirDown:
|
|
fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_FORWARD];
|
|
break;
|
|
}
|
|
return fr;
|
|
}
|
|
else {
|
|
if (frameType >= actor->_framesCount) {
|
|
error("Actor::getActorFrameRange Wrong frameType 0x%X (%d) actorId 0x%X", frameType, actor->_framesCount, actorId);
|
|
}
|
|
fourDirection = actorDirectectionsLUT[actor->_facingDirection];
|
|
return &actor->_frames[frameType].directions[fourDirection];
|
|
}
|
|
}*/
|
|
}
|
|
|
|
void Actor::handleSpeech(int msec) {
|
|
int stringLength;
|
|
int sampleLength;
|
|
bool removeFirst;
|
|
int i;
|
|
ActorData *actor;
|
|
int width, height, height2;
|
|
Point posPoint;
|
|
|
|
if (_activeSpeech.playing) {
|
|
_activeSpeech.playingTime -= msec;
|
|
stringLength = strlen(_activeSpeech.strings[0]);
|
|
|
|
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 (_vm->_script->_skipSpeeches) {
|
|
_activeSpeech.stringsCount = 0;
|
|
_vm->_script->wakeUpThreads(kWaitTypeSpeech);
|
|
return;
|
|
}
|
|
|
|
if (_activeSpeech.stringsCount == 0) {
|
|
_vm->_script->wakeUpThreadsDelayed(kWaitTypeSpeech, ticksToMSec(kScriptTimeTicksPerSecond / 3));
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (_vm->_script->_skipSpeeches) {
|
|
_activeSpeech.stringsCount = 0;
|
|
_vm->_script->wakeUpThreads(kWaitTypeSpeech);
|
|
}
|
|
|
|
if (_activeSpeech.stringsCount == 0) {
|
|
return;
|
|
}
|
|
|
|
stringLength = strlen(_activeSpeech.strings[0]);
|
|
|
|
if (_activeSpeech.speechFlags & kSpeakSlow) {
|
|
if (_activeSpeech.slowModeCharIndex >= stringLength)
|
|
error("Wrong string index");
|
|
|
|
_activeSpeech.playingTime = 1000 / 8;
|
|
|
|
} else {
|
|
sampleLength = _vm->_sndRes->getVoiceLength(_activeSpeech.sampleResourceId);
|
|
|
|
if (sampleLength < 0) {
|
|
_activeSpeech.playingTime = stringLength * 1000 / 22;
|
|
switch (_vm->_readingSpeed) {
|
|
case 2:
|
|
_activeSpeech.playingTime *= 2;
|
|
break;
|
|
case 1:
|
|
_activeSpeech.playingTime *= 4;
|
|
break;
|
|
case 0:
|
|
_activeSpeech.playingTime = 0x7fffff;
|
|
break;
|
|
}
|
|
} 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 = _vm->_rnd.getRandomNumber(63);
|
|
}
|
|
}
|
|
|
|
if (_activeSpeech.actorsCount == 1) {
|
|
if (_speechBoxScript.width() > 0) {
|
|
_activeSpeech.drawRect.left = _speechBoxScript.left;
|
|
_activeSpeech.drawRect.right = _speechBoxScript.right;
|
|
_activeSpeech.drawRect.top = _speechBoxScript.top;
|
|
_activeSpeech.drawRect.bottom = _speechBoxScript.bottom;
|
|
} else {
|
|
width = _activeSpeech.speechBox.width();
|
|
height = _vm->_font->getHeight(kKnownFontScript, _activeSpeech.strings[0], width - 2, _activeSpeech.getFontFlags(0)) + 1;
|
|
|
|
if (height > 40 && width < _vm->getDisplayWidth() - 100) {
|
|
width = _vm->getDisplayWidth() - 100;
|
|
height = _vm->_font->getHeight(kKnownFontScript, _activeSpeech.strings[0], width - 2, _activeSpeech.getFontFlags(0)) + 1;
|
|
}
|
|
|
|
_activeSpeech.speechBox.setWidth(width);
|
|
|
|
if (_activeSpeech.actorIds[0] != 0) {
|
|
actor = getActor(_activeSpeech.actorIds[0]);
|
|
_activeSpeech.speechBox.setHeight(height);
|
|
|
|
if (_activeSpeech.speechBox.right > _vm->getDisplayWidth() - 10) {
|
|
_activeSpeech.drawRect.left = _vm->getDisplayWidth() - 10 - width;
|
|
} else {
|
|
_activeSpeech.drawRect.left = _activeSpeech.speechBox.left;
|
|
}
|
|
|
|
height2 = actor->_screenPosition.y - 50;
|
|
_activeSpeech.speechBox.top = _activeSpeech.drawRect.top = MAX(10, (height2 - height) / 2);
|
|
} else {
|
|
_activeSpeech.drawRect.left = _activeSpeech.speechBox.left;
|
|
_activeSpeech.drawRect.top = _activeSpeech.speechBox.top + (_activeSpeech.speechBox.height() - height) / 2;
|
|
}
|
|
_activeSpeech.drawRect.setWidth(width);
|
|
_activeSpeech.drawRect.setHeight(height);
|
|
}
|
|
}
|
|
|
|
_activeSpeech.playing = true;
|
|
}
|
|
|
|
void Actor::handleActions(int msec, bool setup) {
|
|
int i;
|
|
ActorData *actor;
|
|
ActorFrameRange *frameRange;
|
|
int state;
|
|
int speed;
|
|
int32 framesLeft;
|
|
Location delta;
|
|
Location addDelta;
|
|
int hitZoneIndex;
|
|
const HitZone *hitZone;
|
|
Point hitPoint;
|
|
Location pickLocation;
|
|
|
|
for (i = 0; i < _actorsCount; i++) {
|
|
actor = _actors[i];
|
|
if (!actor->_inScene)
|
|
continue;
|
|
|
|
if ((_vm->getGameType() == GType_ITE) && (i == ACTOR_DRAGON_INDEX)) {
|
|
moveDragon(actor);
|
|
continue;
|
|
}
|
|
|
|
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, getFrameType(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, getFrameType(kFrameWait));
|
|
if ((frameRange->frameCount < 1 || actor->_actionCycle > 33))
|
|
frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameStand));
|
|
|
|
if (frameRange->frameCount) {
|
|
actor->_frameNumber = frameRange->frameIndex + (uint16)_vm->_rnd.getRandomNumber(frameRange->frameCount - 1);
|
|
} else {
|
|
actor->_frameNumber = frameRange->frameIndex;
|
|
}
|
|
}
|
|
actor->_actionCycle++;
|
|
break;
|
|
|
|
case kActionWalkToPoint:
|
|
case kActionWalkToLink:
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
actor->_partialTarget.delta(actor->_location, delta);
|
|
|
|
while ((delta.u() == 0) && (delta.v() == 0)) {
|
|
|
|
if ((actor == _protagonist) && (_vm->mouseButtonPressed())) {
|
|
_vm->_isoMap->screenPointToTileCoords(_vm->mousePos(), pickLocation);
|
|
|
|
if (!actorWalkTo(_protagonist->_id, pickLocation)) {
|
|
break;
|
|
}
|
|
} else if (!_vm->_isoMap->nextTileTarget(actor) && !actorEndWalk(actor->_id, true)) {
|
|
break;
|
|
}
|
|
|
|
actor->_partialTarget.delta(actor->_location, delta);
|
|
actor->_partialTarget.z = 0;
|
|
}
|
|
|
|
if (actor->_flags & kFastest) {
|
|
speed = 8;
|
|
} else if (actor->_flags & kFaster) {
|
|
speed = 6;
|
|
} else {
|
|
speed = 4;
|
|
}
|
|
|
|
if (_vm->_scene->currentSceneResourceId() == RID_ITE_OVERMAP_SCENE) {
|
|
speed = 2;
|
|
}
|
|
|
|
if ((actor->_actionDirection == 2) || (actor->_actionDirection == 6)) {
|
|
speed = speed / 2;
|
|
}
|
|
|
|
if (ABS(delta.v()) > ABS(delta.u())) {
|
|
addDelta.v() = clamp(-speed, delta.v(), speed);
|
|
if (addDelta.v() == delta.v()) {
|
|
addDelta.u() = delta.u();
|
|
} else {
|
|
addDelta.u() = delta.u() * addDelta.v();
|
|
addDelta.u() += (addDelta.u() > 0) ? (delta.v() / 2) : (-delta.v() / 2);
|
|
addDelta.u() /= delta.v();
|
|
}
|
|
} else {
|
|
addDelta.u() = clamp(-speed, delta.u(), speed);
|
|
if (addDelta.u() == delta.u()) {
|
|
addDelta.v() = delta.v();
|
|
} else {
|
|
addDelta.v() = delta.v() * addDelta.u();
|
|
addDelta.v() += (addDelta.v() > 0) ? (delta.u() / 2) : (-delta.u() / 2);
|
|
addDelta.v() /= delta.u();
|
|
}
|
|
}
|
|
|
|
actor->_location.add(addDelta);
|
|
} 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 (_vm->getGameType() == GType_ITE) {
|
|
if (actor->_partialTarget.x > 224 * 2 * ACTOR_LMULT) {
|
|
actor->_partialTarget.x -= 256 * 2 * ACTOR_LMULT;
|
|
}
|
|
} else {
|
|
if (actor->_partialTarget.x > 224 * 4 * ACTOR_LMULT) {
|
|
actor->_partialTarget.x -= 256 * 4 * 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)) {
|
|
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:
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
actor->_location.u() += tileDirectionLUT[actor->_actionDirection][0];
|
|
actor->_location.v() += tileDirectionLUT[actor->_actionDirection][1];
|
|
|
|
frameRange = getActorFrameRange(actor->_id, actor->_walkFrameSequence);
|
|
|
|
actor->_actionCycle++;
|
|
actor->cycleWrap(frameRange->frameCount);
|
|
actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
|
|
} 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, getFrameType(kFrameGesture));
|
|
if (actor->_actionCycle >= frameRange->frameCount) {
|
|
if (actor->_actionCycle & 1)
|
|
break;
|
|
frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameSpeak));
|
|
|
|
state = (uint16)_vm->_rnd.getRandomNumber(frameRange->frameCount);
|
|
|
|
if (state == 0) {
|
|
frameRange = getActorFrameRange(actor->_id, getFrameType(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 = _vm->_rnd.getRandomNumber(frameRange->frameCount - 1);
|
|
}
|
|
|
|
if (actor->_actorFlags & kActorBackwards) {
|
|
actor->_frameNumber = frameRange->frameIndex + frameRange->frameCount - 1 - state;
|
|
} else {
|
|
actor->_frameNumber = frameRange->frameIndex + state;
|
|
}
|
|
break;
|
|
|
|
case kActionFall:
|
|
if (actor->_actionCycle > 0) {
|
|
framesLeft = actor->_actionCycle--;
|
|
actor->_finalTarget.delta(actor->_location, delta);
|
|
delta.x /= framesLeft;
|
|
delta.y /= framesLeft;
|
|
actor->_location.addXY(delta);
|
|
actor->_fallVelocity += actor->_fallAcceleration;
|
|
actor->_fallPosition += actor->_fallVelocity;
|
|
actor->_location.z = actor->_fallPosition >> 4;
|
|
} else {
|
|
actor->_location = actor->_finalTarget;
|
|
actor->_currentAction = kActionFreeze;
|
|
_vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
|
|
}
|
|
break;
|
|
|
|
case kActionClimb:
|
|
actor->_cycleDelay++;
|
|
if (actor->_cycleDelay & 3) {
|
|
break;
|
|
}
|
|
|
|
if (actor->_location.z >= actor->_finalTarget.z + ACTOR_CLIMB_SPEED) {
|
|
actor->_location.z -= ACTOR_CLIMB_SPEED;
|
|
actor->_actionCycle--;
|
|
} else if (actor->_location.z <= actor->_finalTarget.z - ACTOR_CLIMB_SPEED) {
|
|
actor->_location.z += ACTOR_CLIMB_SPEED;
|
|
actor->_actionCycle++;
|
|
} else {
|
|
actor->_location.z = actor->_finalTarget.z;
|
|
actor->_currentAction = kActionFreeze;
|
|
_vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
|
|
}
|
|
|
|
frameRange = getActorFrameRange(actor->_id, actor->_cycleFrameSequence);
|
|
|
|
if (actor->_actionCycle < 0) {
|
|
actor->_actionCycle = frameRange->frameCount - 1;
|
|
}
|
|
actor->cycleWrap(frameRange->frameCount);
|
|
actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
|
|
break;
|
|
}
|
|
|
|
if ((actor->_currentAction >= kActionWalkToPoint) && (actor->_currentAction <= kActionWalkDir)) {
|
|
hitZone = NULL;
|
|
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
actor->_location.toScreenPointUV(hitPoint);
|
|
} 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::direct(int msec) {
|
|
|
|
if (_vm->_scene->_entryList.entryListCount == 0) {
|
|
return;
|
|
}
|
|
|
|
if (_vm->_interface->_statusTextInput) {
|
|
return;
|
|
}
|
|
|
|
// FIXME: HACK. This should be turned into cycle event.
|
|
_lastTickMsec += msec;
|
|
|
|
if (_lastTickMsec > 1000 / _handleActionDiv) {
|
|
_lastTickMsec = 0;
|
|
//process actions
|
|
handleActions(msec, false);
|
|
}
|
|
|
|
//process speech
|
|
handleSpeech(msec);
|
|
}
|
|
|
|
|
|
bool Actor::calcScreenPosition(CommonObjectData *commonObjectData) {
|
|
int beginSlope, endSlope, middle;
|
|
bool result;
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
_vm->_isoMap->tileCoordsToScreenPoint(commonObjectData->_location, commonObjectData->_screenPosition);
|
|
commonObjectData->_screenScale = 256;
|
|
} else {
|
|
middle = _vm->_scene->getHeight() - 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);
|
|
}
|
|
|
|
result = commonObjectData->_screenPosition.x > -64 &&
|
|
commonObjectData->_screenPosition.x < _vm->getDisplayWidth() + 64 &&
|
|
commonObjectData->_screenPosition.y > -64 &&
|
|
commonObjectData->_screenPosition.y < _vm->_scene->getHeight() + 64;
|
|
|
|
return result;
|
|
}
|
|
|
|
uint16 Actor::hitTest(const Point &testPoint, bool skipProtagonist) {
|
|
// We can only interact with objects or actors that are inside the
|
|
// scene area. While this is usually the entire upper part of the
|
|
// screen, it could also be an inset. Note that other kinds of hit
|
|
// areas may be outside the inset, and that those are still perfectly
|
|
// fine to interact with. For example, the door entrance at the glass
|
|
// makers's house in ITE's ferret village.
|
|
|
|
if (!_vm->_scene->getSceneClip().contains(testPoint))
|
|
return ID_NOTHING;
|
|
|
|
CommonObjectOrderList::iterator drawOrderIterator;
|
|
CommonObjectDataPointer drawObject;
|
|
int frameNumber;
|
|
SpriteList *spriteList;
|
|
|
|
createDrawOrderList();
|
|
|
|
for (drawOrderIterator = _drawOrderList.begin(); drawOrderIterator != _drawOrderList.end(); ++drawOrderIterator) {
|
|
drawObject = drawOrderIterator.operator*();
|
|
if (skipProtagonist && (drawObject == _protagonist)) {
|
|
continue;
|
|
}
|
|
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;
|
|
CommonObjectOrderList::CompareFunction compareFunction;
|
|
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
compareFunction = &tileCommonObjectCompare;
|
|
} else {
|
|
compareFunction = &commonObjectCompare;
|
|
}
|
|
|
|
_drawOrderList.clear();
|
|
for (i = 0; i < _actorsCount; i++) {
|
|
actor = _actors[i];
|
|
|
|
if (!actor->_inScene)
|
|
continue;
|
|
|
|
if (calcScreenPosition(actor)) {
|
|
_drawOrderList.pushBack(actor, compareFunction);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < _objsCount; i++) {
|
|
obj = _objs[i];
|
|
if (obj->_disabled)
|
|
continue;
|
|
|
|
if (obj->_sceneNumber != _vm->_scene->currentSceneNumber())
|
|
continue;
|
|
|
|
if (calcScreenPosition(obj)) {
|
|
_drawOrderList.pushBack(obj, compareFunction);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Actor::getSpriteParams(CommonObjectData *commonObjectData, int &frameNumber, SpriteList *&spriteList) {
|
|
if (_vm->_scene->currentSceneResourceId() == RID_ITE_OVERMAP_SCENE) {
|
|
if (!(commonObjectData->_flags & kProtagonist)){
|
|
// warning("not protagonist");
|
|
return false;
|
|
}
|
|
frameNumber = 8;
|
|
spriteList = &_vm->_sprite->_mainSprites;
|
|
} else if (validActorId(commonObjectData->_id)) {
|
|
ActorData *actor = (ActorData *)commonObjectData;
|
|
spriteList = &(actor->_spriteList);
|
|
frameNumber = actor->_frameNumber;
|
|
if (spriteList->infoList == NULL)
|
|
loadActorSpriteList(actor);
|
|
|
|
} else if (validObjId(commonObjectData->_id)) {
|
|
spriteList = &_vm->_sprite->_mainSprites;
|
|
frameNumber = commonObjectData->_spriteListResourceId;
|
|
}
|
|
|
|
if ((frameNumber < 0) || (spriteList->spriteCount <= frameNumber)) {
|
|
debug(1, "Actor::getSpriteParams frameNumber invalid for %s id 0x%X (%d)",
|
|
validObjId(commonObjectData->_id) ? "object" : "actor",
|
|
commonObjectData->_id, frameNumber);
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void Actor::drawActors() {
|
|
if (_vm->_anim->hasCutaway()) {
|
|
drawSpeech();
|
|
return;
|
|
}
|
|
|
|
if (_vm->_scene->currentSceneNumber() <= 0) {
|
|
return;
|
|
}
|
|
|
|
if (_vm->_scene->_entryList.entryListCount == 0) {
|
|
return;
|
|
}
|
|
|
|
CommonObjectOrderList::iterator drawOrderIterator;
|
|
CommonObjectDataPointer drawObject;
|
|
int frameNumber;
|
|
SpriteList *spriteList;
|
|
|
|
Surface *backBuffer;
|
|
|
|
backBuffer = _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) {
|
|
_vm->_isoMap->drawSprite(backBuffer, *spriteList, frameNumber, drawObject->_location, drawObject->_screenPosition, drawObject->_screenScale);
|
|
} else {
|
|
_vm->_sprite->drawOccluded(backBuffer, _vm->_scene->getSceneClip(),*spriteList, frameNumber, drawObject->_screenPosition, drawObject->_screenScale, drawObject->_screenDepth);
|
|
}
|
|
}
|
|
|
|
drawSpeech();
|
|
}
|
|
|
|
void Actor::drawSpeech(void) {
|
|
if (!isSpeaking() || !_activeSpeech.playing || _vm->_script->_skipSpeeches
|
|
|| (!_vm->_subtitlesEnabled && (_vm->getFeatures() & GF_CD_FX)))
|
|
return;
|
|
|
|
int i;
|
|
Point textPoint;
|
|
ActorData *actor;
|
|
int width, height;
|
|
int stringLength;
|
|
Surface *backBuffer;
|
|
char *outputString;
|
|
|
|
backBuffer = _vm->_gfx->getBackBuffer();
|
|
stringLength = strlen(_activeSpeech.strings[0]);
|
|
outputString = (char*)calloc(stringLength + 1, 1);
|
|
|
|
if (_activeSpeech.speechFlags & kSpeakSlow)
|
|
strncpy(outputString, _activeSpeech.strings[0], _activeSpeech.slowModeCharIndex + 1);
|
|
else
|
|
strncpy(outputString, _activeSpeech.strings[0], stringLength);
|
|
|
|
if (_activeSpeech.actorsCount > 1) {
|
|
height = _vm->_font->getHeight(kKnownFontScript);
|
|
width = _vm->_font->getStringWidth(kKnownFontScript, _activeSpeech.strings[0], 0, kFontNormal);
|
|
|
|
for (i = 0; i < _activeSpeech.actorsCount; i++) {
|
|
actor = getActor(_activeSpeech.actorIds[i]);
|
|
calcScreenPosition(actor);
|
|
|
|
textPoint.x = clamp(10, actor->_screenPosition.x - width / 2, _vm->getDisplayWidth() - 10 - width);
|
|
textPoint.y = clamp(10, actor->_screenPosition.y - 58, _vm->_scene->getHeight() - 10 - height);
|
|
|
|
_vm->_font->textDraw(kKnownFontScript, backBuffer, outputString, textPoint,
|
|
_activeSpeech.speechColor[i], _activeSpeech.outlineColor[i], _activeSpeech.getFontFlags(i));
|
|
}
|
|
} else {
|
|
_vm->_font->textDrawRect(kKnownFontScript, backBuffer, outputString, _activeSpeech.drawRect, _activeSpeech.speechColor[0],
|
|
_activeSpeech.outlineColor[0], _activeSpeech.getFontFlags(0));
|
|
}
|
|
|
|
free(outputString);
|
|
}
|
|
|
|
bool Actor::followProtagonist(ActorData *actor) {
|
|
Location protagonistLocation;
|
|
Location newLocation;
|
|
Location delta;
|
|
int protagonistBGMaskType;
|
|
Point prefer1;
|
|
Point prefer2;
|
|
Point prefer3;
|
|
int16 prefU;
|
|
int16 prefV;
|
|
int16 newU;
|
|
int16 newV;
|
|
|
|
assert(_protagonist);
|
|
|
|
actor->_flags &= ~(kFaster | kFastest);
|
|
protagonistLocation = _protagonist->_location;
|
|
calcScreenPosition(_protagonist);
|
|
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
prefU = 60;
|
|
prefV = 60;
|
|
|
|
|
|
actor->_location.delta(protagonistLocation, delta);
|
|
|
|
if (actor->_id == actorIndexToId(2)) {
|
|
prefU = prefV = 48;
|
|
}
|
|
|
|
if ((delta.u() > prefU) || (delta.u() < -prefU) || (delta.v() > prefV) || (delta.v() < -prefV)) {
|
|
|
|
if ((delta.u() > prefU * 2) || (delta.u() < -prefU * 2) || (delta.v() > prefV * 2) || (delta.v() < -prefV * 2)) {
|
|
actor->_flags |= kFaster;
|
|
|
|
if ((delta.u() > prefU * 3) || (delta.u() < -prefU*3) || (delta.v() > prefV * 3) || (delta.v() < -prefV * 3)) {
|
|
actor->_flags |= kFastest;
|
|
}
|
|
}
|
|
|
|
prefU /= 2;
|
|
prefV /= 2;
|
|
|
|
newU = clamp(-prefU, delta.u(), prefU) + protagonistLocation.u();
|
|
newV = clamp(-prefV, delta.v(), prefV) + protagonistLocation.v();
|
|
|
|
newLocation.u() = newU + _vm->_rnd.getRandomNumber(prefU - 1) - prefU / 2;
|
|
newLocation.v() = newV + _vm->_rnd.getRandomNumber(prefV - 1) - prefV / 2;
|
|
newLocation.z = 0;
|
|
|
|
return actorWalkTo(actor->_id, newLocation);
|
|
}
|
|
|
|
} 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() && _vm->_scene->validBGMaskPoint(_protagonist->_screenPosition)) {
|
|
protagonistBGMaskType = _vm->_scene->getBGMaskType(_protagonist->_screenPosition);
|
|
}
|
|
|
|
if ((_vm->_rnd.getRandomNumber(7) & 0x7) == 0) // 1/8th chance
|
|
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 += _vm->_rnd.getRandomNumber(prefer1.x - 1) - prefer1.x / 2;
|
|
newLocation.y += _vm->_rnd.getRandomNumber(prefer1.y - 1) - 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;
|
|
Point testPoint;
|
|
|
|
actor = getActor(actorId);
|
|
actor->_actorFlags &= ~kActorBackwards;
|
|
|
|
if (actor->_location.distance(actor->_finalTarget) > 8 && (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 == _vm->_script->getVerbType(kVerbWalkTo)) {
|
|
if (_vm->getGameType() == GType_ITE)
|
|
actor->_location.toScreenPointUV(testPoint); // it's wrong calculation, but it is used in ITE
|
|
else
|
|
actor->_location.toScreenPointXY(testPoint);
|
|
|
|
hitZoneIndex = _vm->_scene->_actionMap->hitTest(testPoint);
|
|
if (hitZoneIndex != -1) {
|
|
hitZone = _vm->_scene->_actionMap->getHitZone(hitZoneIndex);
|
|
stepZoneAction(actor, hitZone, false, true);
|
|
} else {
|
|
_vm->_script->setNoPendingVerb();
|
|
}
|
|
} else if (_vm->_script->_pendingVerb != _vm->_script->getVerbType(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) {
|
|
|
|
if ((_vm->getGameType() == GType_ITE) && (actor->_index == ACTOR_DRAGON_INDEX)) {
|
|
return false;
|
|
}
|
|
|
|
actor->_finalTarget = toLocation;
|
|
actor->_walkStepsCount = 0;
|
|
_vm->_isoMap->findTilePath(actor, actor->_location, toLocation);
|
|
|
|
|
|
if ((actor->_walkStepsCount == 0) && (actor->_flags & kProtagonist)) {
|
|
actor->_actorFlags |= kActorNoCollide;
|
|
_vm->_isoMap->findTilePath(actor, actor->_location, toLocation);
|
|
}
|
|
|
|
actor->_walkStepIndex = 0;
|
|
if (_vm->_isoMap->nextTileTarget(actor)) {
|
|
actor->_currentAction = kActionWalkToPoint;
|
|
actor->_walkFrameSequence = getFrameType(kFrameWalk);
|
|
} else {
|
|
actorEndWalk(actorId, false);
|
|
return false;
|
|
}
|
|
} else {
|
|
|
|
actor->_location.toScreenPointXY(pointFrom);
|
|
pointFrom.x &= ~1;
|
|
|
|
extraStartNode = _vm->_scene->offscreenPath(pointFrom);
|
|
|
|
toLocation.toScreenPointXY(pointTo);
|
|
pointTo.x &= ~1;
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
_barrierCount = 0;
|
|
if (!(actor->_actorFlags & kActorNoCollide)) {
|
|
collision.x = ACTOR_COLLISION_WIDTH * actor->_screenScale / (256 * 2);
|
|
collision.y = ACTOR_COLLISION_HEIGHT * actor->_screenScale / (256 * 2);
|
|
|
|
|
|
for (i = 0; (i < _actorsCount) && (_barrierCount < ACTOR_BARRIERS_MAX); i++) {
|
|
anotherActor = _actors[i];
|
|
if (!anotherActor->_inScene)
|
|
continue;
|
|
if (anotherActor == actor)
|
|
continue;
|
|
|
|
anotherActorScreenPosition = anotherActor->_screenPosition;
|
|
testBox.left = (anotherActorScreenPosition.x - collision.x) & ~1;
|
|
testBox.right = (anotherActorScreenPosition.x + collision.x) & ~1 + 1;
|
|
testBox.top = anotherActorScreenPosition.y - collision.y;
|
|
testBox.bottom = anotherActorScreenPosition.y + collision.y + 1;
|
|
testBox2 = testBox;
|
|
testBox2.right += 2;
|
|
testBox2.left -= 2;
|
|
testBox2.top -= 1;
|
|
testBox2.bottom += 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];
|
|
|
|
pointBest.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) && (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 = getFrameType(kFrameWalk);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void Actor::actorSpeech(uint16 actorId, const char **strings, int stringsCount, int sampleResourceId, int speechFlags) {
|
|
ActorData *actor;
|
|
int i;
|
|
int16 dist;
|
|
|
|
actor = getActor(actorId);
|
|
calcScreenPosition(actor);
|
|
for (i = 0; i < stringsCount; i++) {
|
|
_activeSpeech.strings[i] = strings[i];
|
|
}
|
|
|
|
_activeSpeech.stringsCount = stringsCount;
|
|
_activeSpeech.speechFlags = speechFlags;
|
|
_activeSpeech.actorsCount = 1;
|
|
_activeSpeech.actorIds[0] = actorId;
|
|
_activeSpeech.speechColor[0] = actor->_speechColor;
|
|
_activeSpeech.outlineColor[0] = (_vm->getGameType() == GType_ITE ? kITEColorBlack : kIHNMColorBlack);
|
|
_activeSpeech.sampleResourceId = sampleResourceId;
|
|
_activeSpeech.playing = false;
|
|
_activeSpeech.slowModeCharIndex = 0;
|
|
|
|
dist = MIN(actor->_screenPosition.x - 10, _vm->getDisplayWidth() - 10 - actor->_screenPosition.x);
|
|
dist = clamp(60, dist, 150);
|
|
|
|
_activeSpeech.speechBox.left = actor->_screenPosition.x - dist;
|
|
_activeSpeech.speechBox.right = actor->_screenPosition.x + dist;
|
|
|
|
if (_activeSpeech.speechBox.left < 10) {
|
|
_activeSpeech.speechBox.right += 10 - _activeSpeech.speechBox.left;
|
|
_activeSpeech.speechBox.left = 10;
|
|
}
|
|
if (_activeSpeech.speechBox.right > _vm->getDisplayWidth() - 10) {
|
|
_activeSpeech.speechBox.left -= _activeSpeech.speechBox.right - _vm->getDisplayWidth() - 10;
|
|
_activeSpeech.speechBox.right = _vm->getDisplayWidth() - 10;
|
|
}
|
|
}
|
|
|
|
void Actor::nonActorSpeech(const Common::Rect &box, const char **strings, int stringsCount, int sampleResourceId, 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;
|
|
if (!(_vm->getFeatures() & GF_CD_FX))
|
|
_activeSpeech.sampleResourceId = -1;
|
|
else
|
|
_activeSpeech.sampleResourceId = sampleResourceId;
|
|
_activeSpeech.playing = false;
|
|
_activeSpeech.slowModeCharIndex = 0;
|
|
_activeSpeech.speechBox = box;
|
|
}
|
|
|
|
void Actor::simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags, int sampleResourceId) {
|
|
int i;
|
|
|
|
for (i = 0; i < actorIdsCount; i++) {
|
|
ActorData *actor;
|
|
|
|
actor = getActor(actorIds[i]);
|
|
_activeSpeech.actorIds[i] = actorIds[i];
|
|
_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 = sampleResourceId;
|
|
_activeSpeech.playing = false;
|
|
_activeSpeech.slowModeCharIndex = 0;
|
|
|
|
// caller should call thread->wait(kWaitTypeSpeech) by itself
|
|
}
|
|
|
|
void Actor::abortAllSpeeches() {
|
|
abortSpeech();
|
|
|
|
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::moveDragon(ActorData *actor) {
|
|
int16 dir0, dir1, dir2, dir3;
|
|
int16 moveType;
|
|
Event event;
|
|
const DragonMove *dragonMove;
|
|
|
|
if ((actor->_actionCycle < 0) ||
|
|
((actor->_actionCycle == 0) && (actor->_dragonMoveType >= ACTOR_DRAGON_TURN_MOVES))) {
|
|
|
|
moveType = kDragonMoveInvalid;
|
|
if (actor->_location.distance(_protagonist->_location) < 24) {
|
|
if (_dragonHunt && (_protagonist->_currentAction != kActionFall)) {
|
|
event.type = kEvTOneshot;
|
|
event.code = kScriptEvent;
|
|
event.op = kEventExecNonBlocking;
|
|
event.time = 0;
|
|
event.param = _vm->_scene->getScriptModuleNumber(); // module number
|
|
event.param2 = ACTOR_EXP_KNOCK_RIF; // script entry point number
|
|
event.param3 = -1; // Action
|
|
event.param4 = -1; // Object
|
|
event.param5 = -1; // With Object
|
|
event.param6 = -1; // Actor
|
|
|
|
_vm->_events->queue(&event);
|
|
_dragonHunt = false;
|
|
}
|
|
} else {
|
|
_dragonHunt = true;
|
|
}
|
|
|
|
if (actor->_walkStepIndex + 2 > actor->_walkStepsCount) {
|
|
|
|
_vm->_isoMap->findDragonTilePath(actor, actor->_location, _protagonist->_location, actor->_actionDirection);
|
|
|
|
if (actor->_walkStepsCount == 0) {
|
|
_vm->_isoMap->findDragonTilePath(actor, actor->_location, _protagonist->_location, 0);
|
|
}
|
|
|
|
if (actor->_walkStepsCount < 2) {
|
|
return;
|
|
}
|
|
|
|
actor->_partialTarget = actor->_location;
|
|
actor->_finalTarget = _protagonist->_location;
|
|
actor->_walkStepIndex = 0;
|
|
}
|
|
|
|
dir0 = actor->_actionDirection;
|
|
dir1 = actor->_tileDirections[actor->_walkStepIndex++];
|
|
dir2 = actor->_tileDirections[actor->_walkStepIndex];
|
|
dir3 = actor->_tileDirections[actor->_walkStepIndex + 1];
|
|
|
|
if (dir0 != dir1){
|
|
actor->_actionDirection = dir0 = dir1;
|
|
}
|
|
|
|
actor->_location = actor->_partialTarget;
|
|
|
|
if ((dir1 != dir2) && (dir1 == dir3)) {
|
|
switch (dir1) {
|
|
case kDirUpLeft:
|
|
actor->_partialTarget.v() += 16;
|
|
moveType = kDragonMoveUpLeft;
|
|
break;
|
|
case kDirDownLeft:
|
|
actor->_partialTarget.u() -= 16;
|
|
moveType = kDragonMoveDownLeft;
|
|
break;
|
|
case kDirDownRight:
|
|
actor->_partialTarget.v() -= 16;
|
|
moveType = kDragonMoveDownRight;
|
|
break;
|
|
case kDirUpRight:
|
|
actor->_partialTarget.u() += 16;
|
|
moveType = kDragonMoveUpRight;
|
|
break;
|
|
}
|
|
|
|
switch (dir2) {
|
|
case kDirUpLeft:
|
|
actor->_partialTarget.v() += 16;
|
|
break;
|
|
case kDirDownLeft:
|
|
actor->_partialTarget.u() -= 16;
|
|
break;
|
|
case kDirDownRight:
|
|
actor->_partialTarget.v() -= 16;
|
|
break;
|
|
case kDirUpRight:
|
|
actor->_partialTarget.u() += 16;
|
|
break;
|
|
}
|
|
|
|
actor->_walkStepIndex++;
|
|
} else {
|
|
switch (dir1) {
|
|
case kDirUpLeft:
|
|
actor->_partialTarget.v() += 16;
|
|
switch (dir2) {
|
|
case kDirDownLeft:
|
|
moveType = kDragonMoveUpLeft_Left;
|
|
actor->_partialTarget.u() -= 16;
|
|
break;
|
|
case kDirUpLeft:
|
|
moveType = kDragonMoveUpLeft;
|
|
break;
|
|
case kDirUpRight:
|
|
actor->_partialTarget.u() += 16;
|
|
moveType = kDragonMoveUpLeft_Right;
|
|
break;
|
|
default:
|
|
actor->_actionDirection = dir1;
|
|
actor->_walkStepsCount = 0;
|
|
break;
|
|
}
|
|
break;
|
|
case kDirDownLeft:
|
|
actor->_partialTarget.u() -= 16;
|
|
switch (dir2) {
|
|
case kDirDownRight:
|
|
moveType = kDragonMoveDownLeft_Left;
|
|
actor->_partialTarget.v() -= 16;
|
|
break;
|
|
case kDirDownLeft:
|
|
moveType = kDragonMoveDownLeft;
|
|
break;
|
|
case kDirUpLeft:
|
|
moveType = kDragonMoveDownLeft_Right;
|
|
actor->_partialTarget.v() += 16;
|
|
break;
|
|
default:
|
|
actor->_actionDirection = dir1;
|
|
actor->_walkStepsCount = 0;
|
|
break;
|
|
}
|
|
break;
|
|
case kDirDownRight:
|
|
actor->_partialTarget.v() -= 16;
|
|
switch (dir2) {
|
|
case kDirUpRight:
|
|
moveType = kDragonMoveDownRight_Left;
|
|
actor->_partialTarget.u() += 16;
|
|
break;
|
|
case kDirDownRight:
|
|
moveType = kDragonMoveDownRight;
|
|
break;
|
|
case kDirDownLeft:
|
|
moveType = kDragonMoveDownRight_Right;
|
|
actor->_partialTarget.u() -= 16;
|
|
break;
|
|
default:
|
|
actor->_actionDirection = dir1;
|
|
actor->_walkStepsCount = 0;
|
|
break;
|
|
}
|
|
break;
|
|
case kDirUpRight:
|
|
actor->_partialTarget.u() += 16;
|
|
switch (dir2) {
|
|
case kDirUpLeft:
|
|
moveType = kDragonMoveUpRight_Left;
|
|
actor->_partialTarget.v() += 16;
|
|
break;
|
|
case kDirUpRight:
|
|
moveType = kDragonMoveUpRight;
|
|
break;
|
|
case kDirDownRight:
|
|
moveType = kDragonMoveUpRight_Right;
|
|
actor->_partialTarget.v() -= 16;
|
|
break;
|
|
default:
|
|
actor->_actionDirection = dir1;
|
|
actor->_walkStepsCount = 0;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
actor->_actionDirection = dir1;
|
|
actor->_walkStepsCount = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
actor->_dragonMoveType = moveType;
|
|
|
|
if (moveType >= ACTOR_DRAGON_TURN_MOVES) {
|
|
actor->_dragonStepCycle = 0;
|
|
actor->_actionCycle = 4;
|
|
actor->_walkStepIndex++;
|
|
} else {
|
|
actor->_actionCycle = 4;
|
|
}
|
|
}
|
|
|
|
actor->_actionCycle--;
|
|
|
|
if ((actor->_walkStepsCount < 1) || (actor->_actionCycle < 0)) {
|
|
return;
|
|
}
|
|
|
|
if (actor->_dragonMoveType < ACTOR_DRAGON_TURN_MOVES) {
|
|
|
|
actor->_dragonStepCycle++;
|
|
if (actor->_dragonStepCycle >= 7) {
|
|
actor->_dragonStepCycle = 0;
|
|
}
|
|
|
|
actor->_dragonBaseFrame = actor->_dragonMoveType * 7;
|
|
|
|
if (actor->_location.u() > actor->_partialTarget.u() + 3) {
|
|
actor->_location.u() -= 4;
|
|
} else if (actor->_location.u() < actor->_partialTarget.u() - 3) {
|
|
actor->_location.u() += 4;
|
|
} else {
|
|
actor->_location.u() = actor->_partialTarget.u();
|
|
}
|
|
|
|
if (actor->_location.v() > actor->_partialTarget.v() + 3) {
|
|
actor->_location.v() -= 4;
|
|
} else if (actor->_location.v() < actor->_partialTarget.v() - 3) {
|
|
actor->_location.v() += 4;
|
|
} else {
|
|
actor->_location.v() = actor->_partialTarget.v();
|
|
}
|
|
} else {
|
|
dragonMove = &dragonMoveTable[actor->_dragonMoveType];
|
|
actor->_dragonBaseFrame = dragonMove->baseFrame;
|
|
|
|
|
|
actor->_location.u() = actor->_partialTarget.u() - dragonMove->offset[actor->_actionCycle][0];
|
|
actor->_location.v() = actor->_partialTarget.v() - dragonMove->offset[actor->_actionCycle][1];
|
|
|
|
actor->_dragonStepCycle++;
|
|
if (actor->_dragonStepCycle >= 3) {
|
|
actor->_dragonStepCycle = 3;
|
|
}
|
|
}
|
|
|
|
actor->_frameNumber = actor->_dragonBaseFrame + actor->_dragonStepCycle;
|
|
}
|
|
|
|
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);
|
|
setPathCell(iteratorPoint, _vm->_scene->getDoorState(maskType) ? kPathCellBarrier : kPathCellEmpty);
|
|
} else {
|
|
setPathCell(iteratorPoint, kPathCellBarrier);
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
const 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
|
|
}
|
|
|
|
void Actor::saveState(Common::OutSaveFile *out) {
|
|
uint16 i;
|
|
|
|
out->writeSint16LE(getProtagState());
|
|
|
|
for (i = 0; i < _actorsCount; i++) {
|
|
ActorData *a = _actors[i];
|
|
a->saveState(out);
|
|
}
|
|
|
|
for (i = 0; i < _objsCount; i++) {
|
|
ObjectData *o = _objs[i];
|
|
o->saveState(out);
|
|
}
|
|
}
|
|
|
|
void Actor::loadState(Common::InSaveFile *in) {
|
|
int32 i;
|
|
|
|
setProtagState(in->readSint16LE());
|
|
|
|
for (i = 0; i < _actorsCount; i++) {
|
|
ActorData *a = _actors[i];
|
|
a->loadState(_vm->getCurrentLoadVersion(), in);
|
|
|
|
// Fix bug #1258633 "ITE: Second Rif appears in wall of dog castle prison"
|
|
// For some reason in some cases actor position is all wrong, so Rif
|
|
// crawls to his original poition
|
|
if (i == 122 && _vm->getGameType() == GType_ITE) {
|
|
a->_location.x = 130;
|
|
a->_location.y = 55;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < _objsCount; i++) {
|
|
ObjectData *o = _objs[i];
|
|
o->loadState(in);
|
|
}
|
|
}
|
|
|
|
// 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
|