mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-03 09:23:37 +00:00
a70206f56f
(I haven't encountered a case where it actually happened, but it looks like it could...)
3833 lines
91 KiB
C++
3833 lines
91 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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*
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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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*
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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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*/
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#include "common/system.h" // for setFocusRectangle/clearFocusRectangle
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#include "scumm/scumm.h"
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#include "scumm/actor.h"
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#include "scumm/actor_he.h"
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#include "scumm/akos.h"
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#include "scumm/boxes.h"
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#include "scumm/charset.h"
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#include "scumm/costume.h"
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#include "scumm/he/intern_he.h"
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#include "scumm/object.h"
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#include "scumm/resource.h"
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#include "scumm/scumm_v7.h"
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#include "scumm/scumm_v0.h"
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#include "scumm/he/sound_he.h"
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#include "scumm/he/sprite_he.h"
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#include "scumm/usage_bits.h"
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#include "scumm/util.h"
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namespace Scumm {
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byte Actor::kInvalidBox = 0;
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static const byte v0ActorDemoTalk[25] = {
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0x00,
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0x06, // Syd
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0x06, // Razor
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0x06, // Dave
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0x06, // Michael
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0x06, // Bernard
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0x06, // Wendy
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0x00, // Jeff
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0x46, // Radiation Suit
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0x06, // Dr Fred
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0x06, // Nurse Edna
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0x06, // Weird Ed
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0x06, // Dead Cousin Ted
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0xE2, // Purple Tentacle
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0xE2, // Green Tentacle
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0x06, // Meteor police
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0xC0, // Meteor
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0x06, // Mark Eteer
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0x06, // Talkshow Host
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0x00, // Plant
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0xC0, // Meteor Radiation
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0xC0, // Edsel (small, outro)
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0x00, // Meteor (small, intro)
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0x06, // Sandy (Lab)
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0x06, // Sandy (Cut-Scene)
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};
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static const byte v0ActorTalk[25] = {
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0x00,
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0x06, // Syd
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0x06, // Razor
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0x06, // Dave
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0x06, // Michael
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0x06, // Bernard
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0x06, // Wendy
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0x00, // Jeff
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0x46, // Radiation Suit
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0x06, // Dr Fred
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0x06, // Nurse Edna
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0x06, // Weird Ed
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0x06, // Dead Cousin Ted
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0xFF, // Purple Tentacle
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0xFF, // Green Tentacle
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0x06, // Meteor police
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0xC0, // Meteor
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0x06, // Mark Eteer
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0x06, // Talkshow Host
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0x00, // Plant
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0xC0, // Meteor Radiation
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0xC0, // Edsel (small, outro)
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0x00, // Meteor (small, intro)
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0x06, // Sandy (Lab)
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0x06, // Sandy (Cut-Scene)
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};
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static const byte v0WalkboxSlantedModifier[0x16] = {
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0x00,0x01,0x02,0x03,0x03,0x04,0x05,0x06,
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0x06,0x07,0x08,0x09,0x09,0x0A,0x0B,
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0x0C,0x0C,0x0D,0x0E,0x0F,0x10,0x10
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};
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Actor::Actor(ScummEngine *scumm, int id) :
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_vm(scumm), _number(id) {
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assert(_vm != 0);
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}
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void ActorHE::initActor(int mode) {
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Actor::initActor(mode);
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if (mode == -1) {
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_heOffsX = _heOffsY = 0;
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_heSkipLimbs = false;
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memset(_heTalkQueue, 0, sizeof(_heTalkQueue));
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}
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if (mode == 1 || mode == -1) {
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_heCondMask = 1;
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_heNoTalkAnimation = 0;
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_heSkipLimbs = false;
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} else if (mode == 2) {
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_heCondMask = 1;
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_heSkipLimbs = false;
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}
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_heXmapNum = 0;
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_hePaletteNum = 0;
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_heFlags = 0;
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_heTalking = false;
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if (_vm->_game.heversion >= 61)
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_flip = 0;
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_clipOverride = ((ScummEngine_v60he *)_vm)->_actorClipOverride;
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_auxBlock.reset();
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}
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void Actor::initActor(int mode) {
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if (mode == -1) {
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_top = _bottom = 0;
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_needRedraw = false;
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_needBgReset = false;
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_costumeNeedsInit = false;
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_visible = false;
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_flip = false;
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_speedx = 8;
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_speedy = 2;
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_frame = 0;
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_walkbox = 0;
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_animProgress = 0;
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_drawToBackBuf = false;
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memset(_animVariable, 0, sizeof(_animVariable));
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memset(_palette, 0, sizeof(_palette));
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memset(_sound, 0, sizeof(_sound));
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memset(&_cost, 0, sizeof(CostumeData));
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_walkdata.reset();
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_walkdata.point3.x = 32000;
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_walkScript = 0;
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}
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if (mode == 1 || mode == -1) {
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_costume = 0;
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_room = 0;
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_pos.x = 0;
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_pos.y = 0;
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_facing = 180;
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if (_vm->_game.version >= 7)
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_visible = false;
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} else if (mode == 2) {
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_facing = 180;
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}
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_elevation = 0;
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_width = 24;
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_talkColor = 15;
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_talkPosX = 0;
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_talkPosY = -80;
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_boxscale = _scaley = _scalex = 0xFF;
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_charset = 0;
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memset(_sound, 0, sizeof(_sound));
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_targetFacing = _facing;
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_shadowMode = 0;
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_layer = 0;
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stopActorMoving();
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setActorWalkSpeed(8, 2);
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_animSpeed = 0;
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if (_vm->_game.version >= 6)
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_animProgress = 0;
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_ignoreBoxes = false;
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_forceClip = (_vm->_game.version >= 7) ? 100 : 0;
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_ignoreTurns = false;
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_talkFrequency = 256;
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_talkPan = 64;
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_talkVolume = 127;
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_initFrame = 1;
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_walkFrame = 2;
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_standFrame = 3;
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_talkStartFrame = 4;
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_talkStopFrame = 5;
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_walkScript = 0;
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_talkScript = 0;
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_vm->_classData[_number] = (_vm->_game.version >= 7) ? _vm->_classData[0] : 0;
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}
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void Actor_v2::initActor(int mode) {
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Actor_v3::initActor(mode);
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_speedx = 1;
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_speedy = 1;
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_initFrame = 2;
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_walkFrame = 0;
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_standFrame = 1;
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_talkStartFrame = 5;
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_talkStopFrame = 4;
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}
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void Actor_v3::initActor(int mode) {
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if (mode == -1) {
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_stepX = 1;
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_stepThreshold = 0;
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}
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Actor::initActor(mode);
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}
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void Actor_v0::initActor(int mode) {
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Actor_v2::initActor(mode);
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_costCommandNew = 0xFF;
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_costCommand = 0xFF;
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_miscflags = 0;
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_speaking = 0;
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_walkCountModulo = 0;
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_newWalkBoxEntered = false;
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_walkDirX = 0;
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_walkDirY = 0;
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_walkYCountGreaterThanXCount = 0;
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_walkXCount = 0;
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_walkXCountInc = 0;
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_walkYCount = 0;
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_walkYCountInc = 0;
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_walkMaxXYCountInc = 0;
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_tmp_WalkBox = 0;
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_tmp_NewWalkBoxEntered = 0;
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_animFrameRepeat = 0;
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for (int i = 0; i < 8; ++i) {
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_limbFrameRepeatNew[i] = 0;
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_limbFrameRepeat[i] = 0;
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_limb_flipped[i] = false;
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}
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walkBoxQueueReset();
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if (_vm->_game.features & GF_DEMO) {
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_sound[0] = v0ActorDemoTalk[_number];
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} else {
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_sound[0] = v0ActorTalk[_number];
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}
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}
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void Actor_v0::walkBoxQueueReset() {
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_walkboxHistory.clear();
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_walkboxQueueIndex = 0;
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for (uint i = 0; i < ARRAYSIZE(_walkboxQueue); ++i) {
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_walkboxQueue[i] = kInvalidBox;
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}
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}
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bool Actor_v0::walkBoxQueueAdd(int box) {
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if (_walkboxQueueIndex == ARRAYSIZE(_walkboxQueue))
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return false;
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_walkboxQueue[_walkboxQueueIndex++] = box;
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_walkboxHistory.push_back(box);
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return true;
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}
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void Actor_v0::walkboxQueueReverse() {
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int j = ARRAYSIZE(_walkboxQueue) - 1;
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while (_walkboxQueue[j] == kInvalidBox && j >= 1)
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--j;
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if (j <= 1)
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return;
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for (int i = 1; i < j && j >= 1 ; ++i, --j) {
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byte tmp = _walkboxQueue[i];
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_walkboxQueue[i] = _walkboxQueue[j];
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_walkboxQueue[j] = tmp;
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}
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}
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bool Actor_v0::walkBoxQueueFind(int box) {
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for (uint i = 0; i < _walkboxHistory.size(); ++i) {
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if (box == _walkboxHistory[i])
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return true;
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}
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return false;
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}
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bool Actor_v0::walkBoxQueuePrepare() {
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walkBoxQueueReset();
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int BoxFound = _walkbox;
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if (BoxFound == _walkdata.destbox) {
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_newWalkBoxEntered = true;
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return true;
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}
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// Build a series of walkboxes from our current position, to the target
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do {
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// Add the current box to the queue
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if (!walkBoxQueueAdd(BoxFound))
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return false;
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// Loop until we find a walkbox which hasn't been tested
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while (_walkboxQueueIndex > 0) {
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// Check if the dest box is a direct neighbour
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if ((BoxFound = _vm->getNextBox(BoxFound, _walkdata.destbox)) == kInvalidBox) {
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// Its not, start hunting through this boxes immediate connections
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byte* boxm = _vm->getBoxConnectionBase(_walkboxQueue[_walkboxQueueIndex - 1]);
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// Attempt to find one, which we havn't already used
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for (; *boxm != kInvalidBox; ++boxm) {
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if (walkBoxQueueFind(*boxm) != true)
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break;
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}
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BoxFound = *boxm;
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}
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// Found one?
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if (BoxFound != kInvalidBox) {
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// Did we find a connection to the final walkbox
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if (BoxFound == _walkdata.destbox) {
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_newWalkBoxEntered = true;
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walkBoxQueueAdd(BoxFound);
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walkboxQueueReverse();
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return true;
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}
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// Nope, check the next box
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break;
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}
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// Drop this box, its useless to us
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_walkboxQueue[--_walkboxQueueIndex] = kInvalidBox;
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BoxFound = _walkboxQueue[_walkboxQueueIndex - 1];
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}
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} while (_walkboxQueueIndex > 0);
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return false;
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}
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void Actor::setBox(int box) {
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_walkbox = box;
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setupActorScale();
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}
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void Actor_v3::setupActorScale() {
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// WORKAROUND bug #2556: Under certain circumstances, it is possible
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// for Henry Sr. to reach the front side of Castle Brunwald (following
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// Indy there). But it seems the game has no small costume for Henry,
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// hence he is shown as a giant, triple in size compared to Indy.
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// To workaround this, we override the scale of Henry. Since V3 games
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// like Indy3 don't use the costume scale otherwise, this works fine.
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// The scale factor 0x50 was determined by some guess work.
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if (_number == 2 && _costume == 7 && _vm->_game.id == GID_INDY3 && _vm->_currentRoom == 12) {
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_scalex = 0x50;
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_scaley = 0x50;
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} else {
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// TODO: The following could probably be removed
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_scalex = 0xFF;
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_scaley = 0xFF;
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}
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}
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void Actor::setupActorScale() {
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if (_ignoreBoxes)
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return;
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// For some boxes, we ignore the scaling and use whatever values the
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// scripts set. This is used e.g. in the Mystery Vortex in Sam&Max.
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// Older games used the flag 0x20 differently, though.
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if (_vm->_game.id == GID_SAMNMAX && (_vm->getBoxFlags(_walkbox) & kBoxIgnoreScale))
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return;
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_boxscale = _vm->getBoxScale(_walkbox);
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uint16 scale = _vm->getScale(_walkbox, _pos.x, _pos.y);
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assert(scale <= 0xFF);
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_scalex = _scaley = (byte)scale;
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}
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#pragma mark -
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#pragma mark --- Actor walking ---
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#pragma mark -
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void ScummEngine::walkActors() {
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for (int i = 1; i < _numActors; ++i) {
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if (_actors[i]->isInCurrentRoom())
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_actors[i]->walkActor();
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}
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}
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void Actor::stopActorMoving() {
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if (_walkScript)
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_vm->stopScript(_walkScript);
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if (_vm->_game.version == 0) {
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_moving = 2;
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setDirection(_facing);
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} else {
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_moving = 0;
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}
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}
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void Actor::setActorWalkSpeed(uint newSpeedX, uint newSpeedY) {
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if (newSpeedX == _speedx && newSpeedY == _speedy)
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return;
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_speedx = newSpeedX;
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_speedy = newSpeedY;
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if (_moving) {
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if (_vm->_game.version == 8 && (_moving & MF_IN_LEG) == 0)
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return;
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calcMovementFactor(_walkdata.next);
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}
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}
|
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int getAngleFromPos(int x, int y) {
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if (ABS(y) * 2 < ABS(x)) {
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if (x > 0)
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return 90;
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return 270;
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} else {
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if (y > 0)
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return 180;
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return 0;
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}
|
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}
|
||
|
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int Actor::calcMovementFactor(const Common::Point& next) {
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int diffX, diffY;
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int32 deltaXFactor, deltaYFactor;
|
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|
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if (_pos == next)
|
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return 0;
|
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diffX = next.x - _pos.x;
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diffY = next.y - _pos.y;
|
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deltaYFactor = _speedy << 16;
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if (diffY < 0)
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deltaYFactor = -deltaYFactor;
|
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|
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deltaXFactor = deltaYFactor * diffX;
|
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if (diffY != 0) {
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deltaXFactor /= diffY;
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} else {
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deltaYFactor = 0;
|
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}
|
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|
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if ((uint)ABS(deltaXFactor >> 16) > _speedx) {
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deltaXFactor = _speedx << 16;
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if (diffX < 0)
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deltaXFactor = -deltaXFactor;
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deltaYFactor = deltaXFactor * diffY;
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if (diffX != 0) {
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deltaYFactor /= diffX;
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} else {
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deltaXFactor = 0;
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}
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||
}
|
||
|
||
_walkdata.xfrac = 0;
|
||
_walkdata.yfrac = 0;
|
||
_walkdata.cur = _pos;
|
||
_walkdata.next = next;
|
||
_walkdata.deltaXFactor = deltaXFactor;
|
||
_walkdata.deltaYFactor = deltaYFactor;
|
||
|
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if (_vm->_game.version >= 7)
|
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_targetFacing = normalizeAngle((int)(atan2((double)deltaXFactor, (double)-deltaYFactor) * 180 / M_PI));
|
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else
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_targetFacing = (ABS(diffY) * 3 > ABS(diffX)) ? (deltaYFactor > 0 ? 180 : 0) : (deltaXFactor > 0 ? 90 : 270);
|
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|
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return actorWalkStep();
|
||
}
|
||
|
||
int Actor_v3::calcMovementFactor(const Common::Point& next) {
|
||
int32 deltaXFactor, deltaYFactor;
|
||
|
||
if (_pos == next)
|
||
return 0;
|
||
|
||
int diffX = next.x - _pos.x;
|
||
int diffY = next.y - _pos.y;
|
||
|
||
if (_vm->_game.version == 3) {
|
||
// These two lines fix bug #1052 (INDY3: Hitler facing wrong directions in the Berlin scene).
|
||
// I can't see anything like this in the original SCUMM1/2 code, so I limit this to SCUMM3.
|
||
if (!(_moving & MF_LAST_LEG) && (int)_speedx > ABS(diffX) && (int)_speedy > ABS(diffY))
|
||
return 0;
|
||
|
||
_stepX = ((ABS(diffY) / (int)_speedy) >> 1) > (ABS(diffX) / (int)_speedx) ? _speedy + 1 : _speedx;
|
||
}
|
||
|
||
_stepThreshold = MAX(ABS(diffY) / _speedy, ABS(diffX) / _stepX);
|
||
deltaXFactor = (int32)_stepX;
|
||
deltaYFactor = (int32)_speedy;
|
||
|
||
if (diffX < 0)
|
||
deltaXFactor = -deltaXFactor;
|
||
if (diffY < 0)
|
||
deltaYFactor = -deltaYFactor;
|
||
|
||
_walkdata.xfrac = _walkdata.xAdd = deltaXFactor ? diffX / deltaXFactor : 0;
|
||
_walkdata.yfrac = _walkdata.yAdd = deltaYFactor ? diffY / deltaYFactor : 0;
|
||
_walkdata.cur = _pos;
|
||
_walkdata.next = next;
|
||
_walkdata.deltaXFactor = deltaXFactor;
|
||
_walkdata.deltaYFactor = deltaYFactor;
|
||
|
||
// The x/y distance ratio which determines whether to face up/down instead of left/right is different for SCUMM1/2 and SCUMM3.
|
||
_targetFacing = oldDirToNewDir(((ABS(diffY) * _facingXYratio) > ABS(diffX)) ? 3 - (diffY >= 0 ? 1 : 0) : (diffX >= 0 ? 1 : 0));
|
||
|
||
if (_vm->_game.version <= 2 && _facing != updateActorDirection(true))
|
||
_moving |= MF_TURN;
|
||
|
||
return actorWalkStep();
|
||
}
|
||
|
||
int Actor::actorWalkStep() {
|
||
_needRedraw = true;
|
||
|
||
int nextFacing = updateActorDirection(true);
|
||
if (!(_moving & MF_IN_LEG) || _facing != nextFacing) {
|
||
if (_walkFrame != _frame || _facing != nextFacing) {
|
||
startWalkAnim(1, nextFacing);
|
||
}
|
||
_moving |= MF_IN_LEG;
|
||
}
|
||
|
||
if (_walkbox != _walkdata.curbox && _vm->checkXYInBoxBounds(_walkdata.curbox, _pos.x, _pos.y))
|
||
setBox(_walkdata.curbox);
|
||
|
||
int distX = ABS(_walkdata.next.x - _walkdata.cur.x);
|
||
int distY = ABS(_walkdata.next.y - _walkdata.cur.y);
|
||
|
||
if (ABS(_pos.x - _walkdata.cur.x) >= distX && ABS(_pos.y - _walkdata.cur.y) >= distY) {
|
||
// I have checked that only the v7/8 games have this different (non-)handling of the moving flag. Our code was
|
||
// correct for the lower versions. For COMI this fixes one part of the issues that caused ticket #4424 (wrong
|
||
// movement data being reported by ScummEngine_v8::o8_wait()).
|
||
if (_vm->_game.version < 7)
|
||
_moving &= ~MF_IN_LEG;
|
||
return 0;
|
||
}
|
||
|
||
int tmpX = (_pos.x << 16) + _walkdata.xfrac + (_walkdata.deltaXFactor >> 8) * _scalex;
|
||
_walkdata.xfrac = (uint16)tmpX;
|
||
_pos.x = (tmpX >> 16);
|
||
|
||
int tmpY = (_pos.y << 16) + _walkdata.yfrac + (_walkdata.deltaYFactor >> 8) * _scaley;
|
||
_walkdata.yfrac = (uint16)tmpY;
|
||
_pos.y = (tmpY >> 16);
|
||
|
||
if (ABS(_pos.x - _walkdata.cur.x) > distX)
|
||
_pos.x = _walkdata.next.x;
|
||
|
||
if (ABS(_pos.y - _walkdata.cur.y) > distY)
|
||
_pos.y = _walkdata.next.y;
|
||
|
||
if (_vm->_game.version >= 4 && _vm->_game.version <= 6 && _pos == _walkdata.next) {
|
||
_moving &= ~MF_IN_LEG;
|
||
return 0;
|
||
}
|
||
|
||
return 1;
|
||
}
|
||
|
||
int Actor_v3::actorWalkStep() {
|
||
_needRedraw = true;
|
||
|
||
int nextFacing = updateActorDirection(true);
|
||
if (!(_moving & MF_IN_LEG) || _facing != nextFacing) {
|
||
if (_walkFrame != _frame || _facing != nextFacing)
|
||
startWalkAnim(1, nextFacing);
|
||
|
||
_moving |= MF_IN_LEG;
|
||
// The next two lines fix bug #12278 for ZAK FM-TOWNS (SCUMM3). They are alse required for SCUMM 1/2 to prevent movement while
|
||
// turning, but only if the character has to make a turn. The correct behavior for v1/2 can be tested by letting Zak (only v1/2
|
||
// versions) walk in the starting room from the torn wallpaper to the desk drawer: Zak should first turn around clockwise by
|
||
// 180<38>, then walk one step to the left, then turn clockwise 90<39>. For ZAK FM-TOWNS (SCUMM3) this part will look quite different
|
||
// (and a bit weird), but I have confirmed the correctness with the FM-Towns emulator, too.
|
||
if (_vm->_game.version == 3 || (_vm->_game.version <= 2 && (_moving & MF_TURN)))
|
||
return 1;
|
||
}
|
||
|
||
if (_vm->_game.version == 3) {
|
||
if (_walkdata.next.x - (int)_stepX <= _pos.x && _walkdata.next.x + (int)_stepX >= _pos.x)
|
||
_pos.x = _walkdata.next.x;
|
||
if (_walkdata.next.y - (int)_speedy <= _pos.y && _walkdata.next.y + (int)_speedy >= _pos.y)
|
||
_pos.y = _walkdata.next.y;
|
||
|
||
if (_walkbox != _walkdata.curbox && _vm->checkXYInBoxBounds(_walkdata.curbox, _pos.x, _pos.y))
|
||
setBox(_walkdata.curbox);
|
||
|
||
if (_pos == _walkdata.next) {
|
||
_moving &= ~MF_IN_LEG;
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
if ((_walkdata.xfrac += _walkdata.xAdd) >= _stepThreshold) {
|
||
_pos.x += _walkdata.deltaXFactor;
|
||
_walkdata.xfrac -= _stepThreshold;
|
||
}
|
||
if ((_walkdata.yfrac += _walkdata.yAdd) >= _stepThreshold) {
|
||
_pos.y += _walkdata.deltaYFactor;
|
||
_walkdata.yfrac -= _stepThreshold;
|
||
}
|
||
|
||
if (_vm->_game.version <= 2 && _pos == _walkdata.next) {
|
||
_moving &= ~MF_IN_LEG;
|
||
return 0;
|
||
}
|
||
|
||
return 1;
|
||
}
|
||
|
||
bool Actor_v0::calcWalkDistances() {
|
||
_walkDirX = 0;
|
||
_walkDirY = 0;
|
||
_walkYCountGreaterThanXCount = 0;
|
||
uint16 A = 0;
|
||
|
||
if (_CurrentWalkTo.x >= _tmp_NewPos.x) {
|
||
A = _CurrentWalkTo.x - _tmp_NewPos.x;
|
||
_walkDirX = 1;
|
||
} else {
|
||
A = _tmp_NewPos.x - _CurrentWalkTo.x;
|
||
}
|
||
|
||
_walkXCountInc = A;
|
||
|
||
if (_CurrentWalkTo.y >= _tmp_NewPos.y) {
|
||
A = _CurrentWalkTo.y - _tmp_NewPos.y;
|
||
_walkDirY = 1;
|
||
} else {
|
||
A = _tmp_NewPos.y - _CurrentWalkTo.y;
|
||
}
|
||
|
||
_walkYCountInc = A;
|
||
if (!_walkXCountInc && !_walkYCountInc)
|
||
return true;
|
||
|
||
if (_walkXCountInc <= _walkYCountInc)
|
||
_walkYCountGreaterThanXCount = 1;
|
||
|
||
// 2FCC
|
||
A = _walkXCountInc;
|
||
if (A <= _walkYCountInc)
|
||
A = _walkYCountInc;
|
||
|
||
_walkMaxXYCountInc = A;
|
||
_walkXCount = _walkXCountInc;
|
||
_walkYCount = _walkYCountInc;
|
||
_walkCountModulo = _walkMaxXYCountInc;
|
||
|
||
return false;
|
||
}
|
||
|
||
/* Calculate the result of moving X+1 or X-1 */
|
||
byte Actor_v0::actorWalkXCalculate() {
|
||
byte A = _walkXCount;
|
||
A += _walkXCountInc;
|
||
if (A >= _walkCountModulo) {
|
||
if (!_walkDirX) {
|
||
_tmp_NewPos.x--;
|
||
} else {
|
||
_tmp_NewPos.x++;
|
||
}
|
||
|
||
A -= _walkCountModulo;
|
||
}
|
||
// 2EAC
|
||
_walkXCount = A;
|
||
setActorToTempPosition();
|
||
if (updateWalkbox() == kInvalidBox) {
|
||
// 2EB9
|
||
setActorToOriginalPosition();
|
||
|
||
return 3;
|
||
}
|
||
// 2EBF
|
||
if (_tmp_NewPos.x == _CurrentWalkTo.x)
|
||
return 1;
|
||
|
||
return 0;
|
||
}
|
||
|
||
/* Calculate the result of moving Y+1 or Y-1 */
|
||
byte Actor_v0::actorWalkYCalculate() {
|
||
byte A = _walkYCount;
|
||
A += _walkYCountInc;
|
||
if (A >= _walkCountModulo) {
|
||
if (!_walkDirY) {
|
||
_tmp_NewPos.y--;
|
||
} else {
|
||
_tmp_NewPos.y++;
|
||
}
|
||
|
||
A -= _walkCountModulo;
|
||
}
|
||
// 2EEB
|
||
_walkYCount = A;
|
||
setActorToTempPosition();
|
||
if (updateWalkbox() == kInvalidBox) {
|
||
// 2EF8
|
||
setActorToOriginalPosition();
|
||
return 4;
|
||
}
|
||
// 2EFE
|
||
if (_walkYCountInc != 0) {
|
||
if (_walkYCountInc == 0xFF) {
|
||
setActorToOriginalPosition();
|
||
return 4;
|
||
}
|
||
}
|
||
// 2F0D
|
||
if (_CurrentWalkTo.y == _tmp_NewPos.y)
|
||
return 1;
|
||
|
||
return 0;
|
||
}
|
||
|
||
void Actor::startWalkActor(int destX, int destY, int dir) {
|
||
AdjustBoxResult abr;
|
||
|
||
if (!isInCurrentRoom() && _vm->_game.version >= 7) {
|
||
debugC(DEBUG_ACTORS, "startWalkActor: attempting to walk actor %d who is not in this room", _number);
|
||
return;
|
||
}
|
||
|
||
if (_vm->_game.version <= 4) {
|
||
abr.x = destX;
|
||
abr.y = destY;
|
||
} else {
|
||
abr = adjustXYToBeInBox(destX, destY);
|
||
}
|
||
|
||
if (!isInCurrentRoom() && _vm->_game.version <= 6) {
|
||
_pos.x = abr.x;
|
||
_pos.y = abr.y;
|
||
if (!_ignoreTurns && dir != -1)
|
||
_facing = dir;
|
||
return;
|
||
}
|
||
|
||
if (_vm->_game.version <= 2) {
|
||
abr = adjustXYToBeInBox(abr.x, abr.y);
|
||
if (_pos.x == abr.x && _pos.y == abr.y && (dir == -1 || _facing == dir))
|
||
return;
|
||
} else {
|
||
if (_ignoreBoxes) {
|
||
abr.box = kInvalidBox;
|
||
_walkbox = kInvalidBox;
|
||
} else {
|
||
if (_vm->checkXYInBoxBounds(_walkdata.destbox, abr.x, abr.y)) {
|
||
abr.box = _walkdata.destbox;
|
||
} else {
|
||
abr = adjustXYToBeInBox(abr.x, abr.y);
|
||
}
|
||
if (_moving && _walkdata.destdir == dir && _walkdata.dest.x == abr.x && _walkdata.dest.y == abr.y)
|
||
return;
|
||
}
|
||
|
||
if (_pos.x == abr.x && _pos.y == abr.y) {
|
||
if (dir != _facing)
|
||
turnToDirection(dir);
|
||
return;
|
||
}
|
||
}
|
||
|
||
_walkdata.dest.x = abr.x;
|
||
_walkdata.dest.y = abr.y;
|
||
_walkdata.destbox = abr.box;
|
||
_walkdata.destdir = dir;
|
||
_walkdata.point3.x = 32000;
|
||
_walkdata.curbox = _walkbox;
|
||
|
||
if (_vm->_game.version == 0) {
|
||
((Actor_v0 *)this)->walkBoxQueuePrepare();
|
||
|
||
} else if (_vm->_game.version <= 2) {
|
||
_moving = (_moving & ~(MF_LAST_LEG | MF_IN_LEG)) | MF_NEW_LEG;
|
||
} else {
|
||
_moving = (_moving & MF_IN_LEG) | MF_NEW_LEG;
|
||
}
|
||
|
||
}
|
||
|
||
void Actor::startWalkAnim(int cmd, int angle) {
|
||
if (angle == -1)
|
||
angle = _facing;
|
||
|
||
/* Note: walk scripts aren't required to make the Dig
|
||
* work as usual
|
||
*/
|
||
if (_walkScript) {
|
||
int args[NUM_SCRIPT_LOCAL];
|
||
memset(args, 0, sizeof(args));
|
||
args[0] = _number;
|
||
args[1] = cmd;
|
||
args[2] = angle;
|
||
_vm->runScript(_walkScript, 1, 0, args);
|
||
} else {
|
||
switch (cmd) {
|
||
case 1: /* start walk */
|
||
setDirection(angle);
|
||
startAnimActor(_walkFrame);
|
||
break;
|
||
case 2: /* change dir only */
|
||
setDirection(angle);
|
||
break;
|
||
case 3: /* stop walk */
|
||
turnToDirection(angle);
|
||
startAnimActor(_standFrame);
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
void Actor::walkActor() {
|
||
int new_dir, next_box;
|
||
Common::Point foundPath;
|
||
|
||
if (_vm->_game.version >= 7) {
|
||
if (_moving & MF_FROZEN) {
|
||
if (_moving & MF_TURN) {
|
||
new_dir = updateActorDirection(false);
|
||
if (_facing != new_dir)
|
||
setDirection(new_dir);
|
||
else
|
||
_moving &= ~MF_TURN;
|
||
}
|
||
return;
|
||
}
|
||
}
|
||
|
||
if (!_moving)
|
||
return;
|
||
|
||
if (!(_moving & MF_NEW_LEG)) {
|
||
if (_moving & MF_IN_LEG && actorWalkStep())
|
||
return;
|
||
|
||
if (_moving & MF_LAST_LEG) {
|
||
_moving = 0;
|
||
setBox(_walkdata.destbox);
|
||
if (_vm->_game.version <= 6) {
|
||
startAnimActor(_standFrame);
|
||
if (_targetFacing != _walkdata.destdir)
|
||
turnToDirection(_walkdata.destdir);
|
||
} else {
|
||
startWalkAnim(3, _walkdata.destdir);
|
||
}
|
||
return;
|
||
}
|
||
|
||
if (_moving & MF_TURN) {
|
||
new_dir = updateActorDirection(false);
|
||
if (_facing != new_dir)
|
||
setDirection(new_dir);
|
||
else
|
||
// I have checked that only the v7/8 games have this different handling of the moving flag. Our code was
|
||
// correct for the lower versions. For COMI this fixes one part of the issues that caused ticket #4424
|
||
// (wrong movement data being reported by ScummEngine_v8::o8_wait()).
|
||
_moving = (_vm->_game.version >= 7) ? (_moving & ~MF_TURN) : 0;
|
||
return;
|
||
}
|
||
|
||
setBox(_walkdata.curbox);
|
||
_moving &= MF_IN_LEG;
|
||
}
|
||
|
||
_moving &= ~MF_NEW_LEG;
|
||
do {
|
||
if (_walkbox == kInvalidBox) {
|
||
setBox(_walkdata.destbox);
|
||
_walkdata.curbox = _walkdata.destbox;
|
||
break;
|
||
}
|
||
|
||
if (_walkbox == _walkdata.destbox)
|
||
break;
|
||
|
||
next_box = _vm->getNextBox(_walkbox, _walkdata.destbox);
|
||
if (next_box < 0) {
|
||
_walkdata.destbox = _walkbox;
|
||
_moving |= MF_LAST_LEG;
|
||
return;
|
||
}
|
||
|
||
_walkdata.curbox = next_box;
|
||
|
||
if (findPathTowards(_walkbox, next_box, _walkdata.destbox, foundPath))
|
||
break;
|
||
|
||
if (calcMovementFactor(foundPath))
|
||
return;
|
||
|
||
setBox(_walkdata.curbox);
|
||
} while (1);
|
||
|
||
_moving |= MF_LAST_LEG;
|
||
calcMovementFactor(_walkdata.dest);
|
||
}
|
||
|
||
void Actor_v0::walkActor() {
|
||
actorSetWalkTo();
|
||
|
||
_needRedraw = true;
|
||
if (_NewWalkTo != _CurrentWalkTo) {
|
||
_CurrentWalkTo = _NewWalkTo;
|
||
|
||
UpdateActorDirection:;
|
||
_tmp_NewPos = _pos;
|
||
|
||
byte tmp = calcWalkDistances();
|
||
_moving &= 0xF0;
|
||
_moving |= tmp;
|
||
|
||
if (!_walkYCountGreaterThanXCount) {
|
||
if (_walkDirX) {
|
||
_targetFacing = getAngleFromPos(V12_X_MULTIPLIER*1, V12_Y_MULTIPLIER*0);
|
||
} else {
|
||
_targetFacing = getAngleFromPos(V12_X_MULTIPLIER*-1, V12_Y_MULTIPLIER*0);
|
||
}
|
||
} else {
|
||
if (_walkDirY) {
|
||
_targetFacing = getAngleFromPos(V12_X_MULTIPLIER*0, V12_Y_MULTIPLIER*1);
|
||
} else {
|
||
_targetFacing = getAngleFromPos(V12_X_MULTIPLIER*0, V12_Y_MULTIPLIER*-1);
|
||
}
|
||
}
|
||
|
||
directionUpdate();
|
||
|
||
// Need to turn again?
|
||
if (_moving & 0x80)
|
||
return;
|
||
|
||
animateActor(newDirToOldDir(_facing));
|
||
|
||
} else {
|
||
// 2A0A
|
||
if ((_moving & 0x7F) != 1) {
|
||
|
||
if (_NewWalkTo == _pos)
|
||
return;
|
||
}
|
||
}
|
||
|
||
// 2A9A: Nothing to do
|
||
if (_moving == 2)
|
||
return;
|
||
|
||
// Reached Target
|
||
if ((_moving & 0x0F) == 1)
|
||
return stopActorMoving();
|
||
|
||
// 2AAD: Turn actor?
|
||
if (_moving & 0x80) {
|
||
directionUpdate();
|
||
|
||
// Turn again?
|
||
if (_moving & 0x80)
|
||
return;
|
||
|
||
// Start Walk animation
|
||
animateActor(newDirToOldDir(_facing));
|
||
}
|
||
|
||
// Walk X
|
||
if ((_moving & 0x0F) == 3) {
|
||
WalkX:;
|
||
setActorToTempPosition();
|
||
|
||
if (!_walkDirX) {
|
||
_pos.x--;
|
||
} else {
|
||
_pos.x++;
|
||
}
|
||
|
||
// 2C51
|
||
// Does this move us into the walkbox?
|
||
if (updateWalkbox() != kInvalidBox) {
|
||
|
||
// Yes, Lets update our direction
|
||
setActorToOriginalPosition();
|
||
goto UpdateActorDirection;
|
||
}
|
||
|
||
setActorToOriginalPosition();
|
||
|
||
// Have we reached Y Target?
|
||
if (_CurrentWalkTo.y == _tmp_NewPos.y) {
|
||
stopActorMoving();
|
||
return;
|
||
}
|
||
|
||
// Lets check one more pixel up or down
|
||
if (!_walkDirY) {
|
||
_tmp_NewPos.y--;
|
||
} else {
|
||
_tmp_NewPos.y++;
|
||
}
|
||
|
||
setActorToTempPosition();
|
||
|
||
// Are we still inside an invalid walkbox?
|
||
if (updateWalkbox() == kInvalidBox) {
|
||
setActorToOriginalPosition();
|
||
stopActorMoving();
|
||
return;
|
||
}
|
||
|
||
// Found a valid walkbox
|
||
return;
|
||
}
|
||
|
||
// 2ADA: Walk Y
|
||
if ((_moving & 0x0F) == 4) {
|
||
setActorToTempPosition();
|
||
|
||
if (!_walkDirY) {
|
||
_pos.y--;
|
||
} else {
|
||
_pos.y++;
|
||
}
|
||
|
||
// Moved out of walkbox?
|
||
if (updateWalkbox() == kInvalidBox) {
|
||
// 2CC7
|
||
setActorToOriginalPosition();
|
||
|
||
// Reached X?
|
||
if (_CurrentWalkTo.x == _tmp_NewPos.x) {
|
||
stopActorMoving();
|
||
return;
|
||
}
|
||
|
||
// Lets check one more pixel to left or right
|
||
if (!_walkDirX) {
|
||
_tmp_NewPos.x--;
|
||
} else {
|
||
_tmp_NewPos.x++;
|
||
}
|
||
|
||
setActorToTempPosition();
|
||
|
||
// Still in an invalid walkbox?
|
||
if (updateWalkbox() == kInvalidBox) {
|
||
|
||
setActorToOriginalPosition();
|
||
stopActorMoving();
|
||
}
|
||
|
||
return;
|
||
} else {
|
||
|
||
// Lets update our direction
|
||
setActorToOriginalPosition();
|
||
goto UpdateActorDirection;
|
||
}
|
||
}
|
||
|
||
if ((_moving & 0x0F) == 0) {
|
||
// 2AE8
|
||
byte A = actorWalkXCalculate();
|
||
|
||
// Will X movement reach destination
|
||
if (A == 1) {
|
||
|
||
A = actorWalkYCalculate();
|
||
|
||
// Will Y movement also reach destination?
|
||
if (A == 1) {
|
||
_moving &= 0xF0;
|
||
_moving |= A;
|
||
} else {
|
||
if (A == 4)
|
||
stopActorMoving();
|
||
}
|
||
|
||
return;
|
||
|
||
} else {
|
||
// 2B0C: Moving X will put us in an invalid walkbox
|
||
if (A == 3) {
|
||
_moving &= 0xF0;
|
||
_moving |= A;
|
||
|
||
if (_walkDirY) {
|
||
_targetFacing = getAngleFromPos(V12_X_MULTIPLIER*0, V12_Y_MULTIPLIER*1);
|
||
} else {
|
||
_targetFacing = getAngleFromPos(V12_X_MULTIPLIER*0, V12_Y_MULTIPLIER*-1);
|
||
}
|
||
|
||
directionUpdate();
|
||
animateActor(newDirToOldDir(_facing));
|
||
|
||
// FIXME: During the hands-free-demo in the library (room 5), Purple Tentacle gets stuck following Sandy due to the corner of the stairs,
|
||
// This is due to distance, and walkbox gap/layout. This works fine with the original engine, because it 'brute forces'
|
||
// another pixel move in the walk direction before giving up, allowing us to move enough pixels to hit the next walkbox.
|
||
// Why this fails with the return is because script-10 is executing a 'walkActorToActor' every cycle, which restarts the movement process
|
||
// As a work around, we implement the original engine behaviour only for Purple Tentacle in the Demo. Doing this for other actors
|
||
// causes a skipping effect while transitioning walkboxes (the original has another bug in this situation, in which the actor just changes direction for 1 frame during this moment)
|
||
if ((_vm->_game.features & GF_DEMO) && _number == 13)
|
||
goto WalkX;
|
||
|
||
return;
|
||
|
||
} else {
|
||
// 2B39: Moving X was ok, do we also move Y
|
||
A = actorWalkYCalculate();
|
||
|
||
// Are we in a valid walkbox?
|
||
if (A != 4)
|
||
return;
|
||
|
||
// No, we need to change direction
|
||
_moving &= 0xF0;
|
||
_moving |= A;
|
||
|
||
if (_walkDirX) {
|
||
_targetFacing = getAngleFromPos(V12_X_MULTIPLIER*1, V12_Y_MULTIPLIER*0);
|
||
} else {
|
||
_targetFacing = getAngleFromPos(V12_X_MULTIPLIER*-1, V12_Y_MULTIPLIER*0);
|
||
}
|
||
|
||
directionUpdate();
|
||
animateActor(newDirToOldDir(_facing));
|
||
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void Actor_v2::walkActor() {
|
||
Common::Point foundPath, tmp;
|
||
int new_dir, next_box;
|
||
|
||
if (_moving & MF_TURN) {
|
||
new_dir = updateActorDirection(false);
|
||
if (_facing != new_dir) {
|
||
setDirection(new_dir);
|
||
} else {
|
||
_moving &= ~MF_TURN;
|
||
}
|
||
return;
|
||
}
|
||
|
||
if (!_moving)
|
||
return;
|
||
|
||
if (_moving & MF_IN_LEG) {
|
||
actorWalkStep();
|
||
} else {
|
||
if (_moving & MF_LAST_LEG) {
|
||
_moving = MF_TURN;
|
||
startAnimActor(_standFrame);
|
||
if (_targetFacing != _walkdata.destdir)
|
||
turnToDirection(_walkdata.destdir);
|
||
} else {
|
||
setBox(_walkdata.curbox);
|
||
if (_walkbox == _walkdata.destbox) {
|
||
foundPath = _walkdata.dest;
|
||
_moving |= MF_LAST_LEG;
|
||
} else {
|
||
next_box = _vm->getNextBox(_walkbox, _walkdata.destbox);
|
||
if (next_box < 0) {
|
||
_moving |= MF_LAST_LEG;
|
||
return;
|
||
}
|
||
|
||
// Can't walk through locked boxes
|
||
int flags = _vm->getBoxFlags(next_box);
|
||
if ((flags & kBoxLocked) && !((flags & kBoxPlayerOnly) && !isPlayer())) {
|
||
_moving |= MF_LAST_LEG;
|
||
//_walkdata.destdir = -1;
|
||
}
|
||
|
||
_walkdata.curbox = next_box;
|
||
|
||
getClosestPtOnBox(_vm->getBoxCoordinates(_walkdata.curbox), _pos.x, _pos.y, tmp.x, tmp.y);
|
||
getClosestPtOnBox(_vm->getBoxCoordinates(_walkbox), tmp.x, tmp.y, foundPath.x, foundPath.y);
|
||
}
|
||
calcMovementFactor(foundPath);
|
||
}
|
||
}
|
||
}
|
||
|
||
void Actor_v3::walkActor() {
|
||
Common::Point p2, p3; // Gate locations
|
||
int new_dir, next_box;
|
||
|
||
if (!_moving)
|
||
return;
|
||
|
||
if (!(_moving & MF_NEW_LEG)) {
|
||
if (_moving & MF_IN_LEG && actorWalkStep())
|
||
return;
|
||
|
||
if (_moving & MF_LAST_LEG) {
|
||
_moving = 0;
|
||
startAnimActor(_standFrame);
|
||
if (_targetFacing != _walkdata.destdir)
|
||
turnToDirection(_walkdata.destdir);
|
||
return;
|
||
}
|
||
|
||
if (_moving & MF_TURN) {
|
||
new_dir = updateActorDirection(false);
|
||
if (_facing != new_dir) {
|
||
setDirection(new_dir);
|
||
} else {
|
||
// WORKAROUND for bug #4594 ("SCUMM: Zak McKracken - Zak keeps walk animation without moving")
|
||
// This bug also happens with the original SCUMM3 (ZAK FM-TOWNS) interpreter (unlike SCUMM1/2
|
||
// where the actors are apparently supposed to continue walking after being turned). We have
|
||
// to stop the walking animation here...
|
||
// This also fixes bug #4601 ("SCUMM: Zak McKracken (FM-Towns) - shopkeeper keeps walking"),
|
||
// although that one does not happen with the original interpreter.
|
||
if (_vm->_game.id == GID_ZAK && _moving == MF_TURN)
|
||
startAnimActor(_standFrame);
|
||
_moving = 0;
|
||
}
|
||
return;
|
||
}
|
||
|
||
if (_walkdata.point3.x != 32000) {
|
||
if (calcMovementFactor(_walkdata.point3)) {
|
||
_walkdata.point3.x = 32000;
|
||
return;
|
||
}
|
||
_walkdata.point3.x = 32000;
|
||
}
|
||
|
||
setBox(_walkdata.curbox);
|
||
_moving &= MF_IN_LEG;
|
||
}
|
||
|
||
_moving &= ~MF_NEW_LEG;
|
||
do {
|
||
if (_walkbox == kInvalidBox) {
|
||
setBox(_walkdata.destbox);
|
||
_walkdata.curbox = _walkdata.destbox;
|
||
break;
|
||
}
|
||
|
||
if (_walkbox == _walkdata.destbox)
|
||
break;
|
||
|
||
next_box = _vm->getNextBox(_walkbox, _walkdata.destbox);
|
||
if (next_box < 0) {
|
||
_moving |= MF_LAST_LEG;
|
||
return;
|
||
}
|
||
|
||
// Can't walk through locked boxes
|
||
int flags = _vm->getBoxFlags(next_box);
|
||
if ((flags & kBoxLocked) && !((flags & kBoxPlayerOnly) && !isPlayer())) {
|
||
_moving |= MF_LAST_LEG;
|
||
return;
|
||
}
|
||
|
||
_walkdata.curbox = next_box;
|
||
|
||
findPathTowardsOld(_walkbox, next_box, _walkdata.destbox, p2, p3);
|
||
if (p2.x == 32000 && p3.x == 32000) {
|
||
break;
|
||
}
|
||
|
||
if (p2.x != 32000) {
|
||
if (calcMovementFactor(p2)) {
|
||
_walkdata.point3 = p3;
|
||
return;
|
||
}
|
||
}
|
||
if (calcMovementFactor(p3))
|
||
return;
|
||
|
||
setBox(_walkdata.curbox);
|
||
} while (1);
|
||
|
||
_moving |= MF_LAST_LEG;
|
||
calcMovementFactor(_walkdata.dest);
|
||
}
|
||
|
||
|
||
#pragma mark -
|
||
#pragma mark --- Actor direction ---
|
||
#pragma mark -
|
||
|
||
|
||
int Actor::remapDirection(int dir, bool is_walking) {
|
||
int specdir;
|
||
byte flags;
|
||
byte mask;
|
||
bool flipX;
|
||
bool flipY;
|
||
|
||
// FIXME: It seems that at least in The Dig the original code does
|
||
// check _ignoreBoxes here. However, it breaks some animations in Loom,
|
||
// causing Bobbin to face towards the camera instead of away from it
|
||
// in some places: After the tree has been destroyed by lightning, and
|
||
// when entering the dark tunnels beyond the dragon's lair at the very
|
||
// least. Possibly other places as well.
|
||
//
|
||
// The Dig also checks if the actor is in the current room, but that's
|
||
// not necessary here because we never call the function unless the
|
||
// actor is in the current room anyway.
|
||
|
||
if (!_ignoreBoxes || _vm->_game.id == GID_LOOM) {
|
||
specdir = _vm->_extraBoxFlags[_walkbox];
|
||
if (specdir) {
|
||
if (specdir & 0x8000) {
|
||
dir = specdir & 0x3FFF;
|
||
} else {
|
||
specdir = specdir & 0x3FFF;
|
||
if (specdir - 90 < dir && dir < specdir + 90)
|
||
dir = specdir;
|
||
else
|
||
dir = specdir + 180;
|
||
}
|
||
}
|
||
|
||
flags = _vm->getBoxFlags(_walkbox);
|
||
|
||
flipX = (_walkdata.deltaXFactor > 0);
|
||
flipY = (_walkdata.deltaYFactor > 0);
|
||
|
||
// Check for X-Flip
|
||
if ((flags & kBoxXFlip) || isInClass(kObjectClassXFlip)) {
|
||
dir = 360 - dir;
|
||
flipX = !flipX;
|
||
}
|
||
// Check for Y-Flip
|
||
if ((flags & kBoxYFlip) || isInClass(kObjectClassYFlip)) {
|
||
dir = 180 - dir;
|
||
flipY = !flipY;
|
||
}
|
||
|
||
switch (flags & 7) {
|
||
case 1:
|
||
if (_vm->_game.version >= 7) {
|
||
if (dir < 180)
|
||
return 90;
|
||
else
|
||
return 270;
|
||
} else {
|
||
if (is_walking) // Actor is walking
|
||
return flipX ? 90 : 270;
|
||
else // Actor is standing/turning
|
||
return (dir == 90) ? 90 : 270;
|
||
}
|
||
case 2:
|
||
if (_vm->_game.version >= 7) {
|
||
if (dir > 90 && dir < 270)
|
||
return 180;
|
||
else
|
||
return 0;
|
||
} else {
|
||
if (is_walking) // Actor is walking
|
||
return flipY ? 180 : 0;
|
||
else // Actor is standing/turning
|
||
return (dir == 0) ? 0 : 180;
|
||
}
|
||
case 3:
|
||
return 270;
|
||
case 4:
|
||
return 90;
|
||
case 5:
|
||
return 0;
|
||
case 6:
|
||
return 180;
|
||
default:
|
||
break;
|
||
}
|
||
|
||
// MM v0 stores flags as a part of the mask
|
||
if (_vm->_game.version == 0) {
|
||
mask = _vm->getMaskFromBox(_walkbox);
|
||
// face the wall if climbing/descending a ladder
|
||
if ((mask & 0x8C) == 0x84)
|
||
return 0;
|
||
}
|
||
}
|
||
// OR 1024 in to signal direction interpolation should be done
|
||
return normalizeAngle(dir) | 1024;
|
||
}
|
||
|
||
int Actor::updateActorDirection(bool is_walking) {
|
||
int from;
|
||
bool dirType = false;
|
||
int dir;
|
||
bool shouldInterpolate;
|
||
|
||
if ((_vm->_game.version == 6) && _ignoreTurns)
|
||
return _facing;
|
||
|
||
dirType = (_vm->_game.version >= 7) ? _vm->_costumeLoader->hasManyDirections(_costume) : false;
|
||
|
||
from = toSimpleDir(dirType, _facing);
|
||
dir = remapDirection(_targetFacing, is_walking);
|
||
|
||
if (_vm->_game.version >= 7)
|
||
// Direction interpolation interfers with walk scripts in Dig; they perform
|
||
// (much better) interpolation themselves.
|
||
shouldInterpolate = false;
|
||
else
|
||
shouldInterpolate = (dir & 1024) ? true : false;
|
||
dir &= 1023;
|
||
|
||
if (shouldInterpolate) {
|
||
if (_vm->_game.version <= 3) {
|
||
static const uint8 tbl[] = { 0, 2, 2, 3, 2, 1, 2, 3, 0, 1, 2, 1, 0, 1, 0, 3 };
|
||
dir = oldDirToNewDir(tbl[newDirToOldDir(dir) | (newDirToOldDir(_facing) << 2)]);
|
||
} else {
|
||
int to = toSimpleDir(dirType, dir);
|
||
int num = dirType ? 8 : 4;
|
||
|
||
// Turn left or right, depending on which is shorter.
|
||
int diff = to - from;
|
||
if (ABS(diff) > (num >> 1))
|
||
diff = -diff;
|
||
|
||
if (diff > 0) {
|
||
to = from + 1;
|
||
} else if (diff < 0) {
|
||
to = from - 1;
|
||
}
|
||
|
||
dir = fromSimpleDir(dirType, (to + num) % num);
|
||
}
|
||
}
|
||
|
||
return dir;
|
||
}
|
||
|
||
void Actor::setDirection(int direction) {
|
||
uint aMask;
|
||
int i;
|
||
uint16 vald;
|
||
|
||
// Do nothing if actor is already facing in the given direction
|
||
if (_facing == direction)
|
||
return;
|
||
|
||
// Normalize the angle
|
||
_facing = normalizeAngle(direction);
|
||
|
||
// If there is no costume set for this actor, we are finished
|
||
if (_costume == 0)
|
||
return;
|
||
|
||
// Update the costume for the new direction (and mark the actor for redraw)
|
||
aMask = 0x8000;
|
||
for (i = 0; i < 16; i++, aMask >>= 1) {
|
||
vald = _cost.frame[i];
|
||
if (vald == 0xFFFF)
|
||
continue;
|
||
_vm->_costumeLoader->costumeDecodeData(this, vald, (_vm->_game.version <= 2) ? 0xFFFF : aMask);
|
||
}
|
||
|
||
_needRedraw = true;
|
||
}
|
||
|
||
void Actor_v0::setDirection(int direction) {
|
||
int dir = newDirToOldDir(direction);
|
||
int res = 0;
|
||
|
||
switch (dir) {
|
||
case 0:
|
||
res = 4; // Left
|
||
break;
|
||
|
||
case 1:
|
||
res = 5; // Right
|
||
break;
|
||
|
||
case 2:
|
||
res = 6; // Face Camera
|
||
break;
|
||
|
||
default:
|
||
res = 7; // Face Away
|
||
break;
|
||
}
|
||
|
||
_animFrameRepeat = -1;
|
||
animateActor(res);
|
||
}
|
||
|
||
void Actor::faceToObject(int obj) {
|
||
int x2, y2, dir;
|
||
|
||
if (!isInCurrentRoom())
|
||
return;
|
||
|
||
if (_vm->getObjectOrActorXY(obj, x2, y2) == -1)
|
||
return;
|
||
|
||
dir = (x2 > _pos.x) ? 90 : 270;
|
||
turnToDirection(dir);
|
||
}
|
||
|
||
void Actor::turnToDirection(int newdir) {
|
||
if (newdir == -1 || _ignoreTurns)
|
||
return;
|
||
|
||
if (_vm->_game.version <= 6) {
|
||
_targetFacing = newdir;
|
||
|
||
if (_vm->_game.version == 0)
|
||
setDirection(newdir);
|
||
else if (_vm->_game.version <= 2)
|
||
_moving |= MF_TURN;
|
||
else
|
||
_moving = MF_TURN;
|
||
|
||
} else {
|
||
_moving &= ~MF_TURN;
|
||
if (newdir != _facing) {
|
||
_moving |= MF_TURN;
|
||
_targetFacing = newdir;
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
#pragma mark -
|
||
#pragma mark --- Actor position ---
|
||
#pragma mark -
|
||
|
||
|
||
void ScummEngine::putActors() {
|
||
Actor *a;
|
||
int i;
|
||
|
||
for (i = 1; i < _numActors; i++) {
|
||
a = _actors[i];
|
||
if (a && a->isInCurrentRoom())
|
||
a->putActor();
|
||
}
|
||
}
|
||
|
||
void Actor::putActor(int dstX, int dstY, int newRoom) {
|
||
if (_visible && _vm->_currentRoom != newRoom && _vm->getTalkingActor() == _number) {
|
||
_vm->stopTalk();
|
||
}
|
||
|
||
// WORKAROUND: The green transparency of the tank in the Hall of Oddities
|
||
// is positioned one pixel too far to the left. This appears to be a bug
|
||
// in the original game as well.
|
||
if (_vm->_game.id == GID_SAMNMAX && newRoom == 16 && _number == 5 && dstX == 235 && dstY == 236)
|
||
dstX++;
|
||
|
||
_pos.x = dstX;
|
||
_pos.y = dstY;
|
||
_room = newRoom;
|
||
_needRedraw = true;
|
||
|
||
if (_vm->VAR(_vm->VAR_EGO) == _number) {
|
||
_vm->_egoPositioned = true;
|
||
}
|
||
|
||
if (_visible) {
|
||
if (isInCurrentRoom()) {
|
||
if (_moving) {
|
||
stopActorMoving();
|
||
startAnimActor(_standFrame);
|
||
}
|
||
adjustActorPos();
|
||
} else {
|
||
#ifdef ENABLE_HE
|
||
if (_vm->_game.heversion >= 71)
|
||
((ScummEngine_v71he *)_vm)->queueAuxBlock((ActorHE *)this);
|
||
#endif
|
||
hideActor();
|
||
}
|
||
} else {
|
||
if (isInCurrentRoom())
|
||
showActor();
|
||
}
|
||
|
||
if (_vm->_game.version == 0) {
|
||
|
||
((Actor_v0 *)this)->_newWalkBoxEntered = false;
|
||
((Actor_v0 *)this)->_CurrentWalkTo = _pos;
|
||
((Actor_v0 *)this)->_NewWalkTo = _pos;
|
||
}
|
||
|
||
// V0-V1 Maniac always sets the actor to face the camera upon entering a room
|
||
if (_vm->_game.id == GID_MANIAC && _vm->_game.version <= 1 && _vm->_game.platform != Common::kPlatformNES)
|
||
setDirection(oldDirToNewDir(2));
|
||
}
|
||
|
||
static bool inBoxQuickReject(const BoxCoords &box, int x, int y, int threshold) {
|
||
int t;
|
||
|
||
t = x - threshold;
|
||
if (t > box.ul.x && t > box.ur.x && t > box.lr.x && t > box.ll.x)
|
||
return true;
|
||
|
||
t = x + threshold;
|
||
if (t < box.ul.x && t < box.ur.x && t < box.lr.x && t < box.ll.x)
|
||
return true;
|
||
|
||
t = y - threshold;
|
||
if (t > box.ul.y && t > box.ur.y && t > box.lr.y && t > box.ll.y)
|
||
return true;
|
||
|
||
t = y + threshold;
|
||
if (t < box.ul.y && t < box.ur.y && t < box.lr.y && t < box.ll.y)
|
||
return true;
|
||
|
||
return false;
|
||
}
|
||
|
||
static int checkXYInBoxBounds(int boxnum, int x, int y, int &destX, int &destY) {
|
||
BoxCoords box = g_scumm->getBoxCoordinates(boxnum);
|
||
int xmin, xmax;
|
||
|
||
// We are supposed to determine the point (destX,destY) contained in
|
||
// the given box which is closest to the point (x,y), and then return
|
||
// some kind of "distance" between the two points.
|
||
|
||
// First, we determine destY and a range (xmin to xmax) in which destX
|
||
// is contained.
|
||
if (y < box.ul.y) {
|
||
// Point is above the box
|
||
destY = box.ul.y;
|
||
xmin = box.ul.x;
|
||
xmax = box.ur.x;
|
||
} else if (y >= box.ll.y) {
|
||
// Point is below the box
|
||
destY = box.ll.y;
|
||
xmin = box.ll.x;
|
||
xmax = box.lr.x;
|
||
} else if ((x >= box.ul.x) && (x >= box.ll.x) && (x < box.ur.x) && (x < box.lr.x)) {
|
||
// Point is strictly inside the box
|
||
destX = x;
|
||
destY = y;
|
||
xmin = xmax = x;
|
||
} else {
|
||
// Point is to the left or right of the box,
|
||
// so the y coordinate remains unchanged
|
||
destY = y;
|
||
int ul = box.ul.x;
|
||
int ll = box.ll.x;
|
||
int ur = box.ur.x;
|
||
int lr = box.lr.x;
|
||
int top = box.ul.y;
|
||
int bottom = box.ll.y;
|
||
int cury;
|
||
|
||
// Perform a binary search to determine the x coordinate.
|
||
// Note: It would be possible to compute this value in a
|
||
// single step simply by calculating the slope of the left
|
||
// resp. right side and using that to find the correct
|
||
// result. However, the original engine did use the search
|
||
// approach, so we do that, too.
|
||
do {
|
||
xmin = (ul + ll) / 2;
|
||
xmax = (ur + lr) / 2;
|
||
cury = (top + bottom) / 2;
|
||
|
||
if (cury < y) {
|
||
top = cury;
|
||
ul = xmin;
|
||
ur = xmax;
|
||
} else if (cury > y) {
|
||
bottom = cury;
|
||
ll = xmin;
|
||
lr = xmax;
|
||
}
|
||
} while (cury != y);
|
||
}
|
||
|
||
// Now that we have limited the value of destX to a fixed
|
||
// interval, it's a trivial matter to finally determine it.
|
||
if (x < xmin) {
|
||
destX = xmin;
|
||
} else if (x > xmax) {
|
||
destX = xmax;
|
||
} else {
|
||
destX = x;
|
||
}
|
||
|
||
// Compute the distance of the points. We measure the
|
||
// distance with a granularity of 8x8 blocks only (hence
|
||
// yDist must be divided by 4, as we are using 8x2 pixels
|
||
// blocks for actor coordinates).
|
||
int xDist = ABS(x - destX);
|
||
int yDist = ABS(y - destY) / 4;
|
||
int dist;
|
||
|
||
if (g_scumm->_game.version == 0)
|
||
xDist *= 2;
|
||
|
||
if (xDist < yDist)
|
||
dist = (xDist >> 1) + yDist;
|
||
else
|
||
dist = (yDist >> 1) + xDist;
|
||
|
||
return dist;
|
||
}
|
||
|
||
AdjustBoxResult Actor_v0::adjustPosInBorderWalkbox(AdjustBoxResult box) {
|
||
AdjustBoxResult Result = box;
|
||
BoxCoords BoxCoord = _vm->getBoxCoordinates(box.box);
|
||
|
||
byte boxMask = _vm->getMaskFromBox(box.box);
|
||
if (!(boxMask & 0x80))
|
||
return Result;
|
||
|
||
int16 A;
|
||
boxMask &= 0x7C;
|
||
if (boxMask == 0x0C)
|
||
A = 2;
|
||
else {
|
||
if (boxMask != 0x08)
|
||
return Result;
|
||
|
||
A = 1;
|
||
}
|
||
|
||
// 1BC6
|
||
byte Modifier = box.y - BoxCoord.ul.y;
|
||
assert(Modifier < 0x16);
|
||
|
||
if (A == 1) {
|
||
// 1BCF
|
||
A = BoxCoord.ur.x - v0WalkboxSlantedModifier[ Modifier ];
|
||
if (A < box.x)
|
||
return box;
|
||
|
||
if (A <= 0xA0)
|
||
A = 0;
|
||
|
||
Result.x = A;
|
||
} else {
|
||
// 1BED
|
||
A = BoxCoord.ul.x + v0WalkboxSlantedModifier[ Modifier ];
|
||
|
||
if (A < box.x || A == box.x)
|
||
Result.x = A;
|
||
}
|
||
|
||
return Result;
|
||
}
|
||
|
||
AdjustBoxResult Actor_v0::adjustXYToBeInBox(int dstX, int dstY) {
|
||
AdjustBoxResult Result = Actor_v2::adjustXYToBeInBox(dstX, dstY);
|
||
|
||
if (Result.box == kInvalidBox)
|
||
return Result;
|
||
|
||
return adjustPosInBorderWalkbox(Result);
|
||
}
|
||
|
||
AdjustBoxResult Actor_v2::adjustXYToBeInBox(const int dstX, const int dstY) {
|
||
AdjustBoxResult abr;
|
||
|
||
abr.x = dstX;
|
||
abr.y = dstY;
|
||
abr.box = kInvalidBox;
|
||
|
||
int numBoxes = _vm->getNumBoxes() - 1;
|
||
int bestDist = 0xFF;
|
||
for (int i = 0; i <= numBoxes; i++) {
|
||
// MM v0 prioritizes lower boxes, other engines higher boxes
|
||
int box = (_vm->_game.version == 0 ? i : numBoxes - i);
|
||
int foundX, foundY;
|
||
int flags = _vm->getBoxFlags(box);
|
||
if ((flags & kBoxInvisible) && !((flags & kBoxPlayerOnly) && !isPlayer()))
|
||
continue;
|
||
int dist = checkXYInBoxBounds(box, dstX, dstY, foundX, foundY); // also merged with getClosestPtOnBox
|
||
if (dist == 0) {
|
||
abr.x = foundX;
|
||
abr.y = foundY;
|
||
abr.box = box;
|
||
|
||
break;
|
||
}
|
||
if (dist < bestDist) {
|
||
bestDist = dist;
|
||
abr.x = foundX;
|
||
abr.y = foundY;
|
||
abr.box = box;
|
||
}
|
||
}
|
||
|
||
return abr;
|
||
}
|
||
|
||
AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY) {
|
||
const uint thresholdTable[] = { 30, 80, 0 };
|
||
AdjustBoxResult abr;
|
||
int16 tmpX, tmpY;
|
||
int tmpDist, bestDist, threshold, numBoxes;
|
||
byte flags, bestBox;
|
||
int box;
|
||
const int firstValidBox = (_vm->_game.features & GF_SMALL_HEADER) ? 0 : 1;
|
||
|
||
abr.x = dstX;
|
||
abr.y = dstY;
|
||
abr.box = kInvalidBox;
|
||
|
||
if (_ignoreBoxes)
|
||
return abr;
|
||
|
||
for (int tIdx = 0; tIdx < ARRAYSIZE(thresholdTable); tIdx++) {
|
||
threshold = thresholdTable[tIdx];
|
||
|
||
numBoxes = _vm->getNumBoxes() - 1;
|
||
if (numBoxes < firstValidBox)
|
||
return abr;
|
||
|
||
bestDist = (_vm->_game.version >= 7) ? 0x7FFFFFFF : 0xFFFF;
|
||
bestBox = kInvalidBox;
|
||
|
||
// We iterate (backwards) over all boxes, searching the one closest
|
||
// to the desired coordinates.
|
||
for (box = numBoxes; box >= firstValidBox; box--) {
|
||
flags = _vm->getBoxFlags(box);
|
||
|
||
// Skip over invisible boxes
|
||
if ((flags & kBoxInvisible) && !((flags & kBoxPlayerOnly) && !isPlayer()))
|
||
continue;
|
||
|
||
// For increased performance, we perform a quick test if
|
||
// the coordinates can even be within a distance of 'threshold'
|
||
// pixels of the box.
|
||
if (threshold > 0 && inBoxQuickReject(_vm->getBoxCoordinates(box), dstX, dstY, threshold))
|
||
continue;
|
||
|
||
// Check if the point is contained in the box. If it is,
|
||
// we don't have to search anymore.
|
||
if (_vm->checkXYInBoxBounds(box, dstX, dstY)) {
|
||
abr.x = dstX;
|
||
abr.y = dstY;
|
||
abr.box = box;
|
||
return abr;
|
||
}
|
||
|
||
// Find the point in the box which is closest to our point.
|
||
tmpDist = getClosestPtOnBox(_vm->getBoxCoordinates(box), dstX, dstY, tmpX, tmpY);
|
||
|
||
// Check if the box is closer than the previous boxes.
|
||
if (tmpDist < bestDist) {
|
||
abr.x = tmpX;
|
||
abr.y = tmpY;
|
||
|
||
if (tmpDist == 0) {
|
||
abr.box = box;
|
||
return abr;
|
||
}
|
||
bestDist = tmpDist;
|
||
bestBox = box;
|
||
}
|
||
}
|
||
|
||
// If the closest ('best') box we found is within the threshold, or if
|
||
// we are on the last run (i.e. threshold == 0), return that box.
|
||
if (threshold == 0 || threshold * threshold >= bestDist) {
|
||
abr.box = bestBox;
|
||
return abr;
|
||
}
|
||
}
|
||
|
||
return abr;
|
||
}
|
||
|
||
void Actor::adjustActorPos() {
|
||
AdjustBoxResult abr;
|
||
|
||
abr = adjustXYToBeInBox(_pos.x, _pos.y);
|
||
|
||
_pos.x = abr.x;
|
||
_pos.y = abr.y;
|
||
_walkdata.destbox = abr.box;
|
||
|
||
setBox(abr.box);
|
||
|
||
_walkdata.dest.x = -1;
|
||
|
||
stopActorMoving();
|
||
_cost.soundCounter = 0;
|
||
_cost.soundPos = 0;
|
||
|
||
if (_walkbox != kInvalidBox) {
|
||
byte flags = _vm->getBoxFlags(_walkbox);
|
||
if (flags & 7) {
|
||
turnToDirection(_facing);
|
||
}
|
||
}
|
||
}
|
||
|
||
int ScummEngine::getActorFromPos(int x, int y) {
|
||
int i;
|
||
|
||
if (!testGfxAnyUsageBits(x / 8))
|
||
return 0;
|
||
|
||
for (i = 1; i < _numActors; i++) {
|
||
if (testGfxUsageBit(x / 8, i) && !getClass(i, kObjectClassUntouchable)
|
||
&& y >= _actors[i]->_top && y <= _actors[i]->_bottom) {
|
||
if (_game.version > 2 || i != VAR(VAR_EGO))
|
||
return i;
|
||
}
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
int ScummEngine_v70he::getActorFromPos(int x, int y) {
|
||
int curActor, i;
|
||
|
||
if (!testGfxAnyUsageBits(x / 8))
|
||
return 0;
|
||
|
||
curActor = 0;
|
||
for (i = 1; i < _numActors; i++) {
|
||
if (testGfxUsageBit(x / 8, i) && !getClass(i, kObjectClassUntouchable)
|
||
&& y >= _actors[i]->_top && y <= _actors[i]->_bottom
|
||
&& (_actors[i]->getPos().y > _actors[curActor]->getPos().y || curActor == 0))
|
||
curActor = i;
|
||
}
|
||
|
||
return curActor;
|
||
}
|
||
|
||
|
||
#pragma mark -
|
||
#pragma mark --- TODO ---
|
||
#pragma mark -
|
||
|
||
|
||
void Actor::hideActor() {
|
||
if (!_visible)
|
||
return;
|
||
|
||
if (_moving) {
|
||
stopActorMoving();
|
||
startAnimActor(_standFrame);
|
||
}
|
||
_visible = false;
|
||
_cost.soundCounter = 0;
|
||
_cost.soundPos = 0;
|
||
_needRedraw = false;
|
||
_needBgReset = true;
|
||
}
|
||
|
||
void ActorHE::hideActor() {
|
||
Actor::hideActor();
|
||
_auxBlock.reset();
|
||
}
|
||
|
||
void Actor::showActor() {
|
||
if (_vm->_currentRoom == 0 || _visible)
|
||
return;
|
||
|
||
adjustActorPos();
|
||
|
||
_vm->ensureResourceLoaded(rtCostume, _costume);
|
||
|
||
if (_vm->_game.version == 0) {
|
||
Actor_v0 *a = ((Actor_v0 *)this);
|
||
|
||
a->_costCommand = a->_costCommandNew = 0xFF;
|
||
_walkdata.dest = a->_CurrentWalkTo;
|
||
|
||
for (int i = 0; i < 8; ++i) {
|
||
a->_limbFrameRepeat[i] = 0;
|
||
a->_limbFrameRepeatNew[i] = 0;
|
||
}
|
||
|
||
_cost.reset();
|
||
|
||
a->_animFrameRepeat = 1;
|
||
a->_speaking = 0;
|
||
|
||
startAnimActor(_standFrame);
|
||
_visible = true;
|
||
return;
|
||
|
||
} else if (_vm->_game.version <= 2) {
|
||
_cost.reset();
|
||
startAnimActor(_standFrame);
|
||
startAnimActor(_initFrame);
|
||
startAnimActor(_talkStopFrame);
|
||
} else {
|
||
if (_costumeNeedsInit) {
|
||
startAnimActor(_initFrame);
|
||
_costumeNeedsInit = false;
|
||
}
|
||
}
|
||
|
||
stopActorMoving();
|
||
_visible = true;
|
||
_needRedraw = true;
|
||
}
|
||
|
||
void ScummEngine::showActors() {
|
||
int i;
|
||
|
||
for (i = 1; i < _numActors; i++) {
|
||
if (_actors[i]->isInCurrentRoom())
|
||
_actors[i]->showActor();
|
||
}
|
||
}
|
||
|
||
/* Used in Scumm v5 only. Play sounds associated with actors */
|
||
void ScummEngine::playActorSounds() {
|
||
int i, j;
|
||
int sound;
|
||
|
||
for (i = 1; i < _numActors; i++) {
|
||
if (_actors[i]->_cost.soundCounter && _actors[i]->isInCurrentRoom()) {
|
||
_currentScript = 0xFF;
|
||
if (_game.version == 0) {
|
||
sound = _actors[i]->_sound[0] & 0x3F;
|
||
} else {
|
||
sound = _actors[i]->_sound[0];
|
||
}
|
||
// fast mode will flood the queue with walk sounds
|
||
if (!_fastMode) {
|
||
_sound->addSoundToQueue(sound);
|
||
}
|
||
for (j = 1; j < _numActors; j++) {
|
||
_actors[j]->_cost.soundCounter = 0;
|
||
}
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
bool ScummEngine::isValidActor(int id) const {
|
||
return id >= 0 && id < _numActors && _actors[id]->_number == id;
|
||
}
|
||
|
||
Actor *ScummEngine::derefActor(int id, const char *errmsg) const {
|
||
if (id == 0)
|
||
debugC(DEBUG_ACTORS, "derefActor(0, \"%s\") in script %d, opcode 0x%x",
|
||
errmsg, vm.slot[_currentScript].number, _opcode);
|
||
|
||
if (!isValidActor(id)) {
|
||
if (errmsg)
|
||
error("Invalid actor %d in %s", id, errmsg);
|
||
else
|
||
error("Invalid actor %d", id);
|
||
}
|
||
return _actors[id];
|
||
}
|
||
|
||
Actor *ScummEngine::derefActorSafe(int id, const char *errmsg) const {
|
||
if (id == 0)
|
||
debugC(DEBUG_ACTORS, "derefActorSafe(0, \"%s\") in script %d, opcode 0x%x",
|
||
errmsg, vm.slot[_currentScript].number, _opcode);
|
||
|
||
if (!isValidActor(id)) {
|
||
debugC(DEBUG_ACTORS, "Invalid actor %d in %s (script %d, opcode 0x%x)",
|
||
id, errmsg, vm.slot[_currentScript].number, _opcode);
|
||
return NULL;
|
||
}
|
||
return _actors[id];
|
||
}
|
||
|
||
|
||
#pragma mark -
|
||
#pragma mark --- Actor drawing ---
|
||
#pragma mark -
|
||
|
||
|
||
void ScummEngine::processActors() {
|
||
int numactors = 0;
|
||
|
||
// Make a list of all actors in this room
|
||
for (int i = 1; i < _numActors; i++) {
|
||
if (_game.version == 8 && _actors[i]->_layer < 0)
|
||
continue;
|
||
if (_actors[i]->isInCurrentRoom()) {
|
||
_sortedActors[numactors++] = _actors[i];
|
||
}
|
||
}
|
||
if (!numactors) {
|
||
return;
|
||
}
|
||
|
||
// Sort actors by position before drawing them (to ensure that actors
|
||
// in front are drawn after those "behind" them).
|
||
//
|
||
// Note: This algorithm works exactly the way the original engine did.
|
||
// Please resist any urge to 'optimize' this. Many of the games rely on
|
||
// the quirks of this particular sorting algorithm, and since we are
|
||
// dealing with far less than 100 objects being sorted here, any
|
||
// 'optimization' wouldn't yield a useful gain anyway.
|
||
//
|
||
// In particular, changing this loop caused a number of bugs in the
|
||
// past, including bugs #912, #1055, and #1864.
|
||
//
|
||
// Note that Sam & Max uses a stable sorting method. Older games don't
|
||
// and, according to cyx, neither do newer ones. At least not FT and
|
||
// COMI. See bug #2064 for more details.
|
||
|
||
if (_game.id == GID_SAMNMAX) {
|
||
for (int j = 0; j < numactors; ++j) {
|
||
for (int i = 0; i < numactors; ++i) {
|
||
int sc_actor1 = _sortedActors[j]->getPos().y;
|
||
int sc_actor2 = _sortedActors[i]->getPos().y;
|
||
if (sc_actor1 == sc_actor2) {
|
||
sc_actor1 += _sortedActors[j]->_number;
|
||
sc_actor2 += _sortedActors[i]->_number;
|
||
}
|
||
if (sc_actor1 < sc_actor2) {
|
||
SWAP(_sortedActors[i], _sortedActors[j]);
|
||
}
|
||
}
|
||
}
|
||
} else if (_game.heversion >= 90) {
|
||
for (int j = 0; j < numactors; ++j) {
|
||
for (int i = 0; i < numactors; ++i) {
|
||
int sc_actor1 = _sortedActors[j]->_layer;
|
||
int sc_actor2 = _sortedActors[i]->_layer;
|
||
if (sc_actor1 < sc_actor2) {
|
||
SWAP(_sortedActors[i], _sortedActors[j]);
|
||
} else if (sc_actor1 == sc_actor2) {
|
||
sc_actor1 = _sortedActors[j]->getPos().y;
|
||
sc_actor2 = _sortedActors[i]->getPos().y;
|
||
if (sc_actor1 < sc_actor2) {
|
||
SWAP(_sortedActors[i], _sortedActors[j]);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
} else if (_game.version == 0) {
|
||
for (int j = 0; j < numactors; ++j) {
|
||
for (int i = 0; i < numactors; ++i) {
|
||
// Note: the plant is handled different in v0, the y value is not used.
|
||
// In v1/2 this is done by the actor's elevation instead.
|
||
int sc_actor1 = (_sortedActors[j]->_number == 19 ? 0 : _sortedActors[j]->getPos().y);
|
||
int sc_actor2 = (_sortedActors[i]->_number == 19 ? 0 : _sortedActors[i]->getPos().y);
|
||
if (sc_actor1 < sc_actor2) {
|
||
SWAP(_sortedActors[i], _sortedActors[j]);
|
||
}
|
||
}
|
||
}
|
||
} else {
|
||
for (int j = 0; j < numactors; ++j) {
|
||
for (int i = 0; i < numactors; ++i) {
|
||
int sc_actor1 = _sortedActors[j]->getPos().y - _sortedActors[j]->_layer * 2000;
|
||
int sc_actor2 = _sortedActors[i]->getPos().y - _sortedActors[i]->_layer * 2000;
|
||
if (sc_actor1 < sc_actor2) {
|
||
SWAP(_sortedActors[i], _sortedActors[j]);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Finally draw the now sorted actors
|
||
Actor** end = _sortedActors + numactors;
|
||
for (Actor** ac = _sortedActors; ac != end; ++ac) {
|
||
Actor* a = *ac;
|
||
|
||
if (_game.version == 0) {
|
||
// 0x057B
|
||
Actor_v0 *a0 = (Actor_v0*) a;
|
||
if (a0->_speaking & 1) {
|
||
a0->_speaking ^= 0xFE;
|
||
++_V0Delay._actorRedrawCount;
|
||
}
|
||
// 0x22B5
|
||
if (a0->_miscflags & kActorMiscFlagHide)
|
||
continue;
|
||
|
||
// Sound
|
||
if (a0->_moving != 2 && _currentRoom != 1 && _currentRoom != 44) {
|
||
if (a0->_cost.soundPos == 0)
|
||
a0->_cost.soundCounter++;
|
||
|
||
// Is this the correct location?
|
||
// 0x073C
|
||
if (a0->_sound[0] & 0x3F)
|
||
a0->_cost.soundPos = (a0->_cost.soundPos + 1) % 3;
|
||
}
|
||
}
|
||
// Draw and animate the actors, except those w/o a costume.
|
||
// Note: We could 'optimize' this a little bit by only putting
|
||
// actors with a costume into the _sortedActors array in the
|
||
// first place. However, that would mess up the sorting, and
|
||
// would hence cause regressions. See also the other big
|
||
// comment further up in this method for some details.
|
||
if (a->_costume) {
|
||
|
||
// Unfortunately in V0, the 'animateCostume' call happens right after the call to 'walkActor' (which is before drawing the actor)...
|
||
// doing it the other way with V0, causes animation glitches (when beginnning to walk, as the costume hasnt been updated).
|
||
// Updating the costume directly after 'walkActor' and again, after drawing... causes frame skipping
|
||
if (_game.version == 0) {
|
||
a->animateCostume();
|
||
a->drawActorCostume();
|
||
} else {
|
||
a->drawActorCostume();
|
||
a->animateCostume();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void ScummEngine_v6::processActors() {
|
||
ScummEngine::processActors();
|
||
|
||
if (_game.features & GF_NEW_COSTUMES)
|
||
akos_processQueue();
|
||
}
|
||
|
||
#ifdef ENABLE_HE
|
||
void ScummEngine_v71he::processActors() {
|
||
preProcessAuxQueue();
|
||
|
||
if (!_skipProcessActors)
|
||
ScummEngine_v6::processActors();
|
||
|
||
_fullRedraw = false;
|
||
|
||
postProcessAuxQueue();
|
||
}
|
||
|
||
void ScummEngine_v90he::processActors() {
|
||
preProcessAuxQueue();
|
||
|
||
_sprite->setRedrawFlags(false);
|
||
_sprite->processImages(true);
|
||
|
||
if (!_skipProcessActors)
|
||
ScummEngine_v6::processActors();
|
||
|
||
_fullRedraw = false;
|
||
|
||
postProcessAuxQueue();
|
||
|
||
_sprite->setRedrawFlags(true);
|
||
_sprite->processImages(false);
|
||
}
|
||
#endif
|
||
|
||
// Used in Scumm v8, to allow the verb coin to be drawn over the inventory
|
||
// chest. I'm assuming that draw order won't matter here.
|
||
void ScummEngine::processUpperActors() {
|
||
int i;
|
||
|
||
for (i = 1; i < _numActors; i++) {
|
||
if (_actors[i]->isInCurrentRoom() && _actors[i]->_costume && _actors[i]->_layer < 0) {
|
||
_actors[i]->drawActorCostume();
|
||
_actors[i]->animateCostume();
|
||
}
|
||
}
|
||
}
|
||
|
||
void Actor::drawActorCostume(bool hitTestMode) {
|
||
if (_costume == 0)
|
||
return;
|
||
|
||
if (!hitTestMode) {
|
||
if (!_needRedraw)
|
||
return;
|
||
|
||
_needRedraw = false;
|
||
}
|
||
|
||
setupActorScale();
|
||
|
||
BaseCostumeRenderer *bcr = _vm->_costumeRenderer;
|
||
prepareDrawActorCostume(bcr);
|
||
|
||
// If the actor is partially hidden, redraw it next frame.
|
||
if (bcr->drawCostume(_vm->_virtscr[kMainVirtScreen], _vm->_gdi->_numStrips, this, _drawToBackBuf) & 1) {
|
||
_needRedraw = (_vm->_game.version <= 6);
|
||
}
|
||
|
||
if (!hitTestMode) {
|
||
// Record the vertical extent of the drawn actor
|
||
_top = bcr->_draw_top;
|
||
_bottom = bcr->_draw_bottom;
|
||
}
|
||
}
|
||
|
||
|
||
void Actor::prepareDrawActorCostume(BaseCostumeRenderer *bcr) {
|
||
|
||
bcr->_actorID = _number;
|
||
bcr->_actorX = _pos.x - _vm->_virtscr[kMainVirtScreen].xstart;
|
||
bcr->_actorY = _pos.y - _elevation;
|
||
|
||
if (_vm->_game.version == 4 && (_boxscale & 0x8000)) {
|
||
bcr->_scaleX = bcr->_scaleY = _vm->getScaleFromSlot((_boxscale & 0x7fff) + 1, _pos.x, _pos.y);
|
||
} else {
|
||
bcr->_scaleX = _scalex;
|
||
bcr->_scaleY = _scaley;
|
||
}
|
||
|
||
bcr->_shadow_mode = _shadowMode;
|
||
if (_vm->_game.version >= 5 && _vm->_game.heversion == 0) {
|
||
bcr->_shadow_table = _vm->_shadowPalette;
|
||
}
|
||
|
||
bcr->setCostume(_costume, (_vm->_game.heversion == 0) ? 0 : _heXmapNum);
|
||
bcr->setPalette(_palette);
|
||
bcr->setFacing(this);
|
||
|
||
if (_vm->_game.version >= 7) {
|
||
|
||
bcr->_zbuf = _forceClip;
|
||
if (bcr->_zbuf == 100) {
|
||
bcr->_zbuf = _vm->getMaskFromBox(_walkbox);
|
||
if (bcr->_zbuf > _vm->_gdi->_numZBuffer-1)
|
||
bcr->_zbuf = _vm->_gdi->_numZBuffer-1;
|
||
}
|
||
|
||
} else {
|
||
if (_forceClip)
|
||
bcr->_zbuf = _forceClip;
|
||
else if (isInClass(kObjectClassNeverClip))
|
||
bcr->_zbuf = 0;
|
||
else {
|
||
bcr->_zbuf = _vm->getMaskFromBox(_walkbox);
|
||
if (_vm->_game.version == 0)
|
||
bcr->_zbuf &= 0x03;
|
||
if (bcr->_zbuf > _vm->_gdi->_numZBuffer-1)
|
||
bcr->_zbuf = _vm->_gdi->_numZBuffer-1;
|
||
}
|
||
|
||
}
|
||
|
||
bcr->_draw_top = 0x7fffffff;
|
||
bcr->_draw_bottom = 0;
|
||
}
|
||
|
||
void ActorHE::prepareDrawActorCostume(BaseCostumeRenderer *bcr) {
|
||
// HE palette number must be set, before setting the costume palette
|
||
bcr->_paletteNum = _hePaletteNum;
|
||
|
||
Actor::prepareDrawActorCostume(bcr);
|
||
|
||
bcr->_actorX += _heOffsX;
|
||
bcr->_actorY += _heOffsY;
|
||
|
||
bcr->_clipOverride = _clipOverride;
|
||
|
||
if (_vm->_game.heversion == 70) {
|
||
bcr->_shadow_table = _vm->_HEV7ActorPalette;
|
||
}
|
||
|
||
bcr->_skipLimbs = (_heSkipLimbs != 0);
|
||
|
||
if (_vm->_game.heversion >= 80 && _heNoTalkAnimation == 0 && _animProgress == 0) {
|
||
if (_vm->getTalkingActor() == _number && !_vm->_string[0].no_talk_anim) {
|
||
int talkState = 0;
|
||
|
||
if (((SoundHE *)_vm->_sound)->isSoundCodeUsed(1))
|
||
talkState = ((SoundHE *)_vm->_sound)->getSoundVar(1, 19);
|
||
if (talkState == 0)
|
||
talkState = _vm->_rnd.getRandomNumberRng(1, 10);
|
||
|
||
assertRange(1, talkState, 13, "Talk state");
|
||
setTalkCondition(talkState);
|
||
} else {
|
||
setTalkCondition(1);
|
||
}
|
||
}
|
||
_heNoTalkAnimation = 0;
|
||
}
|
||
|
||
void Actor_v2::prepareDrawActorCostume(BaseCostumeRenderer *bcr) {
|
||
Actor::prepareDrawActorCostume(bcr);
|
||
|
||
bcr->_actorX = _pos.x;
|
||
bcr->_actorY = _pos.y - _elevation;
|
||
|
||
if (_vm->_game.version <= 2) {
|
||
bcr->_actorX *= V12_X_MULTIPLIER;
|
||
bcr->_actorY *= V12_Y_MULTIPLIER;
|
||
}
|
||
bcr->_actorX -= _vm->_virtscr[kMainVirtScreen].xstart;
|
||
|
||
if (_vm->_game.platform == Common::kPlatformNES) {
|
||
// In the NES version, when the actor is facing right,
|
||
// we need to shift it 8 pixels to the left
|
||
if (_facing == 90)
|
||
bcr->_actorX -= 8;
|
||
} else if (_vm->_game.version == 0) {
|
||
bcr->_actorX += 12;
|
||
} else if (_vm->_game.version <= 2) {
|
||
// HACK: We have to adjust the x position by one strip (8 pixels) in
|
||
// V2 games. However, it is not quite clear to me why. And to fully
|
||
// match the original, it seems we have to offset by 2 strips if the
|
||
// actor is facing left (270 degree).
|
||
// V1 games are once again slightly different, here we only have
|
||
// to adjust the 270 degree case...
|
||
if (_facing == 270)
|
||
bcr->_actorX += 16;
|
||
else if (_vm->_game.version == 2)
|
||
bcr->_actorX += 8;
|
||
}
|
||
}
|
||
|
||
#ifdef ENABLE_SCUMM_7_8
|
||
bool Actor::actorHitTest(int x, int y) {
|
||
AkosRenderer *ar = (AkosRenderer *)_vm->_costumeRenderer;
|
||
|
||
ar->_actorHitX = x;
|
||
ar->_actorHitY = y;
|
||
ar->_actorHitMode = true;
|
||
ar->_actorHitResult = false;
|
||
|
||
drawActorCostume(true);
|
||
|
||
ar->_actorHitMode = false;
|
||
|
||
return ar->_actorHitResult;
|
||
}
|
||
#endif
|
||
|
||
void Actor::startAnimActor(int f) {
|
||
if (_vm->_game.version >= 7 && !((_vm->_game.id == GID_FT) && (_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS))) {
|
||
switch (f) {
|
||
case 1001:
|
||
f = _initFrame;
|
||
break;
|
||
case 1002:
|
||
f = _walkFrame;
|
||
break;
|
||
case 1003:
|
||
f = _standFrame;
|
||
break;
|
||
case 1004:
|
||
f = _talkStartFrame;
|
||
break;
|
||
case 1005:
|
||
f = _talkStopFrame;
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
|
||
if (_costume != 0) {
|
||
_animProgress = 0;
|
||
_needRedraw = true;
|
||
if (f == _initFrame)
|
||
_cost.reset();
|
||
_vm->_costumeLoader->costumeDecodeData(this, f, (uint) - 1);
|
||
_frame = f;
|
||
}
|
||
} else {
|
||
switch (f) {
|
||
case 0x38:
|
||
f = _initFrame;
|
||
break;
|
||
case 0x39:
|
||
f = _walkFrame;
|
||
break;
|
||
case 0x3A:
|
||
f = _standFrame;
|
||
break;
|
||
case 0x3B:
|
||
f = _talkStartFrame;
|
||
break;
|
||
case 0x3C:
|
||
f = _talkStopFrame;
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
|
||
assert(f != 0x3E);
|
||
|
||
if (isInCurrentRoom() && _costume != 0) {
|
||
_animProgress = 0;
|
||
_needRedraw = true;
|
||
_cost.animCounter = 0;
|
||
// V1 - V2 games don't seem to need a _cost.reset() at this point.
|
||
// Causes Zak to lose his body in several scenes, see bug #1032
|
||
if (_vm->_game.version >= 3 && f == _initFrame) {
|
||
_cost.reset();
|
||
if (_vm->_game.heversion != 0) {
|
||
((ActorHE *)this)->_auxBlock.reset();
|
||
}
|
||
}
|
||
_vm->_costumeLoader->costumeDecodeData(this, f, (uint) - 1);
|
||
_frame = f;
|
||
}
|
||
}
|
||
}
|
||
|
||
void Actor_v0::startAnimActor(int f) {
|
||
if (f == _talkStartFrame) {
|
||
if (_sound[0] & 0x40)
|
||
return;
|
||
|
||
_speaking = 1;
|
||
speakCheck();
|
||
return;
|
||
}
|
||
|
||
if (f == _talkStopFrame) {
|
||
|
||
_speaking = 0;
|
||
return;
|
||
}
|
||
|
||
if (f == _standFrame)
|
||
setDirection(_facing);
|
||
}
|
||
|
||
void Actor::animateActor(int anim) {
|
||
int cmd, dir;
|
||
|
||
if (_vm->_game.version >= 7 && !((_vm->_game.id == GID_FT) && (_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS))) {
|
||
|
||
if (anim == 0xFF)
|
||
anim = 2000;
|
||
|
||
cmd = anim / 1000;
|
||
dir = anim % 1000;
|
||
|
||
} else {
|
||
|
||
cmd = anim / 4;
|
||
dir = oldDirToNewDir(anim % 4);
|
||
|
||
// Convert into old cmd code
|
||
cmd = 0x3F - cmd + 2;
|
||
|
||
}
|
||
|
||
switch (cmd) {
|
||
case 2: // stop walking
|
||
startAnimActor(_standFrame);
|
||
stopActorMoving();
|
||
break;
|
||
case 3: // change direction immediatly
|
||
_moving &= ~MF_TURN;
|
||
setDirection(dir);
|
||
break;
|
||
case 4: // turn to new direction
|
||
turnToDirection(dir);
|
||
break;
|
||
case 64:
|
||
if (_vm->_game.version == 0) {
|
||
_moving &= ~MF_TURN;
|
||
setDirection(dir);
|
||
break;
|
||
}
|
||
// fall through
|
||
default:
|
||
if (_vm->_game.version <= 2)
|
||
startAnimActor(anim / 4);
|
||
else
|
||
startAnimActor(anim);
|
||
}
|
||
}
|
||
|
||
void Actor::animateCostume() {
|
||
if (_costume == 0)
|
||
return;
|
||
|
||
_animProgress++;
|
||
if (_animProgress >= _animSpeed) {
|
||
_animProgress = 0;
|
||
|
||
_vm->_costumeLoader->loadCostume(_costume);
|
||
if (_vm->_costumeLoader->increaseAnims(this)) {
|
||
_needRedraw = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
void Actor_v0::limbFrameCheck(int limb) {
|
||
if (_cost.frame[limb] == 0xFFFF)
|
||
return;
|
||
|
||
if (_cost.start[limb] == _cost.frame[limb])
|
||
return;
|
||
|
||
// 0x25A4
|
||
_cost.start[limb] = _cost.frame[limb];
|
||
|
||
_limbFrameRepeat[limb] = _limbFrameRepeatNew[limb];
|
||
|
||
// 0x25C3
|
||
_cost.active[limb] = ((V0CostumeLoader *)_vm->_costumeLoader)->getFrame(this, limb);
|
||
_cost.curpos[limb] = 0;
|
||
|
||
_needRedraw = true;
|
||
}
|
||
|
||
void Actor_v0::animateCostume() {
|
||
speakCheck();
|
||
|
||
byte count = _vm->_costumeLoader->increaseAnims(this);
|
||
|
||
if (count) {
|
||
_vm->_V0Delay._actorLimbRedrawDrawCount += count;
|
||
|
||
_needRedraw = true;
|
||
}
|
||
}
|
||
|
||
void Actor_v0::speakCheck() {
|
||
if (_sound[0] & 0x80)
|
||
return;
|
||
|
||
int cmd = newDirToOldDir(_facing);
|
||
|
||
if (_speaking & 0x80)
|
||
cmd += 0x0C;
|
||
else
|
||
cmd += 0x10;
|
||
|
||
_animFrameRepeat = -1;
|
||
animateActor(cmd);
|
||
}
|
||
|
||
#ifdef ENABLE_SCUMM_7_8
|
||
void Actor::animateLimb(int limb, int f) {
|
||
// This methods is very similiar to animateCostume().
|
||
// However, instead of animating *all* the limbs, it only animates
|
||
// the specified limb to be at the frame specified by "f".
|
||
|
||
if (!f)
|
||
return;
|
||
|
||
_animProgress++;
|
||
if (_animProgress >= _animSpeed) {
|
||
_animProgress = 0;
|
||
|
||
if (_costume == 0)
|
||
return;
|
||
|
||
const byte *aksq, *akfo;
|
||
uint size;
|
||
byte *akos = _vm->getResourceAddress(rtCostume, _costume);
|
||
assert(akos);
|
||
|
||
aksq = _vm->findResourceData(MKTAG('A','K','S','Q'), akos);
|
||
akfo = _vm->findResourceData(MKTAG('A','K','F','O'), akos);
|
||
|
||
size = _vm->getResourceDataSize(akfo) / 2;
|
||
|
||
while (f--) {
|
||
if (_cost.active[limb] != 0)
|
||
((ScummEngine_v6 *)_vm)->akos_increaseAnim(this, limb, aksq, (const uint16 *)akfo, size);
|
||
}
|
||
|
||
// _needRedraw = true;
|
||
// _needBgReset = true;
|
||
}
|
||
}
|
||
#endif
|
||
|
||
void ScummEngine::redrawAllActors() {
|
||
int i;
|
||
|
||
for (i = 1; i < _numActors; ++i) {
|
||
_actors[i]->_needRedraw = true;
|
||
_actors[i]->_needBgReset = true;
|
||
}
|
||
}
|
||
|
||
void ScummEngine::setActorRedrawFlags() {
|
||
int i, j;
|
||
|
||
// Redraw all actors if a full redraw was requested.
|
||
// Also redraw all actors in COMI (see bug #1825 for details).
|
||
if (_fullRedraw || _game.version == 8 || (VAR_REDRAW_ALL_ACTORS != 0xFF && VAR(VAR_REDRAW_ALL_ACTORS) != 0)) {
|
||
for (j = 1; j < _numActors; j++) {
|
||
_actors[j]->_needRedraw = true;
|
||
}
|
||
} else {
|
||
if (_game.heversion >= 72) {
|
||
for (j = 1; j < _numActors; j++) {
|
||
if (_actors[j]->_costume && _actors[j]->_heXmapNum)
|
||
_actors[j]->_needRedraw = true;
|
||
}
|
||
}
|
||
|
||
for (i = 0; i < _gdi->_numStrips; i++) {
|
||
int strip = _screenStartStrip + i;
|
||
if (testGfxAnyUsageBits(strip)) {
|
||
for (j = 1; j < _numActors; j++) {
|
||
if (testGfxUsageBit(strip, j) && testGfxOtherUsageBits(strip, j)) {
|
||
_actors[j]->_needRedraw = true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void ScummEngine::resetActorBgs() {
|
||
int i, j;
|
||
|
||
for (i = 0; i < _gdi->_numStrips; i++) {
|
||
int strip = _screenStartStrip + i;
|
||
clearGfxUsageBit(strip, USAGE_BIT_DIRTY);
|
||
clearGfxUsageBit(strip, USAGE_BIT_RESTORED);
|
||
for (j = 1; j < _numActors; j++) {
|
||
if (_game.heversion != 0 && ((ActorHE *)_actors[j])->_heFlags & 1)
|
||
continue;
|
||
|
||
if (testGfxUsageBit(strip, j) &&
|
||
((_actors[j]->_top != 0x7fffffff && _actors[j]->_needRedraw) || _actors[j]->_needBgReset)) {
|
||
clearGfxUsageBit(strip, j);
|
||
if ((_actors[j]->_bottom - _actors[j]->_top) >= 0)
|
||
_gdi->resetBackground(_actors[j]->_top, _actors[j]->_bottom, i);
|
||
}
|
||
}
|
||
}
|
||
|
||
for (i = 1; i < _numActors; i++) {
|
||
_actors[i]->_needBgReset = false;
|
||
}
|
||
}
|
||
|
||
// HE specific
|
||
void ActorHE::drawActorToBackBuf(int x, int y) {
|
||
int curTop = _top;
|
||
int curBottom = _bottom;
|
||
|
||
_pos.x = x;
|
||
_pos.y = y;
|
||
|
||
_drawToBackBuf = true;
|
||
_needRedraw = true;
|
||
drawActorCostume();
|
||
|
||
_drawToBackBuf = false;
|
||
_needRedraw = true;
|
||
drawActorCostume();
|
||
_needRedraw = false;
|
||
|
||
if (_top > curTop)
|
||
_top = curTop;
|
||
if (_bottom < curBottom)
|
||
_bottom = curBottom;
|
||
}
|
||
|
||
|
||
#pragma mark -
|
||
#pragma mark --- Actor talking ---
|
||
#pragma mark -
|
||
|
||
|
||
// V1 Maniac doesn't have a ScummVar for VAR_TALK_ACTOR, and just uses
|
||
// an internal variable. Emulate this to prevent overwriting script vars...
|
||
// Maniac NES (V1), however, DOES have a ScummVar for VAR_TALK_ACTOR
|
||
int ScummEngine::getTalkingActor() {
|
||
if (_game.id == GID_MANIAC && _game.version <= 1 && !(_game.platform == Common::kPlatformNES))
|
||
return _V1TalkingActor;
|
||
else
|
||
return VAR(VAR_TALK_ACTOR);
|
||
}
|
||
|
||
void ScummEngine::setTalkingActor(int i) {
|
||
|
||
if (i == 255) {
|
||
_system->clearFocusRectangle();
|
||
} else {
|
||
// Work out the screen co-ordinates of the actor
|
||
int x = _actors[i]->getPos().x - (camera._cur.x - (_screenWidth >> 1));
|
||
int y = _actors[i]->_top - (camera._cur.y - (_screenHeight >> 1));
|
||
|
||
// Set the focus area to the calculated position
|
||
// TODO: Make the size adjust depending on what it's focusing on.
|
||
_system->setFocusRectangle(Common::Rect::center(x, y, 192, 128));
|
||
}
|
||
|
||
if (_game.id == GID_MANIAC && _game.version <= 1 && !(_game.platform == Common::kPlatformNES))
|
||
_V1TalkingActor = i;
|
||
else
|
||
VAR(VAR_TALK_ACTOR) = i;
|
||
}
|
||
|
||
static const int v0MMActorTalkColor[25] = {
|
||
1, 7, 2, 14, 8, 15, 3, 7, 7, 15, 1, 13, 1, 4, 5, 5, 4, 3, 1, 5, 1, 1, 1, 1, 7
|
||
};
|
||
static const int v1MMActorTalkColor[25] = {
|
||
1, 7, 2, 14, 8, 1, 3, 7, 7, 12, 1, 13, 1, 4, 5, 5, 4, 3, 1, 5, 1, 1, 1, 7, 7
|
||
};
|
||
|
||
void ScummEngine::resetV1ActorTalkColor() {
|
||
int i;
|
||
|
||
for (i = 1; i < _numActors; i++) {
|
||
if (_game.version == 0) {
|
||
_actors[i]->_talkColor = v0MMActorTalkColor[i];
|
||
} else {
|
||
_actors[i]->_talkColor = v1MMActorTalkColor[i];
|
||
}
|
||
}
|
||
}
|
||
|
||
#ifdef ENABLE_SCUMM_7_8
|
||
void ScummEngine_v7::actorTalk(const byte *msg) {
|
||
Actor *a;
|
||
bool stringWrap = false;
|
||
|
||
convertMessageToString(msg, _charsetBuffer, sizeof(_charsetBuffer));
|
||
|
||
// Play associated speech, if any
|
||
playSpeech((byte *)_lastStringTag);
|
||
|
||
if (_game.id == GID_DIG || _game.id == GID_CMI) {
|
||
if (VAR(VAR_HAVE_MSG)) {
|
||
if (_game.id == GID_DIG && _roomResource == 58 && msg[0] == ' ' && !msg[1])
|
||
return;
|
||
stopTalk();
|
||
}
|
||
} else {
|
||
if (!_keepText)
|
||
stopTalk();
|
||
}
|
||
if (_actorToPrintStrFor == 0xFF) {
|
||
setTalkingActor(0xFF);
|
||
_charsetColor = (byte)_string[0].color;
|
||
} else {
|
||
a = derefActor(_actorToPrintStrFor, "actorTalk");
|
||
setTalkingActor(a->_number);
|
||
if (!_string[0].no_talk_anim) {
|
||
a->runActorTalkScript(a->_talkStartFrame);
|
||
}
|
||
_charsetColor = a->_talkColor;
|
||
|
||
// This is what the original COMI CJK interpreter does here.
|
||
if (_game.id == GID_CMI && _useCJKMode) {
|
||
if (a->_number == 1 && _currentRoom == 15)
|
||
_charsetColor = 28;
|
||
else if (a->_talkColor == 22)
|
||
_charsetColor = 5;
|
||
}
|
||
}
|
||
|
||
_charsetBufPos = 0;
|
||
_talkDelay = 0;
|
||
_haveMsg = 1;
|
||
if (_game.id == GID_FT)
|
||
VAR(VAR_HAVE_MSG) = 0xFF;
|
||
_haveActorSpeechMsg = (_game.id == GID_FT) ? true : (!_sound->isSoundRunning(kTalkSoundID));
|
||
if (_game.id == GID_DIG || _game.id == GID_CMI) {
|
||
stringWrap = _string[0].wrapping;
|
||
_string[0].wrapping = true;
|
||
}
|
||
CHARSET_1();
|
||
if (_game.id == GID_DIG || _game.id == GID_CMI) {
|
||
if (_game.version == 8)
|
||
VAR(VAR_HAVE_MSG) = (_string[0].no_talk_anim) ? 2 : 1;
|
||
else
|
||
VAR(VAR_HAVE_MSG) = 1;
|
||
_string[0].wrapping = stringWrap;
|
||
}
|
||
}
|
||
#endif
|
||
|
||
void ScummEngine::actorTalk(const byte *msg) {
|
||
Actor *a;
|
||
|
||
convertMessageToString(msg, _charsetBuffer, sizeof(_charsetBuffer));
|
||
|
||
// I have commented out this workaround, since it did cause another
|
||
// bug (#11480). It is not okay to skip the stopTalk() calls here.
|
||
// Instead, I have added two checks from LOOM DOS EGA disasm (one
|
||
// below and one in CHARSET_1()).
|
||
// WORKAROUND for bugs #985 and #990
|
||
/*if (_game.id == GID_LOOM) {
|
||
if (!*_charsetBuffer)
|
||
return;
|
||
}*/
|
||
|
||
if (_actorToPrintStrFor == 0xFF) {
|
||
if (!_keepText) {
|
||
stopTalk();
|
||
}
|
||
setTalkingActor(0xFF);
|
||
} else {
|
||
int oldact;
|
||
|
||
// WORKAROUND bug #1025
|
||
if (_game.id == GID_LOOM && _roomResource == 23 &&
|
||
vm.slot[_currentScript].number == 232 && _actorToPrintStrFor == 0) {
|
||
_actorToPrintStrFor = 2; // Could be anything from 2 to 5. Maybe compare to original?
|
||
}
|
||
|
||
a = derefActor(_actorToPrintStrFor, "actorTalk");
|
||
|
||
if (!a->isInCurrentRoom()) {
|
||
oldact = 0xFF;
|
||
} else {
|
||
if (!_keepText) {
|
||
stopTalk();
|
||
}
|
||
setTalkingActor(a->_number);
|
||
if (_game.heversion != 0)
|
||
((ActorHE *)a)->_heTalking = true;
|
||
// The second check is from LOOM DOS EGA disasm. It prevents weird speech animations
|
||
// with empty strings (bug #990). The same code is present in CHARSET_1(). The FM-Towns
|
||
// versions don't have such code, but I do not get the weird speech animations either.
|
||
// So apparently it is not needed there.
|
||
if (!_string[0].no_talk_anim && !(_game.id == GID_LOOM && _game.platform != Common::kPlatformFMTowns && !*_charsetBuffer)) {
|
||
a->runActorTalkScript(a->_talkStartFrame);
|
||
_useTalkAnims = true;
|
||
}
|
||
oldact = getTalkingActor();
|
||
}
|
||
if (oldact >= 0x80)
|
||
return;
|
||
}
|
||
|
||
if (_game.heversion >= 72 || getTalkingActor() > 0x7F) {
|
||
if (_game.platform == Common::kPlatformNES)
|
||
_charsetColor = 0; // NES MM intro color is always 0
|
||
else
|
||
_charsetColor = (byte)_string[0].color;
|
||
} else if (_game.platform == Common::kPlatformNES) {
|
||
if (_NES_lastTalkingActor != getTalkingActor())
|
||
_NES_talkColor ^= 1;
|
||
_NES_lastTalkingActor = getTalkingActor();
|
||
_charsetColor = _NES_talkColor;
|
||
} else {
|
||
a = derefActor(getTalkingActor(), "actorTalk(2)");
|
||
_charsetColor = a->_talkColor;
|
||
}
|
||
_charsetBufPos = 0;
|
||
_talkDelay = 0;
|
||
_haveMsg = 0xFF;
|
||
VAR(VAR_HAVE_MSG) = 0xFF;
|
||
if (VAR_CHARCOUNT != 0xFF)
|
||
VAR(VAR_CHARCOUNT) = 0;
|
||
_haveActorSpeechMsg = true;
|
||
CHARSET_1();
|
||
}
|
||
|
||
void Actor::runActorTalkScript(int f) {
|
||
if (_vm->_game.version == 8 && _vm->VAR(_vm->VAR_HAVE_MSG) == 2)
|
||
return;
|
||
|
||
if (_vm->_game.id == GID_FT && _vm->_string[0].no_talk_anim)
|
||
return;
|
||
|
||
if (!_vm->getTalkingActor() || _room != _vm->_currentRoom || _frame == f)
|
||
return;
|
||
|
||
if (_talkScript) {
|
||
int script = _talkScript;
|
||
int args[NUM_SCRIPT_LOCAL];
|
||
memset(args, 0, sizeof(args));
|
||
args[1] = f;
|
||
args[0] = _number;
|
||
|
||
_vm->runScript(script, 1, 0, args);
|
||
} else {
|
||
startAnimActor(f);
|
||
}
|
||
}
|
||
|
||
void ScummEngine::stopTalk() {
|
||
int act;
|
||
|
||
_sound->stopTalkSound();
|
||
|
||
_haveMsg = 0;
|
||
_talkDelay = 0;
|
||
_sound->_sfxMode = 0;
|
||
|
||
act = getTalkingActor();
|
||
if (act && act < 0x80) {
|
||
Actor *a = derefActor(act, "stopTalk");
|
||
if ((_game.version >= 7 && !_string[0].no_talk_anim) ||
|
||
(_game.version <= 6 && a->isInCurrentRoom() && _useTalkAnims)) {
|
||
a->runActorTalkScript(a->_talkStopFrame);
|
||
_useTalkAnims = false;
|
||
}
|
||
if (_game.version <= 7 && _game.heversion == 0)
|
||
setTalkingActor(0xFF);
|
||
if (_game.heversion != 0)
|
||
((ActorHE *)a)->_heTalking = false;
|
||
}
|
||
|
||
if (_game.id == GID_DIG || _game.id == GID_CMI) {
|
||
setTalkingActor(0);
|
||
VAR(VAR_HAVE_MSG) = 0;
|
||
} else if (_game.heversion >= 60) {
|
||
setTalkingActor(0);
|
||
}
|
||
|
||
_keepText = false;
|
||
if (_game.version >= 7) {
|
||
#ifdef ENABLE_SCUMM_7_8
|
||
((ScummEngine_v7 *)this)->clearSubtitleQueue();
|
||
#endif
|
||
} else {
|
||
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
|
||
if (_game.platform == Common::kPlatformFMTowns)
|
||
towns_restoreCharsetBg();
|
||
else
|
||
#endif
|
||
restoreCharsetBg();
|
||
}
|
||
}
|
||
|
||
|
||
#pragma mark -
|
||
#pragma mark --- TODO ---
|
||
#pragma mark -
|
||
|
||
|
||
void ActorHE::setActorCostume(int c) {
|
||
if (_vm->_game.heversion >= 61 && (c == -1 || c == -2)) {
|
||
_heSkipLimbs = (c == -1);
|
||
_needRedraw = true;
|
||
return;
|
||
}
|
||
|
||
// Based on disassembly. It seems that high byte is not used at all, though
|
||
// it is attached to all horizontally flipped object, like left eye.
|
||
if (_vm->_game.heversion >= 61 && _vm->_game.heversion <= 62)
|
||
c &= 0xff;
|
||
|
||
if (_vm->_game.features & GF_NEW_COSTUMES) {
|
||
#ifdef ENABLE_HE
|
||
if (_vm->_game.heversion >= 71)
|
||
((ScummEngine_v71he *)_vm)->queueAuxBlock(this);
|
||
#endif
|
||
_auxBlock.reset();
|
||
if (_visible) {
|
||
if (_vm->_game.heversion >= 60)
|
||
_needRedraw = true;
|
||
}
|
||
}
|
||
|
||
Actor::setActorCostume(c);
|
||
|
||
if (_vm->_game.heversion >= 71 && _vm->getTalkingActor() == _number) {
|
||
if (_vm->_game.heversion <= 95 || (_vm->_game.heversion >= 98 && _vm->VAR(_vm->VAR_SKIP_RESET_TALK_ACTOR) == 0)) {
|
||
_vm->setTalkingActor(0);
|
||
}
|
||
}
|
||
}
|
||
|
||
void Actor::setActorCostume(int c) {
|
||
int i;
|
||
|
||
_costumeNeedsInit = true;
|
||
|
||
if (_vm->_game.features & GF_NEW_COSTUMES) {
|
||
memset(_animVariable, 0, sizeof(_animVariable));
|
||
|
||
_costume = c;
|
||
_cost.reset();
|
||
|
||
if (_visible) {
|
||
if (_costume) {
|
||
_vm->ensureResourceLoaded(rtCostume, _costume);
|
||
}
|
||
startAnimActor(_initFrame);
|
||
}
|
||
} else {
|
||
if (_visible) {
|
||
hideActor();
|
||
_cost.reset();
|
||
_costume = c;
|
||
showActor();
|
||
} else {
|
||
_costume = c;
|
||
_cost.reset();
|
||
}
|
||
}
|
||
|
||
|
||
// V1 zak uses palette[] as a dynamic costume color array.
|
||
if (_vm->_game.version <= 1)
|
||
return;
|
||
|
||
if (_vm->_game.features & GF_NEW_COSTUMES) {
|
||
for (i = 0; i < 256; i++)
|
||
_palette[i] = 0xFF;
|
||
} else if (_vm->_game.features & GF_OLD_BUNDLE) {
|
||
for (i = 0; i < 16; i++)
|
||
_palette[i] = i;
|
||
|
||
// Make stuff more visible on CGA. Based on disassembly
|
||
if (_vm->_renderMode == Common::kRenderCGA && _vm->_game.version > 2) {
|
||
_palette[6] = 5;
|
||
_palette[7] = 15;
|
||
}
|
||
} else {
|
||
for (i = 0; i < 32; i++)
|
||
_palette[i] = 0xFF;
|
||
}
|
||
}
|
||
|
||
static const char *const v0ActorNames_English[25] = {
|
||
"Syd",
|
||
"Razor",
|
||
"Dave",
|
||
"Michael",
|
||
"Bernard",
|
||
"Wendy",
|
||
"Jeff",
|
||
"", // Radiation Suit
|
||
"Dr Fred",
|
||
"Nurse Edna",
|
||
"Weird Ed",
|
||
"Dead Cousin Ted",
|
||
"Purple Tentacle",
|
||
"Green Tentacle",
|
||
"", // Meteor Police
|
||
"Meteor",
|
||
"", // Mark Eteer
|
||
"", // Talkshow Host
|
||
"Plant",
|
||
"", // Meteor Radiation
|
||
"", // Edsel (small, outro)
|
||
"", // Meteor (small, intro)
|
||
"Sandy", // (Lab)
|
||
"", // Sandy (Cut-Scene)
|
||
};
|
||
|
||
static const char *const v0ActorNames_German[25] = {
|
||
"Syd",
|
||
"Razor",
|
||
"Dave",
|
||
"Michael",
|
||
"Bernard",
|
||
"Wendy",
|
||
"Jeff",
|
||
"",
|
||
"Dr.Fred",
|
||
"Schwester Edna",
|
||
"Weird Ed",
|
||
"Ted",
|
||
"Lila Tentakel",
|
||
"Gr<nes Tentakel",
|
||
"",
|
||
"Meteor",
|
||
"",
|
||
"",
|
||
"Pflanze",
|
||
"",
|
||
"",
|
||
"",
|
||
"Sandy",
|
||
"",
|
||
};
|
||
|
||
const byte *Actor::getActorName() {
|
||
const byte *ptr = NULL;
|
||
|
||
if (_vm->_game.version == 0) {
|
||
if (_number) {
|
||
switch (_vm->_language) {
|
||
case Common::DE_DEU:
|
||
ptr = (const byte *)v0ActorNames_German[_number - 1];
|
||
break;
|
||
default:
|
||
ptr = (const byte *)v0ActorNames_English[_number - 1];
|
||
}
|
||
}
|
||
} else {
|
||
ptr = _vm->getResourceAddress(rtActorName, _number);
|
||
}
|
||
|
||
if (ptr == NULL) {
|
||
debugC(DEBUG_ACTORS, "Failed to find name of actor %d", _number);
|
||
}
|
||
return ptr;
|
||
}
|
||
|
||
int Actor::getAnimVar(byte var) const {
|
||
assertRange(0, var, 26, "getAnimVar:");
|
||
return _animVariable[var];
|
||
}
|
||
|
||
void Actor::setAnimVar(byte var, int value) {
|
||
assertRange(0, var, 26, "setAnimVar:");
|
||
_animVariable[var] = value;
|
||
}
|
||
|
||
void Actor::remapActorPaletteColor(int color, int new_color) {
|
||
const byte *akos, *akpl;
|
||
int akpl_size, i;
|
||
byte akpl_color;
|
||
|
||
akos = _vm->getResourceAddress(rtCostume, _costume);
|
||
if (!akos) {
|
||
debugC(DEBUG_ACTORS, "Actor::remapActorPaletteColor: Can't remap actor %d, costume %d not found", _number, _costume);
|
||
return;
|
||
}
|
||
|
||
akpl = _vm->findResourceData(MKTAG('A','K','P','L'), akos);
|
||
if (!akpl) {
|
||
debugC(DEBUG_ACTORS, "Actor::remapActorPaletteColor: Can't remap actor %d, costume %d doesn't contain an AKPL block", _number, _costume);
|
||
return;
|
||
}
|
||
|
||
// Get the number palette entries
|
||
akpl_size = _vm->getResourceDataSize(akpl);
|
||
|
||
for (i = 0; i < akpl_size; i++) {
|
||
akpl_color = *akpl++;
|
||
if (akpl_color == color) {
|
||
_palette[i] = new_color;
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
void Actor::remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold) {
|
||
const byte *akos, *rgbs, *akpl;
|
||
int akpl_size, i;
|
||
int r, g, b;
|
||
byte akpl_color;
|
||
|
||
if (!isInCurrentRoom()) {
|
||
debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Actor %d not in current room", _number);
|
||
return;
|
||
}
|
||
|
||
akos = _vm->getResourceAddress(rtCostume, _costume);
|
||
if (!akos) {
|
||
debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Can't remap actor %d, costume %d not found", _number, _costume);
|
||
return;
|
||
}
|
||
|
||
akpl = _vm->findResourceData(MKTAG('A','K','P','L'), akos);
|
||
if (!akpl) {
|
||
debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Can't remap actor %d, costume %d doesn't contain an AKPL block", _number, _costume);
|
||
return;
|
||
}
|
||
|
||
// Get the number palette entries
|
||
akpl_size = _vm->getResourceDataSize(akpl);
|
||
|
||
rgbs = _vm->findResourceData(MKTAG('R','G','B','S'), akos);
|
||
|
||
if (!rgbs) {
|
||
debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Can't remap actor %d costume %d doesn't contain an RGB block", _number, _costume);
|
||
return;
|
||
}
|
||
|
||
for (i = 0; i < akpl_size; i++) {
|
||
r = *rgbs++;
|
||
g = *rgbs++;
|
||
b = *rgbs++;
|
||
|
||
akpl_color = *akpl++;
|
||
|
||
// allow remap of generic palette entry?
|
||
if (!_shadowMode || akpl_color >= 16) {
|
||
r = (r * r_fact) >> 8;
|
||
g = (g * g_fact) >> 8;
|
||
b = (b * b_fact) >> 8;
|
||
_palette[i] = _vm->remapPaletteColor(r, g, b, threshold);
|
||
}
|
||
}
|
||
}
|
||
|
||
void Actor::classChanged(int cls, bool value) {
|
||
if (cls == kObjectClassAlwaysClip)
|
||
_forceClip = value;
|
||
if (cls == kObjectClassIgnoreBoxes)
|
||
_ignoreBoxes = value;
|
||
}
|
||
|
||
bool Actor::isInClass(int cls) {
|
||
return _vm->getClass(_number, cls);
|
||
}
|
||
|
||
bool Actor::isPlayer() {
|
||
return isInClass(kObjectClassPlayer);
|
||
}
|
||
|
||
bool Actor_v2::isPlayer() {
|
||
// isPlayer() is not supported by v0
|
||
assert(_vm->_game.version != 0);
|
||
return _vm->VAR(42) <= _number && _number <= _vm->VAR(43);
|
||
}
|
||
|
||
void ActorHE::setHEFlag(int bit, int set) {
|
||
// Note that condition is inverted
|
||
if (!set) {
|
||
_heFlags |= bit;
|
||
} else {
|
||
_heFlags &= ~bit;
|
||
}
|
||
}
|
||
|
||
void ActorHE::setUserCondition(int slot, int set) {
|
||
const int condMaskCode = (_vm->_game.heversion >= 85) ? 0x1FFF : 0x3FF;
|
||
assertRange(1, slot, 32, "setUserCondition: Condition");
|
||
if (set == 0) {
|
||
_heCondMask &= ~(1 << (slot + 0xF));
|
||
} else {
|
||
_heCondMask |= 1 << (slot + 0xF);
|
||
}
|
||
if (_heCondMask & condMaskCode) {
|
||
_heCondMask &= ~1;
|
||
} else {
|
||
_heCondMask |= 1;
|
||
}
|
||
}
|
||
|
||
bool ActorHE::isUserConditionSet(int slot) const {
|
||
assertRange(1, slot, 32, "isUserConditionSet: Condition");
|
||
return (_heCondMask & (1 << (slot + 0xF))) != 0;
|
||
}
|
||
|
||
void ActorHE::setTalkCondition(int slot) {
|
||
const int condMaskCode = (_vm->_game.heversion >= 85) ? 0x1FFF : 0x3FF;
|
||
assertRange(1, slot, 32, "setTalkCondition: Condition");
|
||
_heCondMask = (_heCondMask & ~condMaskCode) | 1;
|
||
if (slot != 1) {
|
||
_heCondMask |= 1 << (slot - 1);
|
||
if (_heCondMask & condMaskCode) {
|
||
_heCondMask &= ~1;
|
||
} else {
|
||
_heCondMask |= 1;
|
||
}
|
||
}
|
||
}
|
||
|
||
bool ActorHE::isTalkConditionSet(int slot) const {
|
||
assertRange(1, slot, 32, "isTalkConditionSet: Condition");
|
||
return (_heCondMask & (1 << (slot - 1))) != 0;
|
||
}
|
||
|
||
#ifdef ENABLE_HE
|
||
void ScummEngine_v71he::preProcessAuxQueue() {
|
||
if (!_skipProcessActors) {
|
||
for (int i = 0; i < _auxBlocksNum; ++i) {
|
||
AuxBlock *ab = &_auxBlocks[i];
|
||
if (ab->r.top <= ab->r.bottom) {
|
||
restoreBackgroundHE(ab->r);
|
||
}
|
||
}
|
||
}
|
||
_auxBlocksNum = 0;
|
||
}
|
||
|
||
void ScummEngine_v71he::postProcessAuxQueue() {
|
||
if (!_skipProcessActors) {
|
||
for (int i = 0; i < _auxEntriesNum; ++i) {
|
||
AuxEntry *ae = &_auxEntries[i];
|
||
if (ae->actorNum != -1) {
|
||
ActorHE *a = (ActorHE *)derefActor(ae->actorNum, "postProcessAuxQueue");
|
||
const uint8 *cost = getResourceAddress(rtCostume, a->_costume);
|
||
int dy = a->_heOffsY + a->getPos().y;
|
||
int dx = a->_heOffsX + a->getPos().x;
|
||
|
||
if (_game.heversion >= 72)
|
||
dy -= a->getElevation();
|
||
|
||
const uint8 *akax = findResource(MKTAG('A','K','A','X'), cost);
|
||
assert(akax);
|
||
const uint8 *auxd = findPalInPals(akax, ae->subIndex) - _resourceHeaderSize;
|
||
assert(auxd);
|
||
const uint8 *frel = findResourceData(MKTAG('F','R','E','L'), auxd);
|
||
if (frel) {
|
||
error("unhandled FREL block");
|
||
}
|
||
const uint8 *disp = findResourceData(MKTAG('D','I','S','P'), auxd);
|
||
if (disp) {
|
||
error("unhandled DISP block");
|
||
}
|
||
const uint8 *axfd = findResourceData(MKTAG('A','X','F','D'), auxd);
|
||
assert(axfd);
|
||
|
||
uint16 comp = READ_LE_UINT16(axfd);
|
||
if (comp != 0) {
|
||
int x = (int16)READ_LE_UINT16(axfd + 2) + dx;
|
||
int y = (int16)READ_LE_UINT16(axfd + 4) + dy;
|
||
int w = (int16)READ_LE_UINT16(axfd + 6);
|
||
int h = (int16)READ_LE_UINT16(axfd + 8);
|
||
VirtScreen *pvs = &_virtscr[kMainVirtScreen];
|
||
uint8 *dst1 = pvs->getPixels(0, pvs->topline);
|
||
uint8 *dst2 = pvs->getBackPixels(0, pvs->topline);
|
||
switch (comp) {
|
||
case 1:
|
||
Wiz::copyAuxImage(dst1, dst2, axfd + 10, pvs->pitch, pvs->h, x, y, w, h, _bytesPerPixel);
|
||
break;
|
||
default:
|
||
error("unimplemented compression type %d", comp);
|
||
}
|
||
}
|
||
const uint8 *axur = findResourceData(MKTAG('A','X','U','R'), auxd);
|
||
if (axur) {
|
||
uint16 n = READ_LE_UINT16(axur); axur += 2;
|
||
while (n--) {
|
||
int x1 = (int16)READ_LE_UINT16(axur + 0) + dx;
|
||
int y1 = (int16)READ_LE_UINT16(axur + 2) + dy;
|
||
int x2 = (int16)READ_LE_UINT16(axur + 4) + dx;
|
||
int y2 = (int16)READ_LE_UINT16(axur + 6) + dy;
|
||
markRectAsDirty(kMainVirtScreen, x1, x2, y1, y2 + 1);
|
||
axur += 8;
|
||
}
|
||
}
|
||
const uint8 *axer = findResourceData(MKTAG('A','X','E','R'), auxd);
|
||
if (axer) {
|
||
a->_auxBlock.visible = true;
|
||
a->_auxBlock.r.left = (int16)READ_LE_UINT16(axer + 0) + dx;
|
||
a->_auxBlock.r.top = (int16)READ_LE_UINT16(axer + 2) + dy;
|
||
a->_auxBlock.r.right = (int16)READ_LE_UINT16(axer + 4) + dx;
|
||
a->_auxBlock.r.bottom = (int16)READ_LE_UINT16(axer + 6) + dy;
|
||
adjustRect(a->_auxBlock.r);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
_auxEntriesNum = 0;
|
||
}
|
||
|
||
void ScummEngine_v71he::queueAuxBlock(ActorHE *a) {
|
||
if (!a->_auxBlock.visible)
|
||
return;
|
||
|
||
assert(_auxBlocksNum < ARRAYSIZE(_auxBlocks));
|
||
_auxBlocks[_auxBlocksNum] = a->_auxBlock;
|
||
++_auxBlocksNum;
|
||
}
|
||
|
||
void ScummEngine_v71he::queueAuxEntry(int actorNum, int subIndex) {
|
||
assert(_auxEntriesNum < ARRAYSIZE(_auxEntries));
|
||
AuxEntry *ae = &_auxEntries[_auxEntriesNum];
|
||
ae->actorNum = actorNum;
|
||
ae->subIndex = subIndex;
|
||
++_auxEntriesNum;
|
||
}
|
||
#endif
|
||
|
||
void Actor_v0::animateActor(int anim) {
|
||
int dir = -1;
|
||
|
||
switch (anim) {
|
||
case 0x00:
|
||
case 0x04:
|
||
dir = 0;
|
||
break;
|
||
|
||
case 0x01:
|
||
case 0x05:
|
||
dir = 1;
|
||
break;
|
||
|
||
case 0x02:
|
||
case 0x06:
|
||
dir = 2;
|
||
break;
|
||
|
||
case 0x03:
|
||
case 0x07:
|
||
dir = 3;
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
|
||
if (isInCurrentRoom()) {
|
||
|
||
_costCommandNew = anim;
|
||
_vm->_costumeLoader->costumeDecodeData(this, 0, 0);
|
||
|
||
if (dir == -1)
|
||
return;
|
||
|
||
_facing = normalizeAngle(oldDirToNewDir(dir));
|
||
|
||
} else {
|
||
|
||
if (anim >= 4 && anim <= 7)
|
||
_facing = normalizeAngle(oldDirToNewDir(dir));
|
||
}
|
||
}
|
||
|
||
byte Actor_v0::updateWalkbox() {
|
||
if (_vm->checkXYInBoxBounds(_walkbox, _pos.x, _pos.y))
|
||
return 0;
|
||
|
||
int numBoxes = _vm->getNumBoxes() - 1;
|
||
for (int i = 0; i <= numBoxes; i++) {
|
||
if (_vm->checkXYInBoxBounds(i, _pos.x, _pos.y) == true) {
|
||
if (_walkdata.curbox == i) {
|
||
setBox(i);
|
||
directionUpdate();
|
||
|
||
_newWalkBoxEntered = true;
|
||
return i;
|
||
}
|
||
}
|
||
}
|
||
|
||
return kInvalidBox;
|
||
}
|
||
|
||
void Actor_v0::directionUpdate() {
|
||
|
||
int nextFacing = updateActorDirection(true);
|
||
if (_facing != nextFacing) {
|
||
// 2A89
|
||
setDirection(nextFacing);
|
||
|
||
// Still need to turn?
|
||
if (_facing != _targetFacing) {
|
||
_moving |= 0x80;
|
||
return;
|
||
}
|
||
}
|
||
|
||
_moving &= ~0x80;
|
||
}
|
||
|
||
void Actor_v0::setActorToTempPosition() {
|
||
_tmp_Pos = _pos;
|
||
_pos = _tmp_NewPos;
|
||
_tmp_WalkBox = _walkbox;
|
||
_tmp_NewWalkBoxEntered = _newWalkBoxEntered;
|
||
}
|
||
|
||
void Actor_v0::setActorToOriginalPosition() {
|
||
_pos = _tmp_Pos;
|
||
_tmp_NewPos = _tmp_Pos;
|
||
_walkbox = _tmp_WalkBox;
|
||
_newWalkBoxEntered = _tmp_NewWalkBoxEntered;
|
||
}
|
||
|
||
void Actor_v0::actorSetWalkTo() {
|
||
|
||
if (_newWalkBoxEntered == false)
|
||
return;
|
||
|
||
_newWalkBoxEntered = false;
|
||
|
||
int nextBox = ((ScummEngine_v0 *)_vm)->walkboxFindTarget(this, _walkdata.destbox, _walkdata.dest);
|
||
if (nextBox != kInvalidBox) {
|
||
_walkdata.curbox = nextBox;
|
||
}
|
||
}
|
||
|
||
void Actor_v0::saveLoadWithSerializer(Common::Serializer &s) {
|
||
Actor::saveLoadWithSerializer(s);
|
||
|
||
s.syncAsByte(_costCommand, VER(84));
|
||
s.skip(1, VER(84), VER(89)); // _costFrame
|
||
s.syncAsByte(_miscflags, VER(84));
|
||
s.syncAsByte(_speaking, VER(84));
|
||
s.skip(1, VER(84), VER(89)); // _speakingPrev
|
||
s.skip(1, VER(89), VER(89)); // _limbTemp
|
||
s.syncAsByte(_animFrameRepeat, VER(89));
|
||
s.syncArray(_limbFrameRepeatNew, 8, Common::Serializer::SByte, VER(89));
|
||
s.syncArray(_limbFrameRepeat, 8, Common::Serializer::SByte, VER(90));
|
||
s.syncAsSint16LE(_CurrentWalkTo.x, VER(97));
|
||
s.syncAsSint16LE(_CurrentWalkTo.y, VER(97));
|
||
s.syncAsSint16LE(_NewWalkTo.x, VER(97));
|
||
s.syncAsSint16LE(_NewWalkTo.y, VER(97));
|
||
s.syncAsSByte(_walkCountModulo, VER(97));
|
||
s.syncAsByte(_newWalkBoxEntered, VER(97));
|
||
s.syncAsByte(_walkDirX, VER(97));
|
||
s.syncAsByte(_walkDirY, VER(97));
|
||
s.syncAsByte(_walkYCountGreaterThanXCount, VER(97));
|
||
s.syncAsByte(_walkXCount, VER(97));
|
||
s.syncAsByte(_walkXCountInc, VER(97));
|
||
s.syncAsByte(_walkYCount, VER(97));
|
||
s.syncAsByte(_walkYCountInc, VER(97));
|
||
s.syncAsByte(_walkMaxXYCountInc, VER(97));
|
||
|
||
s.syncBytes(_walkboxQueue, 16, VER(98));
|
||
s.syncAsByte(_walkboxQueueIndex, VER(98));
|
||
|
||
// When loading, we need to ensure the limbs are restarted
|
||
if (s.isLoading()) {
|
||
|
||
// valid costume command?
|
||
if (_costCommand != 0xFF) {
|
||
|
||
// Do we have a walkbox queue?
|
||
if (_walkboxQueueIndex < 1) {
|
||
_costCommand = 0xFF;
|
||
|
||
// Standing Still
|
||
setDirection(_facing);
|
||
speakCheck();
|
||
|
||
} else {
|
||
// Force limb direction update
|
||
_facing = 0;
|
||
directionUpdate();
|
||
|
||
// Begin walking
|
||
animateActor(newDirToOldDir(_facing));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void Actor::saveLoadWithSerializer(Common::Serializer &s) {
|
||
if (s.isLoading()) {
|
||
// Not all actor data is saved; so when loading, we first reset
|
||
// the actor, to ensure completely reproducible behavior (else,
|
||
// some not saved value in the actor class can cause odd things)
|
||
initActor(-1);
|
||
}
|
||
|
||
s.syncAsSint16LE(_pos.x, VER(8));
|
||
s.syncAsSint16LE(_pos.y, VER(8));
|
||
s.syncAsSint16LE(_heOffsX, VER(32));
|
||
s.syncAsSint16LE(_heOffsY, VER(32));
|
||
s.syncAsSint16LE(_top, VER(8));
|
||
s.syncAsSint16LE(_bottom, VER(8));
|
||
s.syncAsSint16LE(_elevation, VER(8));
|
||
s.syncAsUint16LE(_width, VER(8));
|
||
s.syncAsUint16LE(_facing, VER(8));
|
||
s.syncAsUint16LE(_costume, VER(8));
|
||
s.syncAsByte(_room, VER(8));
|
||
s.syncAsByte(_talkColor, VER(8));
|
||
s.syncAsSint16LE(_talkFrequency, VER(16));
|
||
s.syncAsSint16LE(_talkPan, VER(24));
|
||
s.syncAsSint16LE(_talkVolume, VER(29));
|
||
s.syncAsUint16LE(_boxscale, VER(34));
|
||
s.syncAsByte(_scalex, VER(8));
|
||
s.syncAsByte(_scaley, VER(8));
|
||
s.syncAsByte(_charset, VER(8));
|
||
|
||
// Actor sound grew from 8 to 32 bytes and switched to uint16 in HE games
|
||
s.syncArray(_sound, 8, Common::Serializer::Byte, VER(8), VER(36));
|
||
s.syncArray(_sound, 32, Common::Serializer::Byte, VER(37), VER(61));
|
||
s.syncArray(_sound, 32, Common::Serializer::Uint16LE, VER(62));
|
||
|
||
// Actor animVariable grew from 8 to 27
|
||
s.syncArray(_animVariable, 8, Common::Serializer::Uint16LE, VER(8), VER(40));
|
||
s.syncArray(_animVariable, 27, Common::Serializer::Uint16LE, VER(41));
|
||
|
||
s.syncAsUint16LE(_targetFacing, VER(8));
|
||
s.syncAsByte(_moving, VER(8));
|
||
s.syncAsByte(_ignoreBoxes, VER(8));
|
||
s.syncAsByte(_forceClip, VER(8));
|
||
s.syncAsByte(_initFrame, VER(8));
|
||
s.syncAsByte(_walkFrame, VER(8));
|
||
s.syncAsByte(_standFrame, VER(8));
|
||
s.syncAsByte(_talkStartFrame, VER(8));
|
||
s.syncAsByte(_talkStopFrame, VER(8));
|
||
s.syncAsUint16LE(_speedx, VER(8));
|
||
s.syncAsUint16LE(_speedy, VER(8));
|
||
s.syncAsUint16LE(_cost.animCounter, VER(8));
|
||
s.syncAsByte(_cost.soundCounter, VER(8));
|
||
s.syncAsByte(_drawToBackBuf, VER(32));
|
||
s.syncAsByte(_flip, VER(32));
|
||
s.syncAsByte(_heSkipLimbs, VER(32));
|
||
|
||
// Actor palette grew from 64 to 256 bytes and switched to uint16 in HE games
|
||
s.syncArray(_palette, 64, Common::Serializer::Byte, VER(8), VER(9));
|
||
s.syncArray(_palette, 256, Common::Serializer::Byte, VER(10), VER(79));
|
||
s.syncArray(_palette, 256, Common::Serializer::Uint16LE, VER(80));
|
||
|
||
s.skip(1, VER(8), VER(9)); // _mask
|
||
s.syncAsByte(_shadowMode, VER(8));
|
||
s.syncAsByte(_visible, VER(8));
|
||
s.syncAsByte(_frame, VER(8));
|
||
s.syncAsByte(_animSpeed, VER(8));
|
||
s.syncAsByte(_animProgress, VER(8));
|
||
s.syncAsByte(_walkbox, VER(8));
|
||
s.syncAsByte(_needRedraw, VER(8));
|
||
s.syncAsByte(_needBgReset, VER(8));
|
||
s.syncAsByte(_costumeNeedsInit, VER(8));
|
||
s.syncAsUint32LE(_heCondMask, VER(38));
|
||
s.syncAsUint32LE(_hePaletteNum, VER(59));
|
||
s.syncAsUint32LE(_heXmapNum, VER(59));
|
||
|
||
s.syncAsSint16LE(_talkPosY, VER(8));
|
||
s.syncAsSint16LE(_talkPosX, VER(8));
|
||
s.syncAsByte(_ignoreTurns, VER(8));
|
||
|
||
// Actor layer switched to int32 in HE games
|
||
s.syncAsByte(_layer, VER(8), VER(57));
|
||
s.syncAsSint32LE(_layer, VER(58));
|
||
|
||
s.syncAsUint16LE(_talkScript, VER(8));
|
||
s.syncAsUint16LE(_walkScript, VER(8));
|
||
|
||
s.syncAsSint16LE(_walkdata.dest.x, VER(8));
|
||
s.syncAsSint16LE(_walkdata.dest.y, VER(8));
|
||
s.syncAsByte(_walkdata.destbox, VER(8));
|
||
s.syncAsUint16LE(_walkdata.destdir, VER(8));
|
||
s.syncAsByte(_walkdata.curbox, VER(8));
|
||
s.syncAsSint16LE(_walkdata.cur.x, VER(8));
|
||
s.syncAsSint16LE(_walkdata.cur.y, VER(8));
|
||
s.syncAsSint16LE(_walkdata.next.x, VER(8));
|
||
s.syncAsSint16LE(_walkdata.next.y, VER(8));
|
||
s.syncAsSint32LE(_walkdata.deltaXFactor, VER(8));
|
||
s.syncAsSint32LE(_walkdata.deltaYFactor, VER(8));
|
||
s.syncAsUint16LE(_walkdata.xfrac, VER(8));
|
||
s.syncAsUint16LE(_walkdata.yfrac, VER(8));
|
||
|
||
s.syncAsUint16LE(_walkdata.point3.x, VER(42));
|
||
s.syncAsUint16LE(_walkdata.point3.y, VER(42));
|
||
|
||
s.syncBytes(_cost.active, 16, VER(8));
|
||
s.syncAsUint16LE(_cost.stopped, VER(8));
|
||
s.syncArray(_cost.curpos, 16, Common::Serializer::Uint16LE, VER(8));
|
||
s.syncArray(_cost.start, 16, Common::Serializer::Uint16LE, VER(8));
|
||
s.syncArray(_cost.end, 16, Common::Serializer::Uint16LE, VER(8));
|
||
s.syncArray(_cost.frame, 16, Common::Serializer::Uint16LE, VER(8));
|
||
|
||
s.syncArray(_cost.heJumpOffsetTable, 16, Common::Serializer::Uint16LE, VER(65));
|
||
s.syncArray(_cost.heJumpCountTable, 16, Common::Serializer::Uint16LE, VER(65));
|
||
s.syncArray(_cost.heCondMaskTable, 16, Common::Serializer::Uint32LE, VER(65));
|
||
|
||
if (s.isLoading() && _vm->_game.version <= 2 && s.getVersion() < VER(70)) {
|
||
_pos.x >>= V12_X_SHIFT;
|
||
_pos.y >>= V12_Y_SHIFT;
|
||
|
||
_speedx >>= V12_X_SHIFT;
|
||
_speedy >>= V12_Y_SHIFT;
|
||
_elevation >>= V12_Y_SHIFT;
|
||
|
||
if (_walkdata.dest.x != -1) {
|
||
_walkdata.dest.x >>= V12_X_SHIFT;
|
||
_walkdata.dest.y >>= V12_Y_SHIFT;
|
||
}
|
||
|
||
_walkdata.cur.x >>= V12_X_SHIFT;
|
||
_walkdata.cur.y >>= V12_Y_SHIFT;
|
||
|
||
_walkdata.next.x >>= V12_X_SHIFT;
|
||
_walkdata.next.y >>= V12_Y_SHIFT;
|
||
|
||
if (_walkdata.point3.x != 32000) {
|
||
_walkdata.point3.x >>= V12_X_SHIFT;
|
||
_walkdata.point3.y >>= V12_Y_SHIFT;
|
||
}
|
||
|
||
setDirection(_facing);
|
||
}
|
||
}
|
||
|
||
void Actor_v3::saveLoadWithSerializer(Common::Serializer &s) {
|
||
Actor::saveLoadWithSerializer(s);
|
||
|
||
int rev = (_vm->_game.version == 3 ? 101 : 102);
|
||
|
||
if (s.isLoading() && s.getVersion() < VER(rev)) {
|
||
int diffX = _walkdata.next.x - _pos.x;
|
||
int diffY = _walkdata.next.y - _pos.y;
|
||
|
||
if (_vm->_game.version < 3) {
|
||
_stepThreshold = MAX(ABS(diffX), ABS(diffY));
|
||
_walkdata.deltaXFactor = _walkdata.deltaYFactor = 1;
|
||
} else {
|
||
_stepX = ((ABS(diffY) / (int)_speedy) >> 1) >(ABS(diffX) / (int)_speedx) ? _speedy + 1 : _speedx;
|
||
_stepThreshold = MAX(ABS(diffY) / _speedy, ABS(diffX) / _stepX);
|
||
_walkdata.deltaXFactor = (int32)_stepX;
|
||
_walkdata.deltaYFactor = (int32)_speedy;
|
||
}
|
||
|
||
if (diffX < 0)
|
||
_walkdata.deltaXFactor = -_walkdata.deltaXFactor;
|
||
if (diffY < 0)
|
||
_walkdata.deltaYFactor = -_walkdata.deltaYFactor;
|
||
_walkdata.xfrac = _walkdata.xAdd = _walkdata.deltaXFactor ? diffX / _walkdata.deltaXFactor : 0;
|
||
_walkdata.yfrac = _walkdata.yAdd = _walkdata.deltaYFactor ? diffY / _walkdata.deltaYFactor : 0;
|
||
|
||
} else {
|
||
s.syncAsUint16LE(_walkdata.xAdd, VER(rev));
|
||
s.syncAsUint16LE(_walkdata.yAdd, VER(rev));
|
||
s.syncAsUint16LE(_stepX, VER(rev));
|
||
s.syncAsUint16LE(_stepThreshold, VER(rev));
|
||
}
|
||
}
|
||
|
||
} // End of namespace Scumm
|