scummvm/engines/saga/actor_walk.cpp
2010-10-24 17:42:45 +00:00

1387 lines
39 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "saga/saga.h"
#include "saga/actor.h"
#include "saga/console.h"
#include "saga/events.h"
#include "saga/isomap.h"
#include "saga/objectmap.h"
#include "saga/script.h"
#include "saga/sound.h"
#include "saga/scene.h"
namespace Saga {
static const int angleLUT[16][2] = {
{ 0, -256 },
{ 98, -237 },
{ 181, -181 },
{ 237, -98 },
{ 256, 0 },
{ 237, 98 },
{ 181, 181 },
{ 98, 237 },
{ 0, 256 },
{ -98, 237 },
{ -181, 181 },
{ -237, 98 },
{ -256, 0 },
{ -237, -98 },
{ -181, -181 },
{ -98, -237 }
};
static const int directionLUT[8][2] = {
{ 0 * 2, -2 * 2 },
{ 2 * 2, -1 * 2 },
{ 3 * 2, 0 * 2 },
{ 2 * 2, 1 * 2 },
{ 0 * 2, 2 * 2 },
{ -2 * 2, 1 * 2 },
{ -4 * 2, 0 * 2 },
{ -2 * 2, -1 * 2 }
};
static const int tileDirectionLUT[8][2] = {
{ 1, 1 },
{ 2, 0 },
{ 1, -1 },
{ 0, -2 },
{ -1, -1 },
{ -2, 0 },
{ -1, 1 },
{ 0, 2 }
};
struct DragonMove {
uint16 baseFrame;
int16 offset[4][2];
};
static const DragonMove dragonMoveTable[12] = {
{ 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
{ 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
{ 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
{ 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
{ 28, { { -0, 0 }, { -1, 6 }, { -5, 11 }, { -10, 15 } } },
{ 56, { { 0, 0 }, { 1, 6 }, { 5, 11 }, { 10, 15 } } },
{ 40, { { 0, 0 }, { 6, 1 }, { 11, 5 }, { 15, 10 } } },
{ 44, { { 0, 0 }, { 6, -1 }, { 11, -5 }, { 15, -10 } } },
{ 32, { { -0, -0 }, { -6, -1 }, { -11, -5 }, { -15, -10 } } },
{ 52, { { -0, 0 }, { -6, 1 }, { -11, 5 }, { -15, 10 } } },
{ 36, { { 0, -0 }, { 1, -6 }, { 5, -11 }, { 10, -15 } } },
{ 48, { { -0, -0 }, { -1, -6 }, { -5, -11 }, { -10, -15 } } }
};
bool Actor::validFollowerLocation(const Location &location) {
Point point;
location.toScreenPointXY(point);
if ((point.x < 5) || (point.x >= _vm->getDisplayInfo().width - 5) ||
(point.y < 0) || (point.y > _vm->_scene->getHeight())) {
return false;
}
return (_vm->_scene->canWalk(point));
}
void Actor::realLocation(Location &location, uint16 objectId, uint16 walkFlags) {
int angle;
int distance;
ActorData *actor;
ObjectData *obj;
debug (8, "Actor::realLocation objectId=%i", objectId);
if (walkFlags & kWalkUseAngle) {
if (_vm->_scene->getFlags() & kSceneFlagISO) {
angle = (location.x + 2) & 15;
distance = location.y;
location.u() = (angleLUT[angle][0] * distance) >> 8;
location.v() = -(angleLUT[angle][1] * distance) >> 8;
} else {
angle = location.x & 15;
distance = location.y;
location.x = (angleLUT[angle][0] * distance) >> 6;
location.y = (angleLUT[angle][1] * distance) >> 6;
}
}
if (objectId != ID_NOTHING) {
if (validActorId(objectId)) {
actor = getActor(objectId);
location.addXY(actor->_location);
} else if (validObjId(objectId)) {
obj = getObj(objectId);
location.addXY(obj->_location);
}
}
}
void Actor::actorFaceTowardsObject(uint16 actorId, uint16 objectId) {
ActorData *actor;
ObjectData *obj;
if (validActorId(objectId)) {
actor = getActor(objectId);
actorFaceTowardsPoint(actorId, actor->_location);
} else if (validObjId(objectId)) {
obj = getObj(objectId);
actorFaceTowardsPoint(actorId, obj->_location);
}
}
void Actor::actorFaceTowardsPoint(uint16 actorId, const Location &toLocation) {
ActorData *actor;
Location delta;
//debug (8, "Actor::actorFaceTowardsPoint actorId=%i", actorId);
actor = getActor(actorId);
toLocation.delta(actor->_location, delta);
if (_vm->_scene->getFlags() & kSceneFlagISO) {
if (delta.u() > 0) {
actor->_facingDirection = (delta.v() > 0) ? kDirUp : kDirRight;
} else {
actor->_facingDirection = (delta.v() > 0) ? kDirLeft : kDirDown;
}
} else {
if (ABS(delta.y) > ABS(delta.x * 2)) {
actor->_facingDirection = (delta.y > 0) ? kDirDown : kDirUp;
} else {
actor->_facingDirection = (delta.x > 0) ? kDirRight : kDirLeft;
}
}
}
void Actor::updateActorsScene(int actorsEntrance) {
int j;
int followerDirection;
Location tempLocation;
Location possibleLocation;
Point delta;
const SceneEntry *sceneEntry;
if (_vm->_scene->currentSceneNumber() == 0) {
error("Actor::updateActorsScene _vm->_scene->currentSceneNumber() == 0");
}
_vm->_sound->stopVoice();
_activeSpeech.stringsCount = 0;
_activeSpeech.playing = false;
_protagonist = NULL;
for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) {
actor->_inScene = false;
actor->_spriteList.clear();
if (actor->_disabled) {
continue;
}
if ((actor->_flags & (kProtagonist | kFollower)) || (actor->_index == 0)) {
if (actor->_flags & kProtagonist) {
actor->_finalTarget = actor->_location;
_centerActor = _protagonist = actor;
} else if (_vm->getGameId() == GID_ITE &&
_vm->_scene->currentSceneResourceId() == ITE_SCENE_OVERMAP) {
continue;
}
actor->_sceneNumber = _vm->_scene->currentSceneNumber();
}
if (actor->_sceneNumber == _vm->_scene->currentSceneNumber()) {
actor->_inScene = true;
actor->_actionCycle = (_vm->_rnd.getRandomNumber(7) & 0x7) * 4; // 1/8th chance
if (actor->_currentAction != kActionFreeze) {
actor->_currentAction = kActionWait;
}
}
}
// _protagonist can be null while loading a game from the command line
if (_protagonist == NULL)
return;
if ((actorsEntrance >= 0) && (!_vm->_scene->_entryList.empty())) {
if (_vm->_scene->_entryList.size() <= uint(actorsEntrance)) {
actorsEntrance = 0; //OCEAN bug
}
sceneEntry = &_vm->_scene->_entryList[actorsEntrance];
if (_vm->_scene->getFlags() & kSceneFlagISO) {
_protagonist->_location = sceneEntry->location;
} else {
_protagonist->_location.x = sceneEntry->location.x * ACTOR_LMULT;
_protagonist->_location.y = sceneEntry->location.y * ACTOR_LMULT;
_protagonist->_location.z = sceneEntry->location.z * ACTOR_LMULT;
}
// Workaround for bug #1328045:
// "When entering any of the houses at the start of the
// game if you click on anything inside the building you
// start walking through the door, turn around and leave."
//
// After stepping on an action zone, Rif is trying to exit.
// Shift Rif's entry position to a non action zone area.
if (_vm->getGameId() == GID_ITE) {
if ((_vm->_scene->currentSceneNumber() >= 53) && (_vm->_scene->currentSceneNumber() <= 66))
_protagonist->_location.y += 10;
}
_protagonist->_facingDirection = _protagonist->_actionDirection = sceneEntry->facing;
}
_protagonist->_currentAction = kActionWait;
if (_vm->_scene->getFlags() & kSceneFlagISO) {
//nothing?
} else {
_vm->_scene->initDoorsState(); //TODO: move to _scene
}
followerDirection = _protagonist->_facingDirection + 3;
calcScreenPosition(_protagonist);
for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) {
if (actor->_flags & (kFollower)) {
actor->_facingDirection = actor->_actionDirection = _protagonist->_facingDirection;
actor->_currentAction = kActionWait;
actor->_walkStepsCount = actor->_walkStepIndex = 0;
actor->_location.z = _protagonist->_location.z;
if (_vm->_scene->getFlags() & kSceneFlagISO) {
_vm->_isoMap->placeOnTileMap(_protagonist->_location, actor->_location, 3, followerDirection & 0x07);
} else {
followerDirection &= 0x07;
possibleLocation = _protagonist->_location;
delta.x = directionLUT[followerDirection][0];
delta.y = directionLUT[followerDirection][1];
for (j = 0; j < 30; j++) {
tempLocation = possibleLocation;
tempLocation.x += delta.x;
tempLocation.y += delta.y;
if (validFollowerLocation(tempLocation)) {
possibleLocation = tempLocation;
} else {
tempLocation = possibleLocation;
tempLocation.x += delta.x;
if (validFollowerLocation(tempLocation)) {
possibleLocation = tempLocation;
} else {
tempLocation = possibleLocation;
tempLocation.y += delta.y;
if (validFollowerLocation(tempLocation)) {
possibleLocation = tempLocation;
} else {
break;
}
}
}
}
actor->_location = possibleLocation;
}
followerDirection += 2;
}
}
handleActions(0, true);
if (_vm->_scene->getFlags() & kSceneFlagISO) {
_vm->_isoMap->adjustScroll(true);
}
}
void Actor::handleActions(int msec, bool setup) {
ActorFrameRange *frameRange;
int state;
int speed;
int32 framesLeft;
Location delta;
Location addDelta;
int hitZoneIndex;
const HitZone *hitZone;
Point hitPoint;
Location pickLocation;
for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) {
if (!actor->_inScene)
continue;
if ((_vm->getGameId() == GID_ITE) && (actor->_index == ACTOR_DRAGON_INDEX)) {
moveDragon(actor);
continue;
}
switch (actor->_currentAction) {
case kActionWait:
if (!setup && (actor->_flags & kFollower)) {
followProtagonist(actor);
if (actor->_currentAction != kActionWait)
break;
}
if (actor->_targetObject != ID_NOTHING) {
actorFaceTowardsObject(actor->_id, actor->_targetObject);
}
if (actor->_flags & kCycle) {
frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameStand));
if (frameRange->frameCount > 0) {
actor->_actionCycle++;
actor->_actionCycle = (actor->_actionCycle) % frameRange->frameCount;
} else {
actor->_actionCycle = 0;
}
actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
break;
}
if ((actor->_actionCycle & 3) == 0) {
actor->cycleWrap(100);
frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameWait));
if ((frameRange->frameCount < 1 || actor->_actionCycle > 33))
frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameStand));
if (frameRange->frameCount) {
actor->_frameNumber = frameRange->frameIndex + (uint16)_vm->_rnd.getRandomNumber(frameRange->frameCount - 1);
} else {
actor->_frameNumber = frameRange->frameIndex;
}
}
actor->_actionCycle++;
break;
case kActionWalkToPoint:
case kActionWalkToLink:
if (_vm->_scene->getFlags() & kSceneFlagISO) {
actor->_partialTarget.delta(actor->_location, delta);
while ((delta.u() == 0) && (delta.v() == 0)) {
if ((actor == _protagonist) && (_vm->mouseButtonPressed())) {
_vm->_isoMap->screenPointToTileCoords(_vm->mousePos(), pickLocation);
if (!actorWalkTo(_protagonist->_id, pickLocation)) {
break;
}
} else if (!_vm->_isoMap->nextTileTarget(actor) && !actorEndWalk(actor->_id, true)) {
break;
}
actor->_partialTarget.delta(actor->_location, delta);
actor->_partialTarget.z = 0;
}
if (actor->_flags & kFastest) {
speed = 8;
} else if (actor->_flags & kFaster) {
speed = 6;
} else {
speed = 4;
}
if (_vm->_scene->currentSceneResourceId() == ITE_SCENE_OVERMAP) {
speed = 2;
}
if ((actor->_actionDirection == 2) || (actor->_actionDirection == 6)) {
speed = speed / 2;
}
if (ABS(delta.v()) > ABS(delta.u())) {
addDelta.v() = CLIP<int>(delta.v(), -speed, speed);
if (addDelta.v() == delta.v()) {
addDelta.u() = delta.u();
} else {
addDelta.u() = delta.u() * addDelta.v();
addDelta.u() += (addDelta.u() > 0) ? (delta.v() / 2) : (-delta.v() / 2);
addDelta.u() /= delta.v();
}
} else {
addDelta.u() = CLIP<int>(delta.u(), -speed, speed);
if (addDelta.u() == delta.u()) {
addDelta.v() = delta.v();
} else {
addDelta.v() = delta.v() * addDelta.u();
addDelta.v() += (addDelta.v() > 0) ? (delta.u() / 2) : (-delta.u() / 2);
addDelta.v() /= delta.u();
}
}
actor->_location.add(addDelta);
} else {
actor->_partialTarget.delta(actor->_location, delta);
while ((delta.x == 0) && (delta.y == 0)) {
if (actor->_walkStepIndex >= actor->_walkStepsCount) {
actorEndWalk(actor->_id, true);
return; // break out of select case
}
actor->_partialTarget.fromScreenPoint(actor->_walkStepsPoints[actor->_walkStepIndex++]);
if (_vm->getGameId() == GID_ITE) {
if (actor->_partialTarget.x > 224 * 2 * ACTOR_LMULT) {
actor->_partialTarget.x -= 256 * 2 * ACTOR_LMULT;
}
} else {
if (actor->_partialTarget.x > 224 * 4 * ACTOR_LMULT) {
actor->_partialTarget.x -= 256 * 4 * ACTOR_LMULT;
}
}
actor->_partialTarget.delta(actor->_location, delta);
if (ABS(delta.y) > ABS(delta.x)) {
actor->_actionDirection = delta.y > 0 ? kDirDown : kDirUp;
} else {
actor->_actionDirection = delta.x > 0 ? kDirRight : kDirLeft;
}
}
if (_vm->getGameId() == GID_ITE)
speed = (ACTOR_LMULT * 2 * actor->_screenScale + 63) / 256;
else
speed = (ACTOR_SPEED * actor->_screenScale + 128) >> 8;
if (speed < 1)
speed = 1;
if (_vm->getGameId() == GID_IHNM)
speed = speed / 2;
if ((actor->_actionDirection == kDirUp) || (actor->_actionDirection == kDirDown)) {
addDelta.y = CLIP<int>(delta.y, -speed, speed);
if (addDelta.y == delta.y) {
addDelta.x = delta.x;
} else {
addDelta.x = delta.x * addDelta.y;
addDelta.x += (addDelta.x > 0) ? (delta.y / 2) : (-delta.y / 2);
addDelta.x /= delta.y;
actor->_facingDirection = actor->_actionDirection;
}
} else {
addDelta.x = CLIP<int>(delta.x, -2 * speed, 2 * speed);
if (addDelta.x == delta.x) {
addDelta.y = delta.y;
} else {
addDelta.y = delta.y * addDelta.x;
addDelta.y += (addDelta.y > 0) ? (delta.x / 2) : (-delta.x / 2);
addDelta.y /= delta.x;
actor->_facingDirection = actor->_actionDirection;
}
}
actor->_location.add(addDelta);
}
if (actor->_actorFlags & kActorBackwards) {
actor->_facingDirection = (actor->_actionDirection + 4) & 7;
actor->_actionCycle--;
} else {
actor->_actionCycle++;
}
frameRange = getActorFrameRange(actor->_id, actor->_walkFrameSequence);
if (actor->_actionCycle < 0) {
actor->_actionCycle = frameRange->frameCount - 1;
} else if (actor->_actionCycle >= frameRange->frameCount) {
actor->_actionCycle = 0;
}
actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
break;
case kActionWalkDir:
if (_vm->_scene->getFlags() & kSceneFlagISO) {
actor->_location.u() += tileDirectionLUT[actor->_actionDirection][0];
actor->_location.v() += tileDirectionLUT[actor->_actionDirection][1];
frameRange = getActorFrameRange(actor->_id, actor->_walkFrameSequence);
actor->_actionCycle++;
actor->cycleWrap(frameRange->frameCount);
actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
} else {
if (_vm->getGameId() == GID_ITE) {
actor->_location.x += directionLUT[actor->_actionDirection][0] * 2;
actor->_location.y += directionLUT[actor->_actionDirection][1] * 2;
} else {
// FIXME: The original does not multiply by 8 here, but we do
actor->_location.x += (directionLUT[actor->_actionDirection][0] * 8 * actor->_screenScale + 128) >> 8;
actor->_location.y += (directionLUT[actor->_actionDirection][1] * 8 * actor->_screenScale + 128) >> 8;
}
frameRange = getActorFrameRange(actor->_id, actor->_walkFrameSequence);
actor->_actionCycle++;
actor->cycleWrap(frameRange->frameCount);
actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
}
break;
case kActionSpeak:
actor->_actionCycle++;
actor->cycleWrap(64);
frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameGesture));
if (actor->_actionCycle >= frameRange->frameCount) {
if (actor->_actionCycle & 1)
break;
frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameSpeak));
state = (uint16)_vm->_rnd.getRandomNumber(frameRange->frameCount);
if (state == 0) {
frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameStand));
} else {
state--;
}
} else {
state = actor->_actionCycle;
}
actor->_frameNumber = frameRange->frameIndex + state;
break;
case kActionAccept:
case kActionStoop:
break;
case kActionCycleFrames:
case kActionPongFrames:
if (actor->_cycleTimeCount > 0) {
actor->_cycleTimeCount--;
break;
}
actor->_cycleTimeCount = actor->_cycleDelay;
actor->_actionCycle++;
frameRange = getActorFrameRange(actor->_id, actor->_cycleFrameSequence);
if (actor->_currentAction == kActionPongFrames) {
if (actor->_actionCycle >= frameRange->frameCount * 2 - 2) {
if (actor->_actorFlags & kActorContinuous) {
actor->_actionCycle = 0;
} else {
actor->_currentAction = kActionFreeze;
break;
}
}
state = actor->_actionCycle;
if (state >= frameRange->frameCount) {
state = frameRange->frameCount * 2 - 2 - state;
}
} else {
if (actor->_actionCycle >= frameRange->frameCount) {
if (actor->_actorFlags & kActorContinuous) {
actor->_actionCycle = 0;
} else {
actor->_currentAction = kActionFreeze;
break;
}
}
state = actor->_actionCycle;
}
if (frameRange->frameCount && (actor->_actorFlags & kActorRandom)) {
state = _vm->_rnd.getRandomNumber(frameRange->frameCount - 1);
}
if (actor->_actorFlags & kActorBackwards) {
actor->_frameNumber = frameRange->frameIndex + frameRange->frameCount - 1 - state;
} else {
actor->_frameNumber = frameRange->frameIndex + state;
}
break;
case kActionFall:
if (actor->_actionCycle > 0) {
framesLeft = actor->_actionCycle--;
actor->_finalTarget.delta(actor->_location, delta);
delta.x /= framesLeft;
delta.y /= framesLeft;
actor->_location.addXY(delta);
actor->_fallVelocity += actor->_fallAcceleration;
actor->_fallPosition += actor->_fallVelocity;
actor->_location.z = actor->_fallPosition >> 4;
} else {
actor->_location = actor->_finalTarget;
actor->_currentAction = kActionFreeze;
_vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
}
break;
case kActionClimb:
actor->_cycleDelay++;
if (actor->_cycleDelay & 3) {
break;
}
if (actor->_location.z >= actor->_finalTarget.z + ACTOR_CLIMB_SPEED) {
actor->_location.z -= ACTOR_CLIMB_SPEED;
actor->_actionCycle--;
} else if (actor->_location.z <= actor->_finalTarget.z - ACTOR_CLIMB_SPEED) {
actor->_location.z += ACTOR_CLIMB_SPEED;
actor->_actionCycle++;
} else {
actor->_location.z = actor->_finalTarget.z;
actor->_currentAction = kActionFreeze;
_vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
}
frameRange = getActorFrameRange(actor->_id, actor->_cycleFrameSequence);
if (actor->_actionCycle < 0) {
actor->_actionCycle = frameRange->frameCount - 1;
}
actor->cycleWrap(frameRange->frameCount);
actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
break;
}
if ((actor->_currentAction >= kActionWalkToPoint) && (actor->_currentAction <= kActionWalkDir)) {
hitZone = NULL;
if (_vm->_scene->getFlags() & kSceneFlagISO) {
actor->_location.toScreenPointUV(hitPoint);
} else {
actor->_location.toScreenPointXY(hitPoint);
}
hitZoneIndex = _vm->_scene->_actionMap->hitTest(hitPoint);
if (hitZoneIndex != -1) {
hitZone = _vm->_scene->_actionMap->getHitZone(hitZoneIndex);
}
// WORKAROUND for an incorrect hitzone which exists in IHNM
// In Gorrister's chapter, in the toilet screen, the hitzone of the exit is
// placed over the place where Gorrister sits to examine the graffiti on the wall
// to the left, which makes him exit the screen when the graffiti is examined.
// We effectively change the left side of the hitzone here so that it starts from
// pixel 301 onwards. The same workaround is applied in Script::whichObject
if (_vm->getGameId() == GID_IHNM) {
if (_vm->_scene->currentChapterNumber() == 1 && _vm->_scene->currentSceneNumber() == 22)
if (hitPoint.x <= 300)
hitZone = NULL;
}
if (hitZone != actor->_lastZone) {
if (actor->_lastZone)
stepZoneAction(actor, actor->_lastZone, true, false);
actor->_lastZone = hitZone;
// WORKAROUND for graphics glitch in the rat caves. Don't do this step zone action in the rat caves
// (room 51) for hitzone 24577 (the door with the copy protection) to avoid the glitch. This glitch
// happens because the copy protection is supposed to kick in at this point, but it's bypassed
// (with permission from Wyrmkeep Entertainment)
if (hitZone && !(_vm->getGameId() == GID_ITE && _vm->_scene->currentSceneNumber() == 51 && hitZone->getHitZoneId() == 24577)) {
stepZoneAction(actor, hitZone, false, false);
}
}
}
}
// Update frameCount for sfWaitFrames in IHNM
_vm->_frameCount++;
}
void Actor::direct(int msec) {
if (_vm->_scene->_entryList.empty()) {
return;
}
if (_vm->_interface->_statusTextInput) {
return;
}
// FIXME: HACK. This should be turned into cycle event.
_lastTickMsec += msec;
if (_lastTickMsec > 1000 / _handleActionDiv) {
_lastTickMsec = 0;
//process actions
handleActions(msec, false);
}
//process speech
handleSpeech(msec);
}
bool Actor::followProtagonist(ActorData *actor) {
Location protagonistLocation;
Location newLocation;
Location delta;
int protagonistBGMaskType;
Point prefer1;
Point prefer2;
Point prefer3;
int16 prefU;
int16 prefV;
int16 newU;
int16 newV;
assert(_protagonist);
actor->_flags &= ~(kFaster | kFastest);
protagonistLocation = _protagonist->_location;
calcScreenPosition(_protagonist);
if (_vm->_scene->getFlags() & kSceneFlagISO) {
prefU = 60;
prefV = 60;
actor->_location.delta(protagonistLocation, delta);
if (actor->_id == actorIndexToId(2)) {
prefU = prefV = 48;
}
if ((delta.u() > prefU) || (delta.u() < -prefU) || (delta.v() > prefV) || (delta.v() < -prefV)) {
if ((delta.u() > prefU * 2) || (delta.u() < -prefU * 2) || (delta.v() > prefV * 2) || (delta.v() < -prefV * 2)) {
actor->_flags |= kFaster;
if ((delta.u() > prefU * 3) || (delta.u() < -prefU*3) || (delta.v() > prefV * 3) || (delta.v() < -prefV * 3)) {
actor->_flags |= kFastest;
}
}
prefU /= 2;
prefV /= 2;
newU = CLIP<int32>(delta.u(), -prefU, prefU) + protagonistLocation.u();
newV = CLIP<int32>(delta.v(), -prefV, prefV) + protagonistLocation.v();
newLocation.u() = newU + _vm->_rnd.getRandomNumber(prefU - 1) - prefU / 2;
newLocation.v() = newV + _vm->_rnd.getRandomNumber(prefV - 1) - prefV / 2;
newLocation.z = 0;
return actorWalkTo(actor->_id, newLocation);
}
} else {
prefer1.x = (100 * _protagonist->_screenScale) >> 8;
prefer1.y = (50 * _protagonist->_screenScale) >> 8;
if (_protagonist->_currentAction == kActionWalkDir) {
prefer1.x /= 2;
}
if (prefer1.x < 8) {
prefer1.x = 8;
}
if (prefer1.y < 8) {
prefer1.y = 8;
}
prefer2.x = prefer1.x * 2;
prefer2.y = prefer1.y * 2;
prefer3.x = prefer1.x + prefer1.x / 2;
prefer3.y = prefer1.y + prefer1.y / 2;
actor->_location.delta(protagonistLocation, delta);
protagonistBGMaskType = 0;
if (_vm->_scene->isBGMaskPresent() && _vm->_scene->validBGMaskPoint(_protagonist->_screenPosition)) {
protagonistBGMaskType = _vm->_scene->getBGMaskType(_protagonist->_screenPosition);
}
if ((_vm->_rnd.getRandomNumber(7) & 0x7) == 0) // 1/8th chance
actor->_actorFlags &= ~kActorNoFollow;
if (actor->_actorFlags & kActorNoFollow) {
return false;
}
if ((delta.x > prefer2.x) || (delta.x < -prefer2.x) ||
(delta.y > prefer2.y) || (delta.y < -prefer2.y) ||
((_protagonist->_currentAction == kActionWait) &&
(delta.x * 2 < prefer1.x) && (delta.x * 2 > -prefer1.x) &&
(delta.y < prefer1.y) && (delta.y > -prefer1.y))) {
if (ABS(delta.x) > ABS(delta.y)) {
delta.x = (delta.x > 0) ? prefer3.x : -prefer3.x;
newLocation.x = delta.x + protagonistLocation.x;
newLocation.y = CLIP<int32>(delta.y, -prefer2.y, prefer2.y) + protagonistLocation.y;
} else {
delta.y = (delta.y > 0) ? prefer3.y : -prefer3.y;
newLocation.x = CLIP<int32>(delta.x, -prefer2.x, prefer2.x) + protagonistLocation.x;
newLocation.y = delta.y + protagonistLocation.y;
}
newLocation.z = 0;
if (protagonistBGMaskType != 3) {
newLocation.x += _vm->_rnd.getRandomNumber(prefer1.x - 1) - prefer1.x / 2;
newLocation.y += _vm->_rnd.getRandomNumber(prefer1.y - 1) - prefer1.y / 2;
}
newLocation.x = CLIP<int>(newLocation.x, -31 * 4, (_vm->getDisplayInfo().width + 31) * 4);
return actorWalkTo(actor->_id, newLocation);
}
}
return false;
}
bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) {
ActorData *actor;
Rect testBox;
Rect testBox2;
Point anotherActorScreenPosition;
Point collision;
Point pointFrom, pointTo, pointBest, pointAdd;
Point delta, bestDelta;
Point tempPoint;
bool extraStartNode;
bool extraEndNode;
actor = getActor(actorId);
if (actor == _protagonist) {
_vm->_scene->setDoorState(2, 0xff); // closed
_vm->_scene->setDoorState(3, 0); // open
} else {
_vm->_scene->setDoorState(2, 0); // open
_vm->_scene->setDoorState(3, 0xff); // closed
}
if (_vm->_scene->getFlags() & kSceneFlagISO) {
if ((_vm->getGameId() == GID_ITE) && (actor->_index == ACTOR_DRAGON_INDEX)) {
return false;
}
actor->_finalTarget = toLocation;
actor->_walkStepsCount = 0;
_vm->_isoMap->findTilePath(actor, actor->_location, toLocation);
if ((actor->_walkStepsCount == 0) && (actor->_flags & kProtagonist)) {
actor->_actorFlags |= kActorNoCollide;
_vm->_isoMap->findTilePath(actor, actor->_location, toLocation);
}
actor->_walkStepIndex = 0;
if (_vm->_isoMap->nextTileTarget(actor)) {
actor->_currentAction = kActionWalkToPoint;
actor->_walkFrameSequence = getFrameType(kFrameWalk);
} else {
actorEndWalk(actorId, false);
return false;
}
} else {
actor->_location.toScreenPointXY(pointFrom);
// FIXME: why is the following line needed?
pointFrom.x &= ~1; // set last bit to 0
extraStartNode = _vm->_scene->offscreenPath(pointFrom);
toLocation.toScreenPointXY(pointTo);
// FIXME: why is the following line needed?
pointTo.x &= ~1; // set last bit to 0
// Are we already where we want to go?
if (pointFrom.x == pointTo.x && pointFrom.y == pointTo.y) {
actor->_walkStepsCount = 0;
actorEndWalk(actorId, false);
return false;
}
extraEndNode = _vm->_scene->offscreenPath(pointTo);
if (_vm->_scene->isBGMaskPresent()) {
if (
((actor->_currentAction >= kActionWalkToPoint && actor->_currentAction <= kActionWalkDir) ||
(_vm->getGameId() == GID_ITE && actor == _protagonist)) &&
!_vm->_scene->canWalk(pointFrom)) {
int max = _vm->getGameId() == GID_ITE ? 8 : 4;
for (int i = 1; i < max; i++) {
pointAdd = pointFrom;
pointAdd.y += i;
if (_vm->_scene->canWalk(pointAdd)) {
pointFrom = pointAdd;
break;
}
pointAdd = pointFrom;
pointAdd.y -= i;
if (_vm->_scene->canWalk(pointAdd)) {
pointFrom = pointAdd;
break;
}
if (_vm->getGameId() == GID_ITE) {
pointAdd = pointFrom;
pointAdd.x += i;
if (_vm->_scene->canWalk(pointAdd)) {
pointFrom = pointAdd;
break;
}
pointAdd = pointFrom;
pointAdd.x -= i;
if (_vm->_scene->canWalk(pointAdd)) {
pointFrom = pointAdd;
break;
}
}
}
}
_barrierCount = 0;
if (!(actor->_actorFlags & kActorNoCollide)) {
collision.x = ACTOR_COLLISION_WIDTH * actor->_screenScale / (256 * 2);
collision.y = ACTOR_COLLISION_HEIGHT * actor->_screenScale / (256 * 2);
for (ActorDataArray::iterator anotherActor = _actors.begin(); (anotherActor != _actors.end()) && (_barrierCount < ACTOR_BARRIERS_MAX); ++anotherActor) {
if (!anotherActor->_inScene)
continue;
if (anotherActor == actor)
continue;
anotherActorScreenPosition = anotherActor->_screenPosition;
testBox.left = (anotherActorScreenPosition.x - collision.x) & ~1;
testBox.right = (anotherActorScreenPosition.x + collision.x) & ~1;
testBox.top = anotherActorScreenPosition.y - collision.y;
testBox.bottom = anotherActorScreenPosition.y + collision.y;
testBox2 = testBox;
testBox2.left -= 2;
testBox2.right += 2;
testBox2.top -= 1;
testBox2.bottom += 1;
if (testBox2.contains(pointFrom)) {
if (pointFrom.x > anotherActorScreenPosition.x + 4) {
testBox.right = pointFrom.x - 2;
} else if (pointFrom.x < anotherActorScreenPosition.x - 4) {
testBox.left = pointFrom.x + 2;
} else if (pointFrom.y > anotherActorScreenPosition.y) {
testBox.bottom = pointFrom.y - 1;
} else {
testBox.top = pointFrom.y + 1 ;
}
}
if ((testBox.width() > 0) && (testBox.height() > 0)) {
_barrierList[_barrierCount++] = testBox;
}
}
}
pointBest = pointTo;
actor->_walkStepsCount = 0;
findActorPath(actor, pointFrom, pointTo);
if (actor->_walkStepsCount == 0) {
error("actor->_walkStepsCount == 0");
}
if (extraStartNode) {
actor->_walkStepIndex = 0;
} else {
// FIXME: Why is this needed?
actor->_walkStepIndex = 1;
}
if (extraEndNode) {
toLocation.toScreenPointXY(tempPoint);
actor->_walkStepsCount--;
actor->addWalkStepPoint(tempPoint);
}
pointBest = actor->_walkStepsPoints[actor->_walkStepsCount - 1];
pointBest.x &= ~1;
delta.x = ABS(pointFrom.x - pointTo.x);
delta.y = ABS(pointFrom.y - pointTo.y);
bestDelta.x = ABS(pointBest.x - pointTo.x);
bestDelta.y = ABS(pointBest.y - pointTo.y);
if ((delta.x + delta.y <= bestDelta.x + bestDelta.y) && (actor->_flags & kFollower)) {
actor->_actorFlags |= kActorNoFollow;
}
if (pointBest == pointFrom) {
actor->_walkStepsCount = 0;
}
} else {
actor->_walkStepsCount = 0;
actor->addWalkStepPoint(pointTo);
actor->_walkStepIndex = 0;
}
actor->_partialTarget = actor->_location;
actor->_finalTarget = toLocation;
if (actor->_walkStepsCount == 0) {
actorEndWalk(actorId, false);
return false;
} else {
if (actor->_flags & kProtagonist) {
_actors[1]._actorFlags &= ~kActorNoFollow; // TODO: mark all actors with kFollower flag, not only 1 and 2
_actors[2]._actorFlags &= ~kActorNoFollow;
}
actor->_currentAction = (actor->_walkStepsCount >= ACTOR_MAX_STEPS_COUNT) ? kActionWalkToLink : kActionWalkToPoint;
actor->_walkFrameSequence = getFrameType(kFrameWalk);
}
}
return true;
}
bool Actor::actorEndWalk(uint16 actorId, bool recurse) {
bool walkMore = false;
ActorData *actor;
const HitZone *hitZone;
int hitZoneIndex;
Point testPoint;
actor = getActor(actorId);
actor->_actorFlags &= ~kActorBackwards;
if (_vm->getGameId() == GID_ITE) {
if (actor->_location.distance(actor->_finalTarget) > 8 && (actor->_flags & kProtagonist) && recurse && !(actor->_actorFlags & kActorNoCollide)) {
actor->_actorFlags |= kActorNoCollide;
return actorWalkTo(actorId, actor->_finalTarget);
}
}
actor->_currentAction = kActionWait;
actor->_actionCycle = 0;
if (actor->_actorFlags & kActorFinalFace) {
actor->_facingDirection = actor->_actionDirection = (actor->_actorFlags >> 6) & 0x07; //?
}
actor->_actorFlags &= ~(kActorNoCollide | kActorCollided | kActorFinalFace | kActorFacingMask);
actor->_flags &= ~(kFaster | kFastest);
if (actor == _protagonist) {
_vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
if (_vm->_script->_pendingVerb == _vm->_script->getVerbType(kVerbWalkTo)) {
if (_vm->getGameId() == GID_ITE)
actor->_location.toScreenPointUV(testPoint); // it's wrong calculation, but it is used in ITE
else
actor->_location.toScreenPointXY(testPoint);
hitZoneIndex = _vm->_scene->_actionMap->hitTest(testPoint);
if (hitZoneIndex != -1) {
hitZone = _vm->_scene->_actionMap->getHitZone(hitZoneIndex);
stepZoneAction(actor, hitZone, false, true);
} else {
_vm->_script->setNoPendingVerb();
}
} else if (_vm->_script->_pendingVerb != _vm->_script->getVerbType(kVerbNone)) {
_vm->_script->doVerb();
}
} else {
if (recurse && (actor->_flags & kFollower))
walkMore = followProtagonist(actor);
_vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
}
return walkMore;
}
void Actor::moveDragon(ActorData *actor) {
int16 dir0, dir1, dir2, dir3;
int16 moveType;
Event event;
const DragonMove *dragonMove;
if ((actor->_actionCycle < 0) ||
((actor->_actionCycle == 0) && (actor->_dragonMoveType >= ACTOR_DRAGON_TURN_MOVES))) {
moveType = kDragonMoveInvalid;
if (actor->_location.distance(_protagonist->_location) < 24) {
if (_dragonHunt && (_protagonist->_currentAction != kActionFall)) {
event.type = kEvTOneshot;
event.code = kScriptEvent;
event.op = kEventExecNonBlocking;
event.time = 0;
event.param = _vm->_scene->getScriptModuleNumber(); // module number
event.param2 = ACTOR_EXP_KNOCK_RIF; // script entry point number
event.param3 = -1; // Action
event.param4 = -1; // Object
event.param5 = -1; // With Object
event.param6 = -1; // Actor
_vm->_events->queue(event);
_dragonHunt = false;
}
} else {
_dragonHunt = true;
}
if (actor->_walkStepIndex + 2 > actor->_walkStepsCount) {
_vm->_isoMap->findDragonTilePath(actor, actor->_location, _protagonist->_location, actor->_actionDirection);
if (actor->_walkStepsCount == 0) {
_vm->_isoMap->findDragonTilePath(actor, actor->_location, _protagonist->_location, 0);
}
if (actor->_walkStepsCount < 2) {
return;
}
actor->_partialTarget = actor->_location;
actor->_finalTarget = _protagonist->_location;
actor->_walkStepIndex = 0;
}
dir0 = actor->_actionDirection;
dir1 = actor->_tileDirections[actor->_walkStepIndex++];
dir2 = actor->_tileDirections[actor->_walkStepIndex];
dir3 = actor->_tileDirections[actor->_walkStepIndex + 1];
if (dir0 != dir1){
actor->_actionDirection = dir0 = dir1;
}
actor->_location = actor->_partialTarget;
if ((dir1 != dir2) && (dir1 == dir3)) {
switch (dir1) {
case kDirUpLeft:
actor->_partialTarget.v() += 16;
moveType = kDragonMoveUpLeft;
break;
case kDirDownLeft:
actor->_partialTarget.u() -= 16;
moveType = kDragonMoveDownLeft;
break;
case kDirDownRight:
actor->_partialTarget.v() -= 16;
moveType = kDragonMoveDownRight;
break;
case kDirUpRight:
actor->_partialTarget.u() += 16;
moveType = kDragonMoveUpRight;
break;
}
switch (dir2) {
case kDirUpLeft:
actor->_partialTarget.v() += 16;
break;
case kDirDownLeft:
actor->_partialTarget.u() -= 16;
break;
case kDirDownRight:
actor->_partialTarget.v() -= 16;
break;
case kDirUpRight:
actor->_partialTarget.u() += 16;
break;
}
actor->_walkStepIndex++;
} else {
switch (dir1) {
case kDirUpLeft:
actor->_partialTarget.v() += 16;
switch (dir2) {
case kDirDownLeft:
moveType = kDragonMoveUpLeft_Left;
actor->_partialTarget.u() -= 16;
break;
case kDirUpLeft:
moveType = kDragonMoveUpLeft;
break;
case kDirUpRight:
actor->_partialTarget.u() += 16;
moveType = kDragonMoveUpLeft_Right;
break;
default:
actor->_actionDirection = dir1;
actor->_walkStepsCount = 0;
break;
}
break;
case kDirDownLeft:
actor->_partialTarget.u() -= 16;
switch (dir2) {
case kDirDownRight:
moveType = kDragonMoveDownLeft_Left;
actor->_partialTarget.v() -= 16;
break;
case kDirDownLeft:
moveType = kDragonMoveDownLeft;
break;
case kDirUpLeft:
moveType = kDragonMoveDownLeft_Right;
actor->_partialTarget.v() += 16;
break;
default:
actor->_actionDirection = dir1;
actor->_walkStepsCount = 0;
break;
}
break;
case kDirDownRight:
actor->_partialTarget.v() -= 16;
switch (dir2) {
case kDirUpRight:
moveType = kDragonMoveDownRight_Left;
actor->_partialTarget.u() += 16;
break;
case kDirDownRight:
moveType = kDragonMoveDownRight;
break;
case kDirDownLeft:
moveType = kDragonMoveDownRight_Right;
actor->_partialTarget.u() -= 16;
break;
default:
actor->_actionDirection = dir1;
actor->_walkStepsCount = 0;
break;
}
break;
case kDirUpRight:
actor->_partialTarget.u() += 16;
switch (dir2) {
case kDirUpLeft:
moveType = kDragonMoveUpRight_Left;
actor->_partialTarget.v() += 16;
break;
case kDirUpRight:
moveType = kDragonMoveUpRight;
break;
case kDirDownRight:
moveType = kDragonMoveUpRight_Right;
actor->_partialTarget.v() -= 16;
break;
default:
actor->_actionDirection = dir1;
actor->_walkStepsCount = 0;
break;
}
break;
default:
actor->_actionDirection = dir1;
actor->_walkStepsCount = 0;
break;
}
}
actor->_dragonMoveType = moveType;
if (moveType >= ACTOR_DRAGON_TURN_MOVES) {
actor->_dragonStepCycle = 0;
actor->_actionCycle = 4;
actor->_walkStepIndex++;
} else {
actor->_actionCycle = 4;
}
}
actor->_actionCycle--;
if ((actor->_walkStepsCount < 1) || (actor->_actionCycle < 0)) {
return;
}
if (actor->_dragonMoveType < ACTOR_DRAGON_TURN_MOVES) {
actor->_dragonStepCycle++;
if (actor->_dragonStepCycle >= 7) {
actor->_dragonStepCycle = 0;
}
actor->_dragonBaseFrame = actor->_dragonMoveType * 7;
if (actor->_location.u() > actor->_partialTarget.u() + 3) {
actor->_location.u() -= 4;
} else if (actor->_location.u() < actor->_partialTarget.u() - 3) {
actor->_location.u() += 4;
} else {
actor->_location.u() = actor->_partialTarget.u();
}
if (actor->_location.v() > actor->_partialTarget.v() + 3) {
actor->_location.v() -= 4;
} else if (actor->_location.v() < actor->_partialTarget.v() - 3) {
actor->_location.v() += 4;
} else {
actor->_location.v() = actor->_partialTarget.v();
}
} else {
dragonMove = &dragonMoveTable[actor->_dragonMoveType];
actor->_dragonBaseFrame = dragonMove->baseFrame;
actor->_location.u() = actor->_partialTarget.u() - dragonMove->offset[actor->_actionCycle][0];
actor->_location.v() = actor->_partialTarget.v() - dragonMove->offset[actor->_actionCycle][1];
actor->_dragonStepCycle++;
if (actor->_dragonStepCycle >= 3) {
actor->_dragonStepCycle = 3;
}
}
actor->_frameNumber = actor->_dragonBaseFrame + actor->_dragonStepCycle;
}
// Console wrappers - must be safe to run
void Actor::cmdActorWalkTo(int argc, const char **argv) {
uint16 actorId = (uint16) atoi(argv[1]);
Location location;
Point movePoint;
movePoint.x = atoi(argv[2]);
movePoint.y = atoi(argv[3]);
location.fromScreenPoint(movePoint);
if (!validActorId(actorId)) {
_vm->_console->DebugPrintf("Actor::cmActorWalkTo Invalid actorId 0x%X.\n", actorId);
return;
}
actorWalkTo(actorId, location);
}
} // End of namespace Saga