scummvm/engines/scumm/actor.cpp
2010-10-25 05:26:16 +00:00

2741 lines
66 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 "common/system.h" // for setFocusRectangle/clearFocusRectangle
#include "scumm/scumm.h"
#include "scumm/actor.h"
#include "scumm/akos.h"
#include "scumm/boxes.h"
#include "scumm/charset.h"
#include "scumm/costume.h"
#include "scumm/he/intern_he.h"
#include "scumm/object.h"
#include "scumm/resource.h"
#include "scumm/saveload.h"
#include "scumm/scumm_v7.h"
#include "scumm/he/sound_he.h"
#include "scumm/he/sprite_he.h"
#include "scumm/usage_bits.h"
#include "scumm/util.h"
namespace Scumm {
byte Actor::kInvalidBox = 0;
Actor::Actor(ScummEngine *scumm, int id) :
_vm(scumm), _number(id) {
assert(_vm != 0);
}
void ActorHE::initActor(int mode) {
Actor::initActor(mode);
if (mode == -1) {
_heOffsX = _heOffsY = 0;
_heSkipLimbs = false;
memset(_heTalkQueue, 0, sizeof(_heTalkQueue));
}
if (mode == 1 || mode == -1) {
_heCondMask = 1;
_heNoTalkAnimation = 0;
_heSkipLimbs = false;
} else if (mode == 2) {
_heCondMask = 1;
_heSkipLimbs = false;
}
_heXmapNum = 0;
_hePaletteNum = 0;
_heFlags = 0;
_heTalking = false;
if (_vm->_game.heversion >= 61)
_flip = 0;
_clipOverride = _vm->_actorClipOverride;
_auxBlock.reset();
}
void Actor::initActor(int mode) {
if (mode == -1) {
_top = _bottom = 0;
_needRedraw = false;
_needBgReset = false;
_costumeNeedsInit = false;
_visible = false;
_flip = false;
_speedx = 8;
_speedy = 2;
_frame = 0;
_walkbox = 0;
_animProgress = 0;
_drawToBackBuf = false;
memset(_animVariable, 0, sizeof(_animVariable));
memset(_palette, 0, sizeof(_palette));
memset(_sound, 0, sizeof(_sound));
memset(&_cost, 0, sizeof(CostumeData));
memset(&_walkdata, 0, sizeof(ActorWalkData));
_walkdata.point3.x = 32000;
_walkScript = 0;
}
if (mode == 1 || mode == -1) {
_costume = 0;
_room = 0;
_pos.x = 0;
_pos.y = 0;
_facing = 180;
if (_vm->_game.version >= 7)
_visible = false;
} else if (mode == 2) {
_facing = 180;
}
_elevation = 0;
_width = 24;
_talkColor = 15;
_talkPosX = 0;
_talkPosY = -80;
_boxscale = _scaley = _scalex = 0xFF;
_charset = 0;
memset(_sound, 0, sizeof(_sound));
_targetFacing = _facing;
_shadowMode = 0;
_layer = 0;
stopActorMoving();
setActorWalkSpeed(8, 2);
_animSpeed = 0;
if (_vm->_game.version >= 6)
_animProgress = 0;
_ignoreBoxes = false;
_forceClip = (_vm->_game.version >= 7) ? 100 : 0;
_ignoreTurns = false;
_talkFrequency = 256;
_talkPan = 64;
_talkVolume = 127;
_initFrame = 1;
_walkFrame = 2;
_standFrame = 3;
_talkStartFrame = 4;
_talkStopFrame = 5;
_walkScript = 0;
_talkScript = 0;
_vm->_classData[_number] = (_vm->_game.version >= 7) ? _vm->_classData[0] : 0;
}
void Actor_v2::initActor(int mode) {
Actor::initActor(mode);
_speedx = 1;
_speedy = 1;
_initFrame = 2;
_walkFrame = 0;
_standFrame = 1;
_talkStartFrame = 5;
_talkStopFrame = 4;
}
void Actor::setBox(int box) {
_walkbox = box;
setupActorScale();
}
void Actor_v3::setupActorScale() {
// TODO: The following could probably be removed
_scalex = 0xFF;
_scaley = 0xFF;
}
void Actor::setupActorScale() {
if (_ignoreBoxes)
return;
// For some boxes, we ignore the scaling and use whatever values the
// scripts set. This is used e.g. in the Mystery Vortex in Sam&Max.
// Older games used the flag 0x20 differently, though.
if (_vm->_game.id == GID_SAMNMAX && (_vm->getBoxFlags(_walkbox) & kBoxIgnoreScale))
return;
_boxscale = _vm->getBoxScale(_walkbox);
uint16 scale = _vm->getScale(_walkbox, _pos.x, _pos.y);
assert(scale <= 0xFF);
_scalex = _scaley = (byte)scale;
}
#pragma mark -
#pragma mark --- Actor walking ---
#pragma mark -
void ScummEngine::walkActors() {
for (int i = 1; i < _numActors; ++i) {
if (_actors[i]->isInCurrentRoom())
_actors[i]->walkActor();
}
}
void Actor::stopActorMoving() {
if (_walkScript)
_vm->stopScript(_walkScript);
// V0 Games will walk on the spot if the actor is stopped mid-walk
// So we must set the stand still frame
if (_vm->_game.version == 0)
startWalkAnim(3, -1);
_moving = 0;
}
void Actor::setActorWalkSpeed(uint newSpeedX, uint newSpeedY) {
if (newSpeedX == _speedx && newSpeedY == _speedy)
return;
_speedx = newSpeedX;
_speedy = newSpeedY;
if (_moving) {
if (_vm->_game.version == 8 && (_moving & MF_IN_LEG) == 0)
return;
calcMovementFactor(_walkdata.next);
}
}
int getAngleFromPos(int x, int y, bool useATAN) {
if (useATAN) {
double temp = atan2((double)x, (double)-y);
return normalizeAngle((int)(temp * 180 / PI));
} else {
if (ABS(y) * 2 < ABS(x)) {
if (x > 0)
return 90;
return 270;
} else {
if (y > 0)
return 180;
return 0;
}
}
}
int Actor::calcMovementFactor(const Common::Point& next) {
int diffX, diffY;
int32 deltaXFactor, deltaYFactor;
if (_pos == next)
return 0;
diffX = next.x - _pos.x;
diffY = next.y - _pos.y;
deltaYFactor = _speedy << 16;
if (diffY < 0)
deltaYFactor = -deltaYFactor;
deltaXFactor = deltaYFactor * diffX;
if (diffY != 0) {
deltaXFactor /= diffY;
} else {
deltaYFactor = 0;
}
if ((uint) ABS((int)(deltaXFactor >> 16)) > _speedx) {
deltaXFactor = _speedx << 16;
if (diffX < 0)
deltaXFactor = -deltaXFactor;
deltaYFactor = deltaXFactor * diffY;
if (diffX != 0) {
deltaYFactor /= diffX;
} else {
deltaXFactor = 0;
}
}
_walkdata.cur = _pos;
_walkdata.next = next;
_walkdata.deltaXFactor = deltaXFactor;
_walkdata.deltaYFactor = deltaYFactor;
_walkdata.xfrac = 0;
_walkdata.yfrac = 0;
if (_vm->_game.version <= 2)
_targetFacing = getAngleFromPos(V12_X_MULTIPLIER*deltaXFactor, V12_Y_MULTIPLIER*deltaYFactor, false);
else
_targetFacing = getAngleFromPos(deltaXFactor, deltaYFactor, (_vm->_game.id == GID_DIG || _vm->_game.id == GID_CMI));
return actorWalkStep();
}
int Actor::actorWalkStep() {
int tmpX, tmpY;
int distX, distY;
int nextFacing;
_needRedraw = true;
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);
}
distX = ABS(_walkdata.next.x - _walkdata.cur.x);
distY = ABS(_walkdata.next.y - _walkdata.cur.y);
if (ABS(_pos.x - _walkdata.cur.x) >= distX && ABS(_pos.y - _walkdata.cur.y) >= distY) {
_moving &= ~MF_IN_LEG;
return 0;
}
tmpX = (_pos.x << 16) + _walkdata.xfrac + (_walkdata.deltaXFactor >> 8) * _scalex;
_walkdata.xfrac = (uint16)tmpX;
_pos.x = (tmpX >> 16);
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;
}
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;
_moving = (_moving & MF_IN_LEG) | MF_NEW_LEG;
_walkdata.point3.x = 32000;
_walkdata.curbox = _walkbox;
}
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[16];
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;
}
}
}
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
_moving = 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_v2::walkActor() {
Common::Point foundPath, tmp;
int new_dir, next_box;
if (_moving & MF_TURN) {
new_dir = updateActorDirection(false);
// FIXME: is this correct?
if (_facing != new_dir) {
// Actor never stops walking when an object has been selected without this
if (_vm->_game.version ==0)
_moving = 0;
setDirection(new_dir);
} else
_moving = 0;
return;
}
if (!_moving)
return;
if (_moving & MF_IN_LEG) {
actorWalkStep();
} else {
if (_moving & MF_LAST_LEG) {
_moving = 0;
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;
// WORKAROUND: The route of the meteor landing in the introduction isn't correct.
// MM V0 in contrast to MM V2 uses two walkboxes instead of just one. Hence a route
// from walkbox 1 to 0 is calculated first. This causes the meteor to fly on a
// horizontal line to walkbox 0 then vertically to the ground.
// To fix this problem, the box-to-box routing has been disabled in room 33.
if (_vm->_game.version == 0 && _vm->_currentRoom == 33) {
foundPath = _walkdata.dest;
} else {
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
_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;
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;
}
}
// 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) {
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;
// HACK to fix bug #774783
// If Hitler's direction is being set to anything other than 90, set it to 90
if ((_vm->_game.id == GID_INDY3) && _vm->_roomResource == 46 && _number == 9 && direction != 90)
direction = 90;
// 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;
// V0 MM
if (_vm->_game.version == 0) {
if (_moving)
_vm->_costumeLoader->costumeDecodeData(this, _walkFrame, 0);
else
_vm->_costumeLoader->costumeDecodeData(this, _standFrame, 0);
_needRedraw = true;
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::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) {
_moving = MF_TURN;
_targetFacing = newdir;
} 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();
}
}
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 (xDist < yDist)
dist = (xDist >> 1) + yDist;
else
dist = (yDist >> 1) + xDist;
return dist;
}
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 box = numBoxes; box >= 0; box--) {
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) {
_cost.reset();
startAnimActor(_standFrame);
} 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();
}
}
// bits 0..5: sound, bit 6: ???
static const byte v0ActorSounds[24] = {
0x06, // Syd
0x06, // Razor
0x06, // Dave
0x06, // Michael
0x06, // Bernard
0x06, // Wendy
0x00, // Jeff
0x46, // ???
0x06, // Dr Fred
0x06, // Nurse Edna
0x06, // Weird Ed
0x06, // Dead Cousin Ted
0xFF, // Purple Tentacle
0xFF, // Green Tentacle
0x06, // Meteor
0xC0, // Plant
0x06, // ???
0x06, // ???
0x00, // ???
0xC0, // ???
0xC0, // ???
0x00, // ???
0x06, // Sandy
0x06, // ???
};
/* 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() && _actors[i]->_sound) {
_currentScript = 0xFF;
if (_game.version == 0) {
sound = v0ActorSounds[i - 1] & 0x3F;
} else {
sound = _actors[i]->_sound[0];
}
_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 #758167, #775097, and #1093867.
//
// 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 #1220168 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 {
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;
// V0 MM: 0x057B
if (_game.version == 0) {
ActorC64 *A = (ActorC64*) a;
if ((A->_speaking & 1))
A->_speaking ^= 0xFE;
}
// 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) {
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::kPlatformPC))) {
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;
}
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;
}
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 #771508
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::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::kPlatformPC))) {
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;
}
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;
}
}
}
#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(MKID_BE('AKSQ'), akos);
akfo = _vm->findResourceData(MKID_BE('AKFO'), 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 #1066329 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 {
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 c64MMActorTalkColor[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 = c64MMActorTalkColor[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))
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;
}
_charsetBufPos = 0;
_talkDelay = 0;
_haveMsg = 1;
if (_game.id == GID_FT)
VAR(VAR_HAVE_MSG) = 0xFF;
_haveActorSpeechMsg = true;
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));
// WORKAROUND for bugs #770039 and #770049
if (_game.id == GID_LOOM) {
if (!*_charsetBuffer)
return;
}
if (_actorToPrintStrFor == 0xFF) {
if (!_keepText) {
stopTalk();
}
setTalkingActor(0xFF);
} else {
int oldact;
// WORKAROUND bug #770724
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;
if (!_string[0].no_talk_anim) {
a->runActorTalkScript(a->_talkStartFrame);
_useTalkAnims = true;
}
oldact = getTalkingActor();
}
if (oldact >= 0x80)
return;
}
if (_game.heversion >= 72 || getTalkingActor() > 0x7F) {
_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[16];
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;
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* v0ActorNames_English[25] = {
"Syd",
"Razor",
"Dave",
"Michael",
"Bernard",
"Wendy",
"Jeff",
"",
"Dr Fred",
"Nurse Edna",
"Weird Ed",
"Dead Cousin Ted",
"Purple Tentacle",
"Green Tentacle",
"Meteor",
"Plant",
"",
"",
"",
"",
"",
"",
"Sandy"
};
static const char* 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(MKID_BE('AKPL'), 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(MKID_BE('AKPL'), 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(MKID_BE('RGBS'), 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() {
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(MKID_BE('AKAX'), cost);
assert(akax);
const uint8 *auxd = findPalInPals(akax, ae->subIndex) - _resourceHeaderSize;
assert(auxd);
const uint8 *frel = findResourceData(MKID_BE('FREL'), auxd);
if (frel) {
error("unhandled FREL block");
}
const uint8 *disp = findResourceData(MKID_BE('DISP'), auxd);
if (disp) {
error("unhandled DISP block");
}
const uint8 *axfd = findResourceData(MKID_BE('AXFD'), 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(MKID_BE('AXUR'), 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(MKID_BE('AXER'), 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::saveLoadWithSerializer(Serializer *ser) {
static const SaveLoadEntry actorEntries[] = {
MKLINE(Actor, _pos.x, sleInt16, VER(8)),
MKLINE(Actor, _pos.y, sleInt16, VER(8)),
MKLINE(Actor, _heOffsX, sleInt16, VER(32)),
MKLINE(Actor, _heOffsY, sleInt16, VER(32)),
MKLINE(Actor, _top, sleInt16, VER(8)),
MKLINE(Actor, _bottom, sleInt16, VER(8)),
MKLINE(Actor, _elevation, sleInt16, VER(8)),
MKLINE(Actor, _width, sleUint16, VER(8)),
MKLINE(Actor, _facing, sleUint16, VER(8)),
MKLINE(Actor, _costume, sleUint16, VER(8)),
MKLINE(Actor, _room, sleByte, VER(8)),
MKLINE(Actor, _talkColor, sleByte, VER(8)),
MKLINE(Actor, _talkFrequency, sleInt16, VER(16)),
MKLINE(Actor, _talkPan, sleInt16, VER(24)),
MKLINE(Actor, _talkVolume, sleInt16, VER(29)),
MKLINE(Actor, _boxscale, sleUint16, VER(34)),
MKLINE(Actor, _scalex, sleByte, VER(8)),
MKLINE(Actor, _scaley, sleByte, VER(8)),
MKLINE(Actor, _charset, sleByte, VER(8)),
// Actor sound grew from 8 to 32 bytes and switched to uint16 in HE games
MKARRAY_OLD(Actor, _sound[0], sleByte, 8, VER(8), VER(36)),
MKARRAY_OLD(Actor, _sound[0], sleByte, 32, VER(37), VER(61)),
MKARRAY(Actor, _sound[0], sleUint16, 32, VER(62)),
// Actor animVariable grew from 8 to 27
MKARRAY_OLD(Actor, _animVariable[0], sleUint16, 8, VER(8), VER(40)),
MKARRAY(Actor, _animVariable[0], sleUint16, 27, VER(41)),
MKLINE(Actor, _targetFacing, sleUint16, VER(8)),
MKLINE(Actor, _moving, sleByte, VER(8)),
MKLINE(Actor, _ignoreBoxes, sleByte, VER(8)),
MKLINE(Actor, _forceClip, sleByte, VER(8)),
MKLINE(Actor, _initFrame, sleByte, VER(8)),
MKLINE(Actor, _walkFrame, sleByte, VER(8)),
MKLINE(Actor, _standFrame, sleByte, VER(8)),
MKLINE(Actor, _talkStartFrame, sleByte, VER(8)),
MKLINE(Actor, _talkStopFrame, sleByte, VER(8)),
MKLINE(Actor, _speedx, sleUint16, VER(8)),
MKLINE(Actor, _speedy, sleUint16, VER(8)),
MKLINE(Actor, _cost.animCounter, sleUint16, VER(8)),
MKLINE(Actor, _cost.soundCounter, sleByte, VER(8)),
MKLINE(Actor, _drawToBackBuf, sleByte, VER(32)),
MKLINE(Actor, _flip, sleByte, VER(32)),
MKLINE(Actor, _heSkipLimbs, sleByte, VER(32)),
// Actor palette grew from 64 to 256 bytes and switched to uint16 in HE games
MKARRAY_OLD(Actor, _palette[0], sleByte, 64, VER(8), VER(9)),
MKARRAY_OLD(Actor, _palette[0], sleByte, 256, VER(10), VER(79)),
MKARRAY(Actor, _palette[0], sleUint16, 256, VER(80)),
MK_OBSOLETE(Actor, _mask, sleByte, VER(8), VER(9)),
MKLINE(Actor, _shadowMode, sleByte, VER(8)),
MKLINE(Actor, _visible, sleByte, VER(8)),
MKLINE(Actor, _frame, sleByte, VER(8)),
MKLINE(Actor, _animSpeed, sleByte, VER(8)),
MKLINE(Actor, _animProgress, sleByte, VER(8)),
MKLINE(Actor, _walkbox, sleByte, VER(8)),
MKLINE(Actor, _needRedraw, sleByte, VER(8)),
MKLINE(Actor, _needBgReset, sleByte, VER(8)),
MKLINE(Actor, _costumeNeedsInit, sleByte, VER(8)),
MKLINE(Actor, _heCondMask, sleUint32, VER(38)),
MKLINE(Actor, _hePaletteNum, sleUint32, VER(59)),
MKLINE(Actor, _heXmapNum, sleUint32, VER(59)),
MKLINE(Actor, _talkPosY, sleInt16, VER(8)),
MKLINE(Actor, _talkPosX, sleInt16, VER(8)),
MKLINE(Actor, _ignoreTurns, sleByte, VER(8)),
// Actor layer switched to int32 in HE games
MKLINE_OLD(Actor, _layer, sleByte, VER(8), VER(57)),
MKLINE(Actor, _layer, sleInt32, VER(58)),
MKLINE(Actor, _talkScript, sleUint16, VER(8)),
MKLINE(Actor, _walkScript, sleUint16, VER(8)),
MKLINE(Actor, _walkdata.dest.x, sleInt16, VER(8)),
MKLINE(Actor, _walkdata.dest.y, sleInt16, VER(8)),
MKLINE(Actor, _walkdata.destbox, sleByte, VER(8)),
MKLINE(Actor, _walkdata.destdir, sleUint16, VER(8)),
MKLINE(Actor, _walkdata.curbox, sleByte, VER(8)),
MKLINE(Actor, _walkdata.cur.x, sleInt16, VER(8)),
MKLINE(Actor, _walkdata.cur.y, sleInt16, VER(8)),
MKLINE(Actor, _walkdata.next.x, sleInt16, VER(8)),
MKLINE(Actor, _walkdata.next.y, sleInt16, VER(8)),
MKLINE(Actor, _walkdata.deltaXFactor, sleInt32, VER(8)),
MKLINE(Actor, _walkdata.deltaYFactor, sleInt32, VER(8)),
MKLINE(Actor, _walkdata.xfrac, sleUint16, VER(8)),
MKLINE(Actor, _walkdata.yfrac, sleUint16, VER(8)),
MKLINE(Actor, _walkdata.point3.x, sleUint16, VER(42)),
MKLINE(Actor, _walkdata.point3.y, sleUint16, VER(42)),
MKARRAY(Actor, _cost.active[0], sleByte, 16, VER(8)),
MKLINE(Actor, _cost.stopped, sleUint16, VER(8)),
MKARRAY(Actor, _cost.curpos[0], sleUint16, 16, VER(8)),
MKARRAY(Actor, _cost.start[0], sleUint16, 16, VER(8)),
MKARRAY(Actor, _cost.end[0], sleUint16, 16, VER(8)),
MKARRAY(Actor, _cost.frame[0], sleUint16, 16, VER(8)),
MKARRAY(Actor, _cost.heJumpOffsetTable[0], sleUint16, 16, VER(65)),
MKARRAY(Actor, _cost.heJumpCountTable[0], sleUint16, 16, VER(65)),
MKARRAY(Actor, _cost.heCondMaskTable[0], sleUint32, 16, VER(65)),
MKEND()
};
if (ser->isLoading()) {
// Not all actor data is saved; so when loading, we first reset
// the actor, to ensure completely reproducible behaviour (else,
// some not saved value in the actor class can cause odd things)
initActor(-1);
}
ser->saveLoadEntries(this, actorEntries);
if (ser->isLoading() && _vm->_game.version <= 2 && ser->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;
}
}
}
} // End of namespace Scumm