mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 05:38:56 +00:00
6b4264d3a8
svn-id: r16369
1391 lines
38 KiB
C++
1391 lines
38 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "saga/saga.h"
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#include "saga/gfx.h"
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#include "saga/console.h"
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#include "saga/rscfile_mod.h"
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#include "saga/script.h"
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#include "saga/sndres.h"
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#include "saga/sprite.h"
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#include "saga/font.h"
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#include "saga/text.h"
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#include "saga/sound.h"
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#include "saga/scene.h"
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#include "saga/actionmap.h"
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#include "saga/actor.h"
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#include "saga/actordata.h"
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#include "saga/stream.h"
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#include "saga/interface.h"
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#include "common/config-manager.h"
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namespace Saga {
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static int actorCompare(const ActorDataPointer& actor1, const ActorDataPointer& actor2) {
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if (actor1->location.y == actor2->location.y) {
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return 0;
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} else if (actor1->location.y < actor2->location.y) {
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return -1;
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} else {
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return 1;
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}
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}
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// Lookup table to convert 8 cardinal directions to 4
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int actorDirectectionsLUT[8] = {
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ACTOR_DIRECTION_BACK, // kDirUp
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ACTOR_DIRECTION_RIGHT, // kkDirUpRight
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ACTOR_DIRECTION_RIGHT, // kDirRight
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ACTOR_DIRECTION_RIGHT, // kDirDownRight
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ACTOR_DIRECTION_FORWARD,// kDirDown
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ACTOR_DIRECTION_LEFT, // kDirDownLeft
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ACTOR_DIRECTION_LEFT, // kDirLeft
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ACTOR_DIRECTION_LEFT, // kDirUpLeft
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};
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PathDirectionData pathDirectionLUT[8][4] = {
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{{0, 0, -1}, {7, -1, -1}, {4, 1, -1}},
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{{1, 1, 0}, {4, 1, -1}, {5, 1, 1}},
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{{2, 0, 1}, {5, 1, 1}, {6, -1, 1}},
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{{3, -1, 0}, {6, -1, 1}, {7, -1, -1}},
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{{0, 0, -1}, {1, 1, 0}, {4, 1, -1}},
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{{1, 1, 0}, {2, 0, 1}, {5, 1, 1}},
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{{2, 0, 1}, {3, -1, 0}, {6, -1, 1}},
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{{3, -1, 0}, {0, 0, -1}, {7, -1, -1}}
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};
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Actor::Actor(SagaEngine *vm) : _vm(vm) {
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int i;
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ActorData *actor;
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debug(9, "Actor::Actor()");
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if (_vm->_gameType == GType_IHNM) {
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warning("Actors aren't implemented for IHNM yet");
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return;
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}
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_centerActor = _protagonist = NULL;
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_lastTickMsec = 0;
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_yCellCount = _vm->getStatusYOffset() - _vm->getPathYOffset();
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_xCellCount = _vm->getDisplayWidth() / 2;
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_pathCellCount = _yCellCount * _xCellCount;
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_pathCell = (int*)malloc(_pathCellCount * sizeof *_pathCell);
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_pathRect.left = 0;
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_pathRect.right = _vm->getDisplayWidth();
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_pathRect.top = _vm->getPathYOffset();
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_pathRect.bottom = _vm->getStatusYOffset() - _vm->getPathYOffset();
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// Get actor resource file context
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_actorContext = _vm->getFileContext(GAME_RESOURCEFILE, 0);
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if (_actorContext == NULL) {
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error("Actor::Actor(): Couldn't load actor module resource context.");
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}
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for (i = 0; i < ACTORCOUNT; i++) {
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actor = &_actors[i];
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actor->actorId = ACTOR_INDEX_TO_ID(i);
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actor->index = i;
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debug(9, "init actorId=0x%X index=0x%X", actor->actorId, actor->index);
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actor->nameIndex = ActorTable[i].nameIndex;
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actor->spriteListResourceId = ActorTable[i].spriteListResourceId;
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actor->frameListResourceId = ActorTable[i].frameListResourceId;
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actor->speechColor = ActorTable[i].speechColor;
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actor->sceneNumber = ActorTable[i].sceneIndex;
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actor->flags = ActorTable[i].flags;
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actor->currentAction = ActorTable[i].currentAction;
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actor->facingDirection = ActorTable[i].facingDirection;
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actor->actionDirection = ActorTable[i].actionDirection;
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actor->frameNumber = 0;
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actor->targetObject = ID_NOTHING;
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actor->location.x = ActorTable[i].x;
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actor->location.y = ActorTable[i].y;
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actor->location.z = ActorTable[i].z;
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actor->disabled = !loadActorResources(actor);
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if (actor->disabled) {
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warning("Disabling actorId=0x%X index=0x%X", actor->actorId, actor->index);
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}
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}
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}
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Actor::~Actor() {
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int i;
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ActorData *actor;
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debug(9, "Actor::~Actor()");
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free(_pathCell);
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//release resources
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for (i = 0; i < ACTORCOUNT; i++) {
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actor = &_actors[i];
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free(actor->frames);
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_vm->_sprite->freeSprite(actor->spriteList);
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}
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}
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bool Actor::loadActorResources(ActorData * actor) {
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byte *resourcePointer;
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size_t resourceLength;
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int framesCount;
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ActorFrameSequence *framesPointer;
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int lastFrame;
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int i, orient;
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int result;
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debug(9, "Loading frame resource id 0x%X", actor->frameListResourceId);
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result = RSC_LoadResource(_actorContext, actor->frameListResourceId, &resourcePointer, &resourceLength);
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if (result != SUCCESS) {
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warning("Couldn't load sprite action index resource");
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return false;
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}
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framesCount = resourceLength / 16;
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debug(9, "Frame resource contains %d frames", framesCount);
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framesPointer = (ActorFrameSequence *)malloc(sizeof(ActorFrameSequence) * framesCount);
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if (framesPointer == NULL) {
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error("Couldn't allocate memory for sprite frames");
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}
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MemoryReadStreamEndian readS(resourcePointer, resourceLength, IS_BIG_ENDIAN);
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lastFrame = 0;
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for (i = 0; i < framesCount; i++) {
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for (orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) {
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// Load all four orientations
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framesPointer[i].directions[orient].frameIndex = readS.readUint16();
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framesPointer[i].directions[orient].frameCount = readS.readSint16();
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if (framesPointer[i].directions[orient].frameCount < 0)
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warning("frameCount < 0", framesPointer[i].directions[orient].frameCount);
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if (framesPointer[i].directions[orient].frameIndex > lastFrame) {
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lastFrame = framesPointer[i].directions[orient].frameIndex;
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}
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}
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}
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RSC_FreeResource(resourcePointer);
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actor->frames = framesPointer;
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actor->framesCount = framesCount;
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debug(9, "Loading sprite resource id 0x%X", actor->spriteListResourceId);
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if (_vm->_sprite->loadList(actor->spriteListResourceId, &actor->spriteList) != SUCCESS) {
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warning("Unable to load sprite list");
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return false;
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}
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i = _vm->_sprite->getListLen(actor->spriteList);
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if (lastFrame >= i) {
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debug(9, "Appending to sprite list 0x%X", actor->spriteListResourceId);
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if (_vm->_sprite->appendList(actor->spriteListResourceId + 1, actor->spriteList) != SUCCESS) {
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warning("Unable append sprite list");
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return false;
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}
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}
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return true;
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}
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ActorData *Actor::getActor(uint16 actorId) {
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ActorData *actor;
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if (!IS_VALID_ACTOR_ID(actorId))
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error("Actor::getActor Wrong actorId 0x%X", actorId);
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if (actorId == ID_PROTAG) {
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if (_protagonist == NULL) {
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error("_protagonist == NULL");
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}
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return _protagonist;
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}
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actor = &_actors[ACTOR_ID_TO_INDEX(actorId)];
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if (actor->disabled)
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error("Actor::getActor disabled actorId 0x%X", actorId);
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return actor;
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}
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void Actor::updateActorsScene() {
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int i;
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ActorData *actor;
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_activeSpeech.stringsCount = 0;
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for (i = 0; i < ACTORCOUNT; i++) {
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actor = &_actors[i];
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if (actor->flags & (kProtagonist | kFollower)) {
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actor->sceneNumber = _vm->_scene->currentSceneNumber();
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if (actor->flags & kProtagonist) {
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//todo: actor->finalTarget = a->obj.loc;
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_centerActor = _protagonist = actor;
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}
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}
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if (actor->sceneNumber == _vm->_scene->currentSceneNumber())
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actor->actionCycle = (rand() & 7) * 4;
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}
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handleActions(0, true);
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}
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ActorFrameRange *Actor::getActorFrameRange(uint16 actorId, int frameType) {
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ActorData *actor;
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int fourDirection;
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actor = getActor(actorId);
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if (actor->disabled)
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error("Actor::getActorFrameRange Wrong actorId 0x%X", actorId);
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if (frameType >= actor->framesCount)
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error("Actor::getActorFrameRange Wrong frameType 0x%X actorId 0x%X", frameType, actorId);
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if ((actor->facingDirection < kDirUp) || (actor->facingDirection > kDirUpLeft))
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error("Actor::getActorFrameRange Wrong direction 0x%X actorId 0x%X", actor->facingDirection, actorId);
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fourDirection = actorDirectectionsLUT[actor->facingDirection];
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return &actor->frames[frameType].directions[fourDirection];
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}
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void Actor::handleSpeech(int msec) {
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int stringLength;
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int sampleLength;
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bool removeFirst;
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int i;
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int talkspeed;
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ActorData *actor;
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if (!isSpeaking()) return;
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stringLength = strlen(_activeSpeech.strings[0]);
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if (stringLength == 0)
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error("Empty strings not allowed");
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if (_vm->_script->_skipSpeeches) {
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_activeSpeech.stringsCount = 0;
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_vm->_sound->stopVoice();
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_vm->_script->wakeUpThreads(kWaitTypeSpeech);
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return;
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}
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if (!_activeSpeech.playing) { // just added
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talkspeed = ConfMan.getInt("talkspeed");
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if (_activeSpeech.speechFlags & kSpeakSlow) {
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if (_activeSpeech.slowModeCharIndex >= stringLength)
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error("Wrong string index");
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debug(0 , "Slow string!");
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_activeSpeech.playingTime = 10 * talkspeed;
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// 10 - fix it
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} else {
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sampleLength = _vm->_sndRes->getVoiceLength(_activeSpeech.sampleResourceId); //fixme - too fast
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if (sampleLength < 0) {
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_activeSpeech.playingTime = stringLength * talkspeed;
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} else {
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_activeSpeech.playingTime = sampleLength;
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}
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}
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if (_activeSpeech.sampleResourceId != -1) {
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_vm->_sndRes->playVoice(_activeSpeech.sampleResourceId);
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_activeSpeech.sampleResourceId++;
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}
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if (_activeSpeech.actorIds[0] != 0) {
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actor = getActor(_activeSpeech.actorIds[0]);
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if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) {
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actor->currentAction = kActionSpeak;
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actor->actionCycle = rand() % 64;
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}
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}
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_activeSpeech.playing = true;
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return;
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}
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_activeSpeech.playingTime -= msec;
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removeFirst = false;
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if (_activeSpeech.playingTime <= 0) {
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if (_activeSpeech.speechFlags & kSpeakSlow) {
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_activeSpeech.slowModeCharIndex++;
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if (_activeSpeech.slowModeCharIndex >= stringLength)
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removeFirst = true;
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} else {
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removeFirst = true;
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}
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_activeSpeech.playing = false;
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if (_activeSpeech.actorIds[0] != 0) {
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actor = getActor(_activeSpeech.actorIds[0]);
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if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) {
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actor->currentAction = kActionWait;
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}
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}
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}
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if (removeFirst) {
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for (i = 1; i < _activeSpeech.stringsCount; i++) {
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_activeSpeech.strings[i - 1] = _activeSpeech.strings[i];
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}
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_activeSpeech.stringsCount--;
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}
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if (!isSpeaking())
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_vm->_script->wakeUpThreadsDelayed(kWaitTypeSpeech, ticksToMSec(kScriptTimeTicksPerSecond / 3));
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}
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void Actor::handleActions(int msec, bool setup) {
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int i;
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ActorData *actor;
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ActorFrameRange *frameRange;
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int state;
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int speed;
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ActorLocation delta;
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ActorLocation addDelta;
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for (i = 0; i < ACTORCOUNT; i++) {
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actor = &_actors[i];
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if (actor->disabled) continue;
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if (actor->sceneNumber != _vm->_scene->currentSceneNumber()) continue;
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//todo: dragon stuff
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switch(actor->currentAction) {
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case kActionWait: {
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if (!setup && (actor->flags & kFollower)) {
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followProtagonist(actor);
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if (actor->currentAction != kActionWait)
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break;
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}
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if (actor->targetObject != ID_NOTHING) {
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//todo: facetowardsobject
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}
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if (actor->flags & kCycle) {
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frameRange = getActorFrameRange(actor->actorId, kFrameStand);
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if (frameRange->frameCount > 0) {
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actor->actionCycle++;
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actor->actionCycle = (actor->actionCycle) % frameRange->frameCount;
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} else {
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actor->actionCycle = 0;
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}
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actor->frameNumber = frameRange->frameIndex + actor->actionCycle;
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break;
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}
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if ((actor->actionCycle & 3) == 0) {
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actor->cycleWrap(100);
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frameRange = getActorFrameRange(actor->actorId, kFrameWait);
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if ((frameRange->frameCount < 1 || actor->actionCycle > 33))
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frameRange = getActorFrameRange(actor->actorId, kFrameStand);
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if (frameRange->frameCount) {
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actor->frameNumber = frameRange->frameIndex + (uint16)rand() % frameRange->frameCount;
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} else {
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actor->frameNumber = frameRange->frameIndex;
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}
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}
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actor->actionCycle++;
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} break;
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case kActionWalkToPoint:
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case kActionWalkToLink: {
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// tiled stuff
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if (_vm->_scene->getMode() == SCENE_MODE_ISO) {
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//todo: it
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} else {
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actor->partialTarget.delta(actor->location, delta);
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while ((delta.x == 0) && (delta.y == 0)) {
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int xstep;
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if (actor->walkStepIndex >= actor->walkStepsCount) {
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actorEndWalk(actor->actorId, true);
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break;
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}
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xstep = actor->walkPath[actor->walkStepIndex++];
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if (xstep > 256-32) {
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xstep -= 256;
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}
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actor->partialTarget.x = xstep * 2 * ACTOR_LMULT;
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actor->partialTarget.y = actor->walkPath[actor->walkStepIndex++] * ACTOR_LMULT;
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actor->partialTarget.z = 0;
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actor->partialTarget.delta(actor->location, delta);
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if (ABS(delta.y) > ABS(delta.x)) {
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actor->actionDirection = delta.y > 0 ? kDirDown : kDirUp;
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} else {
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actor->actionDirection = delta.x > 0 ? kDirRight : kDirLeft;
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}
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}
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speed = (ACTOR_LMULT * 2 * actor->screenScale + 63) / 256;
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if (speed < 1) {
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speed = 1;
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}
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if ((actor->actionDirection == kDirUp) || (actor->actionDirection == kDirDown)) { // move by 2's in vertical dimension
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addDelta.y = clamp(-speed, delta.y, speed);
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if (addDelta.y == delta.y) {
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addDelta.x = delta.x;
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} else {
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addDelta.x = delta.x * addDelta.y;
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addDelta.x += (addDelta.x > 0) ? (delta.y / 2) : (-delta.y / 2);
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addDelta.x /= delta.y;
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actor->facingDirection = actor->actionDirection;
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}
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} else {
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addDelta.x = clamp(-2 * speed, delta.x, 2 * speed);
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if (addDelta.x == delta.x) {
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addDelta.y = delta.y;
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} else {
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addDelta.y = delta.y * addDelta.x;
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addDelta.y += (addDelta.y > 0) ? (delta.x / 2) : (-delta.x / 2);
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addDelta.y /= delta.x;
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actor->facingDirection = actor->actionDirection;
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}
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}
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actor->location.add(addDelta);
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}
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if (actor->actorFlags & kActorBackwards) {
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actor->facingDirection = (actor->actionDirection + 4) & 7;
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actor->actionCycle--;
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} else {
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actor->actionCycle++;
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}
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frameRange = getActorFrameRange(actor->actorId, actor->walkFrameSequence);
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if (actor->actionCycle < 0) {
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actor->actionCycle = frameRange->frameCount - 1;
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} else {
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if (actor->actionCycle >= frameRange->frameCount) {
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actor->actionCycle = 0;
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}
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}
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actor->frameNumber = frameRange->frameIndex + actor->actionCycle;
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} break;
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case kActionWalkDir: {
|
|
debug(9,"kActionWalkDir not implemented");
|
|
//todo: do it
|
|
} break;
|
|
case kActionSpeak: {
|
|
actor->actionCycle++;
|
|
actor->cycleWrap(64);
|
|
|
|
frameRange = getActorFrameRange(actor->actorId, kFrameGesture);
|
|
if (actor->actionCycle >= frameRange->frameCount) {
|
|
if (actor->actionCycle & 1) break;
|
|
frameRange = getActorFrameRange(actor->actorId, kFrameSpeak);
|
|
|
|
state = (uint16)rand() % (frameRange->frameCount + 1);
|
|
|
|
if (state == 0) {
|
|
frameRange = getActorFrameRange(actor->actorId, 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->actorId, actor->cycleFrameSequence);
|
|
|
|
if (actor->currentAction == kActionPongFrames) {
|
|
if (actor->actionCycle >= frameRange->frameCount * 2 - 2) {
|
|
if (actor->actorFlags & kActorContinuous) {
|
|
actor->actionCycle = 0;
|
|
} else {
|
|
actor->currentAction = kActionFreeze;
|
|
break;
|
|
}
|
|
}
|
|
|
|
state = actor->actionCycle;
|
|
if (state >= frameRange->frameCount) {
|
|
state = frameRange->frameCount * 2 - 2 - state;
|
|
}
|
|
} else {
|
|
if (actor->actionCycle >= frameRange->frameCount) {
|
|
if (actor->actorFlags & kActorContinuous) {
|
|
actor->actionCycle = 0;
|
|
} else {
|
|
actor->currentAction = kActionFreeze;
|
|
break;
|
|
}
|
|
}
|
|
state = actor->actionCycle;
|
|
}
|
|
|
|
if (frameRange->frameCount && (actor->actorFlags & kActorRandom)) {
|
|
state = rand() % frameRange->frameCount;
|
|
}
|
|
|
|
if (actor->actorFlags & kActorBackwards) {
|
|
actor->frameNumber = frameRange->frameIndex + frameRange->frameCount - 1 - state;
|
|
} else {
|
|
actor->frameNumber = frameRange->frameIndex + state;
|
|
}
|
|
} break;
|
|
case kActionFall: {
|
|
debug(9,"kActionFall not implemented");
|
|
|
|
//todo: do it
|
|
} break;
|
|
case kActionClimb: {
|
|
debug(9,"kActionClimb not implemented");
|
|
|
|
//todo: do it
|
|
} break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
int Actor::direct(int msec) {
|
|
|
|
// FIXME: HACK. This should be turned into cycle event.
|
|
_lastTickMsec += msec;
|
|
|
|
if (_lastTickMsec > ticksToMSec(5)) { // fixme
|
|
_lastTickMsec = 0;
|
|
//process actions
|
|
handleActions(msec, false);
|
|
}
|
|
|
|
//process speech
|
|
handleSpeech(msec);
|
|
return SUCCESS;
|
|
}
|
|
|
|
void Actor::calcActorScreenPosition(ActorData * actor) {
|
|
int beginSlope, endSlope, middle;
|
|
if (_vm->_scene->getMode() == SCENE_MODE_ISO) {
|
|
//todo: it
|
|
} else {
|
|
middle = _vm->getStatusYOffset() - actor->location.y / ACTOR_LMULT;
|
|
|
|
_vm->_scene->getSlopes(beginSlope, endSlope);
|
|
|
|
actor->screenDepth = (14 * middle) / endSlope + 1;
|
|
|
|
if (middle <= beginSlope) {
|
|
actor->screenScale = 256;
|
|
} else {
|
|
if (middle >= endSlope) {
|
|
actor->screenScale = 1;
|
|
} else {
|
|
middle -= beginSlope;
|
|
endSlope -= beginSlope;
|
|
actor->screenScale = 256 - (middle * 256) / endSlope;
|
|
}
|
|
}
|
|
|
|
actor->screenPosition.x = (actor->location.x / ACTOR_LMULT);
|
|
actor->screenPosition.y = (actor->location.y / ACTOR_LMULT) - actor->location.z;
|
|
}
|
|
}
|
|
|
|
void Actor::createDrawOrderList() {
|
|
int i;
|
|
ActorData *actor;
|
|
|
|
_drawOrderList.clear();
|
|
for (i = 0; i < ACTORCOUNT; i++) {
|
|
actor = &_actors[i];
|
|
if (actor->disabled) continue;
|
|
if (actor->sceneNumber != _vm->_scene->currentSceneNumber()) continue;
|
|
|
|
_drawOrderList.pushBack(actor, actorCompare);
|
|
|
|
calcActorScreenPosition(actor);
|
|
}
|
|
}
|
|
|
|
int Actor::drawActors() {
|
|
ActorOrderList::iterator actorDrawOrderIterator;
|
|
ActorData *actor;
|
|
int frameNumber;
|
|
SPRITELIST *spriteList;
|
|
|
|
SURFACE *back_buf;
|
|
|
|
back_buf = _vm->_gfx->getBackBuffer();
|
|
|
|
createDrawOrderList();
|
|
|
|
for (actorDrawOrderIterator = _drawOrderList.begin(); actorDrawOrderIterator != _drawOrderList.end(); ++actorDrawOrderIterator) {
|
|
actor = actorDrawOrderIterator.operator*();
|
|
|
|
if (_vm->_scene->currentSceneNumber() == RID_ITE_OVERMAP_SCENE) {
|
|
if (!(actor->flags & kProtagonist)){
|
|
warning("not protagonist");
|
|
continue;
|
|
}
|
|
frameNumber = 8;
|
|
spriteList = _vm->_mainSprites;
|
|
} else {
|
|
frameNumber = actor->frameNumber;
|
|
spriteList = actor->spriteList;
|
|
}
|
|
|
|
if ((frameNumber < 0) || (spriteList->sprite_count <= frameNumber)) {
|
|
warning("Actor::drawActors frameNumber invalid for actorId 0x%X", actor->actorId);
|
|
continue;
|
|
}
|
|
|
|
if (_vm->_scene->getMode() == SCENE_MODE_ISO) {
|
|
//todo: it
|
|
} else {
|
|
_vm->_sprite->drawOccluded(back_buf, spriteList, frameNumber, actor->screenPosition, actor->screenScale, actor->screenDepth);
|
|
}
|
|
}
|
|
|
|
// draw speeches
|
|
if (isSpeaking() && !_vm->_script->_skipSpeeches) {
|
|
int i;
|
|
int textDrawFlags, speechColor;
|
|
Point speechCoord;
|
|
char oneChar[2];
|
|
oneChar[1] = 0;
|
|
const char *outputString;
|
|
|
|
if (_activeSpeech.speechFlags & kSpeakSlow) {
|
|
outputString = oneChar;
|
|
oneChar[0] = _activeSpeech.strings[0][_activeSpeech.slowModeCharIndex];
|
|
} else {
|
|
outputString = _activeSpeech.strings[0];
|
|
}
|
|
|
|
textDrawFlags = FONT_CENTERED;
|
|
if (_activeSpeech.outlineColor != 0) {
|
|
textDrawFlags |= FONT_OUTLINE;
|
|
}
|
|
|
|
if (_activeSpeech.actorIds[0] != 0) {
|
|
|
|
for (i = 0; i < _activeSpeech.actorsCount; i++){
|
|
actor = getActor(_activeSpeech.actorIds[i]);
|
|
speechCoord.x = actor->screenPosition.x;
|
|
speechCoord.y = actor->screenPosition.y;
|
|
speechCoord.y -= ACTOR_DIALOGUE_HEIGHT;
|
|
if (_activeSpeech.actorsCount > 1)
|
|
speechColor = actor->speechColor;
|
|
else
|
|
speechColor = _activeSpeech.speechColor;
|
|
|
|
_vm->textDraw(MEDIUM_FONT_ID, back_buf, outputString, speechCoord.x, speechCoord.y, speechColor, _activeSpeech.outlineColor, textDrawFlags);
|
|
}
|
|
|
|
} else { // non actors speech
|
|
warning("non actors speech occures");
|
|
//todo: write it
|
|
}
|
|
|
|
}
|
|
|
|
return SUCCESS;
|
|
}
|
|
|
|
void Actor::StoA(Point &actorPoint, const Point &screenPoint) {
|
|
actorPoint.x = (screenPoint.x * ACTOR_LMULT);
|
|
actorPoint.y = (screenPoint.y * ACTOR_LMULT);
|
|
}
|
|
|
|
bool Actor::followProtagonist(ActorData * actor) {
|
|
ActorLocation protagonistLocation;
|
|
ActorLocation newLocation;
|
|
ActorLocation delta;
|
|
int protagonistBGMaskType;
|
|
Point prefer1;
|
|
Point prefer2;
|
|
Point prefer3;
|
|
|
|
assert(_protagonist);
|
|
|
|
actor->flags &= ~(kFaster | kFastest);
|
|
protagonistLocation = _protagonist->location;
|
|
|
|
if (_vm->_scene->getMode() == SCENE_MODE_ISO) {
|
|
//todo: it
|
|
} else {
|
|
prefer1.x = (100 * _protagonist->screenScale) >> 8;
|
|
prefer1.y = (50 * _protagonist->screenScale) >> 8;
|
|
|
|
if (_protagonist->currentAction == kActionWalkDir) {
|
|
prefer1.x /= 2;
|
|
}
|
|
|
|
if (prefer1.x < 8) {
|
|
prefer1.x = 8;
|
|
}
|
|
|
|
if (prefer1.y < 8) {
|
|
prefer1.y = 8;
|
|
}
|
|
|
|
prefer2.x = prefer1.x * 2;
|
|
prefer2.y = prefer1.y * 2;
|
|
prefer3.x = prefer1.x + prefer1.x / 2;
|
|
prefer3.y = prefer1.y + prefer1.y / 2;
|
|
|
|
actor->location.delta(protagonistLocation, delta);
|
|
|
|
calcActorScreenPosition(_protagonist);
|
|
protagonistBGMaskType = _vm->_scene->getBGMaskType(_protagonist->screenPosition);
|
|
|
|
|
|
if ((rand() & 0x7) == 0)
|
|
actor->actorFlags &= ~kActorNoFollow;
|
|
|
|
if (actor->actorFlags & kActorNoFollow) {
|
|
return false;
|
|
}
|
|
|
|
if ((delta.x > prefer2.x) || (delta.x < -prefer2.x) ||
|
|
(delta.y > prefer2.y) || (delta.y < -prefer2.y) ||
|
|
((_protagonist->currentAction == kActionWait) &&
|
|
(delta.x * 2 < prefer1.x) && (delta.x * 2 > -prefer1.x) &&
|
|
(delta.y < prefer1.y) && (delta.y > -prefer1.y))) {
|
|
|
|
if (ABS(delta.x) > ABS(delta.y)) {
|
|
|
|
delta.x = (delta.x > 0) ? prefer3.x : -prefer3.x;
|
|
|
|
newLocation.x = delta.x + protagonistLocation.x;
|
|
newLocation.y = clamp(-prefer2.y, delta.y, prefer2.y) + protagonistLocation.y;
|
|
} else {
|
|
delta.y = (delta.y > 0) ? prefer3.y : -prefer3.y;
|
|
|
|
newLocation.x = clamp(-prefer2.x, delta.x, prefer2.x) + protagonistLocation.x;
|
|
newLocation.y = delta.y + protagonistLocation.y;
|
|
}
|
|
newLocation.z = 0;
|
|
|
|
if (protagonistBGMaskType != 3) {
|
|
newLocation.x += (rand() % prefer1.x) - prefer1.x / 2;
|
|
newLocation.y += (rand() % prefer1.y) - prefer1.y / 2;
|
|
}
|
|
|
|
newLocation.x = clamp(-31*4, newLocation.x, (_vm->getDisplayWidth() + 31) * 4); //fixme
|
|
|
|
return actorWalkTo(actor->actorId, newLocation);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool Actor::actorEndWalk(uint16 actorId, bool recurse) {
|
|
bool walkMore = false;
|
|
ActorData *actor;
|
|
|
|
actor = getActor(actorId);
|
|
actor->actorFlags &= ~kActorBackwards;
|
|
|
|
if (actor->location.distance(actor->finalTarget) > 8) {
|
|
if ((actor->flags & kProtagonist) && recurse && !(actor->actorFlags & kActorNoCollide)) {
|
|
actor->actorFlags |= kActorNoCollide;
|
|
return actorWalkTo(actorId, actor->finalTarget);
|
|
}
|
|
}
|
|
|
|
actor->currentAction = kActionWait;
|
|
if (actor->actorFlags & kActorFinalFace) {
|
|
actor->facingDirection = actor->actionDirection = (actor->actorFlags >> 6) & 0x07; //?
|
|
}
|
|
|
|
actor->actorFlags &= ~(kActorNoCollide | kActorCollided | kActorFinalFace | kActorFacingMask);
|
|
actor->flags &= ~(kFaster | kFastest);
|
|
|
|
if (actor == _protagonist) {
|
|
_vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
|
|
//todo: it
|
|
|
|
} else {
|
|
if (recurse && (actor->flags & kFollower))
|
|
walkMore = followProtagonist(actor);
|
|
|
|
_vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
|
|
}
|
|
return walkMore;
|
|
}
|
|
|
|
bool Actor::actorWalkTo(uint16 actorId, const ActorLocation &toLocation) {
|
|
ActorData *actor;
|
|
ActorData *anotherActor;
|
|
int i;
|
|
|
|
Rect testBox;
|
|
Rect testBox2;
|
|
Point anotherActorScreenPosition;
|
|
Point collision;
|
|
Point pointFrom, pointTo, pointBest, pointAdd;
|
|
Point delta, bestDelta;
|
|
bool extraStartNode;
|
|
bool extraEndNode;
|
|
|
|
actor = getActor(actorId);
|
|
|
|
if (actor == _protagonist) {
|
|
_vm->_scene->setDoorState(2, 0xff);
|
|
_vm->_scene->setDoorState(3, 0);
|
|
} else {
|
|
_vm->_scene->setDoorState(2, 0);
|
|
_vm->_scene->setDoorState(3, 0xff);
|
|
}
|
|
|
|
if (_vm->_scene->getMode() == SCENE_MODE_ISO) {
|
|
//todo: it
|
|
} else {
|
|
|
|
pointFrom.x = actor->location.x / ACTOR_LMULT;
|
|
pointFrom.y = actor->location.y / ACTOR_LMULT;
|
|
|
|
extraStartNode = _vm->_scene->offscreenPath(pointFrom);
|
|
|
|
pointTo.x = toLocation.x / ACTOR_LMULT;
|
|
pointTo.y = toLocation.y / ACTOR_LMULT;
|
|
|
|
extraEndNode = _vm->_scene->offscreenPath(pointTo);
|
|
|
|
if (_vm->_scene->isBGMaskPresent()) {
|
|
|
|
if ((((actor->currentAction >= kActionWalkToPoint) &&
|
|
(actor->currentAction <= kActionWalkDir)) || (actor == _protagonist)) &&
|
|
!_vm->_scene->canWalk(pointFrom)) {
|
|
for (i = 1; i < 8; i++) {
|
|
pointAdd = pointFrom;
|
|
pointAdd.y += i;
|
|
if (_vm->_scene->canWalk(pointAdd)) {
|
|
pointFrom = pointAdd;
|
|
break;
|
|
}
|
|
pointAdd = pointFrom;
|
|
pointAdd.y -= i;
|
|
if (_vm->_scene->canWalk(pointAdd)) {
|
|
pointFrom = pointAdd;
|
|
break;
|
|
}
|
|
pointAdd = pointFrom;
|
|
pointAdd.x += i;
|
|
if (_vm->_scene->canWalk(pointAdd)) {
|
|
pointFrom = pointAdd;
|
|
break;
|
|
}
|
|
pointAdd = pointFrom;
|
|
pointAdd.x -= i;
|
|
if (_vm->_scene->canWalk(pointAdd)) {
|
|
pointFrom = pointAdd;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!(actor->actorFlags & kActorNoCollide)) {
|
|
collision.x = ACTOR_COLLISION_WIDTH * actor->screenScale / (256 * 2);
|
|
collision.y = ACTOR_COLLISION_HEIGHT * actor->screenScale / (256 * 2);
|
|
|
|
_barrierCount = 0;
|
|
|
|
for (i = 0; (i < ACTORCOUNT) && (_barrierCount < ACTOR_BARRIERS_MAX); i++) {
|
|
anotherActor = &_actors[i];
|
|
if (anotherActor->disabled) continue;
|
|
if (anotherActor->sceneNumber != _vm->_scene->currentSceneNumber()) continue;
|
|
if (anotherActor == actor ) continue;
|
|
|
|
|
|
anotherActorScreenPosition = anotherActor->screenPosition;
|
|
testBox.left = (anotherActorScreenPosition.x - collision.x) & ~1;
|
|
testBox.right = (anotherActorScreenPosition.x + collision.x) & ~1;
|
|
testBox.top = anotherActorScreenPosition.y - collision.y;
|
|
testBox.bottom = anotherActorScreenPosition.y + collision.y;
|
|
testBox2 = testBox;
|
|
testBox2.right += 2;
|
|
testBox2.left -= 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.left <= testBox.right) && (testBox.top <= testBox.bottom)) {
|
|
_barrierList[_barrierCount++] = testBox;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
pointBest = pointTo;
|
|
actor->walkStepsCount = 0;
|
|
findActorPath(actor, pointFrom, pointTo);
|
|
|
|
if (extraStartNode) {
|
|
actor->walkStepIndex = 0;
|
|
} else {
|
|
actor->walkStepIndex = 2;
|
|
}
|
|
|
|
if (extraEndNode) {
|
|
actor->walkPath[actor->walkStepsCount - 2] = pointTo.x / (ACTOR_LMULT * 2);
|
|
actor->walkPath[actor->walkStepsCount - 1] = pointTo.y / ACTOR_LMULT;
|
|
}
|
|
|
|
pointBest.x = actor->walkPath[actor->walkStepsCount - 2] * 2;
|
|
pointBest.y = actor->walkPath[actor->walkStepsCount - 1];
|
|
|
|
pointFrom.x &= ~1;
|
|
delta.x = ABS(pointFrom.x - pointTo.x);
|
|
delta.y = ABS(pointFrom.y - pointTo.y);
|
|
|
|
bestDelta.x = ABS(pointBest.x - pointTo.x);
|
|
bestDelta.y = ABS(pointBest.y - pointTo.y);
|
|
|
|
if (delta.x + delta.y <= bestDelta.x + bestDelta.y) {
|
|
if (actor->flags & kFollower)
|
|
actor->actorFlags |= kActorNoFollow;
|
|
}
|
|
|
|
if (pointBest == pointFrom) {
|
|
actor->walkStepsCount = 0;
|
|
}
|
|
} else {
|
|
actor->walkPath[0] = pointTo.x / 2;
|
|
actor->walkPath[1] = pointTo.y;
|
|
actor->walkStepsCount = 2;
|
|
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;
|
|
_actors[2].actorFlags &= ~kActorNoFollow;
|
|
}
|
|
actor->currentAction = (actor->walkStepsCount == ACTOR_STEPS_COUNT) ? kActionWalkToLink : kActionWalkToPoint;
|
|
actor->walkFrameSequence = kFrameWalk;
|
|
}
|
|
|
|
}
|
|
return false;
|
|
|
|
}
|
|
|
|
void Actor::actorSpeech(uint16 actorId, const char **strings, int stringsCount, uint16 sampleResourceId, int speechFlags) {
|
|
ActorData *actor;
|
|
int i;
|
|
|
|
actor = getActor(actorId);
|
|
for (i = 0; i < stringsCount; i++) {
|
|
_activeSpeech.strings[i] = strings[i];
|
|
}
|
|
_activeSpeech.stringsCount = stringsCount;
|
|
_activeSpeech.speechFlags = speechFlags;
|
|
_activeSpeech.actorsCount = 1;
|
|
_activeSpeech.actorIds[0] = actorId;
|
|
_activeSpeech.speechColor = actor->speechColor;
|
|
_activeSpeech.outlineColor = 15; // fixme - BLACK
|
|
_activeSpeech.sampleResourceId = sampleResourceId;
|
|
_activeSpeech.playing = false;
|
|
_activeSpeech.slowModeCharIndex = 0;
|
|
}
|
|
|
|
void Actor::nonActorSpeech(const char **strings, int stringsCount, int speechFlags) {
|
|
int i;
|
|
|
|
_vm->_script->wakeUpThreads(kWaitTypeSpeech);
|
|
|
|
for (i = 0; i < stringsCount; i++) {
|
|
_activeSpeech.strings[i] = strings[i];
|
|
}
|
|
_activeSpeech.stringsCount = stringsCount;
|
|
_activeSpeech.speechFlags = speechFlags;
|
|
_activeSpeech.actorsCount = 1;
|
|
_activeSpeech.actorIds[0] = 0;
|
|
//_activeSpeech.speechColor = ;
|
|
//_activeSpeech.outlineColor = ;
|
|
_activeSpeech.sampleResourceId = -1;
|
|
_activeSpeech.playing = false;
|
|
_activeSpeech.slowModeCharIndex = 0;
|
|
}
|
|
|
|
void Actor::simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags) {
|
|
int i;
|
|
|
|
for (i = 0; i < actorIdsCount; i++) {
|
|
_activeSpeech.actorIds[i] = actorIds[i];
|
|
}
|
|
_activeSpeech.actorsCount = actorIdsCount;
|
|
_activeSpeech.strings[0] = string;
|
|
_activeSpeech.stringsCount = 1;
|
|
_activeSpeech.speechFlags = speechFlags;
|
|
//_activeSpeech.speechColor = ; // get's from every actor
|
|
_activeSpeech.outlineColor = 0; // disable outline
|
|
_activeSpeech.sampleResourceId = -1;
|
|
_activeSpeech.playing = false;
|
|
_activeSpeech.slowModeCharIndex = 0;
|
|
|
|
// caller should call thread->wait(kWaitTypeSpeech) by itself
|
|
}
|
|
|
|
void Actor::abortAllSpeeches() {
|
|
if (_vm->_script->_abortEnabled)
|
|
_vm->_script->_skipSpeeches = true;
|
|
|
|
for (int i = 0; i < 10; i++)
|
|
_vm->_script->executeThreads(0);
|
|
}
|
|
|
|
void Actor::abortSpeech() {
|
|
_vm->_sound->stopVoice();
|
|
_activeSpeech.playingTime = 0;
|
|
}
|
|
|
|
void Actor::findActorPath(ActorData * actor, const Point &pointFrom, const Point &pointTo) {
|
|
Point tempPoint;
|
|
Point iteratorPoint;
|
|
Point bestPoint;
|
|
Point maskPoint;
|
|
int maskType1, maskType2;
|
|
int cellValue;
|
|
int i;
|
|
Rect intersect;
|
|
|
|
tempPoint.y = pointTo.y;
|
|
tempPoint.x = pointTo.x >> 1;
|
|
|
|
actor->walkStepsCount = 0;
|
|
if (pointFrom == pointTo) {
|
|
actor->addWalkPath(tempPoint.x, tempPoint.y);
|
|
return;
|
|
}
|
|
|
|
for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
|
|
maskPoint.y = iteratorPoint.y + _vm->getPathYOffset();
|
|
for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
|
|
maskPoint.x = iteratorPoint.x * 2;
|
|
maskType1 = _vm->_scene->getBGMaskType(maskPoint);
|
|
maskPoint.x += 1;
|
|
maskType2 = _vm->_scene->getBGMaskType(maskPoint);
|
|
cellValue = (maskType1 | maskType2) ? kPathCellBarrier : kPathCellEmpty;
|
|
setPathCell(iteratorPoint, cellValue);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < _barrierCount; i++) {
|
|
intersect.left = MAX(_pathRect.left, _barrierList[i].left);
|
|
intersect.top = MAX(_pathRect.top, _barrierList[i].top);
|
|
intersect.right = MIN(_pathRect.right, _barrierList[i].right);
|
|
intersect.bottom = MIN(_pathRect.bottom, _barrierList[i].bottom);
|
|
|
|
intersect.left >>= 1;
|
|
intersect.top -= _vm->getPathYOffset();
|
|
intersect.right >>= 1;
|
|
intersect.bottom -= _vm->getPathYOffset();
|
|
|
|
for (iteratorPoint.y = intersect.top; iteratorPoint.y < intersect.bottom; iteratorPoint.y++) {
|
|
for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
|
|
setPathCell(iteratorPoint, kPathCellBarrier);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
if (scanPathLine(pointFrom, pointTo)) {
|
|
iteratorPoint.y = pointFrom.y;
|
|
iteratorPoint.x = pointFrom.x >> 1;
|
|
actor->addWalkPath(iteratorPoint.x, iteratorPoint.y);
|
|
actor->addWalkPath(tempPoint.x, tempPoint.y);
|
|
return;
|
|
}
|
|
|
|
|
|
i = fillPathArray(pointFrom, pointTo, bestPoint);
|
|
|
|
if (pointFrom == bestPoint) {
|
|
iteratorPoint.y = bestPoint.y;
|
|
iteratorPoint.x = bestPoint.x >> 1;
|
|
actor->addWalkPath(iteratorPoint.x, iteratorPoint.y);
|
|
return;
|
|
}
|
|
/*
|
|
if (i != 0)
|
|
result = SetPath(pcell, from, &bestpoint, nodelist);
|
|
*/
|
|
}
|
|
|
|
bool Actor::scanPathLine(const Point &point1, const Point &point2) {
|
|
Point point;
|
|
Point delta;
|
|
bool interchange = false;
|
|
Point fDelta;
|
|
Point iteratorPoint;
|
|
int errterm;
|
|
int s1;
|
|
int s2;
|
|
int i;
|
|
|
|
point = point1;
|
|
delta.x = ABS(point1.x - point2.x);
|
|
delta.y = ABS(point1.y - point2.y);
|
|
s1 = integerCompare(point2.x, point1.x);
|
|
s2 = integerCompare(point2.y, point1.y);
|
|
|
|
if (delta.y > delta.x) {
|
|
SWAP(delta.y, delta.x);
|
|
interchange = true;
|
|
}
|
|
|
|
fDelta.x = delta.x * 2;
|
|
fDelta.y = delta.y * 2;
|
|
|
|
errterm = fDelta.y - delta.x;
|
|
|
|
for (i = 0; i < delta.x; i++) {
|
|
while (errterm >= 0) {
|
|
if (interchange) {
|
|
point.x += s1;
|
|
} else {
|
|
point.y += s2;
|
|
}
|
|
errterm -= fDelta.x;
|
|
}
|
|
|
|
if (interchange)
|
|
point.y += s2;
|
|
else
|
|
point.x += s1;
|
|
|
|
errterm += fDelta.y;
|
|
|
|
iteratorPoint.x = point.x >> 1;
|
|
iteratorPoint.y = point.y - _vm->getPathYOffset();
|
|
if (getPathCell(iteratorPoint) == kPathCellBarrier)
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
int Actor::fillPathArray(const Point &pointFrom, const Point &pointTo, Point &bestPoint) {
|
|
Point pathFrom;
|
|
Point pathTo;
|
|
int bestRating;
|
|
int currentRating;
|
|
Point bestPath;
|
|
int pointCounter;
|
|
int startDirection;
|
|
PathDirectionList pathDirectionList;
|
|
PathDirectionData *pathDirection;
|
|
PathDirectionData *samplePathDirection;
|
|
PathDirectionList::iterator pathDirectionIterator;
|
|
PathDirectionList::iterator newPathDirectionIterator;
|
|
int directionCount;
|
|
|
|
|
|
pathFrom.x = pointFrom.x >> 1;
|
|
pathFrom.y = pointFrom.y - _vm->getPathYOffset();
|
|
|
|
pathTo.x = pointTo.x >> 1;
|
|
pathTo.y = pointTo.y - _vm->getPathYOffset();
|
|
|
|
pointCounter = 0;
|
|
bestRating = quickDistance(pathFrom, pathTo);
|
|
bestPath = pathFrom;
|
|
|
|
for (startDirection = 0; startDirection < 4; startDirection++) {
|
|
newPathDirectionIterator = pathDirectionList.pushBack();
|
|
pathDirection = newPathDirectionIterator.operator->();
|
|
pathDirection->x = pathFrom.x;
|
|
pathDirection->y = pathFrom.y;
|
|
pathDirection->direction = startDirection;
|
|
}
|
|
setPathCell(pathFrom, 0);
|
|
|
|
pathDirectionIterator = pathDirectionList.begin();
|
|
|
|
do {
|
|
pathDirection = pathDirectionIterator.operator->();
|
|
for (directionCount = 0; directionCount < 4; directionCount++) {
|
|
samplePathDirection = &pathDirectionLUT[pathDirection->direction][directionCount];
|
|
Point nextPoint;
|
|
nextPoint.x = samplePathDirection->x + pathDirection->x;
|
|
nextPoint.y = samplePathDirection->y + pathDirection->y;
|
|
if ((nextPoint.x >= 0) && (nextPoint.y >= 0) && (nextPoint.x < _xCellCount) && (nextPoint.y < _yCellCount) && (getPathCell(nextPoint) == kPathCellEmpty)) {
|
|
setPathCell(nextPoint, samplePathDirection->direction);
|
|
|
|
newPathDirectionIterator = pathDirectionList.pushBack();
|
|
pathDirection = newPathDirectionIterator.operator->();
|
|
pathDirection->x = nextPoint.x;
|
|
pathDirection->y = nextPoint.y;
|
|
pathDirection->direction = samplePathDirection->direction;
|
|
++pointCounter;
|
|
if (nextPoint == pathTo) {
|
|
bestPoint.x = pointTo.x & ~1;
|
|
bestPoint.y = pointTo.y;
|
|
return pointCounter;
|
|
}
|
|
currentRating = quickDistance(nextPoint, pathTo);
|
|
if (currentRating < bestRating) {
|
|
bestRating = currentRating;
|
|
bestPath = nextPoint;
|
|
}
|
|
}
|
|
}
|
|
++pathDirectionIterator;
|
|
} while (pathDirectionIterator != pathDirectionList.end());
|
|
|
|
bestPoint.x = bestPath.x * 2;
|
|
bestPoint.y = bestPath.y + _vm->getPathYOffset();
|
|
|
|
return pointCounter;
|
|
}
|
|
|
|
/*
|
|
// Console wrappers - must be safe to run
|
|
// TODO - checkup ALL arguments, cause wrong arguments may fall function with "error"
|
|
|
|
void Actor::CF_actor_move(int argc, const char **argv) {
|
|
uint16 actorId = (uint16) atoi(argv[1]);
|
|
Point movePoint;
|
|
|
|
movePoint.x = atoi(argv[2]);
|
|
movePoint.y = atoi(argv[3]);
|
|
|
|
if (!IS_VALID_ACTOR_ID(actorId)) {
|
|
_vm->_console->DebugPrintf("Actor::CF_actor_move Invalid actorId 0x%X.\n", actorId);
|
|
return;
|
|
}
|
|
|
|
move(actorId, movePoint);
|
|
}
|
|
|
|
void Actor::CF_actor_moverel(int argc, const char **argv) {
|
|
uint16 actorId = (uint16) atoi(argv[1]);
|
|
Point movePoint;
|
|
|
|
movePoint.x = atoi(argv[2]);
|
|
movePoint.y = atoi(argv[3]);
|
|
|
|
if (!IS_VALID_ACTOR_ID(actorId)) {
|
|
_vm->_console->DebugPrintf("Actor::CF_actor_moverel Invalid actorId 0x%X.\n", actorId);
|
|
return;
|
|
}
|
|
|
|
moveRelative(actorId, movePoint);
|
|
}
|
|
|
|
void Actor::CF_actor_seto(int argc, const char **argv) {
|
|
uint16 actorId = (uint16) atoi(argv[1]);
|
|
int orient;
|
|
|
|
orient = atoi(argv[2]);
|
|
//TODO orient check
|
|
if (!IS_VALID_ACTOR_ID(actorId)) {
|
|
_vm->_console->DebugPrintf("Actor::CF_actor_seto Invalid actorId 0x%X.\n",actorId);
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
void Actor::CF_actor_setact(int argc, const char **argv) {
|
|
uint16 actorId = (uint16) atoi(argv[1]);
|
|
int action_n = 0;
|
|
|
|
action_n = atoi(argv[2]);
|
|
|
|
if (!IS_VALID_ACTOR_ID(actorId)) {
|
|
_vm->_console->DebugPrintf("Actor::CF_actor_setact Invalid actorId 0x%X.\n",actorId);
|
|
return;
|
|
}
|
|
|
|
//TODO action_n check
|
|
if ((action_n < 0) || (action_n >= actor->action_ct)) {
|
|
_vm->_console->DebugPrintf("Invalid action number.\n");
|
|
return;
|
|
}
|
|
|
|
_vm->_console->DebugPrintf("Action frame counts: %d %d %d %d.\n",
|
|
actor->act_tbl[action_n].dir[0].frame_count,
|
|
actor->act_tbl[action_n].dir[1].frame_count,
|
|
actor->act_tbl[action_n].dir[2].frame_count,
|
|
actor->act_tbl[action_n].dir[3].frame_count);
|
|
|
|
setAction(actorId, action_n, ACTION_LOOP);
|
|
}
|
|
*/
|
|
} // End of namespace Saga
|