scummvm/saga/actor.cpp
Andrew Kurushin 6b4264d3a8 - fixed fingolfin notification
svn-id: r16369
2004-12-29 14:33:14 +00:00

1391 lines
38 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/console.h"
#include "saga/rscfile_mod.h"
#include "saga/script.h"
#include "saga/sndres.h"
#include "saga/sprite.h"
#include "saga/font.h"
#include "saga/text.h"
#include "saga/sound.h"
#include "saga/scene.h"
#include "saga/actionmap.h"
#include "saga/actor.h"
#include "saga/actordata.h"
#include "saga/stream.h"
#include "saga/interface.h"
#include "common/config-manager.h"
namespace Saga {
static int actorCompare(const ActorDataPointer& actor1, const ActorDataPointer& actor2) {
if (actor1->location.y == actor2->location.y) {
return 0;
} else if (actor1->location.y < actor2->location.y) {
return -1;
} else {
return 1;
}
}
// Lookup table to convert 8 cardinal directions to 4
int actorDirectectionsLUT[8] = {
ACTOR_DIRECTION_BACK, // kDirUp
ACTOR_DIRECTION_RIGHT, // kkDirUpRight
ACTOR_DIRECTION_RIGHT, // kDirRight
ACTOR_DIRECTION_RIGHT, // kDirDownRight
ACTOR_DIRECTION_FORWARD,// kDirDown
ACTOR_DIRECTION_LEFT, // kDirDownLeft
ACTOR_DIRECTION_LEFT, // kDirLeft
ACTOR_DIRECTION_LEFT, // kDirUpLeft
};
PathDirectionData pathDirectionLUT[8][4] = {
{{0, 0, -1}, {7, -1, -1}, {4, 1, -1}},
{{1, 1, 0}, {4, 1, -1}, {5, 1, 1}},
{{2, 0, 1}, {5, 1, 1}, {6, -1, 1}},
{{3, -1, 0}, {6, -1, 1}, {7, -1, -1}},
{{0, 0, -1}, {1, 1, 0}, {4, 1, -1}},
{{1, 1, 0}, {2, 0, 1}, {5, 1, 1}},
{{2, 0, 1}, {3, -1, 0}, {6, -1, 1}},
{{3, -1, 0}, {0, 0, -1}, {7, -1, -1}}
};
Actor::Actor(SagaEngine *vm) : _vm(vm) {
int i;
ActorData *actor;
debug(9, "Actor::Actor()");
if (_vm->_gameType == GType_IHNM) {
warning("Actors aren't implemented for IHNM yet");
return;
}
_centerActor = _protagonist = NULL;
_lastTickMsec = 0;
_yCellCount = _vm->getStatusYOffset() - _vm->getPathYOffset();
_xCellCount = _vm->getDisplayWidth() / 2;
_pathCellCount = _yCellCount * _xCellCount;
_pathCell = (int*)malloc(_pathCellCount * sizeof *_pathCell);
_pathRect.left = 0;
_pathRect.right = _vm->getDisplayWidth();
_pathRect.top = _vm->getPathYOffset();
_pathRect.bottom = _vm->getStatusYOffset() - _vm->getPathYOffset();
// Get actor resource file context
_actorContext = _vm->getFileContext(GAME_RESOURCEFILE, 0);
if (_actorContext == NULL) {
error("Actor::Actor(): Couldn't load actor module resource context.");
}
for (i = 0; i < ACTORCOUNT; i++) {
actor = &_actors[i];
actor->actorId = ACTOR_INDEX_TO_ID(i);
actor->index = i;
debug(9, "init actorId=0x%X index=0x%X", actor->actorId, actor->index);
actor->nameIndex = ActorTable[i].nameIndex;
actor->spriteListResourceId = ActorTable[i].spriteListResourceId;
actor->frameListResourceId = ActorTable[i].frameListResourceId;
actor->speechColor = ActorTable[i].speechColor;
actor->sceneNumber = ActorTable[i].sceneIndex;
actor->flags = ActorTable[i].flags;
actor->currentAction = ActorTable[i].currentAction;
actor->facingDirection = ActorTable[i].facingDirection;
actor->actionDirection = ActorTable[i].actionDirection;
actor->frameNumber = 0;
actor->targetObject = ID_NOTHING;
actor->location.x = ActorTable[i].x;
actor->location.y = ActorTable[i].y;
actor->location.z = ActorTable[i].z;
actor->disabled = !loadActorResources(actor);
if (actor->disabled) {
warning("Disabling actorId=0x%X index=0x%X", actor->actorId, actor->index);
}
}
}
Actor::~Actor() {
int i;
ActorData *actor;
debug(9, "Actor::~Actor()");
free(_pathCell);
//release resources
for (i = 0; i < ACTORCOUNT; i++) {
actor = &_actors[i];
free(actor->frames);
_vm->_sprite->freeSprite(actor->spriteList);
}
}
bool Actor::loadActorResources(ActorData * actor) {
byte *resourcePointer;
size_t resourceLength;
int framesCount;
ActorFrameSequence *framesPointer;
int lastFrame;
int i, orient;
int result;
debug(9, "Loading frame resource id 0x%X", actor->frameListResourceId);
result = RSC_LoadResource(_actorContext, actor->frameListResourceId, &resourcePointer, &resourceLength);
if (result != SUCCESS) {
warning("Couldn't load sprite action index resource");
return false;
}
framesCount = resourceLength / 16;
debug(9, "Frame resource contains %d frames", framesCount);
framesPointer = (ActorFrameSequence *)malloc(sizeof(ActorFrameSequence) * framesCount);
if (framesPointer == NULL) {
error("Couldn't allocate memory for sprite frames");
}
MemoryReadStreamEndian readS(resourcePointer, resourceLength, IS_BIG_ENDIAN);
lastFrame = 0;
for (i = 0; i < framesCount; i++) {
for (orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) {
// Load all four orientations
framesPointer[i].directions[orient].frameIndex = readS.readUint16();
framesPointer[i].directions[orient].frameCount = readS.readSint16();
if (framesPointer[i].directions[orient].frameCount < 0)
warning("frameCount < 0", framesPointer[i].directions[orient].frameCount);
if (framesPointer[i].directions[orient].frameIndex > lastFrame) {
lastFrame = framesPointer[i].directions[orient].frameIndex;
}
}
}
RSC_FreeResource(resourcePointer);
actor->frames = framesPointer;
actor->framesCount = framesCount;
debug(9, "Loading sprite resource id 0x%X", actor->spriteListResourceId);
if (_vm->_sprite->loadList(actor->spriteListResourceId, &actor->spriteList) != SUCCESS) {
warning("Unable to load sprite list");
return false;
}
i = _vm->_sprite->getListLen(actor->spriteList);
if (lastFrame >= i) {
debug(9, "Appending to sprite list 0x%X", actor->spriteListResourceId);
if (_vm->_sprite->appendList(actor->spriteListResourceId + 1, actor->spriteList) != SUCCESS) {
warning("Unable append sprite list");
return false;
}
}
return true;
}
ActorData *Actor::getActor(uint16 actorId) {
ActorData *actor;
if (!IS_VALID_ACTOR_ID(actorId))
error("Actor::getActor Wrong actorId 0x%X", actorId);
if (actorId == ID_PROTAG) {
if (_protagonist == NULL) {
error("_protagonist == NULL");
}
return _protagonist;
}
actor = &_actors[ACTOR_ID_TO_INDEX(actorId)];
if (actor->disabled)
error("Actor::getActor disabled actorId 0x%X", actorId);
return actor;
}
void Actor::updateActorsScene() {
int i;
ActorData *actor;
_activeSpeech.stringsCount = 0;
for (i = 0; i < ACTORCOUNT; i++) {
actor = &_actors[i];
if (actor->flags & (kProtagonist | kFollower)) {
actor->sceneNumber = _vm->_scene->currentSceneNumber();
if (actor->flags & kProtagonist) {
//todo: actor->finalTarget = a->obj.loc;
_centerActor = _protagonist = actor;
}
}
if (actor->sceneNumber == _vm->_scene->currentSceneNumber())
actor->actionCycle = (rand() & 7) * 4;
}
handleActions(0, true);
}
ActorFrameRange *Actor::getActorFrameRange(uint16 actorId, int frameType) {
ActorData *actor;
int fourDirection;
actor = getActor(actorId);
if (actor->disabled)
error("Actor::getActorFrameRange Wrong actorId 0x%X", actorId);
if (frameType >= actor->framesCount)
error("Actor::getActorFrameRange Wrong frameType 0x%X actorId 0x%X", frameType, actorId);
if ((actor->facingDirection < kDirUp) || (actor->facingDirection > kDirUpLeft))
error("Actor::getActorFrameRange Wrong direction 0x%X actorId 0x%X", actor->facingDirection, actorId);
fourDirection = actorDirectectionsLUT[actor->facingDirection];
return &actor->frames[frameType].directions[fourDirection];
}
void Actor::handleSpeech(int msec) {
int stringLength;
int sampleLength;
bool removeFirst;
int i;
int talkspeed;
ActorData *actor;
if (!isSpeaking()) return;
stringLength = strlen(_activeSpeech.strings[0]);
if (stringLength == 0)
error("Empty strings not allowed");
if (_vm->_script->_skipSpeeches) {
_activeSpeech.stringsCount = 0;
_vm->_sound->stopVoice();
_vm->_script->wakeUpThreads(kWaitTypeSpeech);
return;
}
if (!_activeSpeech.playing) { // just added
talkspeed = ConfMan.getInt("talkspeed");
if (_activeSpeech.speechFlags & kSpeakSlow) {
if (_activeSpeech.slowModeCharIndex >= stringLength)
error("Wrong string index");
debug(0 , "Slow string!");
_activeSpeech.playingTime = 10 * talkspeed;
// 10 - fix it
} else {
sampleLength = _vm->_sndRes->getVoiceLength(_activeSpeech.sampleResourceId); //fixme - too fast
if (sampleLength < 0) {
_activeSpeech.playingTime = stringLength * talkspeed;
} else {
_activeSpeech.playingTime = sampleLength;
}
}
if (_activeSpeech.sampleResourceId != -1) {
_vm->_sndRes->playVoice(_activeSpeech.sampleResourceId);
_activeSpeech.sampleResourceId++;
}
if (_activeSpeech.actorIds[0] != 0) {
actor = getActor(_activeSpeech.actorIds[0]);
if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) {
actor->currentAction = kActionSpeak;
actor->actionCycle = rand() % 64;
}
}
_activeSpeech.playing = true;
return;
}
_activeSpeech.playingTime -= msec;
removeFirst = false;
if (_activeSpeech.playingTime <= 0) {
if (_activeSpeech.speechFlags & kSpeakSlow) {
_activeSpeech.slowModeCharIndex++;
if (_activeSpeech.slowModeCharIndex >= stringLength)
removeFirst = true;
} else {
removeFirst = true;
}
_activeSpeech.playing = false;
if (_activeSpeech.actorIds[0] != 0) {
actor = getActor(_activeSpeech.actorIds[0]);
if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) {
actor->currentAction = kActionWait;
}
}
}
if (removeFirst) {
for (i = 1; i < _activeSpeech.stringsCount; i++) {
_activeSpeech.strings[i - 1] = _activeSpeech.strings[i];
}
_activeSpeech.stringsCount--;
}
if (!isSpeaking())
_vm->_script->wakeUpThreadsDelayed(kWaitTypeSpeech, ticksToMSec(kScriptTimeTicksPerSecond / 3));
}
void Actor::handleActions(int msec, bool setup) {
int i;
ActorData *actor;
ActorFrameRange *frameRange;
int state;
int speed;
ActorLocation delta;
ActorLocation addDelta;
for (i = 0; i < ACTORCOUNT; i++) {
actor = &_actors[i];
if (actor->disabled) continue;
if (actor->sceneNumber != _vm->_scene->currentSceneNumber()) continue;
//todo: dragon stuff
switch(actor->currentAction) {
case kActionWait: {
if (!setup && (actor->flags & kFollower)) {
followProtagonist(actor);
if (actor->currentAction != kActionWait)
break;
}
if (actor->targetObject != ID_NOTHING) {
//todo: facetowardsobject
}
if (actor->flags & kCycle) {
frameRange = getActorFrameRange(actor->actorId, kFrameStand);
if (frameRange->frameCount > 0) {
actor->actionCycle++;
actor->actionCycle = (actor->actionCycle) % frameRange->frameCount;
} else {
actor->actionCycle = 0;
}
actor->frameNumber = frameRange->frameIndex + actor->actionCycle;
break;
}
if ((actor->actionCycle & 3) == 0) {
actor->cycleWrap(100);
frameRange = getActorFrameRange(actor->actorId, kFrameWait);
if ((frameRange->frameCount < 1 || actor->actionCycle > 33))
frameRange = getActorFrameRange(actor->actorId, kFrameStand);
if (frameRange->frameCount) {
actor->frameNumber = frameRange->frameIndex + (uint16)rand() % frameRange->frameCount;
} else {
actor->frameNumber = frameRange->frameIndex;
}
}
actor->actionCycle++;
} break;
case kActionWalkToPoint:
case kActionWalkToLink: {
// tiled stuff
if (_vm->_scene->getMode() == SCENE_MODE_ISO) {
//todo: it
} else {
actor->partialTarget.delta(actor->location, delta);
while ((delta.x == 0) && (delta.y == 0)) {
int xstep;
if (actor->walkStepIndex >= actor->walkStepsCount) {
actorEndWalk(actor->actorId, true);
break;
}
xstep = actor->walkPath[actor->walkStepIndex++];
if (xstep > 256-32) {
xstep -= 256;
}
actor->partialTarget.x = xstep * 2 * ACTOR_LMULT;
actor->partialTarget.y = actor->walkPath[actor->walkStepIndex++] * ACTOR_LMULT;
actor->partialTarget.z = 0;
actor->partialTarget.delta(actor->location, delta);
if (ABS(delta.y) > ABS(delta.x)) {
actor->actionDirection = delta.y > 0 ? kDirDown : kDirUp;
} else {
actor->actionDirection = delta.x > 0 ? kDirRight : kDirLeft;
}
}
speed = (ACTOR_LMULT * 2 * actor->screenScale + 63) / 256;
if (speed < 1) {
speed = 1;
}
if ((actor->actionDirection == kDirUp) || (actor->actionDirection == kDirDown)) { // move by 2's in vertical dimension
addDelta.y = clamp(-speed, delta.y, speed);
if (addDelta.y == delta.y) {
addDelta.x = delta.x;
} else {
addDelta.x = delta.x * addDelta.y;
addDelta.x += (addDelta.x > 0) ? (delta.y / 2) : (-delta.y / 2);
addDelta.x /= delta.y;
actor->facingDirection = actor->actionDirection;
}
} else {
addDelta.x = clamp(-2 * speed, delta.x, 2 * speed);
if (addDelta.x == delta.x) {
addDelta.y = delta.y;
} else {
addDelta.y = delta.y * addDelta.x;
addDelta.y += (addDelta.y > 0) ? (delta.x / 2) : (-delta.x / 2);
addDelta.y /= delta.x;
actor->facingDirection = actor->actionDirection;
}
}
actor->location.add(addDelta);
}
if (actor->actorFlags & kActorBackwards) {
actor->facingDirection = (actor->actionDirection + 4) & 7;
actor->actionCycle--;
} else {
actor->actionCycle++;
}
frameRange = getActorFrameRange(actor->actorId, actor->walkFrameSequence);
if (actor->actionCycle < 0) {
actor->actionCycle = frameRange->frameCount - 1;
} else {
if (actor->actionCycle >= frameRange->frameCount) {
actor->actionCycle = 0;
}
}
actor->frameNumber = frameRange->frameIndex + actor->actionCycle;
} break;
case kActionWalkDir: {
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