mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-13 21:31:53 +00:00
9a9e9d21a8
svn-id: r29038
818 lines
21 KiB
C++
818 lines
21 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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// Actor management module header file
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#ifndef SAGA_ACTOR_H
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#define SAGA_ACTOR_H
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#include "common/savefile.h"
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#include "saga/sprite.h"
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#include "saga/itedata.h"
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#include "saga/list.h"
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#include "saga/saga.h"
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#include "saga/font.h"
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namespace Saga {
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class HitZone;
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//#define ACTOR_DEBUG 1 //only for actor pathfinding debug!
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#define ACTOR_BARRIERS_MAX 16
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#define ACTOR_MAX_STEPS_COUNT 32
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#define ACTOR_DIALOGUE_HEIGHT 100
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#define ACTOR_LMULT 4
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#define ACTOR_SPEED 72
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#define ACTOR_CLIMB_SPEED 8
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#define ACTOR_COLLISION_WIDTH 32
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#define ACTOR_COLLISION_HEIGHT 8
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#define ACTOR_DIRECTIONS_COUNT 4 // for ActorFrameSequence
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#define ACTOR_DIRECTION_RIGHT 0
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#define ACTOR_DIRECTION_LEFT 1
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#define ACTOR_DIRECTION_BACK 2
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#define ACTOR_DIRECTION_FORWARD 3
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#define ACTOR_SPEECH_STRING_MAX 16 // speech const
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#define ACTOR_SPEECH_ACTORS_MAX 8
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#define ACTOR_DRAGON_TURN_MOVES 4
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#define ACTOR_DRAGON_INDEX 133
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#define ACTOR_NO_ENTRANCE -1
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#define ACTOR_EXP_KNOCK_RIF 24
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#define PATH_NODE_EMPTY -1
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#define ACTOR_INHM_SIZE 228
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enum ActorActions {
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kActionWait = 0,
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kActionWalkToPoint = 1,
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kActionWalkToLink = 2,
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kActionWalkDir = 3,
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kActionSpeak = 4,
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kActionAccept = 5,
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kActionStoop = 6,
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kActionLook = 7,
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kActionCycleFrames = 8,
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kActionPongFrames = 9,
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kActionFreeze = 10,
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kActionFall = 11,
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kActionClimb = 12
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};
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enum ActorFrameIds {
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//ITE
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kFrameITEStand = 0,
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kFrameITEWalk = 1,
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kFrameITESpeak = 2,
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kFrameITEGive = 3,
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kFrameITEGesture = 4,
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kFrameITEWait = 5,
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kFrameITEPickUp = 6,
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kFrameITELook = 7,
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//IHNM
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kFrameIHNMStand = 0,
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kFrameIHNMSpeak = 1,
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kFrameIHNMWait = 2,
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kFrameIHNMGesture = 3,
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kFrameIHNMWalk = 4
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};
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enum SpeechFlags {
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kSpeakNoAnimate = 1,
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kSpeakAsync = 2,
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kSpeakSlow = 4,
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kSpeakForceText = 8
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};
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enum ActorFrameTypes {
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kFrameStand,
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kFrameWalk,
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kFrameSpeak,
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kFrameGive,
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kFrameGesture,
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kFrameWait,
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kFramePickUp,
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kFrameLook
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};
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// Lookup table to convert 8 cardinal directions to 4
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static const int actorDirectectionsLUT[8] = {
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ACTOR_DIRECTION_BACK, // kDirUp
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ACTOR_DIRECTION_RIGHT, // kDirUpRight
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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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enum ActorFlagsEx {
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kActorNoCollide = (1 << 0),
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kActorNoFollow = (1 << 1),
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kActorCollided = (1 << 2),
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kActorBackwards = (1 << 3),
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kActorContinuous = (1 << 4),
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kActorFinalFace = (1 << 5),
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kActorFinishLeft = ((1 << 5) | (kDirLeft << 6)),
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kActorFinishRight = ((1 << 5) | (kDirRight << 6)),
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kActorFinishUp = ((1 << 5) | (kDirUp << 6)),
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kActorFinishDown = ((1 << 5) | (kDirDown << 6)),
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kActorFacingMask = (0xf << 5),
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kActorRandom = (1 << 10)
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};
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enum PathCellType {
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kPathCellEmpty = -1,
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//kDirUp = 0 .... kDirUpLeft = 7
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kPathCellBarrier = 0x57
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};
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enum DragonMoveTypes {
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kDragonMoveUpLeft = 0,
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kDragonMoveUpRight = 1,
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kDragonMoveDownLeft = 2,
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kDragonMoveDownRight = 3,
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kDragonMoveUpLeft_Left = 4,
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kDragonMoveUpLeft_Right = 5,
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kDragonMoveUpRight_Left = 6,
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kDragonMoveUpRight_Right = 7,
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kDragonMoveDownLeft_Left = 8,
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kDragonMoveDownLeft_Right = 9,
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kDragonMoveDownRight_Left = 10,
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kDragonMoveDownRight_Right = 11,
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kDragonMoveInvalid = 12
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};
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struct PathDirectionData {
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int8 direction;
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Point coord;
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};
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struct ActorFrameRange {
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int frameIndex;
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int frameCount;
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};
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struct ActorFrameSequence {
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ActorFrameRange directions[ACTOR_DIRECTIONS_COUNT];
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};
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int pathLine(Point *pointList, const Point &point1, const Point &point2);
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struct Location {
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int32 x; // logical coordinates
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int32 y; //
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int32 z; //
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Location() {
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x = y = z = 0;
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}
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void saveState(Common::OutSaveFile *out) {
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out->writeSint32LE(x);
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out->writeSint32LE(y);
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out->writeSint32LE(z);
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}
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void loadState(Common::InSaveFile *in) {
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x = in->readSint32LE();
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y = in->readSint32LE();
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z = in->readSint32LE();
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}
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int distance(const Location &location) const {
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return MAX(ABS(x - location.x), ABS(y - location.y));
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}
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int32 &u() {
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return x;
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}
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int32 &v() {
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return y;
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}
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int32 u() const {
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return x;
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}
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int32 v() const {
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return y;
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}
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int32 uv() const {
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return u() + v();
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}
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void delta(const Location &location, Location &result) const {
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result.x = x - location.x;
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result.y = y - location.y;
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result.z = z - location.z;
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}
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void addXY(const Location &location) {
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x += location.x;
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y += location.y;
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}
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void add(const Location &location) {
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x += location.x;
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y += location.y;
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z += location.z;
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}
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void fromScreenPoint(const Point &screenPoint) {
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x = (screenPoint.x * ACTOR_LMULT);
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y = (screenPoint.y * ACTOR_LMULT);
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z = 0;
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}
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void toScreenPointXY(Point &screenPoint) const {
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screenPoint.x = x / ACTOR_LMULT;
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screenPoint.y = y / ACTOR_LMULT;
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}
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void toScreenPointUV(Point &screenPoint) const {
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screenPoint.x = u();
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screenPoint.y = v();
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}
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void toScreenPointXYZ(Point &screenPoint) const {
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screenPoint.x = x / ACTOR_LMULT;
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screenPoint.y = y / ACTOR_LMULT - z;
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}
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void fromStream(MemoryReadStream &stream) {
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x = stream.readUint16LE();
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y = stream.readUint16LE();
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z = stream.readUint16LE();
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}
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void debugPrint(int debuglevel = 0, const char *loc = "Loc:") const {
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debug(debuglevel, "%s %d, %d, %d", loc, x, y, z);
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}
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};
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class CommonObjectData {
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public:
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//constant
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bool _disabled; // disabled in init section
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int32 _index; // index in local array
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uint16 _id; // object id
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int32 _scriptEntrypointNumber; // script entrypoint number
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//variables
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uint16 _flags; // initial flags
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int32 _nameIndex; // index in name string list
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int32 _sceneNumber; // scene
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int32 _spriteListResourceId; // sprite list resource id
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Location _location; // logical coordinates
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Point _screenPosition; // screen coordinates
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int32 _screenDepth; //
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int32 _screenScale; //
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void saveState(Common::OutSaveFile *out) {
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out->writeUint16LE(_flags);
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out->writeSint32LE(_nameIndex);
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out->writeSint32LE(_sceneNumber);
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out->writeSint32LE(_spriteListResourceId);
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_location.saveState(out);
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out->writeSint16LE(_screenPosition.x);
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out->writeSint16LE(_screenPosition.y);
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out->writeSint32LE(_screenDepth);
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out->writeSint32LE(_screenScale);
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}
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void loadState(Common::InSaveFile *in) {
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_flags = in->readUint16LE();
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_nameIndex = in->readSint32LE();
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_sceneNumber = in->readSint32LE();
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_spriteListResourceId = in->readSint32LE();
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_location.loadState(in);
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_screenPosition.x = in->readSint16LE();
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_screenPosition.y = in->readSint16LE();
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_screenDepth = in->readSint32LE();
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_screenScale = in->readSint32LE();
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}
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};
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typedef CommonObjectData *CommonObjectDataPointer;
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typedef SortedList<CommonObjectDataPointer> CommonObjectOrderList;
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class ObjectData: public CommonObjectData {
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public:
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//constant
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uint16 _interactBits;
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ObjectData() {
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memset(this, 0, sizeof(*this));
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}
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};
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class ActorData: public CommonObjectData {
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public:
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//constant
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SpriteList _spriteList; // sprite list data
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bool _shareFrames;
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ActorFrameSequence *_frames; // Actor's frames
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int _framesCount; // Actor's frames count
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int _frameListResourceId; // Actor's frame list resource id
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byte _speechColor; // Actor dialogue color
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//
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bool _inScene;
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//variables
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uint16 _actorFlags; // dynamic flags
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int32 _currentAction; // ActorActions type
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int32 _facingDirection; // orientation
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int32 _actionDirection;
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int32 _actionCycle;
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uint16 _targetObject;
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const HitZone *_lastZone;
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int32 _cycleFrameSequence;
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uint8 _cycleDelay;
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uint8 _cycleTimeCount;
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uint8 _cycleFlags;
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int16 _fallVelocity;
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int16 _fallAcceleration;
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int16 _fallPosition;
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uint8 _dragonBaseFrame;
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uint8 _dragonStepCycle;
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uint8 _dragonMoveType;
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int32 _frameNumber; // current frame number
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int32 _tileDirectionsAlloced;
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byte *_tileDirections;
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int32 _walkStepsAlloced;
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Point *_walkStepsPoints;
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int32 _walkStepsCount;
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int32 _walkStepIndex;
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Location _finalTarget;
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Location _partialTarget;
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int32 _walkFrameSequence;
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public:
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void saveState(Common::OutSaveFile *out) {
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int i = 0;
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CommonObjectData::saveState(out);
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out->writeUint16LE(_actorFlags);
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out->writeSint32LE(_currentAction);
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out->writeSint32LE(_facingDirection);
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out->writeSint32LE(_actionDirection);
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out->writeSint32LE(_actionCycle);
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out->writeUint16LE(_targetObject);
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out->writeSint32LE(_cycleFrameSequence);
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out->writeByte(_cycleDelay);
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out->writeByte(_cycleTimeCount);
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out->writeByte(_cycleFlags);
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out->writeSint16LE(_fallVelocity);
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out->writeSint16LE(_fallAcceleration);
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out->writeSint16LE(_fallPosition);
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out->writeByte(_dragonBaseFrame);
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out->writeByte(_dragonStepCycle);
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out->writeByte(_dragonMoveType);
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out->writeSint32LE(_frameNumber);
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out->writeSint32LE(_tileDirectionsAlloced);
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for (i = 0; i < _tileDirectionsAlloced; i++) {
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out->writeByte(_tileDirections[i]);
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}
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out->writeSint32LE(_walkStepsAlloced);
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for (i = 0; i < _walkStepsAlloced; i++) {
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out->writeSint16LE(_walkStepsPoints[i].x);
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out->writeSint16LE(_walkStepsPoints[i].y);
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}
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out->writeSint32LE(_walkStepsCount);
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out->writeSint32LE(_walkStepIndex);
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_finalTarget.saveState(out);
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_partialTarget.saveState(out);
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out->writeSint32LE(_walkFrameSequence);
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}
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void loadState(uint32 version, Common::InSaveFile *in) {
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int i = 0;
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CommonObjectData::loadState(in);
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_actorFlags = in->readUint16LE();
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_currentAction = in->readSint32LE();
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_facingDirection = in->readSint32LE();
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_actionDirection = in->readSint32LE();
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_actionCycle = in->readSint32LE();
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_targetObject = in->readUint16LE();
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_lastZone = NULL;
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_cycleFrameSequence = in->readSint32LE();
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_cycleDelay = in->readByte();
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_cycleTimeCount = in->readByte();
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_cycleFlags = in->readByte();
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if (version > 1) {
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_fallVelocity = in->readSint16LE();
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_fallAcceleration = in->readSint16LE();
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_fallPosition = in->readSint16LE();
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} else {
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_fallVelocity = _fallAcceleration = _fallPosition = 0;
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}
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if (version > 2) {
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_dragonBaseFrame = in->readByte();
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_dragonStepCycle = in->readByte();
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_dragonMoveType = in->readByte();
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} else {
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_dragonBaseFrame = _dragonStepCycle = _dragonMoveType = 0;
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}
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_frameNumber = in->readSint32LE();
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setTileDirectionsSize(in->readSint32LE(), true);
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for (i = 0; i < _tileDirectionsAlloced; i++) {
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_tileDirections[i] = in->readByte();
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}
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setWalkStepsPointsSize(in->readSint32LE(), true);
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for (i = 0; i < _walkStepsAlloced; i++) {
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_walkStepsPoints[i].x = in->readSint16LE();
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_walkStepsPoints[i].y = in->readSint16LE();
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}
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_walkStepsCount = in->readSint32LE();
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_walkStepIndex = in->readSint32LE();
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_finalTarget.loadState(in);
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_partialTarget.loadState(in);
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_walkFrameSequence = in->readSint32LE();
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}
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void setTileDirectionsSize(int size, bool forceRealloc) {
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if ((size <= _tileDirectionsAlloced) && !forceRealloc) {
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return;
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}
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_tileDirectionsAlloced = size;
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_tileDirections = (byte*)realloc(_tileDirections, _tileDirectionsAlloced * sizeof(*_tileDirections));
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}
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void cycleWrap(int cycleLimit) {
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if (_actionCycle >= cycleLimit)
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_actionCycle = 0;
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}
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void setWalkStepsPointsSize(int size, bool forceRealloc) {
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if ((size <= _walkStepsAlloced) && !forceRealloc) {
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return;
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}
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_walkStepsAlloced = size;
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_walkStepsPoints = (Point*)realloc(_walkStepsPoints, _walkStepsAlloced * sizeof(*_walkStepsPoints));
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}
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void addWalkStepPoint(const Point &point) {
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setWalkStepsPointsSize(_walkStepsCount + 1, false);
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_walkStepsPoints[_walkStepsCount++] = point;
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}
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void freeSpriteList() {
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_spriteList.freeMem();
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}
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ActorData() {
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memset(this, 0, sizeof(*this));
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}
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~ActorData() {
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if (!_shareFrames)
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free(_frames);
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free(_tileDirections);
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free(_walkStepsPoints);
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freeSpriteList();
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}
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};
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struct ProtagStateData {
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ActorFrameSequence *_frames; // Actor's frames
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int _framesCount; // Actor's frames count
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};
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struct SpeechData {
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int speechColor[ACTOR_SPEECH_ACTORS_MAX];
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int outlineColor[ACTOR_SPEECH_ACTORS_MAX];
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int speechFlags;
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const char *strings[ACTOR_SPEECH_STRING_MAX];
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Rect speechBox;
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Rect drawRect;
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int stringsCount;
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int slowModeCharIndex;
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uint16 actorIds[ACTOR_SPEECH_ACTORS_MAX];
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int actorsCount;
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int sampleResourceId;
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bool playing;
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int playingTime;
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SpeechData() {
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memset(this, 0, sizeof(*this));
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}
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FontEffectFlags getFontFlags(int i) {
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if (outlineColor[i] != 0) {
|
|
return kFontOutline;
|
|
} else {
|
|
return kFontNormal;
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
|
|
class Actor {
|
|
friend class IsoMap;
|
|
friend class SagaEngine;
|
|
friend class Puzzle;
|
|
public:
|
|
|
|
Actor(SagaEngine *vm);
|
|
~Actor();
|
|
|
|
void cmdActorWalkTo(int argc, const char **argv);
|
|
|
|
bool validActorId(uint16 id) { return (id == ID_PROTAG) || ((id >= objectIndexToId(kGameObjectActor, 0)) && (id < objectIndexToId(kGameObjectActor, _actorsCount))); }
|
|
int actorIdToIndex(uint16 id) { return (id == ID_PROTAG ) ? 0 : objectIdToIndex(id); }
|
|
uint16 actorIndexToId(int index) { return (index == 0 ) ? ID_PROTAG : objectIndexToId(kGameObjectActor, index); }
|
|
ActorData *getActor(uint16 actorId);
|
|
ActorData *getFirstActor() { return _actors[0]; }
|
|
|
|
// clarification: Obj - means game object, such Hat, Spoon etc, Object - means Actor,Obj,HitZone,StepZone
|
|
|
|
bool validObjId(uint16 id) { return (id >= objectIndexToId(kGameObjectObject, 0)) && (id < objectIndexToId(kGameObjectObject, _objsCount)); }
|
|
int objIdToIndex(uint16 id) { return objectIdToIndex(id); }
|
|
uint16 objIndexToId(int index) { return objectIndexToId(kGameObjectObject, index); }
|
|
ObjectData *getObj(uint16 objId);
|
|
|
|
int getObjectScriptEntrypointNumber(uint16 id) {
|
|
int objectType;
|
|
objectType = objectTypeId(id);
|
|
if (!(objectType & (kGameObjectObject | kGameObjectActor))) {
|
|
error("Actor::getObjectScriptEntrypointNumber wrong id 0x%X", id);
|
|
}
|
|
return (objectType == kGameObjectObject) ? getObj(id)->_scriptEntrypointNumber : getActor(id)->_scriptEntrypointNumber;
|
|
}
|
|
int getObjectFlags(uint16 id) {
|
|
int objectType;
|
|
objectType = objectTypeId(id);
|
|
if (!(objectType & (kGameObjectObject | kGameObjectActor))) {
|
|
error("Actor::getObjectFlags wrong id 0x%X", id);
|
|
}
|
|
return (objectType == kGameObjectObject) ? getObj(id)->_flags : getActor(id)->_flags;
|
|
}
|
|
|
|
void direct(int msec);
|
|
void drawActors();
|
|
void updateActorsScene(int actorsEntrance); // calls from scene loading to update Actors info
|
|
|
|
void drawSpeech();
|
|
|
|
void drawPathTest();
|
|
|
|
uint16 hitTest(const Point &testPoint, bool skipProtagonist);
|
|
void takeExit(uint16 actorId, const HitZone *hitZone);
|
|
bool actorEndWalk(uint16 actorId, bool recurse);
|
|
bool actorWalkTo(uint16 actorId, const Location &toLocation);
|
|
int getFrameType(ActorFrameTypes frameType);
|
|
ActorFrameRange *getActorFrameRange(uint16 actorId, int frameType);
|
|
void actorFaceTowardsPoint(uint16 actorId, const Location &toLocation);
|
|
void actorFaceTowardsObject(uint16 actorId, uint16 objectId);
|
|
|
|
void realLocation(Location &location, uint16 objectId, uint16 walkFlags);
|
|
|
|
// speech
|
|
void actorSpeech(uint16 actorId, const char **strings, int stringsCount, int sampleResourceId, int speechFlags);
|
|
void nonActorSpeech(const Common::Rect &box, const char **strings, int stringsCount, int sampleResourceId, int speechFlags);
|
|
void simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags, int sampleResourceId);
|
|
void setSpeechColor(int speechColor, int outlineColor) {
|
|
_activeSpeech.speechColor[0] = speechColor;
|
|
_activeSpeech.outlineColor[0] = outlineColor;
|
|
}
|
|
void abortAllSpeeches();
|
|
void abortSpeech();
|
|
bool isSpeaking() {
|
|
return _activeSpeech.stringsCount > 0;
|
|
}
|
|
|
|
int isForcedTextShown() {
|
|
return _activeSpeech.speechFlags & kSpeakForceText;
|
|
}
|
|
|
|
void saveState(Common::OutSaveFile *out);
|
|
void loadState(Common::InSaveFile *in);
|
|
|
|
void setProtagState(int state);
|
|
int getProtagState() { return _protagState; }
|
|
|
|
void freeProtagStates();
|
|
|
|
void freeActorList();
|
|
void loadActorList(int protagonistIdx, int actorCount, int actorsResourceID,
|
|
int protagStatesCount, int protagStatesResourceID);
|
|
void freeObjList();
|
|
void loadObjList(int objectCount, int objectsResourceID);
|
|
|
|
protected:
|
|
friend class Script;
|
|
bool loadActorResources(ActorData *actor);
|
|
void loadFrameList(int frameListResourceId, ActorFrameSequence *&framesPointer, int &framesCount);
|
|
private:
|
|
void stepZoneAction(ActorData *actor, const HitZone *hitZone, bool exit, bool stopped);
|
|
void loadActorSpriteList(ActorData *actor);
|
|
|
|
void createDrawOrderList();
|
|
bool calcScreenPosition(CommonObjectData *commonObjectData);
|
|
bool getSpriteParams(CommonObjectData *commonObjectData, int &frameNumber, SpriteList *&spriteList);
|
|
|
|
bool followProtagonist(ActorData *actor);
|
|
void findActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint);
|
|
void handleSpeech(int msec);
|
|
void handleActions(int msec, bool setup);
|
|
bool validPathCellPoint(const Point &testPoint) {
|
|
return !((testPoint.x < 0) || (testPoint.x >= _xCellCount) ||
|
|
(testPoint.y < 0) || (testPoint.y >= _yCellCount));
|
|
}
|
|
void setPathCell(const Point &testPoint, int8 value) {
|
|
#ifdef ACTOR_DEBUG
|
|
if (!validPathCellPoint(testPoint)) {
|
|
error("Actor::setPathCell wrong point");
|
|
}
|
|
#endif
|
|
_pathCell[testPoint.x + testPoint.y * _xCellCount] = value;
|
|
}
|
|
int8 getPathCell(const Point &testPoint) {
|
|
#ifdef ACTOR_DEBUG
|
|
if (!validPathCellPoint(testPoint)) {
|
|
error("Actor::getPathCell wrong point");
|
|
}
|
|
#endif
|
|
return _pathCell[testPoint.x + testPoint.y * _xCellCount];
|
|
}
|
|
bool scanPathLine(const Point &point1, const Point &point2);
|
|
int fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint);
|
|
void setActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint);
|
|
void pathToNode();
|
|
void condenseNodeList();
|
|
void removeNodes();
|
|
void nodeToPath();
|
|
void removePathPoints();
|
|
bool validFollowerLocation(const Location &location);
|
|
void moveDragon(ActorData *actor);
|
|
|
|
|
|
protected:
|
|
//constants
|
|
int _actorsCount;
|
|
ActorData **_actors;
|
|
|
|
int _objsCount;
|
|
ObjectData **_objs;
|
|
|
|
SagaEngine *_vm;
|
|
ResourceContext *_actorContext;
|
|
|
|
int _lastTickMsec;
|
|
CommonObjectOrderList _drawOrderList;
|
|
|
|
//variables
|
|
public:
|
|
ActorData *_centerActor;
|
|
ActorData *_protagonist;
|
|
int _handleActionDiv;
|
|
|
|
Rect _speechBoxScript;
|
|
|
|
StringsTable _objectsStrings;
|
|
StringsTable _actorsStrings;
|
|
|
|
protected:
|
|
SpeechData _activeSpeech;
|
|
int _protagState;
|
|
bool _dragonHunt;
|
|
|
|
private:
|
|
ProtagStateData *_protagStates;
|
|
int _protagStatesCount;
|
|
|
|
//path stuff
|
|
struct PathNode {
|
|
Point point;
|
|
int link;
|
|
};
|
|
|
|
Rect _barrierList[ACTOR_BARRIERS_MAX];
|
|
int _barrierCount;
|
|
int8 *_pathCell;
|
|
|
|
int _xCellCount;
|
|
int _yCellCount;
|
|
Rect _pathRect;
|
|
|
|
PathDirectionData *_pathDirectionList;
|
|
int _pathDirectionListCount;
|
|
int _pathDirectionListAlloced;
|
|
PathDirectionData * addPathDirectionListData() {
|
|
if (_pathDirectionListCount + 1 >= _pathDirectionListAlloced) {
|
|
_pathDirectionListAlloced += 100;
|
|
_pathDirectionList = (PathDirectionData*) realloc(_pathDirectionList, _pathDirectionListAlloced * sizeof(*_pathDirectionList));
|
|
}
|
|
return &_pathDirectionList[_pathDirectionListCount++];
|
|
}
|
|
|
|
Point *_pathList;
|
|
int _pathListIndex;
|
|
int _pathListAlloced;
|
|
void addPathListPoint(const Point &point) {
|
|
++_pathListIndex;
|
|
if (_pathListIndex >= _pathListAlloced) {
|
|
_pathListAlloced += 100;
|
|
_pathList = (Point*) realloc(_pathList, _pathListAlloced * sizeof(*_pathList));
|
|
|
|
}
|
|
_pathList[_pathListIndex] = point;
|
|
}
|
|
|
|
int _pathNodeListIndex;
|
|
int _pathNodeListAlloced;
|
|
PathNode *_pathNodeList;
|
|
void addPathNodeListPoint(const Point &point) {
|
|
++_pathNodeListIndex;
|
|
if (_pathNodeListIndex >= _pathNodeListAlloced) {
|
|
_pathNodeListAlloced += 100;
|
|
_pathNodeList = (PathNode*) realloc(_pathNodeList, _pathNodeListAlloced * sizeof(*_pathNodeList));
|
|
|
|
}
|
|
_pathNodeList[_pathNodeListIndex].point = point;
|
|
}
|
|
|
|
int _newPathNodeListIndex;
|
|
int _newPathNodeListAlloced;
|
|
PathNode *_newPathNodeList;
|
|
void incrementNewPathNodeListIndex() {
|
|
++_newPathNodeListIndex;
|
|
if (_newPathNodeListIndex >= _newPathNodeListAlloced) {
|
|
_newPathNodeListAlloced += 100;
|
|
_newPathNodeList = (PathNode*) realloc(_newPathNodeList, _newPathNodeListAlloced * sizeof(*_newPathNodeList));
|
|
|
|
}
|
|
}
|
|
void addNewPathNodeListPoint(const PathNode &pathNode) {
|
|
incrementNewPathNodeListIndex();
|
|
_newPathNodeList[_newPathNodeListIndex] = pathNode;
|
|
}
|
|
|
|
public:
|
|
#ifdef ACTOR_DEBUG
|
|
//path debug - use with care
|
|
struct DebugPoint {
|
|
Point point;
|
|
byte color;
|
|
};
|
|
DebugPoint *_debugPoints;
|
|
int _debugPointsCount;
|
|
int _debugPointsAlloced;
|
|
void addDebugPoint(const Point &point, byte color) {
|
|
if (_debugPointsCount + 1 > _debugPointsAlloced) {
|
|
_debugPointsAlloced += 1000;
|
|
_debugPoints = (DebugPoint*) realloc(_debugPoints, _debugPointsAlloced * sizeof(*_debugPoints));
|
|
}
|
|
_debugPoints[_debugPointsCount].color = color;
|
|
_debugPoints[_debugPointsCount++].point = point;
|
|
}
|
|
#endif
|
|
};
|
|
|
|
} // End of namespace Saga
|
|
|
|
#endif
|