scummvm/engines/saga2/motion.cpp
2021-07-06 21:34:48 +02:00

4994 lines
136 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* aint32 with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#define FORBIDDEN_SYMBOL_ALLOW_ALL // FIXME: Remove
#include "saga2/saga2.h"
#include "saga2/dispnode.h"
#include "saga2/tile.h"
#include "saga2/motion.h"
#include "saga2/tilemode.h"
#include "saga2/magic.h"
#include "saga2/spellbuk.h"
#include "saga2/contain.h"
#include "saga2/intrface.h"
#include "saga2/savefile.h"
namespace Saga2 {
// Turns on visual debugging aids
#define VISUAL1 0
/* ===================================================================== *
Globals
* ===================================================================== */
bool interruptableMotionsPaused;
/* ===================================================================== *
Test Functions
* ===================================================================== */
bool unstickObject(GameObject *obj);
int32 currentGamePerformance(void);
/* ===================================================================== *
Functions
* ===================================================================== */
/* Different motion types we want to simulate:
Transient motions
~~~~~~~~~~~~~~~~~
x Walk to Point
Walk to Object (moving)
x Run
Ballistic Motion
Jump up (vertical motion only)
Leap to X distance
Running Leap
x Fall off of cliff or height
Object Ballistic Motion
Climb
Climb up ladder
Climb up Rope
Climb up Ledge
Talk & Gesture
Give Item (requires cooperation)
Stoop to pick up item
Stoop to dodge
Fight
Cast Magic spell
Swing High
Swing Low
Parry
Lunge
Shoot Bow
Consume Food
x Cycle through arbitrary frames
x Forward
x Backward
x Random
x Ping-Pong
x Looped
x Single
Die
Persistent Motions
~~~~~~~~~~~~~~~~~~
Wait cycle / Twitch (not for FTA, but eventually)
Be Dead
Sleep
Sit
*/
/* ===================================================================== *
Motion Constants
* ===================================================================== */
const StaticTilePoint dirTable[8] = {
{ 2, 2, 0},
{ 0, 3, 0},
{-2, 2, 0},
{-3, 0, 0},
{-2, -2, 0},
{ 0, -3, 0},
{ 2, -2, 0},
{ 3, 0, 0}
};
// Incremental direction table
const StaticTilePoint incDirTable[8] = {
{ 1, 1, 0},
{ 0, 1, 0},
{-1, 1, 0},
{-1, 0, 0},
{-1, -1, 0},
{ 0, -1, 0},
{ 1, -1, 0},
{ 1, 0, 0}
};
extern uint16 uMaxMasks[4],
uMinMasks[4],
vMaxMasks[4],
vMinMasks[4];
extern SpellStuff spellBook[];
void fallingDamage(GameObject *obj, int16 speed);
/* ===================================================================== *
PathMinder
* ===================================================================== */
int32 getPathFindIQ(GameObject *obj) {
int32 pfIQ = 50;
if (isActor(obj)) {
Actor *a = (Actor *)obj;
if (a == getCenterActor())
pfIQ = 400;
else if (isPlayerActor(a))
pfIQ = 300;
else {
if (objRoofRipped(obj))
pfIQ = 75;
else if (a->disposition == 1)
pfIQ = 250;
else
pfIQ = 100;
if (g_vm->_rnd->getRandomNumber(9) == 5)
pfIQ += 200;
}
int32 p = clamp(50, currentGamePerformance(), 200);
pfIQ = (pfIQ * p) / 200;
}
return pfIQ;
}
/* ===================================================================== *
Utility functions
* ===================================================================== */
// This subroutine detects if the actor has landed on an active
// tile, and checks to see if the active tile's script should
// be triggered.
void setObjectSurface(GameObject *obj, StandingTileInfo &sti) {
ActiveItemID tagID = sti.surfaceTAG != NULL
? sti.surfaceTAG->thisID()
: NoActiveItem;
if (!(sti.surfaceRef.flags & trTileSensitive))
tagID = NoActiveItem;
if (obj->_data.currentTAG != tagID) {
ObjectID objID = obj->thisID(),
enactorID = isActor(objID) ? objID : Nothing;
if (obj->_data.currentTAG != NoActiveItem) {
ActiveItem *oldTAG =
ActiveItem::activeItemAddress(obj->_data.currentTAG);
oldTAG->release(enactorID, objID);
obj->_data.currentTAG = NoActiveItem;
}
if (tagID != NoActiveItem) {
if (sti.surfaceTAG->trigger(enactorID, objID))
obj->_data.currentTAG = tagID;
}
}
}
inline int16 spinLeft(int16 dir, int16 amt = 1) {
return (dir + amt) & 7;
}
inline int16 spinRight(int16 dir, int16 amt = 1) {
return (dir - amt) & 7;
}
// Special code to avoid actors sticking in walls, which occasionally
// happens due to the point-sampled nature of the environment.
bool unstickObject(GameObject *obj) {
assert(isObject(obj) || isActor(obj));
TilePoint pos;
int16 mapNum;
bool outside;
mapNum = obj->getMapNum();
outside = objRoofID(obj, mapNum, obj->getLocation()) == 0;
if (checkBlocked(obj, obj->getLocation()) == blockageNone)
return false;
#if 1
#if DEBUG
WriteStatusF(9, "Unsticking");
#endif
// A stochastic unsticker, written by Talin
// Basically, it tightens the constraints each time a solution
// is found.
int32 radius = 256;
int16 objZ = obj->getLocation().z;
TilePoint bestPos;
for (int tries = 128; tries >= 0; tries--) {
int32 dx = g_vm->_rnd->getRandomNumber(radius * 2) - radius,
dy = g_vm->_rnd->getRandomNumber(radius * 2) - radius,
dz = g_vm->_rnd->getRandomNumber(radius * 2) - radius;
int16 tHeight;
// Compute the actual _data.location of the new point
pos = obj->getLocation() + TilePoint(dx, dy, dz);
// Get the surface height at that point
tHeight = tileSlopeHeight(pos, obj);
// If the surface height is too far away from the sample
// height, then ignore it.
if (tHeight > pos.z + kMaxStepHeight
|| tHeight < pos.z - kMaxStepHeight * 4) continue;
// Recompute the coordinate
dz = tHeight - objZ;
// If under the same roof, and no blockages...
if (outside == (objRoofID(obj, mapNum, pos) == 0)
&& checkBlocked(obj, pos) == blockageNone) {
int32 newRadius;
// Then this is the best one found so far.
// Set new radius to maximum of abs of the 3 coords, minus 1
// (Because we want solution to converge faster)
newRadius = MAX(MAX(ABS(dx), ABS(dy)), ABS(dz)) - 1;
if (newRadius < radius) {
radius = newRadius;
// Each time radius gets reduced, we try a few more times
// to find a better solution.
tries = radius * 2 + 8;
}
pos.z = tHeight;
bestPos = pos;
}
}
if (radius < 128) {
#if DEBUG
WriteStatusF(9, "Unstick Dist: %d", radius);
#endif
obj->move(bestPos);
return true;
}
#else
for (dist = 4; dist < 64; dist += 4) {
int level;
for (level = 0; level < dist / 2; level++) {
bool up = (level & 1) == 0;
height = 8 * (up ? level >> 1 : -1 - (level >> 1));
for (dir = 0; dir < 8; dir++) {
pos = obj->getLocation() + (dirTable[dir] * dist);
pos.z += height;
if (outside == (objRoofID(obj, mapNum, pos) == 0)
&& checkBlocked(obj, pos) == blockageNone) {
int16 tHeight;
tHeight = tileSlopeHeight(pos, obj);
if (tHeight <= pos.z + kMaxStepHeight
&& tHeight >= pos.z - kMaxStepHeight * 4) {
pos.z = tHeight;
obj->move(pos);
return true;
}
}
}
}
}
#endif
#if DEBUG
WriteStatusF(9, "Unstick Failed!");
#endif
return true;
}
// Calculates the direction of a missile based upon the velocity vector
uint8 missileDir(const TilePoint &vector) {
return (((ptToAngle(vector.u, vector.v) + 8) >> 4) - 2) & 0xF;
}
// Computes the frames needed to turn from one direction to another
uint8 computeTurnFrames(Direction fromDir, Direction toDir) {
Direction relDir = (toDir - fromDir) & 0x7;
return relDir <= 4 ? relDir : 8 - relDir;
}
/* ===================================================================== *
MotionTaskList member functions
* ===================================================================== */
//-----------------------------------------------------------------------
// The list of active motion tasks for all actors
static MotionTaskList *mTaskList;
//-----------------------------------------------------------------------
// Initialize the MotionTaskList
MotionTaskList::MotionTaskList(void) {
}
//-----------------------------------------------------------------------
// Reconstruct motion task list from archive buffer
MotionTaskList::MotionTaskList(void **buf) {
warning("STUB: MotionTaskList::MotionTaskList(**buf)");
#if 0
void *bufferPtr = *buf;
int16 i,
motionTaskCount;
for (i = 0; i < ARRAYSIZE(array); i++) {
free.addTail(array[i]);
}
// Retrieve the motion task count
motionTaskCount = *((int16 *)bufferPtr);
bufferPtr = (int16 *)bufferPtr + 1;
for (i = 0; i < motionTaskCount; i++) {
MotionTask *mt;
// Get a new MotionTask from the free list and add it to the
// active list
mt = (MotionTask *)free.remHead();
#if DEBUG
assert(mt != NULL);
#endif
list.addTail(*mt);
// Restore the MotionTask data
bufferPtr = mt->restore(bufferPtr);
}
*buf = bufferPtr;
#endif
}
//-----------------------------------------------------------------------
// Return the number of bytes needed to archive the motion tasks
// in a buffer
int32 MotionTaskList::archiveSize(void) {
// Initilialize with sizeof motion task count
int32 size = sizeof(int16);
for (Common::List<MotionTask *>::iterator it = _list.begin(); it != _list.end(); ++it)
size += (*it)->archiveSize();
return size;
}
//-----------------------------------------------------------------------
// Create an archive of the motion tasks in the specified buffer
void *MotionTaskList::archive(void *buf) {
int16 motionTaskCount = _list.size();
// Store the motion task count
*((int16 *)buf) = motionTaskCount;
buf = (int16 *)buf + 1;
// Archive the active motion tasks
for (Common::List<MotionTask *>::iterator it = _list.begin(); it != _list.end(); ++it)
buf = (*it)->archive(buf);
return buf;
}
//-----------------------------------------------------------------------
// Cleanup the motion tasks
void MotionTaskList::cleanup(void) {
for (Common::List<MotionTask *>::iterator it = _list.begin(); it != _list.end(); ++it)
delete *it;
_list.clear();
}
//-----------------------------------------------------------------------
// Get a new motion task, if there is one available, and initialize it.
MotionTask *MotionTaskList::newTask(GameObject *obj) {
MotionTask *mt = nullptr;
// Check see if there's already motion associated with this object.
for (Common::List<MotionTask *>::iterator it = _list.begin(); it != _list.end(); ++it) {
if ((*it)->object == obj) {
mt = *it;
wakeUpThread(mt->thread, motionInterrupted);
mt->thread = NoThread;
break;
}
}
if (mt == nullptr) {
mt = new MotionTask;
mt->object = obj;
mt->motionType = mt->prevMotionType = MotionTask::motionTypeNone;
mt->pathFindTask = nullptr;
mt->pathCount = -1;
mt->flags = 0;
mt->velocity = TilePoint(0, 0, 0);
mt->immediateLocation = mt->finalTarget = obj->getLocation();
mt->thread = NoThread;
_list.push_back(mt);
if (isActor(obj))
((Actor *)obj)->moveTask = mt;
}
obj->_data.objectFlags |= objectMoving;
return mt;
}
/* ===================================================================== *
MotionTask member functions
* ===================================================================== */
//-----------------------------------------------------------------------
// Reconstruct this MotionTask from an archive buffer
void *MotionTask::restore(void *buf) {
ObjectID objectID;
// Restore the motion type and previous motion type
motionType = *((uint8 *)buf);
prevMotionType = *((uint8 *)buf + 1);
buf = (uint8 *)buf + 2;
// Restore the thread ID
thread = *((ThreadID *)buf);
buf = (ThreadID *)buf + 1;
// Restore the motion flags
flags = *((uint16 *)buf);
buf = (uint16 *)buf + 1;
// Get the object ID
objectID = *((ObjectID *)buf);
buf = (ObjectID *)buf + 1;
// Convert the object ID to and object address
object = objectID != Nothing
? GameObject::objectAddress(objectID)
: NULL;
// If the object is an actor, plug this motion task into the actor
if (object && isActor(object))
((Actor *)object)->moveTask = this;
if (motionType == motionTypeWalk
|| prevMotionType == motionTypeWalk) {
// Restore the target _data.locations
immediateLocation = *((TilePoint *)buf);
finalTarget = *((TilePoint *)buf + 1);
buf = (TilePoint *)buf + 2;
// If there is a tether restore it
if (flags & tethered) {
tetherMinU = *((int16 *)buf);
tetherMinV = *((int16 *)buf + 1);
tetherMaxU = *((int16 *)buf + 2);
tetherMaxV = *((int16 *)buf + 3);
buf = (int16 *)buf + 4;
}
// Restore the direction
direction = *((Direction *)buf);
buf = (Direction *)buf + 1;
// Restore the path index and path count
pathIndex = *((int16 *)buf);
pathCount = *((int16 *)buf + 1);
runCount = *((int16 *)buf + 2);
buf = (int16 *)buf + 3;
// Restore the action counter if needed
if (flags & agitated) {
actionCounter = *((int16 *)buf);
buf = (int16 *)buf + 1;
}
// If there were valid path way points, restore those
if (pathIndex >= 0 && pathIndex < pathCount) {
int16 wayPointIndex = pathIndex;
while (wayPointIndex < pathCount) {
pathList[wayPointIndex] = *((TilePoint *)buf);
buf = (TilePoint *)buf + 1;
wayPointIndex++;
}
}
// If this motion task previously had a path finding request
// it must be restarted
pathFindTask = NULL;
}
if (motionType == motionTypeThrown || motionType == motionTypeShot) {
// Restore the velocity
velocity = *((TilePoint *)buf);
buf = (TilePoint *)buf + 1;
// Restore other ballistic motion variables
steps = *((int16 *)buf);
uFrac = *((int16 *)buf + 1);
vFrac = *((int16 *)buf + 2);
uErrorTerm = *((int16 *)buf + 3);
vErrorTerm = *((int16 *)buf + 4);
buf = (int16 *)buf + 5;
if (motionType == motionTypeShot) {
ObjectID targetObjID,
enactorID;
targetObjID = *((ObjectID *)buf);
buf = (ObjectID *)buf + 1;
targetObj = targetObjID
? GameObject::objectAddress(targetObjID)
: NULL;
enactorID = *((ObjectID *)buf);
buf = (ObjectID *)buf + 1;
o.enactor = enactorID != Nothing
? (Actor *)GameObject::objectAddress(enactorID)
: NULL;
}
} else if (motionType == motionTypeClimbUp
|| motionType == motionTypeClimbDown) {
immediateLocation = *((TilePoint *)buf);
buf = (TilePoint *)buf + 1;
} else if (motionType == motionTypeJump) {
velocity = *((TilePoint *)buf);
buf = (TilePoint *)buf + 1;
} else if (motionType == motionTypeTurn) {
direction = *((Direction *)buf);
buf = (Direction *)buf + 1;
} else if (motionType == motionTypeGive) {
targetObj = *((ObjectID *)buf) != Nothing
? GameObject::objectAddress(*((ObjectID *)buf))
: NULL;
buf = (ObjectID *)buf + 1;
} else if (motionType == motionTypeWait) {
actionCounter = *((int16 *)buf);
buf = (int16 *)buf + 1;
} else if (motionType == motionTypeUseObject
|| motionType == motionTypeUseObjectOnObject
|| motionType == motionTypeUseObjectOnTAI
|| motionType == motionTypeUseObjectOnLocation
|| motionType == motionTypeDropObject
|| motionType == motionTypeDropObjectOnObject
|| motionType == motionTypeDropObjectOnTAI) {
o.directObject = *((ObjectID *)buf) != Nothing
? GameObject::objectAddress(*((ObjectID *)buf))
: NULL;
buf = (ObjectID *)buf + 1;
direction = *((Direction *)buf);
buf = (Direction *)buf + 1;
if (motionType == motionTypeUseObjectOnObject
|| motionType == motionTypeDropObjectOnObject) {
o.indirectObject = *((ObjectID *)buf) != Nothing
? GameObject::objectAddress(
*((ObjectID *)buf))
: NULL;
buf = (ObjectID *)buf + 1;
} else {
if (motionType == motionTypeUseObjectOnTAI
|| motionType == motionTypeDropObjectOnTAI) {
o.TAI = *((ActiveItemID *)buf) != NoActiveItem
? ActiveItem::activeItemAddress(
*((ActiveItemID *)buf))
: NULL;
buf = (ActiveItemID *)buf + 1;
}
if (motionType == motionTypeUseObjectOnLocation
|| motionType == motionTypeDropObject
|| motionType == motionTypeDropObjectOnTAI) {
targetLoc = *((Location *)buf);
buf = (Location *)buf + 1;
}
}
} else if (motionType == motionTypeUseTAI) {
o.TAI = *((ActiveItemID *)buf) != NoActiveItem
? ActiveItem::activeItemAddress(*((ActiveItemID *)buf))
: NULL;
buf = (ActiveItemID *)buf + 1;
direction = *((Direction *)buf);
buf = (Direction *)buf + 1;
} else if (motionType == motionTypeTwoHandedSwing
|| motionType == motionTypeOneHandedSwing
|| motionType == motionTypeFireBow
|| motionType == motionTypeCastSpell
|| motionType == motionTypeUseWand) {
ObjectID targetObjID;
// Restore the direction
direction = *((Direction *)buf);
buf = (Direction *)buf + 1;
// Restore the combat motion type
combatMotionType = *((uint8 *)buf);
buf = (uint8 *)buf + 1;
// Get the target object ID
targetObjID = *((ObjectID *)buf);
buf = (ObjectID *)buf + 1;
// Convert the target object ID to a pointer
targetObj = targetObjID != Nothing
? GameObject::objectAddress(targetObjID)
: NULL;
if (motionType == motionTypeCastSpell) {
SpellID sid ;
ObjectID toid ;
ActiveItemID ttaid;
// restore the spell prototype
sid = *((SpellID *)buf);
buf = (SpellID *)buf + 1;
spellObj = sid != nullSpell
? skillProtoFromID(sid)
: NULL;
// restore object target
toid = *((ObjectID *)buf);
buf = (ObjectID *)buf + 1;
targetObj = toid != Nothing
? GameObject::objectAddress(toid)
: NULL;
// restore TAG target
ttaid = *((ActiveItemID *)buf);
buf = (ActiveItemID *)buf + 1;
targetTAG = ttaid != NoActiveItem
? ActiveItem::activeItemAddress(ttaid)
: NULL;
// restore _data.location target
targetLoc = *((Location *)buf);
buf = (Location *)buf + 1;
}
// Restore the action counter
actionCounter = *((int16 *)buf);
buf = (int16 *)buf + 1;
} else if (motionType == motionTypeTwoHandedParry
|| motionType == motionTypeOneHandedParry
|| motionType == motionTypeShieldParry) {
ObjectID attackerID,
defensiveObjID;
// Restore the direction
direction = *((Direction *)buf);
buf = (Direction *)buf + 1;
// Get the attacker's and defensive object's IDs
attackerID = *((ObjectID *)buf);
defensiveObjID = *((ObjectID *)buf + 1);
buf = (ObjectID *)buf + 2;
// Convert IDs to pointers
d.attacker = attackerID != Nothing
? (Actor *)GameObject::objectAddress(attackerID)
: NULL;
d.defensiveObj = defensiveObjID != Nothing
? GameObject::objectAddress(defensiveObjID)
: NULL;
// Restore the defense flags
d.defenseFlags = *((uint8 *)buf);
buf = (uint8 *)buf + 1;
// Restore the action counter
actionCounter = *((int16 *)buf);
buf = (int16 *)buf + 1;
if (motionType == motionTypeOneHandedParry) {
// Restore the combat sub-motion type
combatMotionType = *((uint8 *)buf);
buf = (uint8 *)buf + 1;
}
} else if (motionType == motionTypeDodge
|| motionType == motionTypeAcceptHit
|| motionType == motionTypeFallDown) {
ObjectID attackerID;
// Get the attacker's ID
attackerID = *((ObjectID *)buf);
buf = (ObjectID *)buf + 1;
// Convert ID to pointer
d.attacker = attackerID != Nothing
? (Actor *)GameObject::objectAddress(attackerID)
: NULL;
// Restore the action counter
actionCounter = *((int16 *)buf);
buf = (int16 *)buf + 1;
}
return buf;
}
//-----------------------------------------------------------------------
// Return the number of bytes needed to archive this MotionTask
int32 MotionTask::archiveSize(void) {
int32 size = 0;
size = sizeof(motionType)
+ sizeof(prevMotionType)
+ sizeof(thread)
+ sizeof(flags)
+ sizeof(ObjectID); // object
if (motionType == motionTypeWalk
|| prevMotionType == motionTypeWalk) {
size += sizeof(immediateLocation)
+ sizeof(finalTarget);
if (flags & tethered) {
size += sizeof(tetherMinU)
+ sizeof(tetherMinV)
+ sizeof(tetherMaxU)
+ sizeof(tetherMaxV);
}
size += sizeof(direction)
+ sizeof(pathIndex)
+ sizeof(pathCount)
+ sizeof(runCount);
if (flags & agitated)
size += sizeof(actionCounter);
if (pathIndex >= 0 && pathIndex < pathCount)
size += sizeof(TilePoint) * (pathCount - pathIndex);
}
if (motionType == motionTypeThrown || motionType == motionTypeShot) {
size += sizeof(velocity)
+ sizeof(steps)
+ sizeof(uFrac)
+ sizeof(vFrac)
+ sizeof(uErrorTerm)
+ sizeof(vErrorTerm);
if (motionType == motionTypeShot) {
size += sizeof(ObjectID) // targetObj ID
+ sizeof(ObjectID); // enactor ID
}
} else if (motionType == motionTypeClimbUp
|| motionType == motionTypeClimbDown) {
size += sizeof(immediateLocation);
} else if (motionType == motionTypeJump) {
size += sizeof(velocity);
} else if (motionType == motionTypeTurn) {
size += sizeof(direction);
} else if (motionType == motionTypeGive) {
size += sizeof(ObjectID); // targetObj ID
} else if (motionType == motionTypeUseObject
|| motionType == motionTypeUseObjectOnObject
|| motionType == motionTypeUseObjectOnTAI
|| motionType == motionTypeUseObjectOnLocation
|| motionType == motionTypeDropObject
|| motionType == motionTypeDropObjectOnObject
|| motionType == motionTypeDropObjectOnTAI) {
size += sizeof(ObjectID)
+ sizeof(direction);
if (motionType == motionTypeUseObjectOnObject
|| motionType == motionTypeDropObjectOnObject) {
size += sizeof(ObjectID);
} else {
if (motionType == motionTypeUseObjectOnTAI
|| motionType == motionTypeDropObjectOnTAI) {
size += sizeof(ActiveItemID);
}
if (motionType == motionTypeUseObjectOnLocation
|| motionType == motionTypeDropObject
|| motionType == motionTypeDropObjectOnTAI) {
size += sizeof(targetLoc);
}
}
} else if (motionType == motionTypeUseTAI) {
size += sizeof(ActiveItemID)
+ sizeof(direction);
} else if (motionType == motionTypeTwoHandedSwing
|| motionType == motionTypeOneHandedSwing
|| motionType == motionTypeFireBow
|| motionType == motionTypeCastSpell
|| motionType == motionTypeUseWand) {
size += sizeof(direction)
+ sizeof(combatMotionType)
+ sizeof(ObjectID); // targetObj
if (motionType == motionTypeCastSpell) {
size += sizeof(SpellID); // spellObj
size += sizeof(ObjectID); // targetObj
size += sizeof(ActiveItemID); // targetTAG
size += sizeof(targetLoc); // targetLoc
}
size += sizeof(actionCounter);
} else if (motionType == motionTypeTwoHandedParry
|| motionType == motionTypeOneHandedParry
|| motionType == motionTypeShieldParry) {
size += sizeof(direction)
+ sizeof(ObjectID) // attacker ID
+ sizeof(ObjectID) // defensiveObj ID
+ sizeof(d.defenseFlags)
+ sizeof(actionCounter);
if (motionType == motionTypeOneHandedParry)
size += sizeof(combatMotionType);
} else if (motionType == motionTypeDodge
|| motionType == motionTypeAcceptHit
|| motionType == motionTypeFallDown) {
size += sizeof(ObjectID) // attacker ID
+ sizeof(actionCounter);
}
return size;
}
//-----------------------------------------------------------------------
// Archive this MotionTask in a buffer
void *MotionTask::archive(void *buf) {
ObjectID objectID;
// Store the motion type and previous motion type
*((uint8 *)buf) = motionType;
*((uint8 *)buf + 1) = prevMotionType;
buf = (uint8 *)buf + 2;
// Store the thread ID
*((ThreadID *)buf) = thread;
buf = (ThreadID *)buf + 1;
// Store the motion flags
*((uint16 *)buf) = flags;
buf = (uint16 *)buf + 1;
// Convert the object pointer to an object ID
objectID = object != NULL ? object->thisID() : Nothing;
// Store the object ID
*((ObjectID *)buf) = objectID;
buf = (ObjectID *)buf + 1;
if (motionType == motionTypeWalk
|| prevMotionType == motionTypeWalk) {
// Store the target _data.locations
*((TilePoint *)buf) = immediateLocation;
*((TilePoint *)buf + 1) = finalTarget;
buf = (TilePoint *)buf + 2;
// If there is a tether store it
if (flags & tethered) {
*((int16 *)buf) = tetherMinU;
*((int16 *)buf + 1) = tetherMinV;
*((int16 *)buf + 2) = tetherMaxU;
*((int16 *)buf + 3) = tetherMaxV;
buf = (int16 *)buf + 4;
}
// Store the direction
*((Direction *)buf) = direction;
buf = (Direction *)buf + 1;
// Store the path index and path count
*((int16 *)buf) = pathIndex;
*((int16 *)buf + 1) = pathCount;
*((int16 *)buf + 2) = runCount;
buf = (int16 *)buf + 3;
// Store the action counter if needed
if (flags & agitated) {
*((int16 *)buf) = actionCounter;
buf = (int16 *)buf + 1;
}
// If there are valid path way points, store them
if (pathIndex >= 0 && pathIndex < pathCount) {
int16 wayPointIndex = pathIndex;
while (wayPointIndex < pathCount) {
*((TilePoint *)buf) = pathList[wayPointIndex];
buf = (TilePoint *)buf + 1;
wayPointIndex++;
}
}
}
if (motionType == motionTypeThrown || motionType == motionTypeShot) {
// Store the velocity
*((TilePoint *)buf) = velocity;
buf = (TilePoint *)buf + 1;
// Store other ballistic motion variables
*((int16 *)buf) = steps;
*((int16 *)buf + 1) = uFrac;
*((int16 *)buf + 2) = vFrac;
*((int16 *)buf + 3) = uErrorTerm;
*((int16 *)buf + 4) = vErrorTerm;
buf = (int16 *)buf + 5;
if (motionType == motionTypeShot) {
ObjectID targetObjID,
enactorID;
targetObjID = targetObj != NULL
? targetObj->thisID()
: Nothing;
*((ObjectID *)buf) = targetObjID;
buf = (ObjectID *)buf + 1;
enactorID = o.enactor != NULL
? o.enactor->thisID()
: Nothing;
*((ObjectID *)buf) = enactorID;
buf = (ObjectID *)buf + 1;
}
} else if (motionType == motionTypeClimbUp
|| motionType == motionTypeClimbDown) {
*((TilePoint *)buf) = immediateLocation;
buf = (TilePoint *)buf + 1;
} else if (motionType == motionTypeJump) {
*((TilePoint *)buf) = velocity;
buf = (TilePoint *)buf + 1;
} else if (motionType == motionTypeTurn) {
*((Direction *)buf) = direction;
buf = (Direction *)buf + 1;
} else if (motionType == motionTypeGive) {
*((ObjectID *)buf) = targetObj != NULL
? targetObj->thisID()
: Nothing;
buf = (ObjectID *)buf + 1;
} else if (motionType == motionTypeUseObject
|| motionType == motionTypeUseObjectOnObject
|| motionType == motionTypeUseObjectOnTAI
|| motionType == motionTypeUseObjectOnLocation
|| motionType == motionTypeDropObject
|| motionType == motionTypeDropObjectOnObject
|| motionType == motionTypeDropObjectOnTAI) {
*((ObjectID *)buf) = o.directObject != NULL
? o.directObject->thisID()
: Nothing;
buf = (ObjectID *)buf + 1;
*((Direction *)buf) = direction;
buf = (Direction *)buf + 1;
if (motionType == motionTypeUseObjectOnObject
|| motionType == motionTypeDropObjectOnObject) {
*((ObjectID *)buf) = o.indirectObject != NULL
? o.indirectObject->thisID()
: Nothing;
buf = (ObjectID *)buf + 1;
} else {
if (motionType == motionTypeUseObjectOnTAI
|| motionType == motionTypeDropObjectOnTAI) {
*((ActiveItemID *)buf) = o.TAI != NULL
? o.TAI->thisID()
: NoActiveItem;
buf = (ActiveItemID *)buf + 1;
}
if (motionType == motionTypeUseObjectOnLocation
|| motionType == motionTypeDropObject
|| motionType == motionTypeDropObjectOnTAI) {
*((Location *)buf) = targetLoc;
buf = (Location *)buf + 1;
}
}
} else if (motionType == motionTypeUseTAI) {
*((ActiveItemID *)buf) = o.TAI != NULL
? o.TAI->thisID()
: NoActiveItem;
buf = (ActiveItemID *)buf + 1;
*((Direction *)buf) = direction;
buf = (Direction *)buf + 1;
} else if (motionType == motionTypeTwoHandedSwing
|| motionType == motionTypeOneHandedSwing
|| motionType == motionTypeFireBow
|| motionType == motionTypeCastSpell
|| motionType == motionTypeUseWand) {
ObjectID targetObjID;
// Store the direction
*((Direction *)buf) = direction;
buf = (Direction *)buf + 1;
// Store the combat motion type
*((uint8 *)buf) = combatMotionType;
buf = (uint8 *)buf + 1;
// Convert the target object pointer to an ID
targetObjID = targetObj != NULL ? targetObj->thisID() : Nothing;
// Store the target object ID
*((ObjectID *)buf) = targetObjID;
buf = (ObjectID *)buf + 1;
if (motionType == motionTypeCastSpell) {
// Convert the spell object pointer to an ID
SpellID sid = spellObj != NULL
? spellObj->getSpellID()
: nullSpell;
ObjectID toid = targetObj != NULL
? targetObj->thisID()
: Nothing;
ActiveItemID ttaid = targetTAG != NULL
? targetTAG->thisID()
: NoActiveItem;
// Store the spell prototype
*((SpellID *)buf) = sid;
buf = (SpellID *)buf + 1;
// Store object target
*((ObjectID *)buf) = toid;
buf = (ObjectID *)buf + 1;
// Store TAG target
*((ActiveItemID *)buf) = ttaid;
buf = (ActiveItemID *)buf + 1;
// Store _data.location target
*((Location *)buf) = targetLoc;
buf = (Location *)buf + 1;
}
// Store the action counter
*((int16 *)buf) = actionCounter;
buf = (int16 *)buf + 1;
} else if (motionType == motionTypeTwoHandedParry
|| motionType == motionTypeOneHandedParry
|| motionType == motionTypeShieldParry) {
ObjectID attackerID,
defensiveObjID;
// Store the direction
*((Direction *)buf) = direction;
buf = (Direction *)buf + 1;
attackerID = d.attacker != NULL ? d.attacker->thisID() : Nothing;
defensiveObjID = d.defensiveObj != NULL ? d.defensiveObj->thisID() : Nothing;
// Store the attacker's and defensive object's IDs
*((ObjectID *)buf) = attackerID;
*((ObjectID *)buf + 1) = defensiveObjID;
buf = (ObjectID *)buf + 2;
// Store the defense flags
*((uint8 *)buf) = d.defenseFlags;
buf = (uint8 *)buf + 1;
// Store the action counter
*((int16 *)buf) = actionCounter;
buf = (int16 *)buf + 1;
if (motionType == motionTypeOneHandedParry) {
// Store the combat sub-motion type
*((uint8 *)buf) = combatMotionType;
buf = (uint8 *)buf + 1;
}
} else if (motionType == motionTypeDodge
|| motionType == motionTypeAcceptHit
|| motionType == motionTypeFallDown) {
ObjectID attackerID;
attackerID = d.attacker != NULL ? d.attacker->thisID() : Nothing;
// Store the attacker's ID
*((ObjectID *)buf) = attackerID;
buf = (ObjectID *)buf + 1;
// Store the action counter
*((int16 *)buf) = actionCounter;
buf = (int16 *)buf + 1;
}
return buf;
}
//-----------------------------------------------------------------------
// When a motion task is finished, call this function to delete it.
void MotionTask::remove(int16 returnVal) {
if (g_vm->_nextMT != mTaskList->_list.end() && *(g_vm->_nextMT) == this)
++g_vm->_nextMT;
object->_data.objectFlags &= ~objectMoving;
if (objObscured(object))
object->_data.objectFlags |= objectObscured;
else
object->_data.objectFlags &= ~objectObscured;
if (isActor(object)) {
Actor *a = (Actor *)object;
a->moveTask = NULL;
a->cycleCount = g_vm->_rnd->getRandomNumber(19);
// Make sure the actor is not left in a permanently
// uninterruptable state with no motion task to reset it
if (a->isPermanentlyUninterruptable())
a->setInterruptablity(true);
}
mTaskList->_list.remove(this);
abortPathFind(this);
pathFindTask = NULL;
wakeUpThread(thread, returnVal);
}
//-----------------------------------------------------------------------
// Determine the immediate target _data.location
TilePoint MotionTask::getImmediateTarget(void) {
if (immediateLocation != Nowhere)
return immediateLocation;
Direction dir;
// If the wandering then simply go in the direction the actor is
// facing, else if avoiding a block go in the previously selected
// random direction
if (flags & agitated)
dir = direction;
else
dir = ((Actor *)object)->currentFacing;
return object->_data.location
+ incDirTable[dir] * kTileUVSize;
}
//-----------------------------------------------------------------------
// This calculates the velocity for a ballistic motion
void MotionTask::calcVelocity(const TilePoint &vector, int16 turns) {
TilePoint veloc;
// Here is the formula for calculating the velocity Z vector
// Vz = - 1/2gt + 1/t(Dz - Sz)
// Vz = Velocity Z Coords
// g = gravity
// t = turns
// Dz = Destination Z Coords
// Sz = Source Z Coords
veloc.u = vector.u / turns;
veloc.v = vector.v / turns;
// This is used in ballistic motion to make up for rounding
steps = turns;
uFrac = vector.u % turns;
vFrac = vector.v % turns;
uErrorTerm = 0;
vErrorTerm = 0;
veloc.z = ((gravity * turns) >> 1) + vector.z / turns;
velocity = veloc;
}
//-----------------------------------------------------------------------
// This initiates a motion task for turning an actor
void MotionTask::turn(Actor &obj, Direction dir) {
assert(dir < 8);
MotionTask *mt;
if ((mt = mTaskList->newTask(&obj)) != NULL) {
mt->direction = dir;
mt->motionType = motionTypeTurn;
mt->flags = reset;
}
}
//-----------------------------------------------------------------------
// This initiates a motion task for turning an actor
void MotionTask::turnTowards(Actor &obj, const TilePoint &where) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&obj)) != NULL) {
mt->direction = (where - obj.getLocation()).quickDir();
mt->motionType = motionTypeTurn;
mt->flags = reset;
}
}
//-----------------------------------------------------------------------
// This initiates a motion task for going through the motions of giving
// an object to another actor
void MotionTask::give(Actor &actor, Actor &givee) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&actor)) != NULL) {
mt->targetObj = &givee;
mt->motionType = motionTypeGive;
mt->flags = reset;
}
}
//-----------------------------------------------------------------------
// This initiates a motion task for throwing an object
void MotionTask::throwObject(GameObject &obj, const TilePoint &velocity) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&obj)) != NULL) {
if (obj.isMissile()) obj._data.missileFacing = missileNoFacing;
mt->velocity = velocity;
mt->motionType = motionTypeThrown;
}
}
//-----------------------------------------------------------------------
// This function is intended to allow the character to throw an object
// to a specific point. It is in no way functional yet.
// REM: we need to know if we are indoors or outdoors!
// REM: we need to know celing height!!!
void MotionTask::throwObjectTo(GameObject &obj, const TilePoint &where) {
MotionTask *mt;
const int16 turns = 15;
if ((mt = mTaskList->newTask(&obj)) != NULL) {
if (obj.isMissile()) obj._data.missileFacing = missileNoFacing;
mt->calcVelocity(where - obj.getLocation(), turns);
mt->motionType = motionTypeThrown;
}
}
//-----------------------------------------------------------------------
// This function initiates a ballistic motion towards a specified target
// _data.location at a specified horizontal speed.
void MotionTask::shootObject(
GameObject &obj,
Actor &doer,
GameObject &target,
int16 speed) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&obj)) != NULL) {
TilePoint targetLoc = target.getLocation();
targetLoc.z += target.proto()->height / 2;
TilePoint vector = targetLoc - obj.getLocation();
int16 turns = MAX(vector.quickHDistance() / speed, 1);
if (isActor(&target)) {
Actor *targetActor = (Actor *)&target;
if (targetActor->moveTask != NULL) {
MotionTask *targetMotion = targetActor->moveTask;
if (targetMotion->motionType == motionTypeWalk)
vector += targetMotion->velocity * turns;
}
}
mt->calcVelocity(vector, turns);
if (obj.isMissile())
obj._data.missileFacing = missileDir(mt->velocity);
mt->motionType = motionTypeShot;
mt->o.enactor = &doer;
mt->targetObj = &target;
}
}
//-----------------------------------------------------------------------
// Walk to a specific point, using pathfinding.
void MotionTask::walkTo(
Actor &actor,
const TilePoint &target,
bool run,
bool canAgitate) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&actor)) != NULL) {
if (!mt->isReflex() && !actor.isImmobile()) {
unstickObject(&actor);
mt->finalTarget = mt->immediateLocation = target;
mt->motionType = mt->prevMotionType = motionTypeWalk;
mt->pathCount = mt->pathIndex = 0;
mt->flags = pathFind | reset;
mt->runCount = 12; // # of frames until we can run
if (run && actor.isActionAvailable(actionRun))
mt->flags |= requestRun;
if (canAgitate)
mt->flags |= agitatable;
RequestPath(mt, getPathFindIQ(&actor));
}
}
}
//-----------------------------------------------------------------------
// Walk to a specific point without pathfinding
void MotionTask::walkToDirect(
Actor &actor,
const TilePoint &target,
bool run,
bool canAgitate) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&actor)) != NULL) {
if (!mt->isReflex() && !actor.isImmobile()) {
// Abort any pending path finding task
abortPathFind(mt);
mt->pathFindTask = NULL;
unstickObject(&actor);
mt->motionType = mt->prevMotionType = motionTypeWalk;
mt->finalTarget = mt->immediateLocation = target;
mt->pathCount = mt->pathIndex = 0;
mt->flags = reset;
mt->runCount = 12;
if (run && actor.isActionAvailable(actionRun))
mt->flags |= requestRun;
if (canAgitate)
mt->flags |= agitatable;
}
}
}
//-----------------------------------------------------------------------
// Wander around
void MotionTask::wander(
Actor &actor,
bool run) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&actor)) != NULL) {
if (!mt->isReflex() && !actor.isImmobile()) {
// Abort any pending path finding task
abortPathFind(mt);
mt->pathFindTask = NULL;
unstickObject(&actor);
mt->motionType = mt->prevMotionType = motionTypeWalk;
mt->immediateLocation = Nowhere;
mt->pathCount = mt->pathIndex = 0;
mt->flags = reset | wandering;
mt->runCount = 12;
if (run && actor.isActionAvailable(actionRun))
mt->flags |= requestRun;
RequestWanderPath(mt, getPathFindIQ(&actor));
}
}
}
//-----------------------------------------------------------------------
// Wander around within a tether region
void MotionTask::tetheredWander(
Actor &actor,
const TileRegion &tetherReg,
bool run) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&actor)) != NULL) {
if (!mt->isReflex() && !actor.isImmobile()) {
// Abort any pending path finding task
abortPathFind(mt);
mt->pathFindTask = NULL;
unstickObject(&actor);
mt->motionType = mt->prevMotionType = motionTypeWalk;
mt->immediateLocation = Nowhere;
mt->tetherMinU = tetherReg.min.u;
mt->tetherMinV = tetherReg.min.v;
mt->tetherMaxU = tetherReg.max.u;
mt->tetherMaxV = tetherReg.max.v;
mt->pathCount = mt->pathIndex = 0;
mt->flags = reset | wandering | tethered;
mt->runCount = 12;
if (run && actor.isActionAvailable(actionRun))
mt->flags |= requestRun;
RequestWanderPath(mt, getPathFindIQ(&actor));
}
}
}
//-----------------------------------------------------------------------
// Create a climb up ladder motion task.
void MotionTask::upLadder(Actor &actor) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&actor)) != NULL) {
if (mt->motionType != motionTypeClimbUp) {
mt->motionType = motionTypeClimbUp;
mt->flags = reset;
}
}
}
//-----------------------------------------------------------------------
// Create a climb down ladder motion task.
void MotionTask::downLadder(Actor &actor) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&actor)) != NULL) {
if (mt->motionType != motionTypeClimbDown) {
mt->motionType = motionTypeClimbDown;
mt->flags = reset;
}
}
}
//-----------------------------------------------------------------------
// Create a talk motion task.
void MotionTask::talk(Actor &actor) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&actor)) != NULL) {
if (mt->motionType != motionTypeTalk) {
mt->motionType = motionTypeTalk;
mt->flags = reset;
}
}
}
//-----------------------------------------------------------------------
// Begin a jump. REM: This should probably have a parameter for jumping
// forward, backward, etc.
void MotionTask::jump(Actor &actor) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&actor)) != NULL) {
if (mt->motionType != motionTypeThrown) {
mt->velocity.z = 10;
mt->motionType = motionTypeJump;
mt->flags = reset;
}
}
}
//-----------------------------------------------------------------------
// Don't move -- simply eat some time
void MotionTask::wait(Actor &a) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeWait) {
mt->motionType = motionTypeWait;
mt->flags = reset;
}
}
}
//-----------------------------------------------------------------------
// Use an object
void MotionTask::useObject(Actor &a, GameObject &dObj) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeUseObject) {
mt->motionType = motionTypeUseObject;
mt->o.directObject = &dObj;
mt->flags = reset;
if (isPlayerActor(&a)) mt->flags |= privledged;
}
}
}
//-----------------------------------------------------------------------
// Use one object on another
void MotionTask::useObjectOnObject(
Actor &a,
GameObject &dObj,
GameObject &target) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeUseObjectOnObject) {
mt->motionType = motionTypeUseObjectOnObject;
mt->o.directObject = &dObj;
mt->o.indirectObject = &target;
mt->flags = reset;
if (isPlayerActor(&a)) mt->flags |= privledged;
}
}
}
//-----------------------------------------------------------------------
// Use an object on a TAI
void MotionTask::useObjectOnTAI(
Actor &a,
GameObject &dObj,
ActiveItem &target) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeUseObjectOnTAI) {
mt->motionType = motionTypeUseObjectOnTAI;
mt->o.directObject = &dObj;
mt->o.TAI = &target;
mt->flags = reset;
}
}
}
//-----------------------------------------------------------------------
// Use on object on a TilePoint
void MotionTask::useObjectOnLocation(
Actor &a,
GameObject &dObj,
const Location &target) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeUseObjectOnLocation) {
mt->motionType = motionTypeUseObjectOnLocation;
mt->o.directObject = &dObj;
mt->targetLoc = target;
mt->flags = reset;
}
}
}
//-----------------------------------------------------------------------
// Use a TAI
void MotionTask::useTAI(Actor &a, ActiveItem &dTAI) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeUseTAI) {
mt->motionType = motionTypeUseTAI;
mt->o.TAI = &dTAI;
mt->flags = reset;
}
}
}
//-----------------------------------------------------------------------
// Drop an object
void MotionTask::dropObject(Actor &a,
GameObject &dObj,
const Location &loc,
int16 num) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeDropObject) {
mt->motionType = motionTypeDropObject;
mt->o.directObject = &dObj;
mt->targetLoc = loc;
mt->flags = reset;
mt->moveCount = num;
}
}
}
//-----------------------------------------------------------------------
// Drop one object on another
void MotionTask::dropObjectOnObject(
Actor &a,
GameObject &dObj,
GameObject &target,
int16 num) {
MotionTask *mt;
// If actor is dropping object on himself, and object is already
// in actor's container then consider it a "use" (if the object
// is of the correct type).
if (isActor(&target)
&& isPlayerActor((Actor *)&target)
&& dObj.IDParent() == target.thisID()
&& !(dObj.proto()->containmentSet() & ProtoObj::isContainer)) {
useObject(a, dObj);
return;
}
// Otherwise, drop it on the object
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeDropObjectOnObject) {
mt->motionType = motionTypeDropObjectOnObject;
mt->o.directObject = &dObj;
mt->o.indirectObject = &target;
mt->flags = reset;
mt->moveCount = num;
}
}
}
//-----------------------------------------------------------------------
// Drop an object on a TAI
void MotionTask::dropObjectOnTAI(
Actor &a,
GameObject &dObj,
ActiveItem &target,
const Location &loc) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeDropObjectOnTAI) {
mt->motionType = motionTypeDropObjectOnTAI;
mt->o.directObject = &dObj;
mt->o.TAI = &target;
mt->targetLoc = loc;
mt->flags = reset;
}
}
}
//-----------------------------------------------------------------------
// Determine if this MotionTask is a reflex ( motion over which an actor
// has no control )
bool MotionTask::isReflex(void) {
return motionType == motionTypeThrown
|| motionType == motionTypeFall
|| motionType == motionTypeLand
|| motionType == motionTypeAcceptHit
|| motionType == motionTypeFallDown
|| motionType == motionTypeDie;
}
// Offensive combat actions
//-----------------------------------------------------------------------
// Initiate a two-handed swing
void MotionTask::twoHandedSwing(Actor &a, GameObject &target) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeTwoHandedSwing) {
mt->motionType = motionTypeTwoHandedSwing;
mt->targetObj = &target;
mt->flags = reset;
}
}
}
//-----------------------------------------------------------------------
// Initiate a one-handed swing
void MotionTask::oneHandedSwing(Actor &a, GameObject &target) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeOneHandedSwing) {
mt->motionType = motionTypeOneHandedSwing;
mt->targetObj = &target;
mt->flags = reset;
}
}
}
//-----------------------------------------------------------------------
// Initiate a fire bow motion
void MotionTask::fireBow(Actor &a, GameObject &target) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeFireBow) {
mt->motionType = motionTypeFireBow;
mt->targetObj = &target;
mt->flags = reset;
}
}
}
//-----------------------------------------------------------------------
// Initiate a cast spell motion
void MotionTask::castSpell(Actor &a, SkillProto &spell, GameObject &target) {
MotionTask *mt;
motionTypes type =
(spellBook[spell.getSpellID()].getManaType() == sManaIDSkill) ?
motionTypeGive :
motionTypeCastSpell;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != type) {
mt->motionType = type;
mt->spellObj = &spell;
mt->targetObj = &target;
mt->flags = reset;
mt->direction = (mt->targetObj->getLocation() - a.getLocation()).quickDir();
if (isPlayerActor(&a)) mt->flags |= privledged;
}
}
}
void MotionTask::castSpell(Actor &a, SkillProto &spell, Location &target) {
MotionTask *mt;
motionTypes type =
(spellBook[spell.getSpellID()].getManaType() == sManaIDSkill) ?
motionTypeGive :
motionTypeCastSpell;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != type) {
mt->motionType = type;
mt->spellObj = &spell;
mt->targetLoc = target; //target;
mt->flags = reset | LocTarg;
mt->direction = (target - a.getLocation()).quickDir();
if (isPlayerActor(&a)) mt->flags |= privledged;
}
}
}
void MotionTask::castSpell(Actor &a, SkillProto &spell, ActiveItem &target) {
MotionTask *mt;
motionTypes type =
(spellBook[spell.getSpellID()].getManaType() == sManaIDSkill) ?
motionTypeGive :
motionTypeCastSpell;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != type) {
Location loc;
assert(target._data.itemType == activeTypeInstance);
mt->motionType = type;
mt->spellObj = &spell;
mt->targetTAG = &target;
loc = Location(
target._data.instance.u << kTileUVShift,
target._data.instance.v << kTileUVShift,
target._data.instance.h,
a.world()->thisID());
mt->targetLoc = loc; //target;
mt->flags = reset | TAGTarg;
mt->direction = (loc - a.getLocation()).quickDir();
if (isPlayerActor(&a)) mt->flags |= privledged;
}
}
}
//-----------------------------------------------------------------------
// Initiate a use wand motion
void MotionTask::useWand(Actor &a, GameObject &target) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeUseWand) {
mt->motionType = motionTypeUseWand;
mt->targetObj = &target;
mt->flags = reset;
}
}
}
// Defensive combat actions
//-----------------------------------------------------------------------
// Initiate a two-handed parry
void MotionTask::twoHandedParry(
Actor &a,
GameObject &weapon,
Actor &opponent) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeTwoHandedParry) {
mt->motionType = motionTypeTwoHandedParry;
mt->d.attacker = &opponent;
mt->d.defensiveObj = &weapon;
}
mt->flags = reset;
mt->d.defenseFlags = 0;
}
}
//-----------------------------------------------------------------------
// Initiate a one-handed parry
void MotionTask::oneHandedParry(
Actor &a,
GameObject &weapon,
Actor &opponent) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeOneHandedParry) {
mt->motionType = motionTypeOneHandedParry;
mt->d.attacker = &opponent;
mt->d.defensiveObj = &weapon;
}
mt->flags = reset;
mt->d.defenseFlags = 0;
}
}
//-----------------------------------------------------------------------
// Initiate a shield parry
void MotionTask::shieldParry(
Actor &a,
GameObject &shield,
Actor &opponent) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeShieldParry) {
mt->motionType = motionTypeShieldParry;
mt->d.attacker = &opponent;
mt->d.defensiveObj = &shield;
}
mt->flags = reset;
mt->d.defenseFlags = 0;
}
}
//-----------------------------------------------------------------------
// Initiate a dodge
void MotionTask::dodge(Actor &a, Actor &opponent) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeDodge) {
mt->motionType = motionTypeDodge;
mt->d.attacker = &opponent;
}
mt->flags = reset;
mt->d.defenseFlags = 0;
}
}
// Other combat actions
//-----------------------------------------------------------------------
// Initiate an accept hit motion
void MotionTask::acceptHit(Actor &a, Actor &opponent) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeAcceptHit) {
mt->motionType = motionTypeAcceptHit;
mt->d.attacker = &opponent;
mt->flags = reset;
}
}
}
//-----------------------------------------------------------------------
// Initiate a fall down motion
void MotionTask::fallDown(Actor &a, Actor &opponent) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeFallDown) {
mt->motionType = motionTypeFallDown;
mt->d.attacker = &opponent;
mt->flags = reset;
}
}
}
//-----------------------------------------------------------------------
// Initiate a die motion
void MotionTask::die(Actor &a) {
MotionTask *mt;
if ((mt = mTaskList->newTask(&a)) != NULL) {
if (mt->motionType != motionTypeDie) {
mt->motionType = motionTypeDie;
mt->flags = reset;
}
}
}
//-----------------------------------------------------------------------
// Determine if this MotionTask is a defensive motion
bool MotionTask::isDefense(void) {
return motionType == motionTypeOneHandedParry
|| motionType == motionTypeTwoHandedParry
|| motionType == motionTypeShieldParry
|| motionType == motionTypeDodge;
}
//-----------------------------------------------------------------------
// Determine if this MotionTask is an offensive motion
bool MotionTask::isAttack(void) {
return isMeleeAttack()
|| motionType == motionTypeFireBow
|| motionType == motionTypeCastSpell
|| motionType == motionTypeUseWand;
}
//-----------------------------------------------------------------------
// Determine if this MotionTask is an offensive melee motion
bool MotionTask::isMeleeAttack(void) {
return motionType == motionTypeOneHandedSwing
|| motionType == motionTypeTwoHandedSwing;
}
//-----------------------------------------------------------------------
// Determine if this MotionTask is a walk motion
bool MotionTask::isWalk(void) {
return prevMotionType == motionTypeWalk;
}
//-----------------------------------------------------------------------
// Return the wandering tether region
TileRegion MotionTask::getTether(void) {
TileRegion reg;
if (flags & tethered) {
reg.min = TilePoint(tetherMinU, tetherMinV, 0);
reg.max = TilePoint(tetherMaxU, tetherMaxV, 0);
} else {
reg.min = Nowhere;
reg.max = Nowhere;
}
return reg;
}
//-----------------------------------------------------------------------
// If the target has changed position since the last path find started,
// then call this function.
void MotionTask::changeTarget(const TilePoint &newPos, bool run) {
if (prevMotionType == motionTypeWalk) {
uint16 oldFlags = flags;
abortPathFind(this);
finalTarget = immediateLocation = newPos;
pathCount = pathIndex = 0;
flags = pathFind | reset;
if (oldFlags & agitatable)
flags |= agitatable;
// Set run flag if requested
if (run
// Check if actor capable of running...
&& ((Actor *)object)->isActionAvailable(actionRun))
flags |= requestRun;
else
flags &= ~requestRun;
RequestPath(this, getPathFindIQ(object));
}
}
//-----------------------------------------------------------------------
// If the target has changed position since the walk/run started, then
// call this function.
void MotionTask::changeDirectTarget(const TilePoint &newPos, bool run) {
if (prevMotionType == motionTypeWalk) {
prevMotionType = motionTypeWalk;
finalTarget = immediateLocation = newPos;
// Reset motion task
flags |= reset;
flags &= ~pathFind;
// Set run flag if requested
if (run
// Check if actor capable of running...
&& ((Actor *)object)->isActionAvailable(actionRun))
flags |= requestRun;
else
flags &= ~requestRun;
}
}
// Cancel actor movement if walking...
void MotionTask::finishWalk(void) {
// If the actor is in a running state
if (motionType == motionTypeWalk) {
remove();
// If there is currently a path finding request, abort it.
/* abortPathFind( this );
// Simply set actor's target _data.location to "here".
finalTarget = immediateLocation = object->getLocation();
pathList[0] = finalTarget;
flags = reset;
pathCount = 0;
pathIndex = 0;*/
}
}
// Cancel actor movement if talking...
void MotionTask::finishTalking(void) {
if (motionType == motionTypeTalk) {
if (isActor(object)) {
Actor *a = (Actor *)object;
if (a->currentAnimation != actionStand)
a->setAction(actionStand, 0);
}
remove();
}
}
//-----------------------------------------------------------------------
// Handle actions for characters and objects in free-fall
void MotionTask::ballisticAction(void) {
TilePoint totalVelocity, // total velocity vector
stepVelocity, // sub-velocity vector
location,
newPos;
int16 minDim,
vectorSteps;
GameObject *obj = object;
ProtoObj *proto = obj->proto();
if (isActor(obj)) {
// Before anything else make sure the actor is in an
// uninterruptable state.
((Actor *)obj)->setInterruptablity(false);
}
// Add the force of gravity to the acceleration.
if (!(flags & inWater)) {
velocity.z -= gravity;
} else {
velocity.u = velocity.v = 0;
velocity.z = -gravity;
}
location = obj->getLocation();
// WriteStatusF( 6, "%d %d %d", _data.location.u, _data.location.v, _data.location.z );
// Because we live in a point-sampled universe, we need to make
// sure that objects which are moving extremely fast don't
// undersample the terrain. We do this by breaking the velocity
// vector into smaller vectors, and handling them individually.
totalVelocity = velocity;
// Make Up For Rounding Errors In ThrowTo
if (uFrac) {
uErrorTerm += ABS(uFrac);
if (uErrorTerm >= steps) {
uErrorTerm -= steps;
if (uFrac > 0)
totalVelocity.u++;
else
totalVelocity.u--;
}
}
if (vFrac) {
vErrorTerm += ABS(vFrac);
if (vErrorTerm >= steps) {
vErrorTerm -= steps;
if (vFrac > 0)
totalVelocity.v++;
else
totalVelocity.v--;
}
}
// Determine which dimension is smaller, width or height.
minDim = MAX<int16>(MIN<int16>(proto->height, proto->crossSection * 2), 1);
// "vectorSteps" is the number of increments we are going to process
// this vector.
vectorSteps = ((totalVelocity.magnitude() - 1) / minDim) + 1;
if (isActor(obj) && velocity.magnitude() > 16) {
Actor *a = (Actor *)obj;
if (a->isActionAvailable(actionFreeFall))
a->setAction(actionFreeFall, 0);
}
for (int i = 0; i < vectorSteps; i++) {
int16 stepsLeft = vectorSteps - i;
GameObject *collisionObject;
// REM: This would be better as a rounded division...
// Compute the small velocity vector for this increment,
// and then subtract it from the total velocity.
stepVelocity = totalVelocity / stepsLeft;
totalVelocity -= stepVelocity;
// Compute the new position of the object
newPos = location + stepVelocity;
// See if the object ran into anything. If it didn't, then
// update the coord and try again.
if (isActor(obj)) {
Actor *a = (Actor *)obj;
if (a == getCenterActor() && checkLadder(a, newPos))
return;
}
if (checkContact(obj, newPos, &collisionObject) == false) {
location = newPos;
} else {
TilePoint oldVelocity = velocity;
if (motionType == motionTypeShot && collisionObject != NULL) {
// If this motion is for a shot arrow and we did not
// collide with our target object just continue the
// motion as if there was no collision.
if (collisionObject == targetObj) {
if (object->strike(
o.enactor->thisID(),
targetObj->thisID())) {
// The arrow struck, so delete the arrow and
// end this motion
remove();
object->deleteObject();
return;
} else {
// If the arrow failed to strike continue the
// arrows flight as if there was no collision.
targetObj = NULL;
location = newPos;
continue;
}
} else {
location = newPos;
continue;
}
}
if (unstickObject(obj)) return;
// "probe" is a bitfield which will indicate which
// directions the obstructions lie in.
int16 probe = 0;
// Probe along each of the three coordinate axes
if (checkBlocked(obj,
TilePoint(newPos.u,
obj->_data.location.v,
obj->_data.location.z))) {
probe |= (1 << 0);
}
if (checkBlocked(obj,
TilePoint(obj->_data.location.u,
newPos.v,
obj->_data.location.z))) {
probe |= (1 << 1);
}
if (checkContact(obj,
TilePoint(obj->_data.location.u,
obj->_data.location.v,
newPos.z))) {
probe |= (1 << 2);
}
// If there are no obstructions along the orthogonal
// directions, then we must have hit a corner. In this
// case, we just bounce directly backwards.
if (probe == 0) {
velocity = -velocity / 2;
totalVelocity = -totalVelocity / 2;
} else {
if (probe & (1 << 0)) { // If struck wall in U direction
velocity.u = -velocity.u / 2;
totalVelocity.u = -totalVelocity.u / 2;
} else {
velocity.u = (velocity.u * 2) / 3;
totalVelocity.u = (totalVelocity.u * 2) / 3;
}
if (probe & (1 << 1)) { // If struck wall in V direction
velocity.v = -velocity.v / 2;
totalVelocity.v = -totalVelocity.v / 2;
} else {
velocity.v = (velocity.v * 2) / 3;
totalVelocity.v = (totalVelocity.v * 2) / 3;
}
if (probe & (1 << 2)) { // If struct wall in Z direction
velocity.z = -velocity.z / 2;
totalVelocity.z = -totalVelocity.z / 2;
} else {
velocity.z = (velocity.z * 2) / 3;
totalVelocity.z = (totalVelocity.z * 2) / 3;
}
}
uFrac = vFrac = 0;
if (motionType == motionTypeShot && obj->isMissile())
obj->_data.missileFacing = missileDir(velocity);
// If the ballistic object is an actor hitting the
// ground, then instead of bouncing, we'll just have
// them absorb the impact
if (isActor(obj) && probe & (1 << 2)) {
StandingTileInfo sti;
if (freeFall(location, sti) == false) {
int16 velocityMagnitude = oldVelocity.magnitude();
fallingDamage(obj, velocityMagnitude);
obj->move(location);
if (!((Actor *)obj)->isDead()) {
motionType = velocityMagnitude <= 16
? motionTypeLand
: motionTypeLandBadly;
flags |= reset;
setObjectSurface(obj, sti);
} else {
setObjectSurface(obj, sti);
remove();
}
return;
} else {
setObjectSurface(obj, sti);
// If the object is falling, then
// freeFall will have already modified the
// object's _data.location
return;
}
} else if (velocity.u < 2 && velocity.u > -2
&& velocity.v < 2 && velocity.v > -2
&& velocity.z < 2 && velocity.z > -2) {
StandingTileInfo sti;
// If the reduced velocity after impact is
// very small, then we'll assume that the object
// has come to rest.
if (freeFall(location, sti) == false) {
obj->move(location);
remove(); // delete motion task
setObjectSurface(obj, sti);
return;
}
setObjectSurface(obj, sti);
return;
}
// Otherwise, since we struck a wall at high velocity,
// we just drop this small velocity vector from our
// calculations, and continue with the next iteration
// of the loop.
}
}
obj->move(location);
}
//-----------------------------------------------------------------------
// Get the coordinates of the next waypoint.
bool MotionTask::nextWayPoint(void) {
// If the pathfinder hasn't managed to determine waypoints
// yet, then return failure.
// if ( ( flags & pathFind ) && pathCount < 0 ) return false;
// If there are still waypoints in the path list, then
// retrieve the next waypoint.
if ((flags & (pathFind | wandering)) && pathIndex < pathCount) {
TilePoint wayPointVector(0, 0, 0);
if (pathIndex > 0)
wayPointVector = immediateLocation - object->_data.location;
if (wayPointVector.quickHDistance() == 0)
// Next vertex in path polyline
immediateLocation = pathList[pathIndex++];
else
return false;
} else {
if (flags & wandering) {
immediateLocation = Nowhere;
if (pathFindTask == NULL)
RequestWanderPath(this, getPathFindIQ(object));
} else if (flags & agitated) {
immediateLocation = Nowhere;
} else {
// If we've gone off the end of the path list,
// and we're not at the target yet, request more waypoints then
// use dumb pathfinding until the pathfinder finishes it's task.
if ((finalTarget - object->_data.location).quickHDistance() > 0
|| ABS(finalTarget.z - object->_data.location.z) > kMaxStepHeight) {
// If no pathfind in progress
if ((flags & pathFind)
&& !(flags & finalPath)
&& pathFindTask == NULL)
RequestPath(this, getPathFindIQ(object));
// Set the immediate target to the final target,
immediateLocation = finalTarget;
}
// else we're close enough to call it quits.
else return false;
}
}
return true;
}
//-----------------------------------------------------------------------
// Test to see if actor can walk in a given direction
bool MotionTask::checkWalk(
int16 dir,
int16 speed,
int16 stepUp,
TilePoint &pos) {
TilePoint newPos;
// Check the terrain in various directions.
// Check in the forward direction first, at various heights
newPos = object->_data.location + (dirTable[dir] * speed) / 2;
newPos.z = object->_data.location.z + stepUp;
if (checkWalkable(object, newPos)) return false;
// movementDirection = direction;
pos = newPos;
return true;
}
//-----------------------------------------------------------------------
// Handle actions for characters walking and running
void MotionTask::walkAction(void) {
enum WalkType {
walkNormal = 0,
walkSlow,
walkRun,
walkStairs
};
TilePoint immediateTarget = getImmediateTarget(),
newPos,
targetVector;
int16 targetDist = 0;
int16 movementDirection,
directionAngle;
int16 moveBlocked,
speed = walkSpeed,
speedScale = 2;
Actor *a;
ActorAppearance *aa;
StandingTileInfo sti;
bool moveTaskWaiting = false,
moveTaskDone = false;
WalkType walkType = walkNormal;
assert(isActor(object));
a = (Actor *)object;
aa = a->appearance;
if (a->isImmobile()) {
remove(motionWalkBlocked);
return;
}
// Make sure that the actor is interruptable
a->setInterruptablity(true);
// Set the speed of movement based on whether we are walking
// or running. Running only occurs after we have accelerated.
if (flags & requestRun
&& runCount == 0
&& !(flags & (inWater | onStairs))) {
speed = runSpeed;
speedScale = 4;
walkType = walkRun;
// If we can see this actor, and the actor's run frames
// have not been loaded, then downgrade this action to
// a walk (but request the run frames).
if (aa && !aa->isBankLoaded(sprRunBankNum)) {
walkType = walkNormal;
aa->requestBank(sprRunBankNum);
}
}
// If for some reason we cannot run at this time, then
// set up for a walk instead.
if (walkType != walkRun) {
if (!(flags & onStairs)) {
if (!(flags & inWater)) {
speed = walkSpeed;
speedScale = 2;
walkType = walkNormal;
} else {
speed = slowWalkSpeed;
speedScale = 1;
walkType = walkSlow;
// reset run count if actor walking slowly
runCount = MAX<int16>(runCount, 8);
}
// If we can see this actor, and this actor's walk
// frames have not been loaded, then downgrade this
// action to a stand (i.e. do nothing).
if (aa && !aa->isBankLoaded(sprWalkBankNum)) {
aa->requestBank(sprWalkBankNum);
return;
}
} else {
speed = slowWalkSpeed;
speedScale = 1;
walkType = walkStairs;
// reset run count if actor walking on stairs
runCount = MAX<int16>(runCount, 8);
}
}
if ((flags & agitated)
&& --actionCounter <= 0) {
flags &= ~agitated;
flags |= pathFind | reset;
}
for (;;) {
// The "reset" flag indicates that the final target has
// changed since the last time this routine was called.
if (!(flags & reset)) {
// Compute the vector and distance of the current
// position to the next "immediate" target.
targetVector = immediateTarget - object->_data.location;
targetDist = targetVector.quickHDistance();
// If we're not already there, then proceed towards
// the target.
if (targetDist > 0 || ABS(targetVector.z) > kMaxStepHeight)
break;
}
if (nextWayPoint() == false) {
// If no waypoint could be found and this motion task has
// a path find request, then go into "wait" mode.
if (pathFindTask)
moveTaskWaiting = true;
else moveTaskDone = true;
break;
} else {
flags &= ~reset;
immediateTarget = getImmediateTarget();
}
}
#if VISUAL1
extern void ShowObjectSection(GameObject * obj);
extern void TPLine(const TilePoint & start, const TilePoint & stop);
{
TilePoint curPt,
wayPt,
pt1,
pt2;
// TPLine( a->getLocation(), immediateLocation );
curPt = a->getLocation();
wayPt = immediateTarget;
for (int i = pathIndex - 1; i < pathCount;) {
TPLine(curPt, wayPt);
pt1 = pt2 = wayPt;
pt1.u -= 2;
pt1.v -= 2;
pt2.u -= 2;
pt2.v += 2;
TPLine(pt1, pt2);
pt1.u += 4;
pt1.v += 4;
TPLine(pt1, pt2);
pt2.u += 4;
pt2.v -= 4;
TPLine(pt1, pt2);
pt1.u -= 4;
pt1.v -= 4;
TPLine(pt1, pt2);
curPt = wayPt;
wayPt = pathList[++i];
}
ShowObjectSection(a);
}
#endif
moveBlocked = false;
if (moveTaskDone || moveTaskWaiting) {
movementDirection = a->currentFacing;
} else if (targetDist == 0 && ABS(targetVector.z) > kMaxStepHeight) {
if (pathFindTask) {
movementDirection = a->currentFacing;
moveTaskWaiting = true;
} else {
movementDirection = a->currentFacing;
moveBlocked = true;
}
} else if (targetDist <= speed) {
int16 blockageType;
// If we're near the target, then don't bother with
// a smooth movement, just jump right there.
movementDirection = targetVector.quickDir();
// movementDirection = a->currentFacing;
// Set the new _data.location to the character's _data.location.
newPos.u = immediateTarget.u;
newPos.v = immediateTarget.v;
newPos.z = object->_data.location.z;
// Determine the direction the character must spin
// to be at the correct movement angle.
directionAngle =
(((movementDirection - a->currentFacing) + 4) & 7) - 4;
// Test terrain. Note that if the character is spinning more than 1
// octant this frame, then they cannot move so a terrain test is unneeded.
if (directionAngle <= 1 && directionAngle >= -1) {
// Test the terrain to see if we can go there.
if ((blockageType = checkWalkable(object, newPos)) != false) {
// Try stepping up to a higher terrain too.
newPos.z = object->_data.location.z + kMaxStepHeight;
if (checkWalkable(object, newPos) != blockageNone) {
// If there is a path find task pending, put the walk action
// on hold until it finishes, else, abort the walk action.
if (pathFindTask)
moveTaskWaiting = true;
else {
movementDirection = a->currentFacing;
moveBlocked = true;
}
/* if (!(flags & pathFind) || nextWayPoint() == false)
{
moveBlocked = true;
flags |= blocked;
newPos.z = object->_data.location.z;
}*/
}
}
}
} else {
int16 height;
bool foundPath = false;
movementDirection = targetVector.quickDir();
// Calculate new object position along direction vector.
TilePoint pos = object->_data.location
+ targetVector * speed / targetDist;
#if DEBUG*0
TPLine(object->_data.location, pos);
#endif
// Check the terrain in various directions.
// Check in the forward direction first, at various heights
for (height = 0; height <= kMaxStepHeight; height += kMaxSmoothStep) {
// This code has him move along the exact direction
// vector, even if it's not aligned with one of the
// cardinal directions.
pos.z = object->_data.location.z + height;
if (!checkWalkable(object, pos)) {
newPos = pos;
foundPath = true;
break;
}
}
// Check left and right facings if a path was not found in
// the forward direction.
if (foundPath == false) {
int16 leftDir = spinLeft(movementDirection),
rightDir = spinRight(movementDirection);
for (height = 0; height <= kMaxStepHeight; height += 8) {
if (checkWalk(rightDir, speedScale, height, newPos)) {
movementDirection = rightDir;
foundPath = true;
break;
}
if (checkWalk(leftDir, speedScale, height, newPos)) {
movementDirection = leftDir;
foundPath = true;
break;
}
}
}
// Let's try moving at a right angle to the current path to
// get around this annoying obstacle...
if (foundPath == false) {
if (targetVector.u > speed / 2
&& checkWalk(dirUpRight, speedScale, 0, newPos)) {
movementDirection = dirUpRight;
foundPath = true;
} else if (-targetVector.u > speed / 2
&& checkWalk(dirDownLeft, speedScale, 0, newPos)) {
movementDirection = dirDownLeft;
foundPath = true;
} else if (targetVector.v > speed / 2
&& checkWalk(dirUpLeft, speedScale, 0, newPos)) {
movementDirection = dirUpLeft;
foundPath = true;
} else if (-targetVector.v > speed / 2
&& checkWalk(dirDownRight, speedScale, 0, newPos)) {
movementDirection = dirDownRight;
foundPath = true;
}
}
// If we just couldn't find a valid path no matter how hard
// we tried, then just give up and say that we were blocked.
if (foundPath == false) {
// If there is a path find task pending, put the walk action
// on hold until it finishes, else, abort the walk action.
if (pathFindTask)
moveTaskWaiting = true;
else {
movementDirection = a->currentFacing;
moveBlocked = true;
}
}
}
// REM: Test the terrain at the new spot.
if (movementDirection != a->currentFacing) {
// Determine the direction the character must spin
// to be at the correct movement angle.
directionAngle =
(((movementDirection - a->currentFacing) + 4) & 7) - 4;
// If the direction is at a right angle or behind
// the character, then they cannot move.
if (directionAngle < 0) {
a->currentFacing = spinRight(a->currentFacing);
} else {
a->currentFacing = spinLeft(a->currentFacing);
}
}
if (moveTaskDone) {
remove(motionCompleted);
} else if (moveBlocked) {
a->setAction(actionStand, 0);
if (flags & agitatable) {
if (freeFall(object->_data.location, sti)) return;
// When he starts running again, then have him walk only.
runCount = MAX<int16>(runCount, 8);
// We're blocked so we're going to wander in a random
// direction for a random duration
flags |= agitated | reset;
direction = g_vm->_rnd->getRandomNumber(7);
actionCounter = 8 + g_vm->_rnd->getRandomNumber(7);
// Discard the path
if (flags & pathFind) {
flags &= ~finalPath;
pathIndex = pathCount = 0;
}
} else
remove(motionWalkBlocked);
} else if (moveTaskWaiting
|| movementDirection != a->currentFacing) {
// When he starts running again, then have him walk only.
runCount = MAX<int16>(runCount, 8);
a->setAction(actionStand, 0);
freeFall(object->_data.location, sti);
} else {
if (a == getCenterActor() && checkLadder(a, newPos)) return;
int16 tHeight;
flags &= ~blocked;
tHeight = tileSlopeHeight(newPos, object, &sti);
// This is a kludge to keep the character from
// "jumping" as he climbs up a small step.
if (tHeight >= object->_data.location.z - kMaxSmoothStep
* ((sti.surfaceTile != NULL
&& (sti.surfaceTile->combinedTerrainMask() & terrainStair))
? 4
: 1)
&& tHeight < newPos.z)
newPos.z = tHeight;
if (freeFall(newPos, sti) == false) {
int16 newAction;
if (sti.surfaceTile != NULL
&& (sti.surfaceTile->combinedTerrainMask() & terrainStair)
&& a->isActionAvailable(actionSpecial7)) {
Direction stairsDir;
uint8 *cornerHeight;
cornerHeight = sti.surfaceTile->attrs.cornerHeight;
if (cornerHeight[0] == 0 && cornerHeight[1] == 0)
stairsDir = 1;
else if (cornerHeight[1] == 0 && cornerHeight[2] == 0)
stairsDir = 3;
else if (cornerHeight[2] == 0 && cornerHeight[3] == 0)
stairsDir = 5;
else
stairsDir = 7;
if (a->currentFacing == stairsDir) {
// walk up stairs
newAction = actionSpecial7;
flags |= onStairs;
} else if (a->currentFacing == ((stairsDir - 4) & 0x7)) {
// walk down stairs
newAction = actionSpecial8;
flags |= onStairs;
} else {
flags &= ~onStairs;
if (walkType == walkStairs) walkType = walkNormal;
newAction = (walkType == walkRun) ? actionRun : actionWalk;
}
} else {
flags &= ~onStairs;
if (walkType == walkStairs) walkType = walkNormal;
newAction = (walkType == walkRun) ? actionRun : actionWalk;
}
object->move(newPos);
// Determine if the new action is running
// or walking.
if (a->currentAnimation == newAction) {
// If we are already doing that action, then
// just continue doing it.
if (walkType != walkSlow)
a->nextAnimationFrame();
else {
if (flags & nextAnim)
a->nextAnimationFrame();
flags ^= nextAnim;
}
} else if (a->currentAnimation == actionWalk
|| a->currentAnimation == actionRun
|| a->currentAnimation == actionSpecial7
|| a->currentAnimation == actionSpecial8) {
// If we are running instead of walking or
// vice versa, then change to the new action
// but don't break stride
a->setAction(newAction,
animateRepeat | animateNoRestart);
if (walkType != walkSlow)
a->nextAnimationFrame();
else {
if (flags & nextAnim)
a->nextAnimationFrame();
flags ^= nextAnim;
}
} else {
// If we weren't walking or running before, then start
// walking/running and reset the sequence.
a->setAction(newAction, animateRepeat);
if (walkType == walkSlow) flags |= nextAnim;
}
if (runCount > 0) runCount--;
setObjectSurface(object, sti);
}
}
}
//-----------------------------------------------------------------------
// Climb up a ladder
void MotionTask::upLadderAction(void) {
Actor *a = (Actor *)object;
if (flags & reset) {
a->setAction(actionClimbLadder, animateRepeat);
flags &= ~reset;
} else {
TilePoint loc = a->getLocation();
uint8 crossSection = a->proto()->crossSection,
height = a->proto()->height;
int16 mapNum = a->getMapNum();
TileRegion actorTileReg;
TileInfo *ti;
TilePoint tileLoc;
StandingTileInfo sti;
loc.z += 6;
// Determine the tile region which the actor overlays
actorTileReg.min.u = (loc.u - crossSection) >> kTileUVShift;
actorTileReg.min.v = (loc.v - crossSection) >> kTileUVShift;
actorTileReg.max.u =
(loc.u + crossSection + kTileUVMask) >> kTileUVShift;
actorTileReg.max.v =
(loc.v + crossSection + kTileUVMask) >> kTileUVShift;
actorTileReg.min.z = actorTileReg.max.z = 0;
TileIterator iter(mapNum, actorTileReg);
// Iterate through all the tiles in the actor's tile region
for (ti = iter.first(&tileLoc, &sti);
ti != NULL;
ti = iter.next(&tileLoc, &sti)) {
if (!(ti->combinedTerrainMask() & terrainLadder)) continue;
if (sti.surfaceHeight
+ ti->attrs.terrainHeight
<= loc.z
+ height
|| sti.surfaceHeight > loc.z + height)
continue;
uint16 footPrintMask = 0xFFFF,
ladderMask;
TilePoint subTileLoc(
tileLoc.u << kTileSubShift,
tileLoc.v << kTileSubShift,
0);
TileRegion actorSubTileReg;
actorSubTileReg.min.u = (loc.u - crossSection) >> kSubTileShift;
actorSubTileReg.min.v = (loc.v - crossSection) >> kSubTileShift;
actorSubTileReg.max.u =
(loc.u + crossSection + kSubTileMask) >> kSubTileShift;
actorSubTileReg.max.v =
(loc.v + crossSection + kSubTileMask) >> kSubTileShift;
if (actorSubTileReg.min.u >= subTileLoc.u)
footPrintMask &=
uMinMasks[actorSubTileReg.min.u - subTileLoc.u];
if (actorSubTileReg.min.v >= subTileLoc.v)
footPrintMask &=
vMinMasks[actorSubTileReg.min.v - subTileLoc.v];
if (actorSubTileReg.max.u < subTileLoc.u + kTileSubSize)
footPrintMask &=
uMaxMasks[actorSubTileReg.max.u - subTileLoc.u];
if (actorSubTileReg.max.v < subTileLoc.v + kTileSubSize)
footPrintMask &=
vMaxMasks[actorSubTileReg.max.v - subTileLoc.v];
ladderMask = ti->attrs.fgdTerrain == terrNumLadder
? ti->attrs.terrainMask
: ~ti->attrs.terrainMask;
if (footPrintMask & ladderMask) {
a->nextAnimationFrame();
a->move(loc);
return;
}
}
TilePoint newLoc;
newLoc = loc + incDirTable[a->currentFacing] * crossSection * 2;
newLoc.z = tileSlopeHeight(newLoc, a);
if (!checkBlocked(a, newLoc))
a->move(newLoc);
else {
newLoc = loc
+ incDirTable[(a->currentFacing - 2) & 7]
* crossSection * 2;
newLoc.z = tileSlopeHeight(newLoc, a);
if (!checkBlocked(a, newLoc))
a->move(newLoc);
else {
newLoc = loc
+ incDirTable[(a->currentFacing + 2) & 7]
* crossSection * 2;
newLoc.z = tileSlopeHeight(newLoc, a);
if (!checkBlocked(a, newLoc))
a->move(newLoc);
else {
newLoc = loc
+ incDirTable[a->currentFacing]
* crossSection * 2;
newLoc.z = tileSlopeHeight(newLoc, a);
a->move(newLoc);
unstickObject(a);
}
}
}
a->setAction(actionStand, 0);
remove();
}
}
//-----------------------------------------------------------------------
// Climb down a ladder
void MotionTask::downLadderAction(void) {
Actor *a = (Actor *)object;
if (flags & reset) {
a->setAction(actionClimbLadder, animateRepeat | animateReverse);
flags &= ~reset;
} else {
TilePoint loc = a->getLocation();
uint8 crossSection = a->proto()->crossSection;
int16 mapNum = a->getMapNum();
TileRegion actorTileReg;
TileInfo *ti;
TilePoint tileLoc;
StandingTileInfo sti;
loc.z -= 6;
actorTileReg.min.u = (loc.u - crossSection) >> kTileUVShift;
actorTileReg.min.v = (loc.v - crossSection) >> kTileUVShift;
actorTileReg.max.u =
(loc.u + crossSection + kTileUVMask) >> kTileUVShift;
actorTileReg.max.v =
(loc.v + crossSection + kTileUVMask) >> kTileUVShift;
actorTileReg.min.z = actorTileReg.max.z = 0;
TileIterator iter(mapNum, actorTileReg);
for (ti = iter.first(&tileLoc, &sti);
ti != NULL;
ti = iter.next(&tileLoc, &sti)) {
if (!(ti->combinedTerrainMask() & terrainLadder)) continue;
if (sti.surfaceHeight + ti->attrs.terrainHeight <= loc.z
|| sti.surfaceHeight > loc.z)
continue;
uint16 footPrintMask = 0xFFFF,
ladderMask;
TilePoint subTileLoc(
tileLoc.u << kTileSubShift,
tileLoc.v << kTileSubShift,
0);
TileRegion actorSubTileReg;
actorSubTileReg.min.u = (loc.u - crossSection) >> kSubTileShift;
actorSubTileReg.min.v = (loc.v - crossSection) >> kSubTileShift;
actorSubTileReg.max.u =
(loc.u + crossSection + kSubTileMask) >> kSubTileShift;
actorSubTileReg.max.v =
(loc.v + crossSection + kSubTileMask) >> kSubTileShift;
if (actorSubTileReg.min.u >= subTileLoc.u)
footPrintMask &=
uMinMasks[actorSubTileReg.min.u - subTileLoc.u];
if (actorSubTileReg.min.v >= subTileLoc.v)
footPrintMask &=
vMinMasks[actorSubTileReg.min.v - subTileLoc.v];
if (actorSubTileReg.max.u < subTileLoc.u + kTileSubSize)
footPrintMask &=
uMaxMasks[actorSubTileReg.max.u - subTileLoc.u];
if (actorSubTileReg.max.v < subTileLoc.v + kTileSubSize)
footPrintMask &=
vMaxMasks[actorSubTileReg.max.v - subTileLoc.v];
ladderMask = ti->attrs.fgdTerrain == terrNumLadder
? ti->attrs.terrainMask
: ~ti->attrs.terrainMask;
if (footPrintMask & ladderMask) {
a->nextAnimationFrame();
a->move(loc);
return;
}
}
TilePoint newLoc;
newLoc = loc - incDirTable[a->currentFacing] * kTileUVSize;
newLoc.z = tileSlopeHeight(newLoc, a);
if (!checkBlocked(a, newLoc))
a->move(newLoc);
else {
newLoc = loc
- incDirTable[(a->currentFacing - 2) & 7]
* kTileUVSize;
newLoc.z = tileSlopeHeight(newLoc, a);
if (!checkBlocked(a, newLoc))
a->move(newLoc);
else {
newLoc = loc
- incDirTable[(a->currentFacing + 2) & 7]
* kTileUVSize;
newLoc.z = tileSlopeHeight(newLoc, a);
if (!checkBlocked(a, newLoc))
a->move(newLoc);
else {
newLoc = loc
- incDirTable[a->currentFacing]
* kTileUVSize;
newLoc.z = tileSlopeHeight(newLoc, a);
a->move(newLoc);
unstickObject(a);
}
}
}
a->setAction(actionStand, 0);
remove();
}
}
// Go through the giving motions
void MotionTask::giveAction(void) {
Actor *a = (Actor *)object;
Direction targetDir = (targetObj->getLocation()
- a->getLocation()).quickDir();
if (flags & reset) {
a->setAction(actionGiveItem, 0);
flags &= ~reset;
}
if (a->currentFacing != targetDir)
a->turn(targetDir);
else if (a->nextAnimationFrame())
remove(motionCompleted);
}
// Set up specified animation and run through the frames
void MotionTask::genericAnimationAction(uint8 actionType) {
Actor *const a = (Actor *)object;
if (flags & reset) {
a->setAction(actionType, 0);
flags &= ~reset;
} else if (a->nextAnimationFrame())
remove(motionCompleted);
}
// This class is specifically designed to aid in the selection of
// of a combat motion type from a selected subset
struct CombatMotionSet {
const uint8 *list; // Array of motion types
uint16 listSize; // Size of array
// Select randome element from the array
uint8 selectRandom(void) const {
return list[g_vm->_rnd->getRandomNumber(listSize - 1)];
}
};
// Offensive combat actions
// Construct a set of all two handed swing types
const uint8 twoHandedSwingArray[] = {
MotionTask::twoHandedSwingHigh,
MotionTask::twoHandedSwingLow,
MotionTask::twoHandedSwingLeftHigh,
MotionTask::twoHandedSwingLeftLow,
MotionTask::twoHandedSwingRightHigh,
MotionTask::twoHandedSwingRightLow,
};
const CombatMotionSet twoHandedSwingSet = {
twoHandedSwingArray,
ARRAYSIZE(twoHandedSwingArray)
};
// Construct a subset of all high two handed swing types
const uint8 twoHandedHighSwingArray[] = {
MotionTask::twoHandedSwingHigh,
MotionTask::twoHandedSwingLeftHigh,
MotionTask::twoHandedSwingRightHigh,
};
const CombatMotionSet twoHandedHighSwingSet = {
twoHandedHighSwingArray,
ARRAYSIZE(twoHandedHighSwingArray)
};
// Construct a subset of all low two handed swing types
const uint8 twoHandedLowSwingArray[] = {
MotionTask::twoHandedSwingLow,
MotionTask::twoHandedSwingLeftLow,
MotionTask::twoHandedSwingRightLow,
};
const CombatMotionSet twoHandedLowSwingSet = {
twoHandedLowSwingArray,
ARRAYSIZE(twoHandedLowSwingArray)
};
//-----------------------------------------------------------------------
// Handle all two handed swing motions
void MotionTask::twoHandedSwingAction(void) {
// If the reset flag is set, initialize the motion
if (flags & reset) {
// Let the game engine know about this aggressive act
logAggressiveAct(object->thisID(), targetObj->thisID());
// Notify the target actor that he is being attacked
if (isActor(targetObj))
((Actor *)targetObj)->evaluateMeleeAttack((Actor *)object);
// Create an animation type lookup table
static const uint8 animationTypeArray[] = {
actionTwoHandSwingHigh,
actionTwoHandSwingLow,
actionTwoHandSwingLeftHigh,
actionTwoHandSwingLeftLow,
actionTwoHandSwingRightHigh,
actionTwoHandSwingRightLow,
};
Actor *a = (Actor *)object;
uint8 actorAnimation;
int16 actorMidAltitude,
targetAltitude = targetObj->getLocation().z;
const CombatMotionSet *availableSet;
// Calculate the altitude of the actor's mid section
actorMidAltitude = a->getLocation().z + (a->proto()->height >> 1);
if (targetAltitude > actorMidAltitude)
// The target is higher than the actor's midsection
availableSet = &twoHandedHighSwingSet;
else {
uint8 targetHeight = targetObj->proto()->height;
if (targetAltitude + targetHeight < actorMidAltitude)
// The target is below the actor's midsection
availableSet = &twoHandedLowSwingSet;
else
// The target is nearly the same altitude as the actor
availableSet = &twoHandedSwingSet;
}
// Calculate the direction of the attack
direction = (targetObj->getLocation() - a->getLocation()).quickDir();
// Randomly select a combat motion type from the available set
combatMotionType = availableSet->selectRandom();
actorAnimation = animationTypeArray[combatMotionType];
if (a->appearance != NULL
&& a->isActionAvailable(actorAnimation)) {
// Compute the number of frames in the animation before the
// actual strike
actionCounter = a->animationFrames(actorAnimation, direction) - 2;
a->setAction(actorAnimation, 0);
// Set this flag to indicate that the animation is actually
// being played
flags |= nextAnim;
} else {
actionCounter = 2;
// Clear this flag to indicate that the animation is not
// being played
flags &= ~nextAnim;
}
a->setActionPoints(
computeTurnFrames(a->currentFacing, direction) + 10);
flags &= ~reset;
} else
// Call the generic offensive melee function
offensiveMeleeAction();
}
// Construct a set of all one handed swing types
const uint8 oneHandedSwingArray[] = {
MotionTask::oneHandedSwingHigh,
MotionTask::oneHandedSwingLow,
// MotionTask::oneHandedThrust,
};
const CombatMotionSet oneHandedSwingSet = {
oneHandedSwingArray,
ARRAYSIZE(oneHandedSwingArray)
};
// Construct a subset of all high one handed swing types
const uint8 oneHandedHighSwingArray[] = {
MotionTask::oneHandedSwingHigh,
};
const CombatMotionSet oneHandedHighSwingSet = {
oneHandedHighSwingArray,
ARRAYSIZE(oneHandedHighSwingArray)
};
// Construct a subset of all low one handed swing types
const uint8 oneHandedLowSwingArray[] = {
MotionTask::oneHandedSwingLow,
};
const CombatMotionSet oneHandedLowSwingSet = {
oneHandedLowSwingArray,
ARRAYSIZE(oneHandedLowSwingArray)
};
//-----------------------------------------------------------------------
// Handle all one handed swing motions
void MotionTask::oneHandedSwingAction(void) {
if (flags & reset) {
// Let the game engine know about this aggressive act
logAggressiveAct(object->thisID(), targetObj->thisID());
// Notify the target actor that he is being attacked
if (isActor(targetObj))
((Actor *)targetObj)->evaluateMeleeAttack((Actor *)object);
// Create an animation type lookup table
static const uint8 animationTypeArray[] = {
actionSwingHigh,
actionSwingLow,
};
Actor *const a = (Actor *)object;
uint8 actorAnimation;
int16 actorMidAltitude,
targetAltitude = targetObj->getLocation().z;
const CombatMotionSet *availableSet;
// Calculate the altitude of the actor's mid section
actorMidAltitude = a->getLocation().z + (a->proto()->height >> 1);
if (targetAltitude > actorMidAltitude)
// The target is higher than the actor's midsection
availableSet = &oneHandedHighSwingSet;
else {
uint8 targetHeight = targetObj->proto()->height;
if (targetAltitude + targetHeight < actorMidAltitude)
// The target is below the actor's midsection
availableSet = &oneHandedLowSwingSet;
else
// The target is nearly the same altitude as the actor
availableSet = &oneHandedSwingSet;
}
// Calculate the direction of the attack
direction = (targetObj->getLocation() - a->getLocation()).quickDir();
// Randomly select a combat motion type from the available set
combatMotionType = availableSet->selectRandom();
/* if ( combatMotionType == oneHandedThrust )
{
// Initialize the thrust motion
}
else*/
{
actorAnimation = animationTypeArray[combatMotionType];
if (a->appearance != NULL
&& a->isActionAvailable(actorAnimation)) {
// Compute the number of frames in the animation before the
// actual strike
actionCounter = a->animationFrames(actorAnimation, direction) - 2;
a->setAction(actorAnimation, 0);
// Set this flag to indicate that the animation is actually
// being played
flags |= nextAnim;
} else {
actionCounter = 1;
// Clear this flag to indicate that the animation is not
// being played
flags &= ~nextAnim;
}
}
a->setActionPoints(actionCounter * 2);
a->setActionPoints(
computeTurnFrames(a->currentFacing, direction) + 10);
flags &= ~reset;
} else
// Call the generic offensive melee function
offensiveMeleeAction();
}
//-----------------------------------------------------------------------
// Compute the number of frames before the actual strike in an
// offensive melee motion
uint16 MotionTask::framesUntilStrike(void) {
// If the melee action has not been initialized, return a safe value
if (flags & reset) return maxuint16;
uint16 turnFrames;
turnFrames = (direction - ((Actor *)object)->currentFacing) & 0x7;
if (turnFrames > 4) turnFrames = 8 - turnFrames;
return turnFrames + actionCounter;
}
//-----------------------------------------------------------------------
// Returns a pointer to the blocking object if it applicable to
// this motion task
GameObject *MotionTask::blockingObject(Actor *thisAttacker) {
return isDefense()
&& (d.defenseFlags & blocking)
&& thisAttacker == d.attacker
? d.defensiveObj
: NULL;
}
//-----------------------------------------------------------------------
// Handle bow firing motions
void MotionTask::fireBowAction(void) {
Actor *a = (Actor *)object;
assert(a->leftHandObject != Nothing);
// Initialize the bow firing motion
if (flags & reset) {
// Let the game engine know about this aggressive act
logAggressiveAct(object->thisID(), targetObj->thisID());
// Compute the direction to the target
direction = (targetObj->getLocation() - a->getLocation()).quickDir();
if (a->appearance != NULL
&& a->isActionAvailable(actionFireBow)) {
// Calculate the number of frames in the animation before the
// projectile is actually fired
actionCounter = a->animationFrames(actionFireBow, direction) - 1;
a->setAction(actionFireBow, 0);
// Set this flag to indicate that the animation is actually
// being played
flags |= nextAnim;
} else {
actionCounter = 1;
// Clear this flag to indicate that the animation is not
// being played
flags &= ~nextAnim;
}
a->setActionPoints(
computeTurnFrames(a->currentFacing, direction) + 10);
if (a->currentFacing != direction)
a->turn(direction);
flags &= ~reset;
} else if (a->currentFacing != direction)
a->turn(direction);
else {
// If the actors appearance becomes NULL, make sure this action
// no longer depends upon the animation
if ((flags & nextAnim) && a->appearance == NULL)
flags &= ~nextAnim;
// If the action counter has reached zero, get a projectile and
// fire it
if (actionCounter == 0) {
GameObject *missileWeapon;
missileWeapon = GameObject::objectAddress(a->leftHandObject);
if (missileWeapon != NULL) {
GameObject *proj;
// Ask the missile weapon's prototype to get a projectile
proj = missileWeapon->proto()->getProjectile(
a->leftHandObject,
a->thisID());
// Shoot the projectile
if (proj != NULL) {
TilePoint actorLoc = a->getLocation();
uint8 actorCrossSection = a->proto()->crossSection,
projCrossSection = proj->proto()->crossSection;
ObjectID projID;
actorLoc.u += incDirTable[a->currentFacing].u
* (actorCrossSection + projCrossSection);
actorLoc.v += incDirTable[a->currentFacing].v
* (actorCrossSection + projCrossSection);
actorLoc.z += a->proto()->height * 7 / 8;
if ((projID = proj->extractMerged(Location(actorLoc, a->IDParent()), 1)) != Nothing) {
g_vm->_containerList->setUpdate(a->thisID());
proj = GameObject::objectAddress(projID);
shootObject(*proj, *a, *targetObj, 16);
}
}
}
}
if (flags & nextAnim) {
// Run through the animation frames
if (!a->nextAnimationFrame()) {
if (actionCounter >= 0) actionCounter--;
} else
remove();
} else {
if (actionCounter > 0)
actionCounter--;
else
remove();
}
}
}
//-----------------------------------------------------------------------
// Handle spell casting motions
void MotionTask::castSpellAction(void) {
Actor *a = (Actor *)object;
// Turn until facing the target
if (a->currentFacing != direction)
a->turn(direction);
else {
if (flags & reset) {
if (a->appearance != NULL
&& a->isActionAvailable(actionCastSpell)) {
// Calculate the number of frames in the animation before the
// spell is case
actionCounter = a->animationFrames(actionCastSpell, direction) - 1;
a->setAction(actionCastSpell, 0);
// Set this flag to indicate that the animation is actually
// being played
flags |= nextAnim;
} else {
actionCounter = 3;
// Clear this flag to indicate that the animation is not
// being played
flags &= ~nextAnim;
}
flags &= ~reset;
}
// If the actors appearance becomes NULL, make sure this action
// no longer depends upon the animation
if ((flags & nextAnim) && a->appearance == NULL)
flags &= ~nextAnim;
if (actionCounter == 0) {
if (spellObj) {
if (flags & TAGTarg) {
assert(targetTAG->_data.itemType == activeTypeInstance);
spellObj->implementAction(spellObj->getSpellID(), a->thisID(), targetTAG->thisID());
} else if (flags & LocTarg) {
spellObj->implementAction(spellObj->getSpellID(), a->thisID(), targetLoc);
} else if (targetObj) {
spellObj->implementAction(spellObj->getSpellID(), a->thisID(), targetObj->thisID());
}
}
}
if (flags & nextAnim) {
// Run through the animation frames
if (!a->nextAnimationFrame()) {
if (actionCounter >= 0) actionCounter--;
} else
remove();
} else {
if (actionCounter > 0)
actionCounter--;
else
remove();
}
}
}
//-----------------------------------------------------------------------
// Handle wand using motions
void MotionTask::useWandAction(void) {
// Initialize the wand using motion
if (flags & reset) {
// Let the game engine know about this aggressive act
logAggressiveAct(object->thisID(), targetObj->thisID());
Actor *a = (Actor *)object;
direction = (targetObj->getLocation() - a->getLocation()).quickDir();
if (a->appearance != NULL
&& a->isActionAvailable(actionUseWand)) {
actionCounter = a->animationFrames(actionUseWand, direction) - 1;
a->setAction(actionUseWand, 0);
// Set this flag to indicate that the animation is actually
// being played
flags |= nextAnim;
} else {
actionCounter = 3;
// Clear this flag to indicate that the animation is not
// being played
flags &= ~nextAnim;
}
a->setActionPoints(
computeTurnFrames(a->currentFacing, direction) + 10);
flags &= ~reset;
}
useMagicWeaponAction();
}
// Defensive combat actions
//-----------------------------------------------------------------------
// Handle two handed parrying motions
void MotionTask::twoHandedParryAction(void) {
if (flags & reset) {
Actor *a = (Actor *)object;
int16 animationFrames;
direction = (d.attacker->getLocation() - a->getLocation()).quickDir();
if (a->appearance != NULL
&& a->isActionAvailable(actionTwoHandParry)) {
a->setAction(actionTwoHandParry, 0);
animationFrames = a->animationFrames(actionTwoHandParry, direction);
// Set this flag to indicate that the animation is actually
// being played
flags |= nextAnim;
} else {
animationFrames = 2;
// Clear this flag to indicate that the animation is not
// being played
flags &= ~nextAnim;
}
a->setActionPoints(
computeTurnFrames(a->currentFacing, direction)
+ animationFrames + 1);
flags &= ~reset;
}
defensiveMeleeAction();
}
//-----------------------------------------------------------------------
// Handle one handed parrying motions
void MotionTask::oneHandedParryAction(void) {
if (flags & reset) {
Actor *a = (Actor *)object;
int16 animationFrames;
direction = (d.attacker->getLocation() - a->getLocation()).quickDir();
combatMotionType = oneHandedParryHigh;
if (a->appearance != NULL
&& a->isActionAvailable(actionParryHigh)) {
a->setAction(actionParryHigh, 0);
animationFrames = a->animationFrames(actionParryHigh, direction);
// Set this flag to indicate that the animation is actually
// being played
flags |= nextAnim;
} else {
animationFrames = 2;
// Clear this flag to indicate that the animation is not
// being played
flags &= ~nextAnim;
}
a->setActionPoints(
computeTurnFrames(a->currentFacing, direction)
+ animationFrames + 1);
flags &= ~reset;
}
defensiveMeleeAction();
}
//-----------------------------------------------------------------------
// Handle shield parrying motions
void MotionTask::shieldParryAction(void) {
if (flags & reset) {
Actor *a = (Actor *)object;
int16 animationFrames;
direction = (d.attacker->getLocation() - a->getLocation()).quickDir();
if (a->appearance != NULL
&& a->isActionAvailable(actionShieldParry)) {
a->setAction(actionShieldParry, 0);
animationFrames = a->animationFrames(actionShieldParry, direction);
// Set this flag to indicate that the animation is actually
// being played
flags |= nextAnim;
} else {
animationFrames = 1;
// Clear this flag to indicate that the animation is not
// being played
flags &= ~nextAnim;
}
a->setActionPoints(
computeTurnFrames(a->currentFacing, direction)
+ animationFrames + 1);
flags &= ~reset;
}
defensiveMeleeAction();
}
//-----------------------------------------------------------------------
// Handle dodging motions
void MotionTask::dodgeAction(void) {
Actor *a = (Actor *)object;
MotionTask *attackerMotion = d.attacker->moveTask;
if (flags & reset) {
// If the attacker is not attacking, we're done
if (attackerMotion == NULL
|| !attackerMotion->isMeleeAttack()) {
a->setInterruptablity(true);
remove();
return;
}
// If the strike is about to land start the dodging motion
if (attackerMotion->framesUntilStrike() <= 2) {
int16 animationFrames;
if (a->appearance != NULL
&& a->isActionAvailable(actionJumpUp, a->currentFacing)) {
a->setAction(actionJumpUp, 0);
animationFrames = a->animationFrames(actionJumpUp, a->currentFacing);
// Set this flag to indicate that the animation is actually
// being played
flags |= nextAnim;
} else {
animationFrames = 3;
// Clear this flag to indicate that the animation is not
// being played
flags &= ~nextAnim;
}
actionCounter = animationFrames - 1;
a->setActionPoints(animationFrames + 1);
flags &= ~reset;
}
} else {
// If the actors appearance becomes NULL, make sure this action
// no longer depends upon the animation
if ((flags & nextAnim) && a->appearance == NULL)
flags &= ~nextAnim;
if (flags & nextAnim) {
// Run through the animation frames
if (!a->nextAnimationFrame()) {
if (actionCounter > 0) actionCounter--;
} else
remove();
} else {
if (actionCounter > 0)
actionCounter--;
else
remove();
}
}
}
//-----------------------------------------------------------------------
// Handle accept hit motions
void MotionTask::acceptHitAction(void) {
Actor *a = (Actor *)object;
if (flags & reset) {
TilePoint newLoc = a->getLocation();
StandingTileInfo sti;
int16 animationFrames;
a->currentFacing =
(d.attacker->getWorldLocation() - a->getLocation()).quickDir();
if (a->appearance != NULL
&& a->isActionAvailable(actionHit, a->currentFacing)) {
a->setAction(actionHit, 0);
animationFrames = a->animationFrames(actionHit, a->currentFacing);
// Set this flag to indicate that the animation is actually
// being played
flags |= nextAnim;
} else {
animationFrames = 1;
// Clear this flag to indicate that the animation is not
// being played
flags &= ~nextAnim;
}
a->setActionPoints(animationFrames + 1);
if (g_vm->_rnd->getRandomNumber(1)) {
// Calculate the new position to knock the actor back to
newLoc += dirTable[(a->currentFacing - 4) & 0x7];
// If the actor is not blocked, move him back
if (!checkBlocked(a, newLoc)) {
newLoc.z = tileSlopeHeight(newLoc, a, &sti);
a->move(newLoc);
setObjectSurface(a, sti);
}
}
flags &= ~reset;
} else {
// If the actors appearance becomes NULL, make sure this action
// no longer depends upon the animation
if ((flags & nextAnim) && a->appearance == NULL)
flags &= ~nextAnim;
if (flags & nextAnim) {
if (a->nextAnimationFrame()) remove();
} else
remove();
}
}
//-----------------------------------------------------------------------
// Handle fall down motions
void MotionTask::fallDownAction(void) {
Actor *a = (Actor *)object;
if (flags & reset) {
TilePoint newLoc = a->getLocation();
StandingTileInfo sti;
int16 animationFrames;
a->currentFacing =
(d.attacker->getWorldLocation() - a->getLocation()).quickDir();
if (a->appearance != NULL
&& a->isActionAvailable(actionKnockedDown, a->currentFacing)) {
a->setAction(actionKnockedDown, 0);
animationFrames = a->animationFrames(
actionKnockedDown,
a->currentFacing);
// Set this flag to indicate that the animation is actually
// being played
flags |= nextAnim;
} else {
animationFrames = 6;
// Clear this flag to indicate that the animation is not
// being played
flags &= ~nextAnim;
}
a->setActionPoints(animationFrames + 1);
if (g_vm->_rnd->getRandomNumber(1)) {
// Calculate the new position to knock the actor back to
newLoc += dirTable[(a->currentFacing - 4) & 0x7];
newLoc.z = tileSlopeHeight(newLoc, a, &sti);
// If the actor is not blocked, move him back
if (!checkBlocked(a, newLoc)) {
a->move(newLoc);
setObjectSurface(a, sti);
}
}
flags &= ~reset;
} else {
// If the actors appearance becomes NULL, make sure this action
// no longer depends upon the animation
if ((flags & nextAnim) && a->appearance == NULL)
flags &= ~nextAnim;
if (flags & nextAnim) {
if (a->nextAnimationFrame()) remove();
} else
remove();
}
}
//-----------------------------------------------------------------------
// Generic offensive melee code. Called by twoHandedSwingAction()
// and oneHandedSwingAction()
void MotionTask::offensiveMeleeAction(void) {
Actor *a = (Actor *)object;
// Turn until facing the target
if (a->currentFacing != direction)
a->turn(direction);
else {
// If the actors appearance becomes NULL, make sure this action
// no longer depends upon the animation
if ((flags & nextAnim) && a->appearance == NULL)
flags &= ~nextAnim;
// If the action counter has reached zero, use the weapon on
// the target
if (actionCounter == 0) {
GameObject *weapon;
weapon = a->offensiveObject();
if (weapon) weapon->strike(a->thisID(), targetObj->thisID());
}
if (flags & nextAnim) {
// Run through the animation frames
if (!a->nextAnimationFrame()) {
if (actionCounter >= 0) actionCounter--;
} else
remove();
} else {
if (actionCounter > 0)
actionCounter--;
else
remove();
}
}
}
//-----------------------------------------------------------------------
// Generic magic weapon code. Called by useWandAction().
void MotionTask::useMagicWeaponAction(void) {
Actor *a = (Actor *)object;
// Turn until facing the target
if (a->currentFacing != direction)
a->turn(direction);
else {
// If the actors appearance becomes NULL, make sure this action
// no longer depends upon the animation
if ((flags & nextAnim) && a->appearance == NULL)
flags &= ~nextAnim;
// If the action counter has reached zero, get a spell and
// use it
if (actionCounter == 0) {
GameObject *magicWeapon;
magicWeapon = a->offensiveObject();
if (magicWeapon != NULL && magicWeapon->IDChild() != Nothing) {
GameObject *spell;
SkillProto *spellProto;
spell = GameObject::objectAddress(magicWeapon->IDChild());
spellProto = (SkillProto *)spell->proto();
assert(spellProto->containmentSet() & ProtoObj::isSkill);
// use the spell
spellProto->implementAction(
spellProto->getSpellID(),
magicWeapon->thisID(),
targetObj->thisID());
}
}
if (flags & nextAnim) {
// Run through the animation frames
if (!a->nextAnimationFrame()) {
if (actionCounter >= 0) actionCounter--;
} else
remove();
} else {
if (actionCounter > 0)
actionCounter--;
else
remove();
}
}
}
//-----------------------------------------------------------------------
// Generic defensive melee code. Called by twoHandedParryAction(),
// oneHandedParryAction() and shieldParryAction().
void MotionTask::defensiveMeleeAction(void) {
Actor *a = (Actor *)object;
MotionTask *attackerMotion = d.attacker->moveTask;
// Determine if the blocking action has been initiated
if (!(d.defenseFlags & blocking)) {
// If the attacker is not attacking, we're done
if (attackerMotion == NULL
|| !attackerMotion->isMeleeAttack()) {
a->setInterruptablity(true);
remove();
return;
}
// turn towards attacker
if (a->currentFacing != direction)
a->turn(direction);
// If the strike is about to land start the blocking motion
if (attackerMotion->framesUntilStrike() <= 1)
d.defenseFlags |= blocking;
} else {
// If the actors appearance becomes NULL, make sure this action
// no longer depends upon the animation
if ((flags & nextAnim) && a->appearance == NULL)
flags &= ~nextAnim;
// Run through the animation frames
if (!(flags & nextAnim) || a->nextAnimationFrame()) {
// Wait for the attacker's attack
if (attackerMotion == NULL
|| !attackerMotion->isMeleeAttack()) {
a->setInterruptablity(true);
remove();
}
}
}
}
//-----------------------------------------------------------------------
// Routine to update positions of all moving objects using MotionTasks
void MotionTask::updatePositions(void) {
TilePoint targetVector;
TilePoint fallVelocity, terminalVelocity(15, 15, 0);
TilePoint curLoc;
int16 targetDist;
StandingTileInfo sti;
for (Common::List<MotionTask *>::iterator it = mTaskList->_list.begin(); it != mTaskList->_list.end(); it = g_vm->_nextMT) {
MotionTask *mt = *it;
GameObject *obj = mt->object;
ProtoObj *proto = obj->proto();
Actor *a = (Actor *)obj;
bool moveTaskDone = false;
g_vm->_nextMT = it;
g_vm->_nextMT++;
if (!isWorld(obj->IDParent())) {
mt->remove();
continue;
}
// Determine if this motion should be skipped
if (interruptableMotionsPaused
&& isActor(obj)
&& a->isInterruptable())
continue;
if (obj->_data.location.z < -(proto->height >> 2))
mt->flags |= inWater;
else
mt->flags &= ~inWater;
switch (mt->motionType) {
case motionTypeThrown:
case motionTypeShot:
mt->ballisticAction();
break;
case motionTypeWalk:
mt->walkAction();
break;
case motionTypeClimbUp:
mt->upLadderAction();
break;
case motionTypeClimbDown:
mt->downLadderAction();
break;
case motionTypeTalk:
if (mt->flags & reset) {
a->setAction(actionStand, 0);
a->cycleCount = g_vm->_rnd->getRandomNumber(3);
mt->flags &= ~(reset | nextAnim);
}
if (a->cycleCount == 0) {
a->setAction(actionTalk, 0);
mt->flags |= nextAnim;
a->cycleCount = -1;
} else if (mt->flags & nextAnim) {
if (a->nextAnimationFrame()) {
a->setAction(actionStand, 0);
a->cycleCount = g_vm->_rnd->getRandomNumber(3);
mt->flags &= ~nextAnim;
}
} else
a->cycleCount--;
break;
case motionTypeLand:
case motionTypeLandBadly:
if (mt->flags & reset) {
int16 newAction = mt->motionType == motionTypeLand
? actionJumpUp
: actionFallBadly;
if (!a->isActionAvailable(newAction)) {
if (mt->prevMotionType == motionTypeWalk) {
mt->motionType = mt->prevMotionType;
if (mt->flags & pathFind) {
mt->changeTarget(
mt->finalTarget,
(mt->flags & requestRun) != 0);
} else {
mt->changeDirectTarget(
mt->finalTarget,
(mt->flags & requestRun) != 0);
}
g_vm->_nextMT = it;
}
} else {
a->setAction(newAction, 0);
a->setInterruptablity(false);
mt->flags &= ~reset;
}
} else if (a->nextAnimationFrame() || (mt->flags & inWater)) {
if (mt->prevMotionType == motionTypeWalk) {
mt->motionType = mt->prevMotionType;
if (mt->flags & pathFind) {
mt->changeTarget(
mt->finalTarget,
(mt->flags & requestRun) != 0);
} else {
mt->changeDirectTarget(
mt->finalTarget,
(mt->flags & requestRun) != 0);
}
g_vm->_nextMT = it;
} else if (mt->freeFall(obj->_data.location, sti) == false)
moveTaskDone = true;
} else {
// If actor was running, go through an abreviated
// landing sequence by aborting the landing animation
// after the first frame.
if (mt->prevMotionType == motionTypeWalk
&& mt->flags & requestRun
&& mt->runCount == 0
&& !(mt->flags & inWater)) {
mt->motionType = mt->prevMotionType;
if (mt->flags & pathFind) {
mt->changeTarget(
mt->finalTarget,
(mt->flags & requestRun) != 0);
} else {
mt->changeDirectTarget(
mt->finalTarget,
(mt->flags & requestRun) != 0);
}
g_vm->_nextMT = it;
}
}
break;
case motionTypeJump:
if (mt->flags & reset) {
a->setAction(actionJumpUp, 0);
a->setInterruptablity(false);
mt->flags &= ~reset;
} else if (a->nextAnimationFrame()) {
mt->motionType = motionTypeThrown;
a->setAction(actionFreeFall, 0);
}
break;
case motionTypeTurn:
mt->turnAction();
break;
case motionTypeGive:
mt->giveAction();
break;
case motionTypeRise:
if (a->_data.location.z < mt->immediateLocation.z) {
a->_data.location.z++;
if (mt->flags & nextAnim)
a->nextAnimationFrame();
mt->flags ^= nextAnim;
} else {
targetVector = mt->finalTarget - obj->_data.location;
targetDist = targetVector.quickHDistance();
if (targetDist > kTileUVSize) {
mt->motionType = mt->prevMotionType;
mt->flags |= reset;
g_vm->_nextMT = it;
} else
moveTaskDone = true;
}
break;
case motionTypeWait:
if (mt->flags & reset) {
mt->actionCounter = 5;
mt->flags &= ~reset;
} else if (--mt->actionCounter == 0)
moveTaskDone = true;
break;
case motionTypeUseObject:
// This will be uninterrutable for 2 frames
a->setActionPoints(2);
mt->o.directObject->use(a->thisID());
//g_vm->_nextMT=mt;
moveTaskDone = true;
break;
case motionTypeUseObjectOnObject:
if (isWorld(mt->o.indirectObject->IDParent())) {
if (
1
#ifdef THIS_SHOULD_BE_IN_TILEMODE
a->inUseRange(
mt->o.indirectObject->getLocation(),
mt->o.directObject)
#endif
) {
mt->direction = (mt->o.indirectObject->getLocation()
- a->getLocation()).quickDir();
if (a->currentFacing != mt->direction)
a->turn(mt->direction);
else {
// The actor will now be uniterruptable
a->setActionPoints(2);
mt->o.directObject->useOn(
a->thisID(),
mt->o.indirectObject->thisID());
if (mt && mt->motionType == motionTypeUseObjectOnObject)
moveTaskDone = true;
else
g_vm->_nextMT = it;
}
}
} else {
// The actor will now be uniterruptable
a->setActionPoints(2);
mt->o.directObject->useOn(
a->thisID(),
mt->o.indirectObject->thisID());
if (mt && mt->motionType == motionTypeUseObjectOnObject)
moveTaskDone = true;
else
g_vm->_nextMT = it;
}
break;
case motionTypeUseObjectOnTAI:
if (mt->flags & reset) {
TilePoint actorLoc = a->getLocation(),
TAILoc;
TileRegion TAIReg;
ActiveItem *TAG = mt->o.TAI->getGroup();
// Compute in points the region of the TAI
TAIReg.min.u = mt->o.TAI->_data.instance.u << kTileUVShift;
TAIReg.min.v = mt->o.TAI->_data.instance.v << kTileUVShift;
TAIReg.max.u = TAIReg.min.u
+ (TAG->_data.group.uSize << kTileUVShift);
TAIReg.max.v = TAIReg.min.v
+ (TAG->_data.group.vSize << kTileUVShift);
TAIReg.min.z = TAIReg.max.z = 0;
// Find the point on the TAI closest to the actor
TAILoc.u = clamp(TAIReg.min.u, actorLoc.u, TAIReg.max.u - 1);
TAILoc.v = clamp(TAIReg.min.v, actorLoc.v, TAIReg.max.v - 1);
TAILoc.z = actorLoc.z;
// Compute the direction from the actor to the TAI
mt->direction = (TAILoc - actorLoc).quickDir();
mt->flags &= ~reset;
}
if (a->currentFacing != mt->direction)
a->turn(mt->direction);
else {
// The actor will now be uniterruptable
a->setActionPoints(2);
mt->o.directObject->useOn(a->thisID(), mt->o.TAI);
if (mt && mt->motionType == motionTypeUseObjectOnTAI)
moveTaskDone = true;
else
g_vm->_nextMT = it;
}
break;
case motionTypeUseObjectOnLocation:
if (mt->flags & reset) {
mt->direction = (mt->targetLoc - a->getLocation()).quickDir();
mt->flags &= ~reset;
}
if (a->currentFacing != mt->direction)
a->turn(mt->direction);
else {
// The actor will now be uniterruptable
a->setActionPoints(2);
mt->o.directObject->useOn(a->thisID(), mt->targetLoc);
if (mt && mt->motionType == motionTypeUseObjectOnLocation)
moveTaskDone = true;
else
g_vm->_nextMT = it;
}
break;
case motionTypeUseTAI:
if (mt->flags & reset) {
TilePoint actorLoc = a->getLocation(),
TAILoc;
TileRegion TAIReg;
ActiveItem *TAG = mt->o.TAI->getGroup();
// Compute in points the region of the TAI
TAIReg.min.u = mt->o.TAI->_data.instance.u << kTileUVShift;
TAIReg.min.v = mt->o.TAI->_data.instance.v << kTileUVShift;
TAIReg.max.u = TAIReg.min.u
+ (TAG->_data.group.uSize << kTileUVShift);
TAIReg.max.v = TAIReg.min.v
+ (TAG->_data.group.vSize << kTileUVShift);
TAIReg.min.z = TAIReg.max.z = 0;
// Find the point on the TAI closest to the actor
TAILoc.u = clamp(TAIReg.min.u, actorLoc.u, TAIReg.max.u - 1);
TAILoc.v = clamp(TAIReg.min.v, actorLoc.v, TAIReg.max.v - 1);
TAILoc.z = actorLoc.z;
// Compute the direction from the actor to the TAI
mt->direction = (TAILoc - actorLoc).quickDir();
mt->flags &= ~reset;
}
if (a->currentFacing != mt->direction)
a->turn(mt->direction);
else {
// The actor will now be uniterruptable
a->setActionPoints(2);
mt->o.TAI->use(a->thisID());
moveTaskDone = true;
}
break;
case motionTypeDropObject:
if (isWorld(mt->targetLoc.context)) {
if (mt->flags & reset) {
mt->direction = (mt->targetLoc - a->getLocation()).quickDir();
mt->flags &= ~reset;
}
if (a->currentFacing != mt->direction)
a->turn(mt->direction);
else {
// The actor will now be uniterruptable
a->setActionPoints(2);
mt->o.directObject->drop(a->thisID(),
mt->targetLoc,
mt->moveCount);
if (mt && mt->motionType == motionTypeDropObject)
moveTaskDone = true;
else
g_vm->_nextMT = it;
}
} else {
// The actor will now be uniterruptable
a->setActionPoints(2);
mt->o.directObject->drop(a->thisID(),
mt->targetLoc,
mt->moveCount);
if (mt && mt->motionType == motionTypeDropObject)
moveTaskDone = true;
else
g_vm->_nextMT = it;
}
CMassWeightIndicator::bRedraw = true; // tell the mass/weight indicators to refresh
break;
case motionTypeDropObjectOnObject:
if (isWorld(mt->o.indirectObject->IDParent())) {
mt->direction = (mt->o.indirectObject->getLocation()
- a->getLocation()).quickDir();
if (a->currentFacing != mt->direction)
a->turn(mt->direction);
else {
// The actor will now be uniterruptable
a->setActionPoints(2);
mt->o.directObject->dropOn(
a->thisID(),
mt->o.indirectObject->thisID(),
mt->moveCount);
if (mt && mt->motionType == motionTypeDropObjectOnObject)
moveTaskDone = true;
else
g_vm->_nextMT = it;
}
} else {
// The actor will now be uniterruptable
a->setActionPoints(2);
mt->o.directObject->dropOn(
a->thisID(),
mt->o.indirectObject->thisID(),
mt->moveCount);
if (mt && mt->motionType == motionTypeDropObjectOnObject)
moveTaskDone = true;
else
g_vm->_nextMT = it;
}
CMassWeightIndicator::bRedraw = true; // tell the mass/weight indicators to refresh
break;
case motionTypeDropObjectOnTAI:
if (mt->flags & reset) {
mt->direction = (mt->targetLoc - a->getLocation()).quickDir();
mt->flags &= ~reset;
}
if (a->currentFacing != mt->direction)
a->turn(mt->direction);
else {
// The actor will now be uniterruptable
a->setActionPoints(2);
mt->o.directObject->dropOn(
a->thisID(),
mt->o.TAI,
mt->targetLoc);
if (mt && mt->motionType == motionTypeDropObjectOnTAI)
moveTaskDone = true;
else
g_vm->_nextMT = it;
}
break;
case motionTypeTwoHandedSwing:
mt->twoHandedSwingAction();
break;
case motionTypeOneHandedSwing:
mt->oneHandedSwingAction();
break;
case motionTypeFireBow:
mt->fireBowAction();
break;
case motionTypeCastSpell:
mt->castSpellAction();
break;
case motionTypeUseWand:
mt->useWandAction();
break;
case motionTypeTwoHandedParry:
mt->twoHandedParryAction();
break;
case motionTypeOneHandedParry:
mt->oneHandedParryAction();
break;
case motionTypeShieldParry:
mt->shieldParryAction();
break;
case motionTypeDodge:
mt->dodgeAction();
break;
case motionTypeAcceptHit:
mt->acceptHitAction();
break;
case motionTypeFallDown:
mt->fallDownAction();
break;
case motionTypeDie:
if (mt->flags & reset) {
if (a->isActionAvailable(actionDie)) {
a->setAction(actionDie, 0);
a->setInterruptablity(false);
mt->flags &= ~reset;
} else {
moveTaskDone = true;
a->setInterruptablity(true);
if (!a->hasEffect(actorDisappearOnDeath)) {
a->setAction(actionDead, 0);
a->die();
} else {
a->die();
a->dropInventory();
a->deleteObjectRecursive();
}
}
} else if (a->nextAnimationFrame()) {
moveTaskDone = true;
a->setInterruptablity(true);
if (!a->hasEffect(actorDisappearOnDeath)) {
a->setAction(actionDead, 0);
a->die();
} else {
a->die();
a->dropInventory();
a->deleteObjectRecursive();
}
}
break;
}
if (moveTaskDone) mt->remove();
}
}
//-----------------------------------------------------------------------
// Manages any object which has no supporting surface.
// Returns true if object is still falling.
bool MotionTask::freeFall(TilePoint &newPos, StandingTileInfo &sti) {
int16 tHeight;
TilePoint tPos;
uint8 objCrossSection;
tHeight = tileSlopeHeight(newPos, object, &sti);
if (object->_data.objectFlags & objectFloating) return false;
velocity.u = (newPos.u - object->_data.location.u) * 2 / 3;
velocity.v = (newPos.v - object->_data.location.v) * 2 / 3;
velocity.z = (newPos.z - object->_data.location.z) * 2 / 3;
// velocity.z = 0;
// If terrain is HIGHER (or even sligtly lower) than we are
// currently at, then try climbing it.
if (tHeight >= newPos.z - gravity * 4) {
supported:
if (motionType != motionTypeWalk
|| tHeight <= newPos.z
|| !(flags & inWater)) {
if (tHeight > newPos.z + kMaxStepHeight) {
unstickObject(object);
tHeight = tileSlopeHeight(newPos, object, &sti);
}
newPos.z = tHeight;
// setObjectSurface( object, sti );
return false;
} else {
motionType = motionTypeRise;
immediateLocation.z = tHeight;
object->move(newPos);
return true;
}
}
for (;;) {
// Otherwise, begin a fall sequence...
tPos = newPos;
// Attempt to solve cases where he gets stuck in falling,
// by checking the contact of what he's about to fall on.
if (tPos.z > tHeight) tPos.z--;
// See if we fell on something.
if (checkContact(object, tPos) == blockageNone) {
falling:
if (motionType != motionTypeWalk
|| newPos.z > gravity * 4
|| tHeight >= 0) {
motionType = motionTypeThrown;
// newPos = tPos;
object->move(tPos);
return true;
} else {
newPos = tPos;
return false;
}
}
// If we fall on something, reduce velocity due to impact.
// Try a couple of probes to see if we can fall in
// other directions.
objCrossSection = object->proto()->crossSection;
tPos.u += objCrossSection;
if (!checkBlocked(object, tPos)
&& !checkContact(object, tPos))
goto falling;
tPos.u -= objCrossSection * 2;
if (!checkBlocked(object, tPos)
&& !checkContact(object, tPos))
goto falling;
tPos.u += objCrossSection;
tPos.v += objCrossSection;
if (!checkBlocked(object, tPos)
&& !checkContact(object, tPos))
goto falling;
tPos.v -= objCrossSection * 2;
if (!checkBlocked(object, tPos)
&& !checkContact(object, tPos))
goto falling;
// There is no support for the object and there is no place to fall
// so cheat and pretend this whole mess never happened.
tPos = newPos;
tPos.u += objCrossSection;
tHeight = tileSlopeHeight(tPos, object, &sti);
if (tHeight <= tPos.z + kMaxStepHeight
&& tHeight >= tPos.z - gravity * 4) {
newPos = tPos;
goto supported;
}
tPos.u -= objCrossSection * 2;
tHeight = tileSlopeHeight(tPos, object, &sti);
if (tHeight <= tPos.z + kMaxStepHeight
&& tHeight >= tPos.z - gravity * 4) {
newPos = tPos;
goto supported;
}
tPos.u += objCrossSection;
tPos.v += objCrossSection;
tHeight = tileSlopeHeight(tPos, object, &sti);
if (tHeight <= tPos.z + kMaxStepHeight
&& tHeight >= tPos.z - gravity * 4) {
newPos = tPos;
goto supported;
}
tPos.v -= objCrossSection * 2;
tHeight = tileSlopeHeight(tPos, object, &sti);
if (tHeight <= tPos.z + kMaxStepHeight
&& tHeight >= tPos.z - gravity * 4) {
newPos = tPos;
goto supported;
}
// If we STILL cannot find support for the object, change its
// position and try again. This should be very rare.
newPos.z--;
object->move(newPos);
unstickObject(object);
newPos = object->getLocation();
return true;
}
}
//-----------------------------------------------------------------------
// Calls the handling routine for each active motion task
void moveActors(int32 deltaTime) {
MotionTask::updatePositions();
}
//-----------------------------------------------------------------------
// Check the actor's area to see if he is intersecting ladder terrain, and
// if so, make him climb it.
bool checkLadder(Actor *a, const TilePoint &loc) {
TileRegion actorTileReg;
uint8 crossSection = a->proto()->crossSection,
height = a->proto()->height;
int16 mapNum = a->getMapNum();
TileInfo *ti;
TilePoint tileLoc;
StandingTileInfo sti;
actorTileReg.min.u = (loc.u - crossSection) >> kTileUVShift;
actorTileReg.min.v = (loc.v - crossSection) >> kTileUVShift;
actorTileReg.max.u = (loc.u + crossSection + kTileUVMask) >> kTileUVShift;
actorTileReg.max.v = (loc.v + crossSection + kTileUVMask) >> kTileUVShift;
actorTileReg.min.z = actorTileReg.max.z = 0;
TileIterator iter(mapNum, actorTileReg);
for (ti = iter.first(&tileLoc, &sti);
ti != NULL;
ti = iter.next(&tileLoc, &sti)) {
if (!(ti->combinedTerrainMask() & terrainLadder)) continue;
if (sti.surfaceHeight + ti->attrs.terrainHeight < loc.z
|| sti.surfaceHeight > loc.z + height)
continue;
uint16 footPrintMask = 0xFFFF,
ladderMask;
TilePoint subTileLoc(
tileLoc.u << kTileSubShift,
tileLoc.v << kTileSubShift,
0);
TileRegion actorSubTileReg;
actorSubTileReg.min.u = (loc.u - crossSection) >> kSubTileShift;
actorSubTileReg.min.v = (loc.v - crossSection) >> kSubTileShift;
actorSubTileReg.max.u =
(loc.u + crossSection + kSubTileMask) >> kSubTileShift;
actorSubTileReg.max.v =
(loc.v + crossSection + kSubTileMask) >> kSubTileShift;
if (actorSubTileReg.min.u >= subTileLoc.u)
footPrintMask &=
uMinMasks[actorSubTileReg.min.u - subTileLoc.u];
if (actorSubTileReg.min.v >= subTileLoc.v)
footPrintMask &=
vMinMasks[actorSubTileReg.min.v - subTileLoc.v];
if (actorSubTileReg.max.u < subTileLoc.u + kTileSubSize)
footPrintMask &=
uMaxMasks[actorSubTileReg.max.u - subTileLoc.u];
if (actorSubTileReg.max.v < subTileLoc.v + kTileSubSize)
footPrintMask &=
vMaxMasks[actorSubTileReg.max.v - subTileLoc.v];
ladderMask = ti->attrs.fgdTerrain == terrNumLadder
? ti->attrs.terrainMask
: ~ti->attrs.terrainMask;
if (footPrintMask & ladderMask) {
if (!(~ladderMask & 0xF000)) {
a->currentFacing = 7;
a->move(
TilePoint(
(tileLoc.u << kTileUVShift)
+ kTileUVSize
- crossSection,
(tileLoc.v << kTileUVShift) + kTileUVSize / 2,
loc.z));
} else if (!(~ladderMask & 0x000F)) {
a->currentFacing = 3;
a->move(
TilePoint(
(tileLoc.u << kTileUVShift) + crossSection,
(tileLoc.v << kTileUVShift) + kTileUVSize / 2,
loc.z));
} else if (!(~ladderMask & 0x8888)) {
a->currentFacing = 1;
a->move(
TilePoint(
(tileLoc.u << kTileUVShift) + kTileUVSize / 2,
(tileLoc.v << kTileUVShift)
+ kTileUVSize
- crossSection,
loc.z));
} else {
a->currentFacing = 3;
a->move(
TilePoint(
(tileLoc.u << kTileUVShift) + kTileUVSize / 2,
(tileLoc.v << kTileUVShift) + crossSection,
loc.z));
}
if (loc.z
< tileSlopeHeight(a->getLocation(), a) + kMaxStepHeight)
MotionTask::upLadder(*a);
else
MotionTask::downLadder(*a);
return true;
}
}
return false;
}
void pauseInterruptableMotions(void) {
interruptableMotionsPaused = true;
}
void resumeInterruptableMotions(void) {
interruptableMotionsPaused = false;
}
/* ===================================================================== *
MotionTask list management functions
* ===================================================================== */
//-----------------------------------------------------------------------
// Initialize the motion task list
void initMotionTasks(void) {
// Simply call the default MotionTaskList constructor
mTaskList = new MotionTaskList;
}
//-----------------------------------------------------------------------
// Save the motion task list to a save file
void saveMotionTasks(SaveFileConstructor &saveGame) {
int32 archiveBufSize;
void *archiveBuffer;
archiveBufSize = mTaskList->archiveSize();
archiveBuffer = malloc(archiveBufSize);
if (archiveBuffer == NULL)
error("Unable to allocate motion task archive buffer");
mTaskList->archive(archiveBuffer);
saveGame.writeChunk(
MakeID('M', 'O', 'T', 'N'),
archiveBuffer,
archiveBufSize);
free(archiveBuffer);
}
//-----------------------------------------------------------------------
// Load the motion task list from a save file
void loadMotionTasks(SaveFileReader &saveGame) {
warning("STUB: loadMotionTasks()");
#if 0
// If there is no saved data, simply call the default constructor
if (saveGame.getChunkSize() == 0) {
new (&mTaskList) MotionTaskList;
return;
}
void *archiveBuffer;
void *bufferPtr;
archiveBuffer = malloc(saveGame.getChunkSize());
if (archiveBuffer == NULL)
error("Unable to allocate motion task archive buffer");
// Read the archived task stack data
saveGame.read(archiveBuffer, saveGame.getChunkSize());
bufferPtr = archiveBuffer;
// Reconstruct mTaskList from archived data
new (&mTaskList) MotionTaskList(&bufferPtr);
free(archiveBuffer);
#endif
}
//-----------------------------------------------------------------------
// Cleanup the motion task list
void cleanupMotionTasks(void) {
// Simply call stackList's cleanup
mTaskList->cleanup();
delete mTaskList;
}
} // end of namespace Saga2