mirror of
https://github.com/libretro/scummvm.git
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1381 lines
39 KiB
C++
1381 lines
39 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "saga/saga.h"
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#include "saga/actor.h"
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#include "saga/console.h"
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#include "saga/events.h"
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#include "saga/isomap.h"
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#include "saga/objectmap.h"
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#include "saga/script.h"
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#include "saga/sound.h"
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#include "saga/scene.h"
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namespace Saga {
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static const int angleLUT[16][2] = {
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{ 0, -256 },
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{ 98, -237 },
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{ 181, -181 },
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{ 237, -98 },
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{ 256, 0 },
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{ 237, 98 },
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{ 181, 181 },
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{ 98, 237 },
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{ 0, 256 },
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{ -98, 237 },
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{ -181, 181 },
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{ -237, 98 },
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{ -256, 0 },
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{ -237, -98 },
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{ -181, -181 },
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{ -98, -237 }
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};
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static const int directionLUT[8][2] = {
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{ 0 * 2, -2 * 2 },
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{ 2 * 2, -1 * 2 },
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{ 3 * 2, 0 * 2 },
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{ 2 * 2, 1 * 2 },
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{ 0 * 2, 2 * 2 },
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{ -2 * 2, 1 * 2 },
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{ -4 * 2, 0 * 2 },
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{ -2 * 2, -1 * 2 }
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};
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static const int tileDirectionLUT[8][2] = {
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{ 1, 1 },
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{ 2, 0 },
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{ 1, -1 },
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{ 0, -2 },
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{ -1, -1 },
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{ -2, 0 },
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{ -1, 1 },
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{ 0, 2 }
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};
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struct DragonMove {
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uint16 baseFrame;
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int16 offset[4][2];
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};
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static const DragonMove dragonMoveTable[12] = {
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{ 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
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{ 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
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{ 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
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{ 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
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{ 28, { { -0, 0 }, { -1, 6 }, { -5, 11 }, { -10, 15 } } },
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{ 56, { { 0, 0 }, { 1, 6 }, { 5, 11 }, { 10, 15 } } },
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{ 40, { { 0, 0 }, { 6, 1 }, { 11, 5 }, { 15, 10 } } },
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{ 44, { { 0, 0 }, { 6, -1 }, { 11, -5 }, { 15, -10 } } },
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{ 32, { { -0, -0 }, { -6, -1 }, { -11, -5 }, { -15, -10 } } },
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{ 52, { { -0, 0 }, { -6, 1 }, { -11, 5 }, { -15, 10 } } },
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{ 36, { { 0, -0 }, { 1, -6 }, { 5, -11 }, { 10, -15 } } },
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{ 48, { { -0, -0 }, { -1, -6 }, { -5, -11 }, { -10, -15 } } }
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};
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bool Actor::validFollowerLocation(const Location &location) {
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Point point;
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location.toScreenPointXY(point);
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if ((point.x < 5) || (point.x >= _vm->getDisplayInfo().width - 5) ||
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(point.y < 0) || (point.y > _vm->_scene->getHeight())) {
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return false;
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}
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return (_vm->_scene->canWalk(point));
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}
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void Actor::realLocation(Location &location, uint16 objectId, uint16 walkFlags) {
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int angle;
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int distance;
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ActorData *actor;
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ObjectData *obj;
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debug (8, "Actor::realLocation objectId=%i", objectId);
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if (walkFlags & kWalkUseAngle) {
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if (_vm->_scene->getFlags() & kSceneFlagISO) {
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angle = (location.x + 2) & 15;
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distance = location.y;
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location.u() = (angleLUT[angle][0] * distance) >> 8;
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location.v() = -(angleLUT[angle][1] * distance) >> 8;
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} else {
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angle = location.x & 15;
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distance = location.y;
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location.x = (angleLUT[angle][0] * distance) >> 6;
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location.y = (angleLUT[angle][1] * distance) >> 6;
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}
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}
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if (objectId != ID_NOTHING) {
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if (validActorId(objectId)) {
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actor = getActor(objectId);
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location.addXY(actor->_location);
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} else if (validObjId(objectId)) {
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obj = getObj(objectId);
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location.addXY(obj->_location);
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}
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}
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}
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void Actor::actorFaceTowardsObject(uint16 actorId, uint16 objectId) {
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ActorData *actor;
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ObjectData *obj;
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if (validActorId(objectId)) {
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actor = getActor(objectId);
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actorFaceTowardsPoint(actorId, actor->_location);
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} else if (validObjId(objectId)) {
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obj = getObj(objectId);
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actorFaceTowardsPoint(actorId, obj->_location);
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}
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}
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void Actor::actorFaceTowardsPoint(uint16 actorId, const Location &toLocation) {
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ActorData *actor;
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Location delta;
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//debug (8, "Actor::actorFaceTowardsPoint actorId=%i", actorId);
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actor = getActor(actorId);
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toLocation.delta(actor->_location, delta);
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if (_vm->_scene->getFlags() & kSceneFlagISO) {
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if (delta.u() > 0) {
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actor->_facingDirection = (delta.v() > 0) ? kDirUp : kDirRight;
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} else {
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actor->_facingDirection = (delta.v() > 0) ? kDirLeft : kDirDown;
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}
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} else {
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if (ABS(delta.y) > ABS(delta.x * 2)) {
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actor->_facingDirection = (delta.y > 0) ? kDirDown : kDirUp;
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} else {
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actor->_facingDirection = (delta.x > 0) ? kDirRight : kDirLeft;
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}
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}
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}
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void Actor::updateActorsScene(int actorsEntrance) {
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int j;
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int followerDirection;
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Location tempLocation;
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Location possibleLocation;
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Point delta;
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const SceneEntry *sceneEntry;
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if (_vm->_scene->currentSceneNumber() == 0) {
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error("Actor::updateActorsScene _vm->_scene->currentSceneNumber() == 0");
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}
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_vm->_sound->stopVoice();
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_activeSpeech.stringsCount = 0;
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_activeSpeech.playing = false;
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_protagonist = NULL;
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for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) {
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actor->_inScene = false;
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actor->_spriteList.clear();
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if ((actor->_flags & (kProtagonist | kFollower)) || (actor->_index == 0)) {
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if (actor->_flags & kProtagonist) {
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actor->_finalTarget = actor->_location;
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_centerActor = _protagonist = actor;
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} else if (_vm->getGameId() == GID_ITE &&
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_vm->_scene->currentSceneResourceId() == ITE_SCENE_OVERMAP) {
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continue;
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}
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actor->_sceneNumber = _vm->_scene->currentSceneNumber();
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}
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if (actor->_sceneNumber == _vm->_scene->currentSceneNumber()) {
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actor->_inScene = true;
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actor->_actionCycle = (_vm->_rnd.getRandomNumber(7) & 0x7) * 4; // 1/8th chance
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if (actor->_currentAction != kActionFreeze) {
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actor->_currentAction = kActionWait;
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}
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}
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}
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// _protagonist can be null while loading a game from the command line
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if (_protagonist == NULL)
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return;
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if ((actorsEntrance >= 0) && (!_vm->_scene->_entryList.empty())) {
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if (_vm->_scene->_entryList.size() <= uint(actorsEntrance)) {
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actorsEntrance = 0; //OCEAN bug
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}
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sceneEntry = &_vm->_scene->_entryList[actorsEntrance];
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if (_vm->_scene->getFlags() & kSceneFlagISO) {
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_protagonist->_location = sceneEntry->location;
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} else {
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_protagonist->_location.x = sceneEntry->location.x * ACTOR_LMULT;
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_protagonist->_location.y = sceneEntry->location.y * ACTOR_LMULT;
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_protagonist->_location.z = sceneEntry->location.z * ACTOR_LMULT;
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}
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// Workaround for bug #1328045:
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// "When entering any of the houses at the start of the
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// game if you click on anything inside the building you
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// start walking through the door, turn around and leave."
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//
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// After stepping on an action zone, Rif is trying to exit.
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// Shift Rif's entry position to a non action zone area.
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if (_vm->getGameId() == GID_ITE) {
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if ((_vm->_scene->currentSceneNumber() >= 53) && (_vm->_scene->currentSceneNumber() <= 66))
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_protagonist->_location.y += 10;
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}
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_protagonist->_facingDirection = _protagonist->_actionDirection = sceneEntry->facing;
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}
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_protagonist->_currentAction = kActionWait;
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if (_vm->_scene->getFlags() & kSceneFlagISO) {
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//nothing?
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} else {
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_vm->_scene->initDoorsState(); //TODO: move to _scene
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}
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followerDirection = _protagonist->_facingDirection + 3;
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calcScreenPosition(_protagonist);
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for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) {
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if (actor->_flags & (kFollower)) {
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actor->_facingDirection = actor->_actionDirection = _protagonist->_facingDirection;
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actor->_currentAction = kActionWait;
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actor->_walkStepsCount = actor->_walkStepIndex = 0;
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actor->_location.z = _protagonist->_location.z;
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if (_vm->_scene->getFlags() & kSceneFlagISO) {
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_vm->_isoMap->placeOnTileMap(_protagonist->_location, actor->_location, 3, followerDirection & 0x07);
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} else {
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followerDirection &= 0x07;
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possibleLocation = _protagonist->_location;
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delta.x = directionLUT[followerDirection][0];
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delta.y = directionLUT[followerDirection][1];
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for (j = 0; j < 30; j++) {
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tempLocation = possibleLocation;
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tempLocation.x += delta.x;
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tempLocation.y += delta.y;
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if (validFollowerLocation(tempLocation)) {
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possibleLocation = tempLocation;
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} else {
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tempLocation = possibleLocation;
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tempLocation.x += delta.x;
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if (validFollowerLocation(tempLocation)) {
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possibleLocation = tempLocation;
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} else {
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tempLocation = possibleLocation;
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tempLocation.y += delta.y;
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if (validFollowerLocation(tempLocation)) {
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possibleLocation = tempLocation;
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} else {
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break;
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}
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}
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}
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}
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actor->_location = possibleLocation;
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}
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followerDirection += 2;
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}
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}
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handleActions(0, true);
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if (_vm->_scene->getFlags() & kSceneFlagISO) {
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_vm->_isoMap->adjustScroll(true);
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}
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}
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void Actor::handleActions(int msec, bool setup) {
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ActorFrameRange *frameRange;
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int state;
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int speed;
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int32 framesLeft;
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Location delta;
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Location addDelta;
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int hitZoneIndex;
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const HitZone *hitZone;
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Point hitPoint;
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Location pickLocation;
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for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) {
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if (!actor->_inScene)
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continue;
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if ((_vm->getGameId() == GID_ITE) && (actor->_index == ACTOR_DRAGON_INDEX)) {
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moveDragon(actor);
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continue;
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}
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switch (actor->_currentAction) {
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case kActionWait:
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if (!setup && (actor->_flags & kFollower)) {
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followProtagonist(actor);
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if (actor->_currentAction != kActionWait)
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break;
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}
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if (actor->_targetObject != ID_NOTHING) {
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actorFaceTowardsObject(actor->_id, actor->_targetObject);
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}
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if (actor->_flags & kCycle) {
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frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameStand));
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if (frameRange->frameCount > 0) {
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actor->_actionCycle++;
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actor->_actionCycle = (actor->_actionCycle) % frameRange->frameCount;
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} else {
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actor->_actionCycle = 0;
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}
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actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
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break;
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}
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if ((actor->_actionCycle & 3) == 0) {
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actor->cycleWrap(100);
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frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameWait));
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if ((frameRange->frameCount < 1 || actor->_actionCycle > 33))
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frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameStand));
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if (frameRange->frameCount) {
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actor->_frameNumber = frameRange->frameIndex + (uint16)_vm->_rnd.getRandomNumber(frameRange->frameCount - 1);
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} else {
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actor->_frameNumber = frameRange->frameIndex;
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}
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}
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actor->_actionCycle++;
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break;
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case kActionWalkToPoint:
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case kActionWalkToLink:
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if (_vm->_scene->getFlags() & kSceneFlagISO) {
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actor->_partialTarget.delta(actor->_location, delta);
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while ((delta.u() == 0) && (delta.v() == 0)) {
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if ((actor == _protagonist) && (_vm->mouseButtonPressed())) {
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_vm->_isoMap->screenPointToTileCoords(_vm->mousePos(), pickLocation);
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if (!actorWalkTo(_protagonist->_id, pickLocation)) {
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break;
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}
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} else if (!_vm->_isoMap->nextTileTarget(actor) && !actorEndWalk(actor->_id, true)) {
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break;
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}
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actor->_partialTarget.delta(actor->_location, delta);
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actor->_partialTarget.z = 0;
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}
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if (actor->_flags & kFastest) {
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speed = 8;
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} else if (actor->_flags & kFaster) {
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speed = 6;
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} else {
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speed = 4;
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}
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if (_vm->_scene->currentSceneResourceId() == ITE_SCENE_OVERMAP) {
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speed = 2;
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}
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if ((actor->_actionDirection == 2) || (actor->_actionDirection == 6)) {
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speed = speed / 2;
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}
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if (ABS(delta.v()) > ABS(delta.u())) {
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addDelta.v() = CLIP<int>(delta.v(), -speed, speed);
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if (addDelta.v() == delta.v()) {
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addDelta.u() = delta.u();
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} else {
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addDelta.u() = delta.u() * addDelta.v();
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addDelta.u() += (addDelta.u() > 0) ? (delta.v() / 2) : (-delta.v() / 2);
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addDelta.u() /= delta.v();
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}
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} else {
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addDelta.u() = CLIP<int>(delta.u(), -speed, speed);
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if (addDelta.u() == delta.u()) {
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addDelta.v() = delta.v();
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} else {
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addDelta.v() = delta.v() * addDelta.u();
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addDelta.v() += (addDelta.v() > 0) ? (delta.u() / 2) : (-delta.u() / 2);
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addDelta.v() /= delta.u();
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}
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}
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actor->_location.add(addDelta);
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} else {
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actor->_partialTarget.delta(actor->_location, delta);
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while ((delta.x == 0) && (delta.y == 0)) {
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if (actor->_walkStepIndex >= actor->_walkStepsCount) {
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actorEndWalk(actor->_id, true);
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return; // break out of select case
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}
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actor->_partialTarget.fromScreenPoint(actor->_walkStepsPoints[actor->_walkStepIndex++]);
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if (_vm->getGameId() == GID_ITE) {
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if (actor->_partialTarget.x > 224 * 2 * ACTOR_LMULT) {
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actor->_partialTarget.x -= 256 * 2 * ACTOR_LMULT;
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}
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} else {
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if (actor->_partialTarget.x > 224 * 4 * ACTOR_LMULT) {
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actor->_partialTarget.x -= 256 * 4 * ACTOR_LMULT;
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}
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}
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actor->_partialTarget.delta(actor->_location, delta);
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if (ABS(delta.y) > ABS(delta.x)) {
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actor->_actionDirection = delta.y > 0 ? kDirDown : kDirUp;
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} else {
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actor->_actionDirection = delta.x > 0 ? kDirRight : kDirLeft;
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}
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}
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if (_vm->getGameId() == GID_ITE)
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speed = (ACTOR_LMULT * 2 * actor->_screenScale + 63) / 256;
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else
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speed = (ACTOR_SPEED * actor->_screenScale + 128) >> 8;
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if (speed < 1)
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speed = 1;
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if (_vm->getGameId() == GID_IHNM)
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speed = speed / 2;
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if ((actor->_actionDirection == kDirUp) || (actor->_actionDirection == kDirDown)) {
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addDelta.y = CLIP<int>(delta.y, -speed, speed);
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if (addDelta.y == delta.y) {
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addDelta.x = delta.x;
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} else {
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addDelta.x = delta.x * addDelta.y;
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addDelta.x += (addDelta.x > 0) ? (delta.y / 2) : (-delta.y / 2);
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addDelta.x /= delta.y;
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actor->_facingDirection = actor->_actionDirection;
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}
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} else {
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addDelta.x = CLIP<int>(delta.x, -2 * speed, 2 * speed);
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if (addDelta.x == delta.x) {
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addDelta.y = delta.y;
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} else {
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addDelta.y = delta.y * addDelta.x;
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addDelta.y += (addDelta.y > 0) ? (delta.x / 2) : (-delta.x / 2);
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addDelta.y /= delta.x;
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actor->_facingDirection = actor->_actionDirection;
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}
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}
|
|
|
|
actor->_location.add(addDelta);
|
|
}
|
|
|
|
if (actor->_actorFlags & kActorBackwards) {
|
|
actor->_facingDirection = (actor->_actionDirection + 4) & 7;
|
|
actor->_actionCycle--;
|
|
} else {
|
|
actor->_actionCycle++;
|
|
}
|
|
|
|
frameRange = getActorFrameRange(actor->_id, actor->_walkFrameSequence);
|
|
|
|
if (actor->_actionCycle < 0) {
|
|
actor->_actionCycle = frameRange->frameCount - 1;
|
|
} else if (actor->_actionCycle >= frameRange->frameCount) {
|
|
actor->_actionCycle = 0;
|
|
}
|
|
|
|
actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
|
|
break;
|
|
|
|
case kActionWalkDir:
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
actor->_location.u() += tileDirectionLUT[actor->_actionDirection][0];
|
|
actor->_location.v() += tileDirectionLUT[actor->_actionDirection][1];
|
|
|
|
frameRange = getActorFrameRange(actor->_id, actor->_walkFrameSequence);
|
|
|
|
actor->_actionCycle++;
|
|
actor->cycleWrap(frameRange->frameCount);
|
|
actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
|
|
} else {
|
|
if (_vm->getGameId() == GID_ITE) {
|
|
actor->_location.x += directionLUT[actor->_actionDirection][0] * 2;
|
|
actor->_location.y += directionLUT[actor->_actionDirection][1] * 2;
|
|
} else {
|
|
// FIXME: The original does not multiply by 8 here, but we do
|
|
actor->_location.x += (directionLUT[actor->_actionDirection][0] * 8 * actor->_screenScale + 128) >> 8;
|
|
actor->_location.y += (directionLUT[actor->_actionDirection][1] * 8 * actor->_screenScale + 128) >> 8;
|
|
}
|
|
|
|
frameRange = getActorFrameRange(actor->_id, actor->_walkFrameSequence);
|
|
actor->_actionCycle++;
|
|
actor->cycleWrap(frameRange->frameCount);
|
|
actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
|
|
}
|
|
break;
|
|
|
|
case kActionSpeak:
|
|
actor->_actionCycle++;
|
|
actor->cycleWrap(64);
|
|
|
|
frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameGesture));
|
|
if (actor->_actionCycle >= frameRange->frameCount) {
|
|
if (actor->_actionCycle & 1)
|
|
break;
|
|
frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameSpeak));
|
|
|
|
state = (uint16)_vm->_rnd.getRandomNumber(frameRange->frameCount);
|
|
|
|
if (state == 0) {
|
|
frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameStand));
|
|
} else {
|
|
state--;
|
|
}
|
|
} else {
|
|
state = actor->_actionCycle;
|
|
}
|
|
|
|
actor->_frameNumber = frameRange->frameIndex + state;
|
|
break;
|
|
|
|
case kActionAccept:
|
|
case kActionStoop:
|
|
break;
|
|
|
|
case kActionCycleFrames:
|
|
case kActionPongFrames:
|
|
if (actor->_cycleTimeCount > 0) {
|
|
actor->_cycleTimeCount--;
|
|
break;
|
|
}
|
|
|
|
actor->_cycleTimeCount = actor->_cycleDelay;
|
|
actor->_actionCycle++;
|
|
|
|
frameRange = getActorFrameRange(actor->_id, actor->_cycleFrameSequence);
|
|
|
|
if (actor->_currentAction == kActionPongFrames) {
|
|
if (actor->_actionCycle >= frameRange->frameCount * 2 - 2) {
|
|
if (actor->_actorFlags & kActorContinuous) {
|
|
actor->_actionCycle = 0;
|
|
} else {
|
|
actor->_currentAction = kActionFreeze;
|
|
break;
|
|
}
|
|
}
|
|
|
|
state = actor->_actionCycle;
|
|
if (state >= frameRange->frameCount) {
|
|
state = frameRange->frameCount * 2 - 2 - state;
|
|
}
|
|
} else {
|
|
if (actor->_actionCycle >= frameRange->frameCount) {
|
|
if (actor->_actorFlags & kActorContinuous) {
|
|
actor->_actionCycle = 0;
|
|
} else {
|
|
actor->_currentAction = kActionFreeze;
|
|
break;
|
|
}
|
|
}
|
|
state = actor->_actionCycle;
|
|
}
|
|
|
|
if (frameRange->frameCount && (actor->_actorFlags & kActorRandom)) {
|
|
state = _vm->_rnd.getRandomNumber(frameRange->frameCount - 1);
|
|
}
|
|
|
|
if (actor->_actorFlags & kActorBackwards) {
|
|
actor->_frameNumber = frameRange->frameIndex + frameRange->frameCount - 1 - state;
|
|
} else {
|
|
actor->_frameNumber = frameRange->frameIndex + state;
|
|
}
|
|
break;
|
|
|
|
case kActionFall:
|
|
if (actor->_actionCycle > 0) {
|
|
framesLeft = actor->_actionCycle--;
|
|
actor->_finalTarget.delta(actor->_location, delta);
|
|
delta.x /= framesLeft;
|
|
delta.y /= framesLeft;
|
|
actor->_location.addXY(delta);
|
|
actor->_fallVelocity += actor->_fallAcceleration;
|
|
actor->_fallPosition += actor->_fallVelocity;
|
|
actor->_location.z = actor->_fallPosition >> 4;
|
|
} else {
|
|
actor->_location = actor->_finalTarget;
|
|
actor->_currentAction = kActionFreeze;
|
|
_vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
|
|
}
|
|
break;
|
|
|
|
case kActionClimb:
|
|
actor->_cycleDelay++;
|
|
if (actor->_cycleDelay & 3) {
|
|
break;
|
|
}
|
|
|
|
if (actor->_location.z >= actor->_finalTarget.z + ACTOR_CLIMB_SPEED) {
|
|
actor->_location.z -= ACTOR_CLIMB_SPEED;
|
|
actor->_actionCycle--;
|
|
} else if (actor->_location.z <= actor->_finalTarget.z - ACTOR_CLIMB_SPEED) {
|
|
actor->_location.z += ACTOR_CLIMB_SPEED;
|
|
actor->_actionCycle++;
|
|
} else {
|
|
actor->_location.z = actor->_finalTarget.z;
|
|
actor->_currentAction = kActionFreeze;
|
|
_vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
|
|
}
|
|
|
|
frameRange = getActorFrameRange(actor->_id, actor->_cycleFrameSequence);
|
|
|
|
if (actor->_actionCycle < 0) {
|
|
actor->_actionCycle = frameRange->frameCount - 1;
|
|
}
|
|
actor->cycleWrap(frameRange->frameCount);
|
|
actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
|
|
break;
|
|
}
|
|
|
|
if ((actor->_currentAction >= kActionWalkToPoint) && (actor->_currentAction <= kActionWalkDir)) {
|
|
hitZone = NULL;
|
|
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
actor->_location.toScreenPointUV(hitPoint);
|
|
} else {
|
|
actor->_location.toScreenPointXY(hitPoint);
|
|
}
|
|
hitZoneIndex = _vm->_scene->_actionMap->hitTest(hitPoint);
|
|
if (hitZoneIndex != -1) {
|
|
hitZone = _vm->_scene->_actionMap->getHitZone(hitZoneIndex);
|
|
}
|
|
|
|
// WORKAROUND for an incorrect hitzone which exists in IHNM
|
|
// In Gorrister's chapter, in the toilet screen, the hitzone of the exit is
|
|
// placed over the place where Gorrister sits to examine the graffiti on the wall
|
|
// to the left, which makes him exit the screen when the graffiti is examined.
|
|
// We effectively change the left side of the hitzone here so that it starts from
|
|
// pixel 301 onwards. The same workaround is applied in Script::whichObject
|
|
if (_vm->getGameId() == GID_IHNM) {
|
|
if (_vm->_scene->currentChapterNumber() == 1 && _vm->_scene->currentSceneNumber() == 22)
|
|
if (hitPoint.x <= 300)
|
|
hitZone = NULL;
|
|
}
|
|
|
|
if (hitZone != actor->_lastZone) {
|
|
if (actor->_lastZone)
|
|
stepZoneAction(actor, actor->_lastZone, true, false);
|
|
actor->_lastZone = hitZone;
|
|
// WORKAROUND for graphics glitch in the rat caves. Don't do this step zone action in the rat caves
|
|
// (room 51) for hitzone 24577 (the door with the copy protection) to avoid the glitch. This glitch
|
|
// happens because the copy protection is supposed to kick in at this point, but it's bypassed
|
|
// (with permission from Wyrmkeep Entertainment)
|
|
if (hitZone && !(_vm->getGameId() == GID_ITE && _vm->_scene->currentSceneNumber() == 51 && hitZone->getHitZoneId() == 24577)) {
|
|
stepZoneAction(actor, hitZone, false, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Update frameCount for sfWaitFrames in IHNM
|
|
_vm->_frameCount++;
|
|
}
|
|
|
|
void Actor::direct(int msec) {
|
|
|
|
if (_vm->_scene->_entryList.empty()) {
|
|
return;
|
|
}
|
|
|
|
if (_vm->_interface->_statusTextInput) {
|
|
return;
|
|
}
|
|
|
|
// FIXME: HACK. This should be turned into cycle event.
|
|
_lastTickMsec += msec;
|
|
|
|
if (_lastTickMsec > 1000 / _handleActionDiv) {
|
|
_lastTickMsec = 0;
|
|
//process actions
|
|
handleActions(msec, false);
|
|
}
|
|
|
|
//process speech
|
|
handleSpeech(msec);
|
|
}
|
|
|
|
bool Actor::followProtagonist(ActorData *actor) {
|
|
Location protagonistLocation;
|
|
Location newLocation;
|
|
Location delta;
|
|
int protagonistBGMaskType;
|
|
Point prefer1;
|
|
Point prefer2;
|
|
Point prefer3;
|
|
int16 prefU;
|
|
int16 prefV;
|
|
int16 newU;
|
|
int16 newV;
|
|
|
|
assert(_protagonist);
|
|
|
|
actor->_flags &= ~(kFaster | kFastest);
|
|
protagonistLocation = _protagonist->_location;
|
|
calcScreenPosition(_protagonist);
|
|
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
prefU = 60;
|
|
prefV = 60;
|
|
|
|
|
|
actor->_location.delta(protagonistLocation, delta);
|
|
|
|
if (actor->_id == actorIndexToId(2)) {
|
|
prefU = prefV = 48;
|
|
}
|
|
|
|
if ((delta.u() > prefU) || (delta.u() < -prefU) || (delta.v() > prefV) || (delta.v() < -prefV)) {
|
|
|
|
if ((delta.u() > prefU * 2) || (delta.u() < -prefU * 2) || (delta.v() > prefV * 2) || (delta.v() < -prefV * 2)) {
|
|
actor->_flags |= kFaster;
|
|
|
|
if ((delta.u() > prefU * 3) || (delta.u() < -prefU*3) || (delta.v() > prefV * 3) || (delta.v() < -prefV * 3)) {
|
|
actor->_flags |= kFastest;
|
|
}
|
|
}
|
|
|
|
prefU /= 2;
|
|
prefV /= 2;
|
|
|
|
newU = CLIP<int32>(delta.u(), -prefU, prefU) + protagonistLocation.u();
|
|
newV = CLIP<int32>(delta.v(), -prefV, prefV) + protagonistLocation.v();
|
|
|
|
newLocation.u() = newU + _vm->_rnd.getRandomNumber(prefU - 1) - prefU / 2;
|
|
newLocation.v() = newV + _vm->_rnd.getRandomNumber(prefV - 1) - prefV / 2;
|
|
newLocation.z = 0;
|
|
|
|
return actorWalkTo(actor->_id, newLocation);
|
|
}
|
|
|
|
} else {
|
|
prefer1.x = (100 * _protagonist->_screenScale) >> 8;
|
|
prefer1.y = (50 * _protagonist->_screenScale) >> 8;
|
|
|
|
if (_protagonist->_currentAction == kActionWalkDir) {
|
|
prefer1.x /= 2;
|
|
}
|
|
|
|
if (prefer1.x < 8) {
|
|
prefer1.x = 8;
|
|
}
|
|
|
|
if (prefer1.y < 8) {
|
|
prefer1.y = 8;
|
|
}
|
|
|
|
prefer2.x = prefer1.x * 2;
|
|
prefer2.y = prefer1.y * 2;
|
|
prefer3.x = prefer1.x + prefer1.x / 2;
|
|
prefer3.y = prefer1.y + prefer1.y / 2;
|
|
|
|
actor->_location.delta(protagonistLocation, delta);
|
|
|
|
protagonistBGMaskType = 0;
|
|
if (_vm->_scene->isBGMaskPresent() && _vm->_scene->validBGMaskPoint(_protagonist->_screenPosition)) {
|
|
protagonistBGMaskType = _vm->_scene->getBGMaskType(_protagonist->_screenPosition);
|
|
}
|
|
|
|
if ((_vm->_rnd.getRandomNumber(7) & 0x7) == 0) // 1/8th chance
|
|
actor->_actorFlags &= ~kActorNoFollow;
|
|
|
|
if (actor->_actorFlags & kActorNoFollow) {
|
|
return false;
|
|
}
|
|
|
|
if ((delta.x > prefer2.x) || (delta.x < -prefer2.x) ||
|
|
(delta.y > prefer2.y) || (delta.y < -prefer2.y) ||
|
|
((_protagonist->_currentAction == kActionWait) &&
|
|
(delta.x * 2 < prefer1.x) && (delta.x * 2 > -prefer1.x) &&
|
|
(delta.y < prefer1.y) && (delta.y > -prefer1.y))) {
|
|
|
|
if (ABS(delta.x) > ABS(delta.y)) {
|
|
|
|
delta.x = (delta.x > 0) ? prefer3.x : -prefer3.x;
|
|
|
|
newLocation.x = delta.x + protagonistLocation.x;
|
|
newLocation.y = CLIP<int32>(delta.y, -prefer2.y, prefer2.y) + protagonistLocation.y;
|
|
} else {
|
|
delta.y = (delta.y > 0) ? prefer3.y : -prefer3.y;
|
|
|
|
newLocation.x = CLIP<int32>(delta.x, -prefer2.x, prefer2.x) + protagonistLocation.x;
|
|
newLocation.y = delta.y + protagonistLocation.y;
|
|
}
|
|
newLocation.z = 0;
|
|
|
|
if (protagonistBGMaskType != 3) {
|
|
newLocation.x += _vm->_rnd.getRandomNumber(prefer1.x - 1) - prefer1.x / 2;
|
|
newLocation.y += _vm->_rnd.getRandomNumber(prefer1.y - 1) - prefer1.y / 2;
|
|
}
|
|
|
|
newLocation.x = CLIP<int>(newLocation.x, -31 * 4, (_vm->getDisplayInfo().width + 31) * 4);
|
|
|
|
return actorWalkTo(actor->_id, newLocation);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) {
|
|
ActorData *actor;
|
|
|
|
Rect testBox;
|
|
Rect testBox2;
|
|
Point anotherActorScreenPosition;
|
|
Point collision;
|
|
Point pointFrom, pointTo, pointBest, pointAdd;
|
|
Point delta, bestDelta;
|
|
Point tempPoint;
|
|
bool extraStartNode;
|
|
bool extraEndNode;
|
|
|
|
actor = getActor(actorId);
|
|
|
|
if (actor == _protagonist) {
|
|
_vm->_scene->setDoorState(2, 0xff); // closed
|
|
_vm->_scene->setDoorState(3, 0); // open
|
|
} else {
|
|
_vm->_scene->setDoorState(2, 0); // open
|
|
_vm->_scene->setDoorState(3, 0xff); // closed
|
|
}
|
|
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
|
|
if ((_vm->getGameId() == GID_ITE) && (actor->_index == ACTOR_DRAGON_INDEX)) {
|
|
return false;
|
|
}
|
|
|
|
actor->_finalTarget = toLocation;
|
|
actor->_walkStepsCount = 0;
|
|
_vm->_isoMap->findTilePath(actor, actor->_location, toLocation);
|
|
|
|
|
|
if ((actor->_walkStepsCount == 0) && (actor->_flags & kProtagonist)) {
|
|
actor->_actorFlags |= kActorNoCollide;
|
|
_vm->_isoMap->findTilePath(actor, actor->_location, toLocation);
|
|
}
|
|
|
|
actor->_walkStepIndex = 0;
|
|
if (_vm->_isoMap->nextTileTarget(actor)) {
|
|
actor->_currentAction = kActionWalkToPoint;
|
|
actor->_walkFrameSequence = getFrameType(kFrameWalk);
|
|
} else {
|
|
actorEndWalk(actorId, false);
|
|
return false;
|
|
}
|
|
} else {
|
|
|
|
actor->_location.toScreenPointXY(pointFrom);
|
|
// FIXME: why is the following line needed?
|
|
pointFrom.x &= ~1; // set last bit to 0
|
|
|
|
extraStartNode = _vm->_scene->offscreenPath(pointFrom);
|
|
|
|
toLocation.toScreenPointXY(pointTo);
|
|
// FIXME: why is the following line needed?
|
|
pointTo.x &= ~1; // set last bit to 0
|
|
|
|
// Are we already where we want to go?
|
|
if (pointFrom.x == pointTo.x && pointFrom.y == pointTo.y) {
|
|
actor->_walkStepsCount = 0;
|
|
actorEndWalk(actorId, false);
|
|
return false;
|
|
}
|
|
|
|
extraEndNode = _vm->_scene->offscreenPath(pointTo);
|
|
|
|
if (_vm->_scene->isBGMaskPresent()) {
|
|
|
|
if (
|
|
((actor->_currentAction >= kActionWalkToPoint && actor->_currentAction <= kActionWalkDir) ||
|
|
(_vm->getGameId() == GID_ITE && actor == _protagonist)) &&
|
|
!_vm->_scene->canWalk(pointFrom)) {
|
|
|
|
int max = _vm->getGameId() == GID_ITE ? 8 : 4;
|
|
|
|
for (int i = 1; i < max; i++) {
|
|
pointAdd = pointFrom;
|
|
pointAdd.y += i;
|
|
if (_vm->_scene->canWalk(pointAdd)) {
|
|
pointFrom = pointAdd;
|
|
break;
|
|
}
|
|
pointAdd = pointFrom;
|
|
pointAdd.y -= i;
|
|
if (_vm->_scene->canWalk(pointAdd)) {
|
|
pointFrom = pointAdd;
|
|
break;
|
|
}
|
|
if (_vm->getGameId() == GID_ITE) {
|
|
pointAdd = pointFrom;
|
|
pointAdd.x += i;
|
|
if (_vm->_scene->canWalk(pointAdd)) {
|
|
pointFrom = pointAdd;
|
|
break;
|
|
}
|
|
pointAdd = pointFrom;
|
|
pointAdd.x -= i;
|
|
if (_vm->_scene->canWalk(pointAdd)) {
|
|
pointFrom = pointAdd;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
_barrierCount = 0;
|
|
if (!(actor->_actorFlags & kActorNoCollide)) {
|
|
collision.x = ACTOR_COLLISION_WIDTH * actor->_screenScale / (256 * 2);
|
|
collision.y = ACTOR_COLLISION_HEIGHT * actor->_screenScale / (256 * 2);
|
|
|
|
for (ActorDataArray::iterator anotherActor = _actors.begin(); (anotherActor != _actors.end()) && (_barrierCount < ACTOR_BARRIERS_MAX); ++anotherActor) {
|
|
if (!anotherActor->_inScene)
|
|
continue;
|
|
if (anotherActor == actor)
|
|
continue;
|
|
|
|
anotherActorScreenPosition = anotherActor->_screenPosition;
|
|
testBox.left = (anotherActorScreenPosition.x - collision.x) & ~1;
|
|
testBox.right = (anotherActorScreenPosition.x + collision.x) & ~1;
|
|
testBox.top = anotherActorScreenPosition.y - collision.y;
|
|
testBox.bottom = anotherActorScreenPosition.y + collision.y;
|
|
testBox2 = testBox;
|
|
testBox2.left -= 2;
|
|
testBox2.right += 2;
|
|
testBox2.top -= 1;
|
|
testBox2.bottom += 1;
|
|
|
|
if (testBox2.contains(pointFrom)) {
|
|
if (pointFrom.x > anotherActorScreenPosition.x + 4) {
|
|
testBox.right = pointFrom.x - 2;
|
|
} else if (pointFrom.x < anotherActorScreenPosition.x - 4) {
|
|
testBox.left = pointFrom.x + 2;
|
|
} else if (pointFrom.y > anotherActorScreenPosition.y) {
|
|
testBox.bottom = pointFrom.y - 1;
|
|
} else {
|
|
testBox.top = pointFrom.y + 1;
|
|
}
|
|
}
|
|
|
|
if ((testBox.width() > 0) && (testBox.height() > 0)) {
|
|
_barrierList[_barrierCount++] = testBox;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
pointBest = pointTo;
|
|
actor->_walkStepsCount = 0;
|
|
findActorPath(actor, pointFrom, pointTo);
|
|
|
|
if (actor->_walkStepsCount == 0) {
|
|
error("actor->_walkStepsCount == 0");
|
|
}
|
|
|
|
if (extraStartNode) {
|
|
actor->_walkStepIndex = 0;
|
|
} else {
|
|
// FIXME: Why is this needed?
|
|
actor->_walkStepIndex = 1;
|
|
}
|
|
|
|
if (extraEndNode) {
|
|
toLocation.toScreenPointXY(tempPoint);
|
|
actor->_walkStepsCount--;
|
|
actor->addWalkStepPoint(tempPoint);
|
|
}
|
|
|
|
|
|
pointBest = actor->_walkStepsPoints[actor->_walkStepsCount - 1];
|
|
|
|
pointBest.x &= ~1;
|
|
delta.x = ABS(pointFrom.x - pointTo.x);
|
|
delta.y = ABS(pointFrom.y - pointTo.y);
|
|
|
|
bestDelta.x = ABS(pointBest.x - pointTo.x);
|
|
bestDelta.y = ABS(pointBest.y - pointTo.y);
|
|
|
|
if ((delta.x + delta.y <= bestDelta.x + bestDelta.y) && (actor->_flags & kFollower)) {
|
|
actor->_actorFlags |= kActorNoFollow;
|
|
}
|
|
|
|
if (pointBest == pointFrom) {
|
|
actor->_walkStepsCount = 0;
|
|
}
|
|
} else {
|
|
actor->_walkStepsCount = 0;
|
|
actor->addWalkStepPoint(pointTo);
|
|
actor->_walkStepIndex = 0;
|
|
}
|
|
|
|
actor->_partialTarget = actor->_location;
|
|
actor->_finalTarget = toLocation;
|
|
if (actor->_walkStepsCount == 0) {
|
|
actorEndWalk(actorId, false);
|
|
return false;
|
|
} else {
|
|
if (actor->_flags & kProtagonist) {
|
|
_actors[1]._actorFlags &= ~kActorNoFollow; // TODO: mark all actors with kFollower flag, not only 1 and 2
|
|
_actors[2]._actorFlags &= ~kActorNoFollow;
|
|
}
|
|
actor->_currentAction = (actor->_walkStepsCount >= ACTOR_MAX_STEPS_COUNT) ? kActionWalkToLink : kActionWalkToPoint;
|
|
actor->_walkFrameSequence = getFrameType(kFrameWalk);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool Actor::actorEndWalk(uint16 actorId, bool recurse) {
|
|
bool walkMore = false;
|
|
ActorData *actor;
|
|
const HitZone *hitZone;
|
|
int hitZoneIndex;
|
|
Point testPoint;
|
|
|
|
actor = getActor(actorId);
|
|
actor->_actorFlags &= ~kActorBackwards;
|
|
|
|
if (_vm->getGameId() == GID_ITE) {
|
|
|
|
if (actor->_location.distance(actor->_finalTarget) > 8 && (actor->_flags & kProtagonist) && recurse && !(actor->_actorFlags & kActorNoCollide)) {
|
|
actor->_actorFlags |= kActorNoCollide;
|
|
return actorWalkTo(actorId, actor->_finalTarget);
|
|
}
|
|
}
|
|
|
|
actor->_currentAction = kActionWait;
|
|
actor->_actionCycle = 0;
|
|
if (actor->_actorFlags & kActorFinalFace) {
|
|
actor->_facingDirection = actor->_actionDirection = (actor->_actorFlags >> 6) & 0x07; //?
|
|
}
|
|
|
|
actor->_actorFlags &= ~(kActorNoCollide | kActorCollided | kActorFinalFace | kActorFacingMask);
|
|
actor->_flags &= ~(kFaster | kFastest);
|
|
|
|
if (actor == _protagonist) {
|
|
_vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
|
|
if (_vm->_script->_pendingVerb == _vm->_script->getVerbType(kVerbWalkTo)) {
|
|
if (_vm->getGameId() == GID_ITE)
|
|
actor->_location.toScreenPointUV(testPoint); // it's wrong calculation, but it is used in ITE
|
|
else
|
|
actor->_location.toScreenPointXY(testPoint);
|
|
|
|
hitZoneIndex = _vm->_scene->_actionMap->hitTest(testPoint);
|
|
if (hitZoneIndex != -1) {
|
|
hitZone = _vm->_scene->_actionMap->getHitZone(hitZoneIndex);
|
|
stepZoneAction(actor, hitZone, false, true);
|
|
} else {
|
|
_vm->_script->setNoPendingVerb();
|
|
}
|
|
} else if (_vm->_script->_pendingVerb != _vm->_script->getVerbType(kVerbNone)) {
|
|
_vm->_script->doVerb();
|
|
}
|
|
} else {
|
|
if (recurse && (actor->_flags & kFollower))
|
|
walkMore = followProtagonist(actor);
|
|
|
|
_vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
|
|
}
|
|
return walkMore;
|
|
}
|
|
|
|
void Actor::moveDragon(ActorData *actor) {
|
|
int16 dir0, dir1, dir2, dir3;
|
|
int16 moveType;
|
|
Event event;
|
|
const DragonMove *dragonMove;
|
|
|
|
if ((actor->_actionCycle < 0) ||
|
|
((actor->_actionCycle == 0) && (actor->_dragonMoveType >= ACTOR_DRAGON_TURN_MOVES))) {
|
|
|
|
moveType = kDragonMoveInvalid;
|
|
if (actor->_location.distance(_protagonist->_location) < 24) {
|
|
if (_dragonHunt && (_protagonist->_currentAction != kActionFall)) {
|
|
event.type = kEvTOneshot;
|
|
event.code = kScriptEvent;
|
|
event.op = kEventExecNonBlocking;
|
|
event.time = 0;
|
|
event.param = _vm->_scene->getScriptModuleNumber(); // module number
|
|
event.param2 = ACTOR_EXP_KNOCK_RIF; // script entry point number
|
|
event.param3 = -1; // Action
|
|
event.param4 = -1; // Object
|
|
event.param5 = -1; // With Object
|
|
event.param6 = -1; // Actor
|
|
_vm->_events->queue(event);
|
|
|
|
_dragonHunt = false;
|
|
}
|
|
} else {
|
|
_dragonHunt = true;
|
|
}
|
|
|
|
if (actor->_walkStepIndex + 2 > actor->_walkStepsCount) {
|
|
|
|
_vm->_isoMap->findDragonTilePath(actor, actor->_location, _protagonist->_location, actor->_actionDirection);
|
|
|
|
if (actor->_walkStepsCount == 0) {
|
|
_vm->_isoMap->findDragonTilePath(actor, actor->_location, _protagonist->_location, 0);
|
|
}
|
|
|
|
if (actor->_walkStepsCount < 2) {
|
|
return;
|
|
}
|
|
|
|
actor->_partialTarget = actor->_location;
|
|
actor->_finalTarget = _protagonist->_location;
|
|
actor->_walkStepIndex = 0;
|
|
}
|
|
|
|
dir0 = actor->_actionDirection;
|
|
dir1 = actor->_tileDirections[actor->_walkStepIndex++];
|
|
dir2 = actor->_tileDirections[actor->_walkStepIndex];
|
|
dir3 = actor->_tileDirections[actor->_walkStepIndex + 1];
|
|
|
|
if (dir0 != dir1){
|
|
actor->_actionDirection = dir0 = dir1;
|
|
}
|
|
|
|
actor->_location = actor->_partialTarget;
|
|
|
|
if ((dir1 != dir2) && (dir1 == dir3)) {
|
|
switch (dir1) {
|
|
case kDirUpLeft:
|
|
actor->_partialTarget.v() += 16;
|
|
moveType = kDragonMoveUpLeft;
|
|
break;
|
|
case kDirDownLeft:
|
|
actor->_partialTarget.u() -= 16;
|
|
moveType = kDragonMoveDownLeft;
|
|
break;
|
|
case kDirDownRight:
|
|
actor->_partialTarget.v() -= 16;
|
|
moveType = kDragonMoveDownRight;
|
|
break;
|
|
case kDirUpRight:
|
|
actor->_partialTarget.u() += 16;
|
|
moveType = kDragonMoveUpRight;
|
|
break;
|
|
}
|
|
|
|
switch (dir2) {
|
|
case kDirUpLeft:
|
|
actor->_partialTarget.v() += 16;
|
|
break;
|
|
case kDirDownLeft:
|
|
actor->_partialTarget.u() -= 16;
|
|
break;
|
|
case kDirDownRight:
|
|
actor->_partialTarget.v() -= 16;
|
|
break;
|
|
case kDirUpRight:
|
|
actor->_partialTarget.u() += 16;
|
|
break;
|
|
}
|
|
|
|
actor->_walkStepIndex++;
|
|
} else {
|
|
switch (dir1) {
|
|
case kDirUpLeft:
|
|
actor->_partialTarget.v() += 16;
|
|
switch (dir2) {
|
|
case kDirDownLeft:
|
|
moveType = kDragonMoveUpLeft_Left;
|
|
actor->_partialTarget.u() -= 16;
|
|
break;
|
|
case kDirUpLeft:
|
|
moveType = kDragonMoveUpLeft;
|
|
break;
|
|
case kDirUpRight:
|
|
actor->_partialTarget.u() += 16;
|
|
moveType = kDragonMoveUpLeft_Right;
|
|
break;
|
|
default:
|
|
actor->_actionDirection = dir1;
|
|
actor->_walkStepsCount = 0;
|
|
break;
|
|
}
|
|
break;
|
|
case kDirDownLeft:
|
|
actor->_partialTarget.u() -= 16;
|
|
switch (dir2) {
|
|
case kDirDownRight:
|
|
moveType = kDragonMoveDownLeft_Left;
|
|
actor->_partialTarget.v() -= 16;
|
|
break;
|
|
case kDirDownLeft:
|
|
moveType = kDragonMoveDownLeft;
|
|
break;
|
|
case kDirUpLeft:
|
|
moveType = kDragonMoveDownLeft_Right;
|
|
actor->_partialTarget.v() += 16;
|
|
break;
|
|
default:
|
|
actor->_actionDirection = dir1;
|
|
actor->_walkStepsCount = 0;
|
|
break;
|
|
}
|
|
break;
|
|
case kDirDownRight:
|
|
actor->_partialTarget.v() -= 16;
|
|
switch (dir2) {
|
|
case kDirUpRight:
|
|
moveType = kDragonMoveDownRight_Left;
|
|
actor->_partialTarget.u() += 16;
|
|
break;
|
|
case kDirDownRight:
|
|
moveType = kDragonMoveDownRight;
|
|
break;
|
|
case kDirDownLeft:
|
|
moveType = kDragonMoveDownRight_Right;
|
|
actor->_partialTarget.u() -= 16;
|
|
break;
|
|
default:
|
|
actor->_actionDirection = dir1;
|
|
actor->_walkStepsCount = 0;
|
|
break;
|
|
}
|
|
break;
|
|
case kDirUpRight:
|
|
actor->_partialTarget.u() += 16;
|
|
switch (dir2) {
|
|
case kDirUpLeft:
|
|
moveType = kDragonMoveUpRight_Left;
|
|
actor->_partialTarget.v() += 16;
|
|
break;
|
|
case kDirUpRight:
|
|
moveType = kDragonMoveUpRight;
|
|
break;
|
|
case kDirDownRight:
|
|
moveType = kDragonMoveUpRight_Right;
|
|
actor->_partialTarget.v() -= 16;
|
|
break;
|
|
default:
|
|
actor->_actionDirection = dir1;
|
|
actor->_walkStepsCount = 0;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
actor->_actionDirection = dir1;
|
|
actor->_walkStepsCount = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
actor->_dragonMoveType = moveType;
|
|
|
|
if (moveType >= ACTOR_DRAGON_TURN_MOVES) {
|
|
actor->_dragonStepCycle = 0;
|
|
actor->_actionCycle = 4;
|
|
actor->_walkStepIndex++;
|
|
} else {
|
|
actor->_actionCycle = 4;
|
|
}
|
|
}
|
|
|
|
actor->_actionCycle--;
|
|
|
|
if ((actor->_walkStepsCount < 1) || (actor->_actionCycle < 0)) {
|
|
return;
|
|
}
|
|
|
|
if (actor->_dragonMoveType < ACTOR_DRAGON_TURN_MOVES) {
|
|
|
|
actor->_dragonStepCycle++;
|
|
if (actor->_dragonStepCycle >= 7) {
|
|
actor->_dragonStepCycle = 0;
|
|
}
|
|
|
|
actor->_dragonBaseFrame = actor->_dragonMoveType * 7;
|
|
|
|
if (actor->_location.u() > actor->_partialTarget.u() + 3) {
|
|
actor->_location.u() -= 4;
|
|
} else if (actor->_location.u() < actor->_partialTarget.u() - 3) {
|
|
actor->_location.u() += 4;
|
|
} else {
|
|
actor->_location.u() = actor->_partialTarget.u();
|
|
}
|
|
|
|
if (actor->_location.v() > actor->_partialTarget.v() + 3) {
|
|
actor->_location.v() -= 4;
|
|
} else if (actor->_location.v() < actor->_partialTarget.v() - 3) {
|
|
actor->_location.v() += 4;
|
|
} else {
|
|
actor->_location.v() = actor->_partialTarget.v();
|
|
}
|
|
} else {
|
|
dragonMove = &dragonMoveTable[actor->_dragonMoveType];
|
|
actor->_dragonBaseFrame = dragonMove->baseFrame;
|
|
|
|
|
|
actor->_location.u() = actor->_partialTarget.u() - dragonMove->offset[actor->_actionCycle][0];
|
|
actor->_location.v() = actor->_partialTarget.v() - dragonMove->offset[actor->_actionCycle][1];
|
|
|
|
actor->_dragonStepCycle++;
|
|
if (actor->_dragonStepCycle >= 3) {
|
|
actor->_dragonStepCycle = 3;
|
|
}
|
|
}
|
|
|
|
actor->_frameNumber = actor->_dragonBaseFrame + actor->_dragonStepCycle;
|
|
}
|
|
|
|
// Console wrappers - must be safe to run
|
|
|
|
void Actor::cmdActorWalkTo(int argc, const char **argv) {
|
|
uint16 actorId = (uint16) atoi(argv[1]);
|
|
Location location;
|
|
Point movePoint;
|
|
|
|
movePoint.x = atoi(argv[2]);
|
|
movePoint.y = atoi(argv[3]);
|
|
|
|
location.fromScreenPoint(movePoint);
|
|
|
|
if (!validActorId(actorId)) {
|
|
_vm->_console->DebugPrintf("Actor::cmActorWalkTo Invalid actorId 0x%X.\n", actorId);
|
|
return;
|
|
}
|
|
|
|
actorWalkTo(actorId, location);
|
|
}
|
|
|
|
} // End of namespace Saga
|