mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
1461 lines
38 KiB
C++
1461 lines
38 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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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/ad/ad_actor.h"
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#include "engines/wintermute/ad/ad_game.h"
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#include "engines/wintermute/ad/ad_scene.h"
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#include "engines/wintermute/ad/ad_entity.h"
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#include "engines/wintermute/ad/ad_sprite_set.h"
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#include "engines/wintermute/ad/ad_waypoint_group.h"
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#include "engines/wintermute/ad/ad_path.h"
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#include "engines/wintermute/ad/ad_sentence.h"
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#include "engines/wintermute/base/base_parser.h"
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#include "engines/wintermute/base/sound/base_sound.h"
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#include "engines/wintermute/base/base_region.h"
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#include "engines/wintermute/base/base_file_manager.h"
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#include "engines/wintermute/base/base_sprite.h"
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#include "engines/wintermute/base/scriptables/script.h"
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#include "engines/wintermute/base/scriptables/script_value.h"
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#include "engines/wintermute/base/scriptables/script_stack.h"
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#include "engines/wintermute/base/particles/part_emitter.h"
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#include "engines/wintermute/base/base_engine.h"
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namespace Wintermute {
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IMPLEMENT_PERSISTENT(AdActor, false)
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//////////////////////////////////////////////////////////////////////////
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AdActor::AdActor(BaseGame *inGame) : AdTalkHolder(inGame) {
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_path = new AdPath(_gameRef);
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_type = OBJECT_ACTOR;
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_dir = DI_LEFT;
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_walkSprite = nullptr;
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_standSprite = nullptr;
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_turnLeftSprite = nullptr;
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_turnRightSprite = nullptr;
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_targetPoint = new BasePoint;
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_afterWalkDir = DI_NONE;
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_animSprite2 = nullptr;
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setDefaultAnimNames();
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdActor::setDefaultAnimNames() {
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_talkAnimName = "talk";
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_idleAnimName = "idle";
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_walkAnimName = "walk";
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_turnLeftAnimName = "turnleft";
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_turnRightAnimName = "turnright";
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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AdActor::~AdActor() {
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delete _path;
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delete _targetPoint;
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_path = nullptr;
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_targetPoint = nullptr;
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delete _walkSprite;
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delete _standSprite;
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delete _turnLeftSprite;
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delete _turnRightSprite;
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_walkSprite = nullptr;
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_standSprite = nullptr;
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_turnLeftSprite = nullptr;
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_turnRightSprite = nullptr;
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_animSprite2 = nullptr; // ref only
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for (uint32 i = 0; i < _talkSprites.size(); i++) {
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delete _talkSprites[i];
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}
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_talkSprites.clear();
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for (uint32 i = 0; i < _talkSpritesEx.size(); i++) {
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delete _talkSpritesEx[i];
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}
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_talkSpritesEx.clear();
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for (uint32 i = 0; i < _anims.size(); i++) {
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delete _anims[i];
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_anims[i] = nullptr;
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}
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_anims.clear();
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdActor::loadFile(const char *filename) {
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byte *buffer = BaseFileManager::getEngineInstance()->readWholeFile(filename);
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if (buffer == nullptr) {
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_gameRef->LOG(0, "AdActor::LoadFile failed for file '%s'", filename);
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return STATUS_FAILED;
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}
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bool ret;
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setFilename(filename);
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if (DID_FAIL(ret = loadBuffer(buffer, true))) {
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_gameRef->LOG(0, "Error parsing ACTOR file '%s'", filename);
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}
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delete[] buffer;
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return ret;
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}
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TOKEN_DEF_START
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TOKEN_DEF(ACTOR)
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TOKEN_DEF(X)
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TOKEN_DEF(Y)
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TOKEN_DEF(TEMPLATE)
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TOKEN_DEF(NAME)
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TOKEN_DEF(SCALABLE)
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TOKEN_DEF(REGISTRABLE)
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TOKEN_DEF(INTERACTIVE)
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TOKEN_DEF(SHADOWABLE)
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TOKEN_DEF(COLORABLE)
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TOKEN_DEF(ACTIVE)
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TOKEN_DEF(WALK)
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TOKEN_DEF(STAND)
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TOKEN_DEF(TALK_SPECIAL)
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TOKEN_DEF(TALK)
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TOKEN_DEF(TURN_LEFT)
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TOKEN_DEF(TURN_RIGHT)
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TOKEN_DEF(EVENTS)
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TOKEN_DEF(FONT)
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TOKEN_DEF(CURSOR)
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TOKEN_DEF(SCRIPT)
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TOKEN_DEF(SOUND_VOLUME)
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TOKEN_DEF(SOUND_PANNING)
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TOKEN_DEF(CAPTION)
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TOKEN_DEF(PROPERTY)
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TOKEN_DEF(BLOCKED_REGION)
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TOKEN_DEF(WAYPOINTS)
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TOKEN_DEF(IGNORE_ITEMS)
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TOKEN_DEF(ROTABLE)
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TOKEN_DEF(ROTATABLE)
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TOKEN_DEF(ALPHA_COLOR)
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TOKEN_DEF(SCALE)
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TOKEN_DEF(RELATIVE_SCALE)
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TOKEN_DEF(ALPHA)
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TOKEN_DEF(EDITOR_PROPERTY)
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TOKEN_DEF(ANIMATION)
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TOKEN_DEF_END
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//////////////////////////////////////////////////////////////////////////
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bool AdActor::loadBuffer(byte *buffer, bool complete) {
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TOKEN_TABLE_START(commands)
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TOKEN_TABLE(ACTOR)
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TOKEN_TABLE(X)
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TOKEN_TABLE(Y)
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TOKEN_TABLE(TEMPLATE)
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TOKEN_TABLE(NAME)
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TOKEN_TABLE(SCALABLE)
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TOKEN_TABLE(REGISTRABLE)
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TOKEN_TABLE(INTERACTIVE)
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TOKEN_TABLE(SHADOWABLE)
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TOKEN_TABLE(COLORABLE)
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TOKEN_TABLE(ACTIVE)
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TOKEN_TABLE(WALK)
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TOKEN_TABLE(STAND)
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TOKEN_TABLE(TALK_SPECIAL)
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TOKEN_TABLE(TALK)
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TOKEN_TABLE(TURN_LEFT)
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TOKEN_TABLE(TURN_RIGHT)
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TOKEN_TABLE(EVENTS)
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TOKEN_TABLE(FONT)
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TOKEN_TABLE(CURSOR)
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TOKEN_TABLE(SCRIPT)
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TOKEN_TABLE(SOUND_VOLUME)
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TOKEN_TABLE(SOUND_PANNING)
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TOKEN_TABLE(CAPTION)
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TOKEN_TABLE(PROPERTY)
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TOKEN_TABLE(BLOCKED_REGION)
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TOKEN_TABLE(WAYPOINTS)
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TOKEN_TABLE(IGNORE_ITEMS)
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TOKEN_TABLE(ROTABLE)
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TOKEN_TABLE(ROTATABLE)
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TOKEN_TABLE(ALPHA_COLOR)
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TOKEN_TABLE(SCALE)
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TOKEN_TABLE(RELATIVE_SCALE)
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TOKEN_TABLE(ALPHA)
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TOKEN_TABLE(EDITOR_PROPERTY)
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TOKEN_TABLE(ANIMATION)
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TOKEN_TABLE_END
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byte *params;
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int cmd;
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BaseParser parser;
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if (complete) {
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if (parser.getCommand((char **)&buffer, commands, (char **)¶ms) != TOKEN_ACTOR) {
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_gameRef->LOG(0, "'ACTOR' keyword expected.");
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return STATUS_FAILED;
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}
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buffer = params;
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}
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AdGame *adGame = (AdGame *)_gameRef;
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AdSpriteSet *spr = nullptr;
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int ar = 0, ag = 0, ab = 0, alpha = 0;
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while ((cmd = parser.getCommand((char **)&buffer, commands, (char **)¶ms)) > 0) {
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switch (cmd) {
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case TOKEN_TEMPLATE:
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if (DID_FAIL(loadFile((char *)params))) {
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cmd = PARSERR_GENERIC;
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}
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break;
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case TOKEN_X:
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parser.scanStr((char *)params, "%d", &_posX);
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break;
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case TOKEN_Y:
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parser.scanStr((char *)params, "%d", &_posY);
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break;
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case TOKEN_NAME:
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setName((char *)params);
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break;
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case TOKEN_CAPTION:
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setCaption((char *)params);
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break;
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case TOKEN_FONT:
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setFont((char *)params);
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break;
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case TOKEN_SCALABLE:
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parser.scanStr((char *)params, "%b", &_zoomable);
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break;
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case TOKEN_ROTABLE:
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case TOKEN_ROTATABLE:
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parser.scanStr((char *)params, "%b", &_rotatable);
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break;
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case TOKEN_REGISTRABLE:
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case TOKEN_INTERACTIVE:
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parser.scanStr((char *)params, "%b", &_registrable);
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break;
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case TOKEN_SHADOWABLE:
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case TOKEN_COLORABLE:
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parser.scanStr((char *)params, "%b", &_shadowable);
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break;
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case TOKEN_ACTIVE:
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parser.scanStr((char *)params, "%b", &_active);
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break;
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case TOKEN_WALK:
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delete _walkSprite;
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_walkSprite = nullptr;
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spr = new AdSpriteSet(_gameRef, this);
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if (!spr || DID_FAIL(spr->loadBuffer(params, true, adGame->_texWalkLifeTime, CACHE_HALF))) {
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cmd = PARSERR_GENERIC;
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} else {
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_walkSprite = spr;
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}
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break;
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case TOKEN_TALK:
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spr = new AdSpriteSet(_gameRef, this);
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if (!spr || DID_FAIL(spr->loadBuffer(params, true, adGame->_texTalkLifeTime))) {
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cmd = PARSERR_GENERIC;
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} else {
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_talkSprites.add(spr);
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}
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break;
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case TOKEN_TALK_SPECIAL:
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spr = new AdSpriteSet(_gameRef, this);
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if (!spr || DID_FAIL(spr->loadBuffer(params, true, adGame->_texTalkLifeTime))) {
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cmd = PARSERR_GENERIC;
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} else {
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_talkSpritesEx.add(spr);
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}
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break;
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case TOKEN_STAND:
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delete _standSprite;
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_standSprite = nullptr;
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spr = new AdSpriteSet(_gameRef, this);
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if (!spr || DID_FAIL(spr->loadBuffer(params, true, adGame->_texStandLifeTime))) {
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cmd = PARSERR_GENERIC;
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} else {
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_standSprite = spr;
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}
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break;
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case TOKEN_TURN_LEFT:
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delete _turnLeftSprite;
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_turnLeftSprite = nullptr;
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spr = new AdSpriteSet(_gameRef, this);
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if (!spr || DID_FAIL(spr->loadBuffer(params, true))) {
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cmd = PARSERR_GENERIC;
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} else {
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_turnLeftSprite = spr;
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}
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break;
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case TOKEN_TURN_RIGHT:
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delete _turnRightSprite;
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_turnRightSprite = nullptr;
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spr = new AdSpriteSet(_gameRef, this);
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if (!spr || DID_FAIL(spr->loadBuffer(params, true))) {
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cmd = PARSERR_GENERIC;
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} else {
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_turnRightSprite = spr;
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}
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break;
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case TOKEN_SCRIPT:
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addScript((char *)params);
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break;
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case TOKEN_CURSOR:
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delete _cursor;
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_cursor = new BaseSprite(_gameRef);
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if (!_cursor || DID_FAIL(_cursor->loadFile((char *)params))) {
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delete _cursor;
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_cursor = nullptr;
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cmd = PARSERR_GENERIC;
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}
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break;
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case TOKEN_SOUND_VOLUME:
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parser.scanStr((char *)params, "%d", &_sFXVolume);
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break;
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case TOKEN_SCALE: {
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int s;
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parser.scanStr((char *)params, "%d", &s);
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_scale = (float)s;
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}
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break;
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case TOKEN_RELATIVE_SCALE: {
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int s;
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parser.scanStr((char *)params, "%d", &s);
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_relativeScale = (float)s;
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}
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break;
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case TOKEN_SOUND_PANNING:
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parser.scanStr((char *)params, "%b", &_autoSoundPanning);
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break;
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case TOKEN_PROPERTY:
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parseProperty(params, false);
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break;
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case TOKEN_BLOCKED_REGION: {
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delete _blockRegion;
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delete _currentBlockRegion;
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_blockRegion = nullptr;
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_currentBlockRegion = nullptr;
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BaseRegion *rgn = new BaseRegion(_gameRef);
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BaseRegion *crgn = new BaseRegion(_gameRef);
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if (!rgn || !crgn || DID_FAIL(rgn->loadBuffer(params, false))) {
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delete _blockRegion;
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delete _currentBlockRegion;
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_blockRegion = nullptr;
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_currentBlockRegion = nullptr;
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cmd = PARSERR_GENERIC;
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} else {
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_blockRegion = rgn;
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_currentBlockRegion = crgn;
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_currentBlockRegion->mimic(_blockRegion);
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}
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}
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break;
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case TOKEN_WAYPOINTS: {
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delete _wptGroup;
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delete _currentWptGroup;
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_wptGroup = nullptr;
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_currentWptGroup = nullptr;
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AdWaypointGroup *wpt = new AdWaypointGroup(_gameRef);
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AdWaypointGroup *cwpt = new AdWaypointGroup(_gameRef);
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if (!wpt || !cwpt || DID_FAIL(wpt->loadBuffer(params, false))) {
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delete _wptGroup;
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delete _currentWptGroup;
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_wptGroup = nullptr;
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_currentWptGroup = nullptr;
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cmd = PARSERR_GENERIC;
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} else {
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_wptGroup = wpt;
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_currentWptGroup = cwpt;
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_currentWptGroup->mimic(_wptGroup);
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}
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}
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break;
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case TOKEN_IGNORE_ITEMS:
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parser.scanStr((char *)params, "%b", &_ignoreItems);
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break;
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case TOKEN_ALPHA_COLOR:
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parser.scanStr((char *)params, "%d,%d,%d", &ar, &ag, &ab);
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break;
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case TOKEN_ALPHA:
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parser.scanStr((char *)params, "%d", &alpha);
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break;
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case TOKEN_EDITOR_PROPERTY:
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parseEditorProperty(params, false);
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break;
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case TOKEN_ANIMATION: {
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AdSpriteSet *anim = new AdSpriteSet(_gameRef, this);
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if (!anim || DID_FAIL(anim->loadBuffer(params, false))) {
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cmd = PARSERR_GENERIC;
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} else {
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_anims.add(anim);
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}
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}
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break;
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}
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}
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if (cmd == PARSERR_TOKENNOTFOUND) {
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_gameRef->LOG(0, "Syntax error in ACTOR definition");
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return STATUS_FAILED;
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}
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if (cmd == PARSERR_GENERIC) {
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if (spr) {
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delete spr;
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}
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_gameRef->LOG(0, "Error loading ACTOR definition");
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return STATUS_FAILED;
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}
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if (alpha != 0 && ar == 0 && ag == 0 && ab == 0) {
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ar = ag = ab = 255;
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}
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_alphaColor = BYTETORGBA(ar, ag, ab, alpha);
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_state = _nextState = STATE_READY;
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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void AdActor::turnTo(TDirection dir) {
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int delta1, delta2, delta3, delta;
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delta1 = dir - _dir;
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delta2 = dir + NUM_DIRECTIONS - _dir;
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delta3 = dir - NUM_DIRECTIONS - _dir;
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delta1 = (abs(delta1) <= abs(delta2)) ? delta1 : delta2;
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delta = (abs(delta1) <= abs(delta3)) ? delta1 : delta3;
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// already there?
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if (abs(delta) < 2) {
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_dir = dir;
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_state = _nextState;
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_nextState = STATE_READY;
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return;
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}
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_targetDir = dir;
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_state = delta < 0 ? STATE_TURNING_LEFT : STATE_TURNING_RIGHT;
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_tempSprite2 = nullptr;
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}
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//////////////////////////////////////////////////////////////////////////
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void AdActor::goTo(int x, int y, TDirection afterWalkDir) {
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_afterWalkDir = afterWalkDir;
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if (x == _targetPoint->x && y == _targetPoint->y && _state == STATE_FOLLOWING_PATH) {
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return;
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}
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_path->reset();
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_path->setReady(false);
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_targetPoint->x = x;
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_targetPoint->y = y;
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((AdGame *)_gameRef)->_scene->correctTargetPoint(_posX, _posY, &_targetPoint->x, &_targetPoint->y, true, this);
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_state = STATE_SEARCHING_PATH;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdActor::display() {
|
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if (_active) {
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updateSounds();
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}
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|
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uint32 alpha;
|
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if (_alphaColor != 0) {
|
|
alpha = _alphaColor;
|
|
} else {
|
|
alpha = _shadowable ? ((AdGame *)_gameRef)->_scene->getAlphaAt(_posX, _posY, true) : 0xFFFFFFFF;
|
|
}
|
|
|
|
float scaleX, scaleY;
|
|
getScale(&scaleX, &scaleY);
|
|
|
|
|
|
float rotate;
|
|
if (_rotatable) {
|
|
if (_rotateValid) {
|
|
rotate = _rotate;
|
|
} else {
|
|
rotate = ((AdGame *)_gameRef)->_scene->getRotationAt(_posX, _posY) + _relativeRotate;
|
|
}
|
|
} else {
|
|
rotate = 0.0f;
|
|
}
|
|
|
|
if (_active) {
|
|
displaySpriteAttachments(true);
|
|
}
|
|
|
|
if (_currentSprite && _active) {
|
|
bool reg = _registrable;
|
|
if (_ignoreItems && ((AdGame *)_gameRef)->_selectedItem) {
|
|
reg = false;
|
|
}
|
|
|
|
_currentSprite->display(_posX,
|
|
_posY,
|
|
reg ? _registerAlias : nullptr,
|
|
scaleX,
|
|
scaleY,
|
|
alpha,
|
|
rotate,
|
|
_blendMode);
|
|
|
|
}
|
|
|
|
if (_active) {
|
|
displaySpriteAttachments(false);
|
|
}
|
|
if (_active && _partEmitter) {
|
|
_partEmitter->display();
|
|
}
|
|
|
|
|
|
return STATUS_OK;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool AdActor::update() {
|
|
_currentSprite = nullptr;
|
|
|
|
if (_state == STATE_READY) {
|
|
if (_animSprite) {
|
|
delete _animSprite;
|
|
_animSprite = nullptr;
|
|
}
|
|
if (_animSprite2) {
|
|
_animSprite2 = nullptr;
|
|
}
|
|
}
|
|
|
|
// finished playing animation?
|
|
if (_state == STATE_PLAYING_ANIM && _animSprite != nullptr && _animSprite->isFinished()) {
|
|
_state = _nextState;
|
|
_nextState = STATE_READY;
|
|
_currentSprite = _animSprite;
|
|
}
|
|
|
|
if (_state == STATE_PLAYING_ANIM_SET && _animSprite2 != nullptr && _animSprite2->isFinished()) {
|
|
_state = _nextState;
|
|
_nextState = STATE_READY;
|
|
_currentSprite = _animSprite2;
|
|
}
|
|
|
|
if (_sentence && _state != STATE_TALKING) {
|
|
_sentence->finish();
|
|
}
|
|
|
|
// default: stand animation
|
|
if (!_currentSprite) {
|
|
if (_sprite) {
|
|
_currentSprite = _sprite;
|
|
} else {
|
|
if (_standSprite) {
|
|
_currentSprite = _standSprite->getSprite(_dir);
|
|
} else {
|
|
AdSpriteSet *anim = getAnimByName(_idleAnimName);
|
|
if (anim) {
|
|
_currentSprite = anim->getSprite(_dir);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool already_moved = false;
|
|
|
|
switch (_state) {
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_PLAYING_ANIM:
|
|
_currentSprite = _animSprite;
|
|
break;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_PLAYING_ANIM_SET:
|
|
_currentSprite = _animSprite2;
|
|
break;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_TURNING_LEFT:
|
|
if (_tempSprite2 == nullptr || _tempSprite2->isFinished()) {
|
|
if (_dir > 0) {
|
|
_dir = (TDirection)(_dir - 1);
|
|
} else {
|
|
_dir = (TDirection)(NUM_DIRECTIONS - 1);
|
|
}
|
|
|
|
if (_dir == _targetDir) {
|
|
_tempSprite2 = nullptr;
|
|
_state = _nextState;
|
|
_nextState = STATE_READY;
|
|
} else {
|
|
if (_turnLeftSprite) {
|
|
_tempSprite2 = _turnLeftSprite->getSprite(_dir);
|
|
} else {
|
|
AdSpriteSet *anim = getAnimByName(_turnLeftAnimName);
|
|
if (anim) {
|
|
_tempSprite2 = anim->getSprite(_dir);
|
|
}
|
|
}
|
|
|
|
if (_tempSprite2) {
|
|
_tempSprite2->reset();
|
|
if (_tempSprite2->_looping) {
|
|
_tempSprite2->_looping = false;
|
|
}
|
|
}
|
|
_currentSprite = _tempSprite2;
|
|
}
|
|
} else {
|
|
_currentSprite = _tempSprite2;
|
|
}
|
|
break;
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_TURNING_RIGHT:
|
|
if (_tempSprite2 == nullptr || _tempSprite2->isFinished()) {
|
|
_dir = (TDirection)(_dir + 1);
|
|
|
|
if ((int)_dir >= (int)NUM_DIRECTIONS) {
|
|
_dir = (TDirection)(0);
|
|
}
|
|
|
|
if (_dir == _targetDir) {
|
|
_tempSprite2 = nullptr;
|
|
_state = _nextState;
|
|
_nextState = STATE_READY;
|
|
} else {
|
|
if (_turnRightSprite) {
|
|
_tempSprite2 = _turnRightSprite->getSprite(_dir);
|
|
} else {
|
|
AdSpriteSet *anim = getAnimByName(_turnRightAnimName);
|
|
if (anim) {
|
|
_tempSprite2 = anim->getSprite(_dir);
|
|
}
|
|
}
|
|
|
|
if (_tempSprite2) {
|
|
_tempSprite2->reset();
|
|
if (_tempSprite2->_looping) {
|
|
_tempSprite2->_looping = false;
|
|
}
|
|
}
|
|
_currentSprite = _tempSprite2;
|
|
}
|
|
} else {
|
|
_currentSprite = _tempSprite2;
|
|
}
|
|
break;
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_SEARCHING_PATH:
|
|
// keep asking scene for the path
|
|
if (((AdGame *)_gameRef)->_scene->getPath(BasePoint(_posX, _posY), *_targetPoint, _path, this)) {
|
|
_state = STATE_WAITING_PATH;
|
|
}
|
|
break;
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_WAITING_PATH:
|
|
// wait until the scene finished the path
|
|
if (_path->_ready) {
|
|
followPath();
|
|
}
|
|
break;
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_FOLLOWING_PATH:
|
|
getNextStep();
|
|
already_moved = true;
|
|
break;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_TALKING: {
|
|
_sentence->update(_dir);
|
|
if (_sentence->_currentSprite) {
|
|
_tempSprite2 = _sentence->_currentSprite;
|
|
}
|
|
|
|
bool timeIsUp = (_sentence->_sound && _sentence->_soundStarted && (!_sentence->_sound->isPlaying() && !_sentence->_sound->isPaused())) || (!_sentence->_sound && _sentence->_duration <= _gameRef->getTimer()->getTime() - _sentence->_startTime);
|
|
if (_tempSprite2 == nullptr || _tempSprite2->isFinished() || (/*_tempSprite2->_looping &&*/ timeIsUp)) {
|
|
if (timeIsUp) {
|
|
_sentence->finish();
|
|
_tempSprite2 = nullptr;
|
|
_state = _nextState;
|
|
_nextState = STATE_READY;
|
|
} else {
|
|
_tempSprite2 = getTalkStance(_sentence->getNextStance());
|
|
if (_tempSprite2) {
|
|
_tempSprite2->reset();
|
|
_currentSprite = _tempSprite2;
|
|
((AdGame *)_gameRef)->addSentence(_sentence);
|
|
}
|
|
}
|
|
} else {
|
|
_currentSprite = _tempSprite2;
|
|
((AdGame *)_gameRef)->addSentence(_sentence);
|
|
}
|
|
}
|
|
break;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_READY:
|
|
if (!_animSprite && !_animSprite2) {
|
|
if (_sprite) {
|
|
_currentSprite = _sprite;
|
|
} else {
|
|
if (_standSprite) {
|
|
_currentSprite = _standSprite->getSprite(_dir);
|
|
} else {
|
|
AdSpriteSet *anim = getAnimByName(_idleAnimName);
|
|
if (anim) {
|
|
_currentSprite = anim->getSprite(_dir);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
error("AdActor::Update - Unhandled enum");
|
|
}
|
|
|
|
|
|
if (_currentSprite && !already_moved) {
|
|
_currentSprite->getCurrentFrame(_zoomable ? ((AdGame *)_gameRef)->_scene->getZoomAt(_posX, _posY) : 100, _zoomable ? ((AdGame *)_gameRef)->_scene->getZoomAt(_posX, _posY) : 100);
|
|
if (_currentSprite->isChanged()) {
|
|
_posX += _currentSprite->_moveX;
|
|
_posY += _currentSprite->_moveY;
|
|
afterMove();
|
|
}
|
|
}
|
|
|
|
//_gameRef->QuickMessageForm("%s", _currentSprite->_filename);
|
|
|
|
updateBlockRegion();
|
|
_ready = (_state == STATE_READY);
|
|
|
|
updatePartEmitter();
|
|
updateSpriteAttachments();
|
|
|
|
return STATUS_OK;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
void AdActor::followPath() {
|
|
// skip current position
|
|
_path->getFirst();
|
|
while (_path->getCurrent() != nullptr) {
|
|
if (_path->getCurrent()->x != _posX || _path->getCurrent()->y != _posY) {
|
|
break;
|
|
}
|
|
_path->getNext();
|
|
}
|
|
|
|
// are there points to follow?
|
|
if (_path->getCurrent() != nullptr) {
|
|
_state = STATE_FOLLOWING_PATH;
|
|
initLine(BasePoint(_posX, _posY), *_path->getCurrent());
|
|
} else {
|
|
if (_afterWalkDir != DI_NONE) {
|
|
turnTo(_afterWalkDir);
|
|
} else {
|
|
_state = STATE_READY;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
void AdActor::getNextStep() {
|
|
if (_walkSprite) {
|
|
_currentSprite = _walkSprite->getSprite(_dir);
|
|
} else {
|
|
AdSpriteSet *anim = getAnimByName(_walkAnimName);
|
|
if (anim) {
|
|
_currentSprite = anim->getSprite(_dir);
|
|
}
|
|
}
|
|
|
|
if (!_currentSprite) {
|
|
return;
|
|
}
|
|
|
|
_currentSprite->getCurrentFrame(_zoomable ? ((AdGame *)_gameRef)->_scene->getZoomAt(_posX, _posY) : 100, _zoomable ? ((AdGame *)_gameRef)->_scene->getZoomAt(_posX, _posY) : 100);
|
|
if (!_currentSprite->isChanged()) {
|
|
return;
|
|
}
|
|
|
|
|
|
int maxStepX, maxStepY;
|
|
maxStepX = abs(_currentSprite->_moveX);
|
|
maxStepY = abs(_currentSprite->_moveY);
|
|
|
|
maxStepX = MAX(maxStepX, maxStepY);
|
|
maxStepX = MAX(maxStepX, 1);
|
|
|
|
while (_pFCount > 0 && maxStepX >= 0) {
|
|
_pFX += _pFStepX;
|
|
_pFY += _pFStepY;
|
|
|
|
_pFCount--;
|
|
maxStepX--;
|
|
}
|
|
|
|
if (((AdGame *)_gameRef)->_scene->isBlockedAt((int)_pFX, (int) _pFY, true, this)) {
|
|
if (_pFCount == 0) {
|
|
_state = _nextState;
|
|
_nextState = STATE_READY;
|
|
return;
|
|
}
|
|
goTo(_targetPoint->x, _targetPoint->y);
|
|
return;
|
|
}
|
|
|
|
|
|
_posX = (int)_pFX;
|
|
_posY = (int)_pFY;
|
|
|
|
afterMove();
|
|
|
|
|
|
if (_pFCount == 0) {
|
|
if (_path->getNext() == nullptr) {
|
|
_posX = _targetPoint->x;
|
|
_posY = _targetPoint->y;
|
|
|
|
_path->reset();
|
|
if (_afterWalkDir != DI_NONE) {
|
|
turnTo(_afterWalkDir);
|
|
} else {
|
|
_state = _nextState;
|
|
_nextState = STATE_READY;
|
|
}
|
|
} else {
|
|
initLine(BasePoint(_posX, _posY), *_path->getCurrent());
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
void AdActor::initLine(const BasePoint &startPt, const BasePoint &endPt) {
|
|
_pFCount = MAX((abs(endPt.x - startPt.x)) , (abs(endPt.y - startPt.y)));
|
|
|
|
_pFStepX = (double)(endPt.x - startPt.x) / _pFCount;
|
|
_pFStepY = (double)(endPt.y - startPt.y) / _pFCount;
|
|
|
|
_pFX = startPt.x;
|
|
_pFY = startPt.y;
|
|
|
|
int angle = (int)(atan2((double)(endPt.y - startPt.y), (double)(endPt.x - startPt.x)) * (180 / 3.14));
|
|
|
|
_nextState = STATE_FOLLOWING_PATH;
|
|
|
|
turnTo(angleToDirection(angle));
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// high level scripting interface
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool AdActor::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) {
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// GoTo / GoToAsync
|
|
//////////////////////////////////////////////////////////////////////////
|
|
if (strcmp(name, "GoTo") == 0 || strcmp(name, "GoToAsync") == 0) {
|
|
stack->correctParams(2);
|
|
int x = stack->pop()->getInt();
|
|
int y = stack->pop()->getInt();
|
|
goTo(x, y);
|
|
if (strcmp(name, "GoToAsync") != 0) {
|
|
script->waitForExclusive(this);
|
|
}
|
|
stack->pushNULL();
|
|
return STATUS_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// GoToObject / GoToObjectAsync
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(name, "GoToObject") == 0 || strcmp(name, "GoToObjectAsync") == 0) {
|
|
stack->correctParams(1);
|
|
ScValue *val = stack->pop();
|
|
if (!val->isNative()) {
|
|
script->runtimeError("actor.%s method accepts an entity refrence only", name);
|
|
stack->pushNULL();
|
|
return STATUS_OK;
|
|
}
|
|
AdObject *obj = (AdObject *)val->getNative();
|
|
if (!obj || obj->getType() != OBJECT_ENTITY) {
|
|
script->runtimeError("actor.%s method accepts an entity refrence only", name);
|
|
stack->pushNULL();
|
|
return STATUS_OK;
|
|
}
|
|
AdEntity *ent = (AdEntity *)obj;
|
|
if (ent->getWalkToX() == 0 && ent->getWalkToY() == 0) {
|
|
goTo(ent->_posX, ent->_posY);
|
|
} else {
|
|
goTo(ent->getWalkToX(), ent->getWalkToY(), ent->getWalkToDir());
|
|
}
|
|
if (strcmp(name, "GoToObjectAsync") != 0) {
|
|
script->waitForExclusive(this);
|
|
}
|
|
stack->pushNULL();
|
|
return STATUS_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// TurnTo / TurnToAsync
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(name, "TurnTo") == 0 || strcmp(name, "TurnToAsync") == 0) {
|
|
stack->correctParams(1);
|
|
int dir;
|
|
ScValue *val = stack->pop();
|
|
|
|
// turn to object?
|
|
if (val->isNative() && _gameRef->validObject((BaseObject *)val->getNative())) {
|
|
BaseObject *obj = (BaseObject *)val->getNative();
|
|
int angle = (int)(atan2((double)(obj->_posY - _posY), (double)(obj->_posX - _posX)) * (180 / 3.14));
|
|
dir = (int)angleToDirection(angle);
|
|
}
|
|
// otherwise turn to direction
|
|
else {
|
|
dir = val->getInt();
|
|
}
|
|
|
|
if (dir >= 0 && dir < NUM_DIRECTIONS) {
|
|
turnTo((TDirection)dir);
|
|
if (strcmp(name, "TurnToAsync") != 0) {
|
|
script->waitForExclusive(this);
|
|
}
|
|
}
|
|
stack->pushNULL();
|
|
return STATUS_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// IsWalking
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(name, "IsWalking") == 0) {
|
|
stack->correctParams(0);
|
|
stack->pushBool(_state == STATE_FOLLOWING_PATH);
|
|
return STATUS_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// MergeAnims
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(name, "MergeAnims") == 0) {
|
|
stack->correctParams(1);
|
|
stack->pushBool(DID_SUCCEED(mergeAnims(stack->pop()->getString())));
|
|
return STATUS_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// UnloadAnim
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(name, "UnloadAnim") == 0) {
|
|
stack->correctParams(1);
|
|
const char *animName = stack->pop()->getString();
|
|
|
|
bool found = false;
|
|
for (uint32 i = 0; i < _anims.size(); i++) {
|
|
if (scumm_stricmp(_anims[i]->getName(), animName) == 0) {
|
|
// invalidate sprites in use
|
|
if (_anims[i]->containsSprite(_tempSprite2)) {
|
|
_tempSprite2 = nullptr;
|
|
}
|
|
if (_anims[i]->containsSprite(_currentSprite)) {
|
|
_currentSprite = nullptr;
|
|
}
|
|
if (_anims[i]->containsSprite(_animSprite2)) {
|
|
_animSprite2 = nullptr;
|
|
}
|
|
|
|
delete _anims[i];
|
|
_anims[i] = nullptr;
|
|
_anims.remove_at(i);
|
|
i--;
|
|
found = true;
|
|
}
|
|
}
|
|
stack->pushBool(found);
|
|
return STATUS_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// HasAnim
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(name, "HasAnim") == 0) {
|
|
stack->correctParams(1);
|
|
const char *animName = stack->pop()->getString();
|
|
stack->pushBool(getAnimByName(animName) != nullptr);
|
|
return STATUS_OK;
|
|
} else {
|
|
return AdTalkHolder::scCallMethod(script, stack, thisStack, name);
|
|
}
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
ScValue *AdActor::scGetProperty(const Common::String &name) {
|
|
_scValue->setNULL();
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// Direction
|
|
//////////////////////////////////////////////////////////////////////////
|
|
if (name == "Direction") {
|
|
_scValue->setInt(_dir);
|
|
return _scValue;
|
|
}
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// Type
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (name == "Type") {
|
|
_scValue->setString("actor");
|
|
return _scValue;
|
|
}
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// TalkAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (name == "TalkAnimName") {
|
|
_scValue->setString(_talkAnimName);
|
|
return _scValue;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// WalkAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (name == "WalkAnimName") {
|
|
_scValue->setString(_walkAnimName);
|
|
return _scValue;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// IdleAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (name == "IdleAnimName") {
|
|
_scValue->setString(_idleAnimName);
|
|
return _scValue;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// TurnLeftAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (name == "TurnLeftAnimName") {
|
|
_scValue->setString(_turnLeftAnimName);
|
|
return _scValue;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// TurnRightAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (name == "TurnRightAnimName") {
|
|
_scValue->setString(_turnRightAnimName);
|
|
return _scValue;
|
|
} else {
|
|
return AdTalkHolder::scGetProperty(name);
|
|
}
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool AdActor::scSetProperty(const char *name, ScValue *value) {
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// Direction
|
|
//////////////////////////////////////////////////////////////////////////
|
|
if (strcmp(name, "Direction") == 0) {
|
|
int dir = value->getInt();
|
|
if (dir >= 0 && dir < NUM_DIRECTIONS) {
|
|
_dir = (TDirection)dir;
|
|
}
|
|
return STATUS_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// TalkAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(name, "TalkAnimName") == 0) {
|
|
if (value->isNULL()) {
|
|
_talkAnimName = "talk";
|
|
} else {
|
|
_talkAnimName = value->getString();
|
|
}
|
|
return STATUS_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// WalkAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(name, "WalkAnimName") == 0) {
|
|
if (value->isNULL()) {
|
|
_walkAnimName = "walk";
|
|
} else {
|
|
_walkAnimName = value->getString();
|
|
}
|
|
return STATUS_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// IdleAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(name, "IdleAnimName") == 0) {
|
|
if (value->isNULL()) {
|
|
_idleAnimName = "idle";
|
|
} else {
|
|
_idleAnimName = value->getString();
|
|
}
|
|
return STATUS_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// TurnLeftAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(name, "TurnLeftAnimName") == 0) {
|
|
if (value->isNULL()) {
|
|
_turnLeftAnimName = "turnleft";
|
|
} else {
|
|
_turnLeftAnimName = value->getString();
|
|
}
|
|
return STATUS_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// TurnRightAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(name, "TurnRightAnimName") == 0) {
|
|
if (value->isNULL()) {
|
|
_turnRightAnimName = "turnright";
|
|
} else {
|
|
_turnRightAnimName = value->getString();
|
|
}
|
|
return STATUS_OK;
|
|
} else {
|
|
return AdTalkHolder::scSetProperty(name, value);
|
|
}
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
const char *AdActor::scToString() {
|
|
return "[actor object]";
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
BaseSprite *AdActor::getTalkStance(const char *stance) {
|
|
// forced stance?
|
|
if (_forcedTalkAnimName && !_forcedTalkAnimUsed) {
|
|
_forcedTalkAnimUsed = true;
|
|
delete _animSprite;
|
|
_animSprite = new BaseSprite(_gameRef, this);
|
|
if (_animSprite) {
|
|
bool res = _animSprite->loadFile(_forcedTalkAnimName);
|
|
if (DID_FAIL(res)) {
|
|
_gameRef->LOG(res, "AdActor::GetTalkStance: error loading talk sprite (object:\"%s\" sprite:\"%s\")", getName(), _forcedTalkAnimName);
|
|
delete _animSprite;
|
|
_animSprite = nullptr;
|
|
} else {
|
|
return _animSprite;
|
|
}
|
|
}
|
|
}
|
|
|
|
// old way
|
|
if (_talkSprites.size() > 0 || _talkSpritesEx.size() > 0) {
|
|
return getTalkStanceOld(stance);
|
|
}
|
|
|
|
// new way
|
|
BaseSprite *ret = nullptr;
|
|
|
|
// do we have an animation with this name?
|
|
AdSpriteSet *anim = getAnimByName(stance);
|
|
if (anim) {
|
|
ret = anim->getSprite(_dir);
|
|
}
|
|
|
|
// not - get a random talk
|
|
if (!ret) {
|
|
BaseArray<AdSpriteSet *> talkAnims;
|
|
for (uint32 i = 0; i < _anims.size(); i++) {
|
|
if (_talkAnimName.compareToIgnoreCase(_anims[i]->getName()) == 0) {
|
|
talkAnims.add(_anims[i]);
|
|
}
|
|
}
|
|
|
|
if (talkAnims.size() > 0) {
|
|
int rnd = BaseEngine::instance().randInt(0, talkAnims.size() - 1);
|
|
ret = talkAnims[rnd]->getSprite(_dir);
|
|
} else {
|
|
if (_standSprite) {
|
|
ret = _standSprite->getSprite(_dir);
|
|
} else {
|
|
anim = getAnimByName(_idleAnimName);
|
|
if (anim) {
|
|
ret = anim->getSprite(_dir);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
BaseSprite *AdActor::getTalkStanceOld(const char *stance) {
|
|
BaseSprite *ret = nullptr;
|
|
|
|
if (stance != nullptr) {
|
|
// search special stances
|
|
for (uint32 i = 0; i < _talkSpritesEx.size(); i++) {
|
|
if (scumm_stricmp(_talkSpritesEx[i]->getName(), stance) == 0) {
|
|
ret = _talkSpritesEx[i]->getSprite(_dir);
|
|
break;
|
|
}
|
|
}
|
|
if (ret == nullptr) {
|
|
// search generic stances
|
|
for (uint32 i = 0; i < _talkSprites.size(); i++) {
|
|
if (scumm_stricmp(_talkSprites[i]->getName(), stance) == 0) {
|
|
ret = _talkSprites[i]->getSprite(_dir);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// not a valid stance? get a random one
|
|
if (ret == nullptr) {
|
|
if (_talkSprites.size() < 1) {
|
|
ret = _standSprite->getSprite(_dir);
|
|
} else {
|
|
// TODO: remember last
|
|
int rnd = BaseEngine::instance().randInt(0, _talkSprites.size() - 1);
|
|
ret = _talkSprites[rnd]->getSprite(_dir);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool AdActor::persist(BasePersistenceManager *persistMgr) {
|
|
AdTalkHolder::persist(persistMgr);
|
|
|
|
persistMgr->transfer(TMEMBER_INT(_dir));
|
|
persistMgr->transferPtr(TMEMBER_PTR(_path));
|
|
persistMgr->transfer(TMEMBER(_pFCount));
|
|
persistMgr->transfer(TMEMBER(_pFStepX));
|
|
persistMgr->transfer(TMEMBER(_pFStepY));
|
|
persistMgr->transfer(TMEMBER(_pFX));
|
|
persistMgr->transfer(TMEMBER(_pFY));
|
|
persistMgr->transferPtr(TMEMBER_PTR(_standSprite));
|
|
_talkSprites.persist(persistMgr);
|
|
_talkSpritesEx.persist(persistMgr);
|
|
persistMgr->transfer(TMEMBER_INT(_targetDir));
|
|
persistMgr->transfer(TMEMBER_INT(_afterWalkDir));
|
|
persistMgr->transferPtr(TMEMBER_PTR(_targetPoint));
|
|
persistMgr->transferPtr(TMEMBER_PTR(_turnLeftSprite));
|
|
persistMgr->transferPtr(TMEMBER_PTR(_turnRightSprite));
|
|
persistMgr->transferPtr(TMEMBER_PTR(_walkSprite));
|
|
|
|
persistMgr->transferPtr(TMEMBER_PTR(_animSprite2));
|
|
persistMgr->transfer(TMEMBER(_talkAnimName));
|
|
persistMgr->transfer(TMEMBER(_idleAnimName));
|
|
persistMgr->transfer(TMEMBER(_walkAnimName));
|
|
persistMgr->transfer(TMEMBER(_turnLeftAnimName));
|
|
persistMgr->transfer(TMEMBER(_turnRightAnimName));
|
|
|
|
_anims.persist(persistMgr);
|
|
|
|
return STATUS_OK;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
TDirection AdActor::angleToDirection(int angle) {
|
|
TDirection ret = DI_DOWN;
|
|
|
|
if (angle > -112 && angle <= -67) {
|
|
ret = DI_UP;
|
|
} else if (angle > -67 && angle <= -22) {
|
|
ret = DI_UPRIGHT;
|
|
} else if (angle > -22 && angle <= 22) {
|
|
ret = DI_RIGHT;
|
|
} else if (angle > 22 && angle <= 67) {
|
|
ret = DI_DOWNRIGHT;
|
|
} else if (angle > 67 && angle <= 112) {
|
|
ret = DI_DOWN;
|
|
} else if (angle > 112 && angle <= 157) {
|
|
ret = DI_DOWNLEFT;
|
|
} else if ((angle > 157 && angle <= 180) || (angle >= -180 && angle <= -157)) {
|
|
ret = DI_LEFT;
|
|
} else if (angle > -157 && angle <= -112) {
|
|
ret = DI_UPLEFT;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
int AdActor::getHeight() {
|
|
// if no current sprite is set, set some
|
|
if (_currentSprite == nullptr) {
|
|
if (_standSprite) {
|
|
_currentSprite = _standSprite->getSprite(_dir);
|
|
} else {
|
|
AdSpriteSet *anim = getAnimByName(_idleAnimName);
|
|
if (anim) {
|
|
_currentSprite = anim->getSprite(_dir);
|
|
}
|
|
}
|
|
}
|
|
// and get height
|
|
return AdTalkHolder::getHeight();
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
AdSpriteSet *AdActor::getAnimByName(const Common::String &animName) {
|
|
for (uint32 i = 0; i < _anims.size(); i++) {
|
|
if (animName.compareToIgnoreCase(_anims[i]->getName()) == 0) {
|
|
return _anims[i];
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool AdActor::mergeAnims(const char *animsFilename) {
|
|
TOKEN_TABLE_START(commands)
|
|
TOKEN_TABLE(ANIMATION)
|
|
TOKEN_TABLE_END
|
|
|
|
|
|
byte *fileBuffer = BaseFileManager::getEngineInstance()->readWholeFile(animsFilename);
|
|
if (fileBuffer == nullptr) {
|
|
_gameRef->LOG(0, "AdActor::MergeAnims failed for file '%s'", animsFilename);
|
|
return STATUS_FAILED;
|
|
}
|
|
|
|
byte *buffer = fileBuffer;
|
|
byte *params;
|
|
int cmd;
|
|
BaseParser parser;
|
|
|
|
bool ret = STATUS_OK;
|
|
|
|
while ((cmd = parser.getCommand((char **)&buffer, commands, (char **)¶ms)) > 0) {
|
|
switch (cmd) {
|
|
case TOKEN_ANIMATION: {
|
|
AdSpriteSet *anim = new AdSpriteSet(_gameRef, this);
|
|
if (!anim || DID_FAIL(anim->loadBuffer(params, false))) {
|
|
cmd = PARSERR_GENERIC;
|
|
ret = STATUS_FAILED;
|
|
} else {
|
|
_anims.add(anim);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
delete[] fileBuffer;
|
|
return ret;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool AdActor::playAnim(const char *filename) {
|
|
// if we have an anim with this name, use it
|
|
AdSpriteSet *anim = getAnimByName(filename);
|
|
if (anim) {
|
|
_animSprite2 = anim->getSprite(_dir);
|
|
if (_animSprite2) {
|
|
_animSprite2->reset();
|
|
_state = STATE_PLAYING_ANIM_SET;
|
|
return STATUS_OK;
|
|
}
|
|
}
|
|
// otherwise call the standard handler
|
|
return AdTalkHolder::playAnim(filename);
|
|
}
|
|
|
|
} // end of namespace Wintermute
|