scummvm/engines/wintermute/ad/ad_actor.cpp

1461 lines
38 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/ad/ad_actor.h"
#include "engines/wintermute/ad/ad_game.h"
#include "engines/wintermute/ad/ad_scene.h"
#include "engines/wintermute/ad/ad_entity.h"
#include "engines/wintermute/ad/ad_sprite_set.h"
#include "engines/wintermute/ad/ad_waypoint_group.h"
#include "engines/wintermute/ad/ad_path.h"
#include "engines/wintermute/ad/ad_sentence.h"
#include "engines/wintermute/base/base_parser.h"
#include "engines/wintermute/base/sound/base_sound.h"
#include "engines/wintermute/base/base_region.h"
#include "engines/wintermute/base/base_file_manager.h"
#include "engines/wintermute/base/base_sprite.h"
#include "engines/wintermute/base/scriptables/script.h"
#include "engines/wintermute/base/scriptables/script_value.h"
#include "engines/wintermute/base/scriptables/script_stack.h"
#include "engines/wintermute/base/particles/part_emitter.h"
#include "engines/wintermute/base/base_engine.h"
namespace Wintermute {
IMPLEMENT_PERSISTENT(AdActor, false)
//////////////////////////////////////////////////////////////////////////
AdActor::AdActor(BaseGame *inGame) : AdTalkHolder(inGame) {
_path = new AdPath(_gameRef);
_type = OBJECT_ACTOR;
_dir = DI_LEFT;
_walkSprite = nullptr;
_standSprite = nullptr;
_turnLeftSprite = nullptr;
_turnRightSprite = nullptr;
_targetPoint = new BasePoint;
_afterWalkDir = DI_NONE;
_animSprite2 = nullptr;
setDefaultAnimNames();
}
//////////////////////////////////////////////////////////////////////////
bool AdActor::setDefaultAnimNames() {
_talkAnimName = "talk";
_idleAnimName = "idle";
_walkAnimName = "walk";
_turnLeftAnimName = "turnleft";
_turnRightAnimName = "turnright";
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
AdActor::~AdActor() {
delete _path;
delete _targetPoint;
_path = nullptr;
_targetPoint = nullptr;
delete _walkSprite;
delete _standSprite;
delete _turnLeftSprite;
delete _turnRightSprite;
_walkSprite = nullptr;
_standSprite = nullptr;
_turnLeftSprite = nullptr;
_turnRightSprite = nullptr;
_animSprite2 = nullptr; // ref only
for (uint32 i = 0; i < _talkSprites.size(); i++) {
delete _talkSprites[i];
}
_talkSprites.clear();
for (uint32 i = 0; i < _talkSpritesEx.size(); i++) {
delete _talkSpritesEx[i];
}
_talkSpritesEx.clear();
for (uint32 i = 0; i < _anims.size(); i++) {
delete _anims[i];
_anims[i] = nullptr;
}
_anims.clear();
}
//////////////////////////////////////////////////////////////////////////
bool AdActor::loadFile(const char *filename) {
byte *buffer = BaseFileManager::getEngineInstance()->readWholeFile(filename);
if (buffer == nullptr) {
_gameRef->LOG(0, "AdActor::LoadFile failed for file '%s'", filename);
return STATUS_FAILED;
}
bool ret;
setFilename(filename);
if (DID_FAIL(ret = loadBuffer(buffer, true))) {
_gameRef->LOG(0, "Error parsing ACTOR file '%s'", filename);
}
delete[] buffer;
return ret;
}
TOKEN_DEF_START
TOKEN_DEF(ACTOR)
TOKEN_DEF(X)
TOKEN_DEF(Y)
TOKEN_DEF(TEMPLATE)
TOKEN_DEF(NAME)
TOKEN_DEF(SCALABLE)
TOKEN_DEF(REGISTRABLE)
TOKEN_DEF(INTERACTIVE)
TOKEN_DEF(SHADOWABLE)
TOKEN_DEF(COLORABLE)
TOKEN_DEF(ACTIVE)
TOKEN_DEF(WALK)
TOKEN_DEF(STAND)
TOKEN_DEF(TALK_SPECIAL)
TOKEN_DEF(TALK)
TOKEN_DEF(TURN_LEFT)
TOKEN_DEF(TURN_RIGHT)
TOKEN_DEF(EVENTS)
TOKEN_DEF(FONT)
TOKEN_DEF(CURSOR)
TOKEN_DEF(SCRIPT)
TOKEN_DEF(SOUND_VOLUME)
TOKEN_DEF(SOUND_PANNING)
TOKEN_DEF(CAPTION)
TOKEN_DEF(PROPERTY)
TOKEN_DEF(BLOCKED_REGION)
TOKEN_DEF(WAYPOINTS)
TOKEN_DEF(IGNORE_ITEMS)
TOKEN_DEF(ROTABLE)
TOKEN_DEF(ROTATABLE)
TOKEN_DEF(ALPHA_COLOR)
TOKEN_DEF(SCALE)
TOKEN_DEF(RELATIVE_SCALE)
TOKEN_DEF(ALPHA)
TOKEN_DEF(EDITOR_PROPERTY)
TOKEN_DEF(ANIMATION)
TOKEN_DEF_END
//////////////////////////////////////////////////////////////////////////
bool AdActor::loadBuffer(byte *buffer, bool complete) {
TOKEN_TABLE_START(commands)
TOKEN_TABLE(ACTOR)
TOKEN_TABLE(X)
TOKEN_TABLE(Y)
TOKEN_TABLE(TEMPLATE)
TOKEN_TABLE(NAME)
TOKEN_TABLE(SCALABLE)
TOKEN_TABLE(REGISTRABLE)
TOKEN_TABLE(INTERACTIVE)
TOKEN_TABLE(SHADOWABLE)
TOKEN_TABLE(COLORABLE)
TOKEN_TABLE(ACTIVE)
TOKEN_TABLE(WALK)
TOKEN_TABLE(STAND)
TOKEN_TABLE(TALK_SPECIAL)
TOKEN_TABLE(TALK)
TOKEN_TABLE(TURN_LEFT)
TOKEN_TABLE(TURN_RIGHT)
TOKEN_TABLE(EVENTS)
TOKEN_TABLE(FONT)
TOKEN_TABLE(CURSOR)
TOKEN_TABLE(SCRIPT)
TOKEN_TABLE(SOUND_VOLUME)
TOKEN_TABLE(SOUND_PANNING)
TOKEN_TABLE(CAPTION)
TOKEN_TABLE(PROPERTY)
TOKEN_TABLE(BLOCKED_REGION)
TOKEN_TABLE(WAYPOINTS)
TOKEN_TABLE(IGNORE_ITEMS)
TOKEN_TABLE(ROTABLE)
TOKEN_TABLE(ROTATABLE)
TOKEN_TABLE(ALPHA_COLOR)
TOKEN_TABLE(SCALE)
TOKEN_TABLE(RELATIVE_SCALE)
TOKEN_TABLE(ALPHA)
TOKEN_TABLE(EDITOR_PROPERTY)
TOKEN_TABLE(ANIMATION)
TOKEN_TABLE_END
byte *params;
int cmd;
BaseParser parser;
if (complete) {
if (parser.getCommand((char **)&buffer, commands, (char **)&params) != TOKEN_ACTOR) {
_gameRef->LOG(0, "'ACTOR' keyword expected.");
return STATUS_FAILED;
}
buffer = params;
}
AdGame *adGame = (AdGame *)_gameRef;
AdSpriteSet *spr = nullptr;
int ar = 0, ag = 0, ab = 0, alpha = 0;
while ((cmd = parser.getCommand((char **)&buffer, commands, (char **)&params)) > 0) {
switch (cmd) {
case TOKEN_TEMPLATE:
if (DID_FAIL(loadFile((char *)params))) {
cmd = PARSERR_GENERIC;
}
break;
case TOKEN_X:
parser.scanStr((char *)params, "%d", &_posX);
break;
case TOKEN_Y:
parser.scanStr((char *)params, "%d", &_posY);
break;
case TOKEN_NAME:
setName((char *)params);
break;
case TOKEN_CAPTION:
setCaption((char *)params);
break;
case TOKEN_FONT:
setFont((char *)params);
break;
case TOKEN_SCALABLE:
parser.scanStr((char *)params, "%b", &_zoomable);
break;
case TOKEN_ROTABLE:
case TOKEN_ROTATABLE:
parser.scanStr((char *)params, "%b", &_rotatable);
break;
case TOKEN_REGISTRABLE:
case TOKEN_INTERACTIVE:
parser.scanStr((char *)params, "%b", &_registrable);
break;
case TOKEN_SHADOWABLE:
case TOKEN_COLORABLE:
parser.scanStr((char *)params, "%b", &_shadowable);
break;
case TOKEN_ACTIVE:
parser.scanStr((char *)params, "%b", &_active);
break;
case TOKEN_WALK:
delete _walkSprite;
_walkSprite = nullptr;
spr = new AdSpriteSet(_gameRef, this);
if (!spr || DID_FAIL(spr->loadBuffer(params, true, adGame->_texWalkLifeTime, CACHE_HALF))) {
cmd = PARSERR_GENERIC;
} else {
_walkSprite = spr;
}
break;
case TOKEN_TALK:
spr = new AdSpriteSet(_gameRef, this);
if (!spr || DID_FAIL(spr->loadBuffer(params, true, adGame->_texTalkLifeTime))) {
cmd = PARSERR_GENERIC;
} else {
_talkSprites.add(spr);
}
break;
case TOKEN_TALK_SPECIAL:
spr = new AdSpriteSet(_gameRef, this);
if (!spr || DID_FAIL(spr->loadBuffer(params, true, adGame->_texTalkLifeTime))) {
cmd = PARSERR_GENERIC;
} else {
_talkSpritesEx.add(spr);
}
break;
case TOKEN_STAND:
delete _standSprite;
_standSprite = nullptr;
spr = new AdSpriteSet(_gameRef, this);
if (!spr || DID_FAIL(spr->loadBuffer(params, true, adGame->_texStandLifeTime))) {
cmd = PARSERR_GENERIC;
} else {
_standSprite = spr;
}
break;
case TOKEN_TURN_LEFT:
delete _turnLeftSprite;
_turnLeftSprite = nullptr;
spr = new AdSpriteSet(_gameRef, this);
if (!spr || DID_FAIL(spr->loadBuffer(params, true))) {
cmd = PARSERR_GENERIC;
} else {
_turnLeftSprite = spr;
}
break;
case TOKEN_TURN_RIGHT:
delete _turnRightSprite;
_turnRightSprite = nullptr;
spr = new AdSpriteSet(_gameRef, this);
if (!spr || DID_FAIL(spr->loadBuffer(params, true))) {
cmd = PARSERR_GENERIC;
} else {
_turnRightSprite = spr;
}
break;
case TOKEN_SCRIPT:
addScript((char *)params);
break;
case TOKEN_CURSOR:
delete _cursor;
_cursor = new BaseSprite(_gameRef);
if (!_cursor || DID_FAIL(_cursor->loadFile((char *)params))) {
delete _cursor;
_cursor = nullptr;
cmd = PARSERR_GENERIC;
}
break;
case TOKEN_SOUND_VOLUME:
parser.scanStr((char *)params, "%d", &_sFXVolume);
break;
case TOKEN_SCALE: {
int s;
parser.scanStr((char *)params, "%d", &s);
_scale = (float)s;
}
break;
case TOKEN_RELATIVE_SCALE: {
int s;
parser.scanStr((char *)params, "%d", &s);
_relativeScale = (float)s;
}
break;
case TOKEN_SOUND_PANNING:
parser.scanStr((char *)params, "%b", &_autoSoundPanning);
break;
case TOKEN_PROPERTY:
parseProperty(params, false);
break;
case TOKEN_BLOCKED_REGION: {
delete _blockRegion;
delete _currentBlockRegion;
_blockRegion = nullptr;
_currentBlockRegion = nullptr;
BaseRegion *rgn = new BaseRegion(_gameRef);
BaseRegion *crgn = new BaseRegion(_gameRef);
if (!rgn || !crgn || DID_FAIL(rgn->loadBuffer(params, false))) {
delete _blockRegion;
delete _currentBlockRegion;
_blockRegion = nullptr;
_currentBlockRegion = nullptr;
cmd = PARSERR_GENERIC;
} else {
_blockRegion = rgn;
_currentBlockRegion = crgn;
_currentBlockRegion->mimic(_blockRegion);
}
}
break;
case TOKEN_WAYPOINTS: {
delete _wptGroup;
delete _currentWptGroup;
_wptGroup = nullptr;
_currentWptGroup = nullptr;
AdWaypointGroup *wpt = new AdWaypointGroup(_gameRef);
AdWaypointGroup *cwpt = new AdWaypointGroup(_gameRef);
if (!wpt || !cwpt || DID_FAIL(wpt->loadBuffer(params, false))) {
delete _wptGroup;
delete _currentWptGroup;
_wptGroup = nullptr;
_currentWptGroup = nullptr;
cmd = PARSERR_GENERIC;
} else {
_wptGroup = wpt;
_currentWptGroup = cwpt;
_currentWptGroup->mimic(_wptGroup);
}
}
break;
case TOKEN_IGNORE_ITEMS:
parser.scanStr((char *)params, "%b", &_ignoreItems);
break;
case TOKEN_ALPHA_COLOR:
parser.scanStr((char *)params, "%d,%d,%d", &ar, &ag, &ab);
break;
case TOKEN_ALPHA:
parser.scanStr((char *)params, "%d", &alpha);
break;
case TOKEN_EDITOR_PROPERTY:
parseEditorProperty(params, false);
break;
case TOKEN_ANIMATION: {
AdSpriteSet *anim = new AdSpriteSet(_gameRef, this);
if (!anim || DID_FAIL(anim->loadBuffer(params, false))) {
cmd = PARSERR_GENERIC;
} else {
_anims.add(anim);
}
}
break;
}
}
if (cmd == PARSERR_TOKENNOTFOUND) {
_gameRef->LOG(0, "Syntax error in ACTOR definition");
return STATUS_FAILED;
}
if (cmd == PARSERR_GENERIC) {
if (spr) {
delete spr;
}
_gameRef->LOG(0, "Error loading ACTOR definition");
return STATUS_FAILED;
}
if (alpha != 0 && ar == 0 && ag == 0 && ab == 0) {
ar = ag = ab = 255;
}
_alphaColor = BYTETORGBA(ar, ag, ab, alpha);
_state = _nextState = STATE_READY;
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
void AdActor::turnTo(TDirection dir) {
int delta1, delta2, delta3, delta;
delta1 = dir - _dir;
delta2 = dir + NUM_DIRECTIONS - _dir;
delta3 = dir - NUM_DIRECTIONS - _dir;
delta1 = (abs(delta1) <= abs(delta2)) ? delta1 : delta2;
delta = (abs(delta1) <= abs(delta3)) ? delta1 : delta3;
// already there?
if (abs(delta) < 2) {
_dir = dir;
_state = _nextState;
_nextState = STATE_READY;
return;
}
_targetDir = dir;
_state = delta < 0 ? STATE_TURNING_LEFT : STATE_TURNING_RIGHT;
_tempSprite2 = nullptr;
}
//////////////////////////////////////////////////////////////////////////
void AdActor::goTo(int x, int y, TDirection afterWalkDir) {
_afterWalkDir = afterWalkDir;
if (x == _targetPoint->x && y == _targetPoint->y && _state == STATE_FOLLOWING_PATH) {
return;
}
_path->reset();
_path->setReady(false);
_targetPoint->x = x;
_targetPoint->y = y;
((AdGame *)_gameRef)->_scene->correctTargetPoint(_posX, _posY, &_targetPoint->x, &_targetPoint->y, true, this);
_state = STATE_SEARCHING_PATH;
}
//////////////////////////////////////////////////////////////////////////
bool AdActor::display() {
if (_active) {
updateSounds();
}
uint32 alpha;
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 **)&params)) > 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