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https://github.com/libretro/scummvm.git
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683 lines
17 KiB
C++
683 lines
17 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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// Actor management module header file
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#ifndef SAGA_ACTOR_H
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#define SAGA_ACTOR_H
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#include "common/savefile.h"
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#include "saga/sprite.h"
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#include "saga/itedata.h"
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#include "saga/saga.h"
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#include "saga/font.h"
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namespace Saga {
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class HitZone;
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//#define ACTOR_DEBUG 1 //only for actor pathfinding debug!
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#define ACTOR_BARRIERS_MAX 16
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#define ACTOR_MAX_STEPS_COUNT 32
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#define ACTOR_DIALOGUE_HEIGHT 100
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#define ACTOR_LMULT 4
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#define ACTOR_SPEED 72
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#define ACTOR_CLIMB_SPEED 8
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#define ACTOR_COLLISION_WIDTH 32
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#define ACTOR_COLLISION_HEIGHT 8
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#define ACTOR_DIRECTIONS_COUNT 4 // for ActorFrameSequence
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#define ACTOR_SPEECH_STRING_MAX 16 // speech const
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#define ACTOR_SPEECH_ACTORS_MAX 8
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#define ACTOR_DRAGON_TURN_MOVES 4
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#define ACTOR_DRAGON_INDEX 133
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#define ACTOR_NO_ENTRANCE -1
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#define ACTOR_EXP_KNOCK_RIF 24
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#define PATH_NODE_EMPTY -1
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#define ACTOR_INHM_SIZE 228
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enum ActorDirections {
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kDirectionRight = 0,
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kDirectionLeft = 1,
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kDirectionUp = 2,
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kDirectionDown = 3
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};
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enum ActorActions {
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kActionWait = 0,
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kActionWalkToPoint = 1,
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kActionWalkToLink = 2,
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kActionWalkDir = 3,
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kActionSpeak = 4,
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kActionAccept = 5,
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kActionStoop = 6,
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kActionLook = 7,
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kActionCycleFrames = 8,
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kActionPongFrames = 9,
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kActionFreeze = 10,
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kActionFall = 11,
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kActionClimb = 12
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};
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enum ActorFrameIds {
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//ITE
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kFrameITEStand = 0,
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kFrameITEWalk = 1,
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kFrameITESpeak = 2,
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kFrameITEGive = 3,
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kFrameITEGesture = 4,
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kFrameITEWait = 5,
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kFrameITEPickUp = 6,
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kFrameITELook = 7,
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//IHNM
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kFrameIHNMStand = 0,
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kFrameIHNMSpeak = 1,
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kFrameIHNMWait = 2,
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kFrameIHNMGesture = 3,
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kFrameIHNMWalk = 4
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};
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enum SpeechFlags {
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kSpeakNoAnimate = 1,
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kSpeakAsync = 2,
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kSpeakSlow = 4,
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kSpeakForceText = 8
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};
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enum ActorFrameTypes {
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kFrameStand,
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kFrameWalk,
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kFrameSpeak,
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kFrameGive,
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kFrameGesture,
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kFrameWait,
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kFramePickUp,
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kFrameLook
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};
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// Lookup table to convert 8 cardinal directions to 4
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static const int actorDirectionsLUT[8] = {
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kDirectionUp, // kDirUp
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kDirectionRight, // kDirUpRight
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kDirectionRight, // kDirRight
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kDirectionRight, // kDirDownRight
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kDirectionDown, // kDirDown
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kDirectionLeft, // kDirDownLeft
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kDirectionLeft, // kDirLeft
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kDirectionLeft // kDirUpLeft
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};
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enum ActorFlagsEx {
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kActorNoCollide = (1 << 0),
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kActorNoFollow = (1 << 1),
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kActorCollided = (1 << 2),
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kActorBackwards = (1 << 3),
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kActorContinuous = (1 << 4),
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kActorFinalFace = (1 << 5),
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kActorFinishLeft = ((1 << 5) | (kDirLeft << 6)),
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kActorFinishRight = ((1 << 5) | (kDirRight << 6)),
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kActorFinishUp = ((1 << 5) | (kDirUp << 6)),
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kActorFinishDown = ((1 << 5) | (kDirDown << 6)),
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kActorFacingMask = (0xf << 5),
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kActorRandom = (1 << 10)
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};
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enum PathCellType {
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kPathCellEmpty = -1,
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//kDirUp = 0 .... kDirUpLeft = 7
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kPathCellBarrier = 0x57
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};
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enum DragonMoveTypes {
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kDragonMoveUpLeft = 0,
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kDragonMoveUpRight = 1,
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kDragonMoveDownLeft = 2,
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kDragonMoveDownRight = 3,
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kDragonMoveUpLeft_Left = 4,
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kDragonMoveUpLeft_Right = 5,
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kDragonMoveUpRight_Left = 6,
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kDragonMoveUpRight_Right = 7,
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kDragonMoveDownLeft_Left = 8,
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kDragonMoveDownLeft_Right = 9,
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kDragonMoveDownRight_Left = 10,
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kDragonMoveDownRight_Right = 11,
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kDragonMoveInvalid = 12
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};
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struct PathDirectionData {
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int8 direction;
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int16 x;
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int16 y;
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};
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struct ActorFrameRange {
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int frameIndex;
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int frameCount;
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};
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struct ActorFrameSequence {
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ActorFrameRange directions[ACTOR_DIRECTIONS_COUNT];
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};
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typedef Common::Array<ActorFrameSequence> ActorFrameSequences;
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uint pathLine(PointList &pointList, uint idx, const Point &point1, const Point &point2);
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struct Location {
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int32 x; // logical coordinates
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int32 y; //
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int32 z; //
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Location() {
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x = y = z = 0;
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}
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void saveState(Common::OutSaveFile *out) {
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out->writeSint32LE(x);
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out->writeSint32LE(y);
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out->writeSint32LE(z);
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}
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void loadState(Common::InSaveFile *in) {
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x = in->readSint32LE();
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y = in->readSint32LE();
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z = in->readSint32LE();
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}
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int distance(const Location &location) const {
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return MAX(ABS(x - location.x), ABS(y - location.y));
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}
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int32 &u() {
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return x;
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}
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int32 &v() {
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return y;
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}
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int32 u() const {
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return x;
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}
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int32 v() const {
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return y;
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}
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int32 uv() const {
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return u() + v();
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}
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void delta(const Location &location, Location &result) const {
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result.x = x - location.x;
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result.y = y - location.y;
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result.z = z - location.z;
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}
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void addXY(const Location &location) {
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x += location.x;
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y += location.y;
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}
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void add(const Location &location) {
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x += location.x;
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y += location.y;
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z += location.z;
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}
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void fromScreenPoint(const Point &screenPoint) {
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x = (screenPoint.x * ACTOR_LMULT);
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y = (screenPoint.y * ACTOR_LMULT);
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z = 0;
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}
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void toScreenPointXY(Point &screenPoint) const {
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screenPoint.x = x / ACTOR_LMULT;
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screenPoint.y = y / ACTOR_LMULT;
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}
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void toScreenPointUV(Point &screenPoint) const {
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screenPoint.x = u();
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screenPoint.y = v();
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}
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void toScreenPointXYZ(Point &screenPoint) const {
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screenPoint.x = x / ACTOR_LMULT;
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screenPoint.y = y / ACTOR_LMULT - z;
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}
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void fromStream(Common::ReadStream &stream) {
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x = stream.readUint16LE();
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y = stream.readUint16LE();
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z = stream.readUint16LE();
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}
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#if 0
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// Obsolete function, throws warnings in older versions of GCC
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// (warning: int format, int32 arg)
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// Keeping it around for debug purposes
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void debugPrint(int debuglevel = 0, const char *loc = "Loc:") const {
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debug(debuglevel, "%s %d, %d, %d", loc, x, y, z);
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}
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#endif
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};
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class CommonObjectData {
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public:
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//constant
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int32 _index; // index in local array
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uint16 _id; // object id
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int32 _scriptEntrypointNumber; // script entrypoint number
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//variables
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uint16 _flags; // initial flags
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int32 _nameIndex; // index in name string list
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int32 _sceneNumber; // scene
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int32 _spriteListResourceId; // sprite list resource id
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Location _location; // logical coordinates
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Point _screenPosition; // screen coordinates
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int32 _screenDepth; //
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int32 _screenScale; //
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void saveState(Common::OutSaveFile *out) {
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out->writeUint16LE(_flags);
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out->writeSint32LE(_nameIndex);
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out->writeSint32LE(_sceneNumber);
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out->writeSint32LE(_spriteListResourceId);
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_location.saveState(out);
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out->writeSint16LE(_screenPosition.x);
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out->writeSint16LE(_screenPosition.y);
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out->writeSint32LE(_screenDepth);
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out->writeSint32LE(_screenScale);
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}
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void loadState(Common::InSaveFile *in) {
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_flags = in->readUint16LE();
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_nameIndex = in->readSint32LE();
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_sceneNumber = in->readSint32LE();
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_spriteListResourceId = in->readSint32LE();
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_location.loadState(in);
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_screenPosition.x = in->readSint16LE();
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_screenPosition.y = in->readSint16LE();
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_screenDepth = in->readSint32LE();
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_screenScale = in->readSint32LE();
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}
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CommonObjectData() {
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_index = 0;
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_id = 0;
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_scriptEntrypointNumber = 0;
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_flags = 0;
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_nameIndex = 0;
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_sceneNumber = 0;
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_spriteListResourceId = 0;
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_screenDepth = 0;
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_screenScale = 0;
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}
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};
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typedef CommonObjectData *CommonObjectDataPointer;
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typedef Common::List<CommonObjectDataPointer> CommonObjectOrderList;
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class ObjectData: public CommonObjectData {
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public:
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//constant
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uint16 _interactBits;
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ObjectData() {
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_interactBits = 0;
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}
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};
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typedef Common::Array<ObjectData> ObjectDataArray;
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class ActorData: public CommonObjectData {
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public:
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//constant
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SpriteList _spriteList; // sprite list data
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ActorFrameSequences *_frames; // Actor's frames
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ActorFrameSequences _framesContainer; // Actor's frames
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int _frameListResourceId; // Actor's frame list resource id
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byte _speechColor; // Actor dialogue color
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//
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bool _inScene;
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//variables
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uint16 _actorFlags; // dynamic flags
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int32 _currentAction; // ActorActions type
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int32 _facingDirection; // orientation
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int32 _actionDirection;
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int32 _actionCycle;
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uint16 _targetObject;
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const HitZone *_lastZone;
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int32 _cycleFrameSequence;
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uint8 _cycleDelay;
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uint8 _cycleTimeCount;
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uint8 _cycleFlags;
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int16 _fallVelocity;
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int16 _fallAcceleration;
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int16 _fallPosition;
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uint8 _dragonBaseFrame;
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uint8 _dragonStepCycle;
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uint8 _dragonMoveType;
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int32 _frameNumber; // current frame number
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ByteArray _tileDirections;
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Common::Array<Point> _walkStepsPoints;
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int32 _walkStepsCount;
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int32 _walkStepIndex;
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Location _finalTarget;
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Location _partialTarget;
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int32 _walkFrameSequence;
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public:
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ActorData();
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void saveState(Common::OutSaveFile *out);
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void loadState(uint32 version, Common::InSaveFile *in);
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void cycleWrap(int cycleLimit);
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void addWalkStepPoint(const Point &point);
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bool shareFrames() {
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return ((_frames != NULL) && (_frames != &_framesContainer));
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}
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};
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typedef Common::Array<ActorData> ActorDataArray;
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struct ProtagStateData {
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ActorFrameSequences _frames; // Actor's frames
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};
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struct SpeechData {
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int speechColor[ACTOR_SPEECH_ACTORS_MAX];
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int outlineColor[ACTOR_SPEECH_ACTORS_MAX];
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int speechFlags;
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const char *strings[ACTOR_SPEECH_STRING_MAX];
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Rect speechBox;
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Rect drawRect;
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int stringsCount;
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int slowModeCharIndex;
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uint16 actorIds[ACTOR_SPEECH_ACTORS_MAX];
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int actorsCount;
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int sampleResourceId;
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bool playing;
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int playingTime;
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SpeechData() {
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memset(this, 0, sizeof(*this));
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}
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FontEffectFlags getFontFlags(int i) {
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if (outlineColor[i] != 0) {
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return kFontOutline;
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} else {
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return kFontNormal;
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}
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}
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};
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typedef int (*CompareFunction) (const CommonObjectDataPointer& a, const CommonObjectDataPointer& b);
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class Actor {
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friend class IsoMap;
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friend class SagaEngine;
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friend class Puzzle;
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public:
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Actor(SagaEngine *vm);
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~Actor();
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void cmdActorWalkTo(int argc, const char **argv);
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bool validActorId(uint16 id) {
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return (id == ID_PROTAG) || ((id >= objectIndexToId(kGameObjectActor, 0)) && (id < objectIndexToId(kGameObjectActor, _actors.size())));
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}
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int actorIdToIndex(uint16 id) { return (id == ID_PROTAG) ? 0 : objectIdToIndex(id); }
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uint16 actorIndexToId(int index) { return (index == 0) ? ID_PROTAG : objectIndexToId(kGameObjectActor, index); }
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ActorData *getActor(uint16 actorId);
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ActorData *getFirstActor() { return &_actors.front(); }
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// clarification: Obj - means game object, such Hat, Spoon etc, Object - means Actor,Obj,HitZone,StepZone
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bool validObjId(uint16 id) { return (id >= objectIndexToId(kGameObjectObject, 0)) && (id < objectIndexToId(kGameObjectObject, _objs.size())); }
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int objIdToIndex(uint16 id) { return objectIdToIndex(id); }
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uint16 objIndexToId(int index) { return objectIndexToId(kGameObjectObject, index); }
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ObjectData *getObj(uint16 objId);
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int getObjectScriptEntrypointNumber(uint16 id) {
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int objectType;
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objectType = objectTypeId(id);
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if (!(objectType & (kGameObjectObject | kGameObjectActor))) {
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error("Actor::getObjectScriptEntrypointNumber wrong id 0x%X", id);
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}
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return (objectType == kGameObjectObject) ? getObj(id)->_scriptEntrypointNumber : getActor(id)->_scriptEntrypointNumber;
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}
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int getObjectFlags(uint16 id) {
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int objectType;
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objectType = objectTypeId(id);
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if (!(objectType & (kGameObjectObject | kGameObjectActor))) {
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error("Actor::getObjectFlags wrong id 0x%X", id);
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}
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return (objectType == kGameObjectObject) ? getObj(id)->_flags : getActor(id)->_flags;
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}
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void direct(int msec);
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void drawActors();
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void updateActorsScene(int actorsEntrance); // calls from scene loading to update Actors info
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void drawSpeech();
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#ifdef ACTOR_DEBUG
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void drawPathTest();
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#endif
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uint16 hitTest(const Point &testPoint, bool skipProtagonist);
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void takeExit(uint16 actorId, const HitZone *hitZone);
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bool actorEndWalk(uint16 actorId, bool recurse);
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bool actorWalkTo(uint16 actorId, const Location &toLocation);
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int getFrameType(ActorFrameTypes frameType);
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ActorFrameRange *getActorFrameRange(uint16 actorId, int frameType);
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void actorFaceTowardsPoint(uint16 actorId, const Location &toLocation);
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void actorFaceTowardsObject(uint16 actorId, uint16 objectId);
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void realLocation(Location &location, uint16 objectId, uint16 walkFlags);
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// speech
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void actorSpeech(uint16 actorId, const char **strings, int stringsCount, int sampleResourceId, int speechFlags);
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void nonActorSpeech(const Common::Rect &box, const char **strings, int stringsCount, int sampleResourceId, int speechFlags);
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void simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags, int sampleResourceId);
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void setSpeechColor(int speechColor, int outlineColor) {
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_activeSpeech.speechColor[0] = speechColor;
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_activeSpeech.outlineColor[0] = outlineColor;
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}
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void abortAllSpeeches();
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void abortSpeech();
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bool isSpeaking() {
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return _activeSpeech.stringsCount > 0;
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}
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int isForcedTextShown() {
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return _activeSpeech.speechFlags & kSpeakForceText;
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}
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void saveState(Common::OutSaveFile *out);
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void loadState(Common::InSaveFile *in);
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void setProtagState(int state);
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int getProtagState() { return _protagState; }
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void loadActorList(int protagonistIdx, int actorCount, int actorsResourceID,
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int protagStatesCount, int protagStatesResourceID);
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void loadObjList(int objectCount, int objectsResourceID);
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protected:
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friend class Script;
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void loadActorResources(ActorData *actor);
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void loadFrameList(int frameListResourceId, ActorFrameSequences &frames);
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private:
|
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void stepZoneAction(ActorData *actor, const HitZone *hitZone, bool exit, bool stopped);
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void loadActorSpriteList(ActorData *actor);
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|
|
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void drawOrderListAdd(const CommonObjectDataPointer& element, CompareFunction compareFunction);
|
|
void createDrawOrderList();
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bool calcScreenPosition(CommonObjectData *commonObjectData);
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|
bool getSpriteParams(CommonObjectData *commonObjectData, int &frameNumber, SpriteList *&spriteList);
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|
|
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bool followProtagonist(ActorData *actor);
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|
void findActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint);
|
|
void handleSpeech(int msec);
|
|
void handleActions(int msec, bool setup);
|
|
bool validPathCellPoint(const Point &testPoint) {
|
|
return !((testPoint.x < 0) || (testPoint.x >= _xCellCount) ||
|
|
(testPoint.y < 0) || (testPoint.y >= _yCellCount));
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|
}
|
|
void setPathCell(const Point &testPoint, int8 value) {
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|
#ifdef ACTOR_DEBUG
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|
if (!validPathCellPoint(testPoint)) {
|
|
error("Actor::setPathCell wrong point");
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|
}
|
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#endif
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_pathCell[testPoint.x + testPoint.y * _xCellCount] = value;
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|
}
|
|
int8 getPathCell(const Point &testPoint) {
|
|
#ifdef ACTOR_DEBUG
|
|
if (!validPathCellPoint(testPoint)) {
|
|
error("Actor::getPathCell wrong point");
|
|
}
|
|
#endif
|
|
return _pathCell[testPoint.x + testPoint.y * _xCellCount];
|
|
}
|
|
bool scanPathLine(const Point &point1, const Point &point2);
|
|
int fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint);
|
|
void setActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint);
|
|
void pathToNode();
|
|
void condenseNodeList();
|
|
void removeNodes();
|
|
void nodeToPath();
|
|
void removePathPoints();
|
|
bool validFollowerLocation(const Location &location);
|
|
void moveDragon(ActorData *actor);
|
|
|
|
|
|
protected:
|
|
//constants
|
|
ActorDataArray _actors;
|
|
|
|
ObjectDataArray _objs;
|
|
|
|
SagaEngine *_vm;
|
|
ResourceContext *_actorContext;
|
|
|
|
int _lastTickMsec;
|
|
CommonObjectOrderList _drawOrderList;
|
|
|
|
//variables
|
|
public:
|
|
ActorData *_centerActor;
|
|
ActorData *_protagonist;
|
|
int _handleActionDiv;
|
|
|
|
Rect _speechBoxScript;
|
|
|
|
StringsTable _objectsStrings;
|
|
StringsTable _actorsStrings;
|
|
|
|
protected:
|
|
SpeechData _activeSpeech;
|
|
int _protagState;
|
|
bool _dragonHunt;
|
|
|
|
private:
|
|
Common::Array<ProtagStateData> _protagStates;
|
|
|
|
//path stuff
|
|
struct PathNode {
|
|
Point point;
|
|
int link;
|
|
|
|
PathNode() : link(0) {}
|
|
PathNode(const Point &p) : point(p), link(0) {}
|
|
PathNode(const Point &p, int l) : point(p), link(l) {}
|
|
};
|
|
typedef Common::Array<PathNode> PathNodeList;
|
|
|
|
Rect _barrierList[ACTOR_BARRIERS_MAX];
|
|
int _barrierCount;
|
|
Common::Array<int8> _pathCell;
|
|
|
|
int _xCellCount;
|
|
int _yCellCount;
|
|
Rect _pathRect;
|
|
|
|
PointList _pathList;
|
|
uint _pathListIndex;
|
|
|
|
PathNodeList _pathNodeList;
|
|
|
|
public:
|
|
#ifdef ACTOR_DEBUG
|
|
#ifndef SAGA_DEBUG
|
|
#error You must also define SAGA_DEBUG
|
|
#endif
|
|
//path debug - use with care
|
|
struct DebugPoint {
|
|
Point point;
|
|
byte color;
|
|
|
|
DebugPoint() : color(0) {}
|
|
|
|
DebugPoint(const Point &p, byte c): point(p), color(c) {}
|
|
};
|
|
|
|
Common::Array<DebugPoint> _debugPoints;
|
|
uint _debugPointsCount;
|
|
// we still need this trick to speedup debug points addition
|
|
void addDebugPoint(const Point &point, byte color) {
|
|
if (_debugPointsCount < _debugPoints.size()) {
|
|
_debugPoints[_debugPointsCount].point = point;
|
|
_debugPoints[_debugPointsCount].color = color;
|
|
} else {
|
|
_debugPoints.push_back(DebugPoint(point, color));
|
|
}
|
|
++_debugPointsCount;
|
|
}
|
|
#endif
|
|
};
|
|
|
|
} // End of namespace Saga
|
|
|
|
#endif
|