mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 02:11:38 +00:00
aed02365ec
svn-id: r47541
2697 lines
65 KiB
C++
2697 lines
65 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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* $URL$
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* $Id$
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*
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*/
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#include "common/system.h" // for setFocusRectangle/clearFocusRectangle
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#include "scumm/scumm.h"
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#include "scumm/actor.h"
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#include "scumm/akos.h"
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#include "scumm/boxes.h"
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#include "scumm/charset.h"
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#include "scumm/costume.h"
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#include "scumm/he/intern_he.h"
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#include "scumm/object.h"
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#include "scumm/resource.h"
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#include "scumm/saveload.h"
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#include "scumm/scumm_v7.h"
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#include "scumm/he/sound_he.h"
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#include "scumm/he/sprite_he.h"
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#include "scumm/usage_bits.h"
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#include "scumm/util.h"
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namespace Scumm {
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byte Actor::kInvalidBox = 0;
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Actor::Actor(ScummEngine *scumm, int id) :
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_vm(scumm), _number(id) {
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assert(_vm != 0);
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}
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void ActorHE::initActor(int mode) {
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Actor::initActor(mode);
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if (mode == -1) {
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_heOffsX = _heOffsY = 0;
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_heSkipLimbs = false;
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memset(_heTalkQueue, 0, sizeof(_heTalkQueue));
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}
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if (mode == 1 || mode == -1) {
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_heCondMask = 1;
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_heNoTalkAnimation = 0;
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_heSkipLimbs = false;
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} else if (mode == 2) {
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_heCondMask = 1;
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_heSkipLimbs = false;
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}
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_heXmapNum = 0;
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_hePaletteNum = 0;
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_heFlags = 0;
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_heTalking = false;
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if (_vm->_game.heversion >= 61)
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_flip = 0;
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_clipOverride = _vm->_actorClipOverride;
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_auxBlock.reset();
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}
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void Actor::initActor(int mode) {
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if (mode == -1) {
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_top = _bottom = 0;
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_needRedraw = false;
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_needBgReset = false;
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_costumeNeedsInit = false;
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_visible = false;
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_flip = false;
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_speedx = 8;
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_speedy = 2;
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_frame = 0;
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_walkbox = 0;
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_animProgress = 0;
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_drawToBackBuf = false;
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memset(_animVariable, 0, sizeof(_animVariable));
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memset(_palette, 0, sizeof(_palette));
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memset(_sound, 0, sizeof(_sound));
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memset(&_cost, 0, sizeof(CostumeData));
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memset(&_walkdata, 0, sizeof(ActorWalkData));
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_walkdata.point3.x = 32000;
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_walkScript = 0;
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}
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if (mode == 1 || mode == -1) {
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_costume = 0;
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_room = 0;
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_pos.x = 0;
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_pos.y = 0;
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_facing = 180;
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if (_vm->_game.version >= 7)
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_visible = false;
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} else if (mode == 2) {
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_facing = 180;
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}
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_elevation = 0;
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_width = 24;
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_talkColor = 15;
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_talkPosX = 0;
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_talkPosY = -80;
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_boxscale = _scaley = _scalex = 0xFF;
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_charset = 0;
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memset(_sound, 0, sizeof(_sound));
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_targetFacing = _facing;
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_shadowMode = 0;
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_layer = 0;
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stopActorMoving();
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setActorWalkSpeed(8, 2);
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_animSpeed = 0;
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if (_vm->_game.version >= 6)
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_animProgress = 0;
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_ignoreBoxes = false;
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_forceClip = (_vm->_game.version >= 7) ? 100 : 0;
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_ignoreTurns = false;
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_talkFrequency = 256;
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_talkPan = 64;
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_talkVolume = 127;
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_initFrame = 1;
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_walkFrame = 2;
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_standFrame = 3;
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_talkStartFrame = 4;
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_talkStopFrame = 5;
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_walkScript = 0;
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_talkScript = 0;
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_vm->_classData[_number] = (_vm->_game.version >= 7) ? _vm->_classData[0] : 0;
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}
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void Actor_v2::initActor(int mode) {
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Actor::initActor(mode);
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_speedx = 1;
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_speedy = 1;
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_initFrame = 2;
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_walkFrame = 0;
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_standFrame = 1;
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_talkStartFrame = 5;
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_talkStopFrame = 4;
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}
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void Actor::setBox(int box) {
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_walkbox = box;
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setupActorScale();
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}
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void Actor_v3::setupActorScale() {
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// TODO: The following could probably be removed
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_scalex = 0xFF;
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_scaley = 0xFF;
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}
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void Actor::setupActorScale() {
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if (_ignoreBoxes)
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return;
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// For some boxes, we ignore the scaling and use whatever values the
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// scripts set. This is used e.g. in the Mystery Vortex in Sam&Max.
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// Older games used the flag 0x20 differently, though.
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if (_vm->_game.id == GID_SAMNMAX && (_vm->getBoxFlags(_walkbox) & kBoxIgnoreScale))
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return;
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_boxscale = _vm->getBoxScale(_walkbox);
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uint16 scale = _vm->getScale(_walkbox, _pos.x, _pos.y);
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assert(scale <= 0xFF);
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_scalex = _scaley = (byte)scale;
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}
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#pragma mark -
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#pragma mark --- Actor walking ---
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#pragma mark -
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void ScummEngine::walkActors() {
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for (int i = 1; i < _numActors; ++i) {
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if (_actors[i]->isInCurrentRoom())
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_actors[i]->walkActor();
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}
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}
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void Actor::stopActorMoving() {
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if (_walkScript)
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_vm->stopScript(_walkScript);
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_moving = 0;
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}
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void Actor::setActorWalkSpeed(uint newSpeedX, uint newSpeedY) {
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if (newSpeedX == _speedx && newSpeedY == _speedy)
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return;
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_speedx = newSpeedX;
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_speedy = newSpeedY;
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if (_moving) {
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if (_vm->_game.version == 8 && (_moving & MF_IN_LEG) == 0)
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return;
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calcMovementFactor(_walkdata.next);
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}
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}
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int getAngleFromPos(int x, int y, bool useATAN) {
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if (useATAN) {
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double temp = atan2((double)x, (double)-y);
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return normalizeAngle((int)(temp * 180 / PI));
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} else {
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if (ABS(y) * 2 < ABS(x)) {
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if (x > 0)
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return 90;
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return 270;
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} else {
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if (y > 0)
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return 180;
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return 0;
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}
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}
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}
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int Actor::calcMovementFactor(const Common::Point& next) {
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int diffX, diffY;
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int32 deltaXFactor, deltaYFactor;
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if (_pos == next)
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return 0;
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diffX = next.x - _pos.x;
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diffY = next.y - _pos.y;
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deltaYFactor = _speedy << 16;
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if (diffY < 0)
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deltaYFactor = -deltaYFactor;
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deltaXFactor = deltaYFactor * diffX;
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if (diffY != 0) {
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deltaXFactor /= diffY;
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} else {
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deltaYFactor = 0;
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}
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if ((uint) ABS((int)(deltaXFactor >> 16)) > _speedx) {
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deltaXFactor = _speedx << 16;
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if (diffX < 0)
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deltaXFactor = -deltaXFactor;
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deltaYFactor = deltaXFactor * diffY;
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if (diffX != 0) {
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deltaYFactor /= diffX;
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} else {
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deltaXFactor = 0;
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}
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}
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_walkdata.cur = _pos;
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_walkdata.next = next;
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_walkdata.deltaXFactor = deltaXFactor;
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_walkdata.deltaYFactor = deltaYFactor;
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_walkdata.xfrac = 0;
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_walkdata.yfrac = 0;
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if (_vm->_game.version <= 2)
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_targetFacing = getAngleFromPos(V12_X_MULTIPLIER*deltaXFactor, V12_Y_MULTIPLIER*deltaYFactor, false);
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else
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_targetFacing = getAngleFromPos(deltaXFactor, deltaYFactor, (_vm->_game.id == GID_DIG || _vm->_game.id == GID_CMI));
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return actorWalkStep();
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}
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int Actor::actorWalkStep() {
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int tmpX, tmpY;
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int distX, distY;
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int nextFacing;
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_needRedraw = true;
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nextFacing = updateActorDirection(true);
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if (!(_moving & MF_IN_LEG) || _facing != nextFacing) {
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if (_walkFrame != _frame || _facing != nextFacing) {
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startWalkAnim(1, nextFacing);
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}
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_moving |= MF_IN_LEG;
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}
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if (_walkbox != _walkdata.curbox && _vm->checkXYInBoxBounds(_walkdata.curbox, _pos.x, _pos.y)) {
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setBox(_walkdata.curbox);
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}
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distX = ABS(_walkdata.next.x - _walkdata.cur.x);
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distY = ABS(_walkdata.next.y - _walkdata.cur.y);
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if (ABS(_pos.x - _walkdata.cur.x) >= distX && ABS(_pos.y - _walkdata.cur.y) >= distY) {
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_moving &= ~MF_IN_LEG;
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return 0;
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}
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tmpX = (_pos.x << 16) + _walkdata.xfrac + (_walkdata.deltaXFactor >> 8) * _scalex;
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_walkdata.xfrac = (uint16)tmpX;
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_pos.x = (tmpX >> 16);
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tmpY = (_pos.y << 16) + _walkdata.yfrac + (_walkdata.deltaYFactor >> 8) * _scaley;
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_walkdata.yfrac = (uint16)tmpY;
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_pos.y = (tmpY >> 16);
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if (ABS(_pos.x - _walkdata.cur.x) > distX) {
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_pos.x = _walkdata.next.x;
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}
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if (ABS(_pos.y - _walkdata.cur.y) > distY) {
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_pos.y = _walkdata.next.y;
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}
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if (_vm->_game.version >= 4 && _vm->_game.version <= 6 && _pos == _walkdata.next) {
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_moving &= ~MF_IN_LEG;
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return 0;
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}
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return 1;
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}
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void Actor::startWalkActor(int destX, int destY, int dir) {
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AdjustBoxResult abr;
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if (!isInCurrentRoom() && _vm->_game.version >= 7) {
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debugC(DEBUG_ACTORS, "startWalkActor: attempting to walk actor %d who is not in this room", _number);
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return;
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}
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if (_vm->_game.version <= 4) {
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abr.x = destX;
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abr.y = destY;
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} else {
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abr = adjustXYToBeInBox(destX, destY);
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}
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if (!isInCurrentRoom() && _vm->_game.version <= 6) {
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_pos.x = abr.x;
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_pos.y = abr.y;
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if (!_ignoreTurns && dir != -1)
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_facing = dir;
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return;
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}
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if (_vm->_game.version <= 2) {
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abr = adjustXYToBeInBox(abr.x, abr.y);
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if (_pos.x == abr.x && _pos.y == abr.y && (dir == -1 || _facing == dir))
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return;
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} else {
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if (_ignoreBoxes) {
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abr.box = kInvalidBox;
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_walkbox = kInvalidBox;
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} else {
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if (_vm->checkXYInBoxBounds(_walkdata.destbox, abr.x, abr.y)) {
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abr.box = _walkdata.destbox;
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} else {
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abr = adjustXYToBeInBox(abr.x, abr.y);
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}
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if (_moving && _walkdata.destdir == dir && _walkdata.dest.x == abr.x && _walkdata.dest.y == abr.y)
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return;
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}
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if (_pos.x == abr.x && _pos.y == abr.y) {
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if (dir != _facing)
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turnToDirection(dir);
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return;
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}
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}
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_walkdata.dest.x = abr.x;
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_walkdata.dest.y = abr.y;
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_walkdata.destbox = abr.box;
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_walkdata.destdir = dir;
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_moving = (_moving & MF_IN_LEG) | MF_NEW_LEG;
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_walkdata.point3.x = 32000;
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_walkdata.curbox = _walkbox;
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}
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void Actor::startWalkAnim(int cmd, int angle) {
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if (angle == -1)
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angle = _facing;
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/* Note: walk scripts aren't required to make the Dig
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* work as usual
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*/
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if (_walkScript) {
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int args[16];
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memset(args, 0, sizeof(args));
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args[0] = _number;
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args[1] = cmd;
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args[2] = angle;
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_vm->runScript(_walkScript, 1, 0, args);
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} else {
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switch (cmd) {
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case 1: /* start walk */
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setDirection(angle);
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startAnimActor(_walkFrame);
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break;
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case 2: /* change dir only */
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setDirection(angle);
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break;
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case 3: /* stop walk */
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turnToDirection(angle);
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startAnimActor(_standFrame);
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break;
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}
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}
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}
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void Actor::walkActor() {
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int new_dir, next_box;
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Common::Point foundPath;
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if (_vm->_game.version >= 7) {
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if (_moving & MF_FROZEN) {
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if (_moving & MF_TURN) {
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new_dir = updateActorDirection(false);
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if (_facing != new_dir)
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setDirection(new_dir);
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else
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_moving &= ~MF_TURN;
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}
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return;
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}
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}
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if (!_moving)
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return;
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if (!(_moving & MF_NEW_LEG)) {
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if (_moving & MF_IN_LEG && actorWalkStep())
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return;
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if (_moving & MF_LAST_LEG) {
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_moving = 0;
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setBox(_walkdata.destbox);
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if (_vm->_game.version <= 6) {
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startAnimActor(_standFrame);
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if (_targetFacing != _walkdata.destdir)
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turnToDirection(_walkdata.destdir);
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} else {
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startWalkAnim(3, _walkdata.destdir);
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}
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return;
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}
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if (_moving & MF_TURN) {
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new_dir = updateActorDirection(false);
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if (_facing != new_dir)
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setDirection(new_dir);
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else
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_moving = 0;
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return;
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}
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setBox(_walkdata.curbox);
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_moving &= MF_IN_LEG;
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}
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_moving &= ~MF_NEW_LEG;
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do {
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if (_walkbox == kInvalidBox) {
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setBox(_walkdata.destbox);
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_walkdata.curbox = _walkdata.destbox;
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break;
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}
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if (_walkbox == _walkdata.destbox)
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break;
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next_box = _vm->getNextBox(_walkbox, _walkdata.destbox);
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if (next_box < 0) {
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_walkdata.destbox = _walkbox;
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_moving |= MF_LAST_LEG;
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return;
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}
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_walkdata.curbox = next_box;
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if (findPathTowards(_walkbox, next_box, _walkdata.destbox, foundPath))
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break;
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if (calcMovementFactor(foundPath))
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return;
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setBox(_walkdata.curbox);
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} while (1);
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_moving |= MF_LAST_LEG;
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calcMovementFactor(_walkdata.dest);
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}
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void Actor_v2::walkActor() {
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Common::Point foundPath, tmp;
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int new_dir, next_box;
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if (_moving & MF_TURN) {
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new_dir = updateActorDirection(false);
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// FIXME: is this correct?
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if (_facing != new_dir) {
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// Actor never stops walking when an object has been selected without this
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if (_vm->_game.version ==0)
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_moving = 0;
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setDirection(new_dir);
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} else
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_moving = 0;
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return;
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}
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if (!_moving)
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return;
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if (_moving & MF_IN_LEG) {
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actorWalkStep();
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} else {
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if (_moving & MF_LAST_LEG) {
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_moving = 0;
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startAnimActor(_standFrame);
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|
if (_targetFacing != _walkdata.destdir)
|
|
turnToDirection(_walkdata.destdir);
|
|
} else {
|
|
setBox(_walkdata.curbox);
|
|
if (_walkbox == _walkdata.destbox) {
|
|
foundPath = _walkdata.dest;
|
|
_moving |= MF_LAST_LEG;
|
|
} else {
|
|
next_box = _vm->getNextBox(_walkbox, _walkdata.destbox);
|
|
if (next_box < 0) {
|
|
_moving |= MF_LAST_LEG;
|
|
return;
|
|
}
|
|
|
|
// Can't walk through locked boxes
|
|
int flags = _vm->getBoxFlags(next_box);
|
|
if ((flags & kBoxLocked) && !((flags & kBoxPlayerOnly) && !isPlayer())) {
|
|
_moving |= MF_LAST_LEG;
|
|
//_walkdata.destdir = -1;
|
|
}
|
|
|
|
_walkdata.curbox = next_box;
|
|
|
|
// WORKAROUND: The route of the meteor landing in the introduction isn't correct.
|
|
// MM V0 in contrast to MM V2 uses two walkboxes instead of just one. Hence a route
|
|
// from walkbox 1 to 0 is calculated first. This causes the meteor to fly on a
|
|
// horizontal line to walkbox 0 then vertically to the ground.
|
|
// To fix this problem, the box-to-box routing has been disabled in room 33.
|
|
if (_vm->_game.version == 0 && _vm->_currentRoom == 33) {
|
|
foundPath = _walkdata.dest;
|
|
} else {
|
|
getClosestPtOnBox(_vm->getBoxCoordinates(_walkdata.curbox), _pos.x, _pos.y, tmp.x, tmp.y);
|
|
getClosestPtOnBox(_vm->getBoxCoordinates(_walkbox), tmp.x, tmp.y, foundPath.x, foundPath.y);
|
|
}
|
|
}
|
|
calcMovementFactor(foundPath);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor_v3::walkActor() {
|
|
Common::Point p2, p3; // Gate locations
|
|
int new_dir, next_box;
|
|
|
|
if (!_moving)
|
|
return;
|
|
|
|
if (!(_moving & MF_NEW_LEG)) {
|
|
if (_moving & MF_IN_LEG && actorWalkStep())
|
|
return;
|
|
|
|
if (_moving & MF_LAST_LEG) {
|
|
_moving = 0;
|
|
startAnimActor(_standFrame);
|
|
if (_targetFacing != _walkdata.destdir)
|
|
turnToDirection(_walkdata.destdir);
|
|
return;
|
|
}
|
|
|
|
if (_moving & MF_TURN) {
|
|
new_dir = updateActorDirection(false);
|
|
if (_facing != new_dir)
|
|
setDirection(new_dir);
|
|
else
|
|
_moving = 0;
|
|
return;
|
|
}
|
|
|
|
if (_walkdata.point3.x != 32000) {
|
|
if (calcMovementFactor(_walkdata.point3)) {
|
|
_walkdata.point3.x = 32000;
|
|
return;
|
|
}
|
|
_walkdata.point3.x = 32000;
|
|
}
|
|
|
|
setBox(_walkdata.curbox);
|
|
_moving &= MF_IN_LEG;
|
|
}
|
|
|
|
_moving &= ~MF_NEW_LEG;
|
|
do {
|
|
if (_walkbox == kInvalidBox) {
|
|
setBox(_walkdata.destbox);
|
|
_walkdata.curbox = _walkdata.destbox;
|
|
break;
|
|
}
|
|
|
|
if (_walkbox == _walkdata.destbox)
|
|
break;
|
|
|
|
next_box = _vm->getNextBox(_walkbox, _walkdata.destbox);
|
|
if (next_box < 0) {
|
|
_moving |= MF_LAST_LEG;
|
|
return;
|
|
}
|
|
|
|
// Can't walk through locked boxes
|
|
int flags = _vm->getBoxFlags(next_box);
|
|
if ((flags & kBoxLocked) && !((flags & kBoxPlayerOnly) && !isPlayer())) {
|
|
_moving |= MF_LAST_LEG;
|
|
return;
|
|
}
|
|
|
|
_walkdata.curbox = next_box;
|
|
|
|
findPathTowardsOld(_walkbox, next_box, _walkdata.destbox, p2, p3);
|
|
if (p2.x == 32000 && p3.x == 32000) {
|
|
break;
|
|
}
|
|
|
|
if (p2.x != 32000) {
|
|
if (calcMovementFactor(p2)) {
|
|
_walkdata.point3 = p3;
|
|
return;
|
|
}
|
|
}
|
|
if (calcMovementFactor(p3))
|
|
return;
|
|
|
|
setBox(_walkdata.curbox);
|
|
} while (1);
|
|
|
|
_moving |= MF_LAST_LEG;
|
|
calcMovementFactor(_walkdata.dest);
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
#pragma mark --- Actor direction ---
|
|
#pragma mark -
|
|
|
|
|
|
int Actor::remapDirection(int dir, bool is_walking) {
|
|
int specdir;
|
|
byte flags;
|
|
bool flipX;
|
|
bool flipY;
|
|
|
|
// FIXME: It seems that at least in The Dig the original code does
|
|
// check _ignoreBoxes here. However, it breaks some animations in Loom,
|
|
// causing Bobbin to face towards the camera instead of away from it
|
|
// in some places: After the tree has been destroyed by lightning, and
|
|
// when entering the dark tunnels beyond the dragon's lair at the very
|
|
// least. Possibly other places as well.
|
|
//
|
|
// The Dig also checks if the actor is in the current room, but that's
|
|
// not necessary here because we never call the function unless the
|
|
// actor is in the current room anyway.
|
|
|
|
if (!_ignoreBoxes || _vm->_game.id == GID_LOOM) {
|
|
specdir = _vm->_extraBoxFlags[_walkbox];
|
|
if (specdir) {
|
|
if (specdir & 0x8000) {
|
|
dir = specdir & 0x3FFF;
|
|
} else {
|
|
specdir = specdir & 0x3FFF;
|
|
if (specdir - 90 < dir && dir < specdir + 90)
|
|
dir = specdir;
|
|
else
|
|
dir = specdir + 180;
|
|
}
|
|
}
|
|
|
|
flags = _vm->getBoxFlags(_walkbox);
|
|
|
|
flipX = (_walkdata.deltaXFactor > 0);
|
|
flipY = (_walkdata.deltaYFactor > 0);
|
|
|
|
// Check for X-Flip
|
|
if ((flags & kBoxXFlip) || isInClass(kObjectClassXFlip)) {
|
|
dir = 360 - dir;
|
|
flipX = !flipX;
|
|
}
|
|
// Check for Y-Flip
|
|
if ((flags & kBoxYFlip) || isInClass(kObjectClassYFlip)) {
|
|
dir = 180 - dir;
|
|
flipY = !flipY;
|
|
}
|
|
|
|
switch (flags & 7) {
|
|
case 1:
|
|
if (_vm->_game.version >= 7) {
|
|
if (dir < 180)
|
|
return 90;
|
|
else
|
|
return 270;
|
|
} else {
|
|
if (is_walking) // Actor is walking
|
|
return flipX ? 90 : 270;
|
|
else // Actor is standing/turning
|
|
return (dir == 90) ? 90 : 270;
|
|
}
|
|
case 2:
|
|
if (_vm->_game.version >= 7) {
|
|
if (dir > 90 && dir < 270)
|
|
return 180;
|
|
else
|
|
return 0;
|
|
} else {
|
|
if (is_walking) // Actor is walking
|
|
return flipY ? 180 : 0;
|
|
else // Actor is standing/turning
|
|
return (dir == 0) ? 0 : 180;
|
|
}
|
|
case 3:
|
|
return 270;
|
|
case 4:
|
|
return 90;
|
|
case 5:
|
|
return 0;
|
|
case 6:
|
|
return 180;
|
|
}
|
|
}
|
|
// OR 1024 in to signal direction interpolation should be done
|
|
return normalizeAngle(dir) | 1024;
|
|
}
|
|
|
|
int Actor::updateActorDirection(bool is_walking) {
|
|
int from;
|
|
bool dirType = false;
|
|
int dir;
|
|
bool shouldInterpolate;
|
|
|
|
if ((_vm->_game.version == 6) && _ignoreTurns)
|
|
return _facing;
|
|
|
|
dirType = (_vm->_game.version >= 7) ? _vm->_costumeLoader->hasManyDirections(_costume) : false;
|
|
|
|
from = toSimpleDir(dirType, _facing);
|
|
dir = remapDirection(_targetFacing, is_walking);
|
|
|
|
if (_vm->_game.version >= 7)
|
|
// Direction interpolation interfers with walk scripts in Dig; they perform
|
|
// (much better) interpolation themselves.
|
|
shouldInterpolate = false;
|
|
else
|
|
shouldInterpolate = (dir & 1024) ? true : false;
|
|
dir &= 1023;
|
|
|
|
if (shouldInterpolate) {
|
|
int to = toSimpleDir(dirType, dir);
|
|
int num = dirType ? 8 : 4;
|
|
|
|
// Turn left or right, depending on which is shorter.
|
|
int diff = to - from;
|
|
if (ABS(diff) > (num >> 1))
|
|
diff = -diff;
|
|
|
|
if (diff > 0) {
|
|
to = from + 1;
|
|
} else if (diff < 0){
|
|
to = from - 1;
|
|
}
|
|
|
|
dir = fromSimpleDir(dirType, (to + num) % num);
|
|
}
|
|
|
|
return dir;
|
|
}
|
|
|
|
void Actor::setDirection(int direction) {
|
|
uint aMask;
|
|
int i;
|
|
uint16 vald;
|
|
|
|
// HACK to fix bug #774783
|
|
// If Hitler's direction is being set to anything other than 90, set it to 90
|
|
if ((_vm->_game.id == GID_INDY3) && _vm->_roomResource == 46 && _number == 9 && direction != 90)
|
|
direction = 90;
|
|
|
|
// Do nothing if actor is already facing in the given direction
|
|
if (_facing == direction)
|
|
return;
|
|
|
|
// Normalize the angle
|
|
_facing = normalizeAngle(direction);
|
|
|
|
// If there is no costume set for this actor, we are finished
|
|
if (_costume == 0)
|
|
return;
|
|
|
|
// V0 MM
|
|
if (_vm->_game.version == 0) {
|
|
if (_moving)
|
|
_vm->_costumeLoader->costumeDecodeData(this, _walkFrame, 0);
|
|
else
|
|
_vm->_costumeLoader->costumeDecodeData(this, _standFrame, 0);
|
|
_needRedraw = true;
|
|
return;
|
|
}
|
|
|
|
// Update the costume for the new direction (and mark the actor for redraw)
|
|
aMask = 0x8000;
|
|
for (i = 0; i < 16; i++, aMask >>= 1) {
|
|
vald = _cost.frame[i];
|
|
if (vald == 0xFFFF)
|
|
continue;
|
|
_vm->_costumeLoader->costumeDecodeData(this, vald, (_vm->_game.version <= 2) ? 0xFFFF : aMask);
|
|
}
|
|
|
|
_needRedraw = true;
|
|
}
|
|
|
|
void Actor::faceToObject(int obj) {
|
|
int x2, y2, dir;
|
|
|
|
if (!isInCurrentRoom())
|
|
return;
|
|
|
|
if (_vm->getObjectOrActorXY(obj, x2, y2) == -1)
|
|
return;
|
|
|
|
dir = (x2 > _pos.x) ? 90 : 270;
|
|
turnToDirection(dir);
|
|
}
|
|
|
|
void Actor::turnToDirection(int newdir) {
|
|
if (newdir == -1 || _ignoreTurns)
|
|
return;
|
|
|
|
if (_vm->_game.version <= 6) {
|
|
_moving = MF_TURN;
|
|
_targetFacing = newdir;
|
|
} else {
|
|
_moving &= ~MF_TURN;
|
|
if (newdir != _facing) {
|
|
_moving |= MF_TURN;
|
|
_targetFacing = newdir;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
#pragma mark --- Actor position ---
|
|
#pragma mark -
|
|
|
|
|
|
void ScummEngine::putActors() {
|
|
Actor *a;
|
|
int i;
|
|
|
|
for (i = 1; i < _numActors; i++) {
|
|
a = _actors[i];
|
|
if (a && a->isInCurrentRoom())
|
|
a->putActor();
|
|
}
|
|
}
|
|
|
|
void Actor::putActor(int dstX, int dstY, int newRoom) {
|
|
if (_visible && _vm->_currentRoom != newRoom && _vm->getTalkingActor() == _number) {
|
|
_vm->stopTalk();
|
|
}
|
|
|
|
// WORKAROUND: The green transparency of the tank in the Hall of Oddities
|
|
// is positioned one pixel too far to the left. This appears to be a bug
|
|
// in the original game as well.
|
|
if (_vm->_game.id == GID_SAMNMAX && newRoom == 16 && _number == 5 && dstX == 235 && dstY == 236)
|
|
dstX++;
|
|
|
|
_pos.x = dstX;
|
|
_pos.y = dstY;
|
|
_room = newRoom;
|
|
_needRedraw = true;
|
|
|
|
if (_vm->VAR(_vm->VAR_EGO) == _number) {
|
|
_vm->_egoPositioned = true;
|
|
}
|
|
|
|
if (_visible) {
|
|
if (isInCurrentRoom()) {
|
|
if (_moving) {
|
|
stopActorMoving();
|
|
startAnimActor(_standFrame);
|
|
}
|
|
adjustActorPos();
|
|
} else {
|
|
#ifdef ENABLE_HE
|
|
if (_vm->_game.heversion >= 71)
|
|
((ScummEngine_v71he *)_vm)->queueAuxBlock((ActorHE *)this);
|
|
#endif
|
|
hideActor();
|
|
}
|
|
} else {
|
|
if (isInCurrentRoom())
|
|
showActor();
|
|
}
|
|
}
|
|
|
|
static bool inBoxQuickReject(const BoxCoords &box, int x, int y, int threshold) {
|
|
int t;
|
|
|
|
t = x - threshold;
|
|
if (t > box.ul.x && t > box.ur.x && t > box.lr.x && t > box.ll.x)
|
|
return true;
|
|
|
|
t = x + threshold;
|
|
if (t < box.ul.x && t < box.ur.x && t < box.lr.x && t < box.ll.x)
|
|
return true;
|
|
|
|
t = y - threshold;
|
|
if (t > box.ul.y && t > box.ur.y && t > box.lr.y && t > box.ll.y)
|
|
return true;
|
|
|
|
t = y + threshold;
|
|
if (t < box.ul.y && t < box.ur.y && t < box.lr.y && t < box.ll.y)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
static int checkXYInBoxBounds(int boxnum, int x, int y, int &destX, int &destY) {
|
|
BoxCoords box = g_scumm->getBoxCoordinates(boxnum);
|
|
int xmin, xmax;
|
|
|
|
// We are supposed to determine the point (destX,destY) contained in
|
|
// the given box which is closest to the point (x,y), and then return
|
|
// some kind of "distance" between the two points.
|
|
|
|
// First, we determine destY and a range (xmin to xmax) in which destX
|
|
// is contained.
|
|
if (y < box.ul.y) {
|
|
// Point is above the box
|
|
destY = box.ul.y;
|
|
xmin = box.ul.x;
|
|
xmax = box.ur.x;
|
|
} else if (y >= box.ll.y) {
|
|
// Point is below the box
|
|
destY = box.ll.y;
|
|
xmin = box.ll.x;
|
|
xmax = box.lr.x;
|
|
} else if ((x >= box.ul.x) && (x >= box.ll.x) && (x < box.ur.x) && (x < box.lr.x)) {
|
|
// Point is strictly inside the box
|
|
destX = x;
|
|
destY = y;
|
|
xmin = xmax = x;
|
|
} else {
|
|
// Point is to the left or right of the box,
|
|
// so the y coordinate remains unchanged
|
|
destY = y;
|
|
int ul = box.ul.x;
|
|
int ll = box.ll.x;
|
|
int ur = box.ur.x;
|
|
int lr = box.lr.x;
|
|
int top = box.ul.y;
|
|
int bottom = box.ll.y;
|
|
int cury;
|
|
|
|
// Perform a binary search to determine the x coordinate.
|
|
// Note: It would be possible to compute this value in a
|
|
// single step simply by calculating the slope of the left
|
|
// resp. right side and using that to find the correct
|
|
// result. However, the original engine did use the search
|
|
// approach, so we do that, too.
|
|
do {
|
|
xmin = (ul + ll) / 2;
|
|
xmax = (ur + lr) / 2;
|
|
cury = (top + bottom) / 2;
|
|
|
|
if (cury < y) {
|
|
top = cury;
|
|
ul = xmin;
|
|
ur = xmax;
|
|
} else if (cury > y) {
|
|
bottom = cury;
|
|
ll = xmin;
|
|
lr = xmax;
|
|
}
|
|
} while (cury != y);
|
|
}
|
|
|
|
// Now that we have limited the value of destX to a fixed
|
|
// interval, it's a trivial matter to finally determine it.
|
|
if (x < xmin) {
|
|
destX = xmin;
|
|
} else if (x > xmax) {
|
|
destX = xmax;
|
|
} else {
|
|
destX = x;
|
|
}
|
|
|
|
// Compute the distance of the points. We measure the
|
|
// distance with a granularity of 8x8 blocks only (hence
|
|
// yDist must be divided by 4, as we are using 8x2 pixels
|
|
// blocks for actor coordinates).
|
|
int xDist = ABS(x - destX);
|
|
int yDist = ABS(y - destY) / 4;
|
|
int dist;
|
|
|
|
if (xDist < yDist)
|
|
dist = (xDist >> 1) + yDist;
|
|
else
|
|
dist = (yDist >> 1) + xDist;
|
|
|
|
return dist;
|
|
}
|
|
|
|
AdjustBoxResult Actor_v2::adjustXYToBeInBox(const int dstX, const int dstY) {
|
|
AdjustBoxResult abr;
|
|
|
|
abr.x = dstX;
|
|
abr.y = dstY;
|
|
abr.box = kInvalidBox;
|
|
|
|
int numBoxes = _vm->getNumBoxes() - 1;
|
|
int bestDist = 0xFF;
|
|
for (int box = numBoxes; box >= 0; box--) {
|
|
int foundX, foundY;
|
|
int flags = _vm->getBoxFlags(box);
|
|
if ((flags & kBoxInvisible) && !((flags & kBoxPlayerOnly) && !isPlayer()))
|
|
continue;
|
|
int dist = checkXYInBoxBounds(box, dstX, dstY, foundX, foundY); // also merged with getClosestPtOnBox
|
|
if (dist == 0) {
|
|
abr.x = foundX;
|
|
abr.y = foundY;
|
|
abr.box = box;
|
|
break;
|
|
}
|
|
if (dist < bestDist) {
|
|
bestDist = dist;
|
|
abr.x = foundX;
|
|
abr.y = foundY;
|
|
abr.box = box;
|
|
}
|
|
}
|
|
|
|
return abr;
|
|
}
|
|
|
|
AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY) {
|
|
const uint thresholdTable[] = { 30, 80, 0 };
|
|
AdjustBoxResult abr;
|
|
int16 tmpX, tmpY;
|
|
int tmpDist, bestDist, threshold, numBoxes;
|
|
byte flags, bestBox;
|
|
int box;
|
|
const int firstValidBox = (_vm->_game.features & GF_SMALL_HEADER) ? 0 : 1;
|
|
|
|
abr.x = dstX;
|
|
abr.y = dstY;
|
|
abr.box = kInvalidBox;
|
|
|
|
if (_ignoreBoxes)
|
|
return abr;
|
|
|
|
for (int tIdx = 0; tIdx < ARRAYSIZE(thresholdTable); tIdx++) {
|
|
threshold = thresholdTable[tIdx];
|
|
|
|
numBoxes = _vm->getNumBoxes() - 1;
|
|
if (numBoxes < firstValidBox)
|
|
return abr;
|
|
|
|
bestDist = (_vm->_game.version >= 7) ? 0x7FFFFFFF : 0xFFFF;
|
|
bestBox = kInvalidBox;
|
|
|
|
// We iterate (backwards) over all boxes, searching the one closest
|
|
// to the desired coordinates.
|
|
for (box = numBoxes; box >= firstValidBox; box--) {
|
|
flags = _vm->getBoxFlags(box);
|
|
|
|
// Skip over invisible boxes
|
|
if ((flags & kBoxInvisible) && !((flags & kBoxPlayerOnly) && !isPlayer()))
|
|
continue;
|
|
|
|
// For increased performance, we perform a quick test if
|
|
// the coordinates can even be within a distance of 'threshold'
|
|
// pixels of the box.
|
|
if (threshold > 0 && inBoxQuickReject(_vm->getBoxCoordinates(box), dstX, dstY, threshold))
|
|
continue;
|
|
|
|
// Check if the point is contained in the box. If it is,
|
|
// we don't have to search anymore.
|
|
if (_vm->checkXYInBoxBounds(box, dstX, dstY)) {
|
|
abr.x = dstX;
|
|
abr.y = dstY;
|
|
abr.box = box;
|
|
return abr;
|
|
}
|
|
|
|
// Find the point in the box which is closest to our point.
|
|
tmpDist = getClosestPtOnBox(_vm->getBoxCoordinates(box), dstX, dstY, tmpX, tmpY);
|
|
|
|
// Check if the box is closer than the previous boxes.
|
|
if (tmpDist < bestDist) {
|
|
abr.x = tmpX;
|
|
abr.y = tmpY;
|
|
|
|
if (tmpDist == 0) {
|
|
abr.box = box;
|
|
return abr;
|
|
}
|
|
bestDist = tmpDist;
|
|
bestBox = box;
|
|
}
|
|
}
|
|
|
|
// If the closest ('best') box we found is within the threshold, or if
|
|
// we are on the last run (i.e. threshold == 0), return that box.
|
|
if (threshold == 0 || threshold * threshold >= bestDist) {
|
|
abr.box = bestBox;
|
|
return abr;
|
|
}
|
|
}
|
|
|
|
return abr;
|
|
}
|
|
|
|
void Actor::adjustActorPos() {
|
|
AdjustBoxResult abr;
|
|
|
|
abr = adjustXYToBeInBox(_pos.x, _pos.y);
|
|
|
|
_pos.x = abr.x;
|
|
_pos.y = abr.y;
|
|
_walkdata.destbox = abr.box;
|
|
|
|
setBox(abr.box);
|
|
|
|
_walkdata.dest.x = -1;
|
|
|
|
stopActorMoving();
|
|
_cost.soundCounter = 0;
|
|
_cost.soundPos = 0;
|
|
|
|
if (_walkbox != kInvalidBox) {
|
|
byte flags = _vm->getBoxFlags(_walkbox);
|
|
if (flags & 7) {
|
|
turnToDirection(_facing);
|
|
}
|
|
}
|
|
}
|
|
|
|
int ScummEngine::getActorFromPos(int x, int y) {
|
|
int i;
|
|
|
|
if (!testGfxAnyUsageBits(x / 8))
|
|
return 0;
|
|
|
|
for (i = 1; i < _numActors; i++) {
|
|
if (testGfxUsageBit(x / 8, i) && !getClass(i, kObjectClassUntouchable)
|
|
&& y >= _actors[i]->_top && y <= _actors[i]->_bottom) {
|
|
if (_game.version > 2 || i != VAR(VAR_EGO))
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int ScummEngine_v70he::getActorFromPos(int x, int y) {
|
|
int curActor, i;
|
|
|
|
if (!testGfxAnyUsageBits(x / 8))
|
|
return 0;
|
|
|
|
curActor = 0;
|
|
for (i = 1; i < _numActors; i++) {
|
|
if (testGfxUsageBit(x / 8, i) && !getClass(i, kObjectClassUntouchable)
|
|
&& y >= _actors[i]->_top && y <= _actors[i]->_bottom
|
|
&& (_actors[i]->getPos().y > _actors[curActor]->getPos().y || curActor == 0))
|
|
curActor = i;
|
|
}
|
|
|
|
return curActor;
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
#pragma mark --- TODO ---
|
|
#pragma mark -
|
|
|
|
|
|
void Actor::hideActor() {
|
|
if (!_visible)
|
|
return;
|
|
|
|
if (_moving) {
|
|
stopActorMoving();
|
|
startAnimActor(_standFrame);
|
|
}
|
|
_visible = false;
|
|
_cost.soundCounter = 0;
|
|
_cost.soundPos = 0;
|
|
_needRedraw = false;
|
|
_needBgReset = true;
|
|
}
|
|
|
|
void ActorHE::hideActor() {
|
|
Actor::hideActor();
|
|
_auxBlock.reset();
|
|
}
|
|
|
|
void Actor::showActor() {
|
|
if (_vm->_currentRoom == 0 || _visible)
|
|
return;
|
|
|
|
adjustActorPos();
|
|
|
|
_vm->ensureResourceLoaded(rtCostume, _costume);
|
|
|
|
if (_vm->_game.version == 0) {
|
|
_cost.reset();
|
|
startAnimActor(_standFrame);
|
|
} else if (_vm->_game.version <= 2) {
|
|
_cost.reset();
|
|
startAnimActor(_standFrame);
|
|
startAnimActor(_initFrame);
|
|
startAnimActor(_talkStopFrame);
|
|
} else {
|
|
if (_costumeNeedsInit) {
|
|
startAnimActor(_initFrame);
|
|
_costumeNeedsInit = false;
|
|
}
|
|
}
|
|
|
|
stopActorMoving();
|
|
_visible = true;
|
|
_needRedraw = true;
|
|
}
|
|
|
|
void ScummEngine::showActors() {
|
|
int i;
|
|
|
|
for (i = 1; i < _numActors; i++) {
|
|
if (_actors[i]->isInCurrentRoom())
|
|
_actors[i]->showActor();
|
|
}
|
|
}
|
|
|
|
// bits 0..5: sound, bit 6: ???
|
|
static const byte v0ActorSounds[24] = {
|
|
0x06, // Syd
|
|
0x06, // Razor
|
|
0x06, // Dave
|
|
0x06, // Michael
|
|
0x06, // Bernard
|
|
0x06, // Wendy
|
|
0x00, // Jeff
|
|
0x46, // ???
|
|
0x06, // Dr Fred
|
|
0x06, // Nurse Edna
|
|
0x06, // Weird Ed
|
|
0x06, // Dead Cousin Ted
|
|
0xFF, // Purple Tentacle
|
|
0xFF, // Green Tentacle
|
|
0x06, // Meteor
|
|
0xC0, // Plant
|
|
0x06, // ???
|
|
0x06, // ???
|
|
0x00, // ???
|
|
0xC0, // ???
|
|
0xC0, // ???
|
|
0x00, // ???
|
|
0x06, // Sandy
|
|
0x06, // ???
|
|
};
|
|
|
|
/* Used in Scumm v5 only. Play sounds associated with actors */
|
|
void ScummEngine::playActorSounds() {
|
|
int i, j;
|
|
int sound;
|
|
|
|
for (i = 1; i < _numActors; i++) {
|
|
if (_actors[i]->_cost.soundCounter && _actors[i]->isInCurrentRoom() && _actors[i]->_sound) {
|
|
_currentScript = 0xFF;
|
|
if (_game.version == 0) {
|
|
sound = v0ActorSounds[i - 1] & 0x3F;
|
|
} else {
|
|
sound = _actors[i]->_sound[0];
|
|
}
|
|
_sound->addSoundToQueue(sound);
|
|
for (j = 1; j < _numActors; j++) {
|
|
_actors[j]->_cost.soundCounter = 0;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool ScummEngine::isValidActor(int id) const {
|
|
return id >= 0 && id < _numActors && _actors[id]->_number == id;
|
|
}
|
|
|
|
Actor *ScummEngine::derefActor(int id, const char *errmsg) const {
|
|
if (id == 0)
|
|
debugC(DEBUG_ACTORS, "derefActor(0, \"%s\") in script %d, opcode 0x%x",
|
|
errmsg, vm.slot[_currentScript].number, _opcode);
|
|
|
|
if (!isValidActor(id)) {
|
|
if (errmsg)
|
|
error("Invalid actor %d in %s", id, errmsg);
|
|
else
|
|
error("Invalid actor %d", id);
|
|
}
|
|
return _actors[id];
|
|
}
|
|
|
|
Actor *ScummEngine::derefActorSafe(int id, const char *errmsg) const {
|
|
if (id == 0)
|
|
debugC(DEBUG_ACTORS, "derefActorSafe(0, \"%s\") in script %d, opcode 0x%x",
|
|
errmsg, vm.slot[_currentScript].number, _opcode);
|
|
|
|
if (!isValidActor(id)) {
|
|
debugC(DEBUG_ACTORS, "Invalid actor %d in %s (script %d, opcode 0x%x)",
|
|
id, errmsg, vm.slot[_currentScript].number, _opcode);
|
|
return NULL;
|
|
}
|
|
return _actors[id];
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
#pragma mark --- Actor drawing ---
|
|
#pragma mark -
|
|
|
|
|
|
void ScummEngine::processActors() {
|
|
int numactors = 0;
|
|
|
|
// Make a list of all actors in this room
|
|
for (int i = 1; i < _numActors; i++) {
|
|
if (_game.version == 8 && _actors[i]->_layer < 0)
|
|
continue;
|
|
if (_actors[i]->isInCurrentRoom()) {
|
|
_sortedActors[numactors++] = _actors[i];
|
|
}
|
|
}
|
|
if (!numactors) {
|
|
return;
|
|
}
|
|
|
|
// Sort actors by position before drawing them (to ensure that actors
|
|
// in front are drawn after those "behind" them).
|
|
//
|
|
// Note: This algorithm works exactly the way the original engine did.
|
|
// Please resist any urge to 'optimize' this. Many of the games rely on
|
|
// the quirks of this particular sorting algorithm, and since we are
|
|
// dealing with far less than 100 objects being sorted here, any
|
|
// 'optimization' wouldn't yield a useful gain anyway.
|
|
//
|
|
// In particular, changing this loop caused a number of bugs in the
|
|
// past, including bugs #758167, #775097, and #1093867.
|
|
//
|
|
// Note that Sam & Max uses a stable sorting method. Older games don't
|
|
// and, according to cyx, neither do newer ones. At least not FT and
|
|
// COMI. See bug #1220168 for more details.
|
|
|
|
if (_game.id == GID_SAMNMAX) {
|
|
for (int j = 0; j < numactors; ++j) {
|
|
for (int i = 0; i < numactors; ++i) {
|
|
int sc_actor1 = _sortedActors[j]->getPos().y;
|
|
int sc_actor2 = _sortedActors[i]->getPos().y;
|
|
if (sc_actor1 == sc_actor2) {
|
|
sc_actor1 += _sortedActors[j]->_number;
|
|
sc_actor2 += _sortedActors[i]->_number;
|
|
}
|
|
if (sc_actor1 < sc_actor2) {
|
|
SWAP(_sortedActors[i], _sortedActors[j]);
|
|
}
|
|
}
|
|
}
|
|
} else if (_game.heversion >= 90) {
|
|
for (int j = 0; j < numactors; ++j) {
|
|
for (int i = 0; i < numactors; ++i) {
|
|
int sc_actor1 = _sortedActors[j]->_layer;
|
|
int sc_actor2 = _sortedActors[i]->_layer;
|
|
if (sc_actor1 < sc_actor2) {
|
|
SWAP(_sortedActors[i], _sortedActors[j]);
|
|
} else if (sc_actor1 == sc_actor2) {
|
|
sc_actor1 = _sortedActors[j]->getPos().y;
|
|
sc_actor2 = _sortedActors[i]->getPos().y;
|
|
if (sc_actor1 < sc_actor2) {
|
|
SWAP(_sortedActors[i], _sortedActors[j]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
for (int j = 0; j < numactors; ++j) {
|
|
for (int i = 0; i < numactors; ++i) {
|
|
int sc_actor1 = _sortedActors[j]->getPos().y - _sortedActors[j]->_layer * 2000;
|
|
int sc_actor2 = _sortedActors[i]->getPos().y - _sortedActors[i]->_layer * 2000;
|
|
if (sc_actor1 < sc_actor2) {
|
|
SWAP(_sortedActors[i], _sortedActors[j]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Finally draw the now sorted actors
|
|
Actor** end = _sortedActors + numactors;
|
|
for (Actor** ac = _sortedActors; ac != end; ++ac) {
|
|
Actor* a = *ac;
|
|
|
|
// V0 MM: 0x057B
|
|
if (_game.version == 0) {
|
|
ActorC64 *A = (ActorC64*) a;
|
|
if ((A->_speaking & 1))
|
|
A->_speaking ^= 0xFE;
|
|
}
|
|
// Draw and animate the actors, except those w/o a costume.
|
|
// Note: We could 'optimize' this a little bit by only putting
|
|
// actors with a costume into the _sortedActors array in the
|
|
// first place. However, that would mess up the sorting, and
|
|
// would hence cause regressions. See also the other big
|
|
// comment further up in this method for some details.
|
|
if (a->_costume) {
|
|
a->drawActorCostume();
|
|
a->animateCostume();
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v6::processActors() {
|
|
ScummEngine::processActors();
|
|
|
|
if (_game.features & GF_NEW_COSTUMES)
|
|
akos_processQueue();
|
|
}
|
|
|
|
#ifdef ENABLE_HE
|
|
void ScummEngine_v71he::processActors() {
|
|
preProcessAuxQueue();
|
|
|
|
if (!_skipProcessActors)
|
|
ScummEngine_v6::processActors();
|
|
|
|
_fullRedraw = false;
|
|
|
|
postProcessAuxQueue();
|
|
}
|
|
|
|
void ScummEngine_v90he::processActors() {
|
|
preProcessAuxQueue();
|
|
|
|
_sprite->setRedrawFlags(false);
|
|
_sprite->processImages(true);
|
|
|
|
if (!_skipProcessActors)
|
|
ScummEngine_v6::processActors();
|
|
|
|
_fullRedraw = false;
|
|
|
|
postProcessAuxQueue();
|
|
|
|
_sprite->setRedrawFlags(true);
|
|
_sprite->processImages(false);
|
|
}
|
|
#endif
|
|
|
|
// Used in Scumm v8, to allow the verb coin to be drawn over the inventory
|
|
// chest. I'm assuming that draw order won't matter here.
|
|
void ScummEngine::processUpperActors() {
|
|
int i;
|
|
|
|
for (i = 1; i < _numActors; i++) {
|
|
if (_actors[i]->isInCurrentRoom() && _actors[i]->_costume && _actors[i]->_layer < 0) {
|
|
_actors[i]->drawActorCostume();
|
|
_actors[i]->animateCostume();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::drawActorCostume(bool hitTestMode) {
|
|
if (_costume == 0)
|
|
return;
|
|
|
|
if (!hitTestMode) {
|
|
if (!_needRedraw)
|
|
return;
|
|
|
|
_needRedraw = false;
|
|
}
|
|
|
|
setupActorScale();
|
|
|
|
BaseCostumeRenderer *bcr = _vm->_costumeRenderer;
|
|
prepareDrawActorCostume(bcr);
|
|
|
|
// If the actor is partially hidden, redraw it next frame.
|
|
if (bcr->drawCostume(_vm->_virtscr[kMainVirtScreen], _vm->_gdi->_numStrips, this, _drawToBackBuf) & 1) {
|
|
_needRedraw = (_vm->_game.version <= 6);
|
|
}
|
|
|
|
if (!hitTestMode) {
|
|
// Record the vertical extent of the drawn actor
|
|
_top = bcr->_draw_top;
|
|
_bottom = bcr->_draw_bottom;
|
|
}
|
|
}
|
|
|
|
|
|
void Actor::prepareDrawActorCostume(BaseCostumeRenderer *bcr) {
|
|
|
|
bcr->_actorID = _number;
|
|
bcr->_actorX = _pos.x - _vm->_virtscr[kMainVirtScreen].xstart;
|
|
bcr->_actorY = _pos.y - _elevation;
|
|
|
|
if (_vm->_game.version == 4 && (_boxscale & 0x8000)) {
|
|
bcr->_scaleX = bcr->_scaleY = _vm->getScaleFromSlot((_boxscale & 0x7fff) + 1, _pos.x, _pos.y);
|
|
} else {
|
|
bcr->_scaleX = _scalex;
|
|
bcr->_scaleY = _scaley;
|
|
}
|
|
|
|
bcr->_shadow_mode = _shadowMode;
|
|
if (_vm->_game.version >= 5 && _vm->_game.heversion == 0) {
|
|
bcr->_shadow_table = _vm->_shadowPalette;
|
|
}
|
|
|
|
bcr->setCostume(_costume, (_vm->_game.heversion == 0) ? 0 : _heXmapNum);
|
|
bcr->setPalette(_palette);
|
|
bcr->setFacing(this);
|
|
|
|
if (_vm->_game.version >= 7) {
|
|
|
|
bcr->_zbuf = _forceClip;
|
|
if (bcr->_zbuf == 100) {
|
|
bcr->_zbuf = _vm->getMaskFromBox(_walkbox);
|
|
if (bcr->_zbuf > _vm->_gdi->_numZBuffer-1)
|
|
bcr->_zbuf = _vm->_gdi->_numZBuffer-1;
|
|
}
|
|
|
|
} else {
|
|
if (_forceClip)
|
|
bcr->_zbuf = _forceClip;
|
|
else if (isInClass(kObjectClassNeverClip))
|
|
bcr->_zbuf = 0;
|
|
else {
|
|
bcr->_zbuf = _vm->getMaskFromBox(_walkbox);
|
|
if (_vm->_game.version == 0)
|
|
bcr->_zbuf &= 0x03;
|
|
if (bcr->_zbuf > _vm->_gdi->_numZBuffer-1)
|
|
bcr->_zbuf = _vm->_gdi->_numZBuffer-1;
|
|
}
|
|
|
|
}
|
|
|
|
bcr->_draw_top = 0x7fffffff;
|
|
bcr->_draw_bottom = 0;
|
|
}
|
|
|
|
void ActorHE::prepareDrawActorCostume(BaseCostumeRenderer *bcr) {
|
|
// HE palette number must be set, before setting the costume palette
|
|
bcr->_paletteNum = _hePaletteNum;
|
|
|
|
Actor::prepareDrawActorCostume(bcr);
|
|
|
|
bcr->_actorX += _heOffsX;
|
|
bcr->_actorY += _heOffsY;
|
|
|
|
bcr->_clipOverride = _clipOverride;
|
|
|
|
if (_vm->_game.heversion == 70) {
|
|
bcr->_shadow_table = _vm->_HEV7ActorPalette;
|
|
}
|
|
|
|
bcr->_skipLimbs = (_heSkipLimbs != 0);
|
|
|
|
if (_vm->_game.heversion >= 80 && _heNoTalkAnimation == 0 && _animProgress == 0) {
|
|
if (_vm->getTalkingActor() == _number && !_vm->_string[0].no_talk_anim) {
|
|
int talkState = 0;
|
|
|
|
if (((SoundHE *)_vm->_sound)->isSoundCodeUsed(1))
|
|
talkState = ((SoundHE *)_vm->_sound)->getSoundVar(1, 19);
|
|
if (talkState == 0)
|
|
talkState = _vm->_rnd.getRandomNumberRng(1, 10);
|
|
|
|
assertRange(1, talkState, 13, "Talk state");
|
|
setTalkCondition(talkState);
|
|
} else {
|
|
setTalkCondition(1);
|
|
}
|
|
}
|
|
_heNoTalkAnimation = 0;
|
|
}
|
|
|
|
void Actor_v2::prepareDrawActorCostume(BaseCostumeRenderer *bcr) {
|
|
Actor::prepareDrawActorCostume(bcr);
|
|
|
|
bcr->_actorX = _pos.x;
|
|
bcr->_actorY = _pos.y - _elevation;
|
|
|
|
if (_vm->_game.version <= 2) {
|
|
bcr->_actorX *= V12_X_MULTIPLIER;
|
|
bcr->_actorY *= V12_Y_MULTIPLIER;
|
|
}
|
|
bcr->_actorX -= _vm->_virtscr[kMainVirtScreen].xstart;
|
|
|
|
if (_vm->_game.platform == Common::kPlatformNES) {
|
|
// In the NES version, when the actor is facing right,
|
|
// we need to shift it 8 pixels to the left
|
|
if (_facing == 90)
|
|
bcr->_actorX -= 8;
|
|
} else if (_vm->_game.version == 0) {
|
|
bcr->_actorX += 12;
|
|
} else if (_vm->_game.version <= 2) {
|
|
// HACK: We have to adjust the x position by one strip (8 pixels) in
|
|
// V2 games. However, it is not quite clear to me why. And to fully
|
|
// match the original, it seems we have to offset by 2 strips if the
|
|
// actor is facing left (270 degree).
|
|
// V1 games are once again slightly different, here we only have
|
|
// to adjust the 270 degree case...
|
|
if (_facing == 270)
|
|
bcr->_actorX += 16;
|
|
else if (_vm->_game.version == 2)
|
|
bcr->_actorX += 8;
|
|
}
|
|
}
|
|
|
|
#ifdef ENABLE_SCUMM_7_8
|
|
bool Actor::actorHitTest(int x, int y) {
|
|
AkosRenderer *ar = (AkosRenderer *)_vm->_costumeRenderer;
|
|
|
|
ar->_actorHitX = x;
|
|
ar->_actorHitY = y;
|
|
ar->_actorHitMode = true;
|
|
ar->_actorHitResult = false;
|
|
|
|
drawActorCostume(true);
|
|
|
|
ar->_actorHitMode = false;
|
|
|
|
return ar->_actorHitResult;
|
|
}
|
|
#endif
|
|
|
|
void Actor::startAnimActor(int f) {
|
|
if (_vm->_game.version >= 7 && !((_vm->_game.id == GID_FT) && (_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))) {
|
|
switch (f) {
|
|
case 1001:
|
|
f = _initFrame;
|
|
break;
|
|
case 1002:
|
|
f = _walkFrame;
|
|
break;
|
|
case 1003:
|
|
f = _standFrame;
|
|
break;
|
|
case 1004:
|
|
f = _talkStartFrame;
|
|
break;
|
|
case 1005:
|
|
f = _talkStopFrame;
|
|
break;
|
|
}
|
|
|
|
if (_costume != 0) {
|
|
_animProgress = 0;
|
|
_needRedraw = true;
|
|
if (f == _initFrame)
|
|
_cost.reset();
|
|
_vm->_costumeLoader->costumeDecodeData(this, f, (uint) - 1);
|
|
_frame = f;
|
|
}
|
|
} else {
|
|
switch (f) {
|
|
case 0x38:
|
|
f = _initFrame;
|
|
break;
|
|
case 0x39:
|
|
f = _walkFrame;
|
|
break;
|
|
case 0x3A:
|
|
f = _standFrame;
|
|
break;
|
|
case 0x3B:
|
|
f = _talkStartFrame;
|
|
break;
|
|
case 0x3C:
|
|
f = _talkStopFrame;
|
|
break;
|
|
}
|
|
|
|
assert(f != 0x3E);
|
|
|
|
if (isInCurrentRoom() && _costume != 0) {
|
|
_animProgress = 0;
|
|
_needRedraw = true;
|
|
_cost.animCounter = 0;
|
|
// V1 - V2 games don't seem to need a _cost.reset() at this point.
|
|
// Causes Zak to lose his body in several scenes, see bug #771508
|
|
if (_vm->_game.version >= 3 && f == _initFrame) {
|
|
_cost.reset();
|
|
if (_vm->_game.heversion != 0) {
|
|
((ActorHE *)this)->_auxBlock.reset();
|
|
}
|
|
}
|
|
_vm->_costumeLoader->costumeDecodeData(this, f, (uint) - 1);
|
|
_frame = f;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::animateActor(int anim) {
|
|
int cmd, dir;
|
|
|
|
if (_vm->_game.version >= 7 && !((_vm->_game.id == GID_FT) && (_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))) {
|
|
|
|
if (anim == 0xFF)
|
|
anim = 2000;
|
|
|
|
cmd = anim / 1000;
|
|
dir = anim % 1000;
|
|
|
|
} else {
|
|
|
|
cmd = anim / 4;
|
|
dir = oldDirToNewDir(anim % 4);
|
|
|
|
// Convert into old cmd code
|
|
cmd = 0x3F - cmd + 2;
|
|
|
|
}
|
|
|
|
switch (cmd) {
|
|
case 2: // stop walking
|
|
startAnimActor(_standFrame);
|
|
stopActorMoving();
|
|
break;
|
|
case 3: // change direction immediatly
|
|
_moving &= ~MF_TURN;
|
|
setDirection(dir);
|
|
break;
|
|
case 4: // turn to new direction
|
|
turnToDirection(dir);
|
|
break;
|
|
case 64:
|
|
if (_vm->_game.version == 0) {
|
|
_moving &= ~MF_TURN;
|
|
setDirection(dir);
|
|
break;
|
|
}
|
|
default:
|
|
if (_vm->_game.version <= 2)
|
|
startAnimActor(anim / 4);
|
|
else
|
|
startAnimActor(anim);
|
|
}
|
|
}
|
|
|
|
void Actor::animateCostume() {
|
|
if (_costume == 0)
|
|
return;
|
|
|
|
_animProgress++;
|
|
if (_animProgress >= _animSpeed) {
|
|
_animProgress = 0;
|
|
|
|
_vm->_costumeLoader->loadCostume(_costume);
|
|
if (_vm->_costumeLoader->increaseAnims(this)) {
|
|
_needRedraw = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef ENABLE_SCUMM_7_8
|
|
void Actor::animateLimb(int limb, int f) {
|
|
// This methods is very similiar to animateCostume().
|
|
// However, instead of animating *all* the limbs, it only animates
|
|
// the specified limb to be at the frame specified by "f".
|
|
|
|
if (!f)
|
|
return;
|
|
|
|
_animProgress++;
|
|
if (_animProgress >= _animSpeed) {
|
|
_animProgress = 0;
|
|
|
|
if (_costume == 0)
|
|
return;
|
|
|
|
const byte *aksq, *akfo;
|
|
uint size;
|
|
byte *akos = _vm->getResourceAddress(rtCostume, _costume);
|
|
assert(akos);
|
|
|
|
aksq = _vm->findResourceData(MKID_BE('AKSQ'), akos);
|
|
akfo = _vm->findResourceData(MKID_BE('AKFO'), akos);
|
|
|
|
size = _vm->getResourceDataSize(akfo) / 2;
|
|
|
|
while (f--) {
|
|
if (_cost.active[limb] != 0)
|
|
((ScummEngine_v6 *)_vm)->akos_increaseAnim(this, limb, aksq, (const uint16 *)akfo, size);
|
|
}
|
|
|
|
// _needRedraw = true;
|
|
// _needBgReset = true;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void ScummEngine::redrawAllActors() {
|
|
int i;
|
|
|
|
for (i = 1; i < _numActors; ++i) {
|
|
_actors[i]->_needRedraw = true;
|
|
_actors[i]->_needBgReset = true;
|
|
}
|
|
}
|
|
|
|
void ScummEngine::setActorRedrawFlags() {
|
|
int i, j;
|
|
|
|
// Redraw all actors if a full redraw was requested.
|
|
// Also redraw all actors in COMI (see bug #1066329 for details).
|
|
if (_fullRedraw || _game.version == 8 || (VAR_REDRAW_ALL_ACTORS != 0xFF && VAR(VAR_REDRAW_ALL_ACTORS) != 0)) {
|
|
for (j = 1; j < _numActors; j++) {
|
|
_actors[j]->_needRedraw = true;
|
|
}
|
|
} else {
|
|
for (i = 0; i < _gdi->_numStrips; i++) {
|
|
int strip = _screenStartStrip + i;
|
|
if (testGfxAnyUsageBits(strip)) {
|
|
for (j = 1; j < _numActors; j++) {
|
|
if (testGfxUsageBit(strip, j) && testGfxOtherUsageBits(strip, j)) {
|
|
_actors[j]->_needRedraw = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine::resetActorBgs() {
|
|
int i, j;
|
|
|
|
for (i = 0; i < _gdi->_numStrips; i++) {
|
|
int strip = _screenStartStrip + i;
|
|
clearGfxUsageBit(strip, USAGE_BIT_DIRTY);
|
|
clearGfxUsageBit(strip, USAGE_BIT_RESTORED);
|
|
for (j = 1; j < _numActors; j++) {
|
|
if (_game.heversion != 0 && ((ActorHE *)_actors[j])->_heFlags & 1)
|
|
continue;
|
|
|
|
if (testGfxUsageBit(strip, j) &&
|
|
((_actors[j]->_top != 0x7fffffff && _actors[j]->_needRedraw) || _actors[j]->_needBgReset)) {
|
|
clearGfxUsageBit(strip, j);
|
|
if ((_actors[j]->_bottom - _actors[j]->_top) >= 0)
|
|
_gdi->resetBackground(_actors[j]->_top, _actors[j]->_bottom, i);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 1; i < _numActors; i++) {
|
|
_actors[i]->_needBgReset = false;
|
|
}
|
|
}
|
|
|
|
// HE specific
|
|
void ActorHE::drawActorToBackBuf(int x, int y) {
|
|
int curTop = _top;
|
|
int curBottom = _bottom;
|
|
|
|
_pos.x = x;
|
|
_pos.y = y;
|
|
|
|
_drawToBackBuf = true;
|
|
_needRedraw = true;
|
|
drawActorCostume();
|
|
|
|
_drawToBackBuf = false;
|
|
_needRedraw = true;
|
|
drawActorCostume();
|
|
_needRedraw = false;
|
|
|
|
if (_top > curTop)
|
|
_top = curTop;
|
|
if (_bottom < curBottom)
|
|
_bottom = curBottom;
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
#pragma mark --- Actor talking ---
|
|
#pragma mark -
|
|
|
|
|
|
// V1 Maniac doesn't have a ScummVar for VAR_TALK_ACTOR, and just uses
|
|
// an internal variable. Emulate this to prevent overwriting script vars...
|
|
// Maniac NES (V1), however, DOES have a ScummVar for VAR_TALK_ACTOR
|
|
int ScummEngine::getTalkingActor() {
|
|
if (_game.id == GID_MANIAC && _game.version <= 1 && !(_game.platform == Common::kPlatformNES))
|
|
return _V1TalkingActor;
|
|
else
|
|
return VAR(VAR_TALK_ACTOR);
|
|
}
|
|
|
|
void ScummEngine::setTalkingActor(int i) {
|
|
|
|
if (i == 255) {
|
|
_system->clearFocusRectangle();
|
|
} else {
|
|
// Work out the screen co-ordinates of the actor
|
|
int x = _actors[i]->getPos().x - (camera._cur.x - (_screenWidth >> 1));
|
|
int y = _actors[i]->_top - (camera._cur.y - (_screenHeight >> 1));
|
|
|
|
// Set the focus area to the calculated position
|
|
// TODO: Make the size adjust depending on what it's focusing on.
|
|
_system->setFocusRectangle(Common::Rect::center(x, y, 192, 128));
|
|
}
|
|
|
|
if (_game.id == GID_MANIAC && _game.version <= 1 && !(_game.platform == Common::kPlatformNES))
|
|
_V1TalkingActor = i;
|
|
else
|
|
VAR(VAR_TALK_ACTOR) = i;
|
|
}
|
|
|
|
static const int c64MMActorTalkColor[25] = {
|
|
1, 7, 2, 14, 8, 15, 3, 7, 7, 15, 1, 13, 1, 4, 5, 5, 4, 3, 1, 5, 1, 1, 1, 1, 7
|
|
};
|
|
static const int v1MMActorTalkColor[25] = {
|
|
1, 7, 2, 14, 8, 1, 3, 7, 7, 12, 1, 13, 1, 4, 5, 5, 4, 3, 1, 5, 1, 1, 1, 7, 7
|
|
};
|
|
|
|
void ScummEngine::resetV1ActorTalkColor() {
|
|
int i;
|
|
|
|
for (i = 1; i < _numActors; i++) {
|
|
if (_game.version == 0) {
|
|
_actors[i]->_talkColor = c64MMActorTalkColor[i];
|
|
} else {
|
|
_actors[i]->_talkColor = v1MMActorTalkColor[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef ENABLE_SCUMM_7_8
|
|
void ScummEngine_v7::actorTalk(const byte *msg) {
|
|
Actor *a;
|
|
bool stringWrap = false;
|
|
|
|
convertMessageToString(msg, _charsetBuffer, sizeof(_charsetBuffer));
|
|
|
|
// Play associated speech, if any
|
|
playSpeech((byte *)_lastStringTag);
|
|
|
|
if (_game.id == GID_DIG || _game.id == GID_CMI) {
|
|
if (VAR(VAR_HAVE_MSG))
|
|
stopTalk();
|
|
} else {
|
|
if (!_keepText)
|
|
stopTalk();
|
|
}
|
|
if (_actorToPrintStrFor == 0xFF) {
|
|
setTalkingActor(0xFF);
|
|
_charsetColor = (byte)_string[0].color;
|
|
} else {
|
|
a = derefActor(_actorToPrintStrFor, "actorTalk");
|
|
setTalkingActor(a->_number);
|
|
if (!_string[0].no_talk_anim) {
|
|
a->runActorTalkScript(a->_talkStartFrame);
|
|
}
|
|
_charsetColor = a->_talkColor;
|
|
}
|
|
|
|
_charsetBufPos = 0;
|
|
_talkDelay = 0;
|
|
_haveMsg = 1;
|
|
if (_game.id == GID_FT)
|
|
VAR(VAR_HAVE_MSG) = 0xFF;
|
|
_haveActorSpeechMsg = true;
|
|
if (_game.id == GID_DIG || _game.id == GID_CMI) {
|
|
stringWrap = _string[0].wrapping;
|
|
_string[0].wrapping = true;
|
|
}
|
|
CHARSET_1();
|
|
if (_game.id == GID_DIG || _game.id == GID_CMI) {
|
|
if (_game.version == 8)
|
|
VAR(VAR_HAVE_MSG) = (_string[0].no_talk_anim) ? 2 : 1;
|
|
else
|
|
VAR(VAR_HAVE_MSG) = 1;
|
|
_string[0].wrapping = stringWrap;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void ScummEngine::actorTalk(const byte *msg) {
|
|
Actor *a;
|
|
|
|
convertMessageToString(msg, _charsetBuffer, sizeof(_charsetBuffer));
|
|
|
|
// WORKAROUND for bugs #770039 and #770049
|
|
if (_game.id == GID_LOOM) {
|
|
if (!*_charsetBuffer)
|
|
return;
|
|
}
|
|
|
|
if (_actorToPrintStrFor == 0xFF) {
|
|
if (!_keepText) {
|
|
stopTalk();
|
|
}
|
|
setTalkingActor(0xFF);
|
|
} else {
|
|
int oldact;
|
|
|
|
// WORKAROUND bug #770724
|
|
if (_game.id == GID_LOOM && _roomResource == 23 &&
|
|
vm.slot[_currentScript].number == 232 && _actorToPrintStrFor == 0) {
|
|
_actorToPrintStrFor = 2; // Could be anything from 2 to 5. Maybe compare to original?
|
|
}
|
|
|
|
a = derefActor(_actorToPrintStrFor, "actorTalk");
|
|
if (!a->isInCurrentRoom()) {
|
|
oldact = 0xFF;
|
|
} else {
|
|
if (!_keepText) {
|
|
stopTalk();
|
|
}
|
|
setTalkingActor(a->_number);
|
|
if (_game.heversion != 0)
|
|
((ActorHE *)a)->_heTalking = true;
|
|
if (!_string[0].no_talk_anim) {
|
|
a->runActorTalkScript(a->_talkStartFrame);
|
|
_useTalkAnims = true;
|
|
}
|
|
oldact = getTalkingActor();
|
|
}
|
|
if (oldact >= 0x80)
|
|
return;
|
|
}
|
|
|
|
if (_game.heversion >= 72 || getTalkingActor() > 0x7F) {
|
|
_charsetColor = (byte)_string[0].color;
|
|
} else if (_game.platform == Common::kPlatformNES) {
|
|
if (_NES_lastTalkingActor != getTalkingActor())
|
|
_NES_talkColor ^= 1;
|
|
_NES_lastTalkingActor = getTalkingActor();
|
|
_charsetColor = _NES_talkColor;
|
|
} else {
|
|
a = derefActor(getTalkingActor(), "actorTalk(2)");
|
|
_charsetColor = a->_talkColor;
|
|
}
|
|
_charsetBufPos = 0;
|
|
_talkDelay = 0;
|
|
_haveMsg = 0xFF;
|
|
VAR(VAR_HAVE_MSG) = 0xFF;
|
|
if (VAR_CHARCOUNT != 0xFF)
|
|
VAR(VAR_CHARCOUNT) = 0;
|
|
_haveActorSpeechMsg = true;
|
|
CHARSET_1();
|
|
}
|
|
|
|
void Actor::runActorTalkScript(int f) {
|
|
if (_vm->_game.version == 8 && _vm->VAR(_vm->VAR_HAVE_MSG) == 2)
|
|
return;
|
|
|
|
if (_vm->_game.id == GID_FT && _vm->_string[0].no_talk_anim)
|
|
return;
|
|
|
|
if (!_vm->getTalkingActor() || _room != _vm->_currentRoom || _frame == f)
|
|
return;
|
|
|
|
if (_talkScript) {
|
|
int script = _talkScript;
|
|
int args[16];
|
|
memset(args, 0, sizeof(args));
|
|
args[1] = f;
|
|
args[0] = _number;
|
|
|
|
_vm->runScript(script, 1, 0, args);
|
|
} else {
|
|
startAnimActor(f);
|
|
}
|
|
}
|
|
|
|
void ScummEngine::stopTalk() {
|
|
int act;
|
|
|
|
_sound->stopTalkSound();
|
|
|
|
_haveMsg = 0;
|
|
_talkDelay = 0;
|
|
|
|
act = getTalkingActor();
|
|
if (act && act < 0x80) {
|
|
Actor *a = derefActor(act, "stopTalk");
|
|
if ((_game.version >= 7 && !_string[0].no_talk_anim) ||
|
|
(_game.version <= 6 && a->isInCurrentRoom() && _useTalkAnims)) {
|
|
a->runActorTalkScript(a->_talkStopFrame);
|
|
_useTalkAnims = false;
|
|
}
|
|
if (_game.version <= 7 && _game.heversion == 0)
|
|
setTalkingActor(0xFF);
|
|
if (_game.heversion != 0)
|
|
((ActorHE *)a)->_heTalking = false;
|
|
}
|
|
|
|
if (_game.id == GID_DIG || _game.id == GID_CMI) {
|
|
setTalkingActor(0);
|
|
VAR(VAR_HAVE_MSG) = 0;
|
|
} else if (_game.heversion >= 60) {
|
|
setTalkingActor(0);
|
|
}
|
|
|
|
_keepText = false;
|
|
if (_game.version >= 7) {
|
|
#ifdef ENABLE_SCUMM_7_8
|
|
((ScummEngine_v7 *)this)->clearSubtitleQueue();
|
|
#endif
|
|
} else {
|
|
restoreCharsetBg();
|
|
}
|
|
}
|
|
|
|
|
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#pragma mark -
|
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#pragma mark --- TODO ---
|
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#pragma mark -
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void ActorHE::setActorCostume(int c) {
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if (_vm->_game.heversion >= 61 && (c == -1 || c == -2)) {
|
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_heSkipLimbs = (c == -1);
|
|
_needRedraw = true;
|
|
return;
|
|
}
|
|
|
|
// Based on disassembly. It seems that high byte is not used at all, though
|
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// it is attached to all horizontally flipped object, like left eye.
|
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if (_vm->_game.heversion == 61)
|
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c &= 0xff;
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|
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if (_vm->_game.features & GF_NEW_COSTUMES) {
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#ifdef ENABLE_HE
|
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if (_vm->_game.heversion >= 71)
|
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((ScummEngine_v71he *)_vm)->queueAuxBlock(this);
|
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#endif
|
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_auxBlock.reset();
|
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if (_visible) {
|
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if (_vm->_game.heversion >= 60)
|
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_needRedraw = true;
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}
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}
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Actor::setActorCostume(c);
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if (_vm->_game.heversion >= 71 && _vm->getTalkingActor() == _number) {
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if (_vm->_game.heversion <= 95 || (_vm->_game.heversion >= 98 && _vm->VAR(_vm->VAR_SKIP_RESET_TALK_ACTOR) == 0)) {
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_vm->setTalkingActor(0);
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}
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}
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}
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void Actor::setActorCostume(int c) {
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int i;
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_costumeNeedsInit = true;
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if (_vm->_game.features & GF_NEW_COSTUMES) {
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memset(_animVariable, 0, sizeof(_animVariable));
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_costume = c;
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_cost.reset();
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if (_visible) {
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if (_costume) {
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_vm->ensureResourceLoaded(rtCostume, _costume);
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}
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startAnimActor(_initFrame);
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}
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} else {
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if (_visible) {
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hideActor();
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_cost.reset();
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_costume = c;
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showActor();
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} else {
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_costume = c;
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_cost.reset();
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}
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}
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// V1 zak uses palette[] as a dynamic costume color array.
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if (_vm->_game.version <= 1)
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return;
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if (_vm->_game.features & GF_NEW_COSTUMES) {
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for (i = 0; i < 256; i++)
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_palette[i] = 0xFF;
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} else if (_vm->_game.features & GF_OLD_BUNDLE) {
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for (i = 0; i < 16; i++)
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_palette[i] = i;
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// Make stuff more visible on CGA. Based on disassembly
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if (_vm->_renderMode == Common::kRenderCGA && _vm->_game.version > 2) {
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_palette[6] = 5;
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_palette[7] = 15;
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}
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} else {
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for (i = 0; i < 32; i++)
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_palette[i] = 0xFF;
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}
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}
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static const char* v0ActorNames[0x19] = {
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"Syd",
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"Razor",
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"Dave",
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"Michael",
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"Bernard",
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"Wendy",
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"Jeff",
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"",
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"Dr Fred",
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"Nurse Edna",
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"Weird Ed",
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"Dead Cousin Ted",
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"Purple Tentacle",
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"Green Tentacle",
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"Meteor",
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"Plant",
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"",
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"",
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"",
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"",
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"",
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"",
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"Sandy"
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};
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const byte *Actor::getActorName() {
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const byte *ptr = NULL;
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|
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if (_vm->_game.version == 0) {
|
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if (_number)
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ptr = (const byte *)v0ActorNames[_number - 1];
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} else {
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ptr = _vm->getResourceAddress(rtActorName, _number);
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}
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|
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if (ptr == NULL) {
|
|
debugC(DEBUG_ACTORS, "Failed to find name of actor %d", _number);
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|
}
|
|
return ptr;
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}
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|
|
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int Actor::getAnimVar(byte var) const {
|
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assertRange(0, var, 26, "getAnimVar:");
|
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return _animVariable[var];
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}
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void Actor::setAnimVar(byte var, int value) {
|
|
assertRange(0, var, 26, "setAnimVar:");
|
|
_animVariable[var] = value;
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|
}
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|
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void Actor::remapActorPaletteColor(int color, int new_color) {
|
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const byte *akos, *akpl;
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int akpl_size, i;
|
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byte akpl_color;
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|
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akos = _vm->getResourceAddress(rtCostume, _costume);
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if (!akos) {
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debugC(DEBUG_ACTORS, "Actor::remapActorPaletteColor: Can't remap actor %d, costume %d not found", _number, _costume);
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|
return;
|
|
}
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|
|
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akpl = _vm->findResourceData(MKID_BE('AKPL'), akos);
|
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if (!akpl) {
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debugC(DEBUG_ACTORS, "Actor::remapActorPaletteColor: Can't remap actor %d, costume %d doesn't contain an AKPL block", _number, _costume);
|
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return;
|
|
}
|
|
|
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// Get the number palette entries
|
|
akpl_size = _vm->getResourceDataSize(akpl);
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|
|
|
for (i = 0; i < akpl_size; i++) {
|
|
akpl_color = *akpl++;
|
|
if (akpl_color == color) {
|
|
_palette[i] = new_color;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
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void Actor::remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold) {
|
|
const byte *akos, *rgbs, *akpl;
|
|
int akpl_size, i;
|
|
int r, g, b;
|
|
byte akpl_color;
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|
|
|
if (!isInCurrentRoom()) {
|
|
debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Actor %d not in current room", _number);
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|
return;
|
|
}
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|
|
|
akos = _vm->getResourceAddress(rtCostume, _costume);
|
|
if (!akos) {
|
|
debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Can't remap actor %d, costume %d not found", _number, _costume);
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|
return;
|
|
}
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|
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akpl = _vm->findResourceData(MKID_BE('AKPL'), akos);
|
|
if (!akpl) {
|
|
debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Can't remap actor %d, costume %d doesn't contain an AKPL block", _number, _costume);
|
|
return;
|
|
}
|
|
|
|
// Get the number palette entries
|
|
akpl_size = _vm->getResourceDataSize(akpl);
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rgbs = _vm->findResourceData(MKID_BE('RGBS'), akos);
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if (!rgbs) {
|
|
debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Can't remap actor %d costume %d doesn't contain an RGB block", _number, _costume);
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < akpl_size; i++) {
|
|
r = *rgbs++;
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|
g = *rgbs++;
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|
b = *rgbs++;
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|
akpl_color = *akpl++;
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|
|
// allow remap of generic palette entry?
|
|
if (!_shadowMode || akpl_color >= 16) {
|
|
r = (r * r_fact) >> 8;
|
|
g = (g * g_fact) >> 8;
|
|
b = (b * b_fact) >> 8;
|
|
_palette[i] = _vm->remapPaletteColor(r, g, b, threshold);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::classChanged(int cls, bool value) {
|
|
if (cls == kObjectClassAlwaysClip)
|
|
_forceClip = value;
|
|
if (cls == kObjectClassIgnoreBoxes)
|
|
_ignoreBoxes = value;
|
|
}
|
|
|
|
bool Actor::isInClass(int cls) {
|
|
return _vm->getClass(_number, cls);
|
|
}
|
|
|
|
bool Actor::isPlayer() {
|
|
return isInClass(kObjectClassPlayer);
|
|
}
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|
|
|
bool Actor_v2::isPlayer() {
|
|
return _vm->VAR(42) <= _number && _number <= _vm->VAR(43);
|
|
}
|
|
|
|
void ActorHE::setHEFlag(int bit, int set) {
|
|
// Note that condition is inverted
|
|
if (!set) {
|
|
_heFlags |= bit;
|
|
} else {
|
|
_heFlags &= ~bit;
|
|
}
|
|
}
|
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|
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void ActorHE::setUserCondition(int slot, int set) {
|
|
const int condMaskCode = (_vm->_game.heversion >= 85) ? 0x1FFF : 0x3FF;
|
|
assertRange(1, slot, 32, "setUserCondition: Condition");
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|
if (set == 0) {
|
|
_heCondMask &= ~(1 << (slot + 0xF));
|
|
} else {
|
|
_heCondMask |= 1 << (slot + 0xF);
|
|
}
|
|
if (_heCondMask & condMaskCode) {
|
|
_heCondMask &= ~1;
|
|
} else {
|
|
_heCondMask |= 1;
|
|
}
|
|
}
|
|
|
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bool ActorHE::isUserConditionSet(int slot) const {
|
|
assertRange(1, slot, 32, "isUserConditionSet: Condition");
|
|
return (_heCondMask & (1 << (slot + 0xF))) != 0;
|
|
}
|
|
|
|
void ActorHE::setTalkCondition(int slot) {
|
|
const int condMaskCode = (_vm->_game.heversion >= 85) ? 0x1FFF : 0x3FF;
|
|
assertRange(1, slot, 32, "setTalkCondition: Condition");
|
|
_heCondMask = (_heCondMask & ~condMaskCode) | 1;
|
|
if (slot != 1) {
|
|
_heCondMask |= 1 << (slot - 1);
|
|
if (_heCondMask & condMaskCode) {
|
|
_heCondMask &= ~1;
|
|
} else {
|
|
_heCondMask |= 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool ActorHE::isTalkConditionSet(int slot) const {
|
|
assertRange(1, slot, 32, "isTalkConditionSet: Condition");
|
|
return (_heCondMask & (1 << (slot - 1))) != 0;
|
|
}
|
|
|
|
#ifdef ENABLE_HE
|
|
void ScummEngine_v71he::preProcessAuxQueue() {
|
|
if (!_skipProcessActors) {
|
|
for (int i = 0; i < _auxBlocksNum; ++i) {
|
|
AuxBlock *ab = &_auxBlocks[i];
|
|
if (ab->r.top <= ab->r.bottom) {
|
|
restoreBackgroundHE(ab->r);
|
|
}
|
|
}
|
|
}
|
|
_auxBlocksNum = 0;
|
|
}
|
|
|
|
void ScummEngine_v71he::postProcessAuxQueue() {
|
|
if (!_skipProcessActors) {
|
|
for (int i = 0; i < _auxEntriesNum; ++i) {
|
|
AuxEntry *ae = &_auxEntries[i];
|
|
if (ae->actorNum != -1) {
|
|
ActorHE *a = (ActorHE *)derefActor(ae->actorNum, "postProcessAuxQueue");
|
|
const uint8 *cost = getResourceAddress(rtCostume, a->_costume);
|
|
int dy = a->_heOffsY + a->getPos().y;
|
|
int dx = a->_heOffsX + a->getPos().x;
|
|
|
|
if (_game.heversion >= 72)
|
|
dy -= a->getElevation();
|
|
|
|
const uint8 *akax = findResource(MKID_BE('AKAX'), cost);
|
|
assert(akax);
|
|
const uint8 *auxd = findPalInPals(akax, ae->subIndex) - _resourceHeaderSize;
|
|
assert(auxd);
|
|
const uint8 *frel = findResourceData(MKID_BE('FREL'), auxd);
|
|
if (frel) {
|
|
error("unhandled FREL block");
|
|
}
|
|
const uint8 *disp = findResourceData(MKID_BE('DISP'), auxd);
|
|
if (disp) {
|
|
error("unhandled DISP block");
|
|
}
|
|
const uint8 *axfd = findResourceData(MKID_BE('AXFD'), auxd);
|
|
assert(axfd);
|
|
|
|
uint16 comp = READ_LE_UINT16(axfd);
|
|
if (comp != 0) {
|
|
int x = (int16)READ_LE_UINT16(axfd + 2) + dx;
|
|
int y = (int16)READ_LE_UINT16(axfd + 4) + dy;
|
|
int w = (int16)READ_LE_UINT16(axfd + 6);
|
|
int h = (int16)READ_LE_UINT16(axfd + 8);
|
|
VirtScreen *pvs = &_virtscr[kMainVirtScreen];
|
|
uint8 *dst1 = pvs->getPixels(0, pvs->topline);
|
|
uint8 *dst2 = pvs->getBackPixels(0, pvs->topline);
|
|
switch (comp) {
|
|
case 1:
|
|
Wiz::copyAuxImage(dst1, dst2, axfd + 10, pvs->pitch, pvs->h, x, y, w, h, _bytesPerPixel);
|
|
break;
|
|
default:
|
|
error("unimplemented compression type %d", comp);
|
|
}
|
|
}
|
|
const uint8 *axur = findResourceData(MKID_BE('AXUR'), auxd);
|
|
if (axur) {
|
|
uint16 n = READ_LE_UINT16(axur); axur += 2;
|
|
while (n--) {
|
|
int x1 = (int16)READ_LE_UINT16(axur + 0) + dx;
|
|
int y1 = (int16)READ_LE_UINT16(axur + 2) + dy;
|
|
int x2 = (int16)READ_LE_UINT16(axur + 4) + dx;
|
|
int y2 = (int16)READ_LE_UINT16(axur + 6) + dy;
|
|
markRectAsDirty(kMainVirtScreen, x1, x2, y1, y2 + 1);
|
|
axur += 8;
|
|
}
|
|
}
|
|
const uint8 *axer = findResourceData(MKID_BE('AXER'), auxd);
|
|
if (axer) {
|
|
a->_auxBlock.visible = true;
|
|
a->_auxBlock.r.left = (int16)READ_LE_UINT16(axer + 0) + dx;
|
|
a->_auxBlock.r.top = (int16)READ_LE_UINT16(axer + 2) + dy;
|
|
a->_auxBlock.r.right = (int16)READ_LE_UINT16(axer + 4) + dx;
|
|
a->_auxBlock.r.bottom = (int16)READ_LE_UINT16(axer + 6) + dy;
|
|
adjustRect(a->_auxBlock.r);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
_auxEntriesNum = 0;
|
|
}
|
|
|
|
void ScummEngine_v71he::queueAuxBlock(ActorHE *a) {
|
|
if (!a->_auxBlock.visible)
|
|
return;
|
|
|
|
assert(_auxBlocksNum < ARRAYSIZE(_auxBlocks));
|
|
_auxBlocks[_auxBlocksNum] = a->_auxBlock;
|
|
++_auxBlocksNum;
|
|
}
|
|
|
|
void ScummEngine_v71he::queueAuxEntry(int actorNum, int subIndex) {
|
|
assert(_auxEntriesNum < ARRAYSIZE(_auxEntries));
|
|
AuxEntry *ae = &_auxEntries[_auxEntriesNum];
|
|
ae->actorNum = actorNum;
|
|
ae->subIndex = subIndex;
|
|
++_auxEntriesNum;
|
|
}
|
|
#endif
|
|
|
|
|
|
void Actor::saveLoadWithSerializer(Serializer *ser) {
|
|
static const SaveLoadEntry actorEntries[] = {
|
|
MKLINE(Actor, _pos.x, sleInt16, VER(8)),
|
|
MKLINE(Actor, _pos.y, sleInt16, VER(8)),
|
|
MKLINE(Actor, _heOffsX, sleInt16, VER(32)),
|
|
MKLINE(Actor, _heOffsY, sleInt16, VER(32)),
|
|
MKLINE(Actor, _top, sleInt16, VER(8)),
|
|
MKLINE(Actor, _bottom, sleInt16, VER(8)),
|
|
MKLINE(Actor, _elevation, sleInt16, VER(8)),
|
|
MKLINE(Actor, _width, sleUint16, VER(8)),
|
|
MKLINE(Actor, _facing, sleUint16, VER(8)),
|
|
MKLINE(Actor, _costume, sleUint16, VER(8)),
|
|
MKLINE(Actor, _room, sleByte, VER(8)),
|
|
MKLINE(Actor, _talkColor, sleByte, VER(8)),
|
|
MKLINE(Actor, _talkFrequency, sleInt16, VER(16)),
|
|
MKLINE(Actor, _talkPan, sleInt16, VER(24)),
|
|
MKLINE(Actor, _talkVolume, sleInt16, VER(29)),
|
|
MKLINE(Actor, _boxscale, sleUint16, VER(34)),
|
|
MKLINE(Actor, _scalex, sleByte, VER(8)),
|
|
MKLINE(Actor, _scaley, sleByte, VER(8)),
|
|
MKLINE(Actor, _charset, sleByte, VER(8)),
|
|
|
|
// Actor sound grew from 8 to 32 bytes and switched to uint16 in HE games
|
|
MKARRAY_OLD(Actor, _sound[0], sleByte, 8, VER(8), VER(36)),
|
|
MKARRAY_OLD(Actor, _sound[0], sleByte, 32, VER(37), VER(61)),
|
|
MKARRAY(Actor, _sound[0], sleUint16, 32, VER(62)),
|
|
|
|
// Actor animVariable grew from 8 to 27
|
|
MKARRAY_OLD(Actor, _animVariable[0], sleUint16, 8, VER(8), VER(40)),
|
|
MKARRAY(Actor, _animVariable[0], sleUint16, 27, VER(41)),
|
|
|
|
MKLINE(Actor, _targetFacing, sleUint16, VER(8)),
|
|
MKLINE(Actor, _moving, sleByte, VER(8)),
|
|
MKLINE(Actor, _ignoreBoxes, sleByte, VER(8)),
|
|
MKLINE(Actor, _forceClip, sleByte, VER(8)),
|
|
MKLINE(Actor, _initFrame, sleByte, VER(8)),
|
|
MKLINE(Actor, _walkFrame, sleByte, VER(8)),
|
|
MKLINE(Actor, _standFrame, sleByte, VER(8)),
|
|
MKLINE(Actor, _talkStartFrame, sleByte, VER(8)),
|
|
MKLINE(Actor, _talkStopFrame, sleByte, VER(8)),
|
|
MKLINE(Actor, _speedx, sleUint16, VER(8)),
|
|
MKLINE(Actor, _speedy, sleUint16, VER(8)),
|
|
MKLINE(Actor, _cost.animCounter, sleUint16, VER(8)),
|
|
MKLINE(Actor, _cost.soundCounter, sleByte, VER(8)),
|
|
MKLINE(Actor, _drawToBackBuf, sleByte, VER(32)),
|
|
MKLINE(Actor, _flip, sleByte, VER(32)),
|
|
MKLINE(Actor, _heSkipLimbs, sleByte, VER(32)),
|
|
|
|
// Actor palette grew from 64 to 256 bytes and switched to uint16 in HE games
|
|
MKARRAY_OLD(Actor, _palette[0], sleByte, 64, VER(8), VER(9)),
|
|
MKARRAY_OLD(Actor, _palette[0], sleByte, 256, VER(10), VER(79)),
|
|
MKARRAY(Actor, _palette[0], sleUint16, 256, VER(80)),
|
|
|
|
MK_OBSOLETE(Actor, _mask, sleByte, VER(8), VER(9)),
|
|
MKLINE(Actor, _shadowMode, sleByte, VER(8)),
|
|
MKLINE(Actor, _visible, sleByte, VER(8)),
|
|
MKLINE(Actor, _frame, sleByte, VER(8)),
|
|
MKLINE(Actor, _animSpeed, sleByte, VER(8)),
|
|
MKLINE(Actor, _animProgress, sleByte, VER(8)),
|
|
MKLINE(Actor, _walkbox, sleByte, VER(8)),
|
|
MKLINE(Actor, _needRedraw, sleByte, VER(8)),
|
|
MKLINE(Actor, _needBgReset, sleByte, VER(8)),
|
|
MKLINE(Actor, _costumeNeedsInit, sleByte, VER(8)),
|
|
MKLINE(Actor, _heCondMask, sleUint32, VER(38)),
|
|
MKLINE(Actor, _hePaletteNum, sleUint32, VER(59)),
|
|
MKLINE(Actor, _heXmapNum, sleUint32, VER(59)),
|
|
|
|
MKLINE(Actor, _talkPosY, sleInt16, VER(8)),
|
|
MKLINE(Actor, _talkPosX, sleInt16, VER(8)),
|
|
MKLINE(Actor, _ignoreTurns, sleByte, VER(8)),
|
|
|
|
// Actor layer switched to int32 in HE games
|
|
MKLINE_OLD(Actor, _layer, sleByte, VER(8), VER(57)),
|
|
MKLINE(Actor, _layer, sleInt32, VER(58)),
|
|
|
|
MKLINE(Actor, _talkScript, sleUint16, VER(8)),
|
|
MKLINE(Actor, _walkScript, sleUint16, VER(8)),
|
|
|
|
MKLINE(Actor, _walkdata.dest.x, sleInt16, VER(8)),
|
|
MKLINE(Actor, _walkdata.dest.y, sleInt16, VER(8)),
|
|
MKLINE(Actor, _walkdata.destbox, sleByte, VER(8)),
|
|
MKLINE(Actor, _walkdata.destdir, sleUint16, VER(8)),
|
|
MKLINE(Actor, _walkdata.curbox, sleByte, VER(8)),
|
|
MKLINE(Actor, _walkdata.cur.x, sleInt16, VER(8)),
|
|
MKLINE(Actor, _walkdata.cur.y, sleInt16, VER(8)),
|
|
MKLINE(Actor, _walkdata.next.x, sleInt16, VER(8)),
|
|
MKLINE(Actor, _walkdata.next.y, sleInt16, VER(8)),
|
|
MKLINE(Actor, _walkdata.deltaXFactor, sleInt32, VER(8)),
|
|
MKLINE(Actor, _walkdata.deltaYFactor, sleInt32, VER(8)),
|
|
MKLINE(Actor, _walkdata.xfrac, sleUint16, VER(8)),
|
|
MKLINE(Actor, _walkdata.yfrac, sleUint16, VER(8)),
|
|
|
|
MKLINE(Actor, _walkdata.point3.x, sleUint16, VER(42)),
|
|
MKLINE(Actor, _walkdata.point3.y, sleUint16, VER(42)),
|
|
|
|
MKARRAY(Actor, _cost.active[0], sleByte, 16, VER(8)),
|
|
MKLINE(Actor, _cost.stopped, sleUint16, VER(8)),
|
|
MKARRAY(Actor, _cost.curpos[0], sleUint16, 16, VER(8)),
|
|
MKARRAY(Actor, _cost.start[0], sleUint16, 16, VER(8)),
|
|
MKARRAY(Actor, _cost.end[0], sleUint16, 16, VER(8)),
|
|
MKARRAY(Actor, _cost.frame[0], sleUint16, 16, VER(8)),
|
|
|
|
MKARRAY(Actor, _cost.heJumpOffsetTable[0], sleUint16, 16, VER(65)),
|
|
MKARRAY(Actor, _cost.heJumpCountTable[0], sleUint16, 16, VER(65)),
|
|
MKARRAY(Actor, _cost.heCondMaskTable[0], sleUint32, 16, VER(65)),
|
|
MKEND()
|
|
};
|
|
|
|
if (ser->isLoading()) {
|
|
// Not all actor data is saved; so when loading, we first reset
|
|
// the actor, to ensure completely reproducible behaviour (else,
|
|
// some not saved value in the actor class can cause odd things)
|
|
initActor(-1);
|
|
}
|
|
|
|
ser->saveLoadEntries(this, actorEntries);
|
|
|
|
if (ser->isLoading() && _vm->_game.version <= 2 && ser->getVersion() < VER(70)) {
|
|
_pos.x >>= V12_X_SHIFT;
|
|
_pos.y >>= V12_Y_SHIFT;
|
|
|
|
_speedx >>= V12_X_SHIFT;
|
|
_speedy >>= V12_Y_SHIFT;
|
|
_elevation >>= V12_Y_SHIFT;
|
|
|
|
if (_walkdata.dest.x != -1) {
|
|
_walkdata.dest.x >>= V12_X_SHIFT;
|
|
_walkdata.dest.y >>= V12_Y_SHIFT;
|
|
}
|
|
|
|
_walkdata.cur.x >>= V12_X_SHIFT;
|
|
_walkdata.cur.y >>= V12_Y_SHIFT;
|
|
|
|
_walkdata.next.x >>= V12_X_SHIFT;
|
|
_walkdata.next.y >>= V12_Y_SHIFT;
|
|
|
|
if (_walkdata.point3.x != 32000) {
|
|
_walkdata.point3.x >>= V12_X_SHIFT;
|
|
_walkdata.point3.y >>= V12_Y_SHIFT;
|
|
}
|
|
}
|
|
}
|
|
|
|
} // End of namespace Scumm
|