mirror of
https://github.com/libretro/scummvm.git
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1317 lines
38 KiB
C++
1317 lines
38 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/dcgf.h"
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#include "engines/wintermute/dctypes.h"
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#include "engines/wintermute/persistent.h"
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#include "engines/wintermute/Base/BObject.h"
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#include "engines/wintermute/Ad/AdActor.h"
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#include "engines/wintermute/Ad/AdGame.h"
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#include "engines/wintermute/Ad/AdScene.h"
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#include "engines/wintermute/Ad/AdEntity.h"
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#include "engines/wintermute/Ad/AdSpriteSet.h"
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#include "engines/wintermute/Ad/AdWaypointGroup.h"
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#include "engines/wintermute/Ad/AdPath.h"
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#include "engines/wintermute/Ad/AdSentence.h"
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#include "engines/wintermute/Base/BObject.h"
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#include "engines/wintermute/Base/BParser.h"
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#include "engines/wintermute/Base/BSound.h"
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#include "engines/wintermute/Base/BRegion.h"
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#include "engines/wintermute/Base/BFileManager.h"
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#include "engines/wintermute/Base/scriptables/ScScript.h"
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#include "engines/wintermute/Base/scriptables/ScValue.h"
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#include "engines/wintermute/Base/scriptables/ScStack.h"
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#include "engines/wintermute/utils/utils.h"
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#include "engines/wintermute/PlatformSDL.h"
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#include "engines/wintermute/wintermute.h"
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namespace WinterMute {
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IMPLEMENT_PERSISTENT(CAdActor, false)
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//////////////////////////////////////////////////////////////////////////
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CAdActor::CAdActor(CBGame *inGame): CAdTalkHolder(inGame) {
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_path = new CAdPath(Game);
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_type = OBJECT_ACTOR;
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_dir = DI_LEFT;
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_walkSprite = NULL;
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_standSprite = NULL;
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_turnLeftSprite = NULL;
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_turnRightSprite = NULL;
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_targetPoint = new CBPoint;
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_afterWalkDir = DI_NONE;
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_animSprite2 = NULL;
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SetDefaultAnimNames();
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CAdActor::SetDefaultAnimNames() {
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_talkAnimName = "talk";
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_idleAnimName = "idle";
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_walkAnimName = "walk";
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_turnLeftAnimName = "turnleft";
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_turnRightAnimName = "turnright";
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return S_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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CAdActor::~CAdActor() {
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delete _path;
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delete _targetPoint;
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_path = NULL;
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_targetPoint = NULL;
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delete _walkSprite;
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delete _standSprite;
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delete _turnLeftSprite;
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delete _turnRightSprite;
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_walkSprite = NULL;
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_standSprite = NULL;
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_turnLeftSprite = NULL;
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_turnRightSprite = NULL;
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_animSprite2 = NULL; // ref only
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for (int i = 0; i < _talkSprites.GetSize(); i++) {
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delete _talkSprites[i];
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}
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_talkSprites.RemoveAll();
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for (int i = 0; i < _talkSpritesEx.GetSize(); i++) {
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delete _talkSpritesEx[i];
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}
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_talkSpritesEx.RemoveAll();
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for (int i = 0; i < _anims.GetSize(); i++) {
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delete _anims[i];
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_anims[i] = NULL;
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}
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_anims.RemoveAll();
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CAdActor::LoadFile(const char *Filename) {
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byte *Buffer = Game->_fileManager->ReadWholeFile(Filename);
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if (Buffer == NULL) {
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Game->LOG(0, "CAdActor::LoadFile failed for file '%s'", Filename);
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return E_FAIL;
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}
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HRESULT ret;
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_filename = new char [strlen(Filename) + 1];
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strcpy(_filename, Filename);
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if (FAILED(ret = LoadBuffer(Buffer, true))) Game->LOG(0, "Error parsing ACTOR file '%s'", Filename);
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delete [] Buffer;
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return ret;
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}
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TOKEN_DEF_START
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TOKEN_DEF(ACTOR)
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TOKEN_DEF(X)
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TOKEN_DEF(Y)
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TOKEN_DEF(TEMPLATE)
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TOKEN_DEF(NAME)
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TOKEN_DEF(SCALABLE)
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TOKEN_DEF(REGISTRABLE)
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TOKEN_DEF(INTERACTIVE)
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TOKEN_DEF(SHADOWABLE)
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TOKEN_DEF(COLORABLE)
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TOKEN_DEF(ACTIVE)
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TOKEN_DEF(WALK)
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TOKEN_DEF(STAND)
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TOKEN_DEF(TALK_SPECIAL)
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TOKEN_DEF(TALK)
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TOKEN_DEF(TURN_LEFT)
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TOKEN_DEF(TURN_RIGHT)
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TOKEN_DEF(EVENTS)
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TOKEN_DEF(FONT)
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TOKEN_DEF(CURSOR)
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TOKEN_DEF(SCRIPT)
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TOKEN_DEF(SOUND_VOLUME)
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TOKEN_DEF(SOUND_PANNING)
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TOKEN_DEF(CAPTION)
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TOKEN_DEF(PROPERTY)
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TOKEN_DEF(BLOCKED_REGION)
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TOKEN_DEF(WAYPOINTS)
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TOKEN_DEF(IGNORE_ITEMS)
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TOKEN_DEF(ROTABLE)
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TOKEN_DEF(ROTATABLE)
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TOKEN_DEF(ALPHA_COLOR)
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TOKEN_DEF(SCALE)
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TOKEN_DEF(RELATIVE_SCALE)
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TOKEN_DEF(ALPHA)
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TOKEN_DEF(EDITOR_PROPERTY)
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TOKEN_DEF(ANIMATION)
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TOKEN_DEF_END
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//////////////////////////////////////////////////////////////////////////
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HRESULT CAdActor::LoadBuffer(byte *Buffer, bool Complete) {
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TOKEN_TABLE_START(commands)
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TOKEN_TABLE(ACTOR)
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TOKEN_TABLE(X)
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TOKEN_TABLE(Y)
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TOKEN_TABLE(TEMPLATE)
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TOKEN_TABLE(NAME)
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TOKEN_TABLE(SCALABLE)
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TOKEN_TABLE(REGISTRABLE)
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TOKEN_TABLE(INTERACTIVE)
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TOKEN_TABLE(SHADOWABLE)
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TOKEN_TABLE(COLORABLE)
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TOKEN_TABLE(ACTIVE)
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TOKEN_TABLE(WALK)
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TOKEN_TABLE(STAND)
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TOKEN_TABLE(TALK_SPECIAL)
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TOKEN_TABLE(TALK)
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TOKEN_TABLE(TURN_LEFT)
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TOKEN_TABLE(TURN_RIGHT)
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TOKEN_TABLE(EVENTS)
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TOKEN_TABLE(FONT)
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TOKEN_TABLE(CURSOR)
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TOKEN_TABLE(SCRIPT)
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TOKEN_TABLE(SOUND_VOLUME)
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TOKEN_TABLE(SOUND_PANNING)
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TOKEN_TABLE(CAPTION)
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TOKEN_TABLE(PROPERTY)
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TOKEN_TABLE(BLOCKED_REGION)
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TOKEN_TABLE(WAYPOINTS)
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TOKEN_TABLE(IGNORE_ITEMS)
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TOKEN_TABLE(ROTABLE)
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TOKEN_TABLE(ROTATABLE)
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TOKEN_TABLE(ALPHA_COLOR)
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TOKEN_TABLE(SCALE)
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TOKEN_TABLE(RELATIVE_SCALE)
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TOKEN_TABLE(ALPHA)
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TOKEN_TABLE(EDITOR_PROPERTY)
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TOKEN_TABLE(ANIMATION)
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TOKEN_TABLE_END
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byte *params;
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int cmd;
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CBParser parser(Game);
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if (Complete) {
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if (parser.GetCommand((char **)&Buffer, commands, (char **)¶ms) != TOKEN_ACTOR) {
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Game->LOG(0, "'ACTOR' keyword expected.");
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return E_FAIL;
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}
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Buffer = params;
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}
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CAdGame *AdGame = (CAdGame *)Game;
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CAdSpriteSet *spr = NULL;
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int ar = 0, ag = 0, ab = 0, alpha = 0;
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while ((cmd = parser.GetCommand((char **)&Buffer, commands, (char **)¶ms)) > 0) {
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switch (cmd) {
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case TOKEN_TEMPLATE:
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if (FAILED(LoadFile((char *)params))) cmd = PARSERR_GENERIC;
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break;
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case TOKEN_X:
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parser.ScanStr((char *)params, "%d", &_posX);
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break;
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case TOKEN_Y:
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parser.ScanStr((char *)params, "%d", &_posY);
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break;
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case TOKEN_NAME:
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SetName((char *)params);
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break;
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case TOKEN_CAPTION:
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SetCaption((char *)params);
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break;
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case TOKEN_FONT:
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SetFont((char *)params);
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break;
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case TOKEN_SCALABLE:
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parser.ScanStr((char *)params, "%b", &_zoomable);
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break;
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case TOKEN_ROTABLE:
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case TOKEN_ROTATABLE:
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parser.ScanStr((char *)params, "%b", &_rotatable);
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break;
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case TOKEN_REGISTRABLE:
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case TOKEN_INTERACTIVE:
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parser.ScanStr((char *)params, "%b", &_registrable);
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break;
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case TOKEN_SHADOWABLE:
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case TOKEN_COLORABLE:
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parser.ScanStr((char *)params, "%b", &_shadowable);
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break;
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case TOKEN_ACTIVE:
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parser.ScanStr((char *)params, "%b", &_active);
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break;
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case TOKEN_WALK:
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delete _walkSprite;
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_walkSprite = NULL;
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spr = new CAdSpriteSet(Game, this);
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if (!spr || FAILED(spr->LoadBuffer(params, true, AdGame->_texWalkLifeTime, CACHE_HALF))) cmd = PARSERR_GENERIC;
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else _walkSprite = spr;
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break;
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case TOKEN_TALK:
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spr = new CAdSpriteSet(Game, this);
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if (!spr || FAILED(spr->LoadBuffer(params, true, AdGame->_texTalkLifeTime))) cmd = PARSERR_GENERIC;
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else _talkSprites.Add(spr);
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break;
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case TOKEN_TALK_SPECIAL:
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spr = new CAdSpriteSet(Game, this);
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if (!spr || FAILED(spr->LoadBuffer(params, true, AdGame->_texTalkLifeTime))) cmd = PARSERR_GENERIC;
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else _talkSpritesEx.Add(spr);
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break;
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case TOKEN_STAND:
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delete _standSprite;
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_standSprite = NULL;
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spr = new CAdSpriteSet(Game, this);
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if (!spr || FAILED(spr->LoadBuffer(params, true, AdGame->_texStandLifeTime))) cmd = PARSERR_GENERIC;
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else _standSprite = spr;
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break;
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case TOKEN_TURN_LEFT:
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delete _turnLeftSprite;
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_turnLeftSprite = NULL;
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spr = new CAdSpriteSet(Game, this);
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if (!spr || FAILED(spr->LoadBuffer(params, true))) cmd = PARSERR_GENERIC;
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else _turnLeftSprite = spr;
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break;
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case TOKEN_TURN_RIGHT:
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delete _turnRightSprite;
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_turnRightSprite = NULL;
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spr = new CAdSpriteSet(Game, this);
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if (!spr || FAILED(spr->LoadBuffer(params, true))) cmd = PARSERR_GENERIC;
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else _turnRightSprite = spr;
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break;
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case TOKEN_SCRIPT:
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AddScript((char *)params);
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break;
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case TOKEN_CURSOR:
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delete _cursor;
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_cursor = new CBSprite(Game);
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if (!_cursor || FAILED(_cursor->LoadFile((char *)params))) {
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delete _cursor;
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_cursor = NULL;
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cmd = PARSERR_GENERIC;
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}
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break;
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case TOKEN_SOUND_VOLUME:
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parser.ScanStr((char *)params, "%d", &_sFXVolume);
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break;
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case TOKEN_SCALE: {
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int s;
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parser.ScanStr((char *)params, "%d", &s);
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_scale = (float)s;
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}
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break;
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case TOKEN_RELATIVE_SCALE: {
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int s;
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parser.ScanStr((char *)params, "%d", &s);
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_relativeScale = (float)s;
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}
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break;
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case TOKEN_SOUND_PANNING:
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parser.ScanStr((char *)params, "%b", &_autoSoundPanning);
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break;
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case TOKEN_PROPERTY:
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ParseProperty(params, false);
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break;
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case TOKEN_BLOCKED_REGION: {
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delete _blockRegion;
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delete _currentBlockRegion;
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_blockRegion = NULL;
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_currentBlockRegion = NULL;
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CBRegion *rgn = new CBRegion(Game);
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CBRegion *crgn = new CBRegion(Game);
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if (!rgn || !crgn || FAILED(rgn->LoadBuffer(params, false))) {
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delete _blockRegion;
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delete _currentBlockRegion;
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_blockRegion = NULL;
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_currentBlockRegion = NULL;
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cmd = PARSERR_GENERIC;
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} else {
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_blockRegion = rgn;
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_currentBlockRegion = crgn;
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_currentBlockRegion->Mimic(_blockRegion);
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}
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}
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break;
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case TOKEN_WAYPOINTS: {
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delete _wptGroup;
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delete _currentWptGroup;
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_wptGroup = NULL;
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_currentWptGroup = NULL;
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CAdWaypointGroup *wpt = new CAdWaypointGroup(Game);
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CAdWaypointGroup *cwpt = new CAdWaypointGroup(Game);
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if (!wpt || !cwpt || FAILED(wpt->LoadBuffer(params, false))) {
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delete _wptGroup;
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delete _currentWptGroup;
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_wptGroup = NULL;
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_currentWptGroup = NULL;
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cmd = PARSERR_GENERIC;
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} else {
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_wptGroup = wpt;
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_currentWptGroup = cwpt;
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_currentWptGroup->Mimic(_wptGroup);
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}
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}
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break;
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case TOKEN_IGNORE_ITEMS:
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parser.ScanStr((char *)params, "%b", &_ignoreItems);
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break;
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case TOKEN_ALPHA_COLOR:
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parser.ScanStr((char *)params, "%d,%d,%d", &ar, &ag, &ab);
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break;
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case TOKEN_ALPHA:
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parser.ScanStr((char *)params, "%d", &alpha);
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break;
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case TOKEN_EDITOR_PROPERTY:
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ParseEditorProperty(params, false);
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break;
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case TOKEN_ANIMATION: {
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CAdSpriteSet *Anim = new CAdSpriteSet(Game, this);
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if (!Anim || FAILED(Anim->LoadBuffer(params, false))) cmd = PARSERR_GENERIC;
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else _anims.Add(Anim);
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}
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break;
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}
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}
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if (cmd == PARSERR_TOKENNOTFOUND) {
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Game->LOG(0, "Syntax error in ACTOR definition");
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return E_FAIL;
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}
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if (cmd == PARSERR_GENERIC) {
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if (spr) delete spr;
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Game->LOG(0, "Error loading ACTOR definition");
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return E_FAIL;
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}
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if (alpha != 0 && ar == 0 && ag == 0 && ab == 0) {
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ar = ag = ab = 255;
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}
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_alphaColor = DRGBA(ar, ag, ab, alpha);
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_state = _nextState = STATE_READY;
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return S_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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void CAdActor::TurnTo(TDirection dir) {
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int delta1, delta2, delta3, delta;
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delta1 = dir - _dir;
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delta2 = dir + NUM_DIRECTIONS - _dir;
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delta3 = dir - NUM_DIRECTIONS - _dir;
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delta1 = (abs(delta1) <= abs(delta2)) ? delta1 : delta2;
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delta = (abs(delta1) <= abs(delta3)) ? delta1 : delta3;
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// already there?
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if (abs(delta) < 2) {
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_dir = dir;
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_state = _nextState;
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_nextState = STATE_READY;
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return;
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}
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_targetDir = dir;
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_state = delta < 0 ? STATE_TURNING_LEFT : STATE_TURNING_RIGHT;
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_tempSprite2 = NULL;
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}
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//////////////////////////////////////////////////////////////////////////
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void CAdActor::GoTo(int X, int Y, TDirection AfterWalkDir) {
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_afterWalkDir = AfterWalkDir;
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if (X == _targetPoint->x && Y == _targetPoint->y && _state == STATE_FOLLOWING_PATH) return;
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_path->Reset();
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_path->SetReady(false);
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_targetPoint->x = X;
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_targetPoint->y = Y;
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((CAdGame *)Game)->_scene->CorrectTargetPoint(_posX, _posY, &_targetPoint->x, &_targetPoint->y, true, this);
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_state = STATE_SEARCHING_PATH;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CAdActor::Display() {
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if (_active) UpdateSounds();
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uint32 Alpha;
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if (_alphaColor != 0) Alpha = _alphaColor;
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else Alpha = _shadowable ? ((CAdGame *)Game)->_scene->GetAlphaAt(_posX, _posY, true) : 0xFFFFFFFF;
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float ScaleX, ScaleY;
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GetScale(&ScaleX, &ScaleY);
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float Rotate;
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if (_rotatable) {
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if (_rotateValid) Rotate = _rotate;
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else Rotate = ((CAdGame *)Game)->_scene->GetRotationAt(_posX, _posY) + _relativeRotate;
|
|
} else Rotate = 0.0f;
|
|
|
|
if (_active) DisplaySpriteAttachments(true);
|
|
|
|
if (_currentSprite && _active) {
|
|
bool Reg = _registrable;
|
|
if (_ignoreItems && ((CAdGame *)Game)->_selectedItem) Reg = false;
|
|
|
|
_currentSprite->Display(_posX,
|
|
_posY,
|
|
Reg ? _registerAlias : NULL,
|
|
ScaleX,
|
|
ScaleY,
|
|
Alpha,
|
|
Rotate,
|
|
_blendMode);
|
|
|
|
}
|
|
|
|
if (_active) DisplaySpriteAttachments(false);
|
|
if (_active && _partEmitter) _partEmitter->Display();
|
|
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
HRESULT CAdActor::Update() {
|
|
_currentSprite = NULL;
|
|
|
|
if (_state == STATE_READY) {
|
|
if (_animSprite) {
|
|
delete _animSprite;
|
|
_animSprite = NULL;
|
|
}
|
|
if (_animSprite2) {
|
|
_animSprite2 = NULL;
|
|
}
|
|
}
|
|
|
|
// finished playing animation?
|
|
if (_state == STATE_PLAYING_ANIM && _animSprite != NULL && _animSprite->_finished) {
|
|
_state = _nextState;
|
|
_nextState = STATE_READY;
|
|
_currentSprite = _animSprite;
|
|
}
|
|
|
|
if (_state == STATE_PLAYING_ANIM_SET && _animSprite2 != NULL && _animSprite2->_finished) {
|
|
_state = _nextState;
|
|
_nextState = STATE_READY;
|
|
_currentSprite = _animSprite2;
|
|
}
|
|
|
|
if (_sentence && _state != STATE_TALKING) _sentence->Finish();
|
|
|
|
// default: stand animation
|
|
if (!_currentSprite) {
|
|
if (_sprite) _currentSprite = _sprite;
|
|
else {
|
|
if (_standSprite) {
|
|
_currentSprite = _standSprite->GetSprite(_dir);
|
|
} else {
|
|
CAdSpriteSet *Anim = GetAnimByName(_idleAnimName);
|
|
if (Anim) _currentSprite = Anim->GetSprite(_dir);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool already_moved = false;
|
|
|
|
switch (_state) {
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_PLAYING_ANIM:
|
|
_currentSprite = _animSprite;
|
|
break;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_PLAYING_ANIM_SET:
|
|
_currentSprite = _animSprite2;
|
|
break;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_TURNING_LEFT:
|
|
if (_tempSprite2 == NULL || _tempSprite2->_finished) {
|
|
if (_dir > 0) _dir = (TDirection)(_dir - 1);
|
|
else _dir = (TDirection)(NUM_DIRECTIONS - 1);
|
|
|
|
if (_dir == _targetDir) {
|
|
_tempSprite2 = NULL;
|
|
_state = _nextState;
|
|
_nextState = STATE_READY;
|
|
} else {
|
|
if (_turnLeftSprite) {
|
|
_tempSprite2 = _turnLeftSprite->GetSprite(_dir);
|
|
} else {
|
|
CAdSpriteSet *Anim = GetAnimByName(_turnLeftAnimName);
|
|
if (Anim) _tempSprite2 = Anim->GetSprite(_dir);
|
|
}
|
|
|
|
if (_tempSprite2) {
|
|
_tempSprite2->Reset();
|
|
if (_tempSprite2->_looping) _tempSprite2->_looping = false;
|
|
}
|
|
_currentSprite = _tempSprite2;
|
|
}
|
|
} else _currentSprite = _tempSprite2;
|
|
break;
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_TURNING_RIGHT:
|
|
if (_tempSprite2 == NULL || _tempSprite2->_finished) {
|
|
_dir = (TDirection)(_dir + 1);
|
|
|
|
if ((int)_dir >= (int)NUM_DIRECTIONS) _dir = (TDirection)(0);
|
|
|
|
if (_dir == _targetDir) {
|
|
_tempSprite2 = NULL;
|
|
_state = _nextState;
|
|
_nextState = STATE_READY;
|
|
} else {
|
|
if (_turnRightSprite) {
|
|
_tempSprite2 = _turnRightSprite->GetSprite(_dir);
|
|
} else {
|
|
CAdSpriteSet *Anim = GetAnimByName(_turnRightAnimName);
|
|
if (Anim) _tempSprite2 = Anim->GetSprite(_dir);
|
|
}
|
|
|
|
if (_tempSprite2) {
|
|
_tempSprite2->Reset();
|
|
if (_tempSprite2->_looping) _tempSprite2->_looping = false;
|
|
}
|
|
_currentSprite = _tempSprite2;
|
|
}
|
|
} else _currentSprite = _tempSprite2;
|
|
break;
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_SEARCHING_PATH:
|
|
// keep asking scene for the path
|
|
if (((CAdGame *)Game)->_scene->GetPath(CBPoint(_posX, _posY), *_targetPoint, _path, this))
|
|
_state = STATE_WAITING_PATH;
|
|
break;
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_WAITING_PATH:
|
|
// wait until the scene finished the path
|
|
if (_path->_ready) FollowPath();
|
|
break;
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_FOLLOWING_PATH:
|
|
GetNextStep();
|
|
already_moved = true;
|
|
break;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_TALKING: {
|
|
_sentence->Update(_dir);
|
|
if (_sentence->_currentSprite) _tempSprite2 = _sentence->_currentSprite;
|
|
|
|
bool TimeIsUp = (_sentence->_sound && _sentence->_soundStarted && (!_sentence->_sound->IsPlaying() && !_sentence->_sound->IsPaused())) || (!_sentence->_sound && _sentence->_duration <= Game->_timer - _sentence->_startTime);
|
|
if (_tempSprite2 == NULL || _tempSprite2->_finished || (/*_tempSprite2->_looping &&*/ TimeIsUp)) {
|
|
if (TimeIsUp) {
|
|
_sentence->Finish();
|
|
_tempSprite2 = NULL;
|
|
_state = _nextState;
|
|
_nextState = STATE_READY;
|
|
} else {
|
|
_tempSprite2 = GetTalkStance(_sentence->GetNextStance());
|
|
if (_tempSprite2) {
|
|
_tempSprite2->Reset();
|
|
_currentSprite = _tempSprite2;
|
|
((CAdGame *)Game)->AddSentence(_sentence);
|
|
}
|
|
}
|
|
} else {
|
|
_currentSprite = _tempSprite2;
|
|
((CAdGame *)Game)->AddSentence(_sentence);
|
|
}
|
|
}
|
|
break;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
case STATE_READY:
|
|
if (!_animSprite && !_animSprite2) {
|
|
if (_sprite) _currentSprite = _sprite;
|
|
else {
|
|
if (_standSprite) {
|
|
_currentSprite = _standSprite->GetSprite(_dir);
|
|
} else {
|
|
CAdSpriteSet *Anim = GetAnimByName(_idleAnimName);
|
|
if (Anim) _currentSprite = Anim->GetSprite(_dir);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
error("AdActor::Update - Unhandled enum");
|
|
}
|
|
|
|
|
|
if (_currentSprite && !already_moved) {
|
|
_currentSprite->GetCurrentFrame(_zoomable ? ((CAdGame *)Game)->_scene->GetZoomAt(_posX, _posY) : 100, _zoomable ? ((CAdGame *)Game)->_scene->GetZoomAt(_posX, _posY) : 100);
|
|
if (_currentSprite->_changed) {
|
|
_posX += _currentSprite->_moveX;
|
|
_posY += _currentSprite->_moveY;
|
|
AfterMove();
|
|
}
|
|
}
|
|
|
|
//Game->QuickMessageForm("%s", _currentSprite->_filename);
|
|
|
|
UpdateBlockRegion();
|
|
_ready = (_state == STATE_READY);
|
|
|
|
UpdatePartEmitter();
|
|
UpdateSpriteAttachments();
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
void CAdActor::FollowPath() {
|
|
// skip current position
|
|
_path->GetFirst();
|
|
while (_path->GetCurrent() != NULL) {
|
|
if (_path->GetCurrent()->x != _posX || _path->GetCurrent()->y != _posY) break;
|
|
_path->GetNext();
|
|
}
|
|
|
|
// are there points to follow?
|
|
if (_path->GetCurrent() != NULL) {
|
|
_state = STATE_FOLLOWING_PATH;;
|
|
InitLine(CBPoint(_posX, _posY), *_path->GetCurrent());
|
|
} else {
|
|
if (_afterWalkDir != DI_NONE) TurnTo(_afterWalkDir);
|
|
else _state = STATE_READY;
|
|
}
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
void CAdActor::GetNextStep() {
|
|
if (_walkSprite) {
|
|
_currentSprite = _walkSprite->GetSprite(_dir);
|
|
} else {
|
|
CAdSpriteSet *Anim = GetAnimByName(_walkAnimName);
|
|
if (Anim) _currentSprite = Anim->GetSprite(_dir);
|
|
}
|
|
|
|
if (!_currentSprite) return;
|
|
|
|
_currentSprite->GetCurrentFrame(_zoomable ? ((CAdGame *)Game)->_scene->GetZoomAt(_posX, _posY) : 100, _zoomable ? ((CAdGame *)Game)->_scene->GetZoomAt(_posX, _posY) : 100);
|
|
if (!_currentSprite->_changed) return;
|
|
|
|
|
|
int MaxStepX, MaxStepY;
|
|
MaxStepX = abs(_currentSprite->_moveX);
|
|
MaxStepY = abs(_currentSprite->_moveY);
|
|
|
|
MaxStepX = MAX(MaxStepX, MaxStepY);
|
|
MaxStepX = MAX(MaxStepX, 1);
|
|
|
|
while (_pFCount > 0 && MaxStepX >= 0) {
|
|
_pFX += _pFStepX;
|
|
_pFY += _pFStepY;
|
|
|
|
_pFCount--;
|
|
MaxStepX--;
|
|
}
|
|
|
|
if (((CAdGame *)Game)->_scene->IsBlockedAt(_pFX, _pFY, true, this)) {
|
|
if (_pFCount == 0) {
|
|
_state = _nextState;
|
|
_nextState = STATE_READY;
|
|
return;
|
|
}
|
|
GoTo(_targetPoint->x, _targetPoint->y);
|
|
return;
|
|
}
|
|
|
|
|
|
_posX = (int)_pFX;
|
|
_posY = (int)_pFY;
|
|
|
|
AfterMove();
|
|
|
|
|
|
if (_pFCount == 0) {
|
|
if (_path->GetNext() == NULL) {
|
|
_posX = _targetPoint->x;
|
|
_posY = _targetPoint->y;
|
|
|
|
_path->Reset();
|
|
if (_afterWalkDir != DI_NONE) TurnTo(_afterWalkDir);
|
|
else {
|
|
_state = _nextState;
|
|
_nextState = STATE_READY;
|
|
}
|
|
} else InitLine(CBPoint(_posX, _posY), *_path->GetCurrent());
|
|
}
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
void CAdActor::InitLine(CBPoint StartPt, CBPoint EndPt) {
|
|
_pFCount = MAX((abs(EndPt.x - StartPt.x)) , (abs(EndPt.y - StartPt.y)));
|
|
|
|
_pFStepX = (double)(EndPt.x - StartPt.x) / _pFCount;
|
|
_pFStepY = (double)(EndPt.y - StartPt.y) / _pFCount;
|
|
|
|
_pFX = StartPt.x;
|
|
_pFY = StartPt.y;
|
|
|
|
int angle = (int)(atan2((double)(EndPt.y - StartPt.y), (double)(EndPt.x - StartPt.x)) * (180 / 3.14));
|
|
|
|
_nextState = STATE_FOLLOWING_PATH;
|
|
|
|
TurnTo(AngleToDirection(angle));
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// high level scripting interface
|
|
//////////////////////////////////////////////////////////////////////////
|
|
HRESULT CAdActor::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, const char *Name) {
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// GoTo / GoToAsync
|
|
//////////////////////////////////////////////////////////////////////////
|
|
if (strcmp(Name, "GoTo") == 0 || strcmp(Name, "GoToAsync") == 0) {
|
|
Stack->CorrectParams(2);
|
|
int X = Stack->Pop()->GetInt();
|
|
int Y = Stack->Pop()->GetInt();
|
|
GoTo(X, Y);
|
|
if (strcmp(Name, "GoToAsync") != 0) Script->WaitForExclusive(this);
|
|
Stack->PushNULL();
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// GoToObject / GoToObjectAsync
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "GoToObject") == 0 || strcmp(Name, "GoToObjectAsync") == 0) {
|
|
Stack->CorrectParams(1);
|
|
CScValue *Val = Stack->Pop();
|
|
if (!Val->IsNative()) {
|
|
Script->RuntimeError("actor.%s method accepts an entity refrence only", Name);
|
|
Stack->PushNULL();
|
|
return S_OK;
|
|
}
|
|
CAdObject *Obj = (CAdObject *)Val->GetNative();
|
|
if (!Obj || Obj->_type != OBJECT_ENTITY) {
|
|
Script->RuntimeError("actor.%s method accepts an entity refrence only", Name);
|
|
Stack->PushNULL();
|
|
return S_OK;
|
|
}
|
|
CAdEntity *Ent = (CAdEntity *)Obj;
|
|
if (Ent->_walkToX == 0 && Ent->_walkToY == 0) GoTo(Ent->_posX, Ent->_posY);
|
|
else GoTo(Ent->_walkToX, Ent->_walkToY, Ent->_walkToDir);
|
|
if (strcmp(Name, "GoToObjectAsync") != 0) Script->WaitForExclusive(this);
|
|
Stack->PushNULL();
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// TurnTo / TurnToAsync
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "TurnTo") == 0 || strcmp(Name, "TurnToAsync") == 0) {
|
|
Stack->CorrectParams(1);
|
|
int dir;
|
|
CScValue *val = Stack->Pop();
|
|
|
|
// turn to object?
|
|
if (val->IsNative() && Game->ValidObject((CBObject *)val->GetNative())) {
|
|
CBObject *obj = (CBObject *)val->GetNative();
|
|
int angle = (int)(atan2((double)(obj->_posY - _posY), (double)(obj->_posX - _posX)) * (180 / 3.14));
|
|
dir = (int)AngleToDirection(angle);
|
|
}
|
|
// otherwise turn to direction
|
|
else dir = val->GetInt();
|
|
|
|
if (dir >= 0 && dir < NUM_DIRECTIONS) {
|
|
TurnTo((TDirection)dir);
|
|
if (strcmp(Name, "TurnToAsync") != 0) Script->WaitForExclusive(this);
|
|
}
|
|
Stack->PushNULL();
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// IsWalking
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "IsWalking") == 0) {
|
|
Stack->CorrectParams(0);
|
|
Stack->PushBool(_state == STATE_FOLLOWING_PATH);
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// MergeAnims
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "MergeAnims") == 0) {
|
|
Stack->CorrectParams(1);
|
|
Stack->PushBool(SUCCEEDED(MergeAnims(Stack->Pop()->GetString())));
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// UnloadAnim
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "UnloadAnim") == 0) {
|
|
Stack->CorrectParams(1);
|
|
const char *AnimName = Stack->Pop()->GetString();
|
|
|
|
bool Found = false;
|
|
for (int i = 0; i < _anims.GetSize(); i++) {
|
|
if (scumm_stricmp(_anims[i]->_name, AnimName) == 0) {
|
|
// invalidate sprites in use
|
|
if (_anims[i]->ContainsSprite(_tempSprite2)) _tempSprite2 = NULL;
|
|
if (_anims[i]->ContainsSprite(_currentSprite)) _currentSprite = NULL;
|
|
if (_anims[i]->ContainsSprite(_animSprite2)) _animSprite2 = NULL;
|
|
|
|
delete _anims[i];
|
|
_anims[i] = NULL;
|
|
_anims.RemoveAt(i);
|
|
i--;
|
|
Found = true;
|
|
}
|
|
}
|
|
Stack->PushBool(Found);
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// HasAnim
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "HasAnim") == 0) {
|
|
Stack->CorrectParams(1);
|
|
const char *AnimName = Stack->Pop()->GetString();
|
|
Stack->PushBool(GetAnimByName(AnimName) != NULL);
|
|
return S_OK;
|
|
}
|
|
|
|
else return CAdTalkHolder::scCallMethod(Script, Stack, ThisStack, Name);
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
CScValue *CAdActor::scGetProperty(const char *Name) {
|
|
_scValue->SetNULL();
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// Direction
|
|
//////////////////////////////////////////////////////////////////////////
|
|
if (strcmp(Name, "Direction") == 0) {
|
|
_scValue->SetInt(_dir);
|
|
return _scValue;
|
|
}
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// Type
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "Type") == 0) {
|
|
_scValue->SetString("actor");
|
|
return _scValue;
|
|
}
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// TalkAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "TalkAnimName") == 0) {
|
|
_scValue->SetString(_talkAnimName);
|
|
return _scValue;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// WalkAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "WalkAnimName") == 0) {
|
|
_scValue->SetString(_walkAnimName);
|
|
return _scValue;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// IdleAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "IdleAnimName") == 0) {
|
|
_scValue->SetString(_idleAnimName);
|
|
return _scValue;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// TurnLeftAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "TurnLeftAnimName") == 0) {
|
|
_scValue->SetString(_turnLeftAnimName);
|
|
return _scValue;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// TurnRightAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "TurnRightAnimName") == 0) {
|
|
_scValue->SetString(_turnRightAnimName);
|
|
return _scValue;
|
|
}
|
|
|
|
else return CAdTalkHolder::scGetProperty(Name);
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
HRESULT CAdActor::scSetProperty(const char *Name, CScValue *Value) {
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// Direction
|
|
//////////////////////////////////////////////////////////////////////////
|
|
if (strcmp(Name, "Direction") == 0) {
|
|
int dir = Value->GetInt();
|
|
if (dir >= 0 && dir < NUM_DIRECTIONS) _dir = (TDirection)dir;
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// TalkAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "TalkAnimName") == 0) {
|
|
if (Value->IsNULL()) _talkAnimName = "talk";
|
|
else _talkAnimName = Value->GetString();
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// WalkAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "WalkAnimName") == 0) {
|
|
if (Value->IsNULL()) _walkAnimName = "walk";
|
|
else _walkAnimName = Value->GetString();
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// IdleAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "IdleAnimName") == 0) {
|
|
if (Value->IsNULL()) _idleAnimName = "idle";
|
|
else _idleAnimName = Value->GetString();
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// TurnLeftAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "TurnLeftAnimName") == 0) {
|
|
if (Value->IsNULL()) _turnLeftAnimName = "turnleft";
|
|
else _turnLeftAnimName = Value->GetString();
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// TurnRightAnimName
|
|
//////////////////////////////////////////////////////////////////////////
|
|
else if (strcmp(Name, "TurnRightAnimName") == 0) {
|
|
if (Value->IsNULL()) _turnRightAnimName = "turnright";
|
|
else _turnRightAnimName = Value->GetString();
|
|
return S_OK;
|
|
}
|
|
|
|
else return CAdTalkHolder::scSetProperty(Name, Value);
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
const char *CAdActor::scToString() {
|
|
return "[actor object]";
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
CBSprite *CAdActor::GetTalkStance(const char *Stance) {
|
|
// forced stance?
|
|
if (_forcedTalkAnimName && !_forcedTalkAnimUsed) {
|
|
_forcedTalkAnimUsed = true;
|
|
delete _animSprite;
|
|
_animSprite = new CBSprite(Game, this);
|
|
if (_animSprite) {
|
|
HRESULT res = _animSprite->LoadFile(_forcedTalkAnimName);
|
|
if (FAILED(res)) {
|
|
Game->LOG(res, "CAdActor::GetTalkStance: error loading talk sprite (object:\"%s\" sprite:\"%s\")", _name, _forcedTalkAnimName);
|
|
delete _animSprite;
|
|
_animSprite = NULL;
|
|
} else return _animSprite;
|
|
}
|
|
}
|
|
|
|
// old way
|
|
if (_talkSprites.GetSize() > 0 || _talkSpritesEx.GetSize() > 0)
|
|
return GetTalkStanceOld(Stance);
|
|
|
|
// new way
|
|
CBSprite *Ret = NULL;
|
|
|
|
// do we have an animation with this name?
|
|
CAdSpriteSet *Anim = GetAnimByName(Stance);
|
|
if (Anim) Ret = Anim->GetSprite(_dir);
|
|
|
|
// not - get a random talk
|
|
if (!Ret) {
|
|
CBArray<CAdSpriteSet *, CAdSpriteSet *> TalkAnims;
|
|
for (int i = 0; i < _anims.GetSize(); i++) {
|
|
if (_talkAnimName.compareToIgnoreCase(_anims[i]->_name) == 0)
|
|
TalkAnims.Add(_anims[i]);
|
|
}
|
|
|
|
if (TalkAnims.GetSize() > 0) {
|
|
int rnd = g_wintermute->randInt(0, TalkAnims.GetSize() - 1);
|
|
Ret = TalkAnims[rnd]->GetSprite(_dir);
|
|
} else {
|
|
if (_standSprite) Ret = _standSprite->GetSprite(_dir);
|
|
else {
|
|
Anim = GetAnimByName(_idleAnimName);
|
|
if (Anim) Ret = Anim->GetSprite(_dir);
|
|
}
|
|
}
|
|
}
|
|
return Ret;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
CBSprite *CAdActor::GetTalkStanceOld(const char *Stance) {
|
|
CBSprite *ret = NULL;
|
|
|
|
if (Stance != NULL) {
|
|
// search special stances
|
|
for (int i = 0; i < _talkSpritesEx.GetSize(); i++) {
|
|
if (scumm_stricmp(_talkSpritesEx[i]->_name, Stance) == 0) {
|
|
ret = _talkSpritesEx[i]->GetSprite(_dir);
|
|
break;
|
|
}
|
|
}
|
|
if (ret == NULL) {
|
|
// search generic stances
|
|
for (int i = 0; i < _talkSprites.GetSize(); i++) {
|
|
if (scumm_stricmp(_talkSprites[i]->_name, Stance) == 0) {
|
|
ret = _talkSprites[i]->GetSprite(_dir);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// not a valid stance? get a random one
|
|
if (ret == NULL) {
|
|
if (_talkSprites.GetSize() < 1) ret = _standSprite->GetSprite(_dir);
|
|
else {
|
|
// TODO: remember last
|
|
int rnd = g_wintermute->randInt(0, _talkSprites.GetSize() - 1);
|
|
ret = _talkSprites[rnd]->GetSprite(_dir);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
HRESULT CAdActor::persist(CBPersistMgr *persistMgr) {
|
|
CAdTalkHolder::persist(persistMgr);
|
|
|
|
persistMgr->transfer(TMEMBER_INT(_dir));
|
|
persistMgr->transfer(TMEMBER(_path));
|
|
persistMgr->transfer(TMEMBER(_pFCount));
|
|
persistMgr->transfer(TMEMBER(_pFStepX));
|
|
persistMgr->transfer(TMEMBER(_pFStepY));
|
|
persistMgr->transfer(TMEMBER(_pFX));
|
|
persistMgr->transfer(TMEMBER(_pFY));
|
|
persistMgr->transfer(TMEMBER(_standSprite));
|
|
_talkSprites.persist(persistMgr);
|
|
_talkSpritesEx.persist(persistMgr);
|
|
persistMgr->transfer(TMEMBER_INT(_targetDir));
|
|
persistMgr->transfer(TMEMBER_INT(_afterWalkDir));
|
|
persistMgr->transfer(TMEMBER(_targetPoint));
|
|
persistMgr->transfer(TMEMBER(_turnLeftSprite));
|
|
persistMgr->transfer(TMEMBER(_turnRightSprite));
|
|
persistMgr->transfer(TMEMBER(_walkSprite));
|
|
|
|
persistMgr->transfer(TMEMBER(_animSprite2));
|
|
persistMgr->transfer(TMEMBER(_talkAnimName));
|
|
persistMgr->transfer(TMEMBER(_idleAnimName));
|
|
persistMgr->transfer(TMEMBER(_walkAnimName));
|
|
persistMgr->transfer(TMEMBER(_turnLeftAnimName));
|
|
persistMgr->transfer(TMEMBER(_turnRightAnimName));
|
|
|
|
_anims.persist(persistMgr);
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
TDirection CAdActor::AngleToDirection(int Angle) {
|
|
TDirection ret = DI_DOWN;;
|
|
|
|
if (Angle > -112 && Angle <= -67) ret = DI_UP;
|
|
else if (Angle > -67 && Angle <= -22) ret = DI_UPRIGHT;
|
|
else if (Angle > -22 && Angle <= 22) ret = DI_RIGHT;
|
|
else if (Angle > 22 && Angle <= 67) ret = DI_DOWNRIGHT;
|
|
else if (Angle > 67 && Angle <= 112) ret = DI_DOWN;
|
|
else if (Angle > 112 && Angle <= 157) ret = DI_DOWNLEFT;
|
|
else if ((Angle > 157 && Angle <= 180) || (Angle >= -180 && Angle <= -157)) ret = DI_LEFT;
|
|
else if (Angle > -157 && Angle <= -112) ret = DI_UPLEFT;
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
int CAdActor::GetHeight() {
|
|
// if no current sprite is set, set some
|
|
if (_currentSprite == NULL) {
|
|
if (_standSprite) _currentSprite = _standSprite->GetSprite(_dir);
|
|
else {
|
|
CAdSpriteSet *Anim = GetAnimByName(_idleAnimName);
|
|
if (Anim) _currentSprite = Anim->GetSprite(_dir);
|
|
}
|
|
}
|
|
// and get height
|
|
return CAdTalkHolder::GetHeight();
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
CAdSpriteSet *CAdActor::GetAnimByName(const Common::String &animName) {
|
|
for (int i = 0; i < _anims.GetSize(); i++) {
|
|
if (animName.compareToIgnoreCase(_anims[i]->_name) == 0)
|
|
return _anims[i];
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
HRESULT CAdActor::MergeAnims(const char *AnimsFilename) {
|
|
TOKEN_TABLE_START(commands)
|
|
TOKEN_TABLE(ANIMATION)
|
|
TOKEN_TABLE_END
|
|
|
|
|
|
byte *FileBuffer = Game->_fileManager->ReadWholeFile(AnimsFilename);
|
|
if (FileBuffer == NULL) {
|
|
Game->LOG(0, "CAdActor::MergeAnims failed for file '%s'", AnimsFilename);
|
|
return E_FAIL;
|
|
}
|
|
|
|
byte *Buffer = FileBuffer;
|
|
byte *params;
|
|
int cmd;
|
|
CBParser parser(Game);
|
|
|
|
HRESULT Ret = S_OK;
|
|
|
|
while ((cmd = parser.GetCommand((char **)&Buffer, commands, (char **)¶ms)) > 0) {
|
|
switch (cmd) {
|
|
case TOKEN_ANIMATION: {
|
|
CAdSpriteSet *Anim = new CAdSpriteSet(Game, this);
|
|
if (!Anim || FAILED(Anim->LoadBuffer(params, false))) {
|
|
cmd = PARSERR_GENERIC;
|
|
Ret = E_FAIL;
|
|
} else _anims.Add(Anim);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
delete [] FileBuffer;
|
|
return Ret;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
HRESULT CAdActor::PlayAnim(const char *Filename) {
|
|
// if we have an anim with this name, use it
|
|
CAdSpriteSet *Anim = GetAnimByName(Filename);
|
|
if (Anim) {
|
|
_animSprite2 = Anim->GetSprite(_dir);
|
|
if (_animSprite2) {
|
|
_animSprite2->Reset();
|
|
_state = STATE_PLAYING_ANIM_SET;
|
|
return S_OK;
|
|
}
|
|
}
|
|
// otherwise call the standard handler
|
|
return CAdTalkHolder::PlayAnim(Filename);
|
|
}
|
|
|
|
} // end of namespace WinterMute
|