mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 18:02:05 +00:00
d5b6996c45
- Added two new defines, ENABLE_IHNM and ENABLE_SAGA2 (enabled by default), which can be used to remove the parts of the SAGA engine which are specific to IHNM and SAGA 2 games. Hopefully, this will reduce the size of the engine even more for platforms with little memory (e.g. the Nintendo DS) svn-id: r35672
1287 lines
39 KiB
C++
1287 lines
39 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 "saga/saga.h"
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#include "saga/actor.h"
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#include "saga/animation.h"
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#include "saga/console.h"
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#include "saga/events.h"
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#include "saga/isomap.h"
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#include "saga/objectmap.h"
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#include "saga/resource.h"
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#include "saga/script.h"
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#include "saga/sndres.h"
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#include "saga/sound.h"
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#include "saga/scene.h"
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#include "common/config-manager.h"
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namespace Saga {
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static int commonObjectCompare(const CommonObjectDataPointer& obj1, const CommonObjectDataPointer& obj2) {
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int p1 = obj1->_location.y - obj1->_location.z;
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int p2 = obj2->_location.y - obj2->_location.z;
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if (p1 == p2)
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return 0;
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if (p1 < p2)
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return -1;
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return 1;
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}
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#ifdef ENABLE_IHNM
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static int commonObjectCompareIHNM(const CommonObjectDataPointer& obj1, const CommonObjectDataPointer& obj2) {
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int p1 = obj1->_location.y;
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int p2 = obj2->_location.y;
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if (p1 == p2)
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return 0;
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if (p1 < p2)
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return -1;
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return 1;
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}
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#endif
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static int tileCommonObjectCompare(const CommonObjectDataPointer& obj1, const CommonObjectDataPointer& obj2) {
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int p1 = -obj1->_location.u() - obj1->_location.v() - obj1->_location.z;
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int p2 = -obj2->_location.u() - obj2->_location.v() - obj2->_location.z;
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//TODO: for kObjNotFlat obj Height*3 of sprite should be added to p1 and p2
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//if (validObjId(obj1->id)) {
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if (p1 == p2)
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return 0;
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if (p1 < p2)
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return -1;
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return 1;
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}
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Actor::Actor(SagaEngine *vm) : _vm(vm) {
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int i;
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byte *stringsPointer;
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size_t stringsLength;
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ActorData *actor;
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ObjectData *obj;
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debug(9, "Actor::Actor()");
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_handleActionDiv = 15;
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_actors = NULL;
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_actorsCount = 0;
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_objs = NULL;
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_objsCount = 0;
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#ifdef ACTOR_DEBUG
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_debugPoints = NULL;
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_debugPointsAlloced = _debugPointsCount = 0;
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#endif
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_protagStates = NULL;
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_protagStatesCount = 0;
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_pathNodeList = _newPathNodeList = NULL;
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_pathList = NULL;
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_pathDirectionList = NULL;
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_pathListAlloced = _pathNodeListAlloced = _newPathNodeListAlloced = 0;
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_pathListIndex = _pathNodeListIndex = _newPathNodeListIndex = -1;
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_pathDirectionListCount = 0;
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_pathDirectionListAlloced = 0;
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_centerActor = _protagonist = NULL;
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_protagState = 0;
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_lastTickMsec = 0;
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_yCellCount = _vm->_scene->getHeight();
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_xCellCount = _vm->getDisplayInfo().width;
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_pathCell = (int8 *)malloc(_yCellCount * _xCellCount * sizeof(*_pathCell));
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_pathRect.left = 0;
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_pathRect.right = _vm->getDisplayInfo().width;
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_pathRect.top = _vm->getDisplayInfo().pathStartY;
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_pathRect.bottom = _vm->getDisplayInfo().height;
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// Get actor resource file context
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_actorContext = _vm->_resource->getContext(GAME_RESOURCEFILE);
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if (_actorContext == NULL) {
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error("Actor::Actor() resource context not found");
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}
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// Load ITE actor strings. (IHNM actor strings are loaded by
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// loadGlobalResources() instead.)
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if (_vm->getGameId() == GID_ITE) {
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_vm->_resource->loadResource(_actorContext, _vm->getResourceDescription()->actorsStringsResourceId, stringsPointer, stringsLength);
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_vm->loadStrings(_actorsStrings, stringsPointer, stringsLength);
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free(stringsPointer);
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}
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if (_vm->getGameId() == GID_ITE) {
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_actorsCount = ITE_ACTORCOUNT;
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_actors = (ActorData **)malloc(_actorsCount * sizeof(*_actors));
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for (i = 0; i < _actorsCount; i++) {
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actor = _actors[i] = new ActorData();
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actor->_id = actorIndexToId(i);
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actor->_index = i;
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debug(9, "init actor id=%d index=%d", actor->_id, actor->_index);
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actor->_nameIndex = ITE_ActorTable[i].nameIndex;
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actor->_scriptEntrypointNumber = ITE_ActorTable[i].scriptEntrypointNumber;
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actor->_spriteListResourceId = ITE_ActorTable[i].spriteListResourceId;
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actor->_frameListResourceId = ITE_ActorTable[i].frameListResourceId;
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actor->_speechColor = ITE_ActorTable[i].speechColor;
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actor->_sceneNumber = ITE_ActorTable[i].sceneIndex;
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actor->_flags = ITE_ActorTable[i].flags;
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actor->_currentAction = ITE_ActorTable[i].currentAction;
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actor->_facingDirection = ITE_ActorTable[i].facingDirection;
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actor->_actionDirection = ITE_ActorTable[i].actionDirection;
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actor->_location.x = ITE_ActorTable[i].x;
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actor->_location.y = ITE_ActorTable[i].y;
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actor->_location.z = ITE_ActorTable[i].z;
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actor->_disabled = !loadActorResources(actor);
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if (actor->_disabled) {
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warning("Disabling actor Id=%d index=%d", actor->_id, actor->_index);
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}
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}
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_objsCount = ITE_OBJECTCOUNT;
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_objs = (ObjectData **)malloc(_objsCount * sizeof(*_objs));
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for (i = 0; i < _objsCount; i++) {
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obj = _objs[i] = new ObjectData();
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obj->_id = objIndexToId(i);
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obj->_index = i;
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debug(9, "init obj id=%d index=%d", obj->_id, obj->_index);
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obj->_nameIndex = ITE_ObjectTable[i].nameIndex;
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obj->_scriptEntrypointNumber = ITE_ObjectTable[i].scriptEntrypointNumber;
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obj->_spriteListResourceId = ITE_ObjectTable[i].spriteListResourceId;
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obj->_sceneNumber = ITE_ObjectTable[i].sceneIndex;
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obj->_interactBits = ITE_ObjectTable[i].interactBits;
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obj->_location.x = ITE_ObjectTable[i].x;
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obj->_location.y = ITE_ObjectTable[i].y;
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obj->_location.z = ITE_ObjectTable[i].z;
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}
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} else {
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#ifdef ENABLE_IHNM
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// TODO. This is causing problems for SYMBIAN os as it doesn't like a static class here
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ActorData dummyActor;
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dummyActor._frames = NULL;
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dummyActor._walkStepsPoints = NULL;
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_protagonist = &dummyActor;
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#endif
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}
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_dragonHunt = true;
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}
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Actor::~Actor() {
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debug(9, "Actor::~Actor()");
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#ifdef ACTOR_DEBUG
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free(_debugPoints);
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#endif
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free(_pathDirectionList);
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free(_pathNodeList);
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free(_newPathNodeList);
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free(_pathList);
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free(_pathCell);
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_actorsStrings.freeMem();
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//release resources
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freeProtagStates();
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freeActorList();
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freeObjList();
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}
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void Actor::freeProtagStates() {
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int i;
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for (i = 0; i < _protagStatesCount; i++) {
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free(_protagStates[i]._frames);
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}
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free(_protagStates);
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_protagStates = NULL;
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_protagStatesCount = 0;
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}
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void Actor::loadFrameList(int frameListResourceId, ActorFrameSequence *&framesPointer, int &framesCount) {
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byte *resourcePointer;
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size_t resourceLength;
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debug(9, "Loading frame resource id %d", frameListResourceId);
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_vm->_resource->loadResource(_actorContext, frameListResourceId, resourcePointer, resourceLength);
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framesCount = resourceLength / 16;
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debug(9, "Frame resource contains %d frames (res length is %d)", framesCount, (int)resourceLength);
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framesPointer = (ActorFrameSequence *)malloc(sizeof(ActorFrameSequence) * framesCount);
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if (framesPointer == NULL && framesCount != 0) {
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memoryError("Actor::loadFrameList");
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}
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MemoryReadStreamEndian readS(resourcePointer, resourceLength, _actorContext->isBigEndian);
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for (int i = 0; i < framesCount; i++) {
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debug(9, "frameType %d", i);
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for (int orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) {
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// Load all four orientations
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framesPointer[i].directions[orient].frameIndex = readS.readUint16();
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if (_vm->getGameId() == GID_ITE) {
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framesPointer[i].directions[orient].frameCount = readS.readSint16();
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} else {
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framesPointer[i].directions[orient].frameCount = readS.readByte();
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readS.readByte();
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}
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if (framesPointer[i].directions[orient].frameCount < 0)
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warning("frameCount < 0 (%d)", framesPointer[i].directions[orient].frameCount);
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debug(9, "frameIndex %d frameCount %d", framesPointer[i].directions[orient].frameIndex, framesPointer[i].directions[orient].frameCount);
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}
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}
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free(resourcePointer);
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}
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bool Actor::loadActorResources(ActorData *actor) {
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bool gotSomething = false;
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if (actor->_frameListResourceId) {
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loadFrameList(actor->_frameListResourceId, actor->_frames, actor->_framesCount);
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actor->_shareFrames = false;
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gotSomething = true;
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} else {
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// It's normal for some actors to have no frames
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//warning("Frame List ID = 0 for actor index %d", actor->_index);
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//if (_vm->getGameId() == GID_ITE)
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return true;
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}
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if (actor->_spriteListResourceId) {
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gotSomething = true;
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} else {
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warning("Sprite List ID = 0 for actor index %d", actor->_index);
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}
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return gotSomething;
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}
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void Actor::freeActorList() {
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int i;
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ActorData *actor;
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for (i = 0; i < _actorsCount; i++) {
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actor = _actors[i];
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delete actor;
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}
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free(_actors);
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_actors = NULL;
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_actorsCount = 0;
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}
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void Actor::loadActorSpriteList(ActorData *actor) {
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int lastFrame = 0;
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int resourceId = actor->_spriteListResourceId;
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for (int i = 0; i < actor->_framesCount; i++) {
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for (int orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) {
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if (actor->_frames[i].directions[orient].frameIndex > lastFrame) {
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lastFrame = actor->_frames[i].directions[orient].frameIndex;
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}
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}
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}
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debug(9, "Loading actor sprite resource id %d", resourceId);
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_vm->_sprite->loadList(resourceId, actor->_spriteList);
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if (_vm->getGameId() == GID_ITE) {
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if (actor->_flags & kExtended) {
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while ((lastFrame >= actor->_spriteList.spriteCount)) {
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resourceId++;
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debug(9, "Appending to actor sprite list %d", resourceId);
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_vm->_sprite->loadList(resourceId, actor->_spriteList);
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}
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}
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}
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}
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void Actor::loadActorList(int protagonistIdx, int actorCount, int actorsResourceID, int protagStatesCount, int protagStatesResourceID) {
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int i, j;
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ActorData *actor;
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byte* actorListData;
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size_t actorListLength;
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byte walk[128];
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byte acv[6];
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int movementSpeed;
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int walkStepIndex;
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int walkStepCount;
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int stateResourceId;
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freeActorList();
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_vm->_resource->loadResource(_actorContext, actorsResourceID, actorListData, actorListLength);
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_actorsCount = actorCount;
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if (actorListLength != (uint)_actorsCount * ACTOR_INHM_SIZE) {
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error("Actor::loadActorList wrong actorlist length");
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}
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MemoryReadStream actorS(actorListData, actorListLength);
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_actors = (ActorData **)malloc(_actorsCount * sizeof(*_actors));
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for (i = 0; i < _actorsCount; i++) {
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actor = _actors[i] = new ActorData();
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actor->_id = objectIndexToId(kGameObjectActor, i); //actorIndexToId(i);
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actor->_index = i;
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debug(4, "init actor id=0x%x index=%d", actor->_id, actor->_index);
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actorS.readUint32LE(); //next displayed
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actorS.readByte(); //type
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actor->_flags = actorS.readByte();
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actor->_nameIndex = actorS.readUint16LE();
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actor->_sceneNumber = actorS.readUint32LE();
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actor->_location.fromStream(actorS);
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actor->_screenPosition.x = actorS.readUint16LE();
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actor->_screenPosition.y = actorS.readUint16LE();
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actor->_screenScale = actorS.readUint16LE();
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actor->_screenDepth = actorS.readUint16LE();
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actor->_spriteListResourceId = actorS.readUint32LE();
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actor->_frameListResourceId = actorS.readUint32LE();
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debug(4, "%d: %d, %d [%d]", i, actor->_spriteListResourceId, actor->_frameListResourceId, actor->_nameIndex);
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actor->_scriptEntrypointNumber = actorS.readUint32LE();
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actorS.readUint32LE(); // xSprite *dSpr;
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actorS.readUint16LE(); //LEFT
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actorS.readUint16LE(); //RIGHT
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actorS.readUint16LE(); //TOP
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actorS.readUint16LE(); //BOTTOM
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actor->_speechColor = actorS.readByte();
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actor->_currentAction = actorS.readByte();
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actor->_facingDirection = actorS.readByte();
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actor->_actionDirection = actorS.readByte();
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actor->_actionCycle = actorS.readUint16LE();
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actor->_frameNumber = actorS.readUint16LE();
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actor->_finalTarget.fromStream(actorS);
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actor->_partialTarget.fromStream(actorS);
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movementSpeed = actorS.readUint16LE(); //movement speed
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if (movementSpeed) {
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error("Actor::loadActorList movementSpeed != 0");
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}
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actorS.read(walk, 128);
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for (j = 0; j < 128; j++) {
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if (walk[j]) {
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error("Actor::loadActorList walk[128] != 0");
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}
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}
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//actorS.seek(128, SEEK_CUR);
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walkStepCount = actorS.readByte();//walkStepCount
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if (walkStepCount) {
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error("Actor::loadActorList walkStepCount != 0");
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}
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walkStepIndex = actorS.readByte();//walkStepIndex
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if (walkStepIndex) {
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error("Actor::loadActorList walkStepIndex != 0");
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}
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//no need to check pointers
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actorS.readUint32LE(); //sprites
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actorS.readUint32LE(); //frames
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actorS.readUint32LE(); //last zone
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actor->_targetObject = actorS.readUint16LE();
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actor->_actorFlags = actorS.readUint16LE();
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//no need to check pointers
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actorS.readUint32LE(); //next in scene
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actorS.read(acv, 6);
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for (j = 0; j < 6; j++) {
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if (acv[j]) {
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error("Actor::loadActorList acv[%d] != 0", j);
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}
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}
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// actorS.seek(6, SEEK_CUR); //action vars
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}
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free(actorListData);
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_actors[protagonistIdx]->_flags |= kProtagonist | kExtended;
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for (i = 0; i < _actorsCount; i++) {
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actor = _actors[i];
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//if (actor->_flags & kProtagonist) {
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loadActorResources(actor);
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//break;
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//}
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}
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_centerActor = _protagonist = _actors[protagonistIdx];
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_protagState = 0;
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if (protagStatesResourceID) {
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if (!_protagonist->_shareFrames)
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free(_protagonist->_frames);
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freeProtagStates();
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_protagStates = (ProtagStateData *)malloc(sizeof(ProtagStateData) * protagStatesCount);
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byte *idsResourcePointer;
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size_t idsResourceLength;
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_vm->_resource->loadResource(_actorContext, protagStatesResourceID,
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idsResourcePointer, idsResourceLength);
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if (idsResourceLength < (size_t)protagStatesCount * 4) {
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error("Wrong protagonist states resource");
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}
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MemoryReadStream statesIds(idsResourcePointer, idsResourceLength);
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for (i = 0; i < protagStatesCount; i++) {
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stateResourceId = statesIds.readUint32LE();
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loadFrameList(stateResourceId, _protagStates[i]._frames, _protagStates[i]._framesCount);
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}
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free(idsResourcePointer);
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_protagonist->_frames = _protagStates[_protagState]._frames;
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_protagonist->_framesCount = _protagStates[_protagState]._framesCount;
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_protagonist->_shareFrames = true;
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}
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_protagStatesCount = protagStatesCount;
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}
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void Actor::freeObjList() {
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int i;
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ObjectData *object;
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for (i = 0; i < _objsCount; i++) {
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object = _objs[i];
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delete object;
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}
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free(_objs);
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_objs = NULL;
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_objsCount = 0;
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}
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void Actor::loadObjList(int objectCount, int objectsResourceID) {
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int i;
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int frameListResourceId;
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ObjectData *object;
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byte* objectListData;
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size_t objectListLength;
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freeObjList();
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|
|
_vm->_resource->loadResource(_actorContext, objectsResourceID, objectListData, objectListLength);
|
|
|
|
_objsCount = objectCount;
|
|
|
|
MemoryReadStream objectS(objectListData, objectListLength);
|
|
|
|
_objs = (ObjectData **)malloc(_objsCount * sizeof(*_objs));
|
|
for (i = 0; i < _objsCount; i++) {
|
|
object = _objs[i] = new ObjectData();
|
|
object->_id = objectIndexToId(kGameObjectObject, i);
|
|
object->_index = i;
|
|
debug(9, "init object id=%d index=%d", object->_id, object->_index);
|
|
objectS.readUint32LE(); //next displayed
|
|
objectS.readByte(); //type
|
|
object->_flags = objectS.readByte();
|
|
object->_nameIndex = objectS.readUint16LE();
|
|
object->_sceneNumber = objectS.readUint32LE();
|
|
object->_location.fromStream(objectS);
|
|
object->_screenPosition.x = objectS.readUint16LE();
|
|
object->_screenPosition.y = objectS.readUint16LE();
|
|
object->_screenScale = objectS.readUint16LE();
|
|
object->_screenDepth = objectS.readUint16LE();
|
|
object->_spriteListResourceId = objectS.readUint32LE();
|
|
frameListResourceId = objectS.readUint32LE(); // object->_frameListResourceId
|
|
if (frameListResourceId) {
|
|
error("Actor::loadObjList frameListResourceId != 0");
|
|
}
|
|
object->_scriptEntrypointNumber = objectS.readUint32LE();
|
|
objectS.readUint32LE(); // xSprite *dSpr;
|
|
objectS.readUint16LE(); //LEFT
|
|
objectS.readUint16LE(); //RIGHT
|
|
objectS.readUint16LE(); //TOP
|
|
objectS.readUint16LE(); //BOTTOM
|
|
object->_interactBits = objectS.readUint16LE();
|
|
}
|
|
free(objectListData);
|
|
}
|
|
|
|
void Actor::takeExit(uint16 actorId, const HitZone *hitZone) {
|
|
ActorData *actor;
|
|
actor = getActor(actorId);
|
|
actor->_lastZone = NULL;
|
|
|
|
_vm->_scene->changeScene(hitZone->getSceneNumber(), hitZone->getActorsEntrance(), kTransitionNoFade);
|
|
if (_vm->_interface->getMode() != kPanelSceneSubstitute) {
|
|
_vm->_script->setNoPendingVerb();
|
|
}
|
|
}
|
|
|
|
void Actor::stepZoneAction(ActorData *actor, const HitZone *hitZone, bool exit, bool stopped) {
|
|
Event event;
|
|
|
|
if (actor != _protagonist) {
|
|
return;
|
|
}
|
|
if (((hitZone->getFlags() & kHitZoneTerminus) && !stopped) || (!(hitZone->getFlags() & kHitZoneTerminus) && stopped)) {
|
|
return;
|
|
}
|
|
|
|
if (!exit) {
|
|
if (hitZone->getFlags() & kHitZoneAutoWalk) {
|
|
actor->_currentAction = kActionWalkDir;
|
|
actor->_actionDirection = actor->_facingDirection = hitZone->getDirection();
|
|
actor->_walkFrameSequence = getFrameType(kFrameWalk);
|
|
return;
|
|
}
|
|
} else if (!(hitZone->getFlags() & kHitZoneAutoWalk)) {
|
|
return;
|
|
}
|
|
if (hitZone->getFlags() & kHitZoneExit) {
|
|
takeExit(actor->_id, hitZone);
|
|
} else if (hitZone->getScriptNumber() > 0) {
|
|
event.type = kEvTOneshot;
|
|
event.code = kScriptEvent;
|
|
event.op = kEventExecNonBlocking;
|
|
event.time = 0;
|
|
event.param = _vm->_scene->getScriptModuleNumber(); // module number
|
|
event.param2 = hitZone->getScriptNumber(); // script entry point number
|
|
event.param3 = _vm->_script->getVerbType(kVerbEnter); // Action
|
|
event.param4 = ID_NOTHING; // Object
|
|
event.param5 = ID_NOTHING; // With Object
|
|
event.param6 = ID_PROTAG; // Actor
|
|
|
|
_vm->_events->queue(&event);
|
|
}
|
|
}
|
|
|
|
ObjectData *Actor::getObj(uint16 objId) {
|
|
ObjectData *obj;
|
|
|
|
if (!validObjId(objId))
|
|
error("Actor::getObj Wrong objId 0x%X", objId);
|
|
|
|
obj = _objs[objIdToIndex(objId)];
|
|
|
|
if (obj->_disabled)
|
|
error("Actor::getObj disabled objId 0x%X", objId);
|
|
|
|
return obj;
|
|
}
|
|
|
|
ActorData *Actor::getActor(uint16 actorId) {
|
|
ActorData *actor;
|
|
|
|
if (!validActorId(actorId)) {
|
|
warning("Actor::getActor Wrong actorId 0x%X", actorId);
|
|
assert(0);
|
|
}
|
|
|
|
if (actorId == ID_PROTAG) {
|
|
if (_protagonist == NULL) {
|
|
error("_protagonist == NULL");
|
|
}
|
|
return _protagonist;
|
|
}
|
|
|
|
actor = _actors[actorIdToIndex(actorId)];
|
|
|
|
if (actor->_disabled)
|
|
error("Actor::getActor disabled actorId 0x%X", actorId);
|
|
|
|
return actor;
|
|
}
|
|
|
|
void Actor::setProtagState(int state) {
|
|
_protagState = state;
|
|
|
|
#ifdef ENABLE_IHNM
|
|
if (_vm->getGameId() == GID_IHNM) {
|
|
if (!_protagonist->_shareFrames)
|
|
free(_protagonist->_frames);
|
|
|
|
_protagonist->_frames = _protagStates[state]._frames;
|
|
_protagonist->_framesCount = _protagStates[state]._framesCount;
|
|
_protagonist->_shareFrames = true;
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
int Actor::getFrameType(ActorFrameTypes frameType) {
|
|
|
|
if (_vm->getGameId() == GID_ITE) {
|
|
switch (frameType) {
|
|
case kFrameStand:
|
|
return kFrameITEStand;
|
|
case kFrameWalk:
|
|
return kFrameITEWalk;
|
|
case kFrameSpeak:
|
|
return kFrameITESpeak;
|
|
case kFrameGive:
|
|
return kFrameITEGive;
|
|
case kFrameGesture:
|
|
return kFrameITEGesture;
|
|
case kFrameWait:
|
|
return kFrameITEWait;
|
|
case kFramePickUp:
|
|
return kFrameITEPickUp;
|
|
case kFrameLook:
|
|
return kFrameITELook;
|
|
}
|
|
#ifdef ENABLE_IHNM
|
|
} else if (_vm->getGameId() == GID_IHNM) {
|
|
switch (frameType) {
|
|
case kFrameStand:
|
|
return kFrameIHNMStand;
|
|
case kFrameWalk:
|
|
return kFrameIHNMWalk;
|
|
case kFrameSpeak:
|
|
return kFrameIHNMSpeak;
|
|
case kFrameGesture:
|
|
return kFrameIHNMGesture;
|
|
case kFrameWait:
|
|
return kFrameIHNMWait;
|
|
case kFrameGive:
|
|
case kFramePickUp:
|
|
case kFrameLook:
|
|
error("Actor::getFrameType() unknown frame type %d", frameType);
|
|
return kFrameIHNMStand;
|
|
}
|
|
#endif
|
|
}
|
|
error("Actor::getFrameType() unknown frame type %d", frameType);
|
|
}
|
|
|
|
ActorFrameRange *Actor::getActorFrameRange(uint16 actorId, int frameType) {
|
|
ActorData *actor;
|
|
int fourDirection;
|
|
static ActorFrameRange def = {0, 0};
|
|
|
|
actor = getActor(actorId);
|
|
if (actor->_disabled)
|
|
error("Actor::getActorFrameRange Wrong actorId 0x%X", actorId);
|
|
|
|
if ((actor->_facingDirection < kDirUp) || (actor->_facingDirection > kDirUpLeft))
|
|
error("Actor::getActorFrameRange Wrong direction 0x%X actorId 0x%X", actor->_facingDirection, actorId);
|
|
|
|
if (_vm->getGameId() == GID_ITE) {
|
|
if (frameType >= actor->_framesCount) {
|
|
warning("Actor::getActorFrameRange Wrong frameType 0x%X (%d) actorId 0x%X", frameType, actor->_framesCount, actorId);
|
|
return &def;
|
|
}
|
|
|
|
|
|
fourDirection = actorDirectionsLUT[actor->_facingDirection];
|
|
return &actor->_frames[frameType].directions[fourDirection];
|
|
}
|
|
|
|
#ifdef ENABLE_IHNM
|
|
if (_vm->getGameId() == GID_IHNM) {
|
|
// It is normal for some actors to have no frames for a given frameType
|
|
// These are mainly actors with no frames at all (e.g. narrators or immovable actors)
|
|
// Examples are AM and the boy when he is talking to Benny via the computer screen.
|
|
// Both of them are invisible and immovable
|
|
// There is no point to keep throwing warnings about this, the original checks for
|
|
// a valid framecount too
|
|
if (actor->_framesCount == 0) {
|
|
return &def;
|
|
}
|
|
frameType = CLIP(frameType, 0, actor->_framesCount - 1);
|
|
fourDirection = actorDirectionsLUT[actor->_facingDirection];
|
|
return &actor->_frames[frameType].directions[fourDirection];
|
|
}
|
|
#endif
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void Actor::handleSpeech(int msec) {
|
|
int stringLength;
|
|
int sampleLength;
|
|
bool removeFirst;
|
|
int i;
|
|
ActorData *actor;
|
|
int width, height, height2;
|
|
|
|
if (_activeSpeech.playing) {
|
|
_activeSpeech.playingTime -= msec;
|
|
stringLength = strlen(_activeSpeech.strings[0]);
|
|
|
|
removeFirst = false;
|
|
if (_activeSpeech.playingTime <= 0) {
|
|
if (_activeSpeech.speechFlags & kSpeakSlow) {
|
|
_activeSpeech.slowModeCharIndex++;
|
|
if (_activeSpeech.slowModeCharIndex >= stringLength)
|
|
removeFirst = true;
|
|
} else {
|
|
removeFirst = true;
|
|
}
|
|
_activeSpeech.playing = false;
|
|
if (_activeSpeech.speechFlags & kSpeakForceText)
|
|
_activeSpeech.speechFlags = 0;
|
|
if (_activeSpeech.actorIds[0] != 0) {
|
|
actor = getActor(_activeSpeech.actorIds[0]);
|
|
if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) {
|
|
actor->_currentAction = kActionWait;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (removeFirst) {
|
|
for (i = 1; i < _activeSpeech.stringsCount; i++) {
|
|
_activeSpeech.strings[i - 1] = _activeSpeech.strings[i];
|
|
}
|
|
_activeSpeech.stringsCount--;
|
|
}
|
|
|
|
if (_vm->_script->_skipSpeeches) {
|
|
_activeSpeech.stringsCount = 0;
|
|
_vm->_script->wakeUpThreads(kWaitTypeSpeech);
|
|
return;
|
|
}
|
|
|
|
if (_activeSpeech.stringsCount == 0) {
|
|
_vm->_script->wakeUpThreadsDelayed(kWaitTypeSpeech, _vm->ticksToMSec(kScriptTimeTicksPerSecond / 3));
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (_vm->_script->_skipSpeeches) {
|
|
_activeSpeech.stringsCount = 0;
|
|
_vm->_script->wakeUpThreads(kWaitTypeSpeech);
|
|
}
|
|
|
|
if (_activeSpeech.stringsCount == 0) {
|
|
return;
|
|
}
|
|
|
|
stringLength = strlen(_activeSpeech.strings[0]);
|
|
|
|
if (_activeSpeech.speechFlags & kSpeakSlow) {
|
|
if (_activeSpeech.slowModeCharIndex >= stringLength)
|
|
error("Wrong string index");
|
|
|
|
_activeSpeech.playingTime = 1000 / 8;
|
|
|
|
} else {
|
|
sampleLength = _vm->_sndRes->getVoiceLength(_activeSpeech.sampleResourceId);
|
|
|
|
if (sampleLength < 0) {
|
|
_activeSpeech.playingTime = stringLength * 1000 / 22;
|
|
switch (_vm->_readingSpeed) {
|
|
case 2:
|
|
_activeSpeech.playingTime *= 2;
|
|
break;
|
|
case 1:
|
|
_activeSpeech.playingTime *= 4;
|
|
break;
|
|
case 0:
|
|
_activeSpeech.playingTime = 0x7fffff;
|
|
break;
|
|
}
|
|
} else {
|
|
_activeSpeech.playingTime = sampleLength;
|
|
}
|
|
}
|
|
|
|
if (_activeSpeech.sampleResourceId != -1) {
|
|
_vm->_sndRes->playVoice(_activeSpeech.sampleResourceId);
|
|
_activeSpeech.sampleResourceId++;
|
|
}
|
|
|
|
if (_activeSpeech.actorIds[0] != 0) {
|
|
actor = getActor(_activeSpeech.actorIds[0]);
|
|
if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) {
|
|
actor->_currentAction = kActionSpeak;
|
|
actor->_actionCycle = _vm->_rnd.getRandomNumber(63);
|
|
}
|
|
}
|
|
|
|
if (_activeSpeech.actorsCount == 1) {
|
|
if (_speechBoxScript.width() > 0) {
|
|
_activeSpeech.drawRect.left = _speechBoxScript.left;
|
|
_activeSpeech.drawRect.right = _speechBoxScript.right;
|
|
_activeSpeech.drawRect.top = _speechBoxScript.top;
|
|
_activeSpeech.drawRect.bottom = _speechBoxScript.bottom;
|
|
} else {
|
|
width = _activeSpeech.speechBox.width();
|
|
height = _vm->_font->getHeight(kKnownFontScript, _activeSpeech.strings[0], width - 2, _activeSpeech.getFontFlags(0)) + 1;
|
|
|
|
if (_vm->getGameId() == GID_IHNM) {
|
|
if (height > _vm->_scene->getHeight(true) / 2 && width < _vm->getDisplayInfo().width - 20) {
|
|
width = _vm->getDisplayInfo().width - 20;
|
|
height = _vm->_font->getHeight(kKnownFontScript, _activeSpeech.strings[0], width - 2, _activeSpeech.getFontFlags(0)) + 1;
|
|
}
|
|
} else if (_vm->getGameId() == GID_ITE) {
|
|
if (height > 40 && width < _vm->getDisplayInfo().width - 100) {
|
|
width = _vm->getDisplayInfo().width - 100;
|
|
height = _vm->_font->getHeight(kKnownFontScript, _activeSpeech.strings[0], width - 2, _activeSpeech.getFontFlags(0)) + 1;
|
|
}
|
|
}
|
|
|
|
_activeSpeech.speechBox.setWidth(width);
|
|
|
|
if (_activeSpeech.actorIds[0] != 0) {
|
|
actor = getActor(_activeSpeech.actorIds[0]);
|
|
_activeSpeech.speechBox.setHeight(height);
|
|
|
|
if (_activeSpeech.speechBox.right > _vm->getDisplayInfo().width - 10) {
|
|
_activeSpeech.drawRect.left = _vm->getDisplayInfo().width - 10 - width;
|
|
} else {
|
|
_activeSpeech.drawRect.left = _activeSpeech.speechBox.left;
|
|
}
|
|
|
|
height2 = actor->_screenPosition.y - 50;
|
|
if (height2 > _vm->_scene->getHeight(true))
|
|
_activeSpeech.speechBox.top = _activeSpeech.drawRect.top = _vm->_scene->getHeight(true) - 1 - height - 10;
|
|
else
|
|
_activeSpeech.speechBox.top = _activeSpeech.drawRect.top = MAX(10, (height2 - height) / 2);
|
|
} else {
|
|
_activeSpeech.drawRect.left = _activeSpeech.speechBox.left;
|
|
_activeSpeech.drawRect.top = _activeSpeech.speechBox.top + (_activeSpeech.speechBox.height() - height) / 2;
|
|
}
|
|
_activeSpeech.drawRect.setWidth(width);
|
|
_activeSpeech.drawRect.setHeight(height);
|
|
}
|
|
}
|
|
|
|
_activeSpeech.playing = true;
|
|
}
|
|
|
|
bool Actor::calcScreenPosition(CommonObjectData *commonObjectData) {
|
|
int beginSlope, endSlope, middle;
|
|
bool result;
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
_vm->_isoMap->tileCoordsToScreenPoint(commonObjectData->_location, commonObjectData->_screenPosition);
|
|
commonObjectData->_screenScale = 256;
|
|
} else {
|
|
middle = _vm->_scene->getHeight() - commonObjectData->_location.y / ACTOR_LMULT;
|
|
|
|
_vm->_scene->getSlopes(beginSlope, endSlope);
|
|
|
|
commonObjectData->_screenDepth = (14 * middle) / endSlope + 1;
|
|
|
|
if (middle <= beginSlope) {
|
|
commonObjectData->_screenScale = 256;
|
|
#ifdef ENABLE_IHNM
|
|
} else if (_vm->getGameId() == GID_IHNM && (objectTypeId(commonObjectData->_id) & kGameObjectObject)) {
|
|
commonObjectData->_screenScale = 256;
|
|
} else if (_vm->getGameId() == GID_IHNM && (commonObjectData->_flags & kNoScale)) {
|
|
commonObjectData->_screenScale = 256;
|
|
#endif
|
|
} else if (middle >= endSlope) {
|
|
commonObjectData->_screenScale = 1;
|
|
} else {
|
|
middle -= beginSlope;
|
|
endSlope -= beginSlope;
|
|
commonObjectData->_screenScale = 256 - (middle * 256) / endSlope;
|
|
}
|
|
|
|
commonObjectData->_location.toScreenPointXYZ(commonObjectData->_screenPosition);
|
|
}
|
|
|
|
result = commonObjectData->_screenPosition.x > -64 &&
|
|
commonObjectData->_screenPosition.x < _vm->getDisplayInfo().width + 64 &&
|
|
commonObjectData->_screenPosition.y > -64 &&
|
|
commonObjectData->_screenPosition.y < _vm->_scene->getHeight() + 64;
|
|
|
|
return result;
|
|
}
|
|
|
|
uint16 Actor::hitTest(const Point &testPoint, bool skipProtagonist) {
|
|
// We can only interact with objects or actors that are inside the
|
|
// scene area. While this is usually the entire upper part of the
|
|
// screen, it could also be an inset. Note that other kinds of hit
|
|
// areas may be outside the inset, and that those are still perfectly
|
|
// fine to interact with. For example, the door entrance at the glass
|
|
// makers's house in ITE's ferret village.
|
|
|
|
// Note that in IHNM, there are some items that overlap on other items
|
|
// Since we're checking the draw list from the FIRST item drawn to the
|
|
// LAST one, sometimes the object drawn first is incorrectly returned.
|
|
// An example is the chalk on the magic circle in Ted's chapter, which
|
|
// is drawn AFTER the circle, but HitTest incorrectly returns the circle
|
|
// id in this case, even though the chalk was drawn after the circle.
|
|
// Therefore, for IHNM, we iterate through the whole draw list and
|
|
// return the last match found, not the first one.
|
|
// Unfortunately, it is only possible to search items in the sorted draw
|
|
// list from start to end, not reverse, so it's necessary to search
|
|
// through the whole list to get the item drawn last
|
|
|
|
uint16 result = ID_NOTHING;
|
|
|
|
if (!_vm->_scene->getSceneClip().contains(testPoint))
|
|
return ID_NOTHING;
|
|
|
|
CommonObjectOrderList::iterator drawOrderIterator;
|
|
CommonObjectDataPointer drawObject;
|
|
int frameNumber = 0;
|
|
SpriteList *spriteList = NULL;
|
|
|
|
createDrawOrderList();
|
|
|
|
for (drawOrderIterator = _drawOrderList.begin(); drawOrderIterator != _drawOrderList.end(); ++drawOrderIterator) {
|
|
drawObject = drawOrderIterator.operator*();
|
|
if (skipProtagonist && (drawObject == _protagonist)) {
|
|
continue;
|
|
}
|
|
if (!getSpriteParams(drawObject, frameNumber, spriteList)) {
|
|
continue;
|
|
}
|
|
if (_vm->_sprite->hitTest(*spriteList, frameNumber, drawObject->_screenPosition, drawObject->_screenScale, testPoint)) {
|
|
result = drawObject->_id;
|
|
if (_vm->getGameId() == GID_ITE)
|
|
return result; // in ITE, return the first result found (read above)
|
|
}
|
|
}
|
|
return result; // in IHNM, return the last result found (read above)
|
|
}
|
|
|
|
void Actor::createDrawOrderList() {
|
|
int i;
|
|
ActorData *actor;
|
|
ObjectData *obj;
|
|
CommonObjectOrderList::CompareFunction compareFunction = 0;
|
|
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
compareFunction = &tileCommonObjectCompare;
|
|
} else {
|
|
if (_vm->getGameId() == GID_ITE)
|
|
compareFunction = &commonObjectCompare;
|
|
#ifdef ENABLE_IHNM
|
|
else if (_vm->getGameId() == GID_IHNM)
|
|
compareFunction = &commonObjectCompareIHNM;
|
|
#endif
|
|
}
|
|
|
|
_drawOrderList.clear();
|
|
for (i = 0; i < _actorsCount; i++) {
|
|
actor = _actors[i];
|
|
|
|
if (!actor->_inScene)
|
|
continue;
|
|
|
|
if (calcScreenPosition(actor)) {
|
|
_drawOrderList.pushBack(actor, compareFunction);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < _objsCount; i++) {
|
|
obj = _objs[i];
|
|
if (obj->_disabled)
|
|
continue;
|
|
|
|
if (obj->_sceneNumber != _vm->_scene->currentSceneNumber())
|
|
continue;
|
|
|
|
// WORKAROUND for a bug found in the original interpreter of IHNM
|
|
// If an object's x or y value is negative, don't draw it
|
|
// Scripts set negative values for an object's x and y when it shouldn't
|
|
// be drawn anymore (i.e. when it's picked up or used)
|
|
if (obj->_location.x < 0 || obj->_location.y < 0)
|
|
continue;
|
|
|
|
if (calcScreenPosition(obj)) {
|
|
_drawOrderList.pushBack(obj, compareFunction);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Actor::getSpriteParams(CommonObjectData *commonObjectData, int &frameNumber, SpriteList *&spriteList) {
|
|
if (_vm->_scene->currentSceneResourceId() == ITE_SCENE_OVERMAP) {
|
|
if (!(commonObjectData->_flags & kProtagonist)){
|
|
// warning("not protagonist");
|
|
return false;
|
|
}
|
|
frameNumber = 8;
|
|
spriteList = &_vm->_sprite->_mainSprites;
|
|
} else if (validActorId(commonObjectData->_id)) {
|
|
ActorData *actor = (ActorData *)commonObjectData;
|
|
spriteList = &(actor->_spriteList);
|
|
frameNumber = actor->_frameNumber;
|
|
if (spriteList->infoList == NULL)
|
|
loadActorSpriteList(actor);
|
|
|
|
} else if (validObjId(commonObjectData->_id)) {
|
|
spriteList = &_vm->_sprite->_mainSprites;
|
|
frameNumber = commonObjectData->_spriteListResourceId;
|
|
}
|
|
|
|
if (spriteList->spriteCount == 0) {
|
|
return false;
|
|
}
|
|
|
|
if ((frameNumber < 0) || (spriteList->spriteCount <= frameNumber)) {
|
|
debug(1, "Actor::getSpriteParams frameNumber invalid for %s id 0x%X (%d)",
|
|
validObjId(commonObjectData->_id) ? "object" : "actor",
|
|
commonObjectData->_id, frameNumber);
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void Actor::drawActors() {
|
|
// Do nothing for SAGA2 games for now
|
|
if (_vm->isSaga2()) {
|
|
return;
|
|
}
|
|
|
|
if (_vm->_anim->hasCutaway()) {
|
|
drawSpeech();
|
|
return;
|
|
}
|
|
|
|
if (_vm->_scene->currentSceneNumber() <= 0) {
|
|
return;
|
|
}
|
|
|
|
if (_vm->_scene->_entryList.entryListCount == 0) {
|
|
return;
|
|
}
|
|
|
|
CommonObjectOrderList::iterator drawOrderIterator;
|
|
CommonObjectDataPointer drawObject;
|
|
int frameNumber = 0;
|
|
SpriteList *spriteList = NULL;
|
|
|
|
createDrawOrderList();
|
|
|
|
for (drawOrderIterator = _drawOrderList.begin(); drawOrderIterator != _drawOrderList.end(); ++drawOrderIterator) {
|
|
drawObject = drawOrderIterator.operator*();
|
|
|
|
if (!getSpriteParams(drawObject, frameNumber, spriteList)) {
|
|
continue;
|
|
}
|
|
|
|
if (_vm->_scene->getFlags() & kSceneFlagISO) {
|
|
_vm->_isoMap->drawSprite(*spriteList, frameNumber, drawObject->_location, drawObject->_screenPosition, drawObject->_screenScale);
|
|
} else {
|
|
_vm->_sprite->drawOccluded(*spriteList, frameNumber, drawObject->_screenPosition, drawObject->_screenScale, drawObject->_screenDepth);
|
|
}
|
|
}
|
|
|
|
drawSpeech();
|
|
}
|
|
|
|
void Actor::drawSpeech(void) {
|
|
if (!isSpeaking() || !_activeSpeech.playing || _vm->_script->_skipSpeeches
|
|
|| (!_vm->_subtitlesEnabled && _vm->getGameId() == GID_ITE && !(_vm->getFeatures() & GF_ITE_FLOPPY))
|
|
|| (!_vm->_subtitlesEnabled && (_vm->getGameId() == GID_IHNM)))
|
|
return;
|
|
|
|
Point textPoint;
|
|
ActorData *actor;
|
|
int width, height;
|
|
int stringLength = strlen(_activeSpeech.strings[0]);
|
|
char *outputString = (char*)calloc(stringLength + 1, 1);
|
|
|
|
if (_activeSpeech.speechFlags & kSpeakSlow)
|
|
strncpy(outputString, _activeSpeech.strings[0], _activeSpeech.slowModeCharIndex + 1);
|
|
else
|
|
strncpy(outputString, _activeSpeech.strings[0], stringLength);
|
|
|
|
if (_activeSpeech.actorsCount > 1) {
|
|
height = _vm->_font->getHeight(kKnownFontScript);
|
|
width = _vm->_font->getStringWidth(kKnownFontScript, _activeSpeech.strings[0], 0, kFontNormal);
|
|
|
|
for (int i = 0; i < _activeSpeech.actorsCount; i++) {
|
|
actor = getActor(_activeSpeech.actorIds[i]);
|
|
calcScreenPosition(actor);
|
|
|
|
textPoint.x = CLIP(actor->_screenPosition.x - width / 2, 10, _vm->getDisplayInfo().width - 10 - width);
|
|
|
|
if (_vm->getGameId() == GID_ITE)
|
|
textPoint.y = CLIP(actor->_screenPosition.y - 58, 10, _vm->_scene->getHeight(true) - 10 - height);
|
|
else if (_vm->getGameId() == GID_IHNM)
|
|
textPoint.y = 10; // CLIP(actor->_screenPosition.y - 160, 10, _vm->_scene->getHeight(true) - 10 - height);
|
|
|
|
_vm->_font->textDraw(kKnownFontScript, outputString, textPoint,
|
|
_activeSpeech.speechColor[i], _activeSpeech.outlineColor[i], _activeSpeech.getFontFlags(i));
|
|
}
|
|
} else {
|
|
_vm->_font->textDrawRect(kKnownFontScript, outputString, _activeSpeech.drawRect, _activeSpeech.speechColor[0],
|
|
_activeSpeech.outlineColor[0], _activeSpeech.getFontFlags(0));
|
|
}
|
|
|
|
free(outputString);
|
|
}
|
|
|
|
void Actor::actorSpeech(uint16 actorId, const char **strings, int stringsCount, int sampleResourceId, int speechFlags) {
|
|
ActorData *actor;
|
|
int i;
|
|
int16 dist;
|
|
|
|
actor = getActor(actorId);
|
|
calcScreenPosition(actor);
|
|
for (i = 0; i < stringsCount; i++) {
|
|
_activeSpeech.strings[i] = strings[i];
|
|
}
|
|
|
|
_activeSpeech.stringsCount = stringsCount;
|
|
_activeSpeech.speechFlags = speechFlags;
|
|
_activeSpeech.actorsCount = 1;
|
|
_activeSpeech.actorIds[0] = actorId;
|
|
_activeSpeech.speechColor[0] = actor->_speechColor;
|
|
_activeSpeech.outlineColor[0] = _vm->KnownColor2ColorId(kKnownColorBlack);
|
|
_activeSpeech.sampleResourceId = sampleResourceId;
|
|
_activeSpeech.playing = false;
|
|
_activeSpeech.slowModeCharIndex = 0;
|
|
|
|
dist = MIN(actor->_screenPosition.x - 10, _vm->getDisplayInfo().width - 10 - actor->_screenPosition.x);
|
|
|
|
if (_vm->getGameId() == GID_ITE)
|
|
dist = CLIP<int16>(dist, 60, 150);
|
|
else
|
|
dist = CLIP<int16>(dist, 120, 300);
|
|
|
|
_activeSpeech.speechBox.left = actor->_screenPosition.x - dist;
|
|
_activeSpeech.speechBox.right = actor->_screenPosition.x + dist;
|
|
|
|
if (_activeSpeech.speechBox.left < 10) {
|
|
_activeSpeech.speechBox.right += 10 - _activeSpeech.speechBox.left;
|
|
_activeSpeech.speechBox.left = 10;
|
|
}
|
|
if (_activeSpeech.speechBox.right > _vm->getDisplayInfo().width - 10) {
|
|
_activeSpeech.speechBox.left -= _activeSpeech.speechBox.right - _vm->getDisplayInfo().width - 10;
|
|
_activeSpeech.speechBox.right = _vm->getDisplayInfo().width - 10;
|
|
}
|
|
|
|
// HACK for the compact disk in Ellen's chapter
|
|
// Once Ellen starts saying that "Something is different", bring the compact disk in the
|
|
// scene. After speaking with AM, the compact disk is visible. She always says this line
|
|
// when entering room 59, after speaking with AM, if the compact disk is not picked up yet
|
|
// Check Script::sfDropObject for the other part of this hack
|
|
if (_vm->getGameId() == GID_IHNM && _vm->_scene->currentChapterNumber() == 3 &&
|
|
_vm->_scene->currentSceneNumber() == 59 && _activeSpeech.sampleResourceId == 286) {
|
|
for (i = 0; i < _objsCount; i++) {
|
|
if (_objs[i]->_id == 16385) { // the compact disk
|
|
_objs[i]->_sceneNumber = 59;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void Actor::nonActorSpeech(const Common::Rect &box, const char **strings, int stringsCount, int sampleResourceId, int speechFlags) {
|
|
int i;
|
|
|
|
_vm->_script->wakeUpThreads(kWaitTypeSpeech);
|
|
|
|
for (i = 0; i < stringsCount; i++) {
|
|
_activeSpeech.strings[i] = strings[i];
|
|
}
|
|
_activeSpeech.stringsCount = stringsCount;
|
|
_activeSpeech.speechFlags = speechFlags;
|
|
_activeSpeech.actorsCount = 1;
|
|
_activeSpeech.actorIds[0] = 0;
|
|
if (_vm->getFeatures() & GF_ITE_FLOPPY)
|
|
_activeSpeech.sampleResourceId = -1;
|
|
else
|
|
_activeSpeech.sampleResourceId = sampleResourceId;
|
|
_activeSpeech.playing = false;
|
|
_activeSpeech.slowModeCharIndex = 0;
|
|
_activeSpeech.speechBox = box;
|
|
}
|
|
|
|
void Actor::simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags, int sampleResourceId) {
|
|
int i;
|
|
|
|
for (i = 0; i < actorIdsCount; i++) {
|
|
ActorData *actor;
|
|
|
|
actor = getActor(actorIds[i]);
|
|
_activeSpeech.actorIds[i] = actorIds[i];
|
|
_activeSpeech.speechColor[i] = actor->_speechColor;
|
|
_activeSpeech.outlineColor[i] = _vm->KnownColor2ColorId(kKnownColorBlack);
|
|
}
|
|
_activeSpeech.actorsCount = actorIdsCount;
|
|
_activeSpeech.strings[0] = string;
|
|
_activeSpeech.stringsCount = 1;
|
|
_activeSpeech.speechFlags = speechFlags;
|
|
_activeSpeech.sampleResourceId = sampleResourceId;
|
|
_activeSpeech.playing = false;
|
|
_activeSpeech.slowModeCharIndex = 0;
|
|
|
|
// caller should call thread->wait(kWaitTypeSpeech) by itself
|
|
}
|
|
|
|
void Actor::abortAllSpeeches() {
|
|
// WORKAROUND: Don't abort speeches in scene 31 (tree with beehive). This prevents the
|
|
// making fire animation from breaking
|
|
if (_vm->getGameId() == GID_ITE && _vm->_scene->currentSceneNumber() == 31)
|
|
return;
|
|
|
|
abortSpeech();
|
|
|
|
if (_vm->_script->_abortEnabled)
|
|
_vm->_script->_skipSpeeches = true;
|
|
|
|
for (int i = 0; i < 10; i++)
|
|
_vm->_script->executeThreads(0);
|
|
}
|
|
|
|
void Actor::abortSpeech() {
|
|
_vm->_sound->stopVoice();
|
|
_activeSpeech.playingTime = 0;
|
|
}
|
|
|
|
void Actor::saveState(Common::OutSaveFile *out) {
|
|
uint16 i;
|
|
|
|
out->writeSint16LE(getProtagState());
|
|
|
|
for (i = 0; i < _actorsCount; i++) {
|
|
ActorData *a = _actors[i];
|
|
a->saveState(out);
|
|
}
|
|
|
|
for (i = 0; i < _objsCount; i++) {
|
|
ObjectData *o = _objs[i];
|
|
o->saveState(out);
|
|
}
|
|
}
|
|
|
|
void Actor::loadState(Common::InSaveFile *in) {
|
|
int32 i;
|
|
|
|
int16 protagState = in->readSint16LE();
|
|
if (protagState != 0 || _protagonist->_shareFrames)
|
|
setProtagState(protagState);
|
|
|
|
for (i = 0; i < _actorsCount; i++) {
|
|
ActorData *a = _actors[i];
|
|
a->loadState(_vm->getCurrentLoadVersion(), in);
|
|
}
|
|
|
|
for (i = 0; i < _objsCount; i++) {
|
|
ObjectData *o = _objs[i];
|
|
o->loadState(in);
|
|
}
|
|
}
|
|
|
|
} // End of namespace Saga
|