scummvm/engines/sludge/people.cpp
polyesterswing da6122fdec SLUDGE: Fix drawModeDark colourmix values by swapping them
In Out of Order, if you visit the alley that goes to the surgery you
will notice a jarring transition between colours on Hurford.
2023-12-14 18:24:56 +01:00

1040 lines
28 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "sludge/floor.h"
#include "sludge/graphics.h"
#include "sludge/freeze.h"
#include "sludge/function.h"
#include "sludge/newfatal.h"
#include "sludge/objtypes.h"
#include "sludge/people.h"
#include "sludge/region.h"
#include "sludge/sludge.h"
#include "sludge/sludger.h"
#include "sludge/sound.h"
#include "sludge/speech.h"
#include "sludge/version.h"
#define ANI_STAND 0
#define ANI_WALK 1
#define ANI_TALK 2
namespace Sludge {
extern VariableStack *noStack;
extern int ssgVersion;
PersonaAnimation::PersonaAnimation() {
theSprites = nullptr;
numFrames = 0;
frames = nullptr;
}
PersonaAnimation::~PersonaAnimation() {
if (numFrames) {
delete[] frames;
frames = nullptr;
}
}
PersonaAnimation::PersonaAnimation(int num, VariableStack *&stacky) {
theSprites = nullptr;
numFrames = num;
frames = new AnimFrame[num];
int a = num, frameNum = 0, howMany = 0;
while (a) {
a--;
frames[a].noise = 0;
if (stacky->thisVar.varType == SVT_FILE) {
frames[a].noise = stacky->thisVar.varData.intValue;
} else if (stacky->thisVar.varType == SVT_FUNC) {
frames[a].noise = -stacky->thisVar.varData.intValue;
} else if (stacky->thisVar.varType == SVT_STACK) {
stacky->thisVar.varData.theStack->first->thisVar.getValueType(frameNum, SVT_INT);
stacky->thisVar.varData.theStack->first->next->thisVar.getValueType(howMany, SVT_INT);
} else {
stacky->thisVar.getValueType(frameNum, SVT_INT);
howMany = 1;
}
trimStack(stacky);
frames[a].frameNum = frameNum;
frames[a].howMany = howMany;
}
}
PersonaAnimation::PersonaAnimation(PersonaAnimation *orig) {
int num = orig->numFrames;
// Copy the easy bits...
theSprites = orig->theSprites;
numFrames = num;
if (num) {
// Argh! Frames! We need a whole NEW array of AnimFrame structures...
frames = new AnimFrame[num];
for (int a = 0; a < num; a++) {
frames[a].frameNum = orig->frames[a].frameNum;
frames[a].howMany = orig->frames[a].howMany;
frames[a].noise = orig->frames[a].noise;
}
} else {
frames = nullptr;
}
}
int PersonaAnimation::getTotalTime() {
int total = 0;
for (int a = 0; a < numFrames; a++) {
total += frames[a].howMany;
}
return total;
}
bool PersonaAnimation::save(Common::WriteStream *stream) {
stream->writeUint16BE(numFrames);
if (numFrames) {
stream->writeUint32LE(theSprites->ID);
for (int a = 0; a < numFrames; a++) {
stream->writeUint32LE(frames[a].frameNum);
stream->writeUint32LE(frames[a].howMany);
stream->writeUint32LE(frames[a].noise);
}
}
return true;
}
bool PersonaAnimation::load(Common::SeekableReadStream *stream) {
numFrames = stream->readUint16BE();
if (numFrames) {
int a = stream->readUint32LE();
frames = new AnimFrame [numFrames];
if (!checkNew(frames))
return false;
theSprites = g_sludge->_gfxMan->loadBankForAnim(a);
for (a = 0; a < numFrames; a++) {
frames[a].frameNum = stream->readUint32LE();
frames[a].howMany = stream->readUint32LE();
if (ssgVersion >= VERSION(2, 0)) {
frames[a].noise = stream->readUint32LE();
} else {
frames[a].noise = 0;
}
}
} else {
theSprites = NULL;
frames = NULL;
}
return true;
}
bool Persona::save(Common::WriteStream *stream) {
int a;
stream->writeUint16BE(numDirections);
for (a = 0; a < numDirections * 3; a++) {
if (!animation[a]->save(stream))
return false;
}
return true;
}
bool Persona::load(Common::SeekableReadStream *stream) {
int a;
numDirections = stream->readUint16BE();
animation = new PersonaAnimation *[numDirections * 3];
if (!checkNew(animation))
return false;
for (a = 0; a < numDirections * 3; a++) {
animation[a] = new PersonaAnimation;
if (!checkNew(animation[a]))
return false;
if (!animation[a]->load(stream))
return false;
}
return true;
}
void OnScreenPerson::setFrames(int a) {
myAnim = myPersona->animation[(a * myPersona->numDirections) + direction];
}
void OnScreenPerson::makeTalker() {
setFrames(ANI_TALK);
}
void OnScreenPerson::makeSilent() {
setFrames(ANI_STAND);
}
PeopleManager::PeopleManager(SludgeEngine *vm) {
_vm = vm;
_allPeople = new OnScreenPersonList;
_scaleHorizon = 75;
_scaleDivide = 150;
_personRegion = new ScreenRegion;
}
PeopleManager::~PeopleManager() {
kill();
delete _personRegion;
_personRegion = nullptr;
delete _allPeople;
_allPeople = nullptr;
}
void PeopleManager::turnMeAngle(OnScreenPerson *thisPerson, int direc) {
int d = thisPerson->myPersona->numDirections;
thisPerson->angle = direc;
direc += (180 / d) + 180 + thisPerson->angleOffset;
while (direc >= 360)
direc -= 360;
thisPerson->direction = (direc * d) / 360;
}
bool PeopleManager::init() {
_personRegion->sX = 0;
_personRegion->sY = 0;
_personRegion->di = -1;
return true;
}
void PeopleManager::spinStep(OnScreenPerson *thisPerson) {
int diff = (thisPerson->angle + 360) - thisPerson->wantAngle;
int eachSlice = thisPerson->spinSpeed ? thisPerson->spinSpeed : (360 / thisPerson->myPersona->numDirections);
while (diff > 180) {
diff -= 360;
}
if (diff >= eachSlice) {
turnMeAngle(thisPerson, thisPerson->angle - eachSlice);
} else if (diff <= -eachSlice) {
turnMeAngle(thisPerson, thisPerson->angle + eachSlice);
} else {
turnMeAngle(thisPerson, thisPerson->wantAngle);
thisPerson->spinning = false;
}
}
void PeopleManager::rethinkAngle(OnScreenPerson *thisPerson) {
int d = thisPerson->myPersona->numDirections;
int direc = thisPerson->angle + (180 / d) + 180 + thisPerson->angleOffset;
while (direc >= 360)
direc -= 360;
thisPerson->direction = (direc * d) / 360;
}
bool PeopleManager::turnPersonToFace(int thisNum, int direc) {
OnScreenPerson *thisPerson = findPerson(thisNum);
if (thisPerson) {
if (thisPerson->continueAfterWalking)
abortFunction(thisPerson->continueAfterWalking);
thisPerson->continueAfterWalking = NULL;
thisPerson->walking = false;
thisPerson->spinning = false;
turnMeAngle(thisPerson, direc);
_vm->_speechMan->isCurrentTalker(thisPerson) ?
thisPerson->makeTalker() : thisPerson->makeSilent();
return true;
}
return false;
}
bool PeopleManager::setPersonExtra(int thisNum, int extra) {
OnScreenPerson *thisPerson = findPerson(thisNum);
if (thisPerson) {
thisPerson->extra = extra;
if (extra & EXTRA_NOSCALE)
thisPerson->scale = 1;
return true;
}
return false;
}
void PeopleManager::setScale(int16 h, int16 d) {
_scaleHorizon = h;
_scaleDivide = d;
}
void PeopleManager::moveAndScale(OnScreenPerson &me, float x, float y) {
me.x = x;
me.y = y;
if (!(me.extra & EXTRA_NOSCALE) && _scaleDivide)
me.scale = (me.y - _scaleHorizon) / _scaleDivide;
}
OnScreenPerson *PeopleManager::findPerson(int v) {
for (OnScreenPersonList::iterator it = _allPeople->begin(); it != _allPeople->end(); ++it) {
if (v == (*it)->thisType->objectNum) {
return (*it);
}
}
return nullptr;
}
void PeopleManager::movePerson(int x, int y, int objNum) {
OnScreenPerson *moveMe = findPerson(objNum);
if (moveMe)
moveAndScale(*moveMe, x, y);
}
void PeopleManager::setShown(bool h, int ob) {
OnScreenPerson *moveMe = findPerson(ob);
if (moveMe)
moveMe->show = h;
}
enum drawModes {
drawModeNormal,
drawModeTransparent1,
drawModeTransparent2,
drawModeTransparent3,
drawModeDark1,
drawModeDark2,
drawModeDark3,
drawModeBlack,
drawModeShadow1,
drawModeShadow2,
drawModeShadow3,
drawModeFoggy1,
drawModeFoggy2,
drawModeFoggy3,
drawModeFoggy4,
drawModeGlow1,
drawModeGlow2,
drawModeGlow3,
drawModeGlow4,
drawModeInvisible,
numDrawModes
};
void PeopleManager::setMyDrawMode(OnScreenPerson *moveMe, int h) {
int hasBadDrawMode = 0;
if (gameVersion > VERSION(1, 7)) {
hasBadDrawMode = 1;
warning("Versions above 1.7 have bad values set for drawModeDark");
}
const int colourMix[2][3] = { {64, 128, 192}, {192, 128, 64} };
switch (h) {
case drawModeTransparent3:
moveMe->r = moveMe->g = moveMe->b = 0;
moveMe->colourmix = 0;
moveMe->transparency = 64;
break;
case drawModeTransparent2:
moveMe->r = moveMe->g = moveMe->b = 0;
moveMe->colourmix = 0;
moveMe->transparency = 128;
break;
case drawModeTransparent1:
moveMe->r = moveMe->g = moveMe->b = 0;
moveMe->colourmix = 0;
moveMe->transparency = 192;
break;
case drawModeInvisible:
moveMe->r = moveMe->g = moveMe->b = 0;
moveMe->colourmix = 0;
moveMe->transparency = 254;
break;
case drawModeDark1:
moveMe->r = moveMe->g = moveMe->b = 0;
moveMe->colourmix = colourMix[hasBadDrawMode][0];
moveMe->transparency = 0;
break;
case drawModeDark2:
moveMe->r = moveMe->g = moveMe->b = 0;
moveMe->colourmix = colourMix[hasBadDrawMode][1];
moveMe->transparency = 0;
break;
case drawModeDark3:
moveMe->r = moveMe->g = moveMe->b = 0;
moveMe->colourmix = colourMix[hasBadDrawMode][2];
moveMe->transparency = 0;
break;
case drawModeBlack:
moveMe->r = moveMe->g = moveMe->b = 0;
moveMe->colourmix = 255;
moveMe->transparency = 0;
break;
case drawModeShadow1:
moveMe->r = moveMe->g = moveMe->b = 0;
moveMe->colourmix = 255;
moveMe->transparency = 64;
break;
case drawModeShadow2:
moveMe->r = moveMe->g = moveMe->b = 0;
moveMe->colourmix = 255;
moveMe->transparency = 128;
break;
case drawModeShadow3:
moveMe->r = moveMe->g = moveMe->b = 0;
moveMe->colourmix = 255;
moveMe->transparency = 192;
break;
case drawModeFoggy3:
moveMe->r = moveMe->g = moveMe->b = 128;
moveMe->colourmix = 192;
moveMe->transparency = 0;
break;
case drawModeFoggy2:
moveMe->r = moveMe->g = moveMe->b = 128;
moveMe->colourmix = 128;
moveMe->transparency = 0;
break;
case drawModeFoggy1:
moveMe->r = moveMe->g = moveMe->b = 128;
moveMe->colourmix = 64;
moveMe->transparency = 0;
break;
case drawModeFoggy4:
moveMe->r = moveMe->g = moveMe->b = 128;
moveMe->colourmix = 255;
moveMe->transparency = 0;
break;
case drawModeGlow3:
moveMe->r = moveMe->g = moveMe->b = 255;
moveMe->colourmix = 192;
moveMe->transparency = 0;
break;
case drawModeGlow2:
moveMe->r = moveMe->g = moveMe->b = 255;
moveMe->colourmix = 128;
moveMe->transparency = 0;
break;
case drawModeGlow1:
moveMe->r = moveMe->g = moveMe->b = 255;
moveMe->colourmix = 64;
moveMe->transparency = 0;
break;
case drawModeGlow4:
moveMe->r = moveMe->g = moveMe->b = 255;
moveMe->colourmix = 255;
moveMe->transparency = 0;
break;
default:
moveMe->r = moveMe->g = moveMe->b = 0;
moveMe->colourmix = 0;
moveMe->transparency = 0;
break;
}
}
void PeopleManager::setDrawMode(int h, int ob) {
OnScreenPerson *moveMe = findPerson(ob);
if (!moveMe)
return;
setMyDrawMode(moveMe, h);
}
void PeopleManager::setPersonTransparency(int ob, byte x) {
OnScreenPerson *moveMe = findPerson(ob);
if (!moveMe)
return;
if (x > 254)
x = 254;
moveMe->transparency = x;
}
void PeopleManager::setPersonColourise(int ob, byte r, byte g, byte b, byte colourmix) {
OnScreenPerson *moveMe = findPerson(ob);
if (!moveMe)
return;
moveMe->r = r;
moveMe->g = g;
moveMe->b = b;
moveMe->colourmix = colourmix;
}
struct PeopleYComperator {
bool operator()(const OnScreenPerson *p1, const OnScreenPerson *p2) {
float y1 = p1->extra & EXTRA_FRONT ? p1->y + 1000 : p1->y;
float y2 = p2->extra & EXTRA_FRONT ? p2->y + 1000 : p2->y;
return y1 < y2;
}
};
template<typename T, class StrictWeakOrdering>
void bubble_sort(T first, T last, StrictWeakOrdering comp) {
bool swapped;
do {
swapped = false;
for (T i = first; i != last; ++i) {
T j = i;
++j;
if (j != last && comp(*j, *i)) {
SWAP(*i, *j);
swapped = true;
}
}
} while (swapped);
}
void PeopleManager::shufflePeople() {
if (_allPeople->empty())
return;
// Use a stable sorting algorithm to sort people to avoid
// equal elements moving around and causing flickering issues
bubble_sort(_allPeople->begin(), _allPeople->end(), PeopleYComperator());
}
void PeopleManager::drawPeople() {
shufflePeople();
PersonaAnimation *myAnim = NULL;
_vm->_regionMan->resetOverRegion();
for (OnScreenPersonList::iterator it = _allPeople->begin(); it != _allPeople->end(); ++it) {
OnScreenPerson * thisPerson = (*it);
if (thisPerson->show) {
myAnim = thisPerson->myAnim;
if (myAnim != thisPerson->lastUsedAnim) {
thisPerson->lastUsedAnim = myAnim;
thisPerson->frameNum = 0;
thisPerson->frameTick = myAnim->frames[0].howMany;
if (myAnim->frames[thisPerson->frameNum].noise > 0) {
_vm->_soundMan->startSound(myAnim->frames[thisPerson->frameNum].noise, false);
thisPerson->frameNum++;
thisPerson->frameNum %= thisPerson->myAnim->numFrames;
thisPerson->frameTick = thisPerson->myAnim->frames[thisPerson->frameNum].howMany;
} else if (myAnim->frames[thisPerson->frameNum].noise) {
startNewFunctionNum(-myAnim->frames[thisPerson->frameNum].noise, 0,
NULL, noStack);
thisPerson->frameNum++;
thisPerson->frameNum %= thisPerson->myAnim->numFrames;
thisPerson->frameTick = thisPerson->myAnim->frames[thisPerson->frameNum].howMany;
}
}
int fNumSign = myAnim->frames[thisPerson->frameNum].frameNum;
int m = fNumSign < 0;
int fNum = ABS(fNumSign);
if (fNum >= myAnim->theSprites->bank.total) {
fNum = 0;
m = 2 - m;
}
if (m != 2) {
bool r = false;
r = _vm->_gfxMan->scaleSprite(myAnim->theSprites->bank.sprites[fNum], myAnim->theSprites->bank.myPalette, thisPerson, m);
if (r) {
if (!thisPerson->thisType->screenName.empty()) {
if (_personRegion->thisType != thisPerson->thisType)
_vm->_regionMan->resetLastRegion();
_personRegion->thisType = thisPerson->thisType;
_vm->_regionMan->setOverRegion(_personRegion);
}
}
}
}
if (!--thisPerson->frameTick) {
thisPerson->frameNum++;
thisPerson->frameNum %= thisPerson->myAnim->numFrames;
thisPerson->frameTick = thisPerson->myAnim->frames[thisPerson->frameNum].howMany;
if (thisPerson->show && myAnim && myAnim->frames) {
if (myAnim->frames[thisPerson->frameNum].noise > 0) {
_vm->_soundMan->startSound(myAnim->frames[thisPerson->frameNum].noise, false);
thisPerson->frameNum++;
thisPerson->frameNum %= thisPerson->myAnim->numFrames;
thisPerson->frameTick = thisPerson->myAnim->frames[thisPerson->frameNum].howMany;
} else if (myAnim->frames[thisPerson->frameNum].noise) {
startNewFunctionNum(-myAnim->frames[thisPerson->frameNum].noise, 0,
NULL, noStack);
thisPerson->frameNum++;
thisPerson->frameNum %= thisPerson->myAnim->numFrames;
thisPerson->frameTick = thisPerson->myAnim->frames[thisPerson->frameNum].howMany;
}
}
}
}
}
bool PeopleManager::walkMe(OnScreenPerson *thisPerson, bool move) {
float xDiff, yDiff, maxDiff, s;
for (;;) {
xDiff = thisPerson->thisStepX - thisPerson->x;
yDiff = (thisPerson->thisStepY - thisPerson->y) * 2;
s = thisPerson->scale * thisPerson->walkSpeed;
if (s < 0.2)
s = (float)0.2;
maxDiff = (ABS(xDiff) >= ABS(yDiff)) ? ABS(xDiff) : ABS(yDiff);
if (ABS(maxDiff) > s) {
if (thisPerson->spinning) {
spinStep(thisPerson);
thisPerson->setFrames(ANI_WALK);
}
s = maxDiff / s;
if (move)
moveAndScale(*thisPerson, thisPerson->x + xDiff / s, thisPerson->y + yDiff / (s * 2));
return true;
}
if (thisPerson->inPoly == -1) {
if (thisPerson->directionWhenDoneWalking != -1) {
thisPerson->wantAngle = thisPerson->directionWhenDoneWalking;
thisPerson->spinning = true;
spinStep(thisPerson);
}
break;
}
if (!_vm->_floorMan->doBorderStuff(thisPerson))
break;
}
thisPerson->walking = false;
thisPerson->setFrames(ANI_STAND);
moveAndScale(*thisPerson, thisPerson->walkToX, thisPerson->walkToY);
return false;
}
bool PeopleManager::makeWalkingPerson(int x, int y, int objNum, LoadedFunction *func, int di) {
if (x == 0 && y == 0)
return false;
if (_vm->_floorMan->isFloorNoPolygon())
return false;
OnScreenPerson *moveMe = findPerson(objNum);
if (!moveMe)
return false;
if (moveMe->continueAfterWalking)
abortFunction(moveMe->continueAfterWalking);
moveMe->continueAfterWalking = NULL;
moveMe->walking = true;
moveMe->directionWhenDoneWalking = di;
moveMe->walkToX = x;
moveMe->walkToY = y;
moveMe->walkToPoly = _vm->_floorMan->inFloor(x, y);
if (moveMe->walkToPoly == -1) {
if (!_vm->_floorMan->handleClosestPoint(moveMe->walkToX, moveMe->walkToY, moveMe->walkToPoly))
return false;
}
moveMe->inPoly = _vm->_floorMan->inFloor(moveMe->x, moveMe->y);
if (moveMe->inPoly == -1) {
int xxx = moveMe->x, yyy = moveMe->y;
if (!_vm->_floorMan->handleClosestPoint(xxx, yyy, moveMe->inPoly))
return false;
}
_vm->_floorMan->doBorderStuff(moveMe);
if (walkMe(moveMe, false) || moveMe->spinning) {
moveMe->continueAfterWalking = func;
return true;
} else {
return false;
}
}
bool PeopleManager::stopPerson(int o) {
OnScreenPerson *moveMe = findPerson(o);
if (moveMe)
if (moveMe->continueAfterWalking) {
abortFunction(moveMe->continueAfterWalking);
moveMe->continueAfterWalking = NULL;
moveMe->walking = false;
moveMe->spinning = false;
moveMe->setFrames(ANI_STAND);
return true;
}
return false;
}
bool PeopleManager::forceWalkingPerson(int x, int y, int objNum, LoadedFunction *func, int di) {
if (x == 0 && y == 0)
return false;
OnScreenPerson *moveMe = findPerson(objNum);
if (!moveMe)
return false;
if (moveMe->continueAfterWalking)
abortFunction(moveMe->continueAfterWalking);
moveMe->walking = true;
moveMe->continueAfterWalking = NULL;
moveMe->directionWhenDoneWalking = di;
moveMe->walkToX = x;
moveMe->walkToY = y;
// Let's pretend the start and end points are both in the same
// polygon (which one isn't important)
moveMe->inPoly = 0;
moveMe->walkToPoly = 0;
_vm->_floorMan->doBorderStuff(moveMe);
if (walkMe(moveMe) || moveMe->spinning) {
moveMe->continueAfterWalking = func;
return true;
} else {
return false;
}
}
void PeopleManager::jumpPerson(int x, int y, int objNum) {
if (x == 0 && y == 0)
return;
OnScreenPerson *moveMe = findPerson(objNum);
if (!moveMe)
return;
if (moveMe->continueAfterWalking)
abortFunction(moveMe->continueAfterWalking);
moveMe->continueAfterWalking = NULL;
moveMe->walking = false;
moveMe->spinning = false;
moveAndScale(*moveMe, x, y);
}
bool PeopleManager::floatCharacter(int f, int objNum) {
OnScreenPerson *moveMe = findPerson(objNum);
if (!moveMe)
return false;
moveMe->floaty = f;
return true;
}
bool PeopleManager::setCharacterWalkSpeed(int f, int objNum) {
if (f <= 0)
return false;
OnScreenPerson *moveMe = findPerson(objNum);
if (!moveMe)
return false;
moveMe->walkSpeed = f;
return true;
}
void PeopleManager::walkAllPeople() {
for (OnScreenPersonList::iterator it = _allPeople->begin(); it != _allPeople->end(); ++it) {
OnScreenPerson *thisPerson = (*it);
if (thisPerson->walking) {
walkMe(thisPerson);
} else if (thisPerson->spinning) {
spinStep(thisPerson);
thisPerson->setFrames(ANI_STAND);
}
if ((!thisPerson->walking) && (!thisPerson->spinning) && thisPerson->continueAfterWalking) {
restartFunction(thisPerson->continueAfterWalking);
thisPerson->continueAfterWalking = NULL;
}
}
}
bool PeopleManager::addPerson(int x, int y, int objNum, Persona *p) {
OnScreenPerson *newPerson = new OnScreenPerson;
if (!checkNew(newPerson))
return false;
// Init newPerson
newPerson->thisType = _vm->_objMan->loadObjectType(objNum);
newPerson->scale = 1;
newPerson->extra = 0;
newPerson->continueAfterWalking = NULL;
moveAndScale(*newPerson, x, y);
newPerson->frameNum = 0;
newPerson->walkToX = x;
newPerson->walkToY = y;
newPerson->walking = false;
newPerson->spinning = false;
newPerson->show = true;
newPerson->direction = 0;
newPerson->angle = 180;
newPerson->wantAngle = 180;
newPerson->angleOffset = 0;
newPerson->floaty = 0;
newPerson->walkSpeed = newPerson->thisType->walkSpeed;
newPerson->myAnim = NULL;
newPerson->spinSpeed = newPerson->thisType->spinSpeed;
newPerson->r = 0;
newPerson->g = 0;
newPerson->b = 0;
newPerson->colourmix = 0;
newPerson->transparency = 0;
newPerson->myPersona = p;
newPerson->lastUsedAnim = 0;
newPerson->frameTick = 0;
newPerson->setFrames(ANI_STAND);
// HEIGHT (BASED ON 1st FRAME OF 1st ANIMATION... INC. SPECIAL CASES)
int fNumSigned = p->animation[0]->frames[0].frameNum;
int fNum = abs(fNumSigned);
if (fNum >= p->animation[0]->theSprites->bank.total) {
if (fNumSigned < 0) {
newPerson->height = 5;
} else {
newPerson->height = p->animation[0]->theSprites->bank.sprites[0].yhot + 5;
}
} else {
newPerson->height = p->animation[0]->theSprites->bank.sprites[fNum].yhot + 5;
}
// NOW INSERT IT IN THE RIGHT PLACE
bool inserted = false;
for (OnScreenPersonList::iterator it = _allPeople->begin(); it != _allPeople->end(); ++it) {
if ((*it)->y >= y) {
_allPeople->insert(it, newPerson);
inserted = true;
break;
}
}
if (!inserted) {
_allPeople->push_back(newPerson);
}
return (bool)(newPerson->thisType != NULL);
}
void PeopleManager::animatePerson(int obj, PersonaAnimation *fram) { // Set a new SINGLE animation
OnScreenPerson *moveMe = findPerson(obj);
if (moveMe) {
if (moveMe->continueAfterWalking)
abortFunction(moveMe->continueAfterWalking);
moveMe->continueAfterWalking = NULL;
moveMe->walking = false;
moveMe->spinning = false;
moveMe->myAnim = fram;
}
}
void PeopleManager::animatePerson(int obj, Persona *per) { // Set a new costume
OnScreenPerson *moveMe = findPerson(obj);
if (moveMe) {
moveMe->spinning = false;
moveMe->myPersona = per;
rethinkAngle(moveMe);
if (moveMe->walking) {
moveMe->setFrames(ANI_WALK);
} else {
moveMe->setFrames(ANI_STAND);
}
}
}
void PeopleManager::kill() {
for (OnScreenPersonList::iterator it = _allPeople->begin(); it != _allPeople->end(); ++it) {
if ((*it)->continueAfterWalking)
abortFunction((*it)->continueAfterWalking);
(*it)->continueAfterWalking = NULL;
_vm->_objMan->removeObjectType((*it)->thisType);
delete (*it);
(*it) = nullptr;
}
_allPeople->clear();
}
void PeopleManager::killMostPeople() {
for (OnScreenPersonList::iterator it = _allPeople->begin(); it != _allPeople->end(); ++it) {
if (!((*it)->extra & EXTRA_NOREMOVE)) {
OnScreenPerson *killPeople = (*it);
it = _allPeople->reverse_erase(it);
// Gone from the list... now free some memory
if (killPeople->continueAfterWalking)
abortFunction(killPeople->continueAfterWalking);
killPeople->continueAfterWalking = NULL;
_vm->_objMan->removeObjectType(killPeople->thisType);
delete killPeople;
}
}
}
void PeopleManager::removeOneCharacter(int i) {
OnScreenPerson *removePerson = findPerson(i);
if (removePerson) {
ScreenRegion *overRegion = _vm->_regionMan->getOverRegion();
if (overRegion == _personRegion && overRegion->thisType == removePerson->thisType) {
overRegion = nullptr;
}
if (removePerson->continueAfterWalking)
abortFunction(removePerson->continueAfterWalking);
removePerson->continueAfterWalking = NULL;
_vm->_objMan->removeObjectType(removePerson->thisType);
_allPeople->remove(removePerson);
}
}
bool PeopleManager::savePeople(Common::WriteStream* stream) {
stream->writeSint16LE(_scaleHorizon);
stream->writeSint16LE(_scaleDivide);
int countPeople = _allPeople->size();
stream->writeUint16BE(countPeople);
for (OnScreenPersonList::iterator it = _allPeople->begin(); it != _allPeople->end(); ++it) {
stream->writeFloatLE((*it)->x);
stream->writeFloatLE((*it)->y);
(*it)->myPersona->save(stream);
(*it)->myAnim->save(stream);
stream->writeByte((*it)->myAnim == (*it)->lastUsedAnim);
stream->writeFloatLE((*it)->scale);
stream->writeUint16BE((*it)->extra);
stream->writeUint16BE((*it)->height);
stream->writeUint16BE((*it)->walkToX);
stream->writeUint16BE((*it)->walkToY);
stream->writeUint16BE((*it)->thisStepX);
stream->writeUint16BE((*it)->thisStepY);
stream->writeUint16BE((*it)->frameNum);
stream->writeUint16BE((*it)->frameTick);
stream->writeUint16BE((*it)->walkSpeed);
stream->writeUint16BE((*it)->spinSpeed);
stream->writeSint16LE((*it)->floaty);
stream->writeByte((*it)->show);
stream->writeByte((*it)->walking);
stream->writeByte((*it)->spinning);
if ((*it)->continueAfterWalking) {
stream->writeByte(1);
saveFunction((*it)->continueAfterWalking, stream);
} else {
stream->writeByte(0);
}
stream->writeUint16BE((*it)->direction);
stream->writeUint16BE((*it)->angle);
stream->writeUint16BE((*it)->angleOffset);
stream->writeUint16BE((*it)->wantAngle);
stream->writeSint16LE((*it)->directionWhenDoneWalking);
stream->writeSint16LE((*it)->inPoly);
stream->writeSint16LE((*it)->walkToPoly);
stream->writeByte((*it)->r);
stream->writeByte((*it)->g);
stream->writeByte((*it)->b);
stream->writeByte((*it)->colourmix);
stream->writeByte((*it)->transparency);
_vm->_objMan->saveObjectRef((*it)->thisType, stream);
}
return true;
}
bool PeopleManager::loadPeople(Common::SeekableReadStream *stream) {
kill();
_scaleHorizon = stream->readSint16LE();
_scaleDivide = stream->readSint16LE();
int countPeople = stream->readUint16BE();
int a;
for (a = 0; a < countPeople; a++) {
OnScreenPerson *me = new OnScreenPerson;
if (!checkNew(me))
return false;
me->myPersona = new Persona;
if (!checkNew(me->myPersona))
return false;
me->myAnim = new PersonaAnimation;
if (!checkNew(me->myAnim))
return false;
me->x = stream->readFloatLE();
me->y = stream->readFloatLE();
me->myPersona->load(stream);
me->myAnim->load(stream);
me->lastUsedAnim = stream->readByte() ? me->myAnim : NULL;
me->scale = stream->readFloatLE();
me->extra = stream->readUint16BE();
me->height = stream->readUint16BE();
me->walkToX = stream->readUint16BE();
me->walkToY = stream->readUint16BE();
me->thisStepX = stream->readUint16BE();
me->thisStepY = stream->readUint16BE();
me->frameNum = stream->readUint16BE();
me->frameTick = stream->readUint16BE();
me->walkSpeed = stream->readUint16BE();
me->spinSpeed = stream->readUint16BE();
me->floaty = stream->readSint16LE();
me->show = stream->readByte();
me->walking = stream->readByte();
me->spinning = stream->readByte();
if (stream->readByte()) {
me->continueAfterWalking = loadFunction(stream);
if (!me->continueAfterWalking)
return false;
} else {
me->continueAfterWalking = NULL;
}
me->direction = stream->readUint16BE();
me->angle = stream->readUint16BE();
if (ssgVersion >= VERSION(2, 0)) {
me->angleOffset = stream->readUint16BE();
} else {
me->angleOffset = 0;
}
me->wantAngle = stream->readUint16BE();
me->directionWhenDoneWalking = stream->readSint16LE();
me->inPoly = stream->readSint16LE();
me->walkToPoly = stream->readSint16LE();
if (ssgVersion >= VERSION(2, 0)) {
me->r = stream->readByte();
me->g = stream->readByte();
me->b = stream->readByte();
me->colourmix = stream->readByte();
me->transparency = stream->readByte();
} else {
setMyDrawMode(me, stream->readUint16BE());
}
me->thisType = _vm->_objMan->loadObjectRef(stream);
// Anti-aliasing settings
if (ssgVersion >= VERSION(1, 6)) {
if (ssgVersion < VERSION(2, 0)) {
// aaLoad
stream->readByte();
stream->readFloatLE();
stream->readFloatLE();
}
}
_allPeople->push_back(me);
}
return true;
}
void PeopleManager::freeze(FrozenStuffStruct *frozenStuff) {
frozenStuff->allPeople = _allPeople;
_allPeople = nullptr;
_allPeople = new OnScreenPersonList;
}
void PeopleManager::resotre(FrozenStuffStruct *frozenStuff) {
kill();
delete _allPeople;
_allPeople = nullptr;
_allPeople = frozenStuff->allPeople;
}
} // End of namespace Sludge