scummvm/saga/actor.cpp
Eugene Sandulenko f3d340fb0c WIP for SAGA engine.
o text formatting is not consistent with rules, just indent utility is too
   dumb for that
 o it does not use OSystem, i.e. it runs on direct SDL calls
 o it may not even compile on your box
 o if you enable it, expect zillions of warnings
 o no sound

Now it runs ITE intro as reinherit did

svn-id: r13564
2004-04-12 21:40:49 +00:00

1457 lines
27 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
/*
Description:
Actor management module
Notes:
Hardcoded actor table present in r_actordata.c
*/
#include "reinherit.h"
#include "yslib.h"
/*
* Uses the following modules:
\*--------------------------------------------------------------------------*/
#include "game_mod.h"
#include "cvar_mod.h"
#include "console_mod.h"
#include "rscfile_mod.h"
#include "script_mod.h"
#include "sndres_mod.h"
#include "sprite_mod.h"
#include "font_mod.h"
#include "text_mod.h"
/*
* Begin module component
\*--------------------------------------------------------------------------*/
#include "actor_mod.h"
#include "actor.h"
#include "actordata.h"
namespace Saga {
static R_ACTOR_MODULE ActorModule;
R_ACTIONTIMES ActionTDeltas[] = {
{ACTION_IDLE, 80},
{ACTION_WALK, 80},
{ACTION_SPEAK, 200}
};
int ACTOR_Register(void)
{
CVAR_RegisterFunc(CF_actor_add, "actor_add",
"<Actor id> <lx> <ly>", R_CVAR_NONE, 3, 3);
CVAR_RegisterFunc(CF_actor_del, "actor_del",
"<Actor id>", R_CVAR_NONE, 1, 1);
CVAR_RegisterFunc(CF_actor_move, "actor_move",
"<Actor id> <lx> <ly>", R_CVAR_NONE, 3, 3);
CVAR_RegisterFunc(CF_actor_moverel, "actor_moverel",
"<Actor id> <lx> <ly>", R_CVAR_NONE, 3, 3);
CVAR_RegisterFunc(CF_actor_seto, "actor_seto",
"<Actor id> <Orientation>", R_CVAR_NONE, 2, 2);
CVAR_RegisterFunc(CF_actor_setact, "actor_setact",
"<Actor id> <Action #>", R_CVAR_NONE, 2, 2);
return R_SUCCESS;
}
int ACTOR_Init(void)
{
int result;
int i;
if (ActorModule.init) {
ActorModule.err_str = "Actor module already initialized.";
return R_FAILURE;
}
/* Get actor resource file context
* \*------------------------------------------------------------- */
result = GAME_GetFileContext(&ActorModule.actor_ctxt,
R_GAME_RESOURCEFILE, 0);
if (result != R_SUCCESS) {
ActorModule.err_str =
"Couldn't load actor module resource context.";
return R_FAILURE;
}
/* Create actor lookup table
* \*------------------------------------------------------------- */
ActorModule.tbl = (YS_DL_NODE **)malloc(R_ACTORCOUNT * sizeof *ActorModule.tbl);
if (ActorModule.tbl == NULL) {
ActorModule.err_str = R_MEMFAIL_MSG;
return R_MEM;
}
for (i = 0; i < R_ACTORCOUNT; i++) {
ActorModule.tbl[i] = NULL;
}
/* Create actor alias table
* \*------------------------------------------------------------- */
ActorModule.alias_tbl = (int *)malloc(R_ACTORCOUNT *
sizeof *ActorModule.alias_tbl);
if (ActorModule.alias_tbl == NULL) {
free(ActorModule.tbl);
ActorModule.err_str = R_MEMFAIL_MSG;
return R_MEM;
}
/* Initialize alias table so each index contains itself */
for (i = 0; i < R_ACTORCOUNT; i++) {
ActorModule.alias_tbl[i] = i;
}
/* Create actor list
* \*------------------------------------------------------------- */
ActorModule.list = ys_dll_create();
ActorModule.init = 1;
return R_SUCCESS;
}
int ACTOR_Shutdown(void)
{
if (!ActorModule.init) {
return R_FAILURE;
}
if (ActorModule.tbl) {
free(ActorModule.tbl);
}
return R_SUCCESS;
}
int ACTOR_Direct(int msec)
{
YS_DL_NODE *walk_p;
R_ACTOR *actor;
YS_DL_NODE *a_inode;
R_ACTORINTENT *a_intent;
int o_idx;
int action_tdelta;
/* Walk down the actor list and direct each actor
* \*------------------------------------------------------------- */
for (walk_p = ys_dll_head(ActorModule.list);
walk_p != NULL; walk_p = ys_dll_next(walk_p)) {
actor = (R_ACTOR *)ys_dll_get_data(walk_p);
/* Process the actor intent list
* \*--------------------------------------------------------- */
a_inode = ys_dll_head(actor->a_intentlist);
if (a_inode != NULL) {
a_intent = (R_ACTORINTENT *)ys_dll_get_data(a_inode);
switch (a_intent->a_itype) {
case INTENT_NONE:
/* Actor doesn't really feel like doing anything at all */
break;
case INTENT_PATH:
/* Actor intends to go somewhere. Well good for him */
{
R_WALKINTENT *a_walkint;
a_walkint = (R_WALKINTENT *)a_intent->a_data;
HandleWalkIntent(actor,
a_walkint,
&a_intent->a_idone, msec);
}
break;
case INTENT_SPEAK:
/* Actor wants to blab */
{
R_SPEAKINTENT *a_speakint;
a_speakint = (R_SPEAKINTENT *)a_intent->a_data;
HandleSpeakIntent(actor,
a_speakint,
&a_intent->a_idone, msec);
}
break;
default:
break;
} /* end switch() */
/* If this actor intent was flagged as completed, remove it. */
if (a_intent->a_idone) {
free(a_intent->a_data);
ys_dll_delete(a_inode);
actor->action = actor->def_action;
actor->action_flags = actor->def_action_flags;
actor->action_frame = 0;
actor->action_time = 0;
}
} else {
/* Actor has no intent, idle? */
}
/* Process actor actions
* \*--------------------------------------------------------- */
actor->action_time += msec;
if (actor->action >= ACTION_COUNT) {
action_tdelta = ACTOR_ACTIONTIME;
} else {
action_tdelta = ActionTDeltas[actor->action].time;
}
if (actor->action_time >= action_tdelta) {
actor->action_time -= action_tdelta;
actor->action_frame++;
o_idx = ActorOrientationLUT[actor->orient];
if (actor->act_tbl[actor->action].dir[o_idx].
frame_count <= actor->action_frame) {
if (actor->action_flags & ACTION_LOOP) {
actor->action_frame = 0;
} else {
actor->action_frame--;
}
}
}
} /* end for () */
return R_SUCCESS;
}
int ACTOR_DrawList(void)
{
YS_DL_NODE *walk_p;
R_ACTOR *actor;
YS_DL_NODE *a_inode;
R_ACTORINTENT *a_intent;
R_SPEAKINTENT *a_speakint;
YS_DL_NODE *a_dnode;
R_ACTORDIALOGUE *a_dialogue;
int o_idx; /* Orientation index */
int sprite_num;
int diag_x, diag_y; /* dialog coordinates */
R_SURFACE *back_buf;
back_buf = SYSGFX_GetBackBuffer();
for (walk_p = ys_dll_head(ActorModule.list);
walk_p != NULL; walk_p = ys_dll_next(walk_p)) {
actor = (R_ACTOR *)ys_dll_get_data(walk_p);
o_idx = ActorOrientationLUT[actor->orient];
sprite_num =
actor->act_tbl[actor->action].dir[o_idx].frame_index;
sprite_num += actor->action_frame;
SPRITE_DrawOccluded(back_buf,
actor->sl_p, sprite_num, actor->s_pt.x, actor->s_pt.y);
/* If actor's current intent is to speak, oblige him by
* displaying his dialogue
\*---------------------------------------------------------*/
a_inode = ys_dll_head(actor->a_intentlist);
if (a_inode != NULL) {
a_intent = (R_ACTORINTENT *)ys_dll_get_data(a_inode);
if (a_intent->a_itype == INTENT_SPEAK) {
a_speakint = (R_SPEAKINTENT *)a_intent->a_data;
a_dnode = ys_dll_head(a_speakint->si_diaglist);
if (a_dnode != NULL) {
a_dialogue = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode);
diag_x = actor->s_pt.x;
diag_y = actor->s_pt.y;
diag_y -= ACTOR_DIALOGUE_HEIGHT;
TEXT_Draw(MEDIUM_FONT_ID,
back_buf,
a_dialogue->d_string,
diag_x, diag_y,
actor->a_dcolor, 0,
FONT_OUTLINE | FONT_CENTERED);
}
}
}
}
return R_SUCCESS;
}
int ACTOR_SkipDialogue(void)
/*--------------------------------------------------------------------------*\
* Called if the user wishes to skip a line of dialogue (spacebar in the
* original game). Will find all actors currently talking and remove one
* dialogue entry if there is a current speak intent present.
\*--------------------------------------------------------------------------*/
{
YS_DL_NODE *walk_p;
R_ACTOR *actor;
YS_DL_NODE *a_inode;
R_ACTORINTENT *a_intent;
R_SPEAKINTENT *a_speakint;
YS_DL_NODE *a_dnode;
R_ACTORDIALOGUE *a_dialogue;
if (!ActorModule.init) {
return R_FAILURE;
}
for (walk_p = ys_dll_head(ActorModule.list);
walk_p != NULL; walk_p = ys_dll_next(walk_p)) {
actor = (R_ACTOR *)ys_dll_get_data(walk_p);
/* Check the actor's current intent for a speak intent
* \*--------------------------------------------------------- */
a_inode = ys_dll_head(actor->a_intentlist);
if (a_inode != NULL) {
a_intent = (R_ACTORINTENT *)ys_dll_get_data(a_inode);
if (a_intent->a_itype == INTENT_SPEAK) {
/* Okay, found a speak intent. Remove one dialogue entry
* from it, releasing any semaphore */
a_speakint = (R_SPEAKINTENT *)a_intent->a_data;
a_dnode = ys_dll_head(a_speakint->si_diaglist);
if (a_dnode != NULL) {
a_dialogue = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode);
if (a_dialogue->d_sem != NULL) {
STHREAD_ReleaseSem(a_dialogue->
d_sem);
}
ys_dll_delete(a_dnode);
/* And stop any currently playing voices */
SYSSOUND_StopVoice();
}
}
}
}
return R_SUCCESS;
}
int ACTOR_Create(int actor_id, int x, int y)
{
R_ACTOR actor = { 0 };
if (actor_id == 1) {
actor_id = 0;
} else {
actor_id = actor_id & ~0x2000;
}
actor.id = actor_id;
actor.a_pt.x = x;
actor.a_pt.y = y;
if (AddActor(&actor) != R_SUCCESS) {
return R_FAILURE;
}
return R_SUCCESS;
}
int AddActor(R_ACTOR * actor)
{
YS_DL_NODE *new_node;
int last_frame;
int i;
if (!ActorModule.init) {
return R_FAILURE;
}
if ((actor->id < 0) || (actor->id >= R_ACTORCOUNT)) {
return R_FAILURE;
}
if (ActorModule.tbl[actor->id] != NULL) {
return R_FAILURE;
}
ACTOR_AtoS(&actor->s_pt, &actor->a_pt);
i = actor->id;
actor->sl_rn = ActorTable[i].spritelist_rn;
actor->si_rn = ActorTable[i].spriteindex_rn;
LoadActorSpriteIndex(actor, actor->si_rn, &last_frame);
if (SPRITE_LoadList(actor->sl_rn, &actor->sl_p) != R_SUCCESS) {
return R_FAILURE;
}
if (last_frame >= SPRITE_GetListLen(actor->sl_p)) {
R_printf(R_STDOUT,
"Appending to sprite list %d.\n", actor->sl_rn);
if (SPRITE_AppendList(actor->sl_rn + 1,
actor->sl_p) != R_SUCCESS) {
return R_FAILURE;
}
}
actor->a_dcolor = ActorTable[i].color;
actor->orient = ACTOR_DEFAULT_ORIENT;
actor->a_intentlist = ys_dll_create();
actor->def_action = 0;
actor->def_action_flags = 0;
actor->action = 0;
actor->action_flags = 0;
actor->action_time = 0;
actor->action_frame = 0;
new_node = ys_dll_insert(ActorModule.list,
actor, sizeof *actor, Z_Compare);
if (new_node == NULL) {
return R_FAILURE;
}
actor = (R_ACTOR *)ys_dll_get_data(new_node);
actor->node = new_node;
ActorModule.tbl[i] = new_node;
ActorModule.count++;
return R_SUCCESS;
}
int ACTOR_GetActorIndex(uint actor_id)
{
uint actor_idx;
if (actor_id == 1) {
actor_idx = 0;
} else {
actor_idx = actor_id & ~0x2000;
}
if (ActorModule.tbl[actor_idx] == NULL) {
return -1;
}
return actor_idx;
}
int ACTOR_ActorExists(uint actor_id)
{
uint actor_idx;
if (actor_id == 1) {
actor_idx = 0;
} else {
actor_idx = actor_id & ~0x2000;
}
if (ActorModule.tbl[actor_idx] == NULL) {
return 0;
}
return 1;
}
int ACTOR_Speak(int index, char *d_string, uint d_voice_rn, R_SEMAPHORE * sem)
{
YS_DL_NODE *node;
R_ACTOR *actor;
YS_DL_NODE *a_inode;
R_ACTORINTENT *a_intent_p = NULL;
R_SPEAKINTENT *a_speakint;
R_ACTORINTENT a_intent;
int use_existing_ai = 0;
R_ACTORDIALOGUE a_dialogue = { 0 };
a_dialogue.d_string = d_string;
a_dialogue.d_voice_rn = d_voice_rn;
a_dialogue.d_time = ACTOR_GetSpeechTime(d_string, d_voice_rn);
a_dialogue.d_sem_held = 1;
a_dialogue.d_sem = sem;
node = ActorModule.tbl[index];
if (node == NULL) {
return R_FAILURE;
}
actor = (R_ACTOR *)ys_dll_get_data(node);
/* If actor's last registered intent is to speak, we can queue the
* requested dialogue on that intent context; so examine the last
* intent */
a_inode = ys_dll_tail(actor->a_intentlist);
if (a_inode != NULL) {
a_intent_p = (R_ACTORINTENT *)ys_dll_get_data(a_inode);
if (a_intent_p->a_itype == INTENT_SPEAK) {
use_existing_ai = 1;
}
}
if (use_existing_ai) {
/* Store the current dialogue off the existing actor intent */
a_speakint = (R_SPEAKINTENT *)a_intent_p->a_data;
ys_dll_add_tail(a_speakint->si_diaglist,
&a_dialogue, sizeof a_dialogue);
} else {
/* Create a new actor intent */
a_intent.a_itype = INTENT_SPEAK;
a_intent.a_idone = 0;
a_intent.a_iflags = 0;
a_speakint = (R_SPEAKINTENT *)malloc(sizeof *a_speakint);
if (a_speakint == NULL) {
return R_FAILURE;
}
a_speakint->si_init = 0;
a_speakint->si_diaglist = ys_dll_create();
a_speakint->si_last_action = actor->action;
a_intent.a_data = a_speakint;
ys_dll_add_tail(a_speakint->si_diaglist,
&a_dialogue, sizeof a_dialogue);
ys_dll_add_tail(actor->a_intentlist,
&a_intent, sizeof a_intent);
}
if (sem != NULL) {
STHREAD_HoldSem(sem);
}
return R_SUCCESS;
}
int
HandleSpeakIntent(R_ACTOR * actor,
R_SPEAKINTENT * a_speakint, int *complete_p, int msec)
{
YS_DL_NODE *a_dnode;
YS_DL_NODE *a_dnext;
R_ACTORDIALOGUE *a_dialogue;
R_ACTORDIALOGUE *a_dialogue2;
long carry_time;
int intent_complete = 0;
if (!a_speakint->si_init) {
/* Initialize speak intent by setting up action */
actor->action = ACTION_SPEAK;
actor->action_frame = 0;
actor->action_time = 0;
actor->action_flags = ACTION_LOOP;
a_speakint->si_init = 1;
}
/* Process actor dialogue list
* \*--------------------------------------------------------- */
a_dnode = ys_dll_head(a_speakint->si_diaglist);
if (a_dnode != NULL) {
a_dialogue = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode);
if (!a_dialogue->d_playing) {
/* Dialogue voice hasn't played yet - play it now */
SND_PlayVoice(a_dialogue->d_voice_rn);
a_dialogue->d_playing = 1;
}
a_dialogue->d_time -= msec;
if (a_dialogue->d_time <= 0) {
/* Dialogue time has expired; carry negative time to next
* dialogue entry if present, release any semaphores and
* delete the expired entry */
/*actor->action = ACTION_IDLE; */
if (a_dialogue->d_sem != NULL) {
STHREAD_ReleaseSem(a_dialogue->d_sem);
}
carry_time = a_dialogue->d_time;
a_dnext = ys_dll_next(a_dnode);
if (a_dnext != NULL) {
a_dialogue2 = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode);
a_dialogue2->d_time -= carry_time;
}
ys_dll_delete(a_dnode);
/* Check if there are any dialogue nodes left. If not,
* flag this speech intent as complete */
a_dnode = ys_dll_head(a_speakint->si_diaglist);
if (a_dnode == NULL) {
intent_complete = 1;
}
}
} else {
intent_complete = 1;
}
if (intent_complete) {
*complete_p = 1;
}
return R_SUCCESS;
}
int ACTOR_GetSpeechTime(const char *d_string, uint d_voice_rn)
{
int voice_len;
voice_len = SND_GetVoiceLength(d_voice_rn);
if (voice_len < 0) {
voice_len = strlen(d_string) * ACTOR_DIALOGUE_LETTERTIME;
}
return voice_len;
}
int ACTOR_SetOrientation(int index, int orient)
{
R_ACTOR *actor;
if (!ActorModule.init) {
return R_FAILURE;
}
if ((orient < 0) || (orient > 7)) {
return R_FAILURE;
}
actor = LookupActor(index);
if (actor == NULL) {
return R_FAILURE;
}
actor->orient = orient;
return R_SUCCESS;
}
int ACTOR_SetAction(int index, int action_n, uint action_flags)
{
R_ACTOR *actor;
if (!ActorModule.init) {
return R_FAILURE;
}
actor = LookupActor(index);
if (actor == NULL) {
return R_FAILURE;
}
if ((action_n < 0) || (action_n >= actor->action_ct)) {
return R_FAILURE;
}
actor->action = action_n;
actor->action_flags = action_flags;
actor->action_frame = 0;
actor->action_time = 0;
return R_SUCCESS;
}
int ACTOR_SetDefaultAction(int index, int action_n, uint action_flags)
{
R_ACTOR *actor;
if (!ActorModule.init) {
return R_FAILURE;
}
actor = LookupActor(index);
if (actor == NULL) {
return R_FAILURE;
}
if ((action_n < 0) || (action_n >= actor->action_ct)) {
return R_FAILURE;
}
actor->def_action = action_n;
actor->def_action_flags = action_flags;
return R_SUCCESS;
}
R_ACTOR *LookupActor(int index)
{
YS_DL_NODE *node;
R_ACTOR *actor;
if (!ActorModule.init) {
return NULL;
}
if ((index < 0) || (index >= R_ACTORCOUNT)) {
return NULL;
}
if (ActorModule.tbl[index] == NULL) {
return NULL;
}
node = ActorModule.tbl[index];
actor = (R_ACTOR *)ys_dll_get_data(node);
return actor;
}
int LoadActorSpriteIndex(R_ACTOR * actor, int si_rn, int *last_frame_p)
{
uchar *res_p;
size_t res_len;
const uchar *read_p;
int s_action_ct;
R_ACTORACTION *action_p;
int last_frame;
int i, orient;
int result;
result = RSC_LoadResource(ActorModule.actor_ctxt,
si_rn, &res_p, &res_len);
if (result != R_SUCCESS) {
R_printf(R_STDERR,
"Couldn't load sprite action index resource.\n");
return R_FAILURE;
}
read_p = res_p;
s_action_ct = res_len / 16;
R_printf(R_STDOUT,
"Sprite resource contains %d sprite actions.\n", s_action_ct);
action_p = (R_ACTORACTION *)malloc(sizeof(R_ACTORACTION) * s_action_ct);
if (action_p == NULL) {
R_printf(R_STDERR,
"Couldn't allocate memory for sprite actions.\n");
RSC_FreeResource(res_p);
return R_MEM;
}
last_frame = 0;
for (i = 0; i < s_action_ct; i++) {
for (orient = 0; orient < 4; orient++) {
/* Load all four orientations */
action_p[i].dir[orient].frame_index =
ys_read_u16_le(read_p, &read_p);
action_p[i].dir[orient].frame_count =
ys_read_u16_le(read_p, &read_p);
if (action_p[i].dir[orient].frame_index > last_frame) {
last_frame =
action_p[i].dir[orient].frame_index;
}
}
}
actor->act_tbl = action_p;
actor->action_ct = s_action_ct;
RSC_FreeResource(res_p);
if (last_frame_p != NULL) {
*last_frame_p = last_frame;
}
return R_SUCCESS;
}
int DeleteActor(int index)
{
YS_DL_NODE *node;
R_ACTOR *actor;
if (!ActorModule.init) {
return R_FAILURE;
}
if ((index < 0) || (index >= R_ACTORCOUNT)) {
return R_FAILURE;
}
if (ActorModule.tbl[index] == NULL) {
return R_FAILURE;
}
node = ActorModule.tbl[index];
actor = (R_ACTOR *)ys_dll_get_data(node);
SPRITE_Free(actor->sl_p);
ys_dll_delete(node);
ActorModule.tbl[index] = NULL;
return R_SUCCESS;
}
int ACTOR_WalkTo(int id, R_POINT * walk_pt, uint flags, R_SEMAPHORE * sem)
/*--------------------------------------------------------------------------*\
\*--------------------------------------------------------------------------*/
{
R_ACTORINTENT actor_intent = { 0 };
R_WALKINTENT *walk_intent;
R_WALKINTENT zero_intent = { 0 };
YS_DL_NODE *node;
R_ACTOR *actor;
assert(ActorModule.init);
assert(walk_pt != NULL);
if ((id < 0) || (id >= R_ACTORCOUNT)) {
return R_FAILURE;
}
if (ActorModule.tbl[id] == NULL) {
return R_FAILURE;
}
node = ActorModule.tbl[id];
actor = (R_ACTOR *)ys_dll_get_data(node);
walk_intent = (R_WALKINTENT *)malloc(sizeof *walk_intent);
if (walk_intent == NULL) {
return R_MEM;
}
*walk_intent = zero_intent;
walk_intent->wi_flags = flags;
walk_intent->sem_held = 1;
walk_intent->sem = sem;
/* HandleWalkIntent() will create path on initialization */
walk_intent->wi_init = 0;
walk_intent->dst_pt = *walk_pt;
actor_intent.a_itype = INTENT_PATH;
actor_intent.a_iflags = 0;
actor_intent.a_data = walk_intent;
ys_dll_add_tail(actor->a_intentlist,
&actor_intent, sizeof actor_intent);
if (sem != NULL) {
STHREAD_HoldSem(sem);
}
return R_SUCCESS;
}
int
ACTOR_SetPathNode(R_WALKINTENT * walk_int,
R_POINT * src_pt, R_POINT * dst_pt, R_SEMAPHORE * sem)
{
R_WALKNODE new_node;
walk_int->wi_active = 1;
walk_int->org = *src_pt;
assert((walk_int != NULL) && (src_pt != NULL) && (dst_pt != NULL));
assert(walk_int->nodelist != NULL);
new_node.node_pt = *dst_pt;
new_node.calc_flag = 0;
ys_dll_add_tail(walk_int->nodelist, &new_node, sizeof new_node);
return R_SUCCESS;
}
int
HandleWalkIntent(R_ACTOR * actor,
R_WALKINTENT * a_walkint, int *complete_p, int delta_time)
{
YS_DL_NODE *walk_p;
YS_DL_NODE *next_p;
R_WALKNODE *node_p;
int dx;
int dy;
double path_a;
double path_b;
double path_slope;
double path_x;
double path_y;
int path_time;
double new_a_x;
double new_a_y;
int actor_x;
int actor_y;
char buf[100];
/* Initialize walk intent
* \*------------------------------------------------------------- */
if (!a_walkint->wi_init) {
a_walkint->nodelist = ys_dll_create();
ACTOR_SetPathNode(a_walkint,
&actor->a_pt, &a_walkint->dst_pt, a_walkint->sem);
ACTOR_SetDefaultAction(actor->id, ACTION_IDLE, ACTION_NONE);
a_walkint->wi_init = 1;
}
assert(a_walkint->wi_active);
walk_p = ys_dll_head(a_walkint->nodelist);
next_p = ys_dll_next(walk_p);
node_p = (R_WALKNODE *)ys_dll_get_data(walk_p);
if (node_p->calc_flag == 0) {
# if 0
R_printf(R_STDOUT,
"Calculating new path vector to point (%d, %d)\n",
node_p->node_pt.x, node_p->node_pt.y);
# endif
dx = a_walkint->org.x - node_p->node_pt.x;
dy = a_walkint->org.y - node_p->node_pt.y;
if (dx == 0) {
R_printf(R_STDOUT,
"Vertical paths not implemented.\n");
ys_dll_delete(walk_p);
a_walkint->wi_active = 0;
/* Release path semaphore... */
if ((a_walkint->sem != NULL) && a_walkint->sem_held) {
STHREAD_ReleaseSem(a_walkint->sem);
}
*complete_p = 1;
return R_FAILURE;
}
a_walkint->slope = (float)dy / dx;
if (dx > 0) {
a_walkint->x_dir = -1;
if (!(a_walkint->wi_flags & WALK_NOREORIENT)) {
if (a_walkint->slope > 1.0) {
actor->orient = ORIENT_N;
} else if (a_walkint->slope < -1.0) {
actor->orient = ORIENT_S;
} else {
actor->orient = ORIENT_W;
}
}
} else {
a_walkint->x_dir = 1;
if (!(a_walkint->wi_flags & WALK_NOREORIENT)) {
if (a_walkint->slope > 1.0) {
actor->orient = ORIENT_S;
} else if (a_walkint->slope < -1.0) {
actor->orient = ORIENT_N;
} else {
actor->orient = ORIENT_E;
}
}
}
sprintf(buf, "%f", a_walkint->slope);
# if 0
R_printf(R_STDOUT, "Path slope: %s.\n", buf);
# endif
actor->action = ACTION_WALK;
actor->action_flags = ACTION_LOOP;
a_walkint->time = 0;
node_p->calc_flag = 1;
}
a_walkint->time += delta_time;
path_time = a_walkint->time;
path_a = ACTOR_BASE_SPEED * path_time;
path_b = ACTOR_BASE_SPEED * path_time * ACTOR_BASE_ZMOD;
path_slope = a_walkint->slope * a_walkint->x_dir;
path_x = (path_a * path_b) /
sqrt((path_a * path_a) *
(path_slope * path_slope) + (path_b * path_b));
path_y = path_slope * path_x;
path_x = path_x * a_walkint->x_dir;
new_a_x = path_x + a_walkint->org.x;
new_a_y = path_y + a_walkint->org.y;
if (a_walkint->x_dir == 1) {
if (new_a_x >= node_p->node_pt.x) {
# if 0
R_printf(R_STDOUT, "Path complete.\n");
# endif
ys_dll_delete(walk_p);
a_walkint->wi_active = 0;
/* Release path semaphore... */
if (a_walkint->sem != NULL) {
STHREAD_ReleaseSem(a_walkint->sem);
}
actor->action_frame = 0;
actor->action = ACTION_IDLE;
*complete_p = 1;
return R_FAILURE;
}
} else {
if (new_a_x <= node_p->node_pt.x) {
# if 0
R_printf(R_STDOUT, "Path complete.\n");
# endif
ys_dll_delete(walk_p);
a_walkint->wi_active = 0;
/* Release path semaphore... */
if (a_walkint->sem != NULL) {
STHREAD_ReleaseSem(a_walkint->sem);
}
actor->action_frame = 0;
actor->action = ACTION_IDLE;
*complete_p = 1;
return R_FAILURE;
}
}
actor_x = (int)new_a_x;
actor_y = (int)new_a_y;
actor->a_pt.x = (int)new_a_x;
actor->a_pt.y = (int)new_a_y;
actor->s_pt.x = actor->a_pt.x >> 2;
actor->s_pt.y = actor->a_pt.y >> 2;
if (path_slope < 0) {
ys_dll_reorder_up(ActorModule.list, actor->node, Z_Compare);
} else {
ys_dll_reorder_down(ActorModule.list, actor->node, Z_Compare);
}
return R_SUCCESS;
}
int ACTOR_Move(int index, R_POINT * move_pt)
{
YS_DL_NODE *node;
R_ACTOR *actor;
int move_up = 0;
node = ActorModule.tbl[index];
if (node == NULL) {
return R_FAILURE;
}
actor = (R_ACTOR *)ys_dll_get_data(node);
if (move_pt->y < actor->a_pt.y) {
move_up = 1;
}
actor->a_pt.x = move_pt->x;
actor->a_pt.y = move_pt->y;
ACTOR_AtoS(&actor->s_pt, &actor->a_pt);
if (move_up) {
ys_dll_reorder_up(ActorModule.list, actor->node, Z_Compare);
} else {
ys_dll_reorder_down(ActorModule.list, actor->node, Z_Compare);
}
return R_SUCCESS;
}
int ACTOR_MoveRelative(int index, R_POINT * move_pt)
{
YS_DL_NODE *node;
R_ACTOR *actor;
node = ActorModule.tbl[index];
if (node == NULL) {
return R_FAILURE;
}
actor = (R_ACTOR *)ys_dll_get_data(node);
actor->a_pt.x += move_pt->x;
actor->a_pt.y += move_pt->y;
ACTOR_AtoS(&actor->s_pt, &actor->a_pt);
if (actor->a_pt.y < 0) {
ys_dll_reorder_up(ActorModule.list, actor->node, Z_Compare);
} else {
ys_dll_reorder_down(ActorModule.list, actor->node, Z_Compare);
}
return R_SUCCESS;
}
int Z_Compare(const void *elem1, const void *elem2)
{
R_ACTOR *actor1 = (R_ACTOR *) elem1;
R_ACTOR *actor2 = (R_ACTOR *) elem2;
if (actor1->a_pt.y == actor2->a_pt.y) {
return 0;
} else if (actor1->a_pt.y < actor2->a_pt.y) {
return -1;
} else {
return 1;
}
}
int ACTOR_AtoS(R_POINT * screen, const R_POINT * actor)
{
screen->x = (actor->x / R_ACTOR_LMULT);
screen->y = (actor->y / R_ACTOR_LMULT);
return R_SUCCESS;
}
int ACTOR_StoA(R_POINT * actor, const R_POINT * screen)
{
actor->x = (screen->x * R_ACTOR_LMULT);
actor->y = (screen->y * R_ACTOR_LMULT);
return R_SUCCESS;
}
static void CF_actor_add(int argc, char *argv[])
{
R_ACTOR actor = { 0 };
if (argc < 3)
return;
actor.id = (uint) atoi(argv[0]);
actor.a_pt.x = atoi(argv[1]);
actor.a_pt.y = atoi(argv[2]);
AddActor(&actor);
return;
}
static void CF_actor_del(int argc, char *argv[])
{
int id;
if (argc < 0)
return;
id = atoi(argv[0]);
DeleteActor(id);
return;
}
static void CF_actor_move(int argc, char *argv[])
{
int id;
R_POINT move_pt;
if (argc < 2)
return;
id = atoi(argv[0]);
move_pt.x = atoi(argv[1]);
move_pt.y = atoi(argv[2]);
ACTOR_Move(id, &move_pt);
return;
}
static void CF_actor_moverel(int argc, char *argv[])
{
int id;
R_POINT move_pt;
if (argc < 3)
return;
id = atoi(argv[0]);
move_pt.x = atoi(argv[1]);
move_pt.y = atoi(argv[2]);
ACTOR_MoveRelative(id, &move_pt);
return;
}
static void CF_actor_seto(int argc, char *argv[])
{
int id;
int orient;
if (argc < 2)
return;
id = atoi(argv[0]);
orient = atoi(argv[1]);
ACTOR_SetOrientation(id, orient);
return;
}
static void CF_actor_setact(int argc, char *argv[])
{
int index = 0;
int action_n = 0;
R_ACTOR *actor;
if (argc < 2)
return;
index = atoi(argv[0]);
action_n = atoi(argv[1]);
actor = LookupActor(index);
if (actor == NULL) {
CON_Print("Invalid actor index.");
return;
}
if ((action_n < 0) || (action_n >= actor->action_ct)) {
CON_Print("Invalid action number.");
return;
}
CON_Print("Action frame counts: %d %d %d %d.",
actor->act_tbl[action_n].dir[0].frame_count,
actor->act_tbl[action_n].dir[1].frame_count,
actor->act_tbl[action_n].dir[2].frame_count,
actor->act_tbl[action_n].dir[3].frame_count);
ACTOR_SetAction(index, action_n, ACTION_LOOP);
return;
}
} // End of namespace Saga