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authorFilippos Karapetis2007-09-15 15:02:40 +0000
committerFilippos Karapetis2007-09-15 15:02:40 +0000
commit22ce3aa9e1ab6428484e90fdf51178ba895e150f (patch)
tree6626dcdb0408697e0de5b74ce639bedd9d48ae1f /engines/saga/actor_walk.cpp
parentfd6ca3b7acc0c3b73479d4ef139fe6954250800a (diff)
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Slight cleanup of the actor class: moved all of the actor walk code in a new file and removed many unneeded includes
svn-id: r28908
Diffstat (limited to 'engines/saga/actor_walk.cpp')
-rw-r--r--engines/saga/actor_walk.cpp1942
1 files changed, 1942 insertions, 0 deletions
diff --git a/engines/saga/actor_walk.cpp b/engines/saga/actor_walk.cpp
new file mode 100644
index 0000000000..f1f3b2edad
--- /dev/null
+++ b/engines/saga/actor_walk.cpp
@@ -0,0 +1,1942 @@
+/* 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "saga/saga.h"
+
+#include "saga/actor.h"
+#include "saga/console.h"
+#include "saga/events.h"
+#include "saga/isomap.h"
+#include "saga/objectmap.h"
+#include "saga/sagaresnames.h"
+#include "saga/script.h"
+#include "saga/sound.h"
+#include "saga/scene.h"
+
+namespace Saga {
+
+static const PathDirectionData pathDirectionLUT[8][3] = {
+ { { 0, Point( 0, -1) }, { 7, Point(-1, -1) }, { 4, Point( 1, -1) } },
+ { { 1, Point( 1, 0) }, { 4, Point( 1, -1) }, { 5, Point( 1, 1) } },
+ { { 2, Point( 0, 1) }, { 5, Point( 1, 1) }, { 6, Point(-1, 1) } },
+ { { 3, Point(-1, 0) }, { 6, Point(-1, 1) }, { 7, Point(-1, -1) } },
+ { { 0, Point( 0, -1) }, { 1, Point( 1, 0) }, { 4, Point( 1, -1) } },
+ { { 1, Point( 1, 0) }, { 2, Point( 0, 1) }, { 5, Point( 1, 1) } },
+ { { 2, Point( 0, 1) }, { 3, Point(-1, 0) }, { 6, Point(-1, 1) } },
+ { { 3, Point(-1, 0) }, { 0, Point( 0, -1) }, { 7, Point(-1, -1) } }
+};
+
+static const int pathDirectionLUT2[8][2] = {
+ { 0, -1 },
+ { 1, 0 },
+ { 0, 1 },
+ { -1, 0 },
+ { 1, -1 },
+ { 1, 1 },
+ { -1, 1 },
+ { -1, -1 }
+};
+
+static const int angleLUT[16][2] = {
+ { 0, -256 },
+ { 98, -237 },
+ { 181, -181 },
+ { 237, -98 },
+ { 256, 0 },
+ { 237, 98 },
+ { 181, 181 },
+ { 98, 237 },
+ { 0, 256 },
+ { -98, 237 },
+ { -181, 181 },
+ { -237, 98 },
+ { -256, 0 },
+ { -237, -98 },
+ { -181, -181 },
+ { -98, -237 }
+};
+
+static const int directionLUT[8][2] = {
+ { 0 * 2, -2 * 2 },
+ { 2 * 2, -1 * 2 },
+ { 3 * 2, 0 * 2 },
+ { 2 * 2, 1 * 2 },
+ { 0 * 2, 2 * 2 },
+ { -2 * 2, 1 * 2 },
+ { -4 * 2, 0 * 2 },
+ { -2 * 2, -1 * 2 }
+};
+
+static const int tileDirectionLUT[8][2] = {
+ { 1, 1 },
+ { 2, 0 },
+ { 1, -1 },
+ { 0, -2 },
+ { -1, -1 },
+ { -2, 0 },
+ { -1, 1 },
+ { 0, 2 }
+};
+
+struct DragonMove {
+ uint16 baseFrame;
+ int16 offset[4][2];
+};
+
+static const DragonMove dragonMoveTable[12] = {
+ { 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
+ { 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
+ { 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
+ { 0, { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } },
+ { 28, { { -0, 0 }, { -1, 6 }, { -5, 11 }, { -10, 15 } } },
+ { 56, { { 0, 0 }, { 1, 6 }, { 5, 11 }, { 10, 15 } } },
+ { 40, { { 0, 0 }, { 6, 1 }, { 11, 5 }, { 15, 10 } } },
+ { 44, { { 0, 0 }, { 6, -1 }, { 11, -5 }, { 15, -10 } } },
+ { 32, { { -0, -0 }, { -6, -1 }, { -11, -5 }, { -15, -10 } } },
+ { 52, { { -0, 0 }, { -6, 1 }, { -11, 5 }, { -15, 10 } } },
+ { 36, { { 0, -0 }, { 1, -6 }, { 5, -11 }, { 10, -15 } } },
+ { 48, { { -0, -0 }, { -1, -6 }, { -5, -11 }, { -10, -15 } } }
+};
+
+inline int16 quickDistance(const Point &point1, const Point &point2, int16 compressX) {
+ Point delta;
+ delta.x = ABS(point1.x - point2.x) / compressX;
+ delta.y = ABS(point1.y - point2.y);
+ return ((delta.x < delta.y) ? (delta.y + delta.x / 2) : (delta.x + delta.y / 2));
+}
+
+inline void calcDeltaS(const Point &point1, const Point &point2, Point &delta, Point &s) {
+
+ delta.x = point2.x - point1.x;
+ if (delta.x == 0) {
+ s.x = 0;
+ } else {
+ if (delta.x > 0) {
+ s.x = 1;
+ } else {
+ s.x = -1;
+ delta.x = -delta.x;
+ }
+ }
+
+
+ delta.y = point2.y - point1.y;
+ if (delta.y == 0) {
+ s.y = 0;
+ } else {
+ if (delta.y > 0) {
+ s.y = 1;
+ } else {
+ s.y = -1;
+ delta.y = -delta.y;
+ }
+ }
+}
+
+inline int16 int16Compare(int16 i1, int16 i2) {
+ return ((i1) > (i2) ? 1 : ((i1) < (i2) ? -1 : 0));
+}
+
+bool Actor::validFollowerLocation(const Location &location) {
+ Point point;
+ location.toScreenPointXY(point);
+
+ if ((point.x < 5) || (point.x >= _vm->getDisplayWidth() - 5) ||
+ (point.y < 0) || (point.y > _vm->_scene->getHeight())) {
+ return false;
+ }
+
+ return (_vm->_scene->canWalk(point));
+}
+
+void Actor::realLocation(Location &location, uint16 objectId, uint16 walkFlags) {
+ int angle;
+ int distance;
+ ActorData *actor;
+ ObjectData *obj;
+ debug (8, "Actor::realLocation objectId=%i", objectId);
+ if (walkFlags & kWalkUseAngle) {
+ if (_vm->_scene->getFlags() & kSceneFlagISO) {
+ angle = (location.x + 2) & 15;
+ distance = location.y;
+
+ location.u() = (angleLUT[angle][0] * distance) >> 8;
+ location.v() = -(angleLUT[angle][1] * distance) >> 8;
+ } else {
+ angle = location.x & 15;
+ distance = location.y;
+
+ location.x = (angleLUT[angle][0] * distance) >> 6;
+ location.y = (angleLUT[angle][1] * distance) >> 6;
+ }
+ }
+
+ if (objectId != ID_NOTHING) {
+ if (validActorId(objectId)) {
+ actor = getActor(objectId);
+ location.addXY(actor->_location);
+ } else if (validObjId(objectId)) {
+ obj = getObj(objectId);
+ location.addXY(obj->_location);
+ }
+ }
+}
+
+void Actor::actorFaceTowardsObject(uint16 actorId, uint16 objectId) {
+ ActorData *actor;
+ ObjectData *obj;
+
+ if (validActorId(objectId)) {
+ actor = getActor(objectId);
+ actorFaceTowardsPoint(actorId, actor->_location);
+ } else if (validObjId(objectId)) {
+ obj = getObj(objectId);
+ actorFaceTowardsPoint(actorId, obj->_location);
+ }
+}
+
+void Actor::actorFaceTowardsPoint(uint16 actorId, const Location &toLocation) {
+ ActorData *actor;
+ Location delta;
+ //debug (8, "Actor::actorFaceTowardsPoint actorId=%i", actorId);
+ actor = getActor(actorId);
+
+ toLocation.delta(actor->_location, delta);
+
+ if (_vm->_scene->getFlags() & kSceneFlagISO) {
+ if (delta.u() > 0) {
+ actor->_facingDirection = (delta.v() > 0) ? kDirUp : kDirRight;
+ } else {
+ actor->_facingDirection = (delta.v() > 0) ? kDirLeft : kDirDown;
+ }
+ } else {
+ if (ABS(delta.y) > ABS(delta.x * 2)) {
+ actor->_facingDirection = (delta.y > 0) ? kDirDown : kDirUp;
+ } else {
+ actor->_facingDirection = (delta.x > 0) ? kDirRight : kDirLeft;
+ }
+ }
+}
+
+void Actor::updateActorsScene(int actorsEntrance) {
+ int i, j;
+ int followerDirection;
+ ActorData *actor;
+ Location tempLocation;
+ Location possibleLocation;
+ Point delta;
+ const SceneEntry *sceneEntry;
+
+ if (_vm->_scene->currentSceneNumber() == 0) {
+ error("Actor::updateActorsScene _vm->_scene->currentSceneNumber() == 0");
+ }
+
+ _vm->_sound->stopVoice();
+ _activeSpeech.stringsCount = 0;
+ _activeSpeech.playing = false;
+ _protagonist = NULL;
+
+ for (i = 0; i < _actorsCount; i++) {
+ actor = _actors[i];
+ actor->_inScene = false;
+ actor->_spriteList.freeMem();
+ if (actor->_disabled) {
+ continue;
+ }
+ if ((actor->_flags & (kProtagonist | kFollower)) || (i == 0)) {
+ if (actor->_flags & kProtagonist) {
+ actor->_finalTarget = actor->_location;
+ _centerActor = _protagonist = actor;
+ } else if (_vm->getGameType() == GType_ITE &&
+ _vm->_scene->currentSceneResourceId() == RID_ITE_OVERMAP_SCENE) {
+ continue;
+ }
+
+ actor->_sceneNumber = _vm->_scene->currentSceneNumber();
+ }
+ if (actor->_sceneNumber == _vm->_scene->currentSceneNumber()) {
+ actor->_inScene = true;
+ actor->_actionCycle = (_vm->_rnd.getRandomNumber(7) & 0x7) * 4; // 1/8th chance
+ }
+ }
+
+ // _protagonist can be null while loading a game from the command line
+ if (_protagonist == NULL)
+ return;
+
+ if ((actorsEntrance >= 0) && (_vm->_scene->_entryList.entryListCount > 0)) {
+ if (_vm->_scene->_entryList.entryListCount <= actorsEntrance) {
+ actorsEntrance = 0; //OCEAN bug
+ }
+
+ sceneEntry = _vm->_scene->_entryList.getEntry(actorsEntrance);
+ if (_vm->_scene->getFlags() & kSceneFlagISO) {
+ _protagonist->_location = sceneEntry->location;
+ } else {
+ _protagonist->_location.x = sceneEntry->location.x * ACTOR_LMULT;
+ _protagonist->_location.y = sceneEntry->location.y * ACTOR_LMULT;
+ _protagonist->_location.z = sceneEntry->location.z * ACTOR_LMULT;
+ }
+ // Workaround for bug #1328045:
+ // "When entering any of the houses at the start of the
+ // game if you click on anything inside the building you
+ // start walking through the door, turn around and leave."
+ //
+ // After stepping on an action zone, Rif is trying to exit.
+ // Shift Rif's entry position to a non action zone area.
+ if (_vm->getGameType() == GType_ITE) {
+ if ((_vm->_scene->currentSceneNumber() >= 53) && (_vm->_scene->currentSceneNumber() <= 66))
+ _protagonist->_location.y += 10;
+ }
+
+ _protagonist->_facingDirection = _protagonist->_actionDirection = sceneEntry->facing;
+ }
+
+ _protagonist->_currentAction = kActionWait;
+
+ if (_vm->_scene->getFlags() & kSceneFlagISO) {
+ //nothing?
+ } else {
+ _vm->_scene->initDoorsState(); //TODO: move to _scene
+ }
+
+ followerDirection = _protagonist->_facingDirection + 3;
+ calcScreenPosition(_protagonist);
+
+ for (i = 0; i < _actorsCount; i++) {
+ actor = _actors[i];
+ if (actor->_flags & (kFollower)) {
+ actor->_facingDirection = actor->_actionDirection = _protagonist->_facingDirection;
+ actor->_currentAction = kActionWait;
+ actor->_walkStepsCount = actor->_walkStepIndex = 0;
+ actor->_location.z = _protagonist->_location.z;
+
+
+ if (_vm->_scene->getFlags() & kSceneFlagISO) {
+ _vm->_isoMap->placeOnTileMap(_protagonist->_location, actor->_location, 3, followerDirection & 0x07);
+ } else {
+ followerDirection &= 0x07;
+
+ possibleLocation = _protagonist->_location;
+
+ delta.x = directionLUT[followerDirection][0];
+ delta.y = directionLUT[followerDirection][1];
+
+ for (j = 0; j < 30; j++) {
+ tempLocation = possibleLocation;
+ tempLocation.x += delta.x;
+ tempLocation.y += delta.y;
+
+ if (validFollowerLocation(tempLocation)) {
+ possibleLocation = tempLocation;
+ } else {
+ tempLocation = possibleLocation;
+ tempLocation.x += delta.x;
+ if (validFollowerLocation(tempLocation)) {
+ possibleLocation = tempLocation;
+ } else {
+ tempLocation = possibleLocation;
+ tempLocation.y += delta.y;
+ if (validFollowerLocation(tempLocation)) {
+ possibleLocation = tempLocation;
+ } else {
+ break;
+ }
+ }
+ }
+ }
+
+ actor->_location = possibleLocation;
+ }
+ followerDirection += 2;
+ }
+
+ }
+
+ handleActions(0, true);
+ if (_vm->_scene->getFlags() & kSceneFlagISO) {
+ _vm->_isoMap->adjustScroll(true);
+ }
+}
+
+void Actor::handleActions(int msec, bool setup) {
+ int i;
+ ActorData *actor;
+ ActorFrameRange *frameRange;
+ int state;
+ int speed;
+ int32 framesLeft;
+ Location delta;
+ Location addDelta;
+ int hitZoneIndex;
+ const HitZone *hitZone;
+ Point hitPoint;
+ Location pickLocation;
+
+ for (i = 0; i < _actorsCount; i++) {
+ actor = _actors[i];
+ if (!actor->_inScene)
+ continue;
+
+ if ((_vm->getGameType() == GType_ITE) && (i == ACTOR_DRAGON_INDEX)) {
+ moveDragon(actor);
+ continue;
+ }
+
+ switch (actor->_currentAction) {
+ case kActionWait:
+ if (!setup && (actor->_flags & kFollower)) {
+ followProtagonist(actor);
+ if (actor->_currentAction != kActionWait)
+ break;
+ }
+
+ if (actor->_targetObject != ID_NOTHING) {
+ actorFaceTowardsObject(actor->_id, actor->_targetObject);
+ }
+
+ if (actor->_flags & kCycle) {
+ frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameStand));
+ if (frameRange->frameCount > 0) {
+ actor->_actionCycle++;
+ actor->_actionCycle = (actor->_actionCycle) % frameRange->frameCount;
+ } else {
+ actor->_actionCycle = 0;
+ }
+ actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
+ break;
+ }
+
+ if ((actor->_actionCycle & 3) == 0) {
+ actor->cycleWrap(100);
+
+ frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameWait));
+ if ((frameRange->frameCount < 1 || actor->_actionCycle > 33))
+ frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameStand));
+
+ if (frameRange->frameCount) {
+ actor->_frameNumber = frameRange->frameIndex + (uint16)_vm->_rnd.getRandomNumber(frameRange->frameCount - 1);
+ } else {
+ actor->_frameNumber = frameRange->frameIndex;
+ }
+ }
+ actor->_actionCycle++;
+ break;
+
+ case kActionWalkToPoint:
+ case kActionWalkToLink:
+ if (_vm->_scene->getFlags() & kSceneFlagISO) {
+ actor->_partialTarget.delta(actor->_location, delta);
+
+ while ((delta.u() == 0) && (delta.v() == 0)) {
+
+ if ((actor == _protagonist) && (_vm->mouseButtonPressed())) {
+ _vm->_isoMap->screenPointToTileCoords(_vm->mousePos(), pickLocation);
+
+ if (!actorWalkTo(_protagonist->_id, pickLocation)) {
+ break;
+ }
+ } else if (!_vm->_isoMap->nextTileTarget(actor) && !actorEndWalk(actor->_id, true)) {
+ break;
+ }
+
+ actor->_partialTarget.delta(actor->_location, delta);
+ actor->_partialTarget.z = 0;
+ }
+
+ if (actor->_flags & kFastest) {
+ speed = 8;
+ } else if (actor->_flags & kFaster) {
+ speed = 6;
+ } else {
+ speed = 4;
+ }
+
+ if (_vm->_scene->currentSceneResourceId() == RID_ITE_OVERMAP_SCENE) {
+ speed = 2;
+ }
+
+ if ((actor->_actionDirection == 2) || (actor->_actionDirection == 6)) {
+ speed = speed / 2;
+ }
+
+ if (ABS(delta.v()) > ABS(delta.u())) {
+ addDelta.v() = clamp(-speed, delta.v(), speed);
+ if (addDelta.v() == delta.v()) {
+ addDelta.u() = delta.u();
+ } else {
+ addDelta.u() = delta.u() * addDelta.v();
+ addDelta.u() += (addDelta.u() > 0) ? (delta.v() / 2) : (-delta.v() / 2);
+ addDelta.u() /= delta.v();
+ }
+ } else {
+ addDelta.u() = clamp(-speed, delta.u(), speed);
+ if (addDelta.u() == delta.u()) {
+ addDelta.v() = delta.v();
+ } else {
+ addDelta.v() = delta.v() * addDelta.u();
+ addDelta.v() += (addDelta.v() > 0) ? (delta.u() / 2) : (-delta.u() / 2);
+ addDelta.v() /= delta.u();
+ }
+ }
+
+ actor->_location.add(addDelta);
+ } else {
+ actor->_partialTarget.delta(actor->_location, delta);
+
+ while ((delta.x == 0) && (delta.y == 0)) {
+
+ if (actor->_walkStepIndex >= actor->_walkStepsCount) {
+ actorEndWalk(actor->_id, true);
+ break;
+ }
+
+ actor->_partialTarget.fromScreenPoint(actor->_walkStepsPoints[actor->_walkStepIndex++]);
+ if (_vm->getGameType() == GType_ITE) {
+ if (actor->_partialTarget.x > 224 * 2 * ACTOR_LMULT) {
+ actor->_partialTarget.x -= 256 * 2 * ACTOR_LMULT;
+ }
+ } else {
+ if (actor->_partialTarget.x > 224 * 4 * ACTOR_LMULT) {
+ actor->_partialTarget.x -= 256 * 4 * ACTOR_LMULT;
+ }
+ }
+
+ actor->_partialTarget.delta(actor->_location, delta);
+
+ if (ABS(delta.y) > ABS(delta.x)) {
+ actor->_actionDirection = delta.y > 0 ? kDirDown : kDirUp;
+ } else {
+ actor->_actionDirection = delta.x > 0 ? kDirRight : kDirLeft;
+ }
+ }
+
+ if(_vm->getGameType() == GType_ITE)
+ speed = (ACTOR_LMULT * 2 * actor->_screenScale + 63) / 256;
+ else
+ speed = (ACTOR_SPEED * actor->_screenScale + 128) >> 8;
+
+ if (speed < 1)
+ speed = 1;
+
+ if(_vm->getGameType() == GType_IHNM)
+ speed = speed / 2;
+
+ if ((actor->_actionDirection == kDirUp) || (actor->_actionDirection == kDirDown)) {
+ addDelta.y = clamp(-speed, delta.y, speed);
+ if (addDelta.y == delta.y) {
+ addDelta.x = delta.x;
+ } else {
+ addDelta.x = delta.x * addDelta.y;
+ addDelta.x += (addDelta.x > 0) ? (delta.y / 2) : (-delta.y / 2);
+ addDelta.x /= delta.y;
+ actor->_facingDirection = actor->_actionDirection;
+ }
+ } else {
+ addDelta.x = clamp(-2 * speed, delta.x, 2 * speed);
+ if (addDelta.x == delta.x) {
+ addDelta.y = delta.y;
+ } else {
+ addDelta.y = delta.y * addDelta.x;
+ addDelta.y += (addDelta.y > 0) ? (delta.x / 2) : (-delta.x / 2);
+ addDelta.y /= delta.x;
+ actor->_facingDirection = actor->_actionDirection;
+ }
+ }
+
+ actor->_location.add(addDelta);
+ }
+
+ if (actor->_actorFlags & kActorBackwards) {
+ actor->_facingDirection = (actor->_actionDirection + 4) & 7;
+ actor->_actionCycle--;
+ } else {
+ actor->_actionCycle++;
+ }
+
+ frameRange = getActorFrameRange(actor->_id, actor->_walkFrameSequence);
+
+ if (actor->_actionCycle < 0) {
+ actor->_actionCycle = frameRange->frameCount - 1;
+ } else if (actor->_actionCycle >= frameRange->frameCount) {
+ actor->_actionCycle = 0;
+ }
+
+ actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
+ break;
+
+ case kActionWalkDir:
+ if (_vm->_scene->getFlags() & kSceneFlagISO) {
+ actor->_location.u() += tileDirectionLUT[actor->_actionDirection][0];
+ actor->_location.v() += tileDirectionLUT[actor->_actionDirection][1];
+
+ frameRange = getActorFrameRange(actor->_id, actor->_walkFrameSequence);
+
+ actor->_actionCycle++;
+ actor->cycleWrap(frameRange->frameCount);
+ actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
+ } else {
+ if (_vm->getGameType() == GType_ITE) {
+ actor->_location.x += directionLUT[actor->_actionDirection][0] * 2;
+ actor->_location.y += directionLUT[actor->_actionDirection][1] * 2;
+ } else {
+ // FIXME: The original does not multiply by 8 here, but we do
+ actor->_location.x += (directionLUT[actor->_actionDirection][0] * 8 * actor->_screenScale + 128) >> 8;
+ actor->_location.y += (directionLUT[actor->_actionDirection][1] * 8 * actor->_screenScale + 128) >> 8;
+ }
+
+ frameRange = getActorFrameRange(actor->_id, actor->_walkFrameSequence);
+ actor->_actionCycle++;
+ actor->cycleWrap(frameRange->frameCount);
+ actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
+ }
+ break;
+
+ case kActionSpeak:
+ actor->_actionCycle++;
+ actor->cycleWrap(64);
+
+ frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameGesture));
+ if (actor->_actionCycle >= frameRange->frameCount) {
+ if (actor->_actionCycle & 1)
+ break;
+ frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameSpeak));
+
+ state = (uint16)_vm->_rnd.getRandomNumber(frameRange->frameCount);
+
+ if (state == 0) {
+ frameRange = getActorFrameRange(actor->_id, getFrameType(kFrameStand));
+ } else {
+ state--;
+ }
+ } else {
+ state = actor->_actionCycle;
+ }
+
+ actor->_frameNumber = frameRange->frameIndex + state;
+ break;
+
+ case kActionAccept:
+ case kActionStoop:
+ break;
+
+ case kActionCycleFrames:
+ case kActionPongFrames:
+ if (actor->_cycleTimeCount > 0) {
+ actor->_cycleTimeCount--;
+ break;
+ }
+
+ actor->_cycleTimeCount = actor->_cycleDelay;
+ actor->_actionCycle++;
+
+ frameRange = getActorFrameRange(actor->_id, actor->_cycleFrameSequence);
+
+ if (actor->_currentAction == kActionPongFrames) {
+ if (actor->_actionCycle >= frameRange->frameCount * 2 - 2) {
+ if (actor->_actorFlags & kActorContinuous) {
+ actor->_actionCycle = 0;
+ } else {
+ actor->_currentAction = kActionFreeze;
+ break;
+ }
+ }
+
+ state = actor->_actionCycle;
+ if (state >= frameRange->frameCount) {
+ state = frameRange->frameCount * 2 - 2 - state;
+ }
+ } else {
+ if (actor->_actionCycle >= frameRange->frameCount) {
+ if (actor->_actorFlags & kActorContinuous) {
+ actor->_actionCycle = 0;
+ } else {
+ actor->_currentAction = kActionFreeze;
+ break;
+ }
+ }
+ state = actor->_actionCycle;
+ }
+
+ if (frameRange->frameCount && (actor->_actorFlags & kActorRandom)) {
+ state = _vm->_rnd.getRandomNumber(frameRange->frameCount - 1);
+ }
+
+ if (actor->_actorFlags & kActorBackwards) {
+ actor->_frameNumber = frameRange->frameIndex + frameRange->frameCount - 1 - state;
+ } else {
+ actor->_frameNumber = frameRange->frameIndex + state;
+ }
+ break;
+
+ case kActionFall:
+ if (actor->_actionCycle > 0) {
+ framesLeft = actor->_actionCycle--;
+ actor->_finalTarget.delta(actor->_location, delta);
+ delta.x /= framesLeft;
+ delta.y /= framesLeft;
+ actor->_location.addXY(delta);
+ actor->_fallVelocity += actor->_fallAcceleration;
+ actor->_fallPosition += actor->_fallVelocity;
+ actor->_location.z = actor->_fallPosition >> 4;
+ } else {
+ actor->_location = actor->_finalTarget;
+ actor->_currentAction = kActionFreeze;
+ _vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
+ }
+ break;
+
+ case kActionClimb:
+ actor->_cycleDelay++;
+ if (actor->_cycleDelay & 3) {
+ break;
+ }
+
+ if (actor->_location.z >= actor->_finalTarget.z + ACTOR_CLIMB_SPEED) {
+ actor->_location.z -= ACTOR_CLIMB_SPEED;
+ actor->_actionCycle--;
+ } else if (actor->_location.z <= actor->_finalTarget.z - ACTOR_CLIMB_SPEED) {
+ actor->_location.z += ACTOR_CLIMB_SPEED;
+ actor->_actionCycle++;
+ } else {
+ actor->_location.z = actor->_finalTarget.z;
+ actor->_currentAction = kActionFreeze;
+ _vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
+ }
+
+ frameRange = getActorFrameRange(actor->_id, actor->_cycleFrameSequence);
+
+ if (actor->_actionCycle < 0) {
+ actor->_actionCycle = frameRange->frameCount - 1;
+ }
+ actor->cycleWrap(frameRange->frameCount);
+ actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle;
+ break;
+ }
+
+ if ((actor->_currentAction >= kActionWalkToPoint) && (actor->_currentAction <= kActionWalkDir)) {
+ hitZone = NULL;
+
+ if (_vm->_scene->getFlags() & kSceneFlagISO) {
+ actor->_location.toScreenPointUV(hitPoint);
+ } else {
+ actor->_location.toScreenPointXY(hitPoint);
+ }
+ hitZoneIndex = _vm->_scene->_actionMap->hitTest(hitPoint);
+ if (hitZoneIndex != -1) {
+ hitZone = _vm->_scene->_actionMap->getHitZone(hitZoneIndex);
+ }
+
+ if (hitZone != actor->_lastZone) {
+ if (actor->_lastZone)
+ stepZoneAction(actor, actor->_lastZone, true, false);
+ actor->_lastZone = hitZone;
+ // WORKAROUND for graphics glitch in the rat caves. Don't do this step zone action in the rat caves
+ // (room 51) for hitzone 24577 (the door with the copy protection) to avoid the glitch. This glitch
+ // happens because the copy protection is supposed to kick in at this point, but it's bypassed
+ // (with permission from Wyrmkeep Entertainment)
+ if (hitZone &&
+ !(_vm->getGameType() == GType_ITE && _vm->_scene->currentSceneNumber() == 51 && hitZone->getHitZoneId() == 24577))
+ stepZoneAction(actor, hitZone, false, false);
+ }
+ }
+ }
+ // Update frameCount for sfWaitFrames in IHNM
+ _vm->_frameCount++;
+}
+
+void Actor::direct(int msec) {
+
+ if (_vm->_scene->_entryList.entryListCount == 0) {
+ return;
+ }
+
+ if (_vm->_interface->_statusTextInput) {
+ return;
+ }
+
+ // FIXME: HACK. This should be turned into cycle event.
+ _lastTickMsec += msec;
+
+ if (_lastTickMsec > 1000 / _handleActionDiv) {
+ _lastTickMsec = 0;
+ //process actions
+ handleActions(msec, false);
+ }
+
+//process speech
+ handleSpeech(msec);
+}
+
+bool Actor::followProtagonist(ActorData *actor) {
+ Location protagonistLocation;
+ Location newLocation;
+ Location delta;
+ int protagonistBGMaskType;
+ Point prefer1;
+ Point prefer2;
+ Point prefer3;
+ int16 prefU;
+ int16 prefV;
+ int16 newU;
+ int16 newV;
+
+ assert(_protagonist);
+
+ actor->_flags &= ~(kFaster | kFastest);
+ protagonistLocation = _protagonist->_location;
+ calcScreenPosition(_protagonist);
+
+ if (_vm->_scene->getFlags() & kSceneFlagISO) {
+ prefU = 60;
+ prefV = 60;
+
+
+ actor->_location.delta(protagonistLocation, delta);
+
+ if (actor->_id == actorIndexToId(2)) {
+ prefU = prefV = 48;
+ }
+
+ if ((delta.u() > prefU) || (delta.u() < -prefU) || (delta.v() > prefV) || (delta.v() < -prefV)) {
+
+ if ((delta.u() > prefU * 2) || (delta.u() < -prefU * 2) || (delta.v() > prefV * 2) || (delta.v() < -prefV * 2)) {
+ actor->_flags |= kFaster;
+
+ if ((delta.u() > prefU * 3) || (delta.u() < -prefU*3) || (delta.v() > prefV * 3) || (delta.v() < -prefV * 3)) {
+ actor->_flags |= kFastest;
+ }
+ }
+
+ prefU /= 2;
+ prefV /= 2;
+
+ newU = clamp(-prefU, delta.u(), prefU) + protagonistLocation.u();
+ newV = clamp(-prefV, delta.v(), prefV) + protagonistLocation.v();
+
+ newLocation.u() = newU + _vm->_rnd.getRandomNumber(prefU - 1) - prefU / 2;
+ newLocation.v() = newV + _vm->_rnd.getRandomNumber(prefV - 1) - prefV / 2;
+ newLocation.z = 0;
+
+ return actorWalkTo(actor->_id, newLocation);
+ }
+
+ } else {
+ prefer1.x = (100 * _protagonist->_screenScale) >> 8;
+ prefer1.y = (50 * _protagonist->_screenScale) >> 8;
+
+ if (_protagonist->_currentAction == kActionWalkDir) {
+ prefer1.x /= 2;
+ }
+
+ if (prefer1.x < 8) {
+ prefer1.x = 8;
+ }
+
+ if (prefer1.y < 8) {
+ prefer1.y = 8;
+ }
+
+ prefer2.x = prefer1.x * 2;
+ prefer2.y = prefer1.y * 2;
+ prefer3.x = prefer1.x + prefer1.x / 2;
+ prefer3.y = prefer1.y + prefer1.y / 2;
+
+ actor->_location.delta(protagonistLocation, delta);
+
+ protagonistBGMaskType = 0;
+ if (_vm->_scene->isBGMaskPresent() && _vm->_scene->validBGMaskPoint(_protagonist->_screenPosition)) {
+ protagonistBGMaskType = _vm->_scene->getBGMaskType(_protagonist->_screenPosition);
+ }
+
+ if ((_vm->_rnd.getRandomNumber(7) & 0x7) == 0) // 1/8th chance
+ actor->_actorFlags &= ~kActorNoFollow;
+
+ if (actor->_actorFlags & kActorNoFollow) {
+ return false;
+ }
+
+ if ((delta.x > prefer2.x) || (delta.x < -prefer2.x) ||
+ (delta.y > prefer2.y) || (delta.y < -prefer2.y) ||
+ ((_protagonist->_currentAction == kActionWait) &&
+ (delta.x * 2 < prefer1.x) && (delta.x * 2 > -prefer1.x) &&
+ (delta.y < prefer1.y) && (delta.y > -prefer1.y))) {
+
+ if (ABS(delta.x) > ABS(delta.y)) {
+
+ delta.x = (delta.x > 0) ? prefer3.x : -prefer3.x;
+
+ newLocation.x = delta.x + protagonistLocation.x;
+ newLocation.y = clamp(-prefer2.y, delta.y, prefer2.y) + protagonistLocation.y;
+ } else {
+ delta.y = (delta.y > 0) ? prefer3.y : -prefer3.y;
+
+ newLocation.x = clamp(-prefer2.x, delta.x, prefer2.x) + protagonistLocation.x;
+ newLocation.y = delta.y + protagonistLocation.y;
+ }
+ newLocation.z = 0;
+
+ if (protagonistBGMaskType != 3) {
+ newLocation.x += _vm->_rnd.getRandomNumber(prefer1.x - 1) - prefer1.x / 2;
+ newLocation.y += _vm->_rnd.getRandomNumber(prefer1.y - 1) - prefer1.y / 2;
+ }
+
+ newLocation.x = clamp(-31 * 4, newLocation.x, (_vm->getDisplayWidth() + 31) * 4);
+
+ return actorWalkTo(actor->_id, newLocation);
+ }
+ }
+ return false;
+}
+
+bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) {
+ ActorData *actor;
+ ActorData *anotherActor;
+ int i;
+
+ Rect testBox;
+ Rect testBox2;
+ Point anotherActorScreenPosition;
+ Point collision;
+ Point pointFrom, pointTo, pointBest, pointAdd;
+ Point delta, bestDelta;
+ Point tempPoint;
+ bool extraStartNode;
+ bool extraEndNode;
+
+ actor = getActor(actorId);
+
+ if (actor == _protagonist) {
+ _vm->_scene->setDoorState(2, 0xff);
+ _vm->_scene->setDoorState(3, 0);
+ } else {
+ _vm->_scene->setDoorState(2, 0);
+ _vm->_scene->setDoorState(3, 0xff);
+ }
+
+ if (_vm->_scene->getFlags() & kSceneFlagISO) {
+
+ if ((_vm->getGameType() == GType_ITE) && (actor->_index == ACTOR_DRAGON_INDEX)) {
+ return false;
+ }
+
+ actor->_finalTarget = toLocation;
+ actor->_walkStepsCount = 0;
+ _vm->_isoMap->findTilePath(actor, actor->_location, toLocation);
+
+
+ if ((actor->_walkStepsCount == 0) && (actor->_flags & kProtagonist)) {
+ actor->_actorFlags |= kActorNoCollide;
+ _vm->_isoMap->findTilePath(actor, actor->_location, toLocation);
+ }
+
+ actor->_walkStepIndex = 0;
+ if (_vm->_isoMap->nextTileTarget(actor)) {
+ actor->_currentAction = kActionWalkToPoint;
+ actor->_walkFrameSequence = getFrameType(kFrameWalk);
+ } else {
+ actorEndWalk(actorId, false);
+ return false;
+ }
+ } else {
+
+ actor->_location.toScreenPointXY(pointFrom);
+ pointFrom.x &= ~1;
+
+ extraStartNode = _vm->_scene->offscreenPath(pointFrom);
+
+ toLocation.toScreenPointXY(pointTo);
+ pointTo.x &= ~1;
+
+ extraEndNode = _vm->_scene->offscreenPath(pointTo);
+
+ if (_vm->_scene->isBGMaskPresent()) {
+
+ if ((((actor->_currentAction >= kActionWalkToPoint) &&
+ (actor->_currentAction <= kActionWalkDir)) || (actor == _protagonist)) &&
+ !_vm->_scene->canWalk(pointFrom)) {
+
+ int max = _vm->getGameType() == GType_ITE ? 8 : 4;
+
+ for (i = 1; i < max; i++) {
+ pointAdd = pointFrom;
+ pointAdd.y += i;
+ if (_vm->_scene->canWalk(pointAdd)) {
+ pointFrom = pointAdd;
+ break;
+ }
+ pointAdd = pointFrom;
+ pointAdd.y -= i;
+ if (_vm->_scene->canWalk(pointAdd)) {
+ pointFrom = pointAdd;
+ break;
+ }
+ if (_vm->getGameType() == GType_ITE) {
+ pointAdd = pointFrom;
+ pointAdd.x += i;
+ if (_vm->_scene->canWalk(pointAdd)) {
+ pointFrom = pointAdd;
+ break;
+ }
+ pointAdd = pointFrom;
+ pointAdd.x -= i;
+ if (_vm->_scene->canWalk(pointAdd)) {
+ pointFrom = pointAdd;
+ break;
+ }
+ }
+ }
+ }
+
+ _barrierCount = 0;
+ if (!(actor->_actorFlags & kActorNoCollide)) {
+ collision.x = ACTOR_COLLISION_WIDTH * actor->_screenScale / (256 * 2);
+ collision.y = ACTOR_COLLISION_HEIGHT * actor->_screenScale / (256 * 2);
+
+
+ for (i = 0; (i < _actorsCount) && (_barrierCount < ACTOR_BARRIERS_MAX); i++) {
+ anotherActor = _actors[i];
+ if (!anotherActor->_inScene)
+ continue;
+ if (anotherActor == actor)
+ continue;
+
+ anotherActorScreenPosition = anotherActor->_screenPosition;
+ testBox.left = (anotherActorScreenPosition.x - collision.x) & ~1;
+ testBox.right = (anotherActorScreenPosition.x + collision.x) & ~1 + 1;
+ testBox.top = anotherActorScreenPosition.y - collision.y;
+ testBox.bottom = anotherActorScreenPosition.y + collision.y + 1;
+ testBox2 = testBox;
+ testBox2.right += 2;
+ testBox2.left -= 2;
+ testBox2.top -= 1;
+ testBox2.bottom += 1;
+
+ if (testBox2.contains(pointFrom)) {
+ if (pointFrom.x > anotherActorScreenPosition.x + 4) {
+ testBox.right = pointFrom.x - 1;
+ } else if (pointFrom.x < anotherActorScreenPosition.x - 4) {
+ testBox.left = pointFrom.x + 2;
+ } else if (pointFrom.y > anotherActorScreenPosition.y) {
+ testBox.bottom = pointFrom.y;
+ } else {
+ testBox.top = pointFrom.y + 1 ;
+ }
+ }
+
+ if ((testBox.width() > 0) && (testBox.height() > 0)) {
+ _barrierList[_barrierCount++] = testBox;
+ }
+ }
+ }
+
+
+ pointBest = pointTo;
+ actor->_walkStepsCount = 0;
+ findActorPath(actor, pointFrom, pointTo);
+
+ if (actor->_walkStepsCount == 0) {
+ error("actor->_walkStepsCount == 0");
+ }
+
+ if (extraStartNode) {
+ actor->_walkStepIndex = 0;
+ } else {
+ actor->_walkStepIndex = 1;
+ }
+
+ if (extraEndNode) {
+ toLocation.toScreenPointXY(tempPoint);
+ actor->_walkStepsCount--;
+ actor->addWalkStepPoint(tempPoint);
+ }
+
+
+ pointBest = actor->_walkStepsPoints[actor->_walkStepsCount - 1];
+
+ pointBest.x &= ~1;
+ delta.x = ABS(pointFrom.x - pointTo.x);
+ delta.y = ABS(pointFrom.y - pointTo.y);
+
+ bestDelta.x = ABS(pointBest.x - pointTo.x);
+ bestDelta.y = ABS(pointBest.y - pointTo.y);
+
+ if ((delta.x + delta.y <= bestDelta.x + bestDelta.y) && (actor->_flags & kFollower)) {
+ actor->_actorFlags |= kActorNoFollow;
+ }
+
+ if (pointBest == pointFrom) {
+ actor->_walkStepsCount = 0;
+ }
+ } else {
+ actor->_walkStepsCount = 0;
+ actor->addWalkStepPoint(pointTo);
+ actor->_walkStepIndex = 0;
+ }
+
+ actor->_partialTarget = actor->_location;
+ actor->_finalTarget = toLocation;
+ if (actor->_walkStepsCount == 0) {
+ actorEndWalk(actorId, false);
+ return false;
+ } else {
+ if (actor->_flags & kProtagonist) {
+ _actors[1]->_actorFlags &= ~kActorNoFollow; // TODO: mark all actors with kFollower flag, not only 1 and 2
+ _actors[2]->_actorFlags &= ~kActorNoFollow;
+ }
+ actor->_currentAction = (actor->_walkStepsCount >= ACTOR_MAX_STEPS_COUNT) ? kActionWalkToLink : kActionWalkToPoint;
+ actor->_walkFrameSequence = getFrameType(kFrameWalk);
+ }
+ }
+ return true;
+}
+
+bool Actor::actorEndWalk(uint16 actorId, bool recurse) {
+ bool walkMore = false;
+ ActorData *actor;
+ const HitZone *hitZone;
+ int hitZoneIndex;
+ Point testPoint;
+
+ actor = getActor(actorId);
+ actor->_actorFlags &= ~kActorBackwards;
+
+ if (_vm->getGameType() == GType_ITE) {
+
+ if (actor->_location.distance(actor->_finalTarget) > 8 && (actor->_flags & kProtagonist) && recurse && !(actor->_actorFlags & kActorNoCollide)) {
+ actor->_actorFlags |= kActorNoCollide;
+ return actorWalkTo(actorId, actor->_finalTarget);
+ }
+ }
+
+ actor->_currentAction = kActionWait;
+ if (actor->_actorFlags & kActorFinalFace) {
+ actor->_facingDirection = actor->_actionDirection = (actor->_actorFlags >> 6) & 0x07; //?
+ }
+
+ actor->_actorFlags &= ~(kActorNoCollide | kActorCollided | kActorFinalFace | kActorFacingMask);
+ actor->_flags &= ~(kFaster | kFastest);
+
+ if (actor == _protagonist) {
+ _vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
+ if (_vm->_script->_pendingVerb == _vm->_script->getVerbType(kVerbWalkTo)) {
+ if (_vm->getGameType() == GType_ITE)
+ actor->_location.toScreenPointUV(testPoint); // it's wrong calculation, but it is used in ITE
+ else
+ actor->_location.toScreenPointXY(testPoint);
+
+ hitZoneIndex = _vm->_scene->_actionMap->hitTest(testPoint);
+ if (hitZoneIndex != -1) {
+ hitZone = _vm->_scene->_actionMap->getHitZone(hitZoneIndex);
+ stepZoneAction(actor, hitZone, false, true);
+ } else {
+ _vm->_script->setNoPendingVerb();
+ }
+ } else if (_vm->_script->_pendingVerb != _vm->_script->getVerbType(kVerbNone)) {
+ _vm->_script->doVerb();
+ }
+ } else {
+ if (recurse && (actor->_flags & kFollower))
+ walkMore = followProtagonist(actor);
+
+ _vm->_script->wakeUpActorThread(kWaitTypeWalk, actor);
+ }
+ return walkMore;
+}
+
+void Actor::moveDragon(ActorData *actor) {
+ int16 dir0, dir1, dir2, dir3;
+ int16 moveType;
+ Event event;
+ const DragonMove *dragonMove;
+
+ if ((actor->_actionCycle < 0) ||
+ ((actor->_actionCycle == 0) && (actor->_dragonMoveType >= ACTOR_DRAGON_TURN_MOVES))) {
+
+ moveType = kDragonMoveInvalid;
+ if (actor->_location.distance(_protagonist->_location) < 24) {
+ if (_dragonHunt && (_protagonist->_currentAction != kActionFall)) {
+ event.type = kEvTOneshot;
+ event.code = kScriptEvent;
+ event.op = kEventExecNonBlocking;
+ event.time = 0;
+ event.param = _vm->_scene->getScriptModuleNumber(); // module number
+ event.param2 = ACTOR_EXP_KNOCK_RIF; // script entry point number
+ event.param3 = -1; // Action
+ event.param4 = -1; // Object
+ event.param5 = -1; // With Object
+ event.param6 = -1; // Actor
+ _vm->_events->queue(&event);
+
+ _dragonHunt = false;
+ }
+ } else {
+ _dragonHunt = true;
+ }
+
+ if (actor->_walkStepIndex + 2 > actor->_walkStepsCount) {
+
+ _vm->_isoMap->findDragonTilePath(actor, actor->_location, _protagonist->_location, actor->_actionDirection);
+
+ if (actor->_walkStepsCount == 0) {
+ _vm->_isoMap->findDragonTilePath(actor, actor->_location, _protagonist->_location, 0);
+ }
+
+ if (actor->_walkStepsCount < 2) {
+ return;
+ }
+
+ actor->_partialTarget = actor->_location;
+ actor->_finalTarget = _protagonist->_location;
+ actor->_walkStepIndex = 0;
+ }
+
+ dir0 = actor->_actionDirection;
+ dir1 = actor->_tileDirections[actor->_walkStepIndex++];
+ dir2 = actor->_tileDirections[actor->_walkStepIndex];
+ dir3 = actor->_tileDirections[actor->_walkStepIndex + 1];
+
+ if (dir0 != dir1){
+ actor->_actionDirection = dir0 = dir1;
+ }
+
+ actor->_location = actor->_partialTarget;
+
+ if ((dir1 != dir2) && (dir1 == dir3)) {
+ switch (dir1) {
+ case kDirUpLeft:
+ actor->_partialTarget.v() += 16;
+ moveType = kDragonMoveUpLeft;
+ break;
+ case kDirDownLeft:
+ actor->_partialTarget.u() -= 16;
+ moveType = kDragonMoveDownLeft;
+ break;
+ case kDirDownRight:
+ actor->_partialTarget.v() -= 16;
+ moveType = kDragonMoveDownRight;
+ break;
+ case kDirUpRight:
+ actor->_partialTarget.u() += 16;
+ moveType = kDragonMoveUpRight;
+ break;
+ }
+
+ switch (dir2) {
+ case kDirUpLeft:
+ actor->_partialTarget.v() += 16;
+ break;
+ case kDirDownLeft:
+ actor->_partialTarget.u() -= 16;
+ break;
+ case kDirDownRight:
+ actor->_partialTarget.v() -= 16;
+ break;
+ case kDirUpRight:
+ actor->_partialTarget.u() += 16;
+ break;
+ }
+
+ actor->_walkStepIndex++;
+ } else {
+ switch (dir1) {
+ case kDirUpLeft:
+ actor->_partialTarget.v() += 16;
+ switch (dir2) {
+ case kDirDownLeft:
+ moveType = kDragonMoveUpLeft_Left;
+ actor->_partialTarget.u() -= 16;
+ break;
+ case kDirUpLeft:
+ moveType = kDragonMoveUpLeft;
+ break;
+ case kDirUpRight:
+ actor->_partialTarget.u() += 16;
+ moveType = kDragonMoveUpLeft_Right;
+ break;
+ default:
+ actor->_actionDirection = dir1;
+ actor->_walkStepsCount = 0;
+ break;
+ }
+ break;
+ case kDirDownLeft:
+ actor->_partialTarget.u() -= 16;
+ switch (dir2) {
+ case kDirDownRight:
+ moveType = kDragonMoveDownLeft_Left;
+ actor->_partialTarget.v() -= 16;
+ break;
+ case kDirDownLeft:
+ moveType = kDragonMoveDownLeft;
+ break;
+ case kDirUpLeft:
+ moveType = kDragonMoveDownLeft_Right;
+ actor->_partialTarget.v() += 16;
+ break;
+ default:
+ actor->_actionDirection = dir1;
+ actor->_walkStepsCount = 0;
+ break;
+ }
+ break;
+ case kDirDownRight:
+ actor->_partialTarget.v() -= 16;
+ switch (dir2) {
+ case kDirUpRight:
+ moveType = kDragonMoveDownRight_Left;
+ actor->_partialTarget.u() += 16;
+ break;
+ case kDirDownRight:
+ moveType = kDragonMoveDownRight;
+ break;
+ case kDirDownLeft:
+ moveType = kDragonMoveDownRight_Right;
+ actor->_partialTarget.u() -= 16;
+ break;
+ default:
+ actor->_actionDirection = dir1;
+ actor->_walkStepsCount = 0;
+ break;
+ }
+ break;
+ case kDirUpRight:
+ actor->_partialTarget.u() += 16;
+ switch (dir2) {
+ case kDirUpLeft:
+ moveType = kDragonMoveUpRight_Left;
+ actor->_partialTarget.v() += 16;
+ break;
+ case kDirUpRight:
+ moveType = kDragonMoveUpRight;
+ break;
+ case kDirDownRight:
+ moveType = kDragonMoveUpRight_Right;
+ actor->_partialTarget.v() -= 16;
+ break;
+ default:
+ actor->_actionDirection = dir1;
+ actor->_walkStepsCount = 0;
+ break;
+ }
+ break;
+
+ default:
+ actor->_actionDirection = dir1;
+ actor->_walkStepsCount = 0;
+ break;
+ }
+ }
+
+ actor->_dragonMoveType = moveType;
+
+ if (moveType >= ACTOR_DRAGON_TURN_MOVES) {
+ actor->_dragonStepCycle = 0;
+ actor->_actionCycle = 4;
+ actor->_walkStepIndex++;
+ } else {
+ actor->_actionCycle = 4;
+ }
+ }
+
+ actor->_actionCycle--;
+
+ if ((actor->_walkStepsCount < 1) || (actor->_actionCycle < 0)) {
+ return;
+ }
+
+ if (actor->_dragonMoveType < ACTOR_DRAGON_TURN_MOVES) {
+
+ actor->_dragonStepCycle++;
+ if (actor->_dragonStepCycle >= 7) {
+ actor->_dragonStepCycle = 0;
+ }
+
+ actor->_dragonBaseFrame = actor->_dragonMoveType * 7;
+
+ if (actor->_location.u() > actor->_partialTarget.u() + 3) {
+ actor->_location.u() -= 4;
+ } else if (actor->_location.u() < actor->_partialTarget.u() - 3) {
+ actor->_location.u() += 4;
+ } else {
+ actor->_location.u() = actor->_partialTarget.u();
+ }
+
+ if (actor->_location.v() > actor->_partialTarget.v() + 3) {
+ actor->_location.v() -= 4;
+ } else if (actor->_location.v() < actor->_partialTarget.v() - 3) {
+ actor->_location.v() += 4;
+ } else {
+ actor->_location.v() = actor->_partialTarget.v();
+ }
+ } else {
+ dragonMove = &dragonMoveTable[actor->_dragonMoveType];
+ actor->_dragonBaseFrame = dragonMove->baseFrame;
+
+
+ actor->_location.u() = actor->_partialTarget.u() - dragonMove->offset[actor->_actionCycle][0];
+ actor->_location.v() = actor->_partialTarget.v() - dragonMove->offset[actor->_actionCycle][1];
+
+ actor->_dragonStepCycle++;
+ if (actor->_dragonStepCycle >= 3) {
+ actor->_dragonStepCycle = 3;
+ }
+ }
+
+ actor->_frameNumber = actor->_dragonBaseFrame + actor->_dragonStepCycle;
+}
+
+void Actor::findActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
+ Point iteratorPoint;
+ Point bestPoint;
+ int maskType;
+ int i;
+ Rect intersect;
+
+#ifdef ACTOR_DEBUG
+ _debugPointsCount = 0;
+#endif
+
+ actor->_walkStepsCount = 0;
+ if (fromPoint == toPoint) {
+ actor->addWalkStepPoint(toPoint);
+ return;
+ }
+
+ for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
+ for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
+ if (_vm->_scene->validBGMaskPoint(iteratorPoint)) {
+ maskType = _vm->_scene->getBGMaskType(iteratorPoint);
+ setPathCell(iteratorPoint, _vm->_scene->getDoorState(maskType) ? kPathCellBarrier : kPathCellEmpty);
+ } else {
+ setPathCell(iteratorPoint, kPathCellBarrier);
+ }
+ }
+ }
+
+ for (i = 0; i < _barrierCount; i++) {
+ intersect.left = MAX(_pathRect.left, _barrierList[i].left);
+ intersect.top = MAX(_pathRect.top, _barrierList[i].top);
+ intersect.right = MIN(_pathRect.right, _barrierList[i].right);
+ intersect.bottom = MIN(_pathRect.bottom, _barrierList[i].bottom);
+
+ for (iteratorPoint.y = intersect.top; iteratorPoint.y < intersect.bottom; iteratorPoint.y++) {
+ for (iteratorPoint.x = intersect.left; iteratorPoint.x < intersect.right; iteratorPoint.x++) {
+ setPathCell(iteratorPoint, kPathCellBarrier);
+ }
+ }
+ }
+
+#ifdef ACTOR_DEBUG
+ for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
+ for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
+ if (getPathCell(iteratorPoint) == kPathCellBarrier) {
+ addDebugPoint(iteratorPoint, 24);
+ }
+ }
+ }
+#endif
+
+ if (scanPathLine(fromPoint, toPoint)) {
+ actor->addWalkStepPoint(fromPoint);
+ actor->addWalkStepPoint(toPoint);
+ return;
+ }
+
+ i = fillPathArray(fromPoint, toPoint, bestPoint);
+
+ if (fromPoint == bestPoint) {
+ actor->addWalkStepPoint(bestPoint);
+ return;
+ }
+
+ if (i == 0) {
+ error("fillPathArray returns zero");
+ }
+
+ setActorPath(actor, fromPoint, bestPoint);
+}
+
+bool Actor::scanPathLine(const Point &point1, const Point &point2) {
+ Point point;
+ Point delta;
+ Point s;
+ Point fDelta;
+ int16 errterm;
+
+ calcDeltaS(point1, point2, delta, s);
+ point = point1;
+
+ fDelta.x = delta.x * 2;
+ fDelta.y = delta.y * 2;
+
+ if (delta.y > delta.x) {
+
+ errterm = fDelta.x - delta.y;
+
+ while (delta.y > 0) {
+ while (errterm >= 0) {
+ point.x += s.x;
+ errterm -= fDelta.y;
+ }
+
+ point.y += s.y;
+ errterm += fDelta.x;
+
+ if (!validPathCellPoint(point)) {
+ return false;
+ }
+ if (getPathCell(point) == kPathCellBarrier) {
+ return false;
+ }
+ delta.y--;
+ }
+ } else {
+
+ errterm = fDelta.y - delta.x;
+
+ while (delta.x > 0) {
+ while (errterm >= 0) {
+ point.y += s.y;
+ errterm -= fDelta.x;
+ }
+
+ point.x += s.x;
+ errterm += fDelta.y;
+
+ if (!validPathCellPoint(point)) {
+ return false;
+ }
+ if (getPathCell(point) == kPathCellBarrier) {
+ return false;
+ }
+ delta.x--;
+ }
+ }
+ return true;
+}
+
+int Actor::fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint) {
+ int bestRating;
+ int currentRating;
+ int i;
+ Point bestPath;
+ int pointCounter;
+ int startDirection;
+ PathDirectionData *pathDirection;
+ PathDirectionData *newPathDirection;
+ const PathDirectionData *samplePathDirection;
+ Point nextPoint;
+ int directionCount;
+ int16 compressX = (_vm->getGameType() == GType_ITE) ? 2 : 1;
+
+ _pathDirectionListCount = 0;
+ pointCounter = 0;
+ bestRating = quickDistance(fromPoint, toPoint, compressX);
+ bestPath = fromPoint;
+
+ for (startDirection = 0; startDirection < 4; startDirection++) {
+ newPathDirection = addPathDirectionListData();
+ newPathDirection->coord = fromPoint;
+ newPathDirection->direction = startDirection;
+ }
+
+ if (validPathCellPoint(fromPoint)) {
+ setPathCell(fromPoint, kDirUp);
+
+#ifdef ACTOR_DEBUG
+ addDebugPoint(fromPoint, 24+36);
+#endif
+ }
+
+ i = 0;
+
+ do {
+ pathDirection = &_pathDirectionList[i];
+ for (directionCount = 0; directionCount < 3; directionCount++) {
+ samplePathDirection = &pathDirectionLUT[pathDirection->direction][directionCount];
+ nextPoint = pathDirection->coord;
+ nextPoint.x += samplePathDirection->coord.x;
+ nextPoint.y += samplePathDirection->coord.y;
+
+ if (!validPathCellPoint(nextPoint)) {
+ continue;
+ }
+
+ if (getPathCell(nextPoint) != kPathCellEmpty) {
+ continue;
+ }
+
+ setPathCell(nextPoint, samplePathDirection->direction);
+
+#ifdef ACTOR_DEBUG
+ addDebugPoint(nextPoint, samplePathDirection->direction + 96);
+#endif
+ newPathDirection = addPathDirectionListData();
+ newPathDirection->coord = nextPoint;
+ newPathDirection->direction = samplePathDirection->direction;
+ ++pointCounter;
+ if (nextPoint == toPoint) {
+ bestPoint = toPoint;
+ return pointCounter;
+ }
+ currentRating = quickDistance(nextPoint, toPoint, compressX);
+ if (currentRating < bestRating) {
+ bestRating = currentRating;
+ bestPath = nextPoint;
+ }
+ pathDirection = &_pathDirectionList[i];
+ }
+ ++i;
+ } while (i < _pathDirectionListCount);
+
+ bestPoint = bestPath;
+ return pointCounter;
+}
+
+void Actor::setActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
+ Point nextPoint;
+ int8 direction;
+ int i;
+
+ _pathListIndex = -1;
+ addPathListPoint(toPoint);
+ nextPoint = toPoint;
+
+ while (!(nextPoint == fromPoint)) {
+ direction = getPathCell(nextPoint);
+ if ((direction < 0) || (direction >= 8)) {
+ error("Actor::setActorPath error direction 0x%X", direction);
+ }
+ nextPoint.x -= pathDirectionLUT2[direction][0];
+ nextPoint.y -= pathDirectionLUT2[direction][1];
+ addPathListPoint(nextPoint);
+
+#ifdef ACTOR_DEBUG
+ addDebugPoint(nextPoint, 0x8a);
+#endif
+ }
+
+ pathToNode();
+ removeNodes();
+ nodeToPath();
+ removePathPoints();
+
+ for (i = 0; i <= _pathNodeListIndex; i++) {
+ actor->addWalkStepPoint(_pathNodeList[i].point);
+ }
+}
+
+void Actor::pathToNode() {
+ Point point1, point2, delta;
+ int direction;
+ int i;
+ Point *point;
+
+ point= &_pathList[_pathListIndex];
+ direction = 0;
+
+ _pathNodeListIndex = -1;
+ addPathNodeListPoint(*point);
+
+ for (i = _pathListIndex; i > 0; i--) {
+ point1 = *point;
+ --point;
+ point2 = *point;
+ if (direction == 0) {
+ delta.x = int16Compare(point2.x, point1.x);
+ delta.y = int16Compare(point2.y, point1.y);
+ direction++;
+ }
+ if ((point1.x + delta.x != point2.x) || (point1.y + delta.y != point2.y)) {
+ addPathNodeListPoint(point1);
+ direction--;
+ i++;
+ point++;
+ }
+ }
+ addPathNodeListPoint(*_pathList);
+}
+
+int pathLine(Point *pointList, const Point &point1, const Point &point2) {
+ Point point;
+ Point delta;
+ Point tempPoint;
+ Point s;
+ int16 errterm;
+ int16 res;
+
+ calcDeltaS(point1, point2, delta, s);
+
+ point = point1;
+
+ tempPoint.x = delta.x * 2;
+ tempPoint.y = delta.y * 2;
+
+ if (delta.y > delta.x) {
+
+ errterm = tempPoint.x - delta.y;
+ res = delta.y;
+
+ while (delta.y > 0) {
+ while (errterm >= 0) {
+ point.x += s.x;
+ errterm -= tempPoint.y;
+ }
+
+ point.y += s.y;
+ errterm += tempPoint.x;
+
+ *pointList = point;
+ pointList++;
+ delta.y--;
+ }
+ } else {
+
+ errterm = tempPoint.y - delta.x;
+ res = delta.x;
+
+ while (delta.x > 0) {
+ while (errterm >= 0) {
+ point.y += s.y;
+ errterm -= tempPoint.x;
+ }
+
+ point.x += s.x;
+ errterm += tempPoint.y;
+
+ *pointList = point;
+ pointList++;
+ delta.x--;
+ }
+ }
+ return res;
+}
+
+void Actor::nodeToPath() {
+ int i;
+ Point point1, point2;
+ PathNode *node;
+ Point *point;
+
+ for (i = 0, point = _pathList; i < _pathListAlloced; i++, point++) {
+ point->x = point->y = PATH_NODE_EMPTY;
+ }
+
+ _pathListIndex = 1;
+ _pathList[0] = _pathNodeList[0].point;
+ _pathNodeList[0].link = 0;
+ for (i = 0, node = _pathNodeList; i < _pathNodeListIndex; i++) {
+ point1 = node->point;
+ node++;
+ point2 = node->point;
+ _pathListIndex += pathLine(&_pathList[_pathListIndex], point1, point2);
+ node->link = _pathListIndex - 1;
+ }
+ _pathListIndex--;
+ _pathNodeList[_pathNodeListIndex].link = _pathListIndex;
+
+}
+
+void Actor::removeNodes() {
+ int i, j, k;
+ PathNode *iNode, *jNode, *kNode, *fNode;
+ fNode = &_pathNodeList[_pathNodeListIndex];
+
+ if (scanPathLine(_pathNodeList[0].point, fNode->point)) {
+ _pathNodeList[1] = *fNode;
+ _pathNodeListIndex = 1;
+ }
+
+ if (_pathNodeListIndex < 4) {
+ return;
+ }
+
+ for (i = _pathNodeListIndex - 1, iNode = fNode-1; i > 1 ; i--, iNode--) {
+ if (iNode->point.x == PATH_NODE_EMPTY) {
+ continue;
+ }
+
+ if (scanPathLine(_pathNodeList[0].point, iNode->point)) {
+ for (j = 1, jNode = _pathNodeList + 1; j < i; j++, jNode++) {
+ jNode->point.x = PATH_NODE_EMPTY;
+ }
+ }
+ }
+
+ for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
+ if (iNode->point.x == PATH_NODE_EMPTY) {
+ continue;
+ }
+
+ if (scanPathLine(fNode->point, iNode->point)) {
+ for (j = i + 1, jNode = iNode + 1; j < _pathNodeListIndex; j++, jNode++) {
+ jNode->point.x = PATH_NODE_EMPTY;
+ }
+ }
+ }
+ condenseNodeList();
+
+ for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex - 1; i++, iNode++) {
+ if (iNode->point.x == PATH_NODE_EMPTY) {
+ continue;
+ }
+ for (j = i + 2, jNode = iNode + 2; j < _pathNodeListIndex; j++, jNode++) {
+ if (jNode->point.x == PATH_NODE_EMPTY) {
+ continue;
+ }
+
+ if (scanPathLine(iNode->point, jNode->point)) {
+ for (k = i + 1,kNode = iNode + 1; k < j; k++, kNode++) {
+ kNode->point.x = PATH_NODE_EMPTY;
+ }
+ }
+ }
+ }
+ condenseNodeList();
+}
+
+void Actor::condenseNodeList() {
+ int i, j, count;
+ PathNode *iNode, *jNode;
+
+ count = _pathNodeListIndex;
+
+ for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeListIndex; i++, iNode++) {
+ if (iNode->point.x == PATH_NODE_EMPTY) {
+ j = i + 1;
+ jNode = iNode + 1;
+ while (jNode->point.x == PATH_NODE_EMPTY) {
+ j++;
+ jNode++;
+ }
+ *iNode = *jNode;
+ count = i;
+ jNode->point.x = PATH_NODE_EMPTY;
+ if (j == _pathNodeListIndex) {
+ break;
+ }
+ }
+ }
+ _pathNodeListIndex = count;
+}
+
+void Actor::removePathPoints() {
+ int i, j, k, l;
+ PathNode *node;
+ int start;
+ int end;
+ Point point1, point2;
+
+ if (_pathNodeListIndex < 2)
+ return;
+
+ _newPathNodeListIndex = -1;
+ addNewPathNodeListPoint(_pathNodeList[0]);
+
+ for (i = 1, node = _pathNodeList + 1; i < _pathNodeListIndex; i++, node++) {
+ addNewPathNodeListPoint(*node);
+
+ for (j = 5; j > 0; j--) {
+ start = node->link - j;
+ end = node->link + j;
+
+ if (start < 0 || end > _pathListIndex) {
+ continue;
+ }
+
+ point1 = _pathList[start];
+ point2 = _pathList[end];
+ if ((point1.x == PATH_NODE_EMPTY) || (point2.x == PATH_NODE_EMPTY)) {
+ continue;
+ }
+
+ if (scanPathLine(point1, point2)) {
+ for (l = 1; l <= _newPathNodeListIndex; l++) {
+ if (start <= _newPathNodeList[l].link) {
+ _newPathNodeListIndex = l;
+ _newPathNodeList[_newPathNodeListIndex].point = point1;
+ _newPathNodeList[_newPathNodeListIndex].link = start;
+ incrementNewPathNodeListIndex();
+ break;
+ }
+ }
+ _newPathNodeList[_newPathNodeListIndex].point = point2;
+ _newPathNodeList[_newPathNodeListIndex].link = end;
+
+ for (k = start + 1; k < end; k++) {
+ _pathList[k].x = PATH_NODE_EMPTY;
+ }
+ break;
+ }
+ }
+ }
+
+ addNewPathNodeListPoint(_pathNodeList[_pathNodeListIndex]);
+
+ for (i = 0, j = 0; i <= _newPathNodeListIndex; i++) {
+ if (_newPathNodeListIndex == i || (_newPathNodeList[i].point != _newPathNodeList[i+1].point)) {
+ _pathNodeList[j++] = _newPathNodeList[i];
+ }
+ }
+ _pathNodeListIndex = j - 1;
+}
+
+void Actor::drawPathTest() {
+#ifdef ACTOR_DEBUG
+ int i;
+ Surface *surface;
+ surface = _vm->_gfx->getBackBuffer();
+ if (_debugPoints == NULL) {
+ return;
+ }
+
+ for (i = 0; i < _debugPointsCount; i++) {
+ *((byte *)surface->pixels + (_debugPoints[i].point.y * surface->pitch) + _debugPoints[i].point.x) = _debugPoints[i].color;
+ }
+#endif
+}
+
+// Console wrappers - must be safe to run
+
+void Actor::cmdActorWalkTo(int argc, const char **argv) {
+ uint16 actorId = (uint16) atoi(argv[1]);
+ Location location;
+ Point movePoint;
+
+ movePoint.x = atoi(argv[2]);
+ movePoint.y = atoi(argv[3]);
+
+ location.fromScreenPoint(movePoint);
+
+ if (!validActorId(actorId)) {
+ _vm->_console->DebugPrintf("Actor::cmActorWalkTo Invalid actorId 0x%X.\n", actorId);
+ return;
+ }
+
+ actorWalkTo(actorId, location);
+}
+
+} // End of namespace Saga \ No newline at end of file