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author | Andrew Kurushin | 2004-12-22 21:04:50 +0000 |
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committer | Andrew Kurushin | 2004-12-22 21:04:50 +0000 |
commit | 3d9784f94d3bc6c425d3180e59d322ab715e6306 (patch) | |
tree | 1313b3b88f8a6f9341a72c4fc178dad582f924c5 /saga/actor.cpp | |
parent | ab4734dcf60d8f06786cbdd382a7a83ca962103a (diff) | |
download | scummvm-rg350-3d9784f94d3bc6c425d3180e59d322ab715e6306.tar.gz scummvm-rg350-3d9784f94d3bc6c425d3180e59d322ab715e6306.tar.bz2 scummvm-rg350-3d9784f94d3bc6c425d3180e59d322ab715e6306.zip |
- rewriten actors action handling (now uses all original flags etc)
- added some script functions (swapactors...)
- many things were renamed according scummvm covention
- resource id definintions should begin with "RID_" prefix
- intro temporary broken - work in progress
todo:
- walking hanling also should be rewriten
- timings for speech and actor cycling should be more accurate
svn-id: r16263
Diffstat (limited to 'saga/actor.cpp')
-rw-r--r-- | saga/actor.cpp | 290 |
1 files changed, 244 insertions, 46 deletions
diff --git a/saga/actor.cpp b/saga/actor.cpp index fc2336f415..f80b3a7bcd 100644 --- a/saga/actor.cpp +++ b/saga/actor.cpp @@ -44,9 +44,9 @@ namespace Saga { static int actorCompare(const ActorDataPointer& actor1, const ActorDataPointer& actor2) { - if (actor1->actorY == actor2->actorY) { + if (actor1->location.y == actor2->location.y) { return 0; - } else if (actor1->actorY < actor2->actorY) { + } else if (actor1->location.y < actor2->location.y) { return -1; } else { return 1; @@ -59,11 +59,25 @@ ACTIONTIMES ActionTDeltas[] = { { ACTION_SPEAK, 200 } }; +// Lookup table to convert 8 cardinal directions to 4 +int ActorDirectectionsLUT[8] = { + ACTOR_DIRECTION_BACK, // kDirUp + ACTOR_DIRECTION_RIGHT, // kkDirUpRight + ACTOR_DIRECTION_RIGHT, // kDirRight + ACTOR_DIRECTION_RIGHT, // kDirDownRight + ACTOR_DIRECTION_FORWARD,// kDirDown + ACTOR_DIRECTION_LEFT, // kDirDownLeft + ACTOR_DIRECTION_LEFT, // kDirLeft + ACTOR_DIRECTION_LEFT, // kDirUpLeft +}; + Actor::Actor(SagaEngine *vm) : _vm(vm) { int i; ActorData *actor; debug(9, "Actor::Actor()"); + _centerActor = _protagonist = NULL; + // Get actor resource file context _actorContext = _vm->getFileContext(GAME_RESOURCEFILE, 0); if (_actorContext == NULL) { @@ -80,15 +94,16 @@ Actor::Actor(SagaEngine *vm) : _vm(vm) { actor->frameListResourceId = ActorTable[i].frameListResourceId; actor->speechColor = ActorTable[i].speechColor; actor->sceneNumber = ActorTable[i].sceneIndex; - actor->flags = ActorTable[i].flags; - actor->orient = ACTOR_DEFAULT_ORIENT; - actor->def_action = 0; - actor->def_action_flags = 0; - actor->action = 0; - actor->action_flags = 0; - actor->action_time = 0; - actor->action_frame = 0; + actor->currentAction = ActorTable[i].currentAction; + actor->facingDirection = ActorTable[i].facingDirection; + actor->actionDirection = ActorTable[i].actionDirection; + actor->frameNumber = 0; + actor->targetObject = ID_NOTHING; + + actor->location.x = ActorTable[i].x; + actor->location.y = ActorTable[i].y; + actor->location.z = ActorTable[i].z; actor->disabled = !loadActorResources(actor); if (actor->disabled) { @@ -114,7 +129,7 @@ bool Actor::loadActorResources(ActorData * actor) { byte *resourcePointer; size_t resourceLength; int framesCount; - ActorFrame *framesPointer; + ActorFrameSequence *framesPointer; int lastFrame; int i, orient; int result; @@ -129,7 +144,7 @@ bool Actor::loadActorResources(ActorData * actor) { framesCount = resourceLength / 16; debug(9, "Frame resource contains %d frames", framesCount); - framesPointer = (ActorFrame *)malloc(sizeof(ActorFrame) * framesCount); + framesPointer = (ActorFrameSequence *)malloc(sizeof(ActorFrameSequence) * framesCount); if (framesPointer == NULL) { error("Couldn't allocate memory for sprite frames"); } @@ -139,12 +154,12 @@ bool Actor::loadActorResources(ActorData * actor) { lastFrame = 0; for (i = 0; i < framesCount; i++) { - for (orient = 0; orient < ACTOR_ORIENTATION_COUNT; orient++) { + for (orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) { // Load all four orientations - framesPointer[i].dir[orient].frameIndex = readS.readUint16(); - framesPointer[i].dir[orient].frameCount = readS.readUint16(); - if (framesPointer[i].dir[orient].frameIndex > lastFrame) { - lastFrame = framesPointer[i].dir[orient].frameIndex; + framesPointer[i].directions[orient].frameIndex = readS.readUint16(); + framesPointer[i].directions[orient].frameCount = readS.readUint16(); + if (framesPointer[i].directions[orient].frameIndex > lastFrame) { + lastFrame = framesPointer[i].directions[orient].frameIndex; } } } @@ -191,13 +206,40 @@ ActorData *Actor::getActor(uint16 actorId) { void Actor::updateActorsScene() { int i; ActorData *actor; + + _activeSpeech.stringsCount = 0; for (i = 0; i < ACTORCOUNT; i++) { - actor = &_actors[i]; + actor = &_actors[i]; if (actor->flags & (kProtagonist | kFollower)) { actor->sceneNumber = _vm->_scene->currentSceneNumber(); + if (actor->flags & kProtagonist) { +// actor->finalTarget = a->obj.loc; + _centerActor = _protagonist = actor; + } + } + if (actor->sceneNumber == _vm->_scene->currentSceneNumber()) + actor->actionCycle = (rand() & 7) * 4; } + + handleActions(0, true); +} + +ActorFrameRange *Actor::getActorFrameRange(uint16 actorId, int frameType) { + ActorData *actor; + + actor = getActor(actorId); + if (actor->disabled) + error("Actor::getActorFrameRange Wrong actorId 0x%X", actorId); + + if (frameType >= actor->framesCount) + error("Actor::getActorFrameRange Wrong frameType 0x%X actorId 0x%X", frameType, actorId); + + if ((actor->facingDirection < kDirUp) || (actor->facingDirection > kDirUpLeft)) + error("Actor::getActorFrameRange Wrong direction 0x%X actorId 0x%X", actor->facingDirection, actorId); + + return &actor->frames[frameType].directions[actor->facingDirection]; } void Actor::handleSpeech(int msec) { @@ -283,9 +325,158 @@ void Actor::handleSpeech(int msec) { _vm->_script->wakeUpThreadsDelayed(kWaitTypeSpeech, ticksToMSec(kScriptTimeTicksPerSecond / 3)); } -int Actor::direct(int msec) { +void Actor::handleActions(int msec, bool setup) { int i; ActorData *actor; + ActorFrameRange *frameRange; + int state; + + for (i = 0; i < ACTORCOUNT; i++) { + actor = &_actors[i]; + if (actor->disabled) continue; + if (actor->sceneNumber != _vm->_scene->currentSceneNumber()) continue; + + //todo: dragon stuff + + switch(actor->currentAction) { + case kActionWait: { + if (!setup && (actor->flags & kFollower)) { + //todo: followProtagonist + if (actor->currentAction != kActionWait) + break; + } + + if (actor->targetObject != ID_NOTHING) { + //todo: facetowardsobject + } + + if (actor->flags & kCycle) { + frameRange = getActorFrameRange( actor->actorId, kFrameStand); + if (frameRange->frameCount > 0) { + 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->actorId, kFrameWait); + if ((frameRange->frameCount < 1 || actor->actionCycle > 33)) + frameRange = getActorFrameRange( actor->actorId, kFrameStand); + + if (frameRange->frameCount) { + actor->frameNumber = frameRange->frameIndex + (uint16)rand() % frameRange->frameCount; + } else { + actor->frameNumber = frameRange->frameIndex; + } + } + actor->actionCycle++; + } break; + case kActionWalkToPoint: + case kActionWalkToLink: { + //todo: do it + debug(9,"kActionWalk* not implemented"); + } break; + case kActionWalkDir: { + debug(9,"kActionWalkDir not implemented"); + //todo: do it + } break; + case kActionSpeak: { + actor->actionCycle++; + actor->cycleWrap(64); + + frameRange = getActorFrameRange( actor->actorId, kFrameGesture); + if (actor->actionCycle >= frameRange->frameCount) { + if (actor->actionCycle & 1) break; + frameRange = getActorFrameRange( actor->actorId, kFrameSpeak); + state = (uint16)rand() % (frameRange->frameCount + 1); + + if (state == 0) { + frameRange = getActorFrameRange( actor->actorId, 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->actorId, actor->cycleFrameNumber); + + 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 = rand() % frameRange->frameCount; + } + + if (actor->actorFlags & kActorBackwards) { + actor->frameNumber = frameRange->frameIndex + frameRange->frameCount - 1 - state; + } else { + actor->frameNumber = frameRange->frameIndex + state; + } + } break; + case kActionFall: { + debug(9,"kActionFall not implemented"); + + //todo: do it + } break; + case kActionClimb: { + debug(9,"kActionClimb not implemented"); + + //todo: do it + } break; + } + } + +} + +int Actor::direct(int msec) { +/* int i; + ActorData *actor; ActorIntentList::iterator actorIntentIterator; ACTORINTENT *a_intent; @@ -351,6 +542,9 @@ int Actor::direct(int msec) { } } } +*/ +//process actions + handleActions(msec, false); //process speech handleSpeech(msec); @@ -370,7 +564,7 @@ void Actor::createDrawOrderList() { _drawOrderList.pushBack(actor, actorCompare); - middle = ITE_STATUS_Y - actor->actorY / ACTOR_LMULT, + middle = ITE_STATUS_Y - actor->location.y / ACTOR_LMULT, _vm->_scene->getSlopes(beginSlope, endSlope); @@ -388,19 +582,16 @@ void Actor::createDrawOrderList() { } } - actor->screenPosition.x = (actor->actorX / ACTOR_LMULT); - actor->screenPosition.y = (actor->actorY / ACTOR_LMULT) - actor->actorZ; + actor->screenPosition.x = (actor->location.x / ACTOR_LMULT); + actor->screenPosition.y = (actor->location.y / ACTOR_LMULT) - actor->location.z; } } int Actor::drawActors() { ActorOrderList::iterator actorDrawOrderIterator; ActorData *actor; - - - int o_idx; //Orientation index - int sprite_num; - + int frameNumber; + SPRITELIST *spriteList; SURFACE *back_buf; @@ -410,19 +601,25 @@ int Actor::drawActors() { for (actorDrawOrderIterator = _drawOrderList.begin(); actorDrawOrderIterator != _drawOrderList.end(); ++actorDrawOrderIterator) { actor = actorDrawOrderIterator.operator*(); - if (actor->framesCount == 0) { - warning("actor->framesCount == 0 actorId 0x%X", actor->actorId); - continue; - } - o_idx = ActorOrientationLUT[actor->orient]; - sprite_num = actor->frames[actor->action].dir[o_idx].frameIndex; - sprite_num += actor->action_frame; - if (actor->spriteList->sprite_count <= sprite_num) { - warning("(actor->spriteList->sprite_count <= sprite_num) actorId 0x%X", actor->actorId); + if (_vm->_scene->currentSceneNumber() == RID_ITE_OVERMAP_SCENE) { + if (!(actor->flags & kProtagonist)){ + warning("not protagonist"); + continue; + } + frameNumber = 8; + spriteList = _vm->_mainSprites; + } else { + frameNumber = actor->frameNumber; + spriteList = actor->spriteList; + } + + if ((frameNumber < 0) || (spriteList->sprite_count <= frameNumber)) { + warning("Actor::drawActors frameNumber invalid for actorId 0x%X", actor->actorId); continue; } - _vm->_sprite->drawOccluded(back_buf, actor->spriteList, sprite_num, actor->screenPosition, actor->screenScale, actor->screenDepth); + + _vm->_sprite->drawOccluded(back_buf, spriteList, frameNumber, actor->screenPosition, actor->screenScale, actor->screenDepth); } // draw speeches @@ -470,7 +667,7 @@ int Actor::drawActors() { return SUCCESS; } - +/* void Actor::setOrientation(uint16 actorId, int orient) { ActorData *actor; @@ -540,7 +737,7 @@ void Actor::walkTo(uint16 actorId, const Point *walk_pt, uint16 flags, SEMAPHORE _vm->_script->SThreadHoldSem(sem); } } - +*/ int Actor::setPathNode(WALKINTENT *walk_int, const Point &src_pt, Point *dst_pt, SEMAPHORE *sem) { WALKNODE new_node; @@ -556,7 +753,7 @@ int Actor::setPathNode(WALKINTENT *walk_int, const Point &src_pt, Point *dst_pt, return SUCCESS; } - +/* int Actor::handleWalkIntent(ActorData *actor, WALKINTENT *a_walkint, int *complete_p, int delta_time) { WalkNodeList::iterator walkNodeIterator; WalkNodeList::iterator nextWalkNodeIterator; @@ -722,7 +919,7 @@ void Actor::moveRelative(uint16 actorId, const Point &movePoint) { actor->actorX += movePoint.x; actor->actorY += movePoint.y; } - +*/ void Actor::StoA(Point &actorPoint, const Point &screenPoint) { actorPoint.x = (screenPoint.x * ACTOR_LMULT); actorPoint.y = (screenPoint.y * ACTOR_LMULT); @@ -768,10 +965,11 @@ void Actor::nonActorSpeech(const char **strings, int stringsCount, int speechFla void Actor::simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags) { int i; - + for (i = 0; i < actorIdsCount; i++) { _activeSpeech.actorIds[i] = actorIds[i]; } + _activeSpeech.actorsCount = actorIdsCount; _activeSpeech.strings[0] = string; _activeSpeech.stringsCount = 1; _activeSpeech.speechFlags = speechFlags; @@ -797,6 +995,7 @@ void Actor::abortSpeech() { _activeSpeech.playingTime = 0; } +/* // Console wrappers - must be safe to run // TODO - checkup ALL arguments, cause wrong arguments may fall function with "error" @@ -841,7 +1040,6 @@ void Actor::CF_actor_seto(int argc, const char **argv) { return; } - setOrientation(actorId, orient); } void Actor::CF_actor_setact(int argc, const char **argv) { @@ -856,7 +1054,7 @@ void Actor::CF_actor_setact(int argc, const char **argv) { } //TODO action_n check -/* if ((action_n < 0) || (action_n >= actor->action_ct)) { + if ((action_n < 0) || (action_n >= actor->action_ct)) { _vm->_console->DebugPrintf("Invalid action number.\n"); return; } @@ -866,8 +1064,8 @@ void Actor::CF_actor_setact(int argc, const char **argv) { 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); -*/ + setAction(actorId, action_n, ACTION_LOOP); } - +*/ } // End of namespace Saga |