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author | Andrew Kurushin | 2004-12-29 21:49:25 +0000 |
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committer | Andrew Kurushin | 2004-12-29 21:49:25 +0000 |
commit | 41a5251e28898f4a34ab51c01325d61c2510daf8 (patch) | |
tree | 4ccea652e5a4686a15c9bb9f26750deb01cceb52 /saga | |
parent | 8cf04e39285216f464ca14afacb74b6b49b0a924 (diff) | |
download | scummvm-rg350-41a5251e28898f4a34ab51c01325d61c2510daf8.tar.gz scummvm-rg350-41a5251e28898f4a34ab51c01325d61c2510daf8.tar.bz2 scummvm-rg350-41a5251e28898f4a34ab51c01325d61c2510daf8.zip |
- some work in progress
svn-id: r16375
Diffstat (limited to 'saga')
-rw-r--r-- | saga/actor.cpp | 466 | ||||
-rw-r--r-- | saga/actor.h | 30 | ||||
-rw-r--r-- | saga/script.h | 11 | ||||
-rw-r--r-- | saga/sfuncs.cpp | 76 |
4 files changed, 512 insertions, 71 deletions
diff --git a/saga/actor.cpp b/saga/actor.cpp index f37ddbe799..0efea40548 100644 --- a/saga/actor.cpp +++ b/saga/actor.cpp @@ -56,7 +56,7 @@ static int actorCompare(const ActorDataPointer& actor1, const ActorDataPointer& // Lookup table to convert 8 cardinal directions to 4 int actorDirectectionsLUT[8] = { ACTOR_DIRECTION_BACK, // kDirUp - ACTOR_DIRECTION_RIGHT, // kkDirUpRight + ACTOR_DIRECTION_RIGHT, // kDirUpRight ACTOR_DIRECTION_RIGHT, // kDirRight ACTOR_DIRECTION_RIGHT, // kDirDownRight ACTOR_DIRECTION_FORWARD,// kDirDown @@ -76,6 +76,36 @@ PathDirectionData pathDirectionLUT[8][4] = { {{3, -1, 0}, {0, 0, -1}, {7, -1, -1}} }; +int pathDirectionLUT2[8][2] = { + 0, -1, + 1, 0, + 0, 1, + -1, 0, + 1, -1, + 1, 1, + -1, 1, + -1, -1 +}; + +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 +}; + Actor::Actor(SagaEngine *vm) : _vm(vm) { int i; @@ -96,6 +126,7 @@ Actor::Actor(SagaEngine *vm) : _vm(vm) { _pathCellCount = _yCellCount * _xCellCount; _pathCell = (int*)malloc(_pathCellCount * sizeof *_pathCell); + _pathRect.left = 0; _pathRect.right = _vm->getDisplayWidth(); _pathRect.top = _vm->getPathYOffset(); @@ -215,6 +246,34 @@ bool Actor::loadActorResources(ActorData * actor) { return true; } +void Actor::realLocation(ActorLocation &location, uint16 objectId, uint16 walkFlags) { + int angle; + int distance; + ActorData *actor; + if (walkFlags & kWalkUseAngle) { + // tiled stuff + if (_vm->_scene->getMode() == SCENE_MODE_ISO) { + //todo: it + } else { + angle = location.x & 15; + distance = location.y; + + location.x = (angleLUT[angle][0] * distance) >> 6; //fixme - call real angle calc + location.y = (angleLUT[angle][1] * distance) >> 6; + } + } + + if (objectId != ID_NOTHING) { + if (IS_VALID_ACTOR_ID(objectId)) { + actor = getActor(objectId); + location = actor->location; + } else { + warning("ObjectId unsupported"); //TODO: do it + } + + } +} + ActorData *Actor::getActor(uint16 actorId) { ActorData *actor; @@ -1114,7 +1173,7 @@ void Actor::abortSpeech() { _activeSpeech.playingTime = 0; } -void Actor::findActorPath(ActorData * actor, const Point &pointFrom, const Point &pointTo) { +void Actor::findActorPath(ActorData * actor, const Point &fromPoint, const Point &toPoint) { Point tempPoint; Point iteratorPoint; Point bestPoint; @@ -1124,11 +1183,11 @@ void Actor::findActorPath(ActorData * actor, const Point &pointFrom, const Point int i; Rect intersect; - tempPoint.y = pointTo.y; - tempPoint.x = pointTo.x >> 1; + tempPoint.y = toPoint.y; + tempPoint.x = toPoint.x >> 1; actor->walkStepsCount = 0; - if (pointFrom == pointTo) { + if (fromPoint == toPoint) { actor->addWalkPath(tempPoint.x, tempPoint.y); return; } @@ -1165,27 +1224,26 @@ void Actor::findActorPath(ActorData * actor, const Point &pointFrom, const Point - if (scanPathLine(pointFrom, pointTo)) { - iteratorPoint.y = pointFrom.y; - iteratorPoint.x = pointFrom.x >> 1; + if (scanPathLine(fromPoint, toPoint)) { + iteratorPoint.y = fromPoint.y; + iteratorPoint.x = fromPoint.x >> 1; actor->addWalkPath(iteratorPoint.x, iteratorPoint.y); actor->addWalkPath(tempPoint.x, tempPoint.y); return; } - i = fillPathArray(pointFrom, pointTo, bestPoint); + i = fillPathArray(fromPoint, toPoint, bestPoint); - if (pointFrom == bestPoint) { + if (fromPoint == bestPoint) { iteratorPoint.y = bestPoint.y; iteratorPoint.x = bestPoint.x >> 1; actor->addWalkPath(iteratorPoint.x, iteratorPoint.y); return; } -/* + if (i != 0) - result = SetPath(pcell, from, &bestpoint, nodelist); -*/ + setActorPath(actor, fromPoint, bestPoint); } bool Actor::scanPathLine(const Point &point1, const Point &point2) { @@ -1240,9 +1298,9 @@ bool Actor::scanPathLine(const Point &point1, const Point &point2) { return true; } -int Actor::fillPathArray(const Point &pointFrom, const Point &pointTo, Point &bestPoint) { - Point pathFrom; - Point pathTo; +int Actor::fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint) { + Point pathFromPoint; + Point pathToPoint; int bestRating; int currentRating; Point bestPath; @@ -1256,24 +1314,24 @@ int Actor::fillPathArray(const Point &pointFrom, const Point &pointTo, Point &be int directionCount; - pathFrom.x = pointFrom.x >> 1; - pathFrom.y = pointFrom.y - _vm->getPathYOffset(); + pathFromPoint.x = fromPoint.x >> 1; + pathFromPoint.y = fromPoint.y - _vm->getPathYOffset(); - pathTo.x = pointTo.x >> 1; - pathTo.y = pointTo.y - _vm->getPathYOffset(); + pathToPoint.x = toPoint.x >> 1; + pathToPoint.y = toPoint.y - _vm->getPathYOffset(); pointCounter = 0; - bestRating = quickDistance(pathFrom, pathTo); - bestPath = pathFrom; + bestRating = quickDistance(pathFromPoint, pathToPoint); + bestPath = pathFromPoint; for (startDirection = 0; startDirection < 4; startDirection++) { newPathDirectionIterator = pathDirectionList.pushBack(); pathDirection = newPathDirectionIterator.operator->(); - pathDirection->x = pathFrom.x; - pathDirection->y = pathFrom.y; + pathDirection->x = pathFromPoint.x; + pathDirection->y = pathFromPoint.y; pathDirection->direction = startDirection; } - setPathCell(pathFrom, 0); + setPathCell(pathFromPoint, 0); pathDirectionIterator = pathDirectionList.begin(); @@ -1293,12 +1351,12 @@ int Actor::fillPathArray(const Point &pointFrom, const Point &pointTo, Point &be pathDirection->y = nextPoint.y; pathDirection->direction = samplePathDirection->direction; ++pointCounter; - if (nextPoint == pathTo) { - bestPoint.x = pointTo.x & ~1; - bestPoint.y = pointTo.y; + if (nextPoint == pathToPoint) { + bestPoint.x = toPoint.x & ~1; + bestPoint.y = toPoint.y; return pointCounter; } - currentRating = quickDistance(nextPoint, pathTo); + currentRating = quickDistance(nextPoint, pathToPoint); if (currentRating < bestRating) { bestRating = currentRating; bestPath = nextPoint; @@ -1314,6 +1372,356 @@ int Actor::fillPathArray(const Point &pointFrom, const Point &pointTo, Point &be return pointCounter; } +void Actor::setActorPath(ActorData * actor, const Point &fromPoint, const Point &toPoint) { + Point pathFromPoint; + Point pathToPoint; + Point *point; + Point nextPoint; + int direction; + PathNode *node; + int i, last; + + pathFromPoint.x = fromPoint.x >> 1; + pathFromPoint.y = fromPoint.y - _vm->getPathYOffset(); + + pathToPoint.x = toPoint.x >> 1; + pathToPoint.y = toPoint.y - _vm->getPathYOffset(); + + + + _pathList[0].x = pathToPoint.x; + _pathList[0].y = toPoint.y; + nextPoint = pathToPoint; + _pathListIndex = 0; + + point = _pathList; + while ( !(nextPoint == pathFromPoint)) { + _pathListIndex++; + if (_pathListIndex >= PATH_LIST_MAX) { + error("Actor::setActorPath PATH_LIST_MAX"); + } + point++; + direction = getPathCell(nextPoint); + nextPoint.x -= pathDirectionLUT2[direction][0]; + nextPoint.y -= pathDirectionLUT2[direction][1]; + point->x = nextPoint.x; + point->y = nextPoint.y + _vm->getPathYOffset(); + } + + pathToNode(); + + removeNodes(); + + nodeToPath(); + + removePathPoints(); + + _pathNodeIndex++; + last = min(_pathNodeIndex, PATH_NODE_MAX); + for (i = 0, node = _pathNodeList; i < last; i++, node++) { + actor->addWalkPath(node->x, node->y); + } + +} + +void Actor::pathToNode() { + Point point1, point2, delta; + int direction; + int i; + WORD nodeindex = 0; + Point *point; + PathNode *nodeList; + + _pathNodeIndex = 0; + point= &_pathList[_pathListIndex]; + direction = 0, + + _pathNodeList->x = point->x; + _pathNodeList->y = point->y; + nodeList = _pathNodeList; + + for (i = _pathListIndex; i > 0; i--) { + point1 = *point; + --point; + point2 = *point; + if (direction == 0) { + delta.x = integerCompare(point2.x, point1.x); + delta.y = integerCompare(point2.y, point1.y); + direction++; + } + if ((point1.x + delta.x != point2.x) || (point1.y + delta.y != point2.y)) { + ++nodeList; + ++_pathNodeIndex; + nodeList->x = point1.x; + nodeList->y = point2.x; + direction--; + i++; + point++; + } + } + ++nodeList; + ++_pathNodeIndex; + nodeList->x = _pathList->x; + nodeList->y = _pathList->y; +} + +int pathLine(Point *pointList, const Point &point1, const Point &point2) { + Point point; + Point delta; + Point tempPoint; + int s1; + int s2; + bool interchange = false; + int errterm; + int i; + + delta.x = abs(point2.x - point1.x); + delta.y = abs(point2.y - point1.y); + point = point1; + s1 = integerCompare(point2.x, point1.x); + s2 = integerCompare(point2.y, point1.y); + + if (delta.y > delta.x) { + SWAP(delta.y, delta.x); + interchange = true; + } + + tempPoint.x = delta.x * 2; + tempPoint.y = delta.y * 2; + + errterm = tempPoint.y - delta.x; + + for (i = 0; i < delta.x; i++) { + while (errterm >= 0) { + if (interchange) { + point.x += s1; + } else { + point.y += s2; + } + errterm -= tempPoint.x; + } + if (interchange) { + point.y += s2; + } else { + point.x += s1; + } + errterm += tempPoint.y; + + pointList[i] = point; + } + return delta.x; +} + +void Actor::nodeToPath() { + int i; + Point point1, point2; + PathNode *node; + Point *point; + + for (i = 0, point = _pathList; i < PATH_LIST_MAX; i++, point++) { + point->x = point->y = PATH_NODE_EMPTY; + } + + _pathListIndex = 1; + _pathList[0].x = _pathNodeList[0].x; + _pathList[0].y = _pathNodeList[0].y; + _pathNodeList[0].link = 0; + for (i = 0, node = _pathNodeList; i < _pathNodeIndex; i++) { + point1.x = node->x; + point1.y = node->y; + node++; + point2.x = node->x; + point2.y = node->y; + _pathListIndex += pathLine(&_pathList[_pathListIndex], point1, point2); + node->link = _pathListIndex - 1; + } + _pathListIndex--; + _pathNodeList[_pathNodeIndex].link = _pathListIndex; + +} + +void Actor::removeNodes() { + int i, j, k; + PathNode *iNode, *jNode, *kNode, *fNode; + Point point1, point2; + fNode = &_pathNodeList[_pathNodeIndex]; + + point1.x = _pathNodeList[0].x * 2; + point1.y = _pathNodeList[0].y; + point2.x = fNode->x * 2; + point2.y = fNode->y; + + if (scanPathLine(point1, point2)) { + _pathNodeList[1] = *fNode; + _pathNodeIndex = 1; + } + + if (_pathNodeIndex < 4) { + return; + } + + for (i = _pathNodeIndex - 1, iNode = fNode-1; i > 1 ; i--, iNode--) { + if (iNode->x == PATH_NODE_EMPTY) { + continue; + } + + point1.x = _pathNodeList[0].x * 2; + point1.y = _pathNodeList[0].y; + point2.x = iNode->x * 2; + point2.y = iNode->y; + + if (scanPathLine(point1, point2)) { + for (j = 1, jNode = _pathNodeList + 1; j < i; j++, jNode++) { + jNode->x = PATH_NODE_EMPTY; + } + } + } + + for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeIndex - 1; i++, iNode++) { + if (iNode->x == PATH_NODE_EMPTY) { + continue; + } + point1.x = fNode->x * 2; + point1.y = fNode->y; + point2.x = iNode->x * 2; + point2.y = iNode->y; + + if (scanPathLine(point1, point2)) { + for (j = i + 1, jNode = iNode + 1; j < _pathNodeIndex; j++, jNode++) { + jNode->x = PATH_NODE_EMPTY; + } + } + } + condenseNodeList(); + + for (i = 1, iNode = _pathNodeList + 1; i < _pathNodeIndex - 1; i++, iNode++) { + if (iNode->x == PATH_NODE_EMPTY) { + continue; + } + for (j = i + 2,jNode = iNode + 2; j < _pathNodeIndex; j++, jNode++) + { + if (jNode->x == PATH_NODE_EMPTY) { + continue; + } + + point1.x = iNode->x * 2; + point1.y = iNode->y; + point2.x = jNode->x * 2; + point2.y = jNode->y; + + if (scanPathLine(point1, point2)) { + for (k = i + 1,kNode = iNode + 1; k < j; k++, kNode++) { + kNode->x = PATH_NODE_EMPTY; + } + } + } + } + condenseNodeList(); +} + +void Actor::condenseNodeList() { + int i, j, count; + PathNode *iNode, *jNode; + + count = _pathNodeIndex; + + for (i = 1, iNode = _pathNodeList+1; i < _pathNodeIndex; i++, iNode++) { + if (iNode->x == PATH_NODE_EMPTY) { + j = i + 1; + jNode = iNode + 1; + while ( jNode->x == PATH_NODE_EMPTY ) { + j++; + jNode++; + } + *iNode = *jNode; + count = i; + jNode->x = PATH_NODE_EMPTY; + if (j == _pathNodeIndex) { + break; + } + } + } + _pathNodeIndex = count; +} + +void Actor::removePathPoints() { + int i, j, k, l; + PathNode *node; + int newPathNodeIndex; + int start; + int end; + Point point1, point2, point3, point4; + + + if (_pathNodeIndex < 2) + return; + + + _newPathNodeList[0] = _pathNodeList[0]; + newPathNodeIndex = 0; + + for (i = 1, node = _pathNodeList + 1; i < _pathNodeIndex; i++, node++) { + newPathNodeIndex++; + _newPathNodeList[newPathNodeIndex] = *node; + + for (j = 5; j > 0; j--) { + start = node->link - j; + end = node->link + j; + + if (start < 0 || end > _pathListIndex) { + continue; + } + + point1.x = _pathList[start].x; + if (point1.x == PATH_NODE_EMPTY) { + continue; + } + point2.x = _pathList[end].x; + if (point2.x == PATH_NODE_EMPTY) { + continue; + } + + point1.y = _pathList[start].y; + point2.y = _pathList[end].y; + + point3.x = point1.x * 2; + point3.y = point1.y; + point4.x = point2.x * 2; + point4.y = point2.y; + if (scanPathLine( point3, point4)) { + for (l = 1; l <= newPathNodeIndex; l++) { + if (start <= _newPathNodeList[l].link) { + newPathNodeIndex = l; + _newPathNodeList[newPathNodeIndex].x = point1.x; + _newPathNodeList[newPathNodeIndex].y = point1.y; + _newPathNodeList[newPathNodeIndex].link = start; + newPathNodeIndex++; + break; + } + } + _newPathNodeList[newPathNodeIndex].x = point2.x; + _newPathNodeList[newPathNodeIndex].y = point2.y; + _newPathNodeList[newPathNodeIndex].link = end; + + for (k = start + 1; k < end; k++) { + _pathList[k].x = PATH_NODE_EMPTY; + } + break; + } + } + } + + newPathNodeIndex++; + _newPathNodeList[newPathNodeIndex] = _pathNodeList[_pathNodeIndex]; + + for (i = 0, j = 0; i <= newPathNodeIndex; i++) { + if (newPathNodeIndex == i || (_newPathNodeList[i].y != _newPathNodeList[i+1].y + || _newPathNodeList[i].x != _newPathNodeList[i+1].x) ) + _pathNodeList[j++] = _newPathNodeList[i]; + } + _pathNodeIndex = j - 1; +} + /* // Console wrappers - must be safe to run // TODO - checkup ALL arguments, cause wrong arguments may fall function with "error" diff --git a/saga/actor.h b/saga/actor.h index 60e5de9f3f..4ab3f07efe 100644 --- a/saga/actor.h +++ b/saga/actor.h @@ -53,6 +53,12 @@ namespace Saga { #define ACTOR_SPEECH_STRING_MAX 16 // speech const #define ACTOR_SPEECH_ACTORS_MAX 8 +#define PATH_NODE_MAX 100 +#define PATH_LIST_MAX 500 + +#define PATH_NODE_EMPTY -1 + + #define ID_NOTHING 0 #define ID_PROTAG 1 @@ -124,6 +130,12 @@ struct PathDirectionData { typedef SortedList<PathDirectionData> PathDirectionList; +struct PathNode { + int x; + int y; + int link; +}; + struct ActorFrameRange { int frameIndex; int frameCount; @@ -259,6 +271,7 @@ public: bool actorWalkTo(uint16 actorId, const ActorLocation &toLocation); ActorData *getActor(uint16 actorId); ActorFrameRange *getActorFrameRange(uint16 actorId, int frameType); + void realLocation(ActorLocation &location, uint16 objectId, uint16 walkFlags); // speech void actorSpeech(uint16 actorId, const char **strings, int stringsCount, uint16 sampleResourceId, int speechFlags); @@ -280,7 +293,7 @@ private: void createDrawOrderList(); void calcActorScreenPosition(ActorData * actor); bool followProtagonist(ActorData * actor); - void findActorPath(ActorData * actor, const Point &pointFrom, const Point &pointTo); + void findActorPath(ActorData * actor, const Point &fromPoint, const Point &toPoint); void handleSpeech(int msec); void handleActions(int msec, bool setup); void setPathCell(const Point &testPoint, int value) { @@ -290,7 +303,13 @@ private: return _pathCell[testPoint.x + testPoint.y * _xCellCount]; } bool scanPathLine(const Point &point1, const Point &point2); - int fillPathArray(const Point &pointFrom, const Point &pointTo, Point &bestPoint); + int fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint); + void setActorPath(ActorData * actor, const Point &fromPoint, const Point &toPoint); + void pathToNode(); + void condenseNodeList(); + void removeNodes(); + void nodeToPath(); + void removePathPoints(); int _lastTickMsec; SagaEngine *_vm; @@ -298,6 +317,8 @@ private: ActorOrderList _drawOrderList; ActorData _actors[ACTORCOUNT]; SpeechData _activeSpeech; + +//path stuff Rect _barrierList[ACTOR_BARRIERS_MAX]; int _barrierCount; int *_pathCell; @@ -305,6 +326,11 @@ private: int _xCellCount; int _yCellCount; Rect _pathRect; + Point _pathList[PATH_LIST_MAX]; + int _pathListIndex; + PathNode _pathNodeList[PATH_NODE_MAX]; + PathNode _newPathNodeList[PATH_NODE_MAX]; + int _pathNodeIndex; }; diff --git a/saga/script.h b/saga/script.h index 804b311150..0808f7fb6b 100644 --- a/saga/script.h +++ b/saga/script.h @@ -114,6 +114,13 @@ enum CycleFlags { kCycleReverse = (1 << 3) }; +enum WalkFlags { + kWalkBackPedal = (1<<0), + kWalkAsync = (1<<1), + kWalkUseAngle = (1<<2), + kWalkFace = (1<<5) +}; + struct SCRIPT_THREAD { int flags; // ThreadFlags int waitType; // ThreadWaitTypes @@ -325,7 +332,7 @@ private: int SF_cycleColors(SCRIPTFUNC_PARAMS); int sfDoCenterActor(SCRIPTFUNC_PARAMS); int sfStartBgdAnimSpeed(SCRIPTFUNC_PARAMS); - int SF_actorWalkToAsync(SCRIPTFUNC_PARAMS); + int sfScriptWalkToAsync(SCRIPTFUNC_PARAMS); int SF_enableZone(SCRIPTFUNC_PARAMS); int sfSetActorState(SCRIPTFUNC_PARAMS); int scriptMoveTo(SCRIPTFUNC_PARAMS); @@ -334,7 +341,7 @@ private: int sfFinishBgdAnim(SCRIPTFUNC_PARAMS); int sfSwapActors(SCRIPTFUNC_PARAMS); int sfSimulSpeech(SCRIPTFUNC_PARAMS); - int SF_actorWalk(SCRIPTFUNC_PARAMS); + int sfScriptWalk(SCRIPTFUNC_PARAMS); int sfCycleFrames(SCRIPTFUNC_PARAMS); int sfSetFrame(SCRIPTFUNC_PARAMS); int SF_setRightPortrait(SCRIPTFUNC_PARAMS); diff --git a/saga/sfuncs.cpp b/saga/sfuncs.cpp index 805801fa8b..e5a74aefea 100644 --- a/saga/sfuncs.cpp +++ b/saga/sfuncs.cpp @@ -74,7 +74,7 @@ void Script::setupScriptFuncList(void) { OPCODE(SF_cycleColors), OPCODE(sfDoCenterActor), OPCODE(sfStartBgdAnimSpeed), - OPCODE(SF_actorWalkToAsync), + OPCODE(sfScriptWalkToAsync), OPCODE(SF_enableZone), OPCODE(sfSetActorState), OPCODE(scriptMoveTo), @@ -83,7 +83,7 @@ void Script::setupScriptFuncList(void) { OPCODE(sfFinishBgdAnim), OPCODE(sfSwapActors), OPCODE(sfSimulSpeech), - OPCODE(SF_actorWalk), + OPCODE(sfScriptWalk), OPCODE(sfCycleFrames), OPCODE(sfSetFrame), OPCODE(SF_setRightPortrait), @@ -197,7 +197,6 @@ int Script::SF_commandMode(SCRIPTFUNC_PARAMS) { } // Script function #6 (0x06) blocking -// Commands the specified actor to walk to the given position // Param1: actor id // Param2: actor x // Param3: actor y @@ -478,28 +477,24 @@ int Script::sfStartBgdAnimSpeed(SCRIPTFUNC_PARAMS) { } // Script function #27 (0x1B) nonblocking -// Commands the specified actor to walk to the given position // Param1: actor id -// Param2: actor destination x -// Param3: actor destination y -int Script::SF_actorWalkToAsync(SCRIPTFUNC_PARAMS) { - ScriptDataWord actor_parm; - ScriptDataWord x_parm; - ScriptDataWord y_parm; +// Param2: actor x +// Param3: actor y +int Script::sfScriptWalkToAsync(SCRIPTFUNC_PARAMS) { uint16 actorId; - Point pt; - - actor_parm = thread->pop(); + ActorLocation actorLocation; + ActorData *actor; - x_parm = thread->pop(); - y_parm = thread->pop(); + actorId = getSWord(thread->pop()); + actorLocation.x = getSWord(thread->pop()); + actorLocation.y = getSWord(thread->pop()); - actorId = getSWord(actor_parm); + actor = _vm->_actor->getActor(actorId); + actorLocation.z = actor->location.z; - pt.x = getSWord(x_parm); - pt.y = getSWord(y_parm); -// error("!"); + actor->flags &= ~kFollower; + _vm->_actor->actorWalkTo(actorId, actorLocation); return SUCCESS; } @@ -666,32 +661,37 @@ int Script::sfSimulSpeech(SCRIPTFUNC_PARAMS) { } // Script function #36 (0x24) ? -// Commands the specified actor to walk to the given position // Param1: actor id -// Param2: actor destination x -// Param3: actor destination y -// Param4: flags telling how to walk -int Script::SF_actorWalk(SCRIPTFUNC_PARAMS) { - // INCOMPLETE - ScriptDataWord actor_parm; - ScriptDataWord x_parm; - ScriptDataWord y_parm; - ScriptDataWord flags_parm; +// Param2: actor x +// Param3: actor y +// Param4: actor walk flag +int Script::sfScriptWalk(SCRIPTFUNC_PARAMS) { uint16 actorId; - Point pt; + ActorLocation actorLocation; + ActorData *actor; + uint16 walkFlags; - actor_parm = thread->pop(); - x_parm = thread->pop(); - y_parm = thread->pop(); - flags_parm = thread->pop(); + actorId = getSWord(thread->pop()); + actorLocation.x = getSWord(thread->pop()); + actorLocation.y = getSWord(thread->pop()); + walkFlags = getUWord(thread->pop()); - actorId = getSWord(actor_parm); + actor = _vm->_actor->getActor(actorId); + actorLocation.z = actor->location.z; - pt.x = getSWord(x_parm); - pt.y = getSWord(y_parm); + _vm->_actor->realLocation(actorLocation, ID_NOTHING, walkFlags); -// error("!"); + actor->flags &= ~kFollower; + + if (_vm->_actor->actorWalkTo(actorId, actorLocation) && !(walkFlags & kWalkAsync)) { + thread->waitWalk(actor); + } + + if (walkFlags & kWalkBackPedal) { + actor->actorFlags |= kActorBackwards; + } + actor->actorFlags = (actor->actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask); return SUCCESS; } |