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-rw-r--r--engines/saga/actor.cpp1942
1 files changed, 0 insertions, 1942 deletions
diff --git a/engines/saga/actor.cpp b/engines/saga/actor.cpp
index 8218f13555..cf69dea47a 100644
--- a/engines/saga/actor.cpp
+++ b/engines/saga/actor.cpp
@@ -29,18 +29,12 @@
#include "saga/animation.h"
#include "saga/console.h"
#include "saga/events.h"
-#include "saga/gfx.h"
-#include "saga/interface.h"
#include "saga/isomap.h"
-#include "saga/itedata.h"
#include "saga/objectmap.h"
#include "saga/sagaresnames.h"
#include "saga/rscfile.h"
#include "saga/script.h"
#include "saga/sndres.h"
-#include "saga/sprite.h"
-#include "saga/stream.h"
-#include "saga/font.h"
#include "saga/sound.h"
#include "saga/scene.h"
@@ -48,24 +42,6 @@
namespace Saga {
-enum ActorFrameIds {
-//ITE
- kFrameITEStand = 0,
- kFrameITEWalk = 1,
- kFrameITESpeak = 2,
- kFrameITEGive = 3,
- kFrameITEGesture = 4,
- kFrameITEWait = 5,
- kFrameITEPickUp = 6,
- kFrameITELook = 7,
-//IHNM
- kFrameIHNMStand = 0,
- kFrameIHNMSpeak = 1,
- kFrameIHNMWait = 2,
- kFrameIHNMGesture = 3,
- kFrameIHNMWalk = 4
-};
-
static int commonObjectCompare(const CommonObjectDataPointer& obj1, const CommonObjectDataPointer& obj2) {
int p1 = obj1->_location.y - obj1->_location.z;
int p2 = obj2->_location.y - obj2->_location.z;
@@ -99,140 +75,6 @@ static int tileCommonObjectCompare(const CommonObjectDataPointer& obj1, const Co
return 1;
}
-inline int16 int16Compare(int16 i1, int16 i2) {
- return ((i1) > (i2) ? 1 : ((i1) < (i2) ? -1 : 0));
-}
-
-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;
- }
- }
-}
-
-// Lookup table to convert 8 cardinal directions to 4
-static const int actorDirectectionsLUT[8] = {
- ACTOR_DIRECTION_BACK, // kDirUp
- ACTOR_DIRECTION_RIGHT, // kDirUpRight
- ACTOR_DIRECTION_RIGHT, // kDirRight
- ACTOR_DIRECTION_RIGHT, // kDirDownRight
- ACTOR_DIRECTION_FORWARD,// kDirDown
- ACTOR_DIRECTION_LEFT, // kDirDownLeft
- ACTOR_DIRECTION_LEFT, // kDirLeft
- ACTOR_DIRECTION_LEFT, // kDirUpLeft
-};
-
-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 } } }
-};
-
Actor::Actor(SagaEngine *vm) : _vm(vm) {
int i;
byte *stringsPointer;
@@ -731,76 +573,6 @@ void Actor::stepZoneAction(ActorData *actor, const HitZone *hitZone, bool exit,
}
}
-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::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::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);
- }
-}
-
-
ObjectData *Actor::getObj(uint16 objId) {
ObjectData *obj;
@@ -838,18 +610,6 @@ ActorData *Actor::getActor(uint16 actorId) {
return actor;
}
-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::setProtagState(int state) {
_protagState = state;
@@ -863,149 +623,6 @@ void Actor::setProtagState(int state) {
}
}
-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);
- }
-}
-
int Actor::getFrameType(ActorFrameTypes frameType) {
if (_vm->getGameType() == GType_ITE) {
@@ -1243,416 +860,6 @@ void Actor::handleSpeech(int msec) {
_activeSpeech.playing = 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::calcScreenPosition(CommonObjectData *commonObjectData) {
int beginSlope, endSlope, middle;
bool result;
@@ -1901,382 +1108,6 @@ void Actor::drawSpeech(void) {
free(outputString);
}
-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::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;
-}
-
-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;
-}
-
void Actor::actorSpeech(uint16 actorId, const char **strings, int stringsCount, int sampleResourceId, int speechFlags) {
ActorData *actor;
int i;
@@ -2393,759 +1224,6 @@ void Actor::abortSpeech() {
_activeSpeech.playingTime = 0;
}
-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
-}
-
void Actor::saveState(Common::OutSaveFile *out) {
uint16 i;
@@ -3188,24 +1266,4 @@ void Actor::loadState(Common::InSaveFile *in) {
}
}
-// 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