diff options
Diffstat (limited to 'engines/wintermute/Ad/AdActor.cpp')
-rw-r--r-- | engines/wintermute/Ad/AdActor.cpp | 1339 |
1 files changed, 1339 insertions, 0 deletions
diff --git a/engines/wintermute/Ad/AdActor.cpp b/engines/wintermute/Ad/AdActor.cpp new file mode 100644 index 0000000000..9b30d16221 --- /dev/null +++ b/engines/wintermute/Ad/AdActor.cpp @@ -0,0 +1,1339 @@ +/* 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.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#include "engines/wintermute/dcgf.h"
+#include "engines/wintermute/dctypes.h"
+#include "engines/wintermute/persistent.h"
+#include "engines/wintermute/BObject.h"
+#include "engines/wintermute/Ad/AdActor.h"
+#include "engines/wintermute/Ad/AdGame.h"
+#include "engines/wintermute/Ad/AdScene.h"
+#include "engines/wintermute/Ad/AdEntity.h"
+#include "engines/wintermute/Ad/AdSpriteSet.h"
+#include "engines/wintermute/Ad/AdWaypointGroup.h"
+#include "engines/wintermute/Ad/AdPath.h"
+#include "engines/wintermute/Ad/AdSentence.h"
+#include "engines/wintermute/BObject.h"
+#include "engines/wintermute/BParser.h"
+#include "engines/wintermute/BSound.h"
+#include "engines/wintermute/BRegion.h"
+#include "engines/wintermute/BFileManager.h"
+#include "engines/wintermute/scriptables/ScScript.h"
+#include "engines/wintermute/scriptables/ScValue.h"
+#include "engines/wintermute/scriptables/ScStack.h"
+#include "engines/wintermute/utils.h"
+#include "engines/wintermute/PlatformSDL.h"
+#include <math.h>
+
+namespace WinterMute {
+
+IMPLEMENT_PERSISTENT(CAdActor, false)
+
+
+//////////////////////////////////////////////////////////////////////////
+CAdActor::CAdActor(CBGame *inGame): CAdTalkHolder(inGame) {
+ _path = new CAdPath(Game);
+
+ _type = OBJECT_ACTOR;
+ _dir = DI_LEFT;
+
+ _walkSprite = NULL;
+ _standSprite = NULL;
+ _turnLeftSprite = NULL;
+ _turnRightSprite = NULL;
+
+ _targetPoint = new CBPoint;
+ _afterWalkDir = DI_NONE;
+
+ _animSprite2 = NULL;
+
+ SetDefaultAnimNames();
+}
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdActor::SetDefaultAnimNames() {
+ _talkAnimName = NULL;
+ CBUtils::SetString(&_talkAnimName, "talk");
+
+ _idleAnimName = NULL;
+ CBUtils::SetString(&_idleAnimName, "idle");
+
+ _walkAnimName = NULL;
+ CBUtils::SetString(&_walkAnimName, "walk");
+
+ _turnLeftAnimName = NULL;
+ CBUtils::SetString(&_turnLeftAnimName, "turnleft");
+
+ _turnRightAnimName = NULL;
+ CBUtils::SetString(&_turnRightAnimName, "turnright");
+
+ return S_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+CAdActor::~CAdActor() {
+ delete _path;
+ delete _targetPoint;
+ _path = NULL;
+ _targetPoint = NULL;
+
+ delete _walkSprite;
+ delete _standSprite;
+ delete _turnLeftSprite;
+ delete _turnRightSprite;
+ _walkSprite = NULL;
+ _standSprite = NULL;
+ _turnLeftSprite = NULL;
+ _turnRightSprite = NULL;
+
+ _animSprite2 = NULL; // ref only
+
+ for (int i = 0; i < _talkSprites.GetSize(); i++) {
+ delete _talkSprites[i];
+ }
+ _talkSprites.RemoveAll();
+
+ for (int i = 0; i < _talkSpritesEx.GetSize(); i++) {
+ delete _talkSpritesEx[i];
+ }
+ _talkSpritesEx.RemoveAll();
+
+
+ delete[] _talkAnimName;
+ delete[] _idleAnimName;
+ delete[] _walkAnimName;
+ delete[] _turnLeftAnimName;
+ delete[] _turnRightAnimName;
+ _talkAnimName = NULL;
+ _idleAnimName = NULL;
+ _walkAnimName = NULL;
+ _turnLeftAnimName = NULL;
+ _turnRightAnimName = NULL;
+
+ for (int i = 0; i < _anims.GetSize(); i++) {
+ delete _anims[i];
+ _anims[i] = NULL;
+ }
+ _anims.RemoveAll();
+
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdActor::LoadFile(const char *Filename) {
+ byte *Buffer = Game->_fileManager->ReadWholeFile(Filename);
+ if (Buffer == NULL) {
+ Game->LOG(0, "CAdActor::LoadFile failed for file '%s'", Filename);
+ return E_FAIL;
+ }
+
+ HRESULT ret;
+
+ _filename = new char [strlen(Filename) + 1];
+ strcpy(_filename, Filename);
+
+ if (FAILED(ret = LoadBuffer(Buffer, true))) Game->LOG(0, "Error parsing ACTOR file '%s'", Filename);
+
+
+ delete [] Buffer;
+
+ return ret;
+}
+
+
+TOKEN_DEF_START
+TOKEN_DEF(ACTOR)
+TOKEN_DEF(X)
+TOKEN_DEF(Y)
+TOKEN_DEF(TEMPLATE)
+TOKEN_DEF(NAME)
+TOKEN_DEF(SCALABLE)
+TOKEN_DEF(REGISTRABLE)
+TOKEN_DEF(INTERACTIVE)
+TOKEN_DEF(SHADOWABLE)
+TOKEN_DEF(COLORABLE)
+TOKEN_DEF(ACTIVE)
+TOKEN_DEF(WALK)
+TOKEN_DEF(STAND)
+TOKEN_DEF(TALK_SPECIAL)
+TOKEN_DEF(TALK)
+TOKEN_DEF(TURN_LEFT)
+TOKEN_DEF(TURN_RIGHT)
+TOKEN_DEF(EVENTS)
+TOKEN_DEF(FONT)
+TOKEN_DEF(CURSOR)
+TOKEN_DEF(SCRIPT)
+TOKEN_DEF(SOUND_VOLUME)
+TOKEN_DEF(SOUND_PANNING)
+TOKEN_DEF(CAPTION)
+TOKEN_DEF(PROPERTY)
+TOKEN_DEF(BLOCKED_REGION)
+TOKEN_DEF(WAYPOINTS)
+TOKEN_DEF(IGNORE_ITEMS)
+TOKEN_DEF(ROTABLE)
+TOKEN_DEF(ROTATABLE)
+TOKEN_DEF(ALPHA_COLOR)
+TOKEN_DEF(SCALE)
+TOKEN_DEF(RELATIVE_SCALE)
+TOKEN_DEF(ALPHA)
+TOKEN_DEF(EDITOR_PROPERTY)
+TOKEN_DEF(ANIMATION)
+TOKEN_DEF_END
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdActor::LoadBuffer(byte *Buffer, bool Complete) {
+ TOKEN_TABLE_START(commands)
+ TOKEN_TABLE(ACTOR)
+ TOKEN_TABLE(X)
+ TOKEN_TABLE(Y)
+ TOKEN_TABLE(TEMPLATE)
+ TOKEN_TABLE(NAME)
+ TOKEN_TABLE(SCALABLE)
+ TOKEN_TABLE(REGISTRABLE)
+ TOKEN_TABLE(INTERACTIVE)
+ TOKEN_TABLE(SHADOWABLE)
+ TOKEN_TABLE(COLORABLE)
+ TOKEN_TABLE(ACTIVE)
+ TOKEN_TABLE(WALK)
+ TOKEN_TABLE(STAND)
+ TOKEN_TABLE(TALK_SPECIAL)
+ TOKEN_TABLE(TALK)
+ TOKEN_TABLE(TURN_LEFT)
+ TOKEN_TABLE(TURN_RIGHT)
+ TOKEN_TABLE(EVENTS)
+ TOKEN_TABLE(FONT)
+ TOKEN_TABLE(CURSOR)
+ TOKEN_TABLE(SCRIPT)
+ TOKEN_TABLE(SOUND_VOLUME)
+ TOKEN_TABLE(SOUND_PANNING)
+ TOKEN_TABLE(CAPTION)
+ TOKEN_TABLE(PROPERTY)
+ TOKEN_TABLE(BLOCKED_REGION)
+ TOKEN_TABLE(WAYPOINTS)
+ TOKEN_TABLE(IGNORE_ITEMS)
+ TOKEN_TABLE(ROTABLE)
+ TOKEN_TABLE(ROTATABLE)
+ TOKEN_TABLE(ALPHA_COLOR)
+ TOKEN_TABLE(SCALE)
+ TOKEN_TABLE(RELATIVE_SCALE)
+ TOKEN_TABLE(ALPHA)
+ TOKEN_TABLE(EDITOR_PROPERTY)
+ TOKEN_TABLE(ANIMATION)
+ TOKEN_TABLE_END
+
+ byte *params;
+ int cmd;
+ CBParser parser(Game);
+
+ if (Complete) {
+ if (parser.GetCommand((char **)&Buffer, commands, (char **)¶ms) != TOKEN_ACTOR) {
+ Game->LOG(0, "'ACTOR' keyword expected.");
+ return E_FAIL;
+ }
+ Buffer = params;
+ }
+
+ CAdGame *AdGame = (CAdGame *)Game;
+ CAdSpriteSet *spr = NULL;
+ int ar = 0, ag = 0, ab = 0, alpha = 0;
+ while ((cmd = parser.GetCommand((char **)&Buffer, commands, (char **)¶ms)) > 0) {
+ switch (cmd) {
+ case TOKEN_TEMPLATE:
+ if (FAILED(LoadFile((char *)params))) cmd = PARSERR_GENERIC;
+ break;
+
+ case TOKEN_X:
+ parser.ScanStr((char *)params, "%d", &_posX);
+ break;
+
+ case TOKEN_Y:
+ parser.ScanStr((char *)params, "%d", &_posY);
+ break;
+
+ case TOKEN_NAME:
+ SetName((char *)params);
+ break;
+
+ case TOKEN_CAPTION:
+ SetCaption((char *)params);
+ break;
+
+ case TOKEN_FONT:
+ SetFont((char *)params);
+ break;
+
+ case TOKEN_SCALABLE:
+ parser.ScanStr((char *)params, "%b", &_zoomable);
+ break;
+
+ case TOKEN_ROTABLE:
+ case TOKEN_ROTATABLE:
+ parser.ScanStr((char *)params, "%b", &_rotatable);
+ break;
+
+ case TOKEN_REGISTRABLE:
+ case TOKEN_INTERACTIVE:
+ parser.ScanStr((char *)params, "%b", &_registrable);
+ break;
+
+ case TOKEN_SHADOWABLE:
+ case TOKEN_COLORABLE:
+ parser.ScanStr((char *)params, "%b", &_shadowable);
+ break;
+
+ case TOKEN_ACTIVE:
+ parser.ScanStr((char *)params, "%b", &_active);
+ break;
+
+ case TOKEN_WALK:
+ delete _walkSprite;
+ _walkSprite = NULL;
+ spr = new CAdSpriteSet(Game, this);
+ if (!spr || FAILED(spr->LoadBuffer(params, true, AdGame->_texWalkLifeTime, CACHE_HALF))) cmd = PARSERR_GENERIC;
+ else _walkSprite = spr;
+ break;
+
+ case TOKEN_TALK:
+ spr = new CAdSpriteSet(Game, this);
+ if (!spr || FAILED(spr->LoadBuffer(params, true, AdGame->_texTalkLifeTime))) cmd = PARSERR_GENERIC;
+ else _talkSprites.Add(spr);
+ break;
+
+ case TOKEN_TALK_SPECIAL:
+ spr = new CAdSpriteSet(Game, this);
+ if (!spr || FAILED(spr->LoadBuffer(params, true, AdGame->_texTalkLifeTime))) cmd = PARSERR_GENERIC;
+ else _talkSpritesEx.Add(spr);
+ break;
+
+ case TOKEN_STAND:
+ delete _standSprite;
+ _standSprite = NULL;
+ spr = new CAdSpriteSet(Game, this);
+ if (!spr || FAILED(spr->LoadBuffer(params, true, AdGame->_texStandLifeTime))) cmd = PARSERR_GENERIC;
+ else _standSprite = spr;
+ break;
+
+ case TOKEN_TURN_LEFT:
+ delete _turnLeftSprite;
+ _turnLeftSprite = NULL;
+ spr = new CAdSpriteSet(Game, this);
+ if (!spr || FAILED(spr->LoadBuffer(params, true))) cmd = PARSERR_GENERIC;
+ else _turnLeftSprite = spr;
+ break;
+
+ case TOKEN_TURN_RIGHT:
+ delete _turnRightSprite;
+ _turnRightSprite = NULL;
+ spr = new CAdSpriteSet(Game, this);
+ if (!spr || FAILED(spr->LoadBuffer(params, true))) cmd = PARSERR_GENERIC;
+ else _turnRightSprite = spr;
+ break;
+
+ case TOKEN_SCRIPT:
+ AddScript((char *)params);
+ break;
+
+ case TOKEN_CURSOR:
+ delete _cursor;
+ _cursor = new CBSprite(Game);
+ if (!_cursor || FAILED(_cursor->LoadFile((char *)params))) {
+ delete _cursor;
+ _cursor = NULL;
+ cmd = PARSERR_GENERIC;
+ }
+ break;
+
+ case TOKEN_SOUND_VOLUME:
+ parser.ScanStr((char *)params, "%d", &_sFXVolume);
+ break;
+
+ case TOKEN_SCALE: {
+ int s;
+ parser.ScanStr((char *)params, "%d", &s);
+ _scale = (float)s;
+
+ }
+ break;
+
+ case TOKEN_RELATIVE_SCALE: {
+ int s;
+ parser.ScanStr((char *)params, "%d", &s);
+ _relativeScale = (float)s;
+
+ }
+ break;
+
+ case TOKEN_SOUND_PANNING:
+ parser.ScanStr((char *)params, "%b", &_autoSoundPanning);
+ break;
+
+ case TOKEN_PROPERTY:
+ ParseProperty(params, false);
+ break;
+
+ case TOKEN_BLOCKED_REGION: {
+ delete _blockRegion;
+ delete _currentBlockRegion;
+ _blockRegion = NULL;
+ _currentBlockRegion = NULL;
+ CBRegion *rgn = new CBRegion(Game);
+ CBRegion *crgn = new CBRegion(Game);
+ if (!rgn || !crgn || FAILED(rgn->LoadBuffer(params, false))) {
+ delete _blockRegion;
+ delete _currentBlockRegion;
+ _blockRegion = NULL;
+ _currentBlockRegion = NULL;
+ cmd = PARSERR_GENERIC;
+ } else {
+ _blockRegion = rgn;
+ _currentBlockRegion = crgn;
+ _currentBlockRegion->Mimic(_blockRegion);
+ }
+ }
+ break;
+
+ case TOKEN_WAYPOINTS: {
+ delete _wptGroup;
+ delete _currentWptGroup;
+ _wptGroup = NULL;
+ _currentWptGroup = NULL;
+ CAdWaypointGroup *wpt = new CAdWaypointGroup(Game);
+ CAdWaypointGroup *cwpt = new CAdWaypointGroup(Game);
+ if (!wpt || !cwpt || FAILED(wpt->LoadBuffer(params, false))) {
+ delete _wptGroup;
+ delete _currentWptGroup;
+ _wptGroup = NULL;
+ _currentWptGroup = NULL;
+ cmd = PARSERR_GENERIC;
+ } else {
+ _wptGroup = wpt;
+ _currentWptGroup = cwpt;
+ _currentWptGroup->Mimic(_wptGroup);
+ }
+ }
+ break;
+
+ case TOKEN_IGNORE_ITEMS:
+ parser.ScanStr((char *)params, "%b", &_ignoreItems);
+ break;
+
+ case TOKEN_ALPHA_COLOR:
+ parser.ScanStr((char *)params, "%d,%d,%d", &ar, &ag, &ab);
+ break;
+
+ case TOKEN_ALPHA:
+ parser.ScanStr((char *)params, "%d", &alpha);
+ break;
+
+ case TOKEN_EDITOR_PROPERTY:
+ ParseEditorProperty(params, false);
+ break;
+
+ case TOKEN_ANIMATION: {
+ CAdSpriteSet *Anim = new CAdSpriteSet(Game, this);
+ if (!Anim || FAILED(Anim->LoadBuffer(params, false))) cmd = PARSERR_GENERIC;
+ else _anims.Add(Anim);
+ }
+ break;
+ }
+ }
+ if (cmd == PARSERR_TOKENNOTFOUND) {
+ Game->LOG(0, "Syntax error in ACTOR definition");
+ return E_FAIL;
+ }
+ if (cmd == PARSERR_GENERIC) {
+ if (spr) delete spr;
+ Game->LOG(0, "Error loading ACTOR definition");
+ return E_FAIL;
+ }
+
+ if (alpha != 0 && ar == 0 && ag == 0 && ab == 0) {
+ ar = ag = ab = 255;
+ }
+ _alphaColor = DRGBA(ar, ag, ab, alpha);
+ _state = _nextState = STATE_READY;
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdActor::TurnTo(TDirection dir) {
+ int delta1, delta2, delta3, delta;
+
+ delta1 = dir - _dir;
+ delta2 = dir + NUM_DIRECTIONS - _dir;
+ delta3 = dir - NUM_DIRECTIONS - _dir;
+
+ delta1 = (abs(delta1) <= abs(delta2)) ? delta1 : delta2;
+ delta = (abs(delta1) <= abs(delta3)) ? delta1 : delta3;
+
+ // already there?
+ if (abs(delta) < 2) {
+ _dir = dir;
+ _state = _nextState;
+ _nextState = STATE_READY;
+ return;
+ }
+
+ _targetDir = dir;
+ _state = delta < 0 ? STATE_TURNING_LEFT : STATE_TURNING_RIGHT;
+
+ _tempSprite2 = NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdActor::GoTo(int X, int Y, TDirection AfterWalkDir) {
+ _afterWalkDir = AfterWalkDir;
+ if (X == _targetPoint->x && Y == _targetPoint->y && _state == STATE_FOLLOWING_PATH) return;
+
+ _path->Reset();
+ _path->SetReady(false);
+
+ _targetPoint->x = X;
+ _targetPoint->y = Y;
+
+ ((CAdGame *)Game)->_scene->CorrectTargetPoint(_posX, _posY, &_targetPoint->x, &_targetPoint->y, true, this);
+
+ _state = STATE_SEARCHING_PATH;
+
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdActor::Display() {
+ if (_active) UpdateSounds();
+
+ uint32 Alpha;
+ if (_alphaColor != 0) Alpha = _alphaColor;
+ else Alpha = _shadowable ? ((CAdGame *)Game)->_scene->GetAlphaAt(_posX, _posY, true) : 0xFFFFFFFF;
+
+ float ScaleX, ScaleY;
+ GetScale(&ScaleX, &ScaleY);
+
+
+ float Rotate;
+ if (_rotatable) {
+ if (_rotateValid) Rotate = _rotate;
+ else Rotate = ((CAdGame *)Game)->_scene->GetRotationAt(_posX, _posY) + _relativeRotate;
+ } else Rotate = 0.0f;
+
+ if (_active) DisplaySpriteAttachments(true);
+
+ if (_currentSprite && _active) {
+ bool Reg = _registrable;
+ if (_ignoreItems && ((CAdGame *)Game)->_selectedItem) Reg = false;
+
+ _currentSprite->Display(_posX,
+ _posY,
+ Reg ? _registerAlias : NULL,
+ ScaleX,
+ ScaleY,
+ Alpha,
+ Rotate,
+ _blendMode);
+
+ }
+
+ if (_active) DisplaySpriteAttachments(false);
+ if (_active && _partEmitter) _partEmitter->Display();
+
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdActor::Update() {
+ _currentSprite = NULL;
+
+ if (_state == STATE_READY) {
+ if (_animSprite) {
+ delete _animSprite;
+ _animSprite = NULL;
+ }
+ if (_animSprite2) {
+ _animSprite2 = NULL;
+ }
+ }
+
+ // finished playing animation?
+ if (_state == STATE_PLAYING_ANIM && _animSprite != NULL && _animSprite->_finished) {
+ _state = _nextState;
+ _nextState = STATE_READY;
+ _currentSprite = _animSprite;
+ }
+
+ if (_state == STATE_PLAYING_ANIM_SET && _animSprite2 != NULL && _animSprite2->_finished) {
+ _state = _nextState;
+ _nextState = STATE_READY;
+ _currentSprite = _animSprite2;
+ }
+
+ if (_sentence && _state != STATE_TALKING) _sentence->Finish();
+
+ // default: stand animation
+ if (!_currentSprite) {
+ if (_sprite) _currentSprite = _sprite;
+ else {
+ if (_standSprite) {
+ _currentSprite = _standSprite->GetSprite(_dir);
+ } else {
+ CAdSpriteSet *Anim = GetAnimByName(_idleAnimName);
+ if (Anim) _currentSprite = Anim->GetSprite(_dir);
+ }
+ }
+ }
+
+ bool already_moved = false;
+
+ switch (_state) {
+ //////////////////////////////////////////////////////////////////////////
+ case STATE_PLAYING_ANIM:
+ _currentSprite = _animSprite;
+ break;
+
+ //////////////////////////////////////////////////////////////////////////
+ case STATE_PLAYING_ANIM_SET:
+ _currentSprite = _animSprite2;
+ break;
+
+ //////////////////////////////////////////////////////////////////////////
+ case STATE_TURNING_LEFT:
+ if (_tempSprite2 == NULL || _tempSprite2->_finished) {
+ if (_dir > 0) _dir = (TDirection)(_dir - 1);
+ else _dir = (TDirection)(NUM_DIRECTIONS - 1);
+
+ if (_dir == _targetDir) {
+ _tempSprite2 = NULL;
+ _state = _nextState;
+ _nextState = STATE_READY;
+ } else {
+ if (_turnLeftSprite) {
+ _tempSprite2 = _turnLeftSprite->GetSprite(_dir);
+ } else {
+ CAdSpriteSet *Anim = GetAnimByName(_turnLeftAnimName);
+ if (Anim) _tempSprite2 = Anim->GetSprite(_dir);
+ }
+
+ if (_tempSprite2) {
+ _tempSprite2->Reset();
+ if (_tempSprite2->_looping) _tempSprite2->_looping = false;
+ }
+ _currentSprite = _tempSprite2;
+ }
+ } else _currentSprite = _tempSprite2;
+ break;
+
+
+ //////////////////////////////////////////////////////////////////////////
+ case STATE_TURNING_RIGHT:
+ if (_tempSprite2 == NULL || _tempSprite2->_finished) {
+ _dir = (TDirection)(_dir + 1);
+
+ if ((int)_dir >= (int)NUM_DIRECTIONS) _dir = (TDirection)(0);
+
+ if (_dir == _targetDir) {
+ _tempSprite2 = NULL;
+ _state = _nextState;
+ _nextState = STATE_READY;
+ } else {
+ if (_turnRightSprite) {
+ _tempSprite2 = _turnRightSprite->GetSprite(_dir);
+ } else {
+ CAdSpriteSet *Anim = GetAnimByName(_turnRightAnimName);
+ if (Anim) _tempSprite2 = Anim->GetSprite(_dir);
+ }
+
+ if (_tempSprite2) {
+ _tempSprite2->Reset();
+ if (_tempSprite2->_looping) _tempSprite2->_looping = false;
+ }
+ _currentSprite = _tempSprite2;
+ }
+ } else _currentSprite = _tempSprite2;
+ break;
+
+
+ //////////////////////////////////////////////////////////////////////////
+ case STATE_SEARCHING_PATH:
+ // keep asking scene for the path
+ if (((CAdGame *)Game)->_scene->GetPath(CBPoint(_posX, _posY), *_targetPoint, _path, this))
+ _state = STATE_WAITING_PATH;
+ break;
+
+
+ //////////////////////////////////////////////////////////////////////////
+ case STATE_WAITING_PATH:
+ // wait until the scene finished the path
+ if (_path->_ready) FollowPath();
+ break;
+
+
+ //////////////////////////////////////////////////////////////////////////
+ case STATE_FOLLOWING_PATH:
+ GetNextStep();
+ already_moved = true;
+ break;
+
+ //////////////////////////////////////////////////////////////////////////
+ case STATE_TALKING: {
+ _sentence->Update(_dir);
+ if (_sentence->_currentSprite) _tempSprite2 = _sentence->_currentSprite;
+
+ bool TimeIsUp = (_sentence->_sound && _sentence->_soundStarted && (!_sentence->_sound->IsPlaying() && !_sentence->_sound->IsPaused())) || (!_sentence->_sound && _sentence->_duration <= Game->_timer - _sentence->_startTime);
+ if (_tempSprite2 == NULL || _tempSprite2->_finished || (/*_tempSprite2->_looping &&*/ TimeIsUp)) {
+ if (TimeIsUp) {
+ _sentence->Finish();
+ _tempSprite2 = NULL;
+ _state = _nextState;
+ _nextState = STATE_READY;
+ } else {
+ _tempSprite2 = GetTalkStance(_sentence->GetNextStance());
+ if (_tempSprite2) {
+ _tempSprite2->Reset();
+ _currentSprite = _tempSprite2;
+ ((CAdGame *)Game)->AddSentence(_sentence);
+ }
+ }
+ } else {
+ _currentSprite = _tempSprite2;
+ ((CAdGame *)Game)->AddSentence(_sentence);
+ }
+ }
+ break;
+
+ //////////////////////////////////////////////////////////////////////////
+ case STATE_READY:
+ if (!_animSprite && !_animSprite2) {
+ if (_sprite) _currentSprite = _sprite;
+ else {
+ if (_standSprite) {
+ _currentSprite = _standSprite->GetSprite(_dir);
+ } else {
+ CAdSpriteSet *Anim = GetAnimByName(_idleAnimName);
+ if (Anim) _currentSprite = Anim->GetSprite(_dir);
+ }
+ }
+ }
+ break;
+ default:
+ error("AdActor::Update - Unhandled enum");
+ }
+
+
+ if (_currentSprite && !already_moved) {
+ _currentSprite->GetCurrentFrame(_zoomable ? ((CAdGame *)Game)->_scene->GetZoomAt(_posX, _posY) : 100, _zoomable ? ((CAdGame *)Game)->_scene->GetZoomAt(_posX, _posY) : 100);
+ if (_currentSprite->_changed) {
+ _posX += _currentSprite->_moveX;
+ _posY += _currentSprite->_moveY;
+ AfterMove();
+ }
+ }
+
+ //Game->QuickMessageForm("%s", _currentSprite->_filename);
+
+ UpdateBlockRegion();
+ _ready = (_state == STATE_READY);
+
+ UpdatePartEmitter();
+ UpdateSpriteAttachments();
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdActor::FollowPath() {
+ // skip current position
+ _path->GetFirst();
+ while (_path->GetCurrent() != NULL) {
+ if (_path->GetCurrent()->x != _posX || _path->GetCurrent()->y != _posY) break;
+ _path->GetNext();
+ }
+
+ // are there points to follow?
+ if (_path->GetCurrent() != NULL) {
+ _state = STATE_FOLLOWING_PATH;;
+ InitLine(CBPoint(_posX, _posY), *_path->GetCurrent());
+ } else {
+ if (_afterWalkDir != DI_NONE) TurnTo(_afterWalkDir);
+ else _state = STATE_READY;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdActor::GetNextStep() {
+ if (_walkSprite) {
+ _currentSprite = _walkSprite->GetSprite(_dir);
+ } else {
+ CAdSpriteSet *Anim = GetAnimByName(_walkAnimName);
+ if (Anim) _currentSprite = Anim->GetSprite(_dir);
+ }
+
+ if (!_currentSprite) return;
+
+ _currentSprite->GetCurrentFrame(_zoomable ? ((CAdGame *)Game)->_scene->GetZoomAt(_posX, _posY) : 100, _zoomable ? ((CAdGame *)Game)->_scene->GetZoomAt(_posX, _posY) : 100);
+ if (!_currentSprite->_changed) return;
+
+
+ int MaxStepX, MaxStepY;
+ MaxStepX = abs(_currentSprite->_moveX);
+ MaxStepY = abs(_currentSprite->_moveY);
+
+ MaxStepX = MAX(MaxStepX, MaxStepY);
+ MaxStepX = MAX(MaxStepX, 1);
+
+ while (_pFCount > 0 && MaxStepX >= 0) {
+ _pFX += _pFStepX;
+ _pFY += _pFStepY;
+
+ _pFCount--;
+ MaxStepX--;
+ }
+
+ if (((CAdGame *)Game)->_scene->IsBlockedAt(_pFX, _pFY, true, this)) {
+ if (_pFCount == 0) {
+ _state = _nextState;
+ _nextState = STATE_READY;
+ return;
+ }
+ GoTo(_targetPoint->x, _targetPoint->y);
+ return;
+ }
+
+
+ _posX = (int)_pFX;
+ _posY = (int)_pFY;
+
+ AfterMove();
+
+
+ if (_pFCount == 0) {
+ if (_path->GetNext() == NULL) {
+ _posX = _targetPoint->x;
+ _posY = _targetPoint->y;
+
+ _path->Reset();
+ if (_afterWalkDir != DI_NONE) TurnTo(_afterWalkDir);
+ else {
+ _state = _nextState;
+ _nextState = STATE_READY;
+ }
+ } else InitLine(CBPoint(_posX, _posY), *_path->GetCurrent());
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdActor::InitLine(CBPoint StartPt, CBPoint EndPt) {
+ _pFCount = MAX((abs(EndPt.x - StartPt.x)) , (abs(EndPt.y - StartPt.y)));
+
+ _pFStepX = (double)(EndPt.x - StartPt.x) / _pFCount;
+ _pFStepY = (double)(EndPt.y - StartPt.y) / _pFCount;
+
+ _pFX = StartPt.x;
+ _pFY = StartPt.y;
+
+ int angle = (int)(atan2((double)(EndPt.y - StartPt.y), (double)(EndPt.x - StartPt.x)) * (180 / 3.14));
+
+ _nextState = STATE_FOLLOWING_PATH;
+
+ TurnTo(AngleToDirection(angle));
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+// high level scripting interface
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdActor::ScCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, const char *Name) {
+ //////////////////////////////////////////////////////////////////////////
+ // GoTo / GoToAsync
+ //////////////////////////////////////////////////////////////////////////
+ if (strcmp(Name, "GoTo") == 0 || strcmp(Name, "GoToAsync") == 0) {
+ Stack->CorrectParams(2);
+ int X = Stack->Pop()->GetInt();
+ int Y = Stack->Pop()->GetInt();
+ GoTo(X, Y);
+ if (strcmp(Name, "GoToAsync") != 0) Script->WaitForExclusive(this);
+ Stack->PushNULL();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // GoToObject / GoToObjectAsync
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "GoToObject") == 0 || strcmp(Name, "GoToObjectAsync") == 0) {
+ Stack->CorrectParams(1);
+ CScValue *Val = Stack->Pop();
+ if (!Val->IsNative()) {
+ Script->RuntimeError("actor.%s method accepts an entity refrence only", Name);
+ Stack->PushNULL();
+ return S_OK;
+ }
+ CAdObject *Obj = (CAdObject *)Val->GetNative();
+ if (!Obj || Obj->_type != OBJECT_ENTITY) {
+ Script->RuntimeError("actor.%s method accepts an entity refrence only", Name);
+ Stack->PushNULL();
+ return S_OK;
+ }
+ CAdEntity *Ent = (CAdEntity *)Obj;
+ if (Ent->_walkToX == 0 && Ent->_walkToY == 0) GoTo(Ent->_posX, Ent->_posY);
+ else GoTo(Ent->_walkToX, Ent->_walkToY, Ent->_walkToDir);
+ if (strcmp(Name, "GoToObjectAsync") != 0) Script->WaitForExclusive(this);
+ Stack->PushNULL();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // TurnTo / TurnToAsync
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "TurnTo") == 0 || strcmp(Name, "TurnToAsync") == 0) {
+ Stack->CorrectParams(1);
+ int dir;
+ CScValue *val = Stack->Pop();
+
+ // turn to object?
+ if (val->IsNative() && Game->ValidObject((CBObject *)val->GetNative())) {
+ CBObject *obj = (CBObject *)val->GetNative();
+ int angle = (int)(atan2((double)(obj->_posY - _posY), (double)(obj->_posX - _posX)) * (180 / 3.14));
+ dir = (int)AngleToDirection(angle);
+ }
+ // otherwise turn to direction
+ else dir = val->GetInt();
+
+ if (dir >= 0 && dir < NUM_DIRECTIONS) {
+ TurnTo((TDirection)dir);
+ if (strcmp(Name, "TurnToAsync") != 0) Script->WaitForExclusive(this);
+ }
+ Stack->PushNULL();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // IsWalking
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "IsWalking") == 0) {
+ Stack->CorrectParams(0);
+ Stack->PushBool(_state == STATE_FOLLOWING_PATH);
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // MergeAnims
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "MergeAnims") == 0) {
+ Stack->CorrectParams(1);
+ Stack->PushBool(SUCCEEDED(MergeAnims(Stack->Pop()->GetString())));
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // UnloadAnim
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "UnloadAnim") == 0) {
+ Stack->CorrectParams(1);
+ const char *AnimName = Stack->Pop()->GetString();
+
+ bool Found = false;
+ for (int i = 0; i < _anims.GetSize(); i++) {
+ if (scumm_stricmp(_anims[i]->_name, AnimName) == 0) {
+ // invalidate sprites in use
+ if (_anims[i]->ContainsSprite(_tempSprite2)) _tempSprite2 = NULL;
+ if (_anims[i]->ContainsSprite(_currentSprite)) _currentSprite = NULL;
+ if (_anims[i]->ContainsSprite(_animSprite2)) _animSprite2 = NULL;
+
+ delete _anims[i];
+ _anims[i] = NULL;
+ _anims.RemoveAt(i);
+ i--;
+ Found = true;
+ }
+ }
+ Stack->PushBool(Found);
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // HasAnim
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "HasAnim") == 0) {
+ Stack->CorrectParams(1);
+ const char *AnimName = Stack->Pop()->GetString();
+ Stack->PushBool(GetAnimByName(AnimName) != NULL);
+ return S_OK;
+ }
+
+ else return CAdTalkHolder::ScCallMethod(Script, Stack, ThisStack, Name);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CScValue *CAdActor::ScGetProperty(const char *Name) {
+ _scValue->SetNULL();
+
+ //////////////////////////////////////////////////////////////////////////
+ // Direction
+ //////////////////////////////////////////////////////////////////////////
+ if (strcmp(Name, "Direction") == 0) {
+ _scValue->SetInt(_dir);
+ return _scValue;
+ }
+ //////////////////////////////////////////////////////////////////////////
+ // Type
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "Type") == 0) {
+ _scValue->SetString("actor");
+ return _scValue;
+ }
+ //////////////////////////////////////////////////////////////////////////
+ // TalkAnimName
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "TalkAnimName") == 0) {
+ _scValue->SetString(_talkAnimName);
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // WalkAnimName
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "WalkAnimName") == 0) {
+ _scValue->SetString(_walkAnimName);
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // IdleAnimName
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "IdleAnimName") == 0) {
+ _scValue->SetString(_idleAnimName);
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // TurnLeftAnimName
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "TurnLeftAnimName") == 0) {
+ _scValue->SetString(_turnLeftAnimName);
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // TurnRightAnimName
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "TurnRightAnimName") == 0) {
+ _scValue->SetString(_turnRightAnimName);
+ return _scValue;
+ }
+
+ else return CAdTalkHolder::ScGetProperty(Name);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdActor::ScSetProperty(const char *Name, CScValue *Value) {
+ //////////////////////////////////////////////////////////////////////////
+ // Direction
+ //////////////////////////////////////////////////////////////////////////
+ if (strcmp(Name, "Direction") == 0) {
+ int dir = Value->GetInt();
+ if (dir >= 0 && dir < NUM_DIRECTIONS) _dir = (TDirection)dir;
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // TalkAnimName
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "TalkAnimName") == 0) {
+ if (Value->IsNULL()) CBUtils::SetString(&_talkAnimName, "talk");
+ else CBUtils::SetString(&_talkAnimName, Value->GetString());
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // WalkAnimName
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "WalkAnimName") == 0) {
+ if (Value->IsNULL()) CBUtils::SetString(&_walkAnimName, "walk");
+ else CBUtils::SetString(&_walkAnimName, Value->GetString());
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // IdleAnimName
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "IdleAnimName") == 0) {
+ if (Value->IsNULL()) CBUtils::SetString(&_idleAnimName, "idle");
+ else CBUtils::SetString(&_idleAnimName, Value->GetString());
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // TurnLeftAnimName
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "TurnLeftAnimName") == 0) {
+ if (Value->IsNULL()) CBUtils::SetString(&_turnLeftAnimName, "turnleft");
+ else CBUtils::SetString(&_turnLeftAnimName, Value->GetString());
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // TurnRightAnimName
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "TurnRightAnimName") == 0) {
+ if (Value->IsNULL()) CBUtils::SetString(&_turnRightAnimName, "turnright");
+ else CBUtils::SetString(&_turnRightAnimName, Value->GetString());
+ return S_OK;
+ }
+
+ else return CAdTalkHolder::ScSetProperty(Name, Value);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+const char *CAdActor::ScToString() {
+ return "[actor object]";
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CBSprite *CAdActor::GetTalkStance(const char *Stance) {
+ // forced stance?
+ if (_forcedTalkAnimName && !_forcedTalkAnimUsed) {
+ _forcedTalkAnimUsed = true;
+ delete _animSprite;
+ _animSprite = new CBSprite(Game, this);
+ if (_animSprite) {
+ HRESULT res = _animSprite->LoadFile(_forcedTalkAnimName);
+ if (FAILED(res)) {
+ Game->LOG(res, "CAdActor::GetTalkStance: error loading talk sprite (object:\"%s\" sprite:\"%s\")", _name, _forcedTalkAnimName);
+ delete _animSprite;
+ _animSprite = NULL;
+ } else return _animSprite;
+ }
+ }
+
+ // old way
+ if (_talkSprites.GetSize() > 0 || _talkSpritesEx.GetSize() > 0)
+ return GetTalkStanceOld(Stance);
+
+ // new way
+ CBSprite *Ret = NULL;
+
+ // do we have an animation with this name?
+ CAdSpriteSet *Anim = GetAnimByName(Stance);
+ if (Anim) Ret = Anim->GetSprite(_dir);
+
+ // not - get a random talk
+ if (!Ret) {
+ CBArray<CAdSpriteSet *, CAdSpriteSet *> TalkAnims;
+ for (int i = 0; i < _anims.GetSize(); i++) {
+ if (scumm_stricmp(_anims[i]->_name, _talkAnimName) == 0)
+ TalkAnims.Add(_anims[i]);
+ }
+
+ if (TalkAnims.GetSize() > 0) {
+ int rnd = rand() % TalkAnims.GetSize();
+ Ret = TalkAnims[rnd]->GetSprite(_dir);
+ } else {
+ if (_standSprite) Ret = _standSprite->GetSprite(_dir);
+ else {
+ Anim = GetAnimByName(_idleAnimName);
+ if (Anim) Ret = Anim->GetSprite(_dir);
+ }
+ }
+ }
+ return Ret;
+}
+
+//////////////////////////////////////////////////////////////////////////
+CBSprite *CAdActor::GetTalkStanceOld(const char *Stance) {
+ CBSprite *ret = NULL;
+
+ if (Stance != NULL) {
+ // search special stances
+ for (int i = 0; i < _talkSpritesEx.GetSize(); i++) {
+ if (scumm_stricmp(_talkSpritesEx[i]->_name, Stance) == 0) {
+ ret = _talkSpritesEx[i]->GetSprite(_dir);
+ break;
+ }
+ }
+ if (ret == NULL) {
+ // search generic stances
+ for (int i = 0; i < _talkSprites.GetSize(); i++) {
+ if (scumm_stricmp(_talkSprites[i]->_name, Stance) == 0) {
+ ret = _talkSprites[i]->GetSprite(_dir);
+ break;
+ }
+ }
+ }
+ }
+
+ // not a valid stance? get a random one
+ if (ret == NULL) {
+ if (_talkSprites.GetSize() < 1) ret = _standSprite->GetSprite(_dir);
+ else {
+ // TODO: remember last
+ int rnd = rand() % _talkSprites.GetSize();
+ ret = _talkSprites[rnd]->GetSprite(_dir);
+ }
+ }
+
+ return ret;
+}
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdActor::Persist(CBPersistMgr *PersistMgr) {
+ CAdTalkHolder::Persist(PersistMgr);
+
+ PersistMgr->Transfer(TMEMBER_INT(_dir));
+ PersistMgr->Transfer(TMEMBER(_path));
+ PersistMgr->Transfer(TMEMBER(_pFCount));
+ PersistMgr->Transfer(TMEMBER(_pFStepX));
+ PersistMgr->Transfer(TMEMBER(_pFStepY));
+ PersistMgr->Transfer(TMEMBER(_pFX));
+ PersistMgr->Transfer(TMEMBER(_pFY));
+ PersistMgr->Transfer(TMEMBER(_standSprite));
+ _talkSprites.Persist(PersistMgr);
+ _talkSpritesEx.Persist(PersistMgr);
+ PersistMgr->Transfer(TMEMBER_INT(_targetDir));
+ PersistMgr->Transfer(TMEMBER_INT(_afterWalkDir));
+ PersistMgr->Transfer(TMEMBER(_targetPoint));
+ PersistMgr->Transfer(TMEMBER(_turnLeftSprite));
+ PersistMgr->Transfer(TMEMBER(_turnRightSprite));
+ PersistMgr->Transfer(TMEMBER(_walkSprite));
+
+ PersistMgr->Transfer(TMEMBER(_animSprite2));
+ PersistMgr->Transfer(TMEMBER(_talkAnimName));
+ PersistMgr->Transfer(TMEMBER(_idleAnimName));
+ PersistMgr->Transfer(TMEMBER(_walkAnimName));
+ PersistMgr->Transfer(TMEMBER(_turnLeftAnimName));
+ PersistMgr->Transfer(TMEMBER(_turnRightAnimName));
+
+ _anims.Persist(PersistMgr);
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+TDirection CAdActor::AngleToDirection(int Angle) {
+ TDirection ret = DI_DOWN;;
+
+ if (Angle > -112 && Angle <= -67) ret = DI_UP;
+ else if (Angle > -67 && Angle <= -22) ret = DI_UPRIGHT;
+ else if (Angle > -22 && Angle <= 22) ret = DI_RIGHT;
+ else if (Angle > 22 && Angle <= 67) ret = DI_DOWNRIGHT;
+ else if (Angle > 67 && Angle <= 112) ret = DI_DOWN;
+ else if (Angle > 112 && Angle <= 157) ret = DI_DOWNLEFT;
+ else if ((Angle > 157 && Angle <= 180) || (Angle >= -180 && Angle <= -157)) ret = DI_LEFT;
+ else if (Angle > -157 && Angle <= -112) ret = DI_UPLEFT;
+
+ return ret;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+int CAdActor::GetHeight() {
+ // if no current sprite is set, set some
+ if (_currentSprite == NULL) {
+ if (_standSprite) _currentSprite = _standSprite->GetSprite(_dir);
+ else {
+ CAdSpriteSet *Anim = GetAnimByName(_idleAnimName);
+ if (Anim) _currentSprite = Anim->GetSprite(_dir);
+ }
+ }
+ // and get height
+ return CAdTalkHolder::GetHeight();
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CAdSpriteSet *CAdActor::GetAnimByName(const char *AnimName) {
+ if (!AnimName) return NULL;
+
+ for (int i = 0; i < _anims.GetSize(); i++) {
+ if (scumm_stricmp(_anims[i]->_name, AnimName) == 0) return _anims[i];
+ }
+ return NULL;
+}
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdActor::MergeAnims(const char *AnimsFilename) {
+ TOKEN_TABLE_START(commands)
+ TOKEN_TABLE(ANIMATION)
+ TOKEN_TABLE_END
+
+
+ byte *FileBuffer = Game->_fileManager->ReadWholeFile(AnimsFilename);
+ if (FileBuffer == NULL) {
+ Game->LOG(0, "CAdActor::MergeAnims failed for file '%s'", AnimsFilename);
+ return E_FAIL;
+ }
+
+ byte *Buffer = FileBuffer;
+ byte *params;
+ int cmd;
+ CBParser parser(Game);
+
+ HRESULT Ret = S_OK;
+
+ while ((cmd = parser.GetCommand((char **)&Buffer, commands, (char **)¶ms)) > 0) {
+ switch (cmd) {
+ case TOKEN_ANIMATION: {
+ CAdSpriteSet *Anim = new CAdSpriteSet(Game, this);
+ if (!Anim || FAILED(Anim->LoadBuffer(params, false))) {
+ cmd = PARSERR_GENERIC;
+ Ret = E_FAIL;
+ } else _anims.Add(Anim);
+ }
+ break;
+ }
+ }
+ delete [] FileBuffer;
+ return Ret;
+}
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdActor::PlayAnim(const char *Filename) {
+ // if we have an anim with this name, use it
+ CAdSpriteSet *Anim = GetAnimByName(Filename);
+ if (Anim) {
+ _animSprite2 = Anim->GetSprite(_dir);
+ if (_animSprite2) {
+ _animSprite2->Reset();
+ _state = STATE_PLAYING_ANIM_SET;
+ return S_OK;
+ }
+ }
+ // otherwise call the standard handler
+ return CAdTalkHolder::PlayAnim(Filename);
+}
+
+} // end of namespace WinterMute
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