diff options
Diffstat (limited to 'saga/actor.cpp')
| -rw-r--r-- | saga/actor.cpp | 3092 |
1 files changed, 0 insertions, 3092 deletions
diff --git a/saga/actor.cpp b/saga/actor.cpp deleted file mode 100644 index cc89f0ef2a..0000000000 --- a/saga/actor.cpp +++ /dev/null @@ -1,3092 +0,0 @@ -/* ScummVM - Scumm Interpreter - * Copyright (C) 2004-2006 The ScummVM project - * - * The ReInherit Engine is (C)2000-2003 by Daniel Balsom. - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * $URL$ - * $Id$ - * - */ - -#include "saga/saga.h" - -#include "saga/actor.h" -#include "saga/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/resnames.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" - -#include "common/config-manager.h" - -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; - if (p1 == p2) - return 0; - if (p1 < p2) - return -1; - return 1; -} - -static int tileCommonObjectCompare(const CommonObjectDataPointer& obj1, const CommonObjectDataPointer& obj2) { - int p1 = -obj1->_location.u() - obj1->_location.v() - obj1->_location.z; - int p2 = -obj2->_location.u() - obj2->_location.v() - obj2->_location.z; - //TODO: for kObjNotFlat obj Height*3 of sprite should be added to p1 and p2 - //if (validObjId(obj1->id)) { - - if (p1 == p2) - return 0; - if (p1 < p2) - return -1; - return 1; -} - -// 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, 0, -1 }, { 7, -1, -1 }, { 4, 1, -1 } }, - { { 1, 1, 0 }, { 4, 1, -1 }, { 5, 1, 1 } }, - { { 2, 0, 1 }, { 5, 1, 1 }, { 6, -1, 1 } }, - { { 3, -1, 0 }, { 6, -1, 1 }, { 7, -1, -1 } }, - { { 0, 0, -1 }, { 1, 1, 0 }, { 4, 1, -1 } }, - { { 1, 1, 0 }, { 2, 0, 1 }, { 5, 1, 1 } }, - { { 2, 0, 1 }, { 3, -1, 0 }, { 6, -1, 1 } }, - { { 3, -1, 0 }, { 0, 0, -1 }, { 7, -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; - size_t stringsLength; - ActorData *actor; - ObjectData *obj; - debug(9, "Actor::Actor()"); - _handleActionDiv = 15; - - _actors = NULL; - _actorsCount = 0; - - _objs = NULL; - _objsCount = 0; - -#ifdef ACTOR_DEBUG - _debugPoints = NULL; - _debugPointsAlloced = _debugPointsCount = 0; -#endif - - _protagStates = 0; - _protagStatesCount = 0; - - _pathNodeList = _newPathNodeList = NULL; - _pathList = NULL; - _pathDirectionList = NULL; - _pathListAlloced = _pathNodeListAlloced = _newPathNodeListAlloced = 0; - _pathListIndex = _pathNodeListIndex = _newPathNodeListIndex = -1; - _pathDirectionListCount = 0; - _pathDirectionListAlloced = 0; - - _centerActor = _protagonist = NULL; - _protagState = 0; - _lastTickMsec = 0; - - _yCellCount = _vm->_scene->getHeight(); - _xCellCount = _vm->getDisplayWidth(); - - _pathCell = (int8 *)malloc(_yCellCount * _xCellCount * sizeof(*_pathCell)); - - _pathRect.left = 0; - _pathRect.right = _vm->getDisplayWidth(); - _pathRect.top = _vm->getDisplayInfo().pathStartY; - _pathRect.bottom = _vm->_scene->getHeight(); - - // Get actor resource file context - _actorContext = _vm->_resource->getContext(GAME_RESOURCEFILE); - if (_actorContext == NULL) { - error("Actor::Actor() resource context not found"); - } - - // Load ITE actor strings. (IHNM actor strings are loaded by - // loadGlobalResources() instead.) - - if (_vm->getGameType() == GType_ITE) { - - _vm->_resource->loadResource(_actorContext, _vm->getResourceDescription()->actorsStringsResourceId, stringsPointer, stringsLength); - - _vm->loadStrings(_actorsStrings, stringsPointer, stringsLength); - free(stringsPointer); - } - - if (_vm->getGameType() == GType_ITE) { - _actorsCount = ITE_ACTORCOUNT; - _actors = (ActorData **)malloc(_actorsCount * sizeof(*_actors)); - for (i = 0; i < _actorsCount; i++) { - actor = _actors[i] = new ActorData(); - actor->_id = actorIndexToId(i); - actor->_index = i; - debug(9, "init actor id=%d index=%d", actor->_id, actor->_index); - actor->_nameIndex = ITE_ActorTable[i].nameIndex; - actor->_scriptEntrypointNumber = ITE_ActorTable[i].scriptEntrypointNumber; - actor->_spriteListResourceId = ITE_ActorTable[i].spriteListResourceId; - actor->_frameListResourceId = ITE_ActorTable[i].frameListResourceId; - actor->_speechColor = ITE_ActorTable[i].speechColor; - actor->_sceneNumber = ITE_ActorTable[i].sceneIndex; - actor->_flags = ITE_ActorTable[i].flags; - actor->_currentAction = ITE_ActorTable[i].currentAction; - actor->_facingDirection = ITE_ActorTable[i].facingDirection; - actor->_actionDirection = ITE_ActorTable[i].actionDirection; - - actor->_location.x = ITE_ActorTable[i].x; - actor->_location.y = ITE_ActorTable[i].y; - actor->_location.z = ITE_ActorTable[i].z; - - actor->_disabled = !loadActorResources(actor); - if (actor->_disabled) { - warning("Disabling actor Id=%d index=%d", actor->_id, actor->_index); - } - } - _objsCount = ITE_OBJECTCOUNT; - _objs = (ObjectData **)malloc(_objsCount * sizeof(*_objs)); - for (i = 0; i < _objsCount; i++) { - obj = _objs[i] = new ObjectData(); - obj->_id = objIndexToId(i); - obj->_index = i; - debug(9, "init obj id=%d index=%d", obj->_id, obj->_index); - obj->_nameIndex = ITE_ObjectTable[i].nameIndex; - obj->_scriptEntrypointNumber = ITE_ObjectTable[i].scriptEntrypointNumber; - obj->_spriteListResourceId = ITE_ObjectTable[i].spriteListResourceId; - obj->_sceneNumber = ITE_ObjectTable[i].sceneIndex; - obj->_interactBits = ITE_ObjectTable[i].interactBits; - - obj->_location.x = ITE_ObjectTable[i].x; - obj->_location.y = ITE_ObjectTable[i].y; - obj->_location.z = ITE_ObjectTable[i].z; - } - } else { - // TODO. This is causing problems for SYMBIAN os as it doesn't like a static class here - ActorData dummyActor; - - dummyActor._frames = NULL; - dummyActor._walkStepsPoints = NULL; - - _protagonist = &dummyActor; - } - - _dragonHunt = true; -} - -Actor::~Actor() { - debug(9, "Actor::~Actor()"); - -#ifdef ACTOR_DEBUG - free(_debugPoints); -#endif - free(_pathDirectionList); - free(_pathNodeList); - free(_newPathNodeList); - free(_pathList); - free(_pathCell); - _actorsStrings.freeMem(); - //release resources - freeActorList(); - freeObjList(); -} - -bool Actor::loadActorResources(ActorData *actor) { - byte *resourcePointer; - size_t resourceLength; - int framesCount; - ActorFrameSequence *framesPointer; - bool gotSomething = false; - - if (actor->_frameListResourceId) { - debug(9, "Loading frame resource id %d", actor->_frameListResourceId); - _vm->_resource->loadResource(_actorContext, actor->_frameListResourceId, resourcePointer, resourceLength); - - framesCount = resourceLength / 16; - debug(9, "Frame resource contains %d frames (res length is %d)", framesCount, resourceLength); - - framesPointer = (ActorFrameSequence *)malloc(sizeof(ActorFrameSequence) * framesCount); - if (framesPointer == NULL && framesCount != 0) { - memoryError("Actor::loadActorResources"); - } - - MemoryReadStreamEndian readS(resourcePointer, resourceLength, _actorContext->isBigEndian); - - for (int i = 0; i < framesCount; i++) { - debug(9, "frameType %d", i); - for (int orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) { - // Load all four orientations - framesPointer[i].directions[orient].frameIndex = readS.readUint16(); - if (_vm->getGameType() == GType_ITE) { - framesPointer[i].directions[orient].frameCount = readS.readSint16(); - } else { - framesPointer[i].directions[orient].frameCount = readS.readByte(); - readS.readByte(); - } - if (framesPointer[i].directions[orient].frameCount < 0) - warning("frameCount < 0 (%d)", framesPointer[i].directions[orient].frameCount); - debug(9, "frameIndex %d frameCount %d", framesPointer[i].directions[orient].frameIndex, framesPointer[i].directions[orient].frameCount); - } - } - - free(resourcePointer); - - actor->_frames = framesPointer; - actor->_framesCount = framesCount; - - gotSomething = true; - } else { - warning("Frame List ID = 0 for actor index %d", actor->_index); - - //if (_vm->getGameType() == GType_ITE) - return true; - } - - if (actor->_spriteListResourceId) { - gotSomething = true; - } else { - warning("Sprite List ID = 0 for actor index %d", actor->_index); - } - - return gotSomething; -} - -void Actor::freeActorList() { - int i; - ActorData *actor; - for (i = 0; i < _actorsCount; i++) { - actor = _actors[i]; - delete actor; - } - free(_actors); - _actors = NULL; - _actorsCount = 0; -} - -void Actor::loadActorSpriteList(ActorData *actor) { - int lastFrame = 0; - int resourceId = actor->_spriteListResourceId; - - for (int i = 0; i < actor->_framesCount; i++) { - for (int orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) { - if (actor->_frames[i].directions[orient].frameIndex > lastFrame) { - lastFrame = actor->_frames[i].directions[orient].frameIndex; - } - } - } - - debug(9, "Loading actor sprite resource id %d", resourceId); - - _vm->_sprite->loadList(resourceId, actor->_spriteList); - - if (_vm->getGameType() == GType_ITE) { - if (actor->_flags & kExtended) { - while ((lastFrame >= actor->_spriteList.spriteCount)) { - resourceId++; - debug(9, "Appending to actor sprite list %d", resourceId); - _vm->_sprite->loadList(resourceId, actor->_spriteList); - } - } - } -} - -void Actor::loadActorList(int protagonistIdx, int actorCount, int actorsResourceID, int protagStatesCount, int protagStatesResourceID) { - int i, j; - ActorData *actor; - byte* actorListData; - size_t actorListLength; - byte walk[128]; - byte acv[6]; - int movementSpeed; - int walkStepIndex; - int walkStepCount; - - freeActorList(); - - _vm->_resource->loadResource(_actorContext, actorsResourceID, actorListData, actorListLength); - - _actorsCount = actorCount; - - if (actorListLength != (uint)_actorsCount * ACTOR_INHM_SIZE) { - error("Actor::loadActorList wrong actorlist length"); - } - - MemoryReadStream actorS(actorListData, actorListLength); - - _actors = (ActorData **)malloc(_actorsCount * sizeof(*_actors)); - for (i = 0; i < _actorsCount; i++) { - actor = _actors[i] = new ActorData(); - actor->_id = objectIndexToId(kGameObjectActor, i); //actorIndexToId(i); - actor->_index = i; - debug(4, "init actor id=0x%x index=%d", actor->_id, actor->_index); - actorS.readUint32LE(); //next displayed - actorS.readByte(); //type - actor->_flags = actorS.readByte(); - actor->_nameIndex = actorS.readUint16LE(); - actor->_sceneNumber = actorS.readUint32LE(); - actor->_location.fromStream(actorS); - actor->_screenPosition.x = actorS.readUint16LE(); - actor->_screenPosition.y = actorS.readUint16LE(); - actor->_screenScale = actorS.readUint16LE(); - actor->_screenDepth = actorS.readUint16LE(); - actor->_spriteListResourceId = actorS.readUint32LE(); - actor->_frameListResourceId = actorS.readUint32LE(); - debug(4, "%d: %d, %d [%d]", i, actor->_spriteListResourceId, actor->_frameListResourceId, actor->_nameIndex); - actor->_scriptEntrypointNumber = actorS.readUint32LE(); - actorS.readUint32LE(); // xSprite *dSpr; - actorS.readUint16LE(); //LEFT - actorS.readUint16LE(); //RIGHT - actorS.readUint16LE(); //TOP - actorS.readUint16LE(); //BOTTOM - actor->_speechColor = actorS.readByte(); - actor->_currentAction = actorS.readByte(); - actor->_facingDirection = actorS.readByte(); - actor->_actionDirection = actorS.readByte(); - actor->_actionCycle = actorS.readUint16LE(); - actor->_frameNumber = actorS.readUint16LE(); - actor->_finalTarget.fromStream(actorS); - actor->_partialTarget.fromStream(actorS); - movementSpeed = actorS.readUint16LE(); //movement speed - if (movementSpeed) { - error("Actor::loadActorList movementSpeed != 0"); - } - actorS.read(walk, 128); - for (j = 0; j < 128; j++) { - if (walk[j]) { - error("Actor::loadActorList walk[128] != 0"); - } - } - //actorS.seek(128, SEEK_CUR); - walkStepCount = actorS.readByte();//walkStepCount - if (walkStepCount) { - error("Actor::loadActorList walkStepCount != 0"); - } - walkStepIndex = actorS.readByte();//walkStepIndex - if (walkStepIndex) { - error("Actor::loadActorList walkStepIndex != 0"); - } - //no need to check pointers - actorS.readUint32LE(); //sprites - actorS.readUint32LE(); //frames - actorS.readUint32LE(); //last zone - actor->_targetObject = actorS.readUint16LE(); - actor->_actorFlags = actorS.readUint16LE(); - //no need to check pointers - actorS.readUint32LE(); //next in scene - actorS.read(acv, 6); - for (j = 0; j < 6; j++) { - if (acv[j]) { - error("Actor::loadActorList acv[%d] != 0", j); - } - } -// actorS.seek(6, SEEK_CUR); //action vars - } - free(actorListData); - - _actors[protagonistIdx]->_flags |= kProtagonist | kExtended; - - for (i = 0; i < _actorsCount; i++) { - actor = _actors[i]; - //if (actor->_flags & kProtagonist) { - loadActorResources(actor); - //break; - //} - } - - _centerActor = _protagonist = _actors[protagonistIdx]; - _protagState = 0; - - if (protagStatesResourceID) { - free(_protagStates); - - _protagStates = (ActorFrameSequence *)malloc(sizeof(ActorFrameSequence) * protagStatesCount); - - byte *resourcePointer; - size_t resourceLength; - - _vm->_resource->loadResource(_actorContext, protagStatesResourceID, - resourcePointer, resourceLength); - - - MemoryReadStream statesS(resourcePointer, resourceLength); - - for (i = 0; i < protagStatesCount; i++) { - for (j = 0; j < ACTOR_DIRECTIONS_COUNT; j++) { - _protagStates[i].directions[j].frameIndex = statesS.readUint16LE(); - _protagStates[i].directions[j].frameCount = statesS.readUint16LE(); - } - } - free(resourcePointer); - - _protagonist->_frames = &_protagStates[_protagState]; - } - - _protagStatesCount = protagStatesCount; -} - -void Actor::freeObjList() { - int i; - ObjectData *object; - for (i = 0; i < _objsCount; i++) { - object = _objs[i]; - delete object; - } - free(_objs); - _objs = NULL; - _objsCount = 0; -} - -void Actor::loadObjList(int objectCount, int objectsResourceID) { - int i; - int frameListResourceId; - ObjectData *object; - byte* objectListData; - size_t objectListLength; - freeObjList(); - - _vm->_resource->loadResource(_actorContext, objectsResourceID, objectListData, objectListLength); - - _objsCount = objectCount; - - MemoryReadStream objectS(objectListData, objectListLength); - - _objs = (ObjectData **)malloc(_objsCount * sizeof(*_objs)); - for (i = 0; i < _objsCount; i++) { - object = _objs[i] = new ObjectData(); - object->_id = objectIndexToId(kGameObjectObject, i); - object->_index = i; - debug(9, "init object id=%d index=%d", object->_id, object->_index); - objectS.readUint32LE(); //next displayed - objectS.readByte(); //type - object->_flags = objectS.readByte(); - object->_nameIndex = objectS.readUint16LE(); - object->_sceneNumber = objectS.readUint32LE(); - object->_location.fromStream(objectS); - object->_screenPosition.x = objectS.readUint16LE(); - object->_screenPosition.y = objectS.readUint16LE(); - object->_screenScale = objectS.readUint16LE(); - object->_screenDepth = objectS.readUint16LE(); - object->_spriteListResourceId = objectS.readUint32LE(); - frameListResourceId = objectS.readUint32LE(); // object->_frameListResourceId - if (frameListResourceId) { - error("Actor::loadObjList frameListResourceId != 0"); - } - object->_scriptEntrypointNumber = objectS.readUint32LE(); - objectS.readUint32LE(); // xSprite *dSpr; - objectS.readUint16LE(); //LEFT - objectS.readUint16LE(); //RIGHT - objectS.readUint16LE(); //TOP - objectS.readUint16LE(); //BOTTOM - object->_interactBits = objectS.readUint16LE(); - } - free(objectListData); -} - -void Actor::takeExit(uint16 actorId, const HitZone *hitZone) { - ActorData *actor; - actor = getActor(actorId); - actor->_lastZone = NULL; - - _vm->_scene->changeScene(hitZone->getSceneNumber(), hitZone->getActorsEntrance(), kTransitionNoFade); - if (_vm->_interface->getMode() != kPanelSceneSubstitute) { - _vm->_script->setNoPendingVerb(); - } -} - -void Actor::stepZoneAction(ActorData *actor, const HitZone *hitZone, bool exit, bool stopped) { - Event event; - - if (actor != _protagonist) { - return; - } - if (((hitZone->getFlags() & kHitZoneTerminus) && !stopped) || (!(hitZone->getFlags() & kHitZoneTerminus) && stopped)) { - return; - } - - if (!exit) { - if (hitZone->getFlags() & kHitZoneAutoWalk) { - actor->_currentAction = kActionWalkDir; - actor->_actionDirection = actor->_facingDirection = hitZone->getDirection(); - actor->_walkFrameSequence = getFrameType(kFrameWalk); - return; - } - } else if (!(hitZone->getFlags() & kHitZoneAutoWalk)) { - return; - } - if (hitZone->getFlags() & kHitZoneExit) { - takeExit(actor->_id, hitZone); - } else if (hitZone->getScriptNumber() > 0) { - event.type = kEvTOneshot; - event.code = kScriptEvent; - event.op = kEventExecNonBlocking; - event.time = 0; - event.param = _vm->_scene->getScriptModuleNumber(); // module number - event.param2 = hitZone->getScriptNumber(); // script entry point number - event.param3 = _vm->_script->getVerbType(kVerbEnter); // Action - event.param4 = ID_NOTHING; // Object - event.param5 = ID_NOTHING; // With Object - event.param6 = ID_PROTAG; // Actor - - _vm->_events->queue(&event); - } -} - -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; - - if (!validObjId(objId)) - error("Actor::getObj Wrong objId 0x%X", objId); - - obj = _objs[objIdToIndex(objId)]; - - if (obj->_disabled) - error("Actor::getObj disabled objId 0x%X", objId); - - return obj; -} - -ActorData *Actor::getActor(uint16 actorId) { - ActorData *actor; - - if (!validActorId(actorId)) { - warning("Actor::getActor Wrong actorId 0x%X", actorId); - assert(0); - } - - if (actorId == ID_PROTAG) { - if (_protagonist == NULL) { - error("_protagonist == NULL"); - } - return _protagonist; - } - - actor = _actors[actorIdToIndex(actorId)]; - - if (actor->_disabled) - error("Actor::getActor disabled actorId 0x%X", 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; - - if (_vm->getGameType() == GType_IHNM) - _protagonist->_frames = &_protagStates[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 - } - } - - assert(_protagonist); - - 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 steping of action zone - Rif trying to exit. - // This piece of code shift Rif's entry position to 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) { - switch (frameType) { - case kFrameStand: - return kFrameITEStand; - case kFrameWalk: - return kFrameITEWalk; - case kFrameSpeak: - return kFrameITESpeak; - case kFrameGive: - return kFrameITEGive; - case kFrameGesture: - return kFrameITEGesture; - case kFrameWait: - return kFrameITEWait; - case kFramePickUp: - return kFrameITEPickUp; - case kFrameLook: - return kFrameITELook; - } - } - else { - switch (frameType) { - case kFrameStand: - return kFrameIHNMStand; - case kFrameWalk: - return kFrameIHNMWalk; - case kFrameSpeak: - return kFrameIHNMSpeak; - case kFrameGesture: - return kFrameIHNMGesture; - case kFrameWait: - return kFrameIHNMWait; - case kFrameGive: - case kFramePickUp: - case kFrameLook: - error("Actor::getFrameType() unknown frame type %d", frameType); - return kFrameIHNMStand; - } - } - error("Actor::getFrameType() unknown frame type %d", frameType); -} - -ActorFrameRange *Actor::getActorFrameRange(uint16 actorId, int frameType) { - ActorData *actor; - int fourDirection; - static ActorFrameRange def = {0, 0}; - - actor = getActor(actorId); - if (actor->_disabled) - error("Actor::getActorFrameRange Wrong actorId 0x%X", actorId); - - if ((actor->_facingDirection < kDirUp) || (actor->_facingDirection > kDirUpLeft)) - error("Actor::getActorFrameRange Wrong direction 0x%X actorId 0x%X", actor->_facingDirection, actorId); - - //if (_vm->getGameType() == GType_ITE) { - if (frameType >= actor->_framesCount) { - warning("Actor::getActorFrameRange Wrong frameType 0x%X (%d) actorId 0x%X", frameType, actor->_framesCount, actorId); - return &def; - } - - - fourDirection = actorDirectectionsLUT[actor->_facingDirection]; - return &actor->_frames[frameType].directions[fourDirection]; -/* - } else { - if (0 == actor->_framesCount) { - return &def; - } - - //TEST - if (actor->_id == 0x2000) { - if (actor->_framesCount <= _currentFrameIndex) { - _currentFrameIndex = 0; - } - fr = actor->_frames[_currentFrameIndex].directions; - return fr; - } - //TEST - if (frameType >= actor->_framesCount) { - frameType = actor->_framesCount - 1; - } - if (frameType < 0) { - frameType = 0; - } - - if (frameType == kFrameIHNMWalk ) { - switch (actor->_facingDirection) { - case kDirUpRight: - if (frameType > 0) - fr = &actor->_frames[frameType - 1].directions[ACTOR_DIRECTION_RIGHT]; - else - fr = &def; - if (!fr->frameCount) - fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_RIGHT]; - break; - case kDirDownRight: - if (frameType > 0) - fr = &actor->_frames[frameType - 1].directions[ACTOR_DIRECTION_FORWARD]; - else - fr = &def; - if (!fr->frameCount) - fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_RIGHT]; - break; - case kDirUpLeft: - if (frameType > 0) - fr = &actor->_frames[frameType - 1].directions[ACTOR_DIRECTION_LEFT]; - else - fr = &def; - if (!fr->frameCount) - fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_LEFT]; - break; - case kDirDownLeft: - if (frameType > 0) - fr = &actor->_frames[frameType - 1].directions[ACTOR_DIRECTION_BACK]; - else - fr = &def; - if (!fr->frameCount) - fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_LEFT]; - break; - case kDirRight: - fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_RIGHT]; - break; - case kDirLeft: - fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_LEFT]; - break; - case kDirUp: - fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_BACK]; - break; - case kDirDown: - fr = &actor->_frames[frameType].directions[ACTOR_DIRECTION_FORWARD]; - break; - } - return fr; - } - else { - if (frameType >= actor->_framesCount) { - error("Actor::getActorFrameRange Wrong frameType 0x%X (%d) actorId 0x%X", frameType, actor->_framesCount, actorId); - } - fourDirection = actorDirectectionsLUT[actor->_facingDirection]; - return &actor->_frames[frameType].directions[fourDirection]; - } - }*/ -} - -void Actor::handleSpeech(int msec) { - int stringLength; - int sampleLength; - bool removeFirst; - int i; - ActorData *actor; - int width, height, height2; - Point posPoint; - - if (_activeSpeech.playing) { - _activeSpeech.playingTime -= msec; - stringLength = strlen(_activeSpeech.strings[0]); - - removeFirst = false; - if (_activeSpeech.playingTime <= 0) { - if (_activeSpeech.speechFlags & kSpeakSlow) { - _activeSpeech.slowModeCharIndex++; - if (_activeSpeech.slowModeCharIndex >= stringLength) - removeFirst = true; - } else { - removeFirst = true; - } - _activeSpeech.playing = false; - if (_activeSpeech.actorIds[0] != 0) { - actor = getActor(_activeSpeech.actorIds[0]); - if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) { - actor->_currentAction = kActionWait; - } - } - } - - if (removeFirst) { - for (i = 1; i < _activeSpeech.stringsCount; i++) { - _activeSpeech.strings[i - 1] = _activeSpeech.strings[i]; - } - _activeSpeech.stringsCount--; - } - - if (_vm->_script->_skipSpeeches) { - _activeSpeech.stringsCount = 0; - _vm->_script->wakeUpThreads(kWaitTypeSpeech); - return; - } - - if (_activeSpeech.stringsCount == 0) { - _vm->_script->wakeUpThreadsDelayed(kWaitTypeSpeech, ticksToMSec(kScriptTimeTicksPerSecond / 3)); - } - - return; - } - - if (_vm->_script->_skipSpeeches) { - _activeSpeech.stringsCount = 0; - _vm->_script->wakeUpThreads(kWaitTypeSpeech); - } - - if (_activeSpeech.stringsCount == 0) { - return; - } - - stringLength = strlen(_activeSpeech.strings[0]); - - if (_activeSpeech.speechFlags & kSpeakSlow) { - if (_activeSpeech.slowModeCharIndex >= stringLength) - error("Wrong string index"); - - warning("Slow string encountered!"); - _activeSpeech.playingTime = stringLength * 1000 / 4; - - } else { - sampleLength = _vm->_sndRes->getVoiceLength(_activeSpeech.sampleResourceId); - - if (sampleLength < 0) { - _activeSpeech.playingTime = stringLength * 1000 / 22; - switch (_vm->_readingSpeed) { - case 1: - _activeSpeech.playingTime *= 2; - break; - case 2: - _activeSpeech.playingTime *= 4; - break; - case 3: - _activeSpeech.playingTime = 0x7fffff; - break; - } - } else { - _activeSpeech.playingTime = sampleLength; - } - } - - if (_activeSpeech.sampleResourceId != -1) { - _vm->_sndRes->playVoice(_activeSpeech.sampleResourceId); - _activeSpeech.sampleResourceId++; - } - - if (_activeSpeech.actorIds[0] != 0) { - actor = getActor(_activeSpeech.actorIds[0]); - if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) { - actor->_currentAction = kActionSpeak; - actor->_actionCycle = _vm->_rnd.getRandomNumber(63); - } - } - - if (_activeSpeech.actorsCount == 1) { - if (_speechBoxScript.width() > 0) { - _activeSpeech.drawRect.left = _speechBoxScript.left; - _activeSpeech.drawRect.right = _speechBoxScript.right; - _activeSpeech.drawRect.top = _speechBoxScript.top; - _activeSpeech.drawRect.bottom = _speechBoxScript.bottom; - } else { - width = _activeSpeech.speechBox.width(); - height = _vm->_font->getHeight(kKnownFontScript, _activeSpeech.strings[0], width - 2, _activeSpeech.getFontFlags(0)) + 1; - - if (height > 40 && width < _vm->getDisplayWidth() - 100) { - width = _vm->getDisplayWidth() - 100; - height = _vm->_font->getHeight(kKnownFontScript, _activeSpeech.strings[0], width - 2, _activeSpeech.getFontFlags(0)) + 1; - } - - _activeSpeech.speechBox.setWidth(width); - - if (_activeSpeech.actorIds[0] != 0) { - actor = getActor(_activeSpeech.actorIds[0]); - _activeSpeech.speechBox.setHeight(height); - - if (_activeSpeech.speechBox.right > _vm->getDisplayWidth() - 10) { - _activeSpeech.drawRect.left = _vm->getDisplayWidth() - 10 - width; - } else { - _activeSpeech.drawRect.left = _activeSpeech.speechBox.left; - } - - height2 = actor->_screenPosition.y - 50; - _activeSpeech.speechBox.top = _activeSpeech.drawRect.top = MAX(10, (height2 - height) / 2); - } else { - _activeSpeech.drawRect.left = _activeSpeech.speechBox.left; - _activeSpeech.drawRect.top = _activeSpeech.speechBox.top + (_activeSpeech.speechBox.height() - height) / 2; - } - _activeSpeech.drawRect.setWidth(width); - _activeSpeech.drawRect.setHeight(height); - } - } - - _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; - } - } - - speed = (ACTOR_LMULT * 2 * actor->_screenScale + 63) / 256; - if (speed < 1) { - speed = 1; - } - - 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 { - actor->_location.x += directionLUT[actor->_actionDirection][0] * 2; - actor->_location.y += directionLUT[actor->_actionDirection][1] * 2; - - 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; - if (hitZone) - stepZoneAction(actor, hitZone, false, false); - } - } - } -} - -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; - if (_vm->_scene->getFlags() & kSceneFlagISO) { - _vm->_isoMap->tileCoordsToScreenPoint(commonObjectData->_location, commonObjectData->_screenPosition); - commonObjectData->_screenScale = 256; - } else { - middle = _vm->_scene->getHeight() - commonObjectData->_location.y / ACTOR_LMULT; - - _vm->_scene->getSlopes(beginSlope, endSlope); - - commonObjectData->_screenDepth = (14 * middle) / endSlope + 1; - - if (middle <= beginSlope) { - commonObjectData->_screenScale = 256; - } else if (middle >= endSlope) { - commonObjectData->_screenScale = 1; - } else { - middle -= beginSlope; - endSlope -= beginSlope; - commonObjectData->_screenScale = 256 - (middle * 256) / endSlope; - } - - commonObjectData->_location.toScreenPointXYZ(commonObjectData->_screenPosition); - } - - result = commonObjectData->_screenPosition.x > -64 && - commonObjectData->_screenPosition.x < _vm->getDisplayWidth() + 64 && - commonObjectData->_screenPosition.y > -64 && - commonObjectData->_screenPosition.y < _vm->_scene->getHeight() + 64; - - return result; -} - -uint16 Actor::hitTest(const Point &testPoint, bool skipProtagonist) { - // We can only interact with objects or actors that are inside the - // scene area. While this is usually the entire upper part of the - // screen, it could also be an inset. Note that other kinds of hit - // areas may be outside the inset, and that those are still perfectly - // fine to interact with. For example, the door entrance at the glass - // makers's house in ITE's ferret village. - - if (!_vm->_scene->getSceneClip().contains(testPoint)) - return ID_NOTHING; - - CommonObjectOrderList::iterator drawOrderIterator; - CommonObjectDataPointer drawObject; - int frameNumber; - SpriteList *spriteList; - - createDrawOrderList(); - - for (drawOrderIterator = _drawOrderList.begin(); drawOrderIterator != _drawOrderList.end(); ++drawOrderIterator) { - drawObject = drawOrderIterator.operator*(); - if (skipProtagonist && (drawObject == _protagonist)) { - continue; - } - if (!getSpriteParams(drawObject, frameNumber, spriteList)) { - continue; - } - if (_vm->_sprite->hitTest(*spriteList, frameNumber, drawObject->_screenPosition, drawObject->_screenScale, testPoint)) { - return drawObject->_id; - } - } - return ID_NOTHING; -} - -void Actor::createDrawOrderList() { - int i; - ActorData *actor; - ObjectData *obj; - CommonObjectOrderList::CompareFunction compareFunction; - - if (_vm->_scene->getFlags() & kSceneFlagISO) { - compareFunction = &tileCommonObjectCompare; - } else { - compareFunction = &commonObjectCompare; - } - - _drawOrderList.clear(); - for (i = 0; i < _actorsCount; i++) { - actor = _actors[i]; - - if (!actor->_inScene) - continue; - - if (calcScreenPosition(actor)) { - _drawOrderList.pushBack(actor, compareFunction); - } - } - - for (i = 0; i < _objsCount; i++) { - obj = _objs[i]; - if (obj->_disabled) - continue; - - if (obj->_sceneNumber != _vm->_scene->currentSceneNumber()) - continue; - - if (calcScreenPosition(obj)) { - _drawOrderList.pushBack(obj, compareFunction); - } - } -} - -bool Actor::getSpriteParams(CommonObjectData *commonObjectData, int &frameNumber, SpriteList *&spriteList) { - if (_vm->_scene->currentSceneResourceId() == RID_ITE_OVERMAP_SCENE) { - if (!(commonObjectData->_flags & kProtagonist)){ -// warning("not protagonist"); - return false; - } - frameNumber = 8; - spriteList = &_vm->_sprite->_mainSprites; - } else if (validActorId(commonObjectData->_id)) { - ActorData *actor = (ActorData *)commonObjectData; - spriteList = &(actor->_spriteList); - frameNumber = actor->_frameNumber; - if (spriteList->infoList == NULL) - loadActorSpriteList(actor); - - } else if (validObjId(commonObjectData->_id)) { - spriteList = &_vm->_sprite->_mainSprites; - frameNumber = commonObjectData->_spriteListResourceId; - } - - if ((frameNumber < 0) || (spriteList->spriteCount <= frameNumber)) { - debug(1, "Actor::getSpriteParams frameNumber invalid for %s id 0x%X (%d)", - validObjId(commonObjectData->_id) ? "object" : "actor", - commonObjectData->_id, frameNumber); - return false; - } - return true; -} - -void Actor::drawActors() { - if (_vm->_anim->hasCutaway()) { - drawSpeech(); - return; - } - - if (_vm->_scene->currentSceneNumber() <= 0) { - return; - } - - if (_vm->_scene->_entryList.entryListCount == 0) { - return; - } - - CommonObjectOrderList::iterator drawOrderIterator; - CommonObjectDataPointer drawObject; - int frameNumber; - SpriteList *spriteList; - - Surface *backBuffer; - - backBuffer = _vm->_gfx->getBackBuffer(); - - createDrawOrderList(); - - for (drawOrderIterator = _drawOrderList.begin(); drawOrderIterator != _drawOrderList.end(); ++drawOrderIterator) { - drawObject = drawOrderIterator.operator*(); - - if (!getSpriteParams(drawObject, frameNumber, spriteList)) { - continue; - } - - if (_vm->_scene->getFlags() & kSceneFlagISO) { - _vm->_isoMap->drawSprite(backBuffer, *spriteList, frameNumber, drawObject->_location, drawObject->_screenPosition, drawObject->_screenScale); - } else { - _vm->_sprite->drawOccluded(backBuffer, _vm->_scene->getSceneClip(),*spriteList, frameNumber, drawObject->_screenPosition, drawObject->_screenScale, drawObject->_screenDepth); - } - } - - drawSpeech(); -} - -void Actor::drawSpeech(void) { - if (!isSpeaking() || !_activeSpeech.playing || _vm->_script->_skipSpeeches - || (!_vm->_subtitlesEnabled && (_vm->getFeatures() & GF_CD_FX))) - return; - - int i; - Point textPoint; - ActorData *actor; - int width, height; - char oneChar[2]; - oneChar[1] = 0; - const char *outputString; - Surface *backBuffer; - - backBuffer = _vm->_gfx->getBackBuffer(); - - if (_activeSpeech.speechFlags & kSpeakSlow) { - outputString = oneChar; - oneChar[0] = _activeSpeech.strings[0][_activeSpeech.slowModeCharIndex]; - } else { - outputString = _activeSpeech.strings[0]; - } - - if (_activeSpeech.actorsCount > 1) { - height = _vm->_font->getHeight(kKnownFontScript); - width = _vm->_font->getStringWidth(kKnownFontScript, _activeSpeech.strings[0], 0, kFontNormal); - - for (i = 0; i < _activeSpeech.actorsCount; i++) { - actor = getActor(_activeSpeech.actorIds[i]); - calcScreenPosition(actor); - - textPoint.x = clamp(10, actor->_screenPosition.x - width / 2, _vm->getDisplayWidth() - 10 - width); - textPoint.y = clamp(10, actor->_screenPosition.y - 58, _vm->_scene->getHeight() - 10 - height); - - _vm->_font->textDraw(kKnownFontScript, backBuffer, _activeSpeech.strings[0], textPoint, - _activeSpeech.speechColor[i], _activeSpeech.outlineColor[i], _activeSpeech.getFontFlags(i)); - } - } else { - _vm->_font->textDrawRect(kKnownFontScript, backBuffer, _activeSpeech.strings[0], _activeSpeech.drawRect, _activeSpeech.speechColor[0], - _activeSpeech.outlineColor[0], _activeSpeech.getFontFlags(0)); - } -} - -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); //fixme - - 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 (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)) { - for (i = 1; i < 8; 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; - } - 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; - int16 dist; - - actor = getActor(actorId); - calcScreenPosition(actor); - for (i = 0; i < stringsCount; i++) { - _activeSpeech.strings[i] = strings[i]; - } - - _activeSpeech.stringsCount = stringsCount; - _activeSpeech.speechFlags = speechFlags; - _activeSpeech.actorsCount = 1; - _activeSpeech.actorIds[0] = actorId; - _activeSpeech.speechColor[0] = actor->_speechColor; - _activeSpeech.outlineColor[0] = (_vm->getGameType() == GType_ITE ? kITEColorBlack : kIHNMColorBlack); - _activeSpeech.sampleResourceId = sampleResourceId; - _activeSpeech.playing = false; - _activeSpeech.slowModeCharIndex = 0; - - dist = MIN(actor->_screenPosition.x - 10, _vm->getDisplayWidth() - 10 - actor->_screenPosition.x); - dist = clamp(60, dist, 150); - - _activeSpeech.speechBox.left = actor->_screenPosition.x - dist; - _activeSpeech.speechBox.right = actor->_screenPosition.x + dist; - - if (_activeSpeech.speechBox.left < 10) { - _activeSpeech.speechBox.right += 10 - _activeSpeech.speechBox.left; - _activeSpeech.speechBox.left = 10; - } - if (_activeSpeech.speechBox.right > _vm->getDisplayWidth() - 10) { - _activeSpeech.speechBox.left -= _activeSpeech.speechBox.right - _vm->getDisplayWidth() - 10; - _activeSpeech.speechBox.right = _vm->getDisplayWidth() - 10; - } -} - -void Actor::nonActorSpeech(const Common::Rect &box, const char **strings, int stringsCount, int sampleResourceId, int speechFlags) { - int i; - - _vm->_script->wakeUpThreads(kWaitTypeSpeech); - - for (i = 0; i < stringsCount; i++) { - _activeSpeech.strings[i] = strings[i]; - } - _activeSpeech.stringsCount = stringsCount; - _activeSpeech.speechFlags = speechFlags; - _activeSpeech.actorsCount = 1; - _activeSpeech.actorIds[0] = 0; - if (!(_vm->getFeatures() & GF_CD_FX)) - _activeSpeech.sampleResourceId = -1; - else - _activeSpeech.sampleResourceId = sampleResourceId; - _activeSpeech.playing = false; - _activeSpeech.slowModeCharIndex = 0; - _activeSpeech.speechBox = box; -} - -void Actor::simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags, int sampleResourceId) { - int i; - - for (i = 0; i < actorIdsCount; i++) { - ActorData *actor; - - actor = getActor(actorIds[i]); - _activeSpeech.actorIds[i] = actorIds[i]; - _activeSpeech.speechColor[i] = actor->_speechColor; - _activeSpeech.outlineColor[i] = 0; // disable outline - } - _activeSpeech.actorsCount = actorIdsCount; - _activeSpeech.strings[0] = string; - _activeSpeech.stringsCount = 1; - _activeSpeech.speechFlags = speechFlags; - _activeSpeech.sampleResourceId = sampleResourceId; - _activeSpeech.playing = false; - _activeSpeech.slowModeCharIndex = 0; - - // caller should call thread->wait(kWaitTypeSpeech) by itself -} - -void Actor::abortAllSpeeches() { - abortSpeech(); - - if (_vm->_script->_abortEnabled) - _vm->_script->_skipSpeeches = true; - - for (int i = 0; i < 10; i++) - _vm->_script->executeThreads(0); -} - -void Actor::abortSpeech() { - _vm->_sound->stopVoice(); - _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; - bool interchange = false; - Point fDelta; - int errterm; - int s1; - int s2; - int i; - - point = point1; - delta.x = ABS(point1.x - point2.x); - delta.y = ABS(point1.y - point2.y); - s1 = integerCompare(point2.x, point1.x); - s2 = integerCompare(point2.y, point1.y); - - if (delta.y > delta.x) { - SWAP(delta.y, delta.x); - interchange = true; - } - - fDelta.x = delta.x * 2; - fDelta.y = delta.y * 2; - - errterm = fDelta.y - delta.x; - - for (i = 0; i < delta.x; i++) { - while (errterm >= 0) { - if (interchange) { - point.x += s1; - } else { - point.y += s2; - } - errterm -= fDelta.x; - } - - if (interchange) - point.y += s2; - else - point.x += s1; - - errterm += fDelta.y; - - if (!validPathCellPoint(point)) { - return false; - } - if (getPathCell(point) == kPathCellBarrier) { - return false; - } - } - 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; - - _pathDirectionListCount = 0; - pointCounter = 0; - bestRating = quickDistance(fromPoint, toPoint); - bestPath = fromPoint; - - for (startDirection = 0; startDirection < 4; startDirection++) { - newPathDirection = addPathDirectionListData(); - newPathDirection->x = fromPoint.x; - newPathDirection->y = fromPoint.y; - 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.x = samplePathDirection->x + pathDirection->x; - nextPoint.y = samplePathDirection->y + pathDirection->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->x = nextPoint.x; - newPathDirection->y = nextPoint.y; - newPathDirection->direction = samplePathDirection->direction; - ++pointCounter; - if (nextPoint == toPoint) { - bestPoint = toPoint; - return pointCounter; - } - currentRating = quickDistance(nextPoint, toPoint); - 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 = 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)) { - addPathNodeListPoint(point1); - direction--; - i++; - point++; - } - } - addPathNodeListPoint(*_pathList); -} - -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 < _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; - - out->writeSint16LE(getProtagState()); - - for (i = 0; i < _actorsCount; i++) { - ActorData *a = _actors[i]; - a->saveState(out); - } - - for (i = 0; i < _objsCount; i++) { - ObjectData *o = _objs[i]; - o->saveState(out); - } -} - -void Actor::loadState(Common::InSaveFile *in) { - int32 i; - - setProtagState(in->readSint16LE()); - - for (i = 0; i < _actorsCount; i++) { - ActorData *a = _actors[i]; - a->loadState(_vm->getCurrentLoadVersion(), in); - - // Fix bug #1258633 "ITE: Second Rif appears in wall of dog castle prison" - // For some reason in some cases actor position is all wrong, so Rif - // crawls to his original poition - if (i == 122 && _vm->getGameType() == GType_ITE) { - a->_location.x = 130; - a->_location.y = 55; - } - } - - for (i = 0; i < _objsCount; i++) { - ObjectData *o = _objs[i]; - o->loadState(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 |
