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diff --git a/saga/actor.cpp b/saga/actor.cpp
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+++ b/saga/actor.cpp
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+/* ScummVM - Scumm Interpreter
+ * Copyright (C) 2004 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * $Header$
+ *
+ */
+/*
+ Description:
+
+ Actor management module
+
+ Notes:
+
+ Hardcoded actor table present in r_actordata.c
+*/
+
+#include "reinherit.h"
+
+#include "yslib.h"
+
+/*
+ * Uses the following modules:
+\*--------------------------------------------------------------------------*/
+#include "game_mod.h"
+#include "cvar_mod.h"
+#include "console_mod.h"
+#include "rscfile_mod.h"
+#include "script_mod.h"
+#include "sndres_mod.h"
+#include "sprite_mod.h"
+#include "font_mod.h"
+#include "text_mod.h"
+
+/*
+ * Begin module component
+\*--------------------------------------------------------------------------*/
+#include "actor_mod.h"
+#include "actor.h"
+#include "actordata.h"
+
+namespace Saga {
+
+static R_ACTOR_MODULE ActorModule;
+
+R_ACTIONTIMES ActionTDeltas[] = {
+
+ {ACTION_IDLE, 80},
+ {ACTION_WALK, 80},
+ {ACTION_SPEAK, 200}
+};
+
+int ACTOR_Register(void)
+{
+
+ CVAR_RegisterFunc(CF_actor_add, "actor_add",
+ "<Actor id> <lx> <ly>", R_CVAR_NONE, 3, 3);
+
+ CVAR_RegisterFunc(CF_actor_del, "actor_del",
+ "<Actor id>", R_CVAR_NONE, 1, 1);
+
+ CVAR_RegisterFunc(CF_actor_move, "actor_move",
+ "<Actor id> <lx> <ly>", R_CVAR_NONE, 3, 3);
+
+ CVAR_RegisterFunc(CF_actor_moverel, "actor_moverel",
+ "<Actor id> <lx> <ly>", R_CVAR_NONE, 3, 3);
+
+ CVAR_RegisterFunc(CF_actor_seto, "actor_seto",
+ "<Actor id> <Orientation>", R_CVAR_NONE, 2, 2);
+
+ CVAR_RegisterFunc(CF_actor_setact, "actor_setact",
+ "<Actor id> <Action #>", R_CVAR_NONE, 2, 2);
+
+ return R_SUCCESS;
+}
+
+int ACTOR_Init(void)
+{
+ int result;
+ int i;
+
+ if (ActorModule.init) {
+
+ ActorModule.err_str = "Actor module already initialized.";
+
+ return R_FAILURE;
+ }
+
+ /* Get actor resource file context
+ * \*------------------------------------------------------------- */
+ result = GAME_GetFileContext(&ActorModule.actor_ctxt,
+ R_GAME_RESOURCEFILE, 0);
+ if (result != R_SUCCESS) {
+
+ ActorModule.err_str =
+ "Couldn't load actor module resource context.";
+
+ return R_FAILURE;
+ }
+
+ /* Create actor lookup table
+ * \*------------------------------------------------------------- */
+ ActorModule.tbl = (YS_DL_NODE **)malloc(R_ACTORCOUNT * sizeof *ActorModule.tbl);
+ if (ActorModule.tbl == NULL) {
+
+ ActorModule.err_str = R_MEMFAIL_MSG;
+
+ return R_MEM;
+ }
+
+ for (i = 0; i < R_ACTORCOUNT; i++) {
+ ActorModule.tbl[i] = NULL;
+ }
+
+ /* Create actor alias table
+ * \*------------------------------------------------------------- */
+ ActorModule.alias_tbl = (int *)malloc(R_ACTORCOUNT *
+ sizeof *ActorModule.alias_tbl);
+ if (ActorModule.alias_tbl == NULL) {
+ free(ActorModule.tbl);
+
+ ActorModule.err_str = R_MEMFAIL_MSG;
+
+ return R_MEM;
+ }
+
+ /* Initialize alias table so each index contains itself */
+ for (i = 0; i < R_ACTORCOUNT; i++) {
+
+ ActorModule.alias_tbl[i] = i;
+ }
+
+ /* Create actor list
+ * \*------------------------------------------------------------- */
+ ActorModule.list = ys_dll_create();
+
+ ActorModule.init = 1;
+
+ return R_SUCCESS;
+}
+
+int ACTOR_Shutdown(void)
+{
+
+ if (!ActorModule.init) {
+ return R_FAILURE;
+ }
+
+ if (ActorModule.tbl) {
+ free(ActorModule.tbl);
+ }
+
+ return R_SUCCESS;
+
+}
+
+int ACTOR_Direct(int msec)
+{
+
+ YS_DL_NODE *walk_p;
+ R_ACTOR *actor;
+
+ YS_DL_NODE *a_inode;
+ R_ACTORINTENT *a_intent;
+
+ int o_idx;
+ int action_tdelta;
+
+ /* Walk down the actor list and direct each actor
+ * \*------------------------------------------------------------- */
+ for (walk_p = ys_dll_head(ActorModule.list);
+ walk_p != NULL; walk_p = ys_dll_next(walk_p)) {
+
+ actor = (R_ACTOR *)ys_dll_get_data(walk_p);
+
+ /* Process the actor intent list
+ * \*--------------------------------------------------------- */
+ a_inode = ys_dll_head(actor->a_intentlist);
+
+ if (a_inode != NULL) {
+
+ a_intent = (R_ACTORINTENT *)ys_dll_get_data(a_inode);
+
+ switch (a_intent->a_itype) {
+
+ case INTENT_NONE:
+ /* Actor doesn't really feel like doing anything at all */
+ break;
+
+ case INTENT_PATH:
+ /* Actor intends to go somewhere. Well good for him */
+ {
+ R_WALKINTENT *a_walkint;
+
+ a_walkint = (R_WALKINTENT *)a_intent->a_data;
+
+ HandleWalkIntent(actor,
+ a_walkint,
+ &a_intent->a_idone, msec);
+ }
+ break;
+
+ case INTENT_SPEAK:
+ /* Actor wants to blab */
+ {
+ R_SPEAKINTENT *a_speakint;
+
+ a_speakint = (R_SPEAKINTENT *)a_intent->a_data;
+
+ HandleSpeakIntent(actor,
+ a_speakint,
+ &a_intent->a_idone, msec);
+ }
+ break;
+
+ default:
+ break;
+ } /* end switch() */
+
+ /* If this actor intent was flagged as completed, remove it. */
+ if (a_intent->a_idone) {
+
+ free(a_intent->a_data);
+ ys_dll_delete(a_inode);
+
+ actor->action = actor->def_action;
+ actor->action_flags = actor->def_action_flags;
+ actor->action_frame = 0;
+ actor->action_time = 0;
+ }
+
+ } else {
+ /* Actor has no intent, idle? */
+ }
+
+ /* Process actor actions
+ * \*--------------------------------------------------------- */
+ actor->action_time += msec;
+
+ if (actor->action >= ACTION_COUNT) {
+ action_tdelta = ACTOR_ACTIONTIME;
+ } else {
+ action_tdelta = ActionTDeltas[actor->action].time;
+ }
+
+ if (actor->action_time >= action_tdelta) {
+
+ actor->action_time -= action_tdelta;
+ actor->action_frame++;
+
+ o_idx = ActorOrientationLUT[actor->orient];
+
+ if (actor->act_tbl[actor->action].dir[o_idx].
+ frame_count <= actor->action_frame) {
+
+ if (actor->action_flags & ACTION_LOOP) {
+
+ actor->action_frame = 0;
+ } else {
+ actor->action_frame--;
+ }
+ }
+ }
+
+ } /* end for () */
+
+ return R_SUCCESS;
+}
+
+int ACTOR_DrawList(void)
+{
+
+ YS_DL_NODE *walk_p;
+ R_ACTOR *actor;
+
+ YS_DL_NODE *a_inode;
+ R_ACTORINTENT *a_intent;
+ R_SPEAKINTENT *a_speakint;
+
+ YS_DL_NODE *a_dnode;
+ R_ACTORDIALOGUE *a_dialogue;
+
+ int o_idx; /* Orientation index */
+ int sprite_num;
+
+ int diag_x, diag_y; /* dialog coordinates */
+
+ R_SURFACE *back_buf;
+
+ back_buf = SYSGFX_GetBackBuffer();
+
+ for (walk_p = ys_dll_head(ActorModule.list);
+ walk_p != NULL; walk_p = ys_dll_next(walk_p)) {
+
+ actor = (R_ACTOR *)ys_dll_get_data(walk_p);
+
+ o_idx = ActorOrientationLUT[actor->orient];
+
+ sprite_num =
+ actor->act_tbl[actor->action].dir[o_idx].frame_index;
+ sprite_num += actor->action_frame;
+
+ SPRITE_DrawOccluded(back_buf,
+ actor->sl_p, sprite_num, actor->s_pt.x, actor->s_pt.y);
+
+ /* If actor's current intent is to speak, oblige him by
+ * displaying his dialogue
+ \*---------------------------------------------------------*/
+ a_inode = ys_dll_head(actor->a_intentlist);
+
+ if (a_inode != NULL) {
+
+ a_intent = (R_ACTORINTENT *)ys_dll_get_data(a_inode);
+
+ if (a_intent->a_itype == INTENT_SPEAK) {
+
+ a_speakint = (R_SPEAKINTENT *)a_intent->a_data;
+
+ a_dnode = ys_dll_head(a_speakint->si_diaglist);
+
+ if (a_dnode != NULL) {
+
+ a_dialogue = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode);
+
+ diag_x = actor->s_pt.x;
+ diag_y = actor->s_pt.y;
+
+ diag_y -= ACTOR_DIALOGUE_HEIGHT;
+
+ TEXT_Draw(MEDIUM_FONT_ID,
+ back_buf,
+ a_dialogue->d_string,
+ diag_x, diag_y,
+ actor->a_dcolor, 0,
+ FONT_OUTLINE | FONT_CENTERED);
+ }
+ }
+ }
+ }
+
+ return R_SUCCESS;
+}
+
+int ACTOR_SkipDialogue(void)
+/*--------------------------------------------------------------------------*\
+ * Called if the user wishes to skip a line of dialogue (spacebar in the
+ * original game). Will find all actors currently talking and remove one
+ * dialogue entry if there is a current speak intent present.
+\*--------------------------------------------------------------------------*/
+{
+
+ YS_DL_NODE *walk_p;
+ R_ACTOR *actor;
+
+ YS_DL_NODE *a_inode;
+ R_ACTORINTENT *a_intent;
+ R_SPEAKINTENT *a_speakint;
+
+ YS_DL_NODE *a_dnode;
+ R_ACTORDIALOGUE *a_dialogue;
+
+ if (!ActorModule.init) {
+ return R_FAILURE;
+ }
+
+ for (walk_p = ys_dll_head(ActorModule.list);
+ walk_p != NULL; walk_p = ys_dll_next(walk_p)) {
+
+ actor = (R_ACTOR *)ys_dll_get_data(walk_p);
+
+ /* Check the actor's current intent for a speak intent
+ * \*--------------------------------------------------------- */
+ a_inode = ys_dll_head(actor->a_intentlist);
+
+ if (a_inode != NULL) {
+
+ a_intent = (R_ACTORINTENT *)ys_dll_get_data(a_inode);
+
+ if (a_intent->a_itype == INTENT_SPEAK) {
+
+ /* Okay, found a speak intent. Remove one dialogue entry
+ * from it, releasing any semaphore */
+
+ a_speakint = (R_SPEAKINTENT *)a_intent->a_data;
+
+ a_dnode = ys_dll_head(a_speakint->si_diaglist);
+
+ if (a_dnode != NULL) {
+
+ a_dialogue = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode);
+
+ if (a_dialogue->d_sem != NULL) {
+
+ STHREAD_ReleaseSem(a_dialogue->
+ d_sem);
+ }
+
+ ys_dll_delete(a_dnode);
+
+ /* And stop any currently playing voices */
+ SYSSOUND_StopVoice();
+ }
+ }
+ }
+ }
+
+ return R_SUCCESS;
+}
+
+int ACTOR_Create(int actor_id, int x, int y)
+{
+ R_ACTOR actor = { 0 };
+
+ if (actor_id == 1) {
+ actor_id = 0;
+ } else {
+ actor_id = actor_id & ~0x2000;
+ }
+
+ actor.id = actor_id;
+ actor.a_pt.x = x;
+ actor.a_pt.y = y;
+
+ if (AddActor(&actor) != R_SUCCESS) {
+
+ return R_FAILURE;
+ }
+
+ return R_SUCCESS;
+}
+
+int AddActor(R_ACTOR * actor)
+{
+
+ YS_DL_NODE *new_node;
+
+ int last_frame;
+ int i;
+
+ if (!ActorModule.init) {
+ return R_FAILURE;
+ }
+
+ if ((actor->id < 0) || (actor->id >= R_ACTORCOUNT)) {
+ return R_FAILURE;
+ }
+
+ if (ActorModule.tbl[actor->id] != NULL) {
+ return R_FAILURE;
+ }
+
+ ACTOR_AtoS(&actor->s_pt, &actor->a_pt);
+
+ i = actor->id;
+
+ actor->sl_rn = ActorTable[i].spritelist_rn;
+ actor->si_rn = ActorTable[i].spriteindex_rn;
+
+ LoadActorSpriteIndex(actor, actor->si_rn, &last_frame);
+
+ if (SPRITE_LoadList(actor->sl_rn, &actor->sl_p) != R_SUCCESS) {
+
+ return R_FAILURE;
+ }
+
+ if (last_frame >= SPRITE_GetListLen(actor->sl_p)) {
+
+ R_printf(R_STDOUT,
+ "Appending to sprite list %d.\n", actor->sl_rn);
+
+ if (SPRITE_AppendList(actor->sl_rn + 1,
+ actor->sl_p) != R_SUCCESS) {
+ return R_FAILURE;
+ }
+ }
+
+ actor->a_dcolor = ActorTable[i].color;
+
+ actor->orient = ACTOR_DEFAULT_ORIENT;
+
+ actor->a_intentlist = ys_dll_create();
+
+ actor->def_action = 0;
+ actor->def_action_flags = 0;
+
+ actor->action = 0;
+ actor->action_flags = 0;
+ actor->action_time = 0;
+ actor->action_frame = 0;
+
+ new_node = ys_dll_insert(ActorModule.list,
+ actor, sizeof *actor, Z_Compare);
+
+ if (new_node == NULL) {
+ return R_FAILURE;
+ }
+
+ actor = (R_ACTOR *)ys_dll_get_data(new_node);
+ actor->node = new_node;
+
+ ActorModule.tbl[i] = new_node;
+
+ ActorModule.count++;
+
+ return R_SUCCESS;
+}
+
+int ACTOR_GetActorIndex(uint actor_id)
+{
+ uint actor_idx;
+
+ if (actor_id == 1) {
+ actor_idx = 0;
+ } else {
+ actor_idx = actor_id & ~0x2000;
+ }
+
+ if (ActorModule.tbl[actor_idx] == NULL) {
+ return -1;
+ }
+
+ return actor_idx;
+}
+
+int ACTOR_ActorExists(uint actor_id)
+{
+ uint actor_idx;
+
+ if (actor_id == 1) {
+ actor_idx = 0;
+ } else {
+ actor_idx = actor_id & ~0x2000;
+ }
+
+ if (ActorModule.tbl[actor_idx] == NULL) {
+ return 0;
+ }
+
+ return 1;
+}
+
+int ACTOR_Speak(int index, char *d_string, uint d_voice_rn, R_SEMAPHORE * sem)
+{
+
+ YS_DL_NODE *node;
+ R_ACTOR *actor;
+
+ YS_DL_NODE *a_inode;
+ R_ACTORINTENT *a_intent_p = NULL;
+ R_SPEAKINTENT *a_speakint;
+
+ R_ACTORINTENT a_intent;
+
+ int use_existing_ai = 0;
+
+ R_ACTORDIALOGUE a_dialogue = { 0 };
+
+ a_dialogue.d_string = d_string;
+ a_dialogue.d_voice_rn = d_voice_rn;
+ a_dialogue.d_time = ACTOR_GetSpeechTime(d_string, d_voice_rn);
+ a_dialogue.d_sem_held = 1;
+ a_dialogue.d_sem = sem;
+
+ node = ActorModule.tbl[index];
+ if (node == NULL) {
+ return R_FAILURE;
+ }
+
+ actor = (R_ACTOR *)ys_dll_get_data(node);
+
+ /* If actor's last registered intent is to speak, we can queue the
+ * requested dialogue on that intent context; so examine the last
+ * intent */
+
+ a_inode = ys_dll_tail(actor->a_intentlist);
+
+ if (a_inode != NULL) {
+
+ a_intent_p = (R_ACTORINTENT *)ys_dll_get_data(a_inode);
+
+ if (a_intent_p->a_itype == INTENT_SPEAK) {
+
+ use_existing_ai = 1;
+ }
+ }
+
+ if (use_existing_ai) {
+
+ /* Store the current dialogue off the existing actor intent */
+ a_speakint = (R_SPEAKINTENT *)a_intent_p->a_data;
+
+ ys_dll_add_tail(a_speakint->si_diaglist,
+ &a_dialogue, sizeof a_dialogue);
+
+ } else {
+
+ /* Create a new actor intent */
+
+ a_intent.a_itype = INTENT_SPEAK;
+ a_intent.a_idone = 0;
+ a_intent.a_iflags = 0;
+
+ a_speakint = (R_SPEAKINTENT *)malloc(sizeof *a_speakint);
+ if (a_speakint == NULL) {
+
+ return R_FAILURE;
+ }
+
+ a_speakint->si_init = 0;
+ a_speakint->si_diaglist = ys_dll_create();
+ a_speakint->si_last_action = actor->action;
+
+ a_intent.a_data = a_speakint;
+
+ ys_dll_add_tail(a_speakint->si_diaglist,
+ &a_dialogue, sizeof a_dialogue);
+
+ ys_dll_add_tail(actor->a_intentlist,
+ &a_intent, sizeof a_intent);
+ }
+
+ if (sem != NULL) {
+ STHREAD_HoldSem(sem);
+ }
+
+ return R_SUCCESS;
+}
+
+int
+HandleSpeakIntent(R_ACTOR * actor,
+ R_SPEAKINTENT * a_speakint, int *complete_p, int msec)
+{
+
+ YS_DL_NODE *a_dnode;
+ YS_DL_NODE *a_dnext;
+
+ R_ACTORDIALOGUE *a_dialogue;
+ R_ACTORDIALOGUE *a_dialogue2;
+
+ long carry_time;
+ int intent_complete = 0;
+
+ if (!a_speakint->si_init) {
+
+ /* Initialize speak intent by setting up action */
+
+ actor->action = ACTION_SPEAK;
+ actor->action_frame = 0;
+ actor->action_time = 0;
+ actor->action_flags = ACTION_LOOP;
+
+ a_speakint->si_init = 1;
+ }
+
+ /* Process actor dialogue list
+ * \*--------------------------------------------------------- */
+ a_dnode = ys_dll_head(a_speakint->si_diaglist);
+
+ if (a_dnode != NULL) {
+
+ a_dialogue = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode);
+
+ if (!a_dialogue->d_playing) {
+ /* Dialogue voice hasn't played yet - play it now */
+
+ SND_PlayVoice(a_dialogue->d_voice_rn);
+ a_dialogue->d_playing = 1;
+ }
+
+ a_dialogue->d_time -= msec;
+
+ if (a_dialogue->d_time <= 0) {
+
+ /* Dialogue time has expired; carry negative time to next
+ * dialogue entry if present, release any semaphores and
+ * delete the expired entry */
+
+ /*actor->action = ACTION_IDLE; */
+
+ if (a_dialogue->d_sem != NULL) {
+ STHREAD_ReleaseSem(a_dialogue->d_sem);
+ }
+
+ carry_time = a_dialogue->d_time;
+
+ a_dnext = ys_dll_next(a_dnode);
+ if (a_dnext != NULL) {
+
+ a_dialogue2 = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode);
+ a_dialogue2->d_time -= carry_time;
+ }
+
+ ys_dll_delete(a_dnode);
+
+ /* Check if there are any dialogue nodes left. If not,
+ * flag this speech intent as complete */
+
+ a_dnode = ys_dll_head(a_speakint->si_diaglist);
+ if (a_dnode == NULL) {
+ intent_complete = 1;
+ }
+
+ }
+ } else {
+ intent_complete = 1;
+ }
+
+ if (intent_complete) {
+
+ *complete_p = 1;
+ }
+
+ return R_SUCCESS;
+}
+
+int ACTOR_GetSpeechTime(const char *d_string, uint d_voice_rn)
+{
+ int voice_len;
+
+ voice_len = SND_GetVoiceLength(d_voice_rn);
+
+ if (voice_len < 0) {
+ voice_len = strlen(d_string) * ACTOR_DIALOGUE_LETTERTIME;
+ }
+
+ return voice_len;
+}
+
+int ACTOR_SetOrientation(int index, int orient)
+{
+
+ R_ACTOR *actor;
+
+ if (!ActorModule.init) {
+ return R_FAILURE;
+ }
+
+ if ((orient < 0) || (orient > 7)) {
+ return R_FAILURE;
+ }
+
+ actor = LookupActor(index);
+ if (actor == NULL) {
+
+ return R_FAILURE;
+ }
+
+ actor->orient = orient;
+
+ return R_SUCCESS;
+}
+
+int ACTOR_SetAction(int index, int action_n, uint action_flags)
+{
+ R_ACTOR *actor;
+
+ if (!ActorModule.init) {
+
+ return R_FAILURE;
+ }
+
+ actor = LookupActor(index);
+ if (actor == NULL) {
+
+ return R_FAILURE;
+ }
+
+ if ((action_n < 0) || (action_n >= actor->action_ct)) {
+
+ return R_FAILURE;
+ }
+
+ actor->action = action_n;
+ actor->action_flags = action_flags;
+ actor->action_frame = 0;
+ actor->action_time = 0;
+
+ return R_SUCCESS;
+}
+
+int ACTOR_SetDefaultAction(int index, int action_n, uint action_flags)
+{
+ R_ACTOR *actor;
+
+ if (!ActorModule.init) {
+
+ return R_FAILURE;
+ }
+
+ actor = LookupActor(index);
+ if (actor == NULL) {
+
+ return R_FAILURE;
+ }
+
+ if ((action_n < 0) || (action_n >= actor->action_ct)) {
+
+ return R_FAILURE;
+ }
+
+ actor->def_action = action_n;
+ actor->def_action_flags = action_flags;
+
+ return R_SUCCESS;
+}
+
+R_ACTOR *LookupActor(int index)
+{
+ YS_DL_NODE *node;
+ R_ACTOR *actor;
+
+ if (!ActorModule.init) {
+ return NULL;
+ }
+
+ if ((index < 0) || (index >= R_ACTORCOUNT)) {
+ return NULL;
+ }
+
+ if (ActorModule.tbl[index] == NULL) {
+ return NULL;
+ }
+
+ node = ActorModule.tbl[index];
+ actor = (R_ACTOR *)ys_dll_get_data(node);
+
+ return actor;
+}
+
+int LoadActorSpriteIndex(R_ACTOR * actor, int si_rn, int *last_frame_p)
+{
+
+ uchar *res_p;
+ size_t res_len;
+
+ const uchar *read_p;
+
+ int s_action_ct;
+ R_ACTORACTION *action_p;
+ int last_frame;
+
+ int i, orient;
+ int result;
+
+ result = RSC_LoadResource(ActorModule.actor_ctxt,
+ si_rn, &res_p, &res_len);
+ if (result != R_SUCCESS) {
+
+ R_printf(R_STDERR,
+ "Couldn't load sprite action index resource.\n");
+
+ return R_FAILURE;
+ }
+
+ read_p = res_p;
+
+ s_action_ct = res_len / 16;
+
+ R_printf(R_STDOUT,
+ "Sprite resource contains %d sprite actions.\n", s_action_ct);
+
+ action_p = (R_ACTORACTION *)malloc(sizeof(R_ACTORACTION) * s_action_ct);
+
+ if (action_p == NULL) {
+
+ R_printf(R_STDERR,
+ "Couldn't allocate memory for sprite actions.\n");
+
+ RSC_FreeResource(res_p);
+
+ return R_MEM;
+ }
+
+ last_frame = 0;
+
+ for (i = 0; i < s_action_ct; i++) {
+
+ for (orient = 0; orient < 4; orient++) {
+
+ /* Load all four orientations */
+ action_p[i].dir[orient].frame_index =
+ ys_read_u16_le(read_p, &read_p);
+
+ action_p[i].dir[orient].frame_count =
+ ys_read_u16_le(read_p, &read_p);
+
+ if (action_p[i].dir[orient].frame_index > last_frame) {
+ last_frame =
+ action_p[i].dir[orient].frame_index;
+ }
+ }
+ }
+
+ actor->act_tbl = action_p;
+ actor->action_ct = s_action_ct;
+
+ RSC_FreeResource(res_p);
+
+ if (last_frame_p != NULL) {
+ *last_frame_p = last_frame;
+ }
+
+ return R_SUCCESS;
+}
+
+int DeleteActor(int index)
+{
+
+ YS_DL_NODE *node;
+ R_ACTOR *actor;
+
+ if (!ActorModule.init) {
+ return R_FAILURE;
+ }
+
+ if ((index < 0) || (index >= R_ACTORCOUNT)) {
+ return R_FAILURE;
+ }
+
+ if (ActorModule.tbl[index] == NULL) {
+ return R_FAILURE;
+ }
+
+ node = ActorModule.tbl[index];
+ actor = (R_ACTOR *)ys_dll_get_data(node);
+
+ SPRITE_Free(actor->sl_p);
+
+ ys_dll_delete(node);
+
+ ActorModule.tbl[index] = NULL;
+
+ return R_SUCCESS;
+}
+
+int ACTOR_WalkTo(int id, R_POINT * walk_pt, uint flags, R_SEMAPHORE * sem)
+/*--------------------------------------------------------------------------*\
+\*--------------------------------------------------------------------------*/
+{
+ R_ACTORINTENT actor_intent = { 0 };
+
+ R_WALKINTENT *walk_intent;
+ R_WALKINTENT zero_intent = { 0 };
+
+ YS_DL_NODE *node;
+ R_ACTOR *actor;
+
+ assert(ActorModule.init);
+ assert(walk_pt != NULL);
+
+ if ((id < 0) || (id >= R_ACTORCOUNT)) {
+ return R_FAILURE;
+ }
+
+ if (ActorModule.tbl[id] == NULL) {
+ return R_FAILURE;
+ }
+
+ node = ActorModule.tbl[id];
+ actor = (R_ACTOR *)ys_dll_get_data(node);
+
+ walk_intent = (R_WALKINTENT *)malloc(sizeof *walk_intent);
+ if (walk_intent == NULL) {
+
+ return R_MEM;
+ }
+
+ *walk_intent = zero_intent;
+
+ walk_intent->wi_flags = flags;
+ walk_intent->sem_held = 1;
+ walk_intent->sem = sem;
+
+ /* HandleWalkIntent() will create path on initialization */
+ walk_intent->wi_init = 0;
+ walk_intent->dst_pt = *walk_pt;
+
+ actor_intent.a_itype = INTENT_PATH;
+ actor_intent.a_iflags = 0;
+ actor_intent.a_data = walk_intent;
+
+ ys_dll_add_tail(actor->a_intentlist,
+ &actor_intent, sizeof actor_intent);
+
+ if (sem != NULL) {
+ STHREAD_HoldSem(sem);
+ }
+
+ return R_SUCCESS;
+}
+
+int
+ACTOR_SetPathNode(R_WALKINTENT * walk_int,
+ R_POINT * src_pt, R_POINT * dst_pt, R_SEMAPHORE * sem)
+{
+
+ R_WALKNODE new_node;
+
+ walk_int->wi_active = 1;
+ walk_int->org = *src_pt;
+
+ assert((walk_int != NULL) && (src_pt != NULL) && (dst_pt != NULL));
+ assert(walk_int->nodelist != NULL);
+
+ new_node.node_pt = *dst_pt;
+ new_node.calc_flag = 0;
+
+ ys_dll_add_tail(walk_int->nodelist, &new_node, sizeof new_node);
+
+ return R_SUCCESS;
+}
+
+int
+HandleWalkIntent(R_ACTOR * actor,
+ R_WALKINTENT * a_walkint, int *complete_p, int delta_time)
+{
+
+ YS_DL_NODE *walk_p;
+ YS_DL_NODE *next_p;
+
+ R_WALKNODE *node_p;
+ int dx;
+ int dy;
+
+ double path_a;
+ double path_b;
+ double path_slope;
+
+ double path_x;
+ double path_y;
+ int path_time;
+
+ double new_a_x;
+ double new_a_y;
+
+ int actor_x;
+ int actor_y;
+
+ char buf[100];
+
+ /* Initialize walk intent
+ * \*------------------------------------------------------------- */
+ if (!a_walkint->wi_init) {
+
+ a_walkint->nodelist = ys_dll_create();
+
+ ACTOR_SetPathNode(a_walkint,
+ &actor->a_pt, &a_walkint->dst_pt, a_walkint->sem);
+
+ ACTOR_SetDefaultAction(actor->id, ACTION_IDLE, ACTION_NONE);
+
+ a_walkint->wi_init = 1;
+ }
+
+ assert(a_walkint->wi_active);
+
+ walk_p = ys_dll_head(a_walkint->nodelist);
+ next_p = ys_dll_next(walk_p);
+
+ node_p = (R_WALKNODE *)ys_dll_get_data(walk_p);
+
+ if (node_p->calc_flag == 0) {
+
+# if 0
+ R_printf(R_STDOUT,
+ "Calculating new path vector to point (%d, %d)\n",
+ node_p->node_pt.x, node_p->node_pt.y);
+# endif
+
+ dx = a_walkint->org.x - node_p->node_pt.x;
+ dy = a_walkint->org.y - node_p->node_pt.y;
+
+ if (dx == 0) {
+
+ R_printf(R_STDOUT,
+ "Vertical paths not implemented.\n");
+
+ ys_dll_delete(walk_p);
+ a_walkint->wi_active = 0;
+
+ /* Release path semaphore... */
+ if ((a_walkint->sem != NULL) && a_walkint->sem_held) {
+
+ STHREAD_ReleaseSem(a_walkint->sem);
+ }
+
+ *complete_p = 1;
+
+ return R_FAILURE;
+ }
+
+ a_walkint->slope = (float)dy / dx;
+
+ if (dx > 0) {
+
+ a_walkint->x_dir = -1;
+
+ if (!(a_walkint->wi_flags & WALK_NOREORIENT)) {
+
+ if (a_walkint->slope > 1.0) {
+ actor->orient = ORIENT_N;
+ } else if (a_walkint->slope < -1.0) {
+ actor->orient = ORIENT_S;
+ } else {
+ actor->orient = ORIENT_W;
+ }
+ }
+ } else {
+
+ a_walkint->x_dir = 1;
+
+ if (!(a_walkint->wi_flags & WALK_NOREORIENT)) {
+
+ if (a_walkint->slope > 1.0) {
+ actor->orient = ORIENT_S;
+ } else if (a_walkint->slope < -1.0) {
+ actor->orient = ORIENT_N;
+ } else {
+ actor->orient = ORIENT_E;
+ }
+ }
+ }
+
+ sprintf(buf, "%f", a_walkint->slope);
+
+# if 0
+ R_printf(R_STDOUT, "Path slope: %s.\n", buf);
+# endif
+
+ actor->action = ACTION_WALK;
+ actor->action_flags = ACTION_LOOP;
+ a_walkint->time = 0;
+ node_p->calc_flag = 1;
+ }
+
+ a_walkint->time += delta_time;
+ path_time = a_walkint->time;
+
+ path_a = ACTOR_BASE_SPEED * path_time;
+ path_b = ACTOR_BASE_SPEED * path_time * ACTOR_BASE_ZMOD;
+ path_slope = a_walkint->slope * a_walkint->x_dir;
+
+ path_x = (path_a * path_b) /
+ sqrt((path_a * path_a) *
+ (path_slope * path_slope) + (path_b * path_b));
+
+ path_y = path_slope * path_x;
+ path_x = path_x * a_walkint->x_dir;
+
+ new_a_x = path_x + a_walkint->org.x;
+ new_a_y = path_y + a_walkint->org.y;
+
+ if (a_walkint->x_dir == 1) {
+
+ if (new_a_x >= node_p->node_pt.x) {
+
+# if 0
+ R_printf(R_STDOUT, "Path complete.\n");
+# endif
+
+ ys_dll_delete(walk_p);
+
+ a_walkint->wi_active = 0;
+
+ /* Release path semaphore... */
+ if (a_walkint->sem != NULL) {
+ STHREAD_ReleaseSem(a_walkint->sem);
+ }
+
+ actor->action_frame = 0;
+ actor->action = ACTION_IDLE;
+
+ *complete_p = 1;
+
+ return R_FAILURE;
+ }
+ } else {
+
+ if (new_a_x <= node_p->node_pt.x) {
+
+# if 0
+ R_printf(R_STDOUT, "Path complete.\n");
+# endif
+
+ ys_dll_delete(walk_p);
+
+ a_walkint->wi_active = 0;
+
+ /* Release path semaphore... */
+ if (a_walkint->sem != NULL) {
+ STHREAD_ReleaseSem(a_walkint->sem);
+ }
+
+ actor->action_frame = 0;
+ actor->action = ACTION_IDLE;
+
+ *complete_p = 1;
+
+ return R_FAILURE;
+
+ }
+ }
+
+ actor_x = (int)new_a_x;
+ actor_y = (int)new_a_y;
+
+ actor->a_pt.x = (int)new_a_x;
+ actor->a_pt.y = (int)new_a_y;
+
+ actor->s_pt.x = actor->a_pt.x >> 2;
+ actor->s_pt.y = actor->a_pt.y >> 2;
+
+ if (path_slope < 0) {
+ ys_dll_reorder_up(ActorModule.list, actor->node, Z_Compare);
+
+ } else {
+ ys_dll_reorder_down(ActorModule.list, actor->node, Z_Compare);
+ }
+
+ return R_SUCCESS;
+}
+
+int ACTOR_Move(int index, R_POINT * move_pt)
+{
+
+ YS_DL_NODE *node;
+ R_ACTOR *actor;
+
+ int move_up = 0;
+
+ node = ActorModule.tbl[index];
+ if (node == NULL) {
+ return R_FAILURE;
+ }
+
+ actor = (R_ACTOR *)ys_dll_get_data(node);
+
+ if (move_pt->y < actor->a_pt.y) {
+ move_up = 1;
+ }
+
+ actor->a_pt.x = move_pt->x;
+ actor->a_pt.y = move_pt->y;
+
+ ACTOR_AtoS(&actor->s_pt, &actor->a_pt);
+
+ if (move_up) {
+ ys_dll_reorder_up(ActorModule.list, actor->node, Z_Compare);
+ } else {
+
+ ys_dll_reorder_down(ActorModule.list, actor->node, Z_Compare);
+ }
+
+ return R_SUCCESS;
+}
+
+int ACTOR_MoveRelative(int index, R_POINT * move_pt)
+{
+
+ YS_DL_NODE *node;
+ R_ACTOR *actor;
+
+ node = ActorModule.tbl[index];
+ if (node == NULL) {
+ return R_FAILURE;
+ }
+
+ actor = (R_ACTOR *)ys_dll_get_data(node);
+
+ actor->a_pt.x += move_pt->x;
+ actor->a_pt.y += move_pt->y;
+
+ ACTOR_AtoS(&actor->s_pt, &actor->a_pt);
+
+ if (actor->a_pt.y < 0) {
+
+ ys_dll_reorder_up(ActorModule.list, actor->node, Z_Compare);
+ } else {
+
+ ys_dll_reorder_down(ActorModule.list, actor->node, Z_Compare);
+
+ }
+
+ return R_SUCCESS;
+}
+
+int Z_Compare(const void *elem1, const void *elem2)
+{
+
+ R_ACTOR *actor1 = (R_ACTOR *) elem1;
+ R_ACTOR *actor2 = (R_ACTOR *) elem2;
+
+ if (actor1->a_pt.y == actor2->a_pt.y) {
+ return 0;
+ } else if (actor1->a_pt.y < actor2->a_pt.y) {
+ return -1;
+ } else {
+ return 1;
+ }
+}
+
+int ACTOR_AtoS(R_POINT * screen, const R_POINT * actor)
+{
+
+ screen->x = (actor->x / R_ACTOR_LMULT);
+ screen->y = (actor->y / R_ACTOR_LMULT);
+
+ return R_SUCCESS;
+}
+
+int ACTOR_StoA(R_POINT * actor, const R_POINT * screen)
+{
+
+ actor->x = (screen->x * R_ACTOR_LMULT);
+ actor->y = (screen->y * R_ACTOR_LMULT);
+
+ return R_SUCCESS;
+}
+
+static void CF_actor_add(int argc, char *argv[])
+{
+ R_ACTOR actor = { 0 };
+
+ if (argc < 3)
+ return;
+
+ actor.id = (uint) atoi(argv[0]);
+
+ actor.a_pt.x = atoi(argv[1]);
+ actor.a_pt.y = atoi(argv[2]);
+
+ AddActor(&actor);
+
+ return;
+}
+
+static void CF_actor_del(int argc, char *argv[])
+{
+ int id;
+
+ if (argc < 0)
+ return;
+
+ id = atoi(argv[0]);
+
+ DeleteActor(id);
+
+ return;
+}
+
+static void CF_actor_move(int argc, char *argv[])
+{
+ int id;
+ R_POINT move_pt;
+
+ if (argc < 2)
+ return;
+
+ id = atoi(argv[0]);
+
+ move_pt.x = atoi(argv[1]);
+ move_pt.y = atoi(argv[2]);
+
+ ACTOR_Move(id, &move_pt);
+
+ return;
+}
+
+static void CF_actor_moverel(int argc, char *argv[])
+{
+ int id;
+ R_POINT move_pt;
+
+ if (argc < 3)
+ return;
+
+ id = atoi(argv[0]);
+
+ move_pt.x = atoi(argv[1]);
+ move_pt.y = atoi(argv[2]);
+
+ ACTOR_MoveRelative(id, &move_pt);
+
+ return;
+}
+
+static void CF_actor_seto(int argc, char *argv[])
+{
+
+ int id;
+ int orient;
+
+ if (argc < 2)
+ return;
+
+ id = atoi(argv[0]);
+ orient = atoi(argv[1]);
+
+ ACTOR_SetOrientation(id, orient);
+
+ return;
+}
+
+static void CF_actor_setact(int argc, char *argv[])
+{
+ int index = 0;
+ int action_n = 0;
+
+ R_ACTOR *actor;
+
+ if (argc < 2)
+ return;
+
+ index = atoi(argv[0]);
+ action_n = atoi(argv[1]);
+
+ actor = LookupActor(index);
+ if (actor == NULL) {
+ CON_Print("Invalid actor index.");
+
+ return;
+ }
+
+ if ((action_n < 0) || (action_n >= actor->action_ct)) {
+ CON_Print("Invalid action number.");
+
+ return;
+ }
+
+ CON_Print("Action frame counts: %d %d %d %d.",
+ actor->act_tbl[action_n].dir[0].frame_count,
+ actor->act_tbl[action_n].dir[1].frame_count,
+ actor->act_tbl[action_n].dir[2].frame_count,
+ actor->act_tbl[action_n].dir[3].frame_count);
+
+ ACTOR_SetAction(index, action_n, ACTION_LOOP);
+
+ return;
+}
+
+} // End of namespace Saga