/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "common/scummsys.h" #include "mads/mads.h" #include "mads/player.h" namespace MADS { #define PLAYER_SEQ_INDEX -2 const int Player::_directionListIndexes[32] = { 0, 7, 4, 3, 6, 0, 2, 5, 0, 1, 9, 4, 1, 2, 7, 9, 3, 8, 9, 6, 7, 2, 3, 6, 1, 7, 9, 4, 7, 8, 0, 0 }; /*------------------------------------------------------------------------*/ void StopWalkerEntry::synchronize(Common::Serializer &s) { s.syncAsSint16LE(_stack); s.syncAsSint16LE(_trigger); } /*------------------------------------------------------------------------*/ void StopWalkers::synchronize(Common::Serializer &s) { StopWalkerEntry rec; int count = size(); s.syncAsUint16LE(count); if (s.isLoading()) { clear(); for (int idx = 0; idx < count; ++idx) { rec.synchronize(s); push(rec); } } else { for (int idx = 0; idx < count; ++idx) (*this)[idx].synchronize(s); } } /*------------------------------------------------------------------------*/ Player::Player(MADSEngine *vm) : _vm(vm) { _action = nullptr; _facing = FACING_NORTH; _turnToFacing = FACING_NORTH; _targetFacing = FACING_NORTH; _prepareWalkFacing = FACING_NONE; _mirror = false; _spritesLoaded = false; _spritesStart = 0; _spritesIdx = 0; _numSprites = 0; _stepEnabled = false; _visible = false; _priorVisible = false; _needToWalk = false; _readyToWalk = false; _beenVisible = false; _loadsFirst = false; _loadedFirst = false; _walkAnywhere = false; _special = 0; _ticksAmount = 0; _priorTimer = 0; _scalingVelocity = false; _spritesChanged = false; _forceRefresh = false; _highSprites = false; _currentDepth = 0; _currentScale = 0; _frameNumber = 0; _centerOfGravity = 0; _frameCount = 0; _velocity = 0; _upcomingTrigger = 0; _trigger = 0; _frameListIndex = 0; _totalDistance = 0; _distAccum = 0; _pixelAccum = 0; _deltaDistance = 0; _xDirection = 0; _yDirection = 0; _moving = false; _walkOffScreen = 0; _walkOffScreenSceneId = -1; _forcePrefix = false; _commandsAllowed = false; _enableAtTarget = false; Common::fill(&_spriteSetsPresent[0], &_spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT], false); _walkTrigger = 0; _walkTriggerDest = SEQUENCE_TRIGGER_NONE; _walkTriggerAction._verbId = VERB_NONE; _walkTriggerAction._objectNameId = 0; _walkTriggerAction._indirectObjectId = 0; } void Player::cancelWalk() { Scene &scene = _vm->_game->_scene; _action = &scene._action; _targetPos = _playerPos; _targetFacing = FACING_NONE; _turnToFacing = _facing; _moving = false; _walkOffScreen = _walkOffScreenSceneId = 0; scene._rails.resetRoute(); _walkAnywhere = false; _needToWalk = false; _readyToWalk = false; } bool Player::loadSprites(const Common::String &prefix) { Common::String suffixList = "89632741"; Common::String newPrefix; if (prefix.empty()) { newPrefix = _spritesPrefix; } else { _spritesPrefix = prefix; newPrefix = prefix; } _numSprites = 0; if (!_spritesPrefix.empty()) { for (int fileIndex = 0; fileIndex < PLAYER_SPRITES_FILE_COUNT; ++fileIndex) { Common::String setName = Common::String::format("*%s_%c.SS", newPrefix.c_str(), suffixList[fileIndex]); if (fileIndex >= 5) _highSprites = true; _spriteSetsPresent[fileIndex] = true; int setIndex = -1; if (Common::File::exists(setName)) { setIndex = _vm->_game->_scene._sprites.addSprites(setName, 4); ++_numSprites; } else if (fileIndex < 5) { _highSprites = false; return true; } else { _spriteSetsPresent[fileIndex] = false; } if (fileIndex == 0) _spritesStart = setIndex; } _spritesLoaded = true; _spritesChanged = false; } else { Common::fill(&_spriteSetsPresent[0], &_spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT], false); _visible = false; } _highSprites = false; return false; } void Player::setFinalFacing() { if (_targetFacing != FACING_NONE) _turnToFacing = _targetFacing; } void Player::changeFacing() { int dirIndex = 0, dirIndex2 = 0; int newDir = 0, newDir2 = 0; if (_facing != _turnToFacing) { // Find the index for the given direction in the player direction list int tempDir = _facing; do { ++dirIndex; newDir += tempDir; tempDir = _directionListIndexes[tempDir + 10]; } while (tempDir != _turnToFacing); } if (_facing != _turnToFacing) { // Find the index for the given direction in the player direction list int tempDir = _facing; do { ++dirIndex2; newDir2 += tempDir; tempDir = _directionListIndexes[tempDir + 20]; } while (tempDir != _turnToFacing); } int diff = dirIndex - dirIndex2; if (diff == 0) diff = newDir - newDir2; _facing = (diff >= 0) ? (Facing)_directionListIndexes[_facing + 20] : (Facing)_directionListIndexes[_facing + 10]; selectSeries(); if ((_facing == _turnToFacing) && !_moving) { updateFrame(); activateTrigger(); } _priorTimer += 1; } void Player::cancelCommand() { cancelWalk(); _action->_inProgress = false; } void Player::selectSeries() { Scene &scene = _vm->_game->_scene; clearStopList(); _mirror = false; _spritesIdx = _directionListIndexes[_facing]; if (!_spriteSetsPresent[_spritesIdx]) { // Direction isn't present, so use alternate direction, with entries flipped _spritesIdx -= 4; _mirror = true; } // If the user isn't to be present (such as for a cutscene), exit immediately // WORKAROUND: Original didn't do a secondary check for the sprite set being // present, but it's needed to prevent invalid reads during cutscenes if ((_spritesStart + _spritesIdx) < 0 || !_spriteSetsPresent[_spritesIdx]) return; SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx]; assert(spriteSet._charInfo); _velocity = MAX(spriteSet._charInfo->_velocity, 100); setBaseFrameRate(); _frameCount = spriteSet._charInfo->_totalFrames; if (_frameCount == 0) _frameCount = spriteSet.getCount(); _centerOfGravity = spriteSet._charInfo->_centerOfGravity; if ((_frameNumber <= 0) || (_frameNumber > _frameCount)) _frameNumber = 1; _forceRefresh = true; } void Player::updateFrame() { // WORKAROUND: Prevent character info being referenced when not present int idx = _spritesStart + _spritesIdx; if (idx < 0 || (idx < PLAYER_SPRITES_FILE_COUNT && !_spriteSetsPresent[idx])) return; Scene &scene = _vm->_game->_scene; assert(scene._sprites[idx] != nullptr); SpriteAsset &spriteSet = *scene._sprites[idx]; // WORKAROUND: Certain cutscenes set up player sprites that don't have any // character info. In such cases, simply ignore player updates if (!spriteSet._charInfo) return; if (!spriteSet._charInfo->_numEntries) { _frameNumber = 1; } else { _frameListIndex = _stopWalkers.empty() ? 0 : _stopWalkers.top()._stack; if (!_visible) { _upcomingTrigger = 0; } else { if (_stopWalkers.empty()) { _upcomingTrigger = 0; } else { _upcomingTrigger = _stopWalkers.pop()._trigger; } } // Set the player frame number int listIndex = ABS(_frameListIndex); _frameNumber = (_frameListIndex >= 0) ? spriteSet._charInfo->_startFrames[listIndex] : spriteSet._charInfo->_stopFrames[listIndex]; // Set next waiting period in ticks if (listIndex == 0) { setBaseFrameRate(); } else { _ticksAmount = spriteSet._charInfo->_ticksList[listIndex]; } } _forceRefresh = true; } void Player::activateTrigger() { Game &game = *_vm->_game; MADSAction &action = game._scene._action; _commandsAllowed |= _enableAtTarget; _enableAtTarget = false; if (_walkTrigger) { game._trigger = _walkTrigger; game._triggerMode = SEQUENCE_TRIGGER_DAEMON; if (game._triggerMode != SEQUENCE_TRIGGER_DAEMON) { action._activeAction = _walkTriggerAction; } _walkTrigger = 0; } } void Player::update() { Scene &scene = _vm->_game->_scene; if (_forceRefresh || (_visible != _priorVisible)) { int slotIndex = getSpriteSlot(); if (slotIndex >= 0) scene._spriteSlots[slotIndex]._flags = IMG_ERASE; int newDepth = 1; int yp = MIN(_playerPos.y, (int16)(MADS_SCENE_HEIGHT - 1)); for (int idx = 1; idx < DEPTH_BANDS_SIZE; ++idx) { if (scene._sceneInfo->_depthList[newDepth] >= yp) newDepth = idx + 1; } _currentDepth = newDepth; // Get the scale int newScale = getScale(_playerPos.y); _currentScale = MIN(newScale, 100); if (_visible) { // Player sprite needs to be rendered SpriteSlot slot; slot._flags = IMG_UPDATE; slot._seqIndex = PLAYER_SEQ_INDEX; slot._spritesIndex = _spritesStart + _spritesIdx; slot._frameNumber = _mirror ? -_frameNumber : _frameNumber; slot._position.x = _playerPos.x; slot._position.y = _playerPos.y + (_centerOfGravity * newScale) / 100; slot._depth = newDepth; slot._scale = newScale; if (slotIndex >= 0) { // Check if the existing player slot has the same details, and can be re-used SpriteSlot &s2 = scene._spriteSlots[slotIndex]; bool equal = (s2._seqIndex == slot._seqIndex) && (s2._spritesIndex == slot._spritesIndex) && (s2._frameNumber == slot._frameNumber) && (s2._position == slot._position) && (s2._depth == slot._depth) && (s2._scale == slot._scale); if (equal) // Undo the prior expiry of the player sprite s2._flags = IMG_STATIC; else slotIndex = -1; } if (slotIndex < 0) { // New slot needed, so allocate one and copy the slot data slotIndex = scene._spriteSlots.add(); scene._spriteSlots[slotIndex] = slot; } // If changing a scene, check to change the scene when the player // has moved off-screen if (_walkOffScreen) { SpriteAsset *asset = scene._sprites[slot._spritesIndex]; MSprite *frame = asset->getFrame(_frameNumber - 1); int xScale = frame->w * newScale / 200; int yScale = frame->h * newScale / 100; int playerX = slot._position.x; int playerY = slot._position.y; if ((playerX + xScale) < 0 || (playerX + xScale) >= MADS_SCREEN_WIDTH || playerY < 0 || (playerY + yScale) >= MADS_SCENE_HEIGHT) { scene._nextSceneId = _walkOffScreen; _walkOffScreen = 0; _walkAnywhere = false; } } } } _beenVisible |= _visible; _priorVisible = _visible; _forceRefresh = false; } void Player::clearStopList() { _stopWalkers.clear(); _upcomingTrigger = 0; _trigger = 0; } void Player::startWalking(const Common::Point &pt, Facing facing) { Scene &scene = _vm->_game->_scene; clearStopList(); setBaseFrameRate(); _moving = true; _targetFacing = facing; bool v = scene._depthSurface.getDepthHighBit(pt); scene._rails.setupRoute(v, _playerPos, pt); } void Player::walk(const Common::Point &pos, Facing facing) { cancelWalk(); _needToWalk = true; _readyToWalk = true; _prepareWalkPos = pos; _prepareWalkFacing = facing; } void Player::nextFrame() { Scene &scene = _vm->_game->_scene; uint32 newTime = _priorTimer + _ticksAmount; if (scene._frameStartTime >= newTime) { _priorTimer = scene._frameStartTime; if (_moving) { move(); } else { idle(); } setFrame(); update(); } } void Player::move() { Scene &scene = _vm->_game->_scene; Rails &rails = scene._rails; bool newFacing = false; if (_moving) { while (!_walkOffScreen && _playerPos == _targetPos) { bool isRouteEmpty = rails.empty(); if (!isRouteEmpty) { const WalkNode &node = rails.popNode(); _targetPos = node._walkPos; newFacing = true; } else if (!_walkOffScreenSceneId) { // End of walking path rails.resetRoute(); _moving = false; setFinalFacing(); newFacing = true; } else { _walkOffScreen = _walkOffScreenSceneId; _walkAnywhere = true; _walkOffScreenSceneId = 0; _stepEnabled = false; newFacing = false; } if (!_moving) break; } } if (newFacing && _moving) startMovement(); if (_turnToFacing != _facing) { changeFacing(); } else if (!_moving) { updateFrame(); activateTrigger(); } int velocity = _velocity; if (_scalingVelocity && (_totalDistance > 0)) { int angleRange = 100 - _currentScale; int angleScale = angleRange * (_posDiff.x - 1) / _totalDistance + _currentScale; velocity = MAX(1L, (angleScale * _currentScale * velocity) / 10000L); } if (!_moving || (_facing != _turnToFacing)) return; Common::Point newPos = _playerPos; newFacing = false; _special = 0; if (_distAccum < velocity) { do { if (_pixelAccum < _posDiff.x) _pixelAccum += _posDiff.y; if (_pixelAccum >= _posDiff.x) { if ((_posChange.y > 0) || _walkOffScreen) newPos.y += _yDirection; --_posChange.y; _pixelAccum -= _posDiff.x; } if (_pixelAccum < _posDiff.x) { if ((_posChange.x > 0) || _walkOffScreen) newPos.x += _xDirection; --_posChange.x; } if (!_walkAnywhere && !_walkOffScreen && (_walkOffScreenSceneId == 0)) { newFacing = scene._depthSurface.getDepthHighBit(newPos); if (_special == 0) _special = scene.getDepthHighBits(newPos); } _distAccum += _deltaDistance; } while ((_distAccum < velocity) && !newFacing && ((_posChange.x > 0) || (_posChange.y > 0) || (_walkOffScreen != 0))); } _distAccum -= velocity; if (newFacing) { cancelCommand(); } else { if (!_walkOffScreen) { // If the move is complete, make sure the position is exactly on the given destination if (_posChange.x == 0) newPos.x = _targetPos.x; if (_posChange.y == 0) newPos.y = _targetPos.y; } _playerPos = newPos; } } void Player::idle() { Scene &scene = _vm->_game->_scene; if (_facing != _turnToFacing) { // The direction has changed, so reset for new direction changeFacing(); return; } int idx = _spritesStart + _spritesIdx; if (idx < 0 || (idx < PLAYER_SPRITES_FILE_COUNT && !_spriteSetsPresent[idx])) return; SpriteAsset &spriteSet = *scene._sprites[idx]; if (spriteSet._charInfo == nullptr || spriteSet._charInfo->_numEntries == 0) // No entries, so exit immediately return; int frameIndex = ABS(_frameListIndex); int direction = (_frameListIndex < 0) ? -1 : 1; if (frameIndex >= spriteSet._charInfo->_numEntries) { // Reset back to the start of the list _frameListIndex = 0; } else { _frameNumber += direction; _forceRefresh = true; if (_frameNumber > spriteSet._charInfo->_stopFrames[frameIndex]) { _trigger = _upcomingTrigger; updateFrame(); } if (_frameNumber < spriteSet._charInfo->_startFrames[frameIndex]) { _trigger = _upcomingTrigger; updateFrame(); } } } void Player::setFrame() { if (_moving) { if (++_frameNumber > _frameCount) _frameNumber = 1; _forceRefresh = true; } else { if (!_forceRefresh) idle(); } } int Player::getSpriteSlot() { SpriteSlots &spriteSlots = _vm->_game->_scene._spriteSlots; for (uint idx = 0; idx < spriteSlots.size(); ++idx) { if (spriteSlots[idx]._seqIndex == PLAYER_SEQ_INDEX && spriteSlots[idx]._flags >= IMG_STATIC) return idx; } return - 1; } int Player::getScale(int yp) { Scene &scene = _vm->_game->_scene; int scale = (scene._bandsRange == 0) ? scene._sceneInfo->_maxScale : (yp - scene._sceneInfo->_yBandsStart) * scene._scaleRange / scene._bandsRange + scene._sceneInfo->_minScale; return MIN(scale, 100); } void Player::setBaseFrameRate() { Scene &scene = _vm->_game->_scene; SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx]; assert(spriteSet._charInfo); _ticksAmount = spriteSet._charInfo->_ticksAmount; if (_ticksAmount == 0) _ticksAmount = 6; } void Player::startMovement() { int xDiff = _targetPos.x - _playerPos.x; int yDiff = _targetPos.y - _playerPos.y; int srcScale = getScale(_playerPos.y); int destScale = getScale(_targetPos.y); // Sets the X direction if (xDiff > 0) _xDirection = 1; else if (xDiff < 0) _xDirection = -1; else _xDirection = 0; // Sets the Y direction if (yDiff > 0) _yDirection = 1; else if (yDiff < 0) _yDirection = -1; else _yDirection = 0; xDiff = ABS(xDiff); yDiff = ABS(yDiff); int scaleDiff = ABS(srcScale - destScale); int xAmt100 = xDiff * 100; int yAmt100 = yDiff * 100; int xAmt33 = xDiff * 33; int scaleAmount = (_scalingVelocity ? scaleDiff * 3 : 0) + 100 * yDiff / 100; int scaleAmount100 = scaleAmount * 100; // Figure out direction that will need to be moved in int majorDir; if (xDiff == 0) { majorDir = 1; } else if (yDiff == 0) { majorDir = 3; } else { if ((scaleAmount < xDiff) && ((xAmt33 / scaleAmount) >= 141)) majorDir = 3; else if (yDiff <= xDiff) majorDir = 2; else if ((scaleAmount100 / xDiff) >= 141) majorDir = 1; else majorDir = 2; } switch (majorDir) { case 1: _turnToFacing = (_yDirection <= 0) ? FACING_NORTH : FACING_SOUTH; break; case 2: { _turnToFacing = (Facing)(((_yDirection <= 0) ? 9 : 3) - ((_xDirection <= 0) ? 2 : 0)); break; } case 3: _turnToFacing = (_xDirection <= 0) ? FACING_WEST : FACING_EAST; break; default: break; } _totalDistance = (int)sqrt((double)(xAmt100 * xAmt100 + yAmt100 * yAmt100)); _posDiff.x = xDiff + 1; _posDiff.y = yDiff + 1; _posChange.x = xDiff; _posChange.y = yDiff; int majorChange = MAX(xDiff, yDiff); _deltaDistance = (majorChange == 0) ? 0 : _totalDistance / majorChange; if (_playerPos.x > _targetPos.x) _pixelAccum = MIN(_posChange.x, _posChange.y); else _pixelAccum = 0; _totalDistance /= 100; _distAccum = -_deltaDistance; } void Player::newWalk() { if (_needToWalk && _readyToWalk) { startWalking(_prepareWalkPos, _prepareWalkFacing); _needToWalk = false; } } void Player::addWalker(int walker, int trigger) { Scene &scene = _vm->_game->_scene; SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx]; assert(spriteSet._charInfo); if (walker < spriteSet._charInfo->_numEntries) _stopWalkers.push(StopWalkerEntry(walker, trigger)); } /** * Releases any sprites used by the player */ void Player::releasePlayerSprites() { Scene &scene = _vm->_game->_scene; if (_spritesLoaded && _numSprites > 0) { int spriteEnd = _spritesStart + _numSprites - 1; do { scene._sprites.remove(spriteEnd); } while (--spriteEnd >= _spritesStart); } _numSprites = 0; _spritesLoaded = false; _spritesChanged = true; if (scene._sprites.size() > 0) { warning("Player::releasePlayerSprites(): leftover sprites remain, clearing list"); scene._sprites.clear(); } } void Player::synchronize(Common::Serializer &s) { s.syncAsByte(_moving); s.syncAsSint16LE(_playerPos.x); s.syncAsSint16LE(_playerPos.y); s.syncAsSint16LE(_targetPos.x); s.syncAsSint16LE(_targetPos.y); s.syncAsSint16LE(_xDirection); s.syncAsSint16LE(_yDirection); s.syncAsSint16LE(_posDiff.x); s.syncAsSint16LE(_posDiff.y); s.syncAsSint16LE(_posChange.x); s.syncAsSint16LE(_posChange.y); s.syncAsUint16LE(_targetFacing); s.syncAsSint16LE(_special); s.syncAsByte(_forceRefresh); s.syncAsSint16LE(_ticksAmount); s.syncAsByte(_walkAnywhere); s.syncAsUint16LE(_walkOffScreenSceneId); s.syncAsByte(_walkOffScreen); s.syncAsByte(_needToWalk); s.syncAsByte(_readyToWalk); s.syncAsUint16LE(_prepareWalkFacing); s.syncAsSint16LE(_prepareWalkPos.x); s.syncAsSint16LE(_prepareWalkPos.y); s.syncAsByte(_stepEnabled); s.syncAsByte(_visible); s.syncAsByte(_priorVisible); for (int i = 0; i < 8; ++i) s.syncAsByte(_spriteSetsPresent[i]); s.syncAsByte(_facing); s.syncAsByte(_turnToFacing); s.syncAsSint16LE(_spritesIdx); s.syncAsSint16LE(_frameNumber); s.syncAsSint16LE(_currentDepth); s.syncAsSint16LE(_currentScale); s.syncAsSint16LE(_frameListIndex); _stopWalkers.synchronize(s); _walkTriggerAction.synchronize(s); s.syncAsUint16LE(_walkTriggerDest); s.syncAsSint16LE(_upcomingTrigger); s.syncAsSint16LE(_trigger); s.syncAsSint16LE(_scalingVelocity); s.syncAsSint16LE(_pixelAccum); s.syncAsSint16LE(_distAccum); s.syncAsSint16LE(_deltaDistance); s.syncAsSint16LE(_totalDistance); s.syncAsSint16LE(_velocity); s.syncAsUint16LE(_frameCount); s.syncString(_spritesPrefix); s.syncAsUint32LE(_priorTimer); s.syncAsByte(_loadsFirst); s.syncAsByte(_loadedFirst); s.syncAsByte(_spritesLoaded); s.syncAsByte(_spritesChanged); s.syncAsByte(_beenVisible); s.syncAsSint16LE(_centerOfGravity); s.syncAsByte(_mirror); } void Player::removePlayerSprites() { Scene &scene = _vm->_game->_scene; int heroSpriteId = _spritesStart; for (int i = 0; i < 8; i++) { if (_spriteSetsPresent[i]) { delete scene._sprites[heroSpriteId]; scene._sprites[heroSpriteId] = nullptr; _spriteSetsPresent[i] = false; ++heroSpriteId; } } scene._spriteSlots.clear(); scene._spriteSlots.fullRefresh(); _visible = false; } void Player::firstWalk(Common::Point fromPos, Facing fromFacing, Common::Point destPos, Facing destFacing, bool enableFl) { _playerPos = fromPos; _facing = fromFacing; walk(destPos, destFacing); _walkAnywhere = true; _commandsAllowed = false; _enableAtTarget = enableFl; } void Player::setWalkTrigger(int val) { Scene &scene = _vm->_game->_scene; _walkTrigger = val; _walkTriggerDest = _vm->_game->_triggerSetupMode; _walkTriggerAction = scene._action._activeAction; } void Player::resetFacing(Facing facing) { _facing = facing; _turnToFacing = facing; selectSeries(); } } // End of namespace MADS