/* 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 "saga/saga.h" #include "saga/actor.h" #include "saga/animation.h" #include "saga/console.h" #include "saga/events.h" #include "saga/isomap.h" #include "saga/objectmap.h" #include "saga/resource.h" #include "saga/script.h" #include "saga/sndres.h" #include "saga/sound.h" #include "saga/scene.h" #include "common/config-manager.h" namespace Saga { ActorData::ActorData() { _frames = NULL; _frameListResourceId = 0; _speechColor = 0; _inScene = false; _actorFlags = 0; _currentAction = 0; _facingDirection = 0; _actionDirection = 0; _actionCycle = 0; _targetObject = 0; _lastZone = NULL; _cycleFrameSequence = 0; _cycleDelay = 0; _cycleTimeCount = 0; _cycleFlags = 0; _fallVelocity = 0; _fallAcceleration = 0; _fallPosition = 0; _dragonBaseFrame = 0; _dragonStepCycle = 0; _dragonMoveType = 0; _frameNumber = 0; _walkStepsCount = 0; _walkStepIndex = 0; _walkFrameSequence = 0; } void ActorData::saveState(Common::OutSaveFile *out) { uint i = 0; CommonObjectData::saveState(out); out->writeUint16LE(_actorFlags); out->writeSint32LE(_currentAction); out->writeSint32LE(_facingDirection); out->writeSint32LE(_actionDirection); out->writeSint32LE(_actionCycle); out->writeUint16LE(_targetObject); out->writeSint32LE(_cycleFrameSequence); out->writeByte(_cycleDelay); out->writeByte(_cycleTimeCount); out->writeByte(_cycleFlags); out->writeSint16LE(_fallVelocity); out->writeSint16LE(_fallAcceleration); out->writeSint16LE(_fallPosition); out->writeByte(_dragonBaseFrame); out->writeByte(_dragonStepCycle); out->writeByte(_dragonMoveType); out->writeSint32LE(_frameNumber); out->writeSint32LE(_tileDirections.size()); for (i = 0; i < _tileDirections.size(); i++) { out->writeByte(_tileDirections[i]); } out->writeSint32LE(_walkStepsPoints.size()); for (i = 0; i < _walkStepsPoints.size(); i++) { out->writeSint16LE(_walkStepsPoints[i].x); out->writeSint16LE(_walkStepsPoints[i].y); } out->writeSint32LE(_walkStepsCount); out->writeSint32LE(_walkStepIndex); _finalTarget.saveState(out); _partialTarget.saveState(out); out->writeSint32LE(_walkFrameSequence); } void ActorData::loadState(uint32 version, Common::InSaveFile *in) { uint i = 0; CommonObjectData::loadState(in); _actorFlags = in->readUint16LE(); _currentAction = in->readSint32LE(); _facingDirection = in->readSint32LE(); _actionDirection = in->readSint32LE(); _actionCycle = in->readSint32LE(); _targetObject = in->readUint16LE(); _lastZone = NULL; _cycleFrameSequence = in->readSint32LE(); _cycleDelay = in->readByte(); _cycleTimeCount = in->readByte(); _cycleFlags = in->readByte(); if (version > 1) { _fallVelocity = in->readSint16LE(); _fallAcceleration = in->readSint16LE(); _fallPosition = in->readSint16LE(); } else { _fallVelocity = _fallAcceleration = _fallPosition = 0; } if (version > 2) { _dragonBaseFrame = in->readByte(); _dragonStepCycle = in->readByte(); _dragonMoveType = in->readByte(); } else { _dragonBaseFrame = _dragonStepCycle = _dragonMoveType = 0; } _frameNumber = in->readSint32LE(); _tileDirections.resize(in->readSint32LE()); for (i = 0; i < _tileDirections.size(); i++) { _tileDirections[i] = in->readByte(); } _walkStepsPoints.resize(in->readSint32LE()); for (i = 0; i < _walkStepsPoints.size(); i++) { _walkStepsPoints[i].x = in->readSint16LE(); _walkStepsPoints[i].y = in->readSint16LE(); } _walkStepsCount = in->readSint32LE(); _walkStepIndex = in->readSint32LE(); _finalTarget.loadState(in); _partialTarget.loadState(in); _walkFrameSequence = in->readSint32LE(); } void ActorData::cycleWrap(int cycleLimit) { if (_actionCycle >= cycleLimit) _actionCycle = 0; } void ActorData::addWalkStepPoint(const Point &point) { _walkStepsPoints.resize(_walkStepsCount + 1); _walkStepsPoints[_walkStepsCount++] = point; } 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; } #ifdef ENABLE_IHNM static int commonObjectCompareIHNM(const CommonObjectDataPointer& obj1, const CommonObjectDataPointer& obj2) { int p1 = obj1->_location.y; int p2 = obj2->_location.y; if (p1 == p2) return 0; if (p1 < p2) return -1; return 1; } #endif 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; } Actor::Actor(SagaEngine *vm) : _vm(vm) { int i; ByteArray stringsData; debug(9, "Actor::Actor()"); _handleActionDiv = 15; #ifdef ACTOR_DEBUG _debugPointsCount = 0; #endif _pathList.resize(600); _pathListIndex = 0; _centerActor = _protagonist = NULL; _protagState = 0; _lastTickMsec = 0; _yCellCount = _vm->_scene->getHeight(); _xCellCount = _vm->getDisplayInfo().width; _pathCell.resize(_yCellCount * _xCellCount); _pathRect.left = 0; _pathRect.right = _vm->getDisplayInfo().width; _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->getGameId() == GID_ITE) { _vm->_resource->loadResource(_actorContext, _vm->getResourceDescription()->actorsStringsResourceId, stringsData); _vm->loadStrings(_actorsStrings, stringsData); } if (_vm->getGameId() == GID_ITE) { _actors.resize(ITE_ACTORCOUNT); i = 0; for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor, i++) { actor->_index = i; actor->_id = actorIndexToId(actor->_index); 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; loadActorResources(actor); } _objs.resize(ITE_OBJECTCOUNT); i = 0; for (ObjectDataArray::iterator obj = _objs.begin(); obj != _objs.end(); ++obj, i++) { obj->_index = i; obj->_id = objIndexToId(obj->_index); 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; } } _dragonHunt = true; } Actor::~Actor() { debug(9, "Actor::~Actor()"); } void Actor::loadFrameList(int frameListResourceId, ActorFrameSequences &frames) { ByteArray resourceData; debug(9, "Loading frame resource id %d", frameListResourceId); _vm->_resource->loadResource(_actorContext, frameListResourceId, resourceData); frames.resize(resourceData.size() / 16); debug(9, "Frame resource contains %d frames (res length is %d)", frames.size(), (int)resourceData.size()); ByteArrayReadStreamEndian readS(resourceData, _actorContext->isBigEndian()); for (ActorFrameSequences::iterator frame = frames.begin(); frame != frames.end(); ++frame) { for (int orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) { // Load all four orientations frame->directions[orient].frameIndex = readS.readUint16(); if (_vm->getGameId() == GID_ITE) { frame->directions[orient].frameCount = readS.readSint16(); } else { frame->directions[orient].frameCount = readS.readByte(); readS.readByte(); } if (frame->directions[orient].frameCount < 0) warning("frameCount < 0 (%d)", frame->directions[orient].frameCount); debug(9, "frameIndex %d frameCount %d", frame->directions[orient].frameIndex, frame->directions[orient].frameCount); } } } void Actor::loadActorResources(ActorData *actor) { if (actor->_frameListResourceId) { loadFrameList(actor->_frameListResourceId, actor->_framesContainer); actor->_frames = &actor->_framesContainer; } } void Actor::loadActorSpriteList(ActorData *actor) { uint lastFrame = 0; uint curFrameIndex; int resourceId = actor->_spriteListResourceId; if (actor->_frames != NULL) { for (ActorFrameSequences::const_iterator i = actor->_frames->begin(); i != actor->_frames->end(); ++i) { for (int orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) { curFrameIndex = i->directions[orient].frameIndex; if (curFrameIndex > lastFrame) { lastFrame = curFrameIndex; } } } } debug(9, "Loading actor sprite resource id %d", resourceId); _vm->_sprite->loadList(resourceId, actor->_spriteList); if (_vm->getGameId() == GID_ITE) { if (actor->_flags & kExtended) { while ((lastFrame >= actor->_spriteList.size())) { 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; ByteArray actorListData; byte walk[128]; byte acv[6]; int movementSpeed; int walkStepIndex; int walkStepCount; int stateResourceId; _vm->_resource->loadResource(_actorContext, actorsResourceID, actorListData); if (actorListData.size() != (uint)actorCount * ACTOR_INHM_SIZE) { error("Actor::loadActorList wrong actorlist length"); } ByteArrayReadStreamEndian actorS(actorListData); _actors.clear(); _actors.resize(actorCount); i = 0; for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor, i++) { actor->_index = i; actor->_id = objectIndexToId(kGameObjectActor, actor->_index); //actorIndexToId(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 } _actors[protagonistIdx]._flags |= kProtagonist | kExtended; for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) { //if (actor->_flags & kProtagonist) { loadActorResources(actor); //break; //} } _centerActor = _protagonist = &_actors[protagonistIdx]; _protagState = 0; if (protagStatesResourceID) { _protagStates.resize(protagStatesCount); ByteArray idsResourceData; _vm->_resource->loadResource(_actorContext, protagStatesResourceID, idsResourceData); if (idsResourceData.size() < (size_t)protagStatesCount * 4) { error("Wrong protagonist states resource"); } ByteArrayReadStreamEndian statesIds(idsResourceData); for (i = 0; i < protagStatesCount; i++) { stateResourceId = statesIds.readUint32LE(); loadFrameList(stateResourceId, _protagStates[i]._frames); } _protagonist->_frames = &_protagStates[_protagState]._frames; } } void Actor::loadObjList(int objectCount, int objectsResourceID) { uint i; int frameListResourceId; ByteArray objectListData; _vm->_resource->loadResource(_actorContext, objectsResourceID, objectListData); _objs.resize(objectCount); ByteArrayReadStreamEndian objectS(objectListData); i = 0; for (ObjectDataArray::iterator object = _objs.begin(); object != _objs.end(); ++object, i++) { object->_index = i; object->_id = objectIndexToId(kGameObjectObject, object->_index); 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(); } } 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); } } ObjectData *Actor::getObj(uint16 objId) { ObjectData *obj; if (!validObjId(objId)) error("Actor::getObj Wrong objId 0x%X", objId); obj = &_objs[objIdToIndex(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)]; return actor; } void Actor::setProtagState(int state) { _protagState = state; #ifdef ENABLE_IHNM if (_vm->getGameId() == GID_IHNM) { _protagonist->_frames = &_protagStates[state]._frames; } #endif } int Actor::getFrameType(ActorFrameTypes frameType) { if (_vm->getGameId() == GID_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; default: error("Actor::getFrameType() unknown frame type %d", frameType); return kFrameITEStand; // for compilers that don't support NORETURN } #ifdef ENABLE_IHNM } else if (_vm->getGameId() == GID_IHNM) { 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: default: error("Actor::getFrameType() unknown frame type %d", frameType); return kFrameIHNMStand; // for compilers that don't support NORETURN } #endif } error("Actor::getFrameType() unknown frame type %d", frameType); return kFrameITEStand; // for compilers that don't support NORETURN } ActorFrameRange *Actor::getActorFrameRange(uint16 actorId, int frameType) { ActorData *actor; int fourDirection; static ActorFrameRange def = {0, 0}; actor = getActor(actorId); if ((actor->_facingDirection < kDirUp) || (actor->_facingDirection > kDirUpLeft)) error("Actor::getActorFrameRange Wrong direction 0x%X actorId 0x%X", actor->_facingDirection, actorId); ActorFrameSequences *frames; frames = actor->_frames; if (_vm->getGameId() == GID_ITE) { if (uint(frameType) >= frames->size()) { warning("Actor::getActorFrameRange Wrong frameType 0x%X (%d) actorId 0x%X", frameType, frames->size(), actorId); return &def; } fourDirection = actorDirectionsLUT[actor->_facingDirection]; return &(*frames)[frameType].directions[fourDirection]; } #ifdef ENABLE_IHNM if (_vm->getGameId() == GID_IHNM) { // It is normal for some actors to have no frames for a given frameType // These are mainly actors with no frames at all (e.g. narrators or immovable actors) // Examples are AM and the boy when he is talking to Benny via the computer screen. // Both of them are invisible and immovable // There is no point to keep throwing warnings about this, the original checks for // a valid framecount too if ((frames == NULL) || (frames->empty())) { return &def; } frameType = CLIP(frameType, 0, int(frames->size() - 1)); fourDirection = actorDirectionsLUT[actor->_facingDirection]; return &(*frames)[frameType].directions[fourDirection]; } #endif return NULL; } void Actor::handleSpeech(int msec) { int stringLength; int sampleLength; bool removeFirst; int i; ActorData *actor; int width, height, height2; 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.speechFlags & kSpeakForceText) _activeSpeech.speechFlags = 0; 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, _vm->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"); _activeSpeech.playingTime = 1000 / 8; } else { sampleLength = _vm->_sndRes->getVoiceLength(_activeSpeech.sampleResourceId); if (sampleLength < 0) { _activeSpeech.playingTime = stringLength * 1000 / 22; switch (_vm->_readingSpeed) { case 2: _activeSpeech.playingTime *= 2; break; case 1: _activeSpeech.playingTime *= 4; break; case 0: _activeSpeech.playingTime = 0x7fffff; break; default: 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 (_vm->getGameId() == GID_IHNM) { if (height > _vm->_scene->getHeight(true) / 2 && width < _vm->getDisplayInfo().width - 20) { width = _vm->getDisplayInfo().width - 20; height = _vm->_font->getHeight(kKnownFontScript, _activeSpeech.strings[0], width - 2, _activeSpeech.getFontFlags(0)) + 1; } } else if (_vm->getGameId() == GID_ITE) { if (height > 40 && width < _vm->getDisplayInfo().width - 100) { width = _vm->getDisplayInfo().width - 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->getDisplayInfo().width - 10) { _activeSpeech.drawRect.left = _vm->getDisplayInfo().width - 10 - width; } else { _activeSpeech.drawRect.left = _activeSpeech.speechBox.left; } height2 = actor->_screenPosition.y - 50; if (height2 > _vm->_scene->getHeight(true)) _activeSpeech.speechBox.top = _activeSpeech.drawRect.top = _vm->_scene->getHeight(true) - 1 - height - 10; else _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; } 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; #ifdef ENABLE_IHNM } else if (_vm->getGameId() == GID_IHNM && (objectTypeId(commonObjectData->_id) & kGameObjectObject)) { commonObjectData->_screenScale = 256; } else if (_vm->getGameId() == GID_IHNM && (commonObjectData->_flags & kNoScale)) { commonObjectData->_screenScale = 256; #endif } 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->getDisplayInfo().width + 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. // Note that in IHNM, there are some items that overlap on other items // Since we're checking the draw list from the FIRST item drawn to the // LAST one, sometimes the object drawn first is incorrectly returned. // An example is the chalk on the magic circle in Ted's chapter, which // is drawn AFTER the circle, but HitTest incorrectly returns the circle // id in this case, even though the chalk was drawn after the circle. // Therefore, for IHNM, we iterate through the whole draw list and // return the last match found, not the first one. // Unfortunately, it is only possible to search items in the sorted draw // list from start to end, not reverse, so it's necessary to search // through the whole list to get the item drawn last uint16 result = ID_NOTHING; if (!_vm->_scene->getSceneClip().contains(testPoint)) return ID_NOTHING; CommonObjectOrderList::iterator drawOrderIterator; CommonObjectDataPointer drawObject; int frameNumber = 0; SpriteList *spriteList = NULL; createDrawOrderList(); for (drawOrderIterator = _drawOrderList.begin(); drawOrderIterator != _drawOrderList.end(); ++drawOrderIterator) { drawObject = *drawOrderIterator; if (skipProtagonist && (drawObject == _protagonist)) { continue; } if (!getSpriteParams(drawObject, frameNumber, spriteList)) { continue; } if (_vm->_sprite->hitTest(*spriteList, frameNumber, drawObject->_screenPosition, drawObject->_screenScale, testPoint)) { result = drawObject->_id; if (_vm->getGameId() == GID_ITE) return result; // in ITE, return the first result found (read above) } } return result; // in IHNM, return the last result found (read above) } void Actor::drawOrderListAdd(const CommonObjectDataPointer& element, CompareFunction compareFunction) { int res; for (CommonObjectOrderList::iterator i = _drawOrderList.begin(); i !=_drawOrderList.end(); ++i) { res = compareFunction(element, *i); if (res < 0) { _drawOrderList.insert(i, element); return; } } _drawOrderList.push_back(element); } void Actor::createDrawOrderList() { CompareFunction compareFunction = 0; if (_vm->_scene->getFlags() & kSceneFlagISO) { compareFunction = &tileCommonObjectCompare; } else { if (_vm->getGameId() == GID_ITE) compareFunction = &commonObjectCompare; #ifdef ENABLE_IHNM else if (_vm->getGameId() == GID_IHNM) compareFunction = &commonObjectCompareIHNM; #endif } _drawOrderList.clear(); for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) { if (!actor->_inScene) continue; if (calcScreenPosition(actor)) { drawOrderListAdd(actor, compareFunction); } } for (ObjectDataArray::iterator obj = _objs.begin(); obj != _objs.end(); ++obj) { if (obj->_sceneNumber != _vm->_scene->currentSceneNumber()) continue; // WORKAROUND for a bug found in the original interpreter of IHNM // If an object's x or y value is negative, don't draw it // Scripts set negative values for an object's x and y when it shouldn't // be drawn anymore (i.e. when it's picked up or used) if (obj->_location.x < 0 || obj->_location.y < 0) continue; if (calcScreenPosition(obj)) { drawOrderListAdd(obj, compareFunction); } } } bool Actor::getSpriteParams(CommonObjectData *commonObjectData, int &frameNumber, SpriteList *&spriteList) { if (_vm->_scene->currentSceneResourceId() == ITE_SCENE_OVERMAP) { 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->empty()) { loadActorSpriteList(actor); } } else if (validObjId(commonObjectData->_id)) { spriteList = &_vm->_sprite->_mainSprites; frameNumber = commonObjectData->_spriteListResourceId; } else { return false; } if (spriteList->empty()) { return false; } if ((frameNumber < 0) || (spriteList->size() <= uint(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() { // Do nothing for SAGA2 games for now if (_vm->isSaga2()) { return; } // WORKAROUND // Bug #2928923: 'ITE: Graphic Glitches during racoon death "Cut Scene"' if (_vm->_anim->hasCutaway() || _vm->_scene->currentSceneNumber() == 287 || _vm->_scene->currentSceneNumber() == 286) { drawSpeech(); return; } if (_vm->_scene->currentSceneNumber() <= 0) { return; } if (_vm->_scene->_entryList.empty()) { return; } CommonObjectOrderList::iterator drawOrderIterator; CommonObjectDataPointer drawObject; int frameNumber = 0; SpriteList *spriteList = NULL; createDrawOrderList(); for (drawOrderIterator = _drawOrderList.begin(); drawOrderIterator != _drawOrderList.end(); ++drawOrderIterator) { drawObject = *drawOrderIterator; if (!getSpriteParams(drawObject, frameNumber, spriteList)) { continue; } if (_vm->_scene->getFlags() & kSceneFlagISO) { _vm->_isoMap->drawSprite(*spriteList, frameNumber, drawObject->_location, drawObject->_screenPosition, drawObject->_screenScale); } else { _vm->_sprite->drawOccluded(*spriteList, frameNumber, drawObject->_screenPosition, drawObject->_screenScale, drawObject->_screenDepth); } } drawSpeech(); } void Actor::drawSpeech() { if (!isSpeaking() || !_activeSpeech.playing || _vm->_script->_skipSpeeches || (!_vm->_subtitlesEnabled && _vm->getGameId() == GID_ITE && !(_vm->getFeatures() & GF_ITE_FLOPPY)) || (!_vm->_subtitlesEnabled && (_vm->getGameId() == GID_IHNM))) return; Point textPoint; ActorData *actor; int width, height; int stringLength = strlen(_activeSpeech.strings[0]); Common::Array outputString; outputString.resize(stringLength + 1); if (_activeSpeech.speechFlags & kSpeakSlow) strncpy(&outputString.front(), _activeSpeech.strings[0], _activeSpeech.slowModeCharIndex + 1); else strncpy(&outputString.front(), _activeSpeech.strings[0], stringLength); if (_activeSpeech.actorsCount > 1) { height = _vm->_font->getHeight(kKnownFontScript); width = _vm->_font->getStringWidth(kKnownFontScript, _activeSpeech.strings[0], 0, kFontNormal); for (int i = 0; i < _activeSpeech.actorsCount; i++) { actor = getActor(_activeSpeech.actorIds[i]); calcScreenPosition(actor); textPoint.x = CLIP(actor->_screenPosition.x - width / 2, 10, _vm->getDisplayInfo().width - 10 - width); if (_vm->getGameId() == GID_ITE) textPoint.y = CLIP(actor->_screenPosition.y - 58, 10, _vm->_scene->getHeight(true) - 10 - height); else if (_vm->getGameId() == GID_IHNM) textPoint.y = 10; // CLIP(actor->_screenPosition.y - 160, 10, _vm->_scene->getHeight(true) - 10 - height); _vm->_font->textDraw(kKnownFontScript, &outputString.front(), textPoint, _activeSpeech.speechColor[i], _activeSpeech.outlineColor[i], _activeSpeech.getFontFlags(i)); } } else { _vm->_font->textDrawRect(kKnownFontScript, &outputString.front(), _activeSpeech.drawRect, _activeSpeech.speechColor[0], _activeSpeech.outlineColor[0], _activeSpeech.getFontFlags(0)); } } 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->KnownColor2ColorId(kKnownColorBlack); _activeSpeech.sampleResourceId = sampleResourceId; _activeSpeech.playing = false; _activeSpeech.slowModeCharIndex = 0; dist = MIN(actor->_screenPosition.x - 10, _vm->getDisplayInfo().width - 10 - actor->_screenPosition.x); if (_vm->getGameId() == GID_ITE) dist = CLIP(dist, 60, 150); else dist = CLIP(dist, 120, 300); _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->getDisplayInfo().width - 10) { _activeSpeech.speechBox.left -= _activeSpeech.speechBox.right - _vm->getDisplayInfo().width - 10; _activeSpeech.speechBox.right = _vm->getDisplayInfo().width - 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_ITE_FLOPPY) _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] = _vm->KnownColor2ColorId(kKnownColorBlack); } _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() { // WORKAROUND: Don't abort speeches in scene 31 (tree with beehive). This prevents the // making fire animation from breaking if (_vm->getGameId() == GID_ITE && _vm->_scene->currentSceneNumber() == 31) return; 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::saveState(Common::OutSaveFile *out) { out->writeSint16LE(getProtagState()); for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) { actor->saveState(out); } for (ObjectDataArray::iterator obj = _objs.begin(); obj != _objs.end(); ++obj) { obj->saveState(out); } } void Actor::loadState(Common::InSaveFile *in) { int16 protagState = in->readSint16LE(); if (protagState != 0 || (_protagonist->shareFrames())) { setProtagState(protagState); } for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) { actor->loadState(_vm->getCurrentLoadVersion(), in); } for (ObjectDataArray::iterator obj = _objs.begin(); obj != _objs.end(); ++obj) { obj->loadState(in); } } } // End of namespace Saga