/* 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. * * $URL$ * $Id$ * */ #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/sagaresnames.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; } inline int16 int16Compare(int16 i1, int16 i2) { return ((i1) > (i2) ? 1 : ((i1) < (i2) ? -1 : 0)); } inline int16 quickDistance(const Point &point1, const Point &point2, int16 compressX) { Point delta; delta.x = ABS(point1.x - point2.x) / compressX; delta.y = ABS(point1.y - point2.y); return ((delta.x < delta.y) ? (delta.y + delta.x / 2) : (delta.x + delta.y / 2)); } inline void calcDeltaS(const Point &point1, const Point &point2, Point &delta, Point &s) { delta.x = point2.x - point1.x; if (delta.x == 0) { s.x = 0; } else { if (delta.x > 0) { s.x = 1; } else { s.x = -1; delta.x = -delta.x; } } delta.y = point2.y - point1.y; if (delta.y == 0) { s.y = 0; } else { if (delta.y > 0) { s.y = 1; } else { s.y = -1; delta.y = -delta.y; } } } // 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, Point( 0, -1) }, { 7, Point(-1, -1) }, { 4, Point( 1, -1) } }, { { 1, Point( 1, 0) }, { 4, Point( 1, -1) }, { 5, Point( 1, 1) } }, { { 2, Point( 0, 1) }, { 5, Point( 1, 1) }, { 6, Point(-1, 1) } }, { { 3, Point(-1, 0) }, { 6, Point(-1, 1) }, { 7, Point(-1, -1) } }, { { 0, Point( 0, -1) }, { 1, Point( 1, 0) }, { 4, Point( 1, -1) } }, { { 1, Point( 1, 0) }, { 2, Point( 0, 1) }, { 5, Point( 1, 1) } }, { { 2, Point( 0, 1) }, { 3, Point(-1, 0) }, { 6, Point(-1, 1) } }, { { 3, Point(-1, 0) }, { 0, Point( 0, -1) }, { 7, Point(-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 = NULL; _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 freeProtagStates(); freeActorList(); freeObjList(); } void Actor::freeProtagStates() { int i; for (i = 0; i < _protagStatesCount; i++) { free(_protagStates[i]._frames); } free(_protagStates); _protagStates = NULL; _protagStatesCount = 0; } void Actor::loadFrameList(int frameListResourceId, ActorFrameSequence *&framesPointer, int &framesCount) { byte *resourcePointer; size_t resourceLength; debug(9, "Loading frame resource id %d", frameListResourceId); _vm->_resource->loadResource(_actorContext, frameListResourceId, resourcePointer, resourceLength); framesCount = resourceLength / 16; debug(9, "Frame resource contains %d frames (res length is %d)", framesCount, (int)resourceLength); framesPointer = (ActorFrameSequence *)malloc(sizeof(ActorFrameSequence) * framesCount); if (framesPointer == NULL && framesCount != 0) { memoryError("Actor::loadFrameList"); } 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); } bool Actor::loadActorResources(ActorData *actor) { bool gotSomething = false; if (actor->_frameListResourceId) { loadFrameList(actor->_frameListResourceId, actor->_frames, actor->_framesCount); actor->_shareFrames = false; gotSomething = true; } else { // It's normal for some actors to have no frames //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; int stateResourceId; 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) { if (!_protagonist->_shareFrames) free(_protagonist->_frames); freeProtagStates(); _protagStates = (ProtagStateData *)malloc(sizeof(ProtagStateData) * protagStatesCount); byte *idsResourcePointer; size_t idsResourceLength; _vm->_resource->loadResource(_actorContext, protagStatesResourceID, idsResourcePointer, idsResourceLength); if (idsResourceLength < (size_t)protagStatesCount * 4) { error("Wrong protagonist states resource"); } MemoryReadStream statesIds(idsResourcePointer, idsResourceLength); for (i = 0; i < protagStatesCount; i++) { stateResourceId = statesIds.readUint32LE(); loadFrameList(stateResourceId, _protagStates[i]._frames, _protagStates[i]._framesCount); } free(idsResourcePointer); _protagonist->_frames = _protagStates[_protagState]._frames; _protagonist->_framesCount = _protagStates[_protagState]._framesCount; _protagonist->_shareFrames = true; } _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) { if (!_protagonist->_shareFrames) free(_protagonist->_frames); _protagonist->_frames = _protagStates[state]._frames; _protagonist->_framesCount = _protagStates[state]._framesCount; _protagonist->_shareFrames = true; } } 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]; } if (_vm->getGameType() == GType_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 (0 == actor->_framesCount) { return &def; } if (frameType >= actor->_framesCount) { frameType = actor->_framesCount - 1; } if (frameType < 0) { frameType = 0; } fourDirection = actorDirectectionsLUT[actor->_facingDirection]; return &actor->_frames[frameType].directions[fourDirection]; } 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, 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; } } 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; if (height2 > _vm->_scene->getHeight()) _activeSpeech.speechBox.top = _activeSpeech.drawRect.top = _vm->_scene->getHeight() - 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; } 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; } } if(_vm->getGameType() == GType_ITE) speed = (ACTOR_LMULT * 2 * actor->_screenScale + 63) / 256; else speed = (ACTOR_SPEED * actor->_screenScale + 128) >> 8; if (speed < 1) speed = 1; if(_vm->getGameType() == GType_IHNM) speed = speed / 2; 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 { if (_vm->getGameType() == GType_ITE) { actor->_location.x += directionLUT[actor->_actionDirection][0] * 2; actor->_location.y += directionLUT[actor->_actionDirection][1] * 2; } else { // FIXME: The original does not multiply by 8 here, but we do actor->_location.x += (directionLUT[actor->_actionDirection][0] * 8 * actor->_screenScale + 128) >> 8; actor->_location.y += (directionLUT[actor->_actionDirection][1] * 8 * actor->_screenScale + 128) >> 8; } 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); } } } // Update frameCount for sfWaitFrames in IHNM _vm->_frameCount++; } 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 (_vm->getGameType() == GType_IHNM && (objectTypeId(commonObjectData->_id) & kGameObjectObject)) { commonObjectData->_screenScale = 256; } else if (_vm->getGameType() == GType_IHNM && (commonObjectData->_flags & kNoScale)) { 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. // 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; 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)) { result = drawObject->_id; if (_vm->getGameType() == GType_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::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 (spriteList->spriteCount == 0) { return false; } 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)) || (!_vm->_subtitlesEnabled && (_vm->getGameType() == GType_IHNM))) return; int i; Point textPoint; ActorData *actor; int width, height; int stringLength; Surface *backBuffer; char *outputString; backBuffer = _vm->_gfx->getBackBuffer(); stringLength = strlen(_activeSpeech.strings[0]); outputString = (char*)calloc(stringLength + 1, 1); if (_activeSpeech.speechFlags & kSpeakSlow) strncpy(outputString, _activeSpeech.strings[0], _activeSpeech.slowModeCharIndex + 1); else strncpy(outputString, _activeSpeech.strings[0], stringLength); 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, outputString, textPoint, _activeSpeech.speechColor[i], _activeSpeech.outlineColor[i], _activeSpeech.getFontFlags(i)); } } else { _vm->_font->textDrawRect(kKnownFontScript, backBuffer, outputString, _activeSpeech.drawRect, _activeSpeech.speechColor[0], _activeSpeech.outlineColor[0], _activeSpeech.getFontFlags(0)); } free(outputString); } 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 (_vm->getGameType() == GType_ITE) { 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->KnownColor2ColorId(kKnownColorBlack); _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; } // WORKAROUND for the compact disk in Ellen's chapter // Once Ellen starts saying that "Something is different", bring the compact disk in the // scene. After speaking with AM, the compact disk is visible. She always says this line // when entering room 59, after speaking with AM, if the compact disk is not picked up yet // Check Script::sfDropObject for the other part of this workaround if (_vm->getGameType() == GType_IHNM && _vm->_scene->currentChapterNumber() == 3 && _vm->_scene->currentSceneNumber() == 59 && _activeSpeech.sampleResourceId == 286) { for (i = 0; i < _objsCount; i++) { if (_objs[i]->_id == 16385) { // the compact disk _objs[i]->_sceneNumber = 59; break; } } } } 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() { // WORKAROUND: Don't abort speeches in scene 31 (tree with beehive). This prevents the // making fire animation from breaking if (_vm->getGameType() == GType_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::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; Point s; Point fDelta; int16 errterm; calcDeltaS(point1, point2, delta, s); point = point1; fDelta.x = delta.x * 2; fDelta.y = delta.y * 2; if (delta.y > delta.x) { errterm = fDelta.x - delta.y; while (delta.y > 0) { while (errterm >= 0) { point.x += s.x; errterm -= fDelta.y; } point.y += s.y; errterm += fDelta.x; if (!validPathCellPoint(point)) { return false; } if (getPathCell(point) == kPathCellBarrier) { return false; } delta.y--; } } else { errterm = fDelta.y - delta.x; while (delta.x > 0) { while (errterm >= 0) { point.y += s.y; errterm -= fDelta.x; } point.x += s.x; errterm += fDelta.y; if (!validPathCellPoint(point)) { return false; } if (getPathCell(point) == kPathCellBarrier) { return false; } delta.x--; } } 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; int16 compressX = (_vm->getGameType() == GType_ITE) ? 2 : 1; _pathDirectionListCount = 0; pointCounter = 0; bestRating = quickDistance(fromPoint, toPoint, compressX); bestPath = fromPoint; for (startDirection = 0; startDirection < 4; startDirection++) { newPathDirection = addPathDirectionListData(); newPathDirection->coord = fromPoint; 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 = pathDirection->coord; nextPoint.x += samplePathDirection->coord.x; nextPoint.y += samplePathDirection->coord.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->coord = nextPoint; newPathDirection->direction = samplePathDirection->direction; ++pointCounter; if (nextPoint == toPoint) { bestPoint = toPoint; return pointCounter; } currentRating = quickDistance(nextPoint, toPoint, compressX); 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 = int16Compare(point2.x, point1.x); delta.y = int16Compare(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; Point s; int16 errterm; int16 res; calcDeltaS(point1, point2, delta, s); point = point1; tempPoint.x = delta.x * 2; tempPoint.y = delta.y * 2; if (delta.y > delta.x) { errterm = tempPoint.x - delta.y; res = delta.y; while (delta.y > 0) { while (errterm >= 0) { point.x += s.x; errterm -= tempPoint.y; } point.y += s.y; errterm += tempPoint.x; *pointList = point; pointList++; delta.y--; } } else { errterm = tempPoint.y - delta.x; res = delta.x; while (delta.x > 0) { while (errterm >= 0) { point.y += s.y; errterm -= tempPoint.x; } point.x += s.x; errterm += tempPoint.y; *pointList = point; pointList++; delta.x--; } } return res; } 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; int16 protagState = in->readSint16LE(); if (protagState != 0) setProtagState(protagState); 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