/* 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/console.h" #include "saga/events.h" #include "saga/isomap.h" #include "saga/objectmap.h" #include "saga/script.h" #include "saga/sound.h" #include "saga/scene.h" namespace Saga { 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 } } } }; bool Actor::validFollowerLocation(const Location &location) { Point point; location.toScreenPointXY(point); if ((point.x < 5) || (point.x >= _vm->getDisplayInfo().width - 5) || (point.y < 0) || (point.y > _vm->_scene->getHeight())) { return false; } return (_vm->_scene->canWalk(point)); } 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::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); } } 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::updateActorsScene(int actorsEntrance) { int j; int followerDirection; 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 (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) { actor->_inScene = false; actor->_spriteList.clear(); if ((actor->_flags & (kProtagonist | kFollower)) || (actor->_index == 0)) { if (actor->_flags & kProtagonist) { actor->_finalTarget = actor->_location; _centerActor = _protagonist = actor; } else if (_vm->getGameId() == GID_ITE && _vm->_scene->currentSceneResourceId() == ITE_SCENE_OVERMAP) { 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 if (actor->_currentAction != kActionFreeze) { actor->_currentAction = kActionWait; } } } // _protagonist can be null while loading a game from the command line if (_protagonist == NULL) return; if ((actorsEntrance >= 0) && (!_vm->_scene->_entryList.empty())) { if (_vm->_scene->_entryList.size() <= uint(actorsEntrance)) { actorsEntrance = 0; //OCEAN bug } sceneEntry = &_vm->_scene->_entryList[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 stepping on an action zone, Rif is trying to exit. // Shift Rif's entry position to a non action zone area. if (_vm->getGameId() == GID_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 (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) { 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); } } void Actor::handleActions(int msec, bool setup) { ActorFrameRange *frameRange; int state; int speed; int32 framesLeft; Location delta; Location addDelta; int hitZoneIndex; const HitZone *hitZone; Point hitPoint; Location pickLocation; for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) { if (!actor->_inScene) continue; if ((_vm->getGameId() == GID_ITE) && (actor->_index == 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() == ITE_SCENE_OVERMAP) { speed = 2; } if ((actor->_actionDirection == 2) || (actor->_actionDirection == 6)) { speed = speed / 2; } if (ABS(delta.v()) > ABS(delta.u())) { addDelta.v() = CLIP(delta.v(), -speed, 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() = CLIP(delta.u(), -speed, 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); return; // break out of select case } actor->_partialTarget.fromScreenPoint(actor->_walkStepsPoints[actor->_walkStepIndex++]); if (_vm->getGameId() == GID_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->getGameId() == GID_ITE) speed = (ACTOR_LMULT * 2 * actor->_screenScale + 63) / 256; else speed = (ACTOR_SPEED * actor->_screenScale + 128) >> 8; if (speed < 1) speed = 1; if (_vm->getGameId() == GID_IHNM) speed = speed / 2; if ((actor->_actionDirection == kDirUp) || (actor->_actionDirection == kDirDown)) { addDelta.y = CLIP(delta.y, -speed, 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 = CLIP(delta.x, -2 * speed, 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->getGameId() == GID_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); } // WORKAROUND for an incorrect hitzone which exists in IHNM // In Gorrister's chapter, in the toilet screen, the hitzone of the exit is // placed over the place where Gorrister sits to examine the graffiti on the wall // to the left, which makes him exit the screen when the graffiti is examined. // We effectively change the left side of the hitzone here so that it starts from // pixel 301 onwards. The same workaround is applied in Script::whichObject if (_vm->getGameId() == GID_IHNM) { if (_vm->_scene->currentChapterNumber() == 1 && _vm->_scene->currentSceneNumber() == 22) if (hitPoint.x <= 300) hitZone = NULL; } if (hitZone != actor->_lastZone) { if (actor->_lastZone) stepZoneAction(actor, actor->_lastZone, true, false); actor->_lastZone = hitZone; // WORKAROUND for graphics glitch in the rat caves. Don't do this step zone action in the rat caves // (room 51) for hitzone 24577 (the door with the copy protection) to avoid the glitch. This glitch // happens because the copy protection is supposed to kick in at this point, but it's bypassed // (with permission from Wyrmkeep Entertainment) if (hitZone && !(_vm->getGameId() == GID_ITE && _vm->_scene->currentSceneNumber() == 51 && hitZone->getHitZoneId() == 24577)) { stepZoneAction(actor, hitZone, false, false); } } } } // Update frameCount for sfWaitFrames in IHNM _vm->_frameCount++; } void Actor::direct(int msec) { if (_vm->_scene->_entryList.empty()) { 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::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 = CLIP(delta.u(), -prefU, prefU) + protagonistLocation.u(); newV = CLIP(delta.v(), -prefV, 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 = CLIP(delta.y, -prefer2.y, prefer2.y) + protagonistLocation.y; } else { delta.y = (delta.y > 0) ? prefer3.y : -prefer3.y; newLocation.x = CLIP(delta.x, -prefer2.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 = CLIP(newLocation.x, -31 * 4, (_vm->getDisplayInfo().width + 31) * 4); return actorWalkTo(actor->_id, newLocation); } } return false; } bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) { ActorData *actor; 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); // closed _vm->_scene->setDoorState(3, 0); // open } else { _vm->_scene->setDoorState(2, 0); // open _vm->_scene->setDoorState(3, 0xff); // closed } if (_vm->_scene->getFlags() & kSceneFlagISO) { if ((_vm->getGameId() == GID_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); // FIXME: why is the following line needed? pointFrom.x &= ~1; // set last bit to 0 extraStartNode = _vm->_scene->offscreenPath(pointFrom); toLocation.toScreenPointXY(pointTo); // FIXME: why is the following line needed? pointTo.x &= ~1; // set last bit to 0 // Are we already where we want to go? if (pointFrom.x == pointTo.x && pointFrom.y == pointTo.y) { actor->_walkStepsCount = 0; actorEndWalk(actorId, false); return false; } extraEndNode = _vm->_scene->offscreenPath(pointTo); if (_vm->_scene->isBGMaskPresent()) { if ( ((actor->_currentAction >= kActionWalkToPoint && actor->_currentAction <= kActionWalkDir) || (_vm->getGameId() == GID_ITE && actor == _protagonist)) && !_vm->_scene->canWalk(pointFrom)) { int max = _vm->getGameId() == GID_ITE ? 8 : 4; for (int i = 1; i < max; 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; } if (_vm->getGameId() == GID_ITE) { 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 (ActorDataArray::iterator anotherActor = _actors.begin(); (anotherActor != _actors.end()) && (_barrierCount < ACTOR_BARRIERS_MAX); ++anotherActor) { 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; testBox.top = anotherActorScreenPosition.y - collision.y; testBox.bottom = anotherActorScreenPosition.y + collision.y; testBox2 = testBox; testBox2.left -= 2; testBox2.right += 2; testBox2.top -= 1; testBox2.bottom += 1; if (testBox2.contains(pointFrom)) { if (pointFrom.x > anotherActorScreenPosition.x + 4) { testBox.right = pointFrom.x - 2; } else if (pointFrom.x < anotherActorScreenPosition.x - 4) { testBox.left = pointFrom.x + 2; } else if (pointFrom.y > anotherActorScreenPosition.y) { testBox.bottom = pointFrom.y - 1; } 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 { // FIXME: Why is this needed? 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; } 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->getGameId() == GID_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; actor->_actionCycle = 0; 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->getGameId() == GID_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; } 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]; // Fix for Bug #3324850 ("ITE (SAGA): crash in dog sewers") // If there were more than two steps left, get the third (next) step. // Otherwise, store the second step again so the anim looks right. // (If you stop the move instead, Rif isn't automatically knocked into // the Sewer.) if (actor->_walkStepIndex + 1 < actor->_walkStepsCount) dir3 = actor->_tileDirections[actor->_walkStepIndex + 1]; else dir3 = dir2; 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; } // 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