/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "common/system.h" // for setFocusRectangle/clearFocusRectangle #include "scumm/scumm.h" #include "scumm/actor.h" #include "scumm/actor_he.h" #include "scumm/akos.h" #include "scumm/boxes.h" #include "scumm/charset.h" #include "scumm/costume.h" #include "scumm/he/intern_he.h" #include "scumm/object.h" #include "scumm/resource.h" #include "scumm/scumm_v7.h" #include "scumm/scumm_v0.h" #include "scumm/he/sound_he.h" #include "scumm/he/sprite_he.h" #include "scumm/usage_bits.h" #include "scumm/util.h" namespace Scumm { byte Actor::kInvalidBox = 0; static const byte v0ActorDemoTalk[25] = { 0x00, 0x06, // Syd 0x06, // Razor 0x06, // Dave 0x06, // Michael 0x06, // Bernard 0x06, // Wendy 0x00, // Jeff 0x46, // Radiation Suit 0x06, // Dr Fred 0x06, // Nurse Edna 0x06, // Weird Ed 0x06, // Dead Cousin Ted 0xE2, // Purple Tentacle 0xE2, // Green Tentacle 0x06, // Meteor police 0xC0, // Meteor 0x06, // Mark Eteer 0x06, // Talkshow Host 0x00, // Plant 0xC0, // Meteor Radiation 0xC0, // Edsel (small, outro) 0x00, // Meteor (small, intro) 0x06, // Sandy (Lab) 0x06, // Sandy (Cut-Scene) }; static const byte v0ActorTalk[25] = { 0x00, 0x06, // Syd 0x06, // Razor 0x06, // Dave 0x06, // Michael 0x06, // Bernard 0x06, // Wendy 0x00, // Jeff 0x46, // Radiation Suit 0x06, // Dr Fred 0x06, // Nurse Edna 0x06, // Weird Ed 0x06, // Dead Cousin Ted 0xFF, // Purple Tentacle 0xFF, // Green Tentacle 0x06, // Meteor police 0xC0, // Meteor 0x06, // Mark Eteer 0x06, // Talkshow Host 0x00, // Plant 0xC0, // Meteor Radiation 0xC0, // Edsel (small, outro) 0x00, // Meteor (small, intro) 0x06, // Sandy (Lab) 0x06, // Sandy (Cut-Scene) }; static const byte v0WalkboxSlantedModifier[0x16] = { 0x00,0x01,0x02,0x03,0x03,0x04,0x05,0x06, 0x06,0x07,0x08,0x09,0x09,0x0A,0x0B, 0x0C,0x0C,0x0D,0x0E,0x0F,0x10,0x10 }; Actor::Actor(ScummEngine *scumm, int id) : _vm(scumm), _number(id) { assert(_vm != 0); } void ActorHE::initActor(int mode) { Actor::initActor(mode); if (mode == -1) { _heOffsX = _heOffsY = 0; _heSkipLimbs = false; memset(_heTalkQueue, 0, sizeof(_heTalkQueue)); } if (mode == 1 || mode == -1) { _heCondMask = 1; _heNoTalkAnimation = 0; _heSkipLimbs = false; } else if (mode == 2) { _heCondMask = 1; _heSkipLimbs = false; } _heXmapNum = 0; _hePaletteNum = 0; _heFlags = 0; _heTalking = false; if (_vm->_game.heversion >= 61) _flip = 0; _clipOverride = ((ScummEngine_v60he *)_vm)->_actorClipOverride; _auxBlock.reset(); } void Actor::initActor(int mode) { if (mode == -1) { _top = _bottom = 0; _needRedraw = false; _needBgReset = false; _costumeNeedsInit = false; _visible = false; _flip = false; _speedx = 8; _speedy = 2; _frame = 0; _walkbox = 0; _animProgress = 0; _drawToBackBuf = false; memset(_animVariable, 0, sizeof(_animVariable)); memset(_palette, 0, sizeof(_palette)); memset(_sound, 0, sizeof(_sound)); memset(&_cost, 0, sizeof(CostumeData)); _walkdata.reset(); _walkdata.point3.x = 32000; _walkScript = 0; } if (mode == 1 || mode == -1) { _costume = 0; _room = 0; _pos.x = 0; _pos.y = 0; _facing = 180; if (_vm->_game.version >= 7) _visible = false; } else if (mode == 2) { _facing = 180; } _elevation = 0; _width = 24; _talkColor = 15; _talkPosX = 0; _talkPosY = -80; _boxscale = _scaley = _scalex = 0xFF; _charset = 0; memset(_sound, 0, sizeof(_sound)); _targetFacing = _facing; _shadowMode = 0; _layer = 0; stopActorMoving(); setActorWalkSpeed(8, 2); _animSpeed = 0; if (_vm->_game.version >= 6) _animProgress = 0; _ignoreBoxes = false; _forceClip = (_vm->_game.version >= 7) ? 100 : 0; _ignoreTurns = false; _talkFrequency = 256; _talkPan = 64; _talkVolume = 127; _initFrame = 1; _walkFrame = 2; _standFrame = 3; _talkStartFrame = 4; _talkStopFrame = 5; _walkScript = 0; _talkScript = 0; _vm->_classData[_number] = (_vm->_game.version >= 7) ? _vm->_classData[0] : 0; } void Actor_v2::initActor(int mode) { Actor::initActor(mode); _speedx = 1; _speedy = 1; _initFrame = 2; _walkFrame = 0; _standFrame = 1; _talkStartFrame = 5; _talkStopFrame = 4; } void Actor_v0::initActor(int mode) { Actor_v2::initActor(mode); _costCommandNew = 0xFF; _costCommand = 0xFF; _miscflags = 0; _speaking = 0; _walkCountModulo = 0; _newWalkBoxEntered = false; _walkDirX = 0; _walkDirY = 0; _walkYCountGreaterThanXCount = 0; _walkXCount = 0; _walkXCountInc = 0; _walkYCount = 0; _walkYCountInc = 0; _walkMaxXYCountInc = 0; _tmp_WalkBox = 0; _tmp_NewWalkBoxEntered = 0; _animFrameRepeat = 0; for (int i = 0; i < 8; ++i) { _limbFrameRepeatNew[i] = 0; _limbFrameRepeat[i] = 0; _limb_flipped[i] = false; } walkBoxQueueReset(); if (_vm->_game.features & GF_DEMO) { _sound[0] = v0ActorDemoTalk[_number]; } else { _sound[0] = v0ActorTalk[_number]; } } void Actor_v0::walkBoxQueueReset() { _walkboxHistory.clear(); _walkboxQueueIndex = 0; for (uint i = 0; i < ARRAYSIZE(_walkboxQueue); ++i) { _walkboxQueue[i] = kInvalidBox; } } bool Actor_v0::walkBoxQueueAdd(int box) { if (_walkboxQueueIndex == ARRAYSIZE(_walkboxQueue)) return false; _walkboxQueue[_walkboxQueueIndex++] = box; _walkboxHistory.push_back(box); return true; } void Actor_v0::walkboxQueueReverse() { int j = ARRAYSIZE(_walkboxQueue) - 1; while (_walkboxQueue[j] == kInvalidBox && j >= 1) --j; if (j <= 1) return; for (int i = 1; i < j && j >= 1 ; ++i, --j) { byte tmp = _walkboxQueue[i]; _walkboxQueue[i] = _walkboxQueue[j]; _walkboxQueue[j] = tmp; } } bool Actor_v0::walkBoxQueueFind(int box) { for (uint i = 0; i < _walkboxHistory.size(); ++i) { if (box == _walkboxHistory[i]) return true; } return false; } bool Actor_v0::walkBoxQueuePrepare() { walkBoxQueueReset(); int BoxFound = _walkbox; if (BoxFound == _walkdata.destbox) { _newWalkBoxEntered = true; return true; } // Build a series of walkboxes from our current position, to the target do { // Add the current box to the queue if (!walkBoxQueueAdd(BoxFound)) return false; // Loop until we find a walkbox which hasn't been tested while (_walkboxQueueIndex > 0) { // Check if the dest box is a direct neighbour if ((BoxFound = _vm->getNextBox(BoxFound, _walkdata.destbox)) == kInvalidBox) { // Its not, start hunting through this boxes immediate connections byte* boxm = _vm->getBoxConnectionBase(_walkboxQueue[_walkboxQueueIndex - 1]); // Attempt to find one, which we havn't already used for (; *boxm != kInvalidBox; ++boxm) { if (walkBoxQueueFind(*boxm) != true) break; } BoxFound = *boxm; } // Found one? if (BoxFound != kInvalidBox) { // Did we find a connection to the final walkbox if (BoxFound == _walkdata.destbox) { _newWalkBoxEntered = true; walkBoxQueueAdd(BoxFound); walkboxQueueReverse(); return true; } // Nope, check the next box break; } // Drop this box, its useless to us _walkboxQueue[--_walkboxQueueIndex] = kInvalidBox; BoxFound = _walkboxQueue[_walkboxQueueIndex - 1]; } } while (_walkboxQueueIndex > 0); return false; } void Actor::setBox(int box) { _walkbox = box; setupActorScale(); } void Actor_v3::setupActorScale() { // WORKAROUND bug #1463598: Under certain circumstances, it is possible // for Henry Sr. to reach the front side of Castle Brunwald (following // Indy there). But it seems the game has no small costume for Henry, // hence he is shown as a giant, triple in size compared to Indy. // To workaround this, we override the scale of Henry. Since V3 games // like Indy3 don't use the costume scale otherwise, this works fine. // The scale factor 0x50 was determined by some guess work. if (_number == 2 && _costume == 7 && _vm->_game.id == GID_INDY3 && _vm->_currentRoom == 12) { _scalex = 0x50; _scaley = 0x50; } else { // TODO: The following could probably be removed _scalex = 0xFF; _scaley = 0xFF; } } void Actor::setupActorScale() { if (_ignoreBoxes) return; // For some boxes, we ignore the scaling and use whatever values the // scripts set. This is used e.g. in the Mystery Vortex in Sam&Max. // Older games used the flag 0x20 differently, though. if (_vm->_game.id == GID_SAMNMAX && (_vm->getBoxFlags(_walkbox) & kBoxIgnoreScale)) return; _boxscale = _vm->getBoxScale(_walkbox); uint16 scale = _vm->getScale(_walkbox, _pos.x, _pos.y); assert(scale <= 0xFF); _scalex = _scaley = (byte)scale; } #pragma mark - #pragma mark --- Actor walking --- #pragma mark - void ScummEngine::walkActors() { for (int i = 1; i < _numActors; ++i) { if (_actors[i]->isInCurrentRoom()) _actors[i]->walkActor(); } } void Actor::stopActorMoving() { if (_walkScript) _vm->stopScript(_walkScript); if (_vm->_game.version == 0) { _moving = 2; setDirection(_facing); } else { _moving = 0; } } void Actor::setActorWalkSpeed(uint newSpeedX, uint newSpeedY) { if (newSpeedX == _speedx && newSpeedY == _speedy) return; _speedx = newSpeedX; _speedy = newSpeedY; if (_moving) { if (_vm->_game.version == 8 && (_moving & MF_IN_LEG) == 0) return; calcMovementFactor(_walkdata.next); } } int getAngleFromPos(int x, int y, bool useATAN) { if (useATAN) { double temp = atan2((double)x, (double)-y); return normalizeAngle((int)(temp * 180 / M_PI)); } else { if (ABS(y) * 2 < ABS(x)) { if (x > 0) return 90; return 270; } else { if (y > 0) return 180; return 0; } } } int Actor::calcMovementFactor(const Common::Point& next) { int diffX, diffY; int32 deltaXFactor, deltaYFactor; if (_pos == next) return 0; diffX = next.x - _pos.x; diffY = next.y - _pos.y; deltaYFactor = _speedy << 16; if (diffY < 0) deltaYFactor = -deltaYFactor; deltaXFactor = deltaYFactor * diffX; if (diffY != 0) { deltaXFactor /= diffY; } else { deltaYFactor = 0; } if ((uint) ABS(deltaXFactor) > (_speedx << 16)) { deltaXFactor = _speedx << 16; if (diffX < 0) deltaXFactor = -deltaXFactor; deltaYFactor = deltaXFactor * diffY; if (diffX != 0) { deltaYFactor /= diffX; } else { deltaXFactor = 0; } } _walkdata.cur = _pos; _walkdata.next = next; _walkdata.deltaXFactor = deltaXFactor; _walkdata.deltaYFactor = deltaYFactor; _walkdata.xfrac = 0; _walkdata.yfrac = 0; if (_vm->_game.version <= 2) _targetFacing = getAngleFromPos(V12_X_MULTIPLIER*deltaXFactor, V12_Y_MULTIPLIER*deltaYFactor, false); else _targetFacing = getAngleFromPos(deltaXFactor, deltaYFactor, (_vm->_game.id == GID_DIG || _vm->_game.id == GID_CMI)); return actorWalkStep(); } int Actor::actorWalkStep() { int tmpX, tmpY; int distX, distY; int nextFacing; _needRedraw = true; nextFacing = updateActorDirection(true); if (!(_moving & MF_IN_LEG) || _facing != nextFacing) { if (_walkFrame != _frame || _facing != nextFacing) { startWalkAnim(1, nextFacing); } _moving |= MF_IN_LEG; } if (_walkbox != _walkdata.curbox && _vm->checkXYInBoxBounds(_walkdata.curbox, _pos.x, _pos.y)) { setBox(_walkdata.curbox); } distX = ABS(_walkdata.next.x - _walkdata.cur.x); distY = ABS(_walkdata.next.y - _walkdata.cur.y); if (ABS(_pos.x - _walkdata.cur.x) >= distX && ABS(_pos.y - _walkdata.cur.y) >= distY) { _moving &= ~MF_IN_LEG; return 0; } if (_vm->_game.version <= 2) { if (_walkdata.deltaXFactor != 0) { if (_walkdata.deltaXFactor > 0) _pos.x += 1; else _pos.x -= 1; } if (_walkdata.deltaYFactor != 0) { if (_walkdata.deltaYFactor > 0) _pos.y += 1; else _pos.y -= 1; } } else { tmpX = (_pos.x * (1 << 16)) + _walkdata.xfrac + (_walkdata.deltaXFactor / 256) * _scalex; _walkdata.xfrac = (uint16)tmpX; _pos.x = (tmpX / (1 << 16)); tmpY = (_pos.y * (1 << 16)) + _walkdata.yfrac + (_walkdata.deltaYFactor / 256) * _scaley; _walkdata.yfrac = (uint16)tmpY; _pos.y = (tmpY / (1 << 16)); } if (ABS(_pos.x - _walkdata.cur.x) > distX) { _pos.x = _walkdata.next.x; } if (ABS(_pos.y - _walkdata.cur.y) > distY) { _pos.y = _walkdata.next.y; } if ((_vm->_game.version <= 2 || (_vm->_game.version >= 4 && _vm->_game.version <= 6)) && _pos == _walkdata.next) { _moving &= ~MF_IN_LEG; return 0; } return 1; } bool Actor_v0::calcWalkDistances() { _walkDirX = 0; _walkDirY = 0; _walkYCountGreaterThanXCount = 0; uint16 A = 0; if (_CurrentWalkTo.x >= _tmp_NewPos.x) { A = _CurrentWalkTo.x - _tmp_NewPos.x; _walkDirX = 1; } else { A = _tmp_NewPos.x - _CurrentWalkTo.x; } _walkXCountInc = A; if (_CurrentWalkTo.y >= _tmp_NewPos.y) { A = _CurrentWalkTo.y - _tmp_NewPos.y; _walkDirY = 1; } else { A = _tmp_NewPos.y - _CurrentWalkTo.y; } _walkYCountInc = A; if (!_walkXCountInc && !_walkYCountInc) return true; if (_walkXCountInc <= _walkYCountInc) _walkYCountGreaterThanXCount = 1; // 2FCC A = _walkXCountInc; if (A <= _walkYCountInc) A = _walkYCountInc; _walkMaxXYCountInc = A; _walkXCount = _walkXCountInc; _walkYCount = _walkYCountInc; _walkCountModulo = _walkMaxXYCountInc; return false; } /* Calculate the result of moving X+1 or X-1 */ byte Actor_v0::actorWalkXCalculate() { byte A = _walkXCount; A += _walkXCountInc; if (A >= _walkCountModulo) { if (!_walkDirX) { _tmp_NewPos.x--; } else { _tmp_NewPos.x++; } A -= _walkCountModulo; } // 2EAC _walkXCount = A; setActorToTempPosition(); if (updateWalkbox() == kInvalidBox) { // 2EB9 setActorToOriginalPosition(); return 3; } // 2EBF if (_tmp_NewPos.x == _CurrentWalkTo.x) return 1; return 0; } /* Calculate the result of moving Y+1 or Y-1 */ byte Actor_v0::actorWalkYCalculate() { byte A = _walkYCount; A += _walkYCountInc; if (A >= _walkCountModulo) { if (!_walkDirY) { _tmp_NewPos.y--; } else { _tmp_NewPos.y++; } A -= _walkCountModulo; } // 2EEB _walkYCount = A; setActorToTempPosition(); if (updateWalkbox() == kInvalidBox) { // 2EF8 setActorToOriginalPosition(); return 4; } // 2EFE if (_walkYCountInc != 0) { if (_walkYCountInc == 0xFF) { setActorToOriginalPosition(); return 4; } } // 2F0D if (_CurrentWalkTo.y == _tmp_NewPos.y) return 1; return 0; } void Actor::startWalkActor(int destX, int destY, int dir) { AdjustBoxResult abr; if (!isInCurrentRoom() && _vm->_game.version >= 7) { debugC(DEBUG_ACTORS, "startWalkActor: attempting to walk actor %d who is not in this room", _number); return; } if (_vm->_game.version <= 4) { abr.x = destX; abr.y = destY; } else { abr = adjustXYToBeInBox(destX, destY); } if (!isInCurrentRoom() && _vm->_game.version <= 6) { _pos.x = abr.x; _pos.y = abr.y; if (!_ignoreTurns && dir != -1) _facing = dir; return; } if (_vm->_game.version <= 2) { abr = adjustXYToBeInBox(abr.x, abr.y); if (_pos.x == abr.x && _pos.y == abr.y && (dir == -1 || _facing == dir)) return; } else { if (_ignoreBoxes) { abr.box = kInvalidBox; _walkbox = kInvalidBox; } else { if (_vm->checkXYInBoxBounds(_walkdata.destbox, abr.x, abr.y)) { abr.box = _walkdata.destbox; } else { abr = adjustXYToBeInBox(abr.x, abr.y); } if (_moving && _walkdata.destdir == dir && _walkdata.dest.x == abr.x && _walkdata.dest.y == abr.y) return; } if (_pos.x == abr.x && _pos.y == abr.y) { if (dir != _facing) turnToDirection(dir); return; } } _walkdata.dest.x = abr.x; _walkdata.dest.y = abr.y; _walkdata.destbox = abr.box; _walkdata.destdir = dir; _walkdata.point3.x = 32000; _walkdata.curbox = _walkbox; if (_vm->_game.version == 0) { ((Actor_v0 *)this)->walkBoxQueuePrepare(); } else if (_vm->_game.version <= 2) { _moving = (_moving & ~(MF_LAST_LEG | MF_IN_LEG)) | MF_NEW_LEG; } else { _moving = (_moving & MF_IN_LEG) | MF_NEW_LEG; } } void Actor::startWalkAnim(int cmd, int angle) { if (angle == -1) angle = _facing; /* Note: walk scripts aren't required to make the Dig * work as usual */ if (_walkScript) { int args[NUM_SCRIPT_LOCAL]; memset(args, 0, sizeof(args)); args[0] = _number; args[1] = cmd; args[2] = angle; _vm->runScript(_walkScript, 1, 0, args); } else { switch (cmd) { case 1: /* start walk */ setDirection(angle); startAnimActor(_walkFrame); break; case 2: /* change dir only */ setDirection(angle); break; case 3: /* stop walk */ turnToDirection(angle); startAnimActor(_standFrame); break; default: break; } } } void Actor::walkActor() { int new_dir, next_box; Common::Point foundPath; if (_vm->_game.version >= 7) { if (_moving & MF_FROZEN) { if (_moving & MF_TURN) { new_dir = updateActorDirection(false); if (_facing != new_dir) setDirection(new_dir); else _moving &= ~MF_TURN; } return; } } if (!_moving) return; if (!(_moving & MF_NEW_LEG)) { if (_moving & MF_IN_LEG && actorWalkStep()) return; if (_moving & MF_LAST_LEG) { _moving = 0; setBox(_walkdata.destbox); if (_vm->_game.version <= 6) { startAnimActor(_standFrame); if (_targetFacing != _walkdata.destdir) turnToDirection(_walkdata.destdir); } else { startWalkAnim(3, _walkdata.destdir); } return; } if (_moving & MF_TURN) { new_dir = updateActorDirection(false); if (_facing != new_dir) setDirection(new_dir); else _moving = 0; return; } setBox(_walkdata.curbox); _moving &= MF_IN_LEG; } _moving &= ~MF_NEW_LEG; do { if (_walkbox == kInvalidBox) { setBox(_walkdata.destbox); _walkdata.curbox = _walkdata.destbox; break; } if (_walkbox == _walkdata.destbox) break; next_box = _vm->getNextBox(_walkbox, _walkdata.destbox); if (next_box < 0) { _walkdata.destbox = _walkbox; _moving |= MF_LAST_LEG; return; } _walkdata.curbox = next_box; if (findPathTowards(_walkbox, next_box, _walkdata.destbox, foundPath)) break; if (calcMovementFactor(foundPath)) return; setBox(_walkdata.curbox); } while (1); _moving |= MF_LAST_LEG; calcMovementFactor(_walkdata.dest); } void Actor_v0::walkActor() { actorSetWalkTo(); _needRedraw = true; if (_NewWalkTo != _CurrentWalkTo) { _CurrentWalkTo = _NewWalkTo; UpdateActorDirection:; _tmp_NewPos = _pos; byte tmp = calcWalkDistances(); _moving &= 0xF0; _moving |= tmp; if (!_walkYCountGreaterThanXCount) { if (_walkDirX) { _targetFacing = getAngleFromPos(V12_X_MULTIPLIER*1, V12_Y_MULTIPLIER*0, false); } else { _targetFacing = getAngleFromPos(V12_X_MULTIPLIER*-1, V12_Y_MULTIPLIER*0, false); } } else { if (_walkDirY) { _targetFacing = getAngleFromPos(V12_X_MULTIPLIER*0, V12_Y_MULTIPLIER*1, false); } else { _targetFacing = getAngleFromPos(V12_X_MULTIPLIER*0, V12_Y_MULTIPLIER*-1, false); } } directionUpdate(); // Need to turn again? if (_moving & 0x80) return; animateActor(newDirToOldDir(_facing)); } else { // 2A0A if ((_moving & 0x7F) != 1) { if (_NewWalkTo == _pos) return; } } // 2A9A: Nothing to do if (_moving == 2) return; // Reached Target if ((_moving & 0x0F) == 1) return stopActorMoving(); // 2AAD: Turn actor? if (_moving & 0x80) { directionUpdate(); // Turn again? if (_moving & 0x80) return; // Start Walk animation animateActor(newDirToOldDir(_facing)); } // Walk X if ((_moving & 0x0F) == 3) { WalkX:; setActorToTempPosition(); if (!_walkDirX) { _pos.x--; } else { _pos.x++; } // 2C51 // Does this move us into the walkbox? if (updateWalkbox() != kInvalidBox) { // Yes, Lets update our direction setActorToOriginalPosition(); goto UpdateActorDirection; } setActorToOriginalPosition(); // Have we reached Y Target? if (_CurrentWalkTo.y == _tmp_NewPos.y) { stopActorMoving(); return; } // Lets check one more pixel up or down if (!_walkDirY) { _tmp_NewPos.y--; } else { _tmp_NewPos.y++; } setActorToTempPosition(); // Are we still inside an invalid walkbox? if (updateWalkbox() == kInvalidBox) { setActorToOriginalPosition(); stopActorMoving(); return; } // Found a valid walkbox return; } // 2ADA: Walk Y if ((_moving & 0x0F) == 4) { setActorToTempPosition(); if (!_walkDirY) { _pos.y--; } else { _pos.y++; } // Moved out of walkbox? if (updateWalkbox() == kInvalidBox) { // 2CC7 setActorToOriginalPosition(); // Reached X? if (_CurrentWalkTo.x == _tmp_NewPos.x) { stopActorMoving(); return; } // Lets check one more pixel to left or right if (!_walkDirX) { _tmp_NewPos.x--; } else { _tmp_NewPos.x++; } setActorToTempPosition(); // Still in an invalid walkbox? if (updateWalkbox() == kInvalidBox) { setActorToOriginalPosition(); stopActorMoving(); } return; } else { // Lets update our direction setActorToOriginalPosition(); goto UpdateActorDirection; } } if ((_moving & 0x0F) == 0) { // 2AE8 byte A = actorWalkXCalculate(); // Will X movement reach destination if (A == 1) { A = actorWalkYCalculate(); // Will Y movement also reach destination? if (A == 1) { _moving &= 0xF0; _moving |= A; } else { if (A == 4) stopActorMoving(); } return; } else { // 2B0C: Moving X will put us in an invalid walkbox if (A == 3) { _moving &= 0xF0; _moving |= A; if (_walkDirY) { _targetFacing = getAngleFromPos(V12_X_MULTIPLIER*0, V12_Y_MULTIPLIER*1, false); } else { _targetFacing = getAngleFromPos(V12_X_MULTIPLIER*0, V12_Y_MULTIPLIER*-1, false); } directionUpdate(); animateActor(newDirToOldDir(_facing)); // FIXME: During the hands-free-demo in the library (room 5), Purple Tentacle gets stuck following Sandy due to the corner of the stairs, // This is due to distance, and walkbox gap/layout. This works fine with the original engine, because it 'brute forces' // another pixel move in the walk direction before giving up, allowing us to move enough pixels to hit the next walkbox. // Why this fails with the return is because script-10 is executing a 'walkActorToActor' every cycle, which restarts the movement process // As a work around, we implement the original engine behaviour only for Purple Tentacle in the Demo. Doing this for other actors // causes a skipping effect while transitioning walkboxes (the original has another bug in this situation, in which the actor just changes direction for 1 frame during this moment) if ((_vm->_game.features & GF_DEMO) && _number == 13) goto WalkX; return; } else { // 2B39: Moving X was ok, do we also move Y A = actorWalkYCalculate(); // Are we in a valid walkbox? if (A != 4) return; // No, we need to change direction _moving &= 0xF0; _moving |= A; if (_walkDirX) { _targetFacing = getAngleFromPos(V12_X_MULTIPLIER*1, V12_Y_MULTIPLIER*0, false); } else { _targetFacing = getAngleFromPos(V12_X_MULTIPLIER*-1, V12_Y_MULTIPLIER*0, false); } directionUpdate(); animateActor(newDirToOldDir(_facing)); return; } } } } void Actor_v2::walkActor() { Common::Point foundPath, tmp; int new_dir, next_box; if (_moving & MF_TURN) { new_dir = updateActorDirection(false); if (_facing != new_dir) { setDirection(new_dir); } else { _moving = 0; } return; } if (!_moving) return; if (_moving & MF_IN_LEG) { actorWalkStep(); } else { if (_moving & MF_LAST_LEG) { _moving = 0; startAnimActor(_standFrame); if (_targetFacing != _walkdata.destdir) turnToDirection(_walkdata.destdir); } else { setBox(_walkdata.curbox); if (_walkbox == _walkdata.destbox) { foundPath = _walkdata.dest; _moving |= MF_LAST_LEG; } else { next_box = _vm->getNextBox(_walkbox, _walkdata.destbox); if (next_box < 0) { _moving |= MF_LAST_LEG; return; } // Can't walk through locked boxes int flags = _vm->getBoxFlags(next_box); if ((flags & kBoxLocked) && !((flags & kBoxPlayerOnly) && !isPlayer())) { _moving |= MF_LAST_LEG; //_walkdata.destdir = -1; } _walkdata.curbox = next_box; getClosestPtOnBox(_vm->getBoxCoordinates(_walkdata.curbox), _pos.x, _pos.y, tmp.x, tmp.y); getClosestPtOnBox(_vm->getBoxCoordinates(_walkbox), tmp.x, tmp.y, foundPath.x, foundPath.y); } calcMovementFactor(foundPath); } } } void Actor_v3::walkActor() { Common::Point p2, p3; // Gate locations int new_dir, next_box; if (!_moving) return; if (!(_moving & MF_NEW_LEG)) { if (_moving & MF_IN_LEG && actorWalkStep()) return; if (_moving & MF_LAST_LEG) { _moving = 0; startAnimActor(_standFrame); if (_targetFacing != _walkdata.destdir) turnToDirection(_walkdata.destdir); return; } if (_moving & MF_TURN) { new_dir = updateActorDirection(false); if (_facing != new_dir) setDirection(new_dir); else _moving = 0; return; } if (_walkdata.point3.x != 32000) { if (calcMovementFactor(_walkdata.point3)) { _walkdata.point3.x = 32000; return; } _walkdata.point3.x = 32000; } setBox(_walkdata.curbox); _moving &= MF_IN_LEG; } _moving &= ~MF_NEW_LEG; do { if (_walkbox == kInvalidBox) { setBox(_walkdata.destbox); _walkdata.curbox = _walkdata.destbox; break; } if (_walkbox == _walkdata.destbox) break; next_box = _vm->getNextBox(_walkbox, _walkdata.destbox); if (next_box < 0) { _moving |= MF_LAST_LEG; return; } // Can't walk through locked boxes int flags = _vm->getBoxFlags(next_box); if ((flags & kBoxLocked) && !((flags & kBoxPlayerOnly) && !isPlayer())) { _moving |= MF_LAST_LEG; return; } _walkdata.curbox = next_box; findPathTowardsOld(_walkbox, next_box, _walkdata.destbox, p2, p3); if (p2.x == 32000 && p3.x == 32000) { break; } if (p2.x != 32000) { if (calcMovementFactor(p2)) { _walkdata.point3 = p3; return; } } if (calcMovementFactor(p3)) return; setBox(_walkdata.curbox); } while (1); _moving |= MF_LAST_LEG; calcMovementFactor(_walkdata.dest); } #pragma mark - #pragma mark --- Actor direction --- #pragma mark - int Actor::remapDirection(int dir, bool is_walking) { int specdir; byte flags; byte mask; bool flipX; bool flipY; // FIXME: It seems that at least in The Dig the original code does // check _ignoreBoxes here. However, it breaks some animations in Loom, // causing Bobbin to face towards the camera instead of away from it // in some places: After the tree has been destroyed by lightning, and // when entering the dark tunnels beyond the dragon's lair at the very // least. Possibly other places as well. // // The Dig also checks if the actor is in the current room, but that's // not necessary here because we never call the function unless the // actor is in the current room anyway. if (!_ignoreBoxes || _vm->_game.id == GID_LOOM) { specdir = _vm->_extraBoxFlags[_walkbox]; if (specdir) { if (specdir & 0x8000) { dir = specdir & 0x3FFF; } else { specdir = specdir & 0x3FFF; if (specdir - 90 < dir && dir < specdir + 90) dir = specdir; else dir = specdir + 180; } } flags = _vm->getBoxFlags(_walkbox); flipX = (_walkdata.deltaXFactor > 0); flipY = (_walkdata.deltaYFactor > 0); // Check for X-Flip if ((flags & kBoxXFlip) || isInClass(kObjectClassXFlip)) { dir = 360 - dir; flipX = !flipX; } // Check for Y-Flip if ((flags & kBoxYFlip) || isInClass(kObjectClassYFlip)) { dir = 180 - dir; flipY = !flipY; } switch (flags & 7) { case 1: if (_vm->_game.version >= 7) { if (dir < 180) return 90; else return 270; } else { if (is_walking) // Actor is walking return flipX ? 90 : 270; else // Actor is standing/turning return (dir == 90) ? 90 : 270; } case 2: if (_vm->_game.version >= 7) { if (dir > 90 && dir < 270) return 180; else return 0; } else { if (is_walking) // Actor is walking return flipY ? 180 : 0; else // Actor is standing/turning return (dir == 0) ? 0 : 180; } case 3: return 270; case 4: return 90; case 5: return 0; case 6: return 180; default: break; } // MM v0 stores flags as a part of the mask if (_vm->_game.version == 0) { mask = _vm->getMaskFromBox(_walkbox); // face the wall if climbing/descending a ladder if ((mask & 0x8C) == 0x84) return 0; } } // OR 1024 in to signal direction interpolation should be done return normalizeAngle(dir) | 1024; } int Actor::updateActorDirection(bool is_walking) { int from; bool dirType = false; int dir; bool shouldInterpolate; if ((_vm->_game.version == 6) && _ignoreTurns) return _facing; dirType = (_vm->_game.version >= 7) ? _vm->_costumeLoader->hasManyDirections(_costume) : false; from = toSimpleDir(dirType, _facing); dir = remapDirection(_targetFacing, is_walking); if (_vm->_game.version >= 7) // Direction interpolation interfers with walk scripts in Dig; they perform // (much better) interpolation themselves. shouldInterpolate = false; else shouldInterpolate = (dir & 1024) ? true : false; dir &= 1023; if (shouldInterpolate) { int to = toSimpleDir(dirType, dir); int num = dirType ? 8 : 4; // Turn left or right, depending on which is shorter. int diff = to - from; if (ABS(diff) > (num >> 1)) diff = -diff; if (diff > 0) { to = from + 1; } else if (diff < 0){ to = from - 1; } dir = fromSimpleDir(dirType, (to + num) % num); } return dir; } void Actor::setDirection(int direction) { uint aMask; int i; uint16 vald; // HACK to fix bug #774783 // If Hitler's direction is being set to anything other than 90, set it to 90 if ((_vm->_game.id == GID_INDY3) && _vm->_roomResource == 46 && _number == 9 && direction != 90) direction = 90; // Do nothing if actor is already facing in the given direction if (_facing == direction) return; // Normalize the angle _facing = normalizeAngle(direction); // If there is no costume set for this actor, we are finished if (_costume == 0) return; // Update the costume for the new direction (and mark the actor for redraw) aMask = 0x8000; for (i = 0; i < 16; i++, aMask >>= 1) { vald = _cost.frame[i]; if (vald == 0xFFFF) continue; _vm->_costumeLoader->costumeDecodeData(this, vald, (_vm->_game.version <= 2) ? 0xFFFF : aMask); } _needRedraw = true; } void Actor_v0::setDirection(int direction) { int dir = newDirToOldDir(direction); int res = 0; switch (dir) { case 0: res = 4; // Left break; case 1: res = 5; // Right break; case 2: res = 6; // Face Camera break; default: res = 7; // Face Away break; } _animFrameRepeat = -1; animateActor(res); } void Actor::faceToObject(int obj) { int x2, y2, dir; if (!isInCurrentRoom()) return; if (_vm->getObjectOrActorXY(obj, x2, y2) == -1) return; dir = (x2 > _pos.x) ? 90 : 270; turnToDirection(dir); } void Actor::turnToDirection(int newdir) { if (newdir == -1 || _ignoreTurns) return; if (_vm->_game.version <= 6) { _targetFacing = newdir; if (_vm->_game.version == 0) { setDirection(newdir); return; } _moving = MF_TURN; } else { _moving &= ~MF_TURN; if (newdir != _facing) { _moving |= MF_TURN; _targetFacing = newdir; } } } #pragma mark - #pragma mark --- Actor position --- #pragma mark - void ScummEngine::putActors() { Actor *a; int i; for (i = 1; i < _numActors; i++) { a = _actors[i]; if (a && a->isInCurrentRoom()) a->putActor(); } } void Actor::putActor(int dstX, int dstY, int newRoom) { if (_visible && _vm->_currentRoom != newRoom && _vm->getTalkingActor() == _number) { _vm->stopTalk(); } // WORKAROUND: The green transparency of the tank in the Hall of Oddities // is positioned one pixel too far to the left. This appears to be a bug // in the original game as well. if (_vm->_game.id == GID_SAMNMAX && newRoom == 16 && _number == 5 && dstX == 235 && dstY == 236) dstX++; _pos.x = dstX; _pos.y = dstY; _room = newRoom; _needRedraw = true; if (_vm->VAR(_vm->VAR_EGO) == _number) { _vm->_egoPositioned = true; } if (_visible) { if (isInCurrentRoom()) { if (_moving) { stopActorMoving(); startAnimActor(_standFrame); } adjustActorPos(); } else { #ifdef ENABLE_HE if (_vm->_game.heversion >= 71) ((ScummEngine_v71he *)_vm)->queueAuxBlock((ActorHE *)this); #endif hideActor(); } } else { if (isInCurrentRoom()) showActor(); } if (_vm->_game.version == 0) { ((Actor_v0 *)this)->_newWalkBoxEntered = false; ((Actor_v0 *)this)->_CurrentWalkTo = _pos; ((Actor_v0 *)this)->_NewWalkTo = _pos; } // V0-V1 Maniac always sets the actor to face the camera upon entering a room if (_vm->_game.id == GID_MANIAC && _vm->_game.version <= 1 && _vm->_game.platform != Common::kPlatformNES) setDirection(oldDirToNewDir(2)); } static bool inBoxQuickReject(const BoxCoords &box, int x, int y, int threshold) { int t; t = x - threshold; if (t > box.ul.x && t > box.ur.x && t > box.lr.x && t > box.ll.x) return true; t = x + threshold; if (t < box.ul.x && t < box.ur.x && t < box.lr.x && t < box.ll.x) return true; t = y - threshold; if (t > box.ul.y && t > box.ur.y && t > box.lr.y && t > box.ll.y) return true; t = y + threshold; if (t < box.ul.y && t < box.ur.y && t < box.lr.y && t < box.ll.y) return true; return false; } static int checkXYInBoxBounds(int boxnum, int x, int y, int &destX, int &destY) { BoxCoords box = g_scumm->getBoxCoordinates(boxnum); int xmin, xmax; // We are supposed to determine the point (destX,destY) contained in // the given box which is closest to the point (x,y), and then return // some kind of "distance" between the two points. // First, we determine destY and a range (xmin to xmax) in which destX // is contained. if (y < box.ul.y) { // Point is above the box destY = box.ul.y; xmin = box.ul.x; xmax = box.ur.x; } else if (y >= box.ll.y) { // Point is below the box destY = box.ll.y; xmin = box.ll.x; xmax = box.lr.x; } else if ((x >= box.ul.x) && (x >= box.ll.x) && (x < box.ur.x) && (x < box.lr.x)) { // Point is strictly inside the box destX = x; destY = y; xmin = xmax = x; } else { // Point is to the left or right of the box, // so the y coordinate remains unchanged destY = y; int ul = box.ul.x; int ll = box.ll.x; int ur = box.ur.x; int lr = box.lr.x; int top = box.ul.y; int bottom = box.ll.y; int cury; // Perform a binary search to determine the x coordinate. // Note: It would be possible to compute this value in a // single step simply by calculating the slope of the left // resp. right side and using that to find the correct // result. However, the original engine did use the search // approach, so we do that, too. do { xmin = (ul + ll) / 2; xmax = (ur + lr) / 2; cury = (top + bottom) / 2; if (cury < y) { top = cury; ul = xmin; ur = xmax; } else if (cury > y) { bottom = cury; ll = xmin; lr = xmax; } } while (cury != y); } // Now that we have limited the value of destX to a fixed // interval, it's a trivial matter to finally determine it. if (x < xmin) { destX = xmin; } else if (x > xmax) { destX = xmax; } else { destX = x; } // Compute the distance of the points. We measure the // distance with a granularity of 8x8 blocks only (hence // yDist must be divided by 4, as we are using 8x2 pixels // blocks for actor coordinates). int xDist = ABS(x - destX); int yDist = ABS(y - destY) / 4; int dist; if (g_scumm->_game.version == 0) xDist *= 2; if (xDist < yDist) dist = (xDist >> 1) + yDist; else dist = (yDist >> 1) + xDist; return dist; } AdjustBoxResult Actor_v0::adjustPosInBorderWalkbox(AdjustBoxResult box) { AdjustBoxResult Result = box; BoxCoords BoxCoord = _vm->getBoxCoordinates(box.box); byte boxMask = _vm->getMaskFromBox(box.box); if (!(boxMask & 0x80)) return Result; int16 A; boxMask &= 0x7C; if (boxMask == 0x0C) A = 2; else { if (boxMask != 0x08) return Result; A = 1; } // 1BC6 byte Modifier = box.y - BoxCoord.ul.y; assert(Modifier < 0x16); if (A == 1) { // 1BCF A = BoxCoord.ur.x - v0WalkboxSlantedModifier[ Modifier ]; if (A < box.x) return box; if (A <= 0xA0) A = 0; Result.x = A; } else { // 1BED A = BoxCoord.ul.x + v0WalkboxSlantedModifier[ Modifier ]; if (A < box.x || A == box.x) Result.x = A; } return Result; } AdjustBoxResult Actor_v0::adjustXYToBeInBox(int dstX, int dstY) { AdjustBoxResult Result = Actor_v2::adjustXYToBeInBox(dstX, dstY); if (Result.box == kInvalidBox) return Result; return adjustPosInBorderWalkbox(Result); } AdjustBoxResult Actor_v2::adjustXYToBeInBox(const int dstX, const int dstY) { AdjustBoxResult abr; abr.x = dstX; abr.y = dstY; abr.box = kInvalidBox; int numBoxes = _vm->getNumBoxes() - 1; int bestDist = 0xFF; for (int i = 0; i <= numBoxes; i++) { // MM v0 prioritizes lower boxes, other engines higher boxes int box = (_vm->_game.version == 0 ? i : numBoxes - i); int foundX, foundY; int flags = _vm->getBoxFlags(box); if ((flags & kBoxInvisible) && !((flags & kBoxPlayerOnly) && !isPlayer())) continue; int dist = checkXYInBoxBounds(box, dstX, dstY, foundX, foundY); // also merged with getClosestPtOnBox if (dist == 0) { abr.x = foundX; abr.y = foundY; abr.box = box; break; } if (dist < bestDist) { bestDist = dist; abr.x = foundX; abr.y = foundY; abr.box = box; } } return abr; } AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY) { const uint thresholdTable[] = { 30, 80, 0 }; AdjustBoxResult abr; int16 tmpX, tmpY; int tmpDist, bestDist, threshold, numBoxes; byte flags, bestBox; int box; const int firstValidBox = (_vm->_game.features & GF_SMALL_HEADER) ? 0 : 1; abr.x = dstX; abr.y = dstY; abr.box = kInvalidBox; if (_ignoreBoxes) return abr; for (int tIdx = 0; tIdx < ARRAYSIZE(thresholdTable); tIdx++) { threshold = thresholdTable[tIdx]; numBoxes = _vm->getNumBoxes() - 1; if (numBoxes < firstValidBox) return abr; bestDist = (_vm->_game.version >= 7) ? 0x7FFFFFFF : 0xFFFF; bestBox = kInvalidBox; // We iterate (backwards) over all boxes, searching the one closest // to the desired coordinates. for (box = numBoxes; box >= firstValidBox; box--) { flags = _vm->getBoxFlags(box); // Skip over invisible boxes if ((flags & kBoxInvisible) && !((flags & kBoxPlayerOnly) && !isPlayer())) continue; // For increased performance, we perform a quick test if // the coordinates can even be within a distance of 'threshold' // pixels of the box. if (threshold > 0 && inBoxQuickReject(_vm->getBoxCoordinates(box), dstX, dstY, threshold)) continue; // Check if the point is contained in the box. If it is, // we don't have to search anymore. if (_vm->checkXYInBoxBounds(box, dstX, dstY)) { abr.x = dstX; abr.y = dstY; abr.box = box; return abr; } // Find the point in the box which is closest to our point. tmpDist = getClosestPtOnBox(_vm->getBoxCoordinates(box), dstX, dstY, tmpX, tmpY); // Check if the box is closer than the previous boxes. if (tmpDist < bestDist) { abr.x = tmpX; abr.y = tmpY; if (tmpDist == 0) { abr.box = box; return abr; } bestDist = tmpDist; bestBox = box; } } // If the closest ('best') box we found is within the threshold, or if // we are on the last run (i.e. threshold == 0), return that box. if (threshold == 0 || threshold * threshold >= bestDist) { abr.box = bestBox; return abr; } } return abr; } void Actor::adjustActorPos() { AdjustBoxResult abr; abr = adjustXYToBeInBox(_pos.x, _pos.y); _pos.x = abr.x; _pos.y = abr.y; _walkdata.destbox = abr.box; setBox(abr.box); _walkdata.dest.x = -1; stopActorMoving(); _cost.soundCounter = 0; _cost.soundPos = 0; if (_walkbox != kInvalidBox) { byte flags = _vm->getBoxFlags(_walkbox); if (flags & 7) { turnToDirection(_facing); } } } int ScummEngine::getActorFromPos(int x, int y) { int i; if (!testGfxAnyUsageBits(x / 8)) return 0; for (i = 1; i < _numActors; i++) { if (testGfxUsageBit(x / 8, i) && !getClass(i, kObjectClassUntouchable) && y >= _actors[i]->_top && y <= _actors[i]->_bottom) { if (_game.version > 2 || i != VAR(VAR_EGO)) return i; } } return 0; } int ScummEngine_v70he::getActorFromPos(int x, int y) { int curActor, i; if (!testGfxAnyUsageBits(x / 8)) return 0; curActor = 0; for (i = 1; i < _numActors; i++) { if (testGfxUsageBit(x / 8, i) && !getClass(i, kObjectClassUntouchable) && y >= _actors[i]->_top && y <= _actors[i]->_bottom && (_actors[i]->getPos().y > _actors[curActor]->getPos().y || curActor == 0)) curActor = i; } return curActor; } #pragma mark - #pragma mark --- TODO --- #pragma mark - void Actor::hideActor() { if (!_visible) return; if (_moving) { stopActorMoving(); startAnimActor(_standFrame); } _visible = false; _cost.soundCounter = 0; _cost.soundPos = 0; _needRedraw = false; _needBgReset = true; } void ActorHE::hideActor() { Actor::hideActor(); _auxBlock.reset(); } void Actor::showActor() { if (_vm->_currentRoom == 0 || _visible) return; adjustActorPos(); _vm->ensureResourceLoaded(rtCostume, _costume); if (_vm->_game.version == 0) { Actor_v0 *a = ((Actor_v0 *)this); a->_costCommand = a->_costCommandNew = 0xFF; _walkdata.dest = a->_CurrentWalkTo; for (int i = 0; i < 8; ++i) { a->_limbFrameRepeat[i] = 0; a->_limbFrameRepeatNew[i] = 0; } _cost.reset(); a->_animFrameRepeat = 1; a->_speaking = 0; startAnimActor(_standFrame); _visible = true; return; } else if (_vm->_game.version <= 2) { _cost.reset(); startAnimActor(_standFrame); startAnimActor(_initFrame); startAnimActor(_talkStopFrame); } else { if (_costumeNeedsInit) { startAnimActor(_initFrame); _costumeNeedsInit = false; } } stopActorMoving(); _visible = true; _needRedraw = true; } void ScummEngine::showActors() { int i; for (i = 1; i < _numActors; i++) { if (_actors[i]->isInCurrentRoom()) _actors[i]->showActor(); } } /* Used in Scumm v5 only. Play sounds associated with actors */ void ScummEngine::playActorSounds() { int i, j; int sound; for (i = 1; i < _numActors; i++) { if (_actors[i]->_cost.soundCounter && _actors[i]->isInCurrentRoom()) { _currentScript = 0xFF; if (_game.version == 0) { sound = _actors[i]->_sound[0] & 0x3F; } else { sound = _actors[i]->_sound[0]; } // fast mode will flood the queue with walk sounds if (!_fastMode) { _sound->addSoundToQueue(sound); } for (j = 1; j < _numActors; j++) { _actors[j]->_cost.soundCounter = 0; } return; } } } bool ScummEngine::isValidActor(int id) const { return id >= 0 && id < _numActors && _actors[id]->_number == id; } Actor *ScummEngine::derefActor(int id, const char *errmsg) const { if (id == 0) debugC(DEBUG_ACTORS, "derefActor(0, \"%s\") in script %d, opcode 0x%x", errmsg, vm.slot[_currentScript].number, _opcode); if (!isValidActor(id)) { if (errmsg) error("Invalid actor %d in %s", id, errmsg); else error("Invalid actor %d", id); } return _actors[id]; } Actor *ScummEngine::derefActorSafe(int id, const char *errmsg) const { if (id == 0) debugC(DEBUG_ACTORS, "derefActorSafe(0, \"%s\") in script %d, opcode 0x%x", errmsg, vm.slot[_currentScript].number, _opcode); if (!isValidActor(id)) { debugC(DEBUG_ACTORS, "Invalid actor %d in %s (script %d, opcode 0x%x)", id, errmsg, vm.slot[_currentScript].number, _opcode); return NULL; } return _actors[id]; } #pragma mark - #pragma mark --- Actor drawing --- #pragma mark - void ScummEngine::processActors() { int numactors = 0; // Make a list of all actors in this room for (int i = 1; i < _numActors; i++) { if (_game.version == 8 && _actors[i]->_layer < 0) continue; if (_actors[i]->isInCurrentRoom()) { _sortedActors[numactors++] = _actors[i]; } } if (!numactors) { return; } // Sort actors by position before drawing them (to ensure that actors // in front are drawn after those "behind" them). // // Note: This algorithm works exactly the way the original engine did. // Please resist any urge to 'optimize' this. Many of the games rely on // the quirks of this particular sorting algorithm, and since we are // dealing with far less than 100 objects being sorted here, any // 'optimization' wouldn't yield a useful gain anyway. // // In particular, changing this loop caused a number of bugs in the // past, including bugs #758167, #775097, and #1093867. // // Note that Sam & Max uses a stable sorting method. Older games don't // and, according to cyx, neither do newer ones. At least not FT and // COMI. See bug #1220168 for more details. if (_game.id == GID_SAMNMAX) { for (int j = 0; j < numactors; ++j) { for (int i = 0; i < numactors; ++i) { int sc_actor1 = _sortedActors[j]->getPos().y; int sc_actor2 = _sortedActors[i]->getPos().y; if (sc_actor1 == sc_actor2) { sc_actor1 += _sortedActors[j]->_number; sc_actor2 += _sortedActors[i]->_number; } if (sc_actor1 < sc_actor2) { SWAP(_sortedActors[i], _sortedActors[j]); } } } } else if (_game.heversion >= 90) { for (int j = 0; j < numactors; ++j) { for (int i = 0; i < numactors; ++i) { int sc_actor1 = _sortedActors[j]->_layer; int sc_actor2 = _sortedActors[i]->_layer; if (sc_actor1 < sc_actor2) { SWAP(_sortedActors[i], _sortedActors[j]); } else if (sc_actor1 == sc_actor2) { sc_actor1 = _sortedActors[j]->getPos().y; sc_actor2 = _sortedActors[i]->getPos().y; if (sc_actor1 < sc_actor2) { SWAP(_sortedActors[i], _sortedActors[j]); } } } } } else if (_game.version == 0) { for (int j = 0; j < numactors; ++j) { for (int i = 0; i < numactors; ++i) { // Note: the plant is handled different in v0, the y value is not used. // In v1/2 this is done by the actor's elevation instead. int sc_actor1 = (_sortedActors[j]->_number == 19 ? 0 : _sortedActors[j]->getPos().y); int sc_actor2 = (_sortedActors[i]->_number == 19 ? 0 : _sortedActors[i]->getPos().y); if (sc_actor1 < sc_actor2) { SWAP(_sortedActors[i], _sortedActors[j]); } } } } else { for (int j = 0; j < numactors; ++j) { for (int i = 0; i < numactors; ++i) { int sc_actor1 = _sortedActors[j]->getPos().y - _sortedActors[j]->_layer * 2000; int sc_actor2 = _sortedActors[i]->getPos().y - _sortedActors[i]->_layer * 2000; if (sc_actor1 < sc_actor2) { SWAP(_sortedActors[i], _sortedActors[j]); } } } } // Finally draw the now sorted actors Actor** end = _sortedActors + numactors; for (Actor** ac = _sortedActors; ac != end; ++ac) { Actor* a = *ac; if (_game.version == 0) { // 0x057B Actor_v0 *a0 = (Actor_v0*) a; if (a0->_speaking & 1) { a0->_speaking ^= 0xFE; ++_V0Delay._actorRedrawCount; } // 0x22B5 if (a0->_miscflags & kActorMiscFlagHide) continue; // Sound if (a0->_moving != 2 && _currentRoom != 1 && _currentRoom != 44) { if (a0->_cost.soundPos == 0) a0->_cost.soundCounter++; // Is this the correct location? // 0x073C if (a0->_sound[0] & 0x3F) a0->_cost.soundPos = (a0->_cost.soundPos + 1) % 3; } } // Draw and animate the actors, except those w/o a costume. // Note: We could 'optimize' this a little bit by only putting // actors with a costume into the _sortedActors array in the // first place. However, that would mess up the sorting, and // would hence cause regressions. See also the other big // comment further up in this method for some details. if (a->_costume) { // Unfortunately in V0, the 'animateCostume' call happens right after the call to 'walkActor' (which is before drawing the actor)... // doing it the other way with V0, causes animation glitches (when beginnning to walk, as the costume hasnt been updated). // Updating the costume directly after 'walkActor' and again, after drawing... causes frame skipping if (_game.version == 0) { a->animateCostume(); a->drawActorCostume(); } else { a->drawActorCostume(); a->animateCostume(); } } } } void ScummEngine_v6::processActors() { ScummEngine::processActors(); if (_game.features & GF_NEW_COSTUMES) akos_processQueue(); } #ifdef ENABLE_HE void ScummEngine_v71he::processActors() { preProcessAuxQueue(); if (!_skipProcessActors) ScummEngine_v6::processActors(); _fullRedraw = false; postProcessAuxQueue(); } void ScummEngine_v90he::processActors() { preProcessAuxQueue(); _sprite->setRedrawFlags(false); _sprite->processImages(true); if (!_skipProcessActors) ScummEngine_v6::processActors(); _fullRedraw = false; postProcessAuxQueue(); _sprite->setRedrawFlags(true); _sprite->processImages(false); } #endif // Used in Scumm v8, to allow the verb coin to be drawn over the inventory // chest. I'm assuming that draw order won't matter here. void ScummEngine::processUpperActors() { int i; for (i = 1; i < _numActors; i++) { if (_actors[i]->isInCurrentRoom() && _actors[i]->_costume && _actors[i]->_layer < 0) { _actors[i]->drawActorCostume(); _actors[i]->animateCostume(); } } } void Actor::drawActorCostume(bool hitTestMode) { if (_costume == 0) return; if (!hitTestMode) { if (!_needRedraw) return; _needRedraw = false; } setupActorScale(); BaseCostumeRenderer *bcr = _vm->_costumeRenderer; prepareDrawActorCostume(bcr); // If the actor is partially hidden, redraw it next frame. if (bcr->drawCostume(_vm->_virtscr[kMainVirtScreen], _vm->_gdi->_numStrips, this, _drawToBackBuf) & 1) { _needRedraw = (_vm->_game.version <= 6); } if (!hitTestMode) { // Record the vertical extent of the drawn actor _top = bcr->_draw_top; _bottom = bcr->_draw_bottom; } } void Actor::prepareDrawActorCostume(BaseCostumeRenderer *bcr) { bcr->_actorID = _number; bcr->_actorX = _pos.x - _vm->_virtscr[kMainVirtScreen].xstart; bcr->_actorY = _pos.y - _elevation; if (_vm->_game.version == 4 && (_boxscale & 0x8000)) { bcr->_scaleX = bcr->_scaleY = _vm->getScaleFromSlot((_boxscale & 0x7fff) + 1, _pos.x, _pos.y); } else { bcr->_scaleX = _scalex; bcr->_scaleY = _scaley; } bcr->_shadow_mode = _shadowMode; if (_vm->_game.version >= 5 && _vm->_game.heversion == 0) { bcr->_shadow_table = _vm->_shadowPalette; } bcr->setCostume(_costume, (_vm->_game.heversion == 0) ? 0 : _heXmapNum); bcr->setPalette(_palette); bcr->setFacing(this); if (_vm->_game.version >= 7) { bcr->_zbuf = _forceClip; if (bcr->_zbuf == 100) { bcr->_zbuf = _vm->getMaskFromBox(_walkbox); if (bcr->_zbuf > _vm->_gdi->_numZBuffer-1) bcr->_zbuf = _vm->_gdi->_numZBuffer-1; } } else { if (_forceClip) bcr->_zbuf = _forceClip; else if (isInClass(kObjectClassNeverClip)) bcr->_zbuf = 0; else { bcr->_zbuf = _vm->getMaskFromBox(_walkbox); if (_vm->_game.version == 0) bcr->_zbuf &= 0x03; if (bcr->_zbuf > _vm->_gdi->_numZBuffer-1) bcr->_zbuf = _vm->_gdi->_numZBuffer-1; } } bcr->_draw_top = 0x7fffffff; bcr->_draw_bottom = 0; } void ActorHE::prepareDrawActorCostume(BaseCostumeRenderer *bcr) { // HE palette number must be set, before setting the costume palette bcr->_paletteNum = _hePaletteNum; Actor::prepareDrawActorCostume(bcr); bcr->_actorX += _heOffsX; bcr->_actorY += _heOffsY; bcr->_clipOverride = _clipOverride; if (_vm->_game.heversion == 70) { bcr->_shadow_table = _vm->_HEV7ActorPalette; } bcr->_skipLimbs = (_heSkipLimbs != 0); if (_vm->_game.heversion >= 80 && _heNoTalkAnimation == 0 && _animProgress == 0) { if (_vm->getTalkingActor() == _number && !_vm->_string[0].no_talk_anim) { int talkState = 0; if (((SoundHE *)_vm->_sound)->isSoundCodeUsed(1)) talkState = ((SoundHE *)_vm->_sound)->getSoundVar(1, 19); if (talkState == 0) talkState = _vm->_rnd.getRandomNumberRng(1, 10); assertRange(1, talkState, 13, "Talk state"); setTalkCondition(talkState); } else { setTalkCondition(1); } } _heNoTalkAnimation = 0; } void Actor_v2::prepareDrawActorCostume(BaseCostumeRenderer *bcr) { Actor::prepareDrawActorCostume(bcr); bcr->_actorX = _pos.x; bcr->_actorY = _pos.y - _elevation; if (_vm->_game.version <= 2) { bcr->_actorX *= V12_X_MULTIPLIER; bcr->_actorY *= V12_Y_MULTIPLIER; } bcr->_actorX -= _vm->_virtscr[kMainVirtScreen].xstart; if (_vm->_game.platform == Common::kPlatformNES) { // In the NES version, when the actor is facing right, // we need to shift it 8 pixels to the left if (_facing == 90) bcr->_actorX -= 8; } else if (_vm->_game.version == 0) { bcr->_actorX += 12; } else if (_vm->_game.version <= 2) { // HACK: We have to adjust the x position by one strip (8 pixels) in // V2 games. However, it is not quite clear to me why. And to fully // match the original, it seems we have to offset by 2 strips if the // actor is facing left (270 degree). // V1 games are once again slightly different, here we only have // to adjust the 270 degree case... if (_facing == 270) bcr->_actorX += 16; else if (_vm->_game.version == 2) bcr->_actorX += 8; } } #ifdef ENABLE_SCUMM_7_8 bool Actor::actorHitTest(int x, int y) { AkosRenderer *ar = (AkosRenderer *)_vm->_costumeRenderer; ar->_actorHitX = x; ar->_actorHitY = y; ar->_actorHitMode = true; ar->_actorHitResult = false; drawActorCostume(true); ar->_actorHitMode = false; return ar->_actorHitResult; } #endif void Actor::startAnimActor(int f) { if (_vm->_game.version >= 7 && !((_vm->_game.id == GID_FT) && (_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS))) { switch (f) { case 1001: f = _initFrame; break; case 1002: f = _walkFrame; break; case 1003: f = _standFrame; break; case 1004: f = _talkStartFrame; break; case 1005: f = _talkStopFrame; break; default: break; } if (_costume != 0) { _animProgress = 0; _needRedraw = true; if (f == _initFrame) _cost.reset(); _vm->_costumeLoader->costumeDecodeData(this, f, (uint) - 1); _frame = f; } } else { switch (f) { case 0x38: f = _initFrame; break; case 0x39: f = _walkFrame; break; case 0x3A: f = _standFrame; break; case 0x3B: f = _talkStartFrame; break; case 0x3C: f = _talkStopFrame; break; default: break; } assert(f != 0x3E); if (isInCurrentRoom() && _costume != 0) { _animProgress = 0; _needRedraw = true; _cost.animCounter = 0; // V1 - V2 games don't seem to need a _cost.reset() at this point. // Causes Zak to lose his body in several scenes, see bug #771508 if (_vm->_game.version >= 3 && f == _initFrame) { _cost.reset(); if (_vm->_game.heversion != 0) { ((ActorHE *)this)->_auxBlock.reset(); } } _vm->_costumeLoader->costumeDecodeData(this, f, (uint) - 1); _frame = f; } } } void Actor_v0::startAnimActor(int f) { if (f == _talkStartFrame) { if (_sound[0] & 0x40) return; _speaking = 1; speakCheck(); return; } if (f == _talkStopFrame) { _speaking = 0; return; } if (f == _standFrame) setDirection(_facing); } void Actor::animateActor(int anim) { int cmd, dir; if (_vm->_game.version >= 7 && !((_vm->_game.id == GID_FT) && (_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS))) { if (anim == 0xFF) anim = 2000; cmd = anim / 1000; dir = anim % 1000; } else { cmd = anim / 4; dir = oldDirToNewDir(anim % 4); // Convert into old cmd code cmd = 0x3F - cmd + 2; } switch (cmd) { case 2: // stop walking startAnimActor(_standFrame); stopActorMoving(); break; case 3: // change direction immediatly _moving &= ~MF_TURN; setDirection(dir); break; case 4: // turn to new direction turnToDirection(dir); break; case 64: if (_vm->_game.version == 0) { _moving &= ~MF_TURN; setDirection(dir); break; } // fall through default: if (_vm->_game.version <= 2) startAnimActor(anim / 4); else startAnimActor(anim); } } void Actor::animateCostume() { if (_costume == 0) return; _animProgress++; if (_animProgress >= _animSpeed) { _animProgress = 0; _vm->_costumeLoader->loadCostume(_costume); if (_vm->_costumeLoader->increaseAnims(this)) { _needRedraw = true; } } } void Actor_v0::limbFrameCheck(int limb) { if (_cost.frame[limb] == 0xFFFF) return; if (_cost.start[limb] == _cost.frame[limb]) return; // 0x25A4 _cost.start[limb] = _cost.frame[limb]; _limbFrameRepeat[limb] = _limbFrameRepeatNew[limb]; // 0x25C3 _cost.active[limb] = ((V0CostumeLoader *)_vm->_costumeLoader)->getFrame(this, limb); _cost.curpos[limb] = 0; _needRedraw = true; } void Actor_v0::animateCostume() { speakCheck(); byte count = _vm->_costumeLoader->increaseAnims(this); if (count) { _vm->_V0Delay._actorLimbRedrawDrawCount += count; _needRedraw = true; } } void Actor_v0::speakCheck() { if (_sound[0] & 0x80) return; int cmd = newDirToOldDir(_facing); if (_speaking & 0x80) cmd += 0x0C; else cmd += 0x10; _animFrameRepeat = -1; animateActor(cmd); } #ifdef ENABLE_SCUMM_7_8 void Actor::animateLimb(int limb, int f) { // This methods is very similiar to animateCostume(). // However, instead of animating *all* the limbs, it only animates // the specified limb to be at the frame specified by "f". if (!f) return; _animProgress++; if (_animProgress >= _animSpeed) { _animProgress = 0; if (_costume == 0) return; const byte *aksq, *akfo; uint size; byte *akos = _vm->getResourceAddress(rtCostume, _costume); assert(akos); aksq = _vm->findResourceData(MKTAG('A','K','S','Q'), akos); akfo = _vm->findResourceData(MKTAG('A','K','F','O'), akos); size = _vm->getResourceDataSize(akfo) / 2; while (f--) { if (_cost.active[limb] != 0) ((ScummEngine_v6 *)_vm)->akos_increaseAnim(this, limb, aksq, (const uint16 *)akfo, size); } // _needRedraw = true; // _needBgReset = true; } } #endif void ScummEngine::redrawAllActors() { int i; for (i = 1; i < _numActors; ++i) { _actors[i]->_needRedraw = true; _actors[i]->_needBgReset = true; } } void ScummEngine::setActorRedrawFlags() { int i, j; // Redraw all actors if a full redraw was requested. // Also redraw all actors in COMI (see bug #1066329 for details). if (_fullRedraw || _game.version == 8 || (VAR_REDRAW_ALL_ACTORS != 0xFF && VAR(VAR_REDRAW_ALL_ACTORS) != 0)) { for (j = 1; j < _numActors; j++) { _actors[j]->_needRedraw = true; } } else { if (_game.heversion >= 72) { for (j = 1; j < _numActors; j++) { if (_actors[j]->_costume && _actors[j]->_heXmapNum) _actors[j]->_needRedraw = true; } } for (i = 0; i < _gdi->_numStrips; i++) { int strip = _screenStartStrip + i; if (testGfxAnyUsageBits(strip)) { for (j = 1; j < _numActors; j++) { if (testGfxUsageBit(strip, j) && testGfxOtherUsageBits(strip, j)) { _actors[j]->_needRedraw = true; } } } } } } void ScummEngine::resetActorBgs() { int i, j; for (i = 0; i < _gdi->_numStrips; i++) { int strip = _screenStartStrip + i; clearGfxUsageBit(strip, USAGE_BIT_DIRTY); clearGfxUsageBit(strip, USAGE_BIT_RESTORED); for (j = 1; j < _numActors; j++) { if (_game.heversion != 0 && ((ActorHE *)_actors[j])->_heFlags & 1) continue; if (testGfxUsageBit(strip, j) && ((_actors[j]->_top != 0x7fffffff && _actors[j]->_needRedraw) || _actors[j]->_needBgReset)) { clearGfxUsageBit(strip, j); if ((_actors[j]->_bottom - _actors[j]->_top) >= 0) _gdi->resetBackground(_actors[j]->_top, _actors[j]->_bottom, i); } } } for (i = 1; i < _numActors; i++) { _actors[i]->_needBgReset = false; } } // HE specific void ActorHE::drawActorToBackBuf(int x, int y) { int curTop = _top; int curBottom = _bottom; _pos.x = x; _pos.y = y; _drawToBackBuf = true; _needRedraw = true; drawActorCostume(); _drawToBackBuf = false; _needRedraw = true; drawActorCostume(); _needRedraw = false; if (_top > curTop) _top = curTop; if (_bottom < curBottom) _bottom = curBottom; } #pragma mark - #pragma mark --- Actor talking --- #pragma mark - // V1 Maniac doesn't have a ScummVar for VAR_TALK_ACTOR, and just uses // an internal variable. Emulate this to prevent overwriting script vars... // Maniac NES (V1), however, DOES have a ScummVar for VAR_TALK_ACTOR int ScummEngine::getTalkingActor() { if (_game.id == GID_MANIAC && _game.version <= 1 && !(_game.platform == Common::kPlatformNES)) return _V1TalkingActor; else return VAR(VAR_TALK_ACTOR); } void ScummEngine::setTalkingActor(int i) { if (i == 255) { _system->clearFocusRectangle(); } else { // Work out the screen co-ordinates of the actor int x = _actors[i]->getPos().x - (camera._cur.x - (_screenWidth >> 1)); int y = _actors[i]->_top - (camera._cur.y - (_screenHeight >> 1)); // Set the focus area to the calculated position // TODO: Make the size adjust depending on what it's focusing on. _system->setFocusRectangle(Common::Rect::center(x, y, 192, 128)); } if (_game.id == GID_MANIAC && _game.version <= 1 && !(_game.platform == Common::kPlatformNES)) _V1TalkingActor = i; else VAR(VAR_TALK_ACTOR) = i; } static const int v0MMActorTalkColor[25] = { 1, 7, 2, 14, 8, 15, 3, 7, 7, 15, 1, 13, 1, 4, 5, 5, 4, 3, 1, 5, 1, 1, 1, 1, 7 }; static const int v1MMActorTalkColor[25] = { 1, 7, 2, 14, 8, 1, 3, 7, 7, 12, 1, 13, 1, 4, 5, 5, 4, 3, 1, 5, 1, 1, 1, 7, 7 }; void ScummEngine::resetV1ActorTalkColor() { int i; for (i = 1; i < _numActors; i++) { if (_game.version == 0) { _actors[i]->_talkColor = v0MMActorTalkColor[i]; } else { _actors[i]->_talkColor = v1MMActorTalkColor[i]; } } } #ifdef ENABLE_SCUMM_7_8 void ScummEngine_v7::actorTalk(const byte *msg) { Actor *a; bool stringWrap = false; convertMessageToString(msg, _charsetBuffer, sizeof(_charsetBuffer)); // Play associated speech, if any playSpeech((byte *)_lastStringTag); if (_game.id == GID_DIG || _game.id == GID_CMI) { if (VAR(VAR_HAVE_MSG)) stopTalk(); } else { if (!_keepText) stopTalk(); } if (_actorToPrintStrFor == 0xFF) { setTalkingActor(0xFF); _charsetColor = (byte)_string[0].color; } else { a = derefActor(_actorToPrintStrFor, "actorTalk"); setTalkingActor(a->_number); if (!_string[0].no_talk_anim) { a->runActorTalkScript(a->_talkStartFrame); } _charsetColor = a->_talkColor; } _charsetBufPos = 0; _talkDelay = 0; _haveMsg = 1; if (_game.id == GID_FT) VAR(VAR_HAVE_MSG) = 0xFF; _haveActorSpeechMsg = (_game.id == GID_FT) ? true : (!_sound->isSoundRunning(kTalkSoundID)); if (_game.id == GID_DIG || _game.id == GID_CMI) { stringWrap = _string[0].wrapping; _string[0].wrapping = true; } CHARSET_1(); if (_game.id == GID_DIG || _game.id == GID_CMI) { if (_game.version == 8) VAR(VAR_HAVE_MSG) = (_string[0].no_talk_anim) ? 2 : 1; else VAR(VAR_HAVE_MSG) = 1; _string[0].wrapping = stringWrap; } } #endif void ScummEngine::actorTalk(const byte *msg) { Actor *a; convertMessageToString(msg, _charsetBuffer, sizeof(_charsetBuffer)); // WORKAROUND for bugs #770039 and #770049 if (_game.id == GID_LOOM) { if (!*_charsetBuffer) return; } if (_actorToPrintStrFor == 0xFF) { if (!_keepText) { stopTalk(); } setTalkingActor(0xFF); } else { int oldact; // WORKAROUND bug #770724 if (_game.id == GID_LOOM && _roomResource == 23 && vm.slot[_currentScript].number == 232 && _actorToPrintStrFor == 0) { _actorToPrintStrFor = 2; // Could be anything from 2 to 5. Maybe compare to original? } a = derefActor(_actorToPrintStrFor, "actorTalk"); if (!a->isInCurrentRoom()) { oldact = 0xFF; } else { if (!_keepText) { stopTalk(); } setTalkingActor(a->_number); if (_game.heversion != 0) ((ActorHE *)a)->_heTalking = true; if (!_string[0].no_talk_anim) { a->runActorTalkScript(a->_talkStartFrame); _useTalkAnims = true; } oldact = getTalkingActor(); } if (oldact >= 0x80) return; } if (_game.heversion >= 72 || getTalkingActor() > 0x7F) { _charsetColor = (byte)_string[0].color; } else if (_game.platform == Common::kPlatformNES) { if (_NES_lastTalkingActor != getTalkingActor()) _NES_talkColor ^= 1; _NES_lastTalkingActor = getTalkingActor(); _charsetColor = _NES_talkColor; } else { a = derefActor(getTalkingActor(), "actorTalk(2)"); _charsetColor = a->_talkColor; } _charsetBufPos = 0; _talkDelay = 0; _haveMsg = 0xFF; VAR(VAR_HAVE_MSG) = 0xFF; if (VAR_CHARCOUNT != 0xFF) VAR(VAR_CHARCOUNT) = 0; _haveActorSpeechMsg = true; CHARSET_1(); } void Actor::runActorTalkScript(int f) { if (_vm->_game.version == 8 && _vm->VAR(_vm->VAR_HAVE_MSG) == 2) return; if (_vm->_game.id == GID_FT && _vm->_string[0].no_talk_anim) return; if (!_vm->getTalkingActor() || _room != _vm->_currentRoom || _frame == f) return; if (_talkScript) { int script = _talkScript; int args[NUM_SCRIPT_LOCAL]; memset(args, 0, sizeof(args)); args[1] = f; args[0] = _number; _vm->runScript(script, 1, 0, args); } else { startAnimActor(f); } } void ScummEngine::stopTalk() { int act; _sound->stopTalkSound(); _haveMsg = 0; _talkDelay = 0; act = getTalkingActor(); if (act && act < 0x80) { Actor *a = derefActor(act, "stopTalk"); if ((_game.version >= 7 && !_string[0].no_talk_anim) || (_game.version <= 6 && a->isInCurrentRoom() && _useTalkAnims)) { a->runActorTalkScript(a->_talkStopFrame); _useTalkAnims = false; } if (_game.version <= 7 && _game.heversion == 0) setTalkingActor(0xFF); if (_game.heversion != 0) ((ActorHE *)a)->_heTalking = false; } if (_game.id == GID_DIG || _game.id == GID_CMI) { setTalkingActor(0); VAR(VAR_HAVE_MSG) = 0; } else if (_game.heversion >= 60) { setTalkingActor(0); } _keepText = false; if (_game.version >= 7) { #ifdef ENABLE_SCUMM_7_8 ((ScummEngine_v7 *)this)->clearSubtitleQueue(); #endif } else { #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE if (_game.platform == Common::kPlatformFMTowns) towns_restoreCharsetBg(); else #endif restoreCharsetBg(); } } #pragma mark - #pragma mark --- TODO --- #pragma mark - void ActorHE::setActorCostume(int c) { if (_vm->_game.heversion >= 61 && (c == -1 || c == -2)) { _heSkipLimbs = (c == -1); _needRedraw = true; return; } // Based on disassembly. It seems that high byte is not used at all, though // it is attached to all horizontally flipped object, like left eye. if (_vm->_game.heversion >= 61 && _vm->_game.heversion <= 62) c &= 0xff; if (_vm->_game.features & GF_NEW_COSTUMES) { #ifdef ENABLE_HE if (_vm->_game.heversion >= 71) ((ScummEngine_v71he *)_vm)->queueAuxBlock(this); #endif _auxBlock.reset(); if (_visible) { if (_vm->_game.heversion >= 60) _needRedraw = true; } } Actor::setActorCostume(c); if (_vm->_game.heversion >= 71 && _vm->getTalkingActor() == _number) { if (_vm->_game.heversion <= 95 || (_vm->_game.heversion >= 98 && _vm->VAR(_vm->VAR_SKIP_RESET_TALK_ACTOR) == 0)) { _vm->setTalkingActor(0); } } } void Actor::setActorCostume(int c) { int i; _costumeNeedsInit = true; if (_vm->_game.features & GF_NEW_COSTUMES) { memset(_animVariable, 0, sizeof(_animVariable)); _costume = c; _cost.reset(); if (_visible) { if (_costume) { _vm->ensureResourceLoaded(rtCostume, _costume); } startAnimActor(_initFrame); } } else { if (_visible) { hideActor(); _cost.reset(); _costume = c; showActor(); } else { _costume = c; _cost.reset(); } } // V1 zak uses palette[] as a dynamic costume color array. if (_vm->_game.version <= 1) return; if (_vm->_game.features & GF_NEW_COSTUMES) { for (i = 0; i < 256; i++) _palette[i] = 0xFF; } else if (_vm->_game.features & GF_OLD_BUNDLE) { for (i = 0; i < 16; i++) _palette[i] = i; // Make stuff more visible on CGA. Based on disassembly if (_vm->_renderMode == Common::kRenderCGA && _vm->_game.version > 2) { _palette[6] = 5; _palette[7] = 15; } } else { for (i = 0; i < 32; i++) _palette[i] = 0xFF; } } static const char *const v0ActorNames_English[25] = { "Syd", "Razor", "Dave", "Michael", "Bernard", "Wendy", "Jeff", "", // Radiation Suit "Dr Fred", "Nurse Edna", "Weird Ed", "Dead Cousin Ted", "Purple Tentacle", "Green Tentacle", "", // Meteor Police "Meteor", "", // Mark Eteer "", // Talkshow Host "Plant", "", // Meteor Radiation "", // Edsel (small, outro) "", // Meteor (small, intro) "Sandy", // (Lab) "", // Sandy (Cut-Scene) }; static const char *const v0ActorNames_German[25] = { "Syd", "Razor", "Dave", "Michael", "Bernard", "Wendy", "Jeff", "", "Dr.Fred", "Schwester Edna", "Weird Ed", "Ted", "Lila Tentakel", "Gr_game.version == 0) { if (_number) { switch (_vm->_language) { case Common::DE_DEU: ptr = (const byte *)v0ActorNames_German[_number - 1]; break; default: ptr = (const byte *)v0ActorNames_English[_number - 1]; } } } else { ptr = _vm->getResourceAddress(rtActorName, _number); } if (ptr == NULL) { debugC(DEBUG_ACTORS, "Failed to find name of actor %d", _number); } return ptr; } int Actor::getAnimVar(byte var) const { assertRange(0, var, 26, "getAnimVar:"); return _animVariable[var]; } void Actor::setAnimVar(byte var, int value) { assertRange(0, var, 26, "setAnimVar:"); _animVariable[var] = value; } void Actor::remapActorPaletteColor(int color, int new_color) { const byte *akos, *akpl; int akpl_size, i; byte akpl_color; akos = _vm->getResourceAddress(rtCostume, _costume); if (!akos) { debugC(DEBUG_ACTORS, "Actor::remapActorPaletteColor: Can't remap actor %d, costume %d not found", _number, _costume); return; } akpl = _vm->findResourceData(MKTAG('A','K','P','L'), akos); if (!akpl) { debugC(DEBUG_ACTORS, "Actor::remapActorPaletteColor: Can't remap actor %d, costume %d doesn't contain an AKPL block", _number, _costume); return; } // Get the number palette entries akpl_size = _vm->getResourceDataSize(akpl); for (i = 0; i < akpl_size; i++) { akpl_color = *akpl++; if (akpl_color == color) { _palette[i] = new_color; return; } } } void Actor::remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold) { const byte *akos, *rgbs, *akpl; int akpl_size, i; int r, g, b; byte akpl_color; if (!isInCurrentRoom()) { debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Actor %d not in current room", _number); return; } akos = _vm->getResourceAddress(rtCostume, _costume); if (!akos) { debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Can't remap actor %d, costume %d not found", _number, _costume); return; } akpl = _vm->findResourceData(MKTAG('A','K','P','L'), akos); if (!akpl) { debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Can't remap actor %d, costume %d doesn't contain an AKPL block", _number, _costume); return; } // Get the number palette entries akpl_size = _vm->getResourceDataSize(akpl); rgbs = _vm->findResourceData(MKTAG('R','G','B','S'), akos); if (!rgbs) { debugC(DEBUG_ACTORS, "Actor::remapActorPalette: Can't remap actor %d costume %d doesn't contain an RGB block", _number, _costume); return; } for (i = 0; i < akpl_size; i++) { r = *rgbs++; g = *rgbs++; b = *rgbs++; akpl_color = *akpl++; // allow remap of generic palette entry? if (!_shadowMode || akpl_color >= 16) { r = (r * r_fact) >> 8; g = (g * g_fact) >> 8; b = (b * b_fact) >> 8; _palette[i] = _vm->remapPaletteColor(r, g, b, threshold); } } } void Actor::classChanged(int cls, bool value) { if (cls == kObjectClassAlwaysClip) _forceClip = value; if (cls == kObjectClassIgnoreBoxes) _ignoreBoxes = value; } bool Actor::isInClass(int cls) { return _vm->getClass(_number, cls); } bool Actor::isPlayer() { return isInClass(kObjectClassPlayer); } bool Actor_v2::isPlayer() { // isPlayer() is not supported by v0 assert(_vm->_game.version != 0); return _vm->VAR(42) <= _number && _number <= _vm->VAR(43); } void ActorHE::setHEFlag(int bit, int set) { // Note that condition is inverted if (!set) { _heFlags |= bit; } else { _heFlags &= ~bit; } } void ActorHE::setUserCondition(int slot, int set) { const int condMaskCode = (_vm->_game.heversion >= 85) ? 0x1FFF : 0x3FF; assertRange(1, slot, 32, "setUserCondition: Condition"); if (set == 0) { _heCondMask &= ~(1 << (slot + 0xF)); } else { _heCondMask |= 1 << (slot + 0xF); } if (_heCondMask & condMaskCode) { _heCondMask &= ~1; } else { _heCondMask |= 1; } } bool ActorHE::isUserConditionSet(int slot) const { assertRange(1, slot, 32, "isUserConditionSet: Condition"); return (_heCondMask & (1 << (slot + 0xF))) != 0; } void ActorHE::setTalkCondition(int slot) { const int condMaskCode = (_vm->_game.heversion >= 85) ? 0x1FFF : 0x3FF; assertRange(1, slot, 32, "setTalkCondition: Condition"); _heCondMask = (_heCondMask & ~condMaskCode) | 1; if (slot != 1) { _heCondMask |= 1 << (slot - 1); if (_heCondMask & condMaskCode) { _heCondMask &= ~1; } else { _heCondMask |= 1; } } } bool ActorHE::isTalkConditionSet(int slot) const { assertRange(1, slot, 32, "isTalkConditionSet: Condition"); return (_heCondMask & (1 << (slot - 1))) != 0; } #ifdef ENABLE_HE void ScummEngine_v71he::preProcessAuxQueue() { if (!_skipProcessActors) { for (int i = 0; i < _auxBlocksNum; ++i) { AuxBlock *ab = &_auxBlocks[i]; if (ab->r.top <= ab->r.bottom) { restoreBackgroundHE(ab->r); } } } _auxBlocksNum = 0; } void ScummEngine_v71he::postProcessAuxQueue() { if (!_skipProcessActors) { for (int i = 0; i < _auxEntriesNum; ++i) { AuxEntry *ae = &_auxEntries[i]; if (ae->actorNum != -1) { ActorHE *a = (ActorHE *)derefActor(ae->actorNum, "postProcessAuxQueue"); const uint8 *cost = getResourceAddress(rtCostume, a->_costume); int dy = a->_heOffsY + a->getPos().y; int dx = a->_heOffsX + a->getPos().x; if (_game.heversion >= 72) dy -= a->getElevation(); const uint8 *akax = findResource(MKTAG('A','K','A','X'), cost); assert(akax); const uint8 *auxd = findPalInPals(akax, ae->subIndex) - _resourceHeaderSize; assert(auxd); const uint8 *frel = findResourceData(MKTAG('F','R','E','L'), auxd); if (frel) { error("unhandled FREL block"); } const uint8 *disp = findResourceData(MKTAG('D','I','S','P'), auxd); if (disp) { error("unhandled DISP block"); } const uint8 *axfd = findResourceData(MKTAG('A','X','F','D'), auxd); assert(axfd); uint16 comp = READ_LE_UINT16(axfd); if (comp != 0) { int x = (int16)READ_LE_UINT16(axfd + 2) + dx; int y = (int16)READ_LE_UINT16(axfd + 4) + dy; int w = (int16)READ_LE_UINT16(axfd + 6); int h = (int16)READ_LE_UINT16(axfd + 8); VirtScreen *pvs = &_virtscr[kMainVirtScreen]; uint8 *dst1 = pvs->getPixels(0, pvs->topline); uint8 *dst2 = pvs->getBackPixels(0, pvs->topline); switch (comp) { case 1: Wiz::copyAuxImage(dst1, dst2, axfd + 10, pvs->pitch, pvs->h, x, y, w, h, _bytesPerPixel); break; default: error("unimplemented compression type %d", comp); } } const uint8 *axur = findResourceData(MKTAG('A','X','U','R'), auxd); if (axur) { uint16 n = READ_LE_UINT16(axur); axur += 2; while (n--) { int x1 = (int16)READ_LE_UINT16(axur + 0) + dx; int y1 = (int16)READ_LE_UINT16(axur + 2) + dy; int x2 = (int16)READ_LE_UINT16(axur + 4) + dx; int y2 = (int16)READ_LE_UINT16(axur + 6) + dy; markRectAsDirty(kMainVirtScreen, x1, x2, y1, y2 + 1); axur += 8; } } const uint8 *axer = findResourceData(MKTAG('A','X','E','R'), auxd); if (axer) { a->_auxBlock.visible = true; a->_auxBlock.r.left = (int16)READ_LE_UINT16(axer + 0) + dx; a->_auxBlock.r.top = (int16)READ_LE_UINT16(axer + 2) + dy; a->_auxBlock.r.right = (int16)READ_LE_UINT16(axer + 4) + dx; a->_auxBlock.r.bottom = (int16)READ_LE_UINT16(axer + 6) + dy; adjustRect(a->_auxBlock.r); } } } } _auxEntriesNum = 0; } void ScummEngine_v71he::queueAuxBlock(ActorHE *a) { if (!a->_auxBlock.visible) return; assert(_auxBlocksNum < ARRAYSIZE(_auxBlocks)); _auxBlocks[_auxBlocksNum] = a->_auxBlock; ++_auxBlocksNum; } void ScummEngine_v71he::queueAuxEntry(int actorNum, int subIndex) { assert(_auxEntriesNum < ARRAYSIZE(_auxEntries)); AuxEntry *ae = &_auxEntries[_auxEntriesNum]; ae->actorNum = actorNum; ae->subIndex = subIndex; ++_auxEntriesNum; } #endif void Actor_v0::animateActor(int anim) { int dir = -1; switch (anim) { case 0x00: case 0x04: dir = 0; break; case 0x01: case 0x05: dir = 1; break; case 0x02: case 0x06: dir = 2; break; case 0x03: case 0x07: dir = 3; break; default: break; } if (isInCurrentRoom()) { _costCommandNew = anim; _vm->_costumeLoader->costumeDecodeData(this, 0, 0); if (dir == -1) return; _facing = normalizeAngle(oldDirToNewDir(dir)); } else { if (anim >= 4 && anim <= 7) _facing = normalizeAngle(oldDirToNewDir(dir)); } } byte Actor_v0::updateWalkbox() { if (_vm->checkXYInBoxBounds(_walkbox, _pos.x, _pos.y)) return 0; int numBoxes = _vm->getNumBoxes() - 1; for (int i = 0; i <= numBoxes; i++) { if (_vm->checkXYInBoxBounds(i, _pos.x, _pos.y) == true) { if (_walkdata.curbox == i) { setBox(i); directionUpdate(); _newWalkBoxEntered = true; return i; } } } return kInvalidBox; } void Actor_v0::directionUpdate() { int nextFacing = updateActorDirection(true); if (_facing != nextFacing) { // 2A89 setDirection(nextFacing); // Still need to turn? if (_facing != _targetFacing) { _moving |= 0x80; return; } } _moving &= ~0x80; } void Actor_v0::setActorToTempPosition() { _tmp_Pos = _pos; _pos = _tmp_NewPos; _tmp_WalkBox = _walkbox; _tmp_NewWalkBoxEntered = _newWalkBoxEntered; } void Actor_v0::setActorToOriginalPosition() { _pos = _tmp_Pos; _tmp_NewPos = _tmp_Pos; _walkbox = _tmp_WalkBox; _newWalkBoxEntered = _tmp_NewWalkBoxEntered; } void Actor_v0::actorSetWalkTo() { if (_newWalkBoxEntered == false) return; _newWalkBoxEntered = false; int nextBox = ((ScummEngine_v0 *)_vm)->walkboxFindTarget(this, _walkdata.destbox, _walkdata.dest); if (nextBox != kInvalidBox) { _walkdata.curbox = nextBox; } } void Actor_v0::saveLoadWithSerializer(Common::Serializer &s) { Actor::saveLoadWithSerializer(s); s.syncAsByte(_costCommand, VER(84)); s.skip(1, VER(84), VER(89)); // _costFrame s.syncAsByte(_miscflags, VER(84)); s.syncAsByte(_speaking, VER(84)); s.skip(1, VER(84), VER(89)); // _speakingPrev s.skip(1, VER(89), VER(89)); // _limbTemp s.syncAsByte(_animFrameRepeat, VER(89)); s.syncArray(_limbFrameRepeatNew, 8, Common::Serializer::SByte, VER(89)); s.syncArray(_limbFrameRepeat, 8, Common::Serializer::SByte, VER(90)); s.syncAsSint16LE(_CurrentWalkTo.x, VER(97)); s.syncAsSint16LE(_CurrentWalkTo.y, VER(97)); s.syncAsSint16LE(_NewWalkTo.x, VER(97)); s.syncAsSint16LE(_NewWalkTo.y, VER(97)); s.syncAsSByte(_walkCountModulo, VER(97)); s.syncAsByte(_newWalkBoxEntered, VER(97)); s.syncAsByte(_walkDirX, VER(97)); s.syncAsByte(_walkDirY, VER(97)); s.syncAsByte(_walkYCountGreaterThanXCount, VER(97)); s.syncAsByte(_walkXCount, VER(97)); s.syncAsByte(_walkXCountInc, VER(97)); s.syncAsByte(_walkYCount, VER(97)); s.syncAsByte(_walkYCountInc, VER(97)); s.syncAsByte(_walkMaxXYCountInc, VER(97)); s.syncBytes(_walkboxQueue, 16, VER(98)); s.syncAsByte(_walkboxQueueIndex, VER(98)); // When loading, we need to ensure the limbs are restarted if (s.isLoading()) { // valid costume command? if (_costCommand != 0xFF) { // Do we have a walkbox queue? if (_walkboxQueueIndex < 1) { _costCommand = 0xFF; // Standing Still setDirection(_facing); speakCheck(); } else { // Force limb direction update _facing = 0; directionUpdate(); // Begin walking animateActor(newDirToOldDir(_facing)); } } } } void Actor::saveLoadWithSerializer(Common::Serializer &s) { if (s.isLoading()) { // Not all actor data is saved; so when loading, we first reset // the actor, to ensure completely reproducible behavior (else, // some not saved value in the actor class can cause odd things) initActor(-1); } s.syncAsSint16LE(_pos.x, VER(8)); s.syncAsSint16LE(_pos.y, VER(8)); s.syncAsSint16LE(_heOffsX, VER(32)); s.syncAsSint16LE(_heOffsY, VER(32)); s.syncAsSint16LE(_top, VER(8)); s.syncAsSint16LE(_bottom, VER(8)); s.syncAsSint16LE(_elevation, VER(8)); s.syncAsUint16LE(_width, VER(8)); s.syncAsUint16LE(_facing, VER(8)); s.syncAsUint16LE(_costume, VER(8)); s.syncAsByte(_room, VER(8)); s.syncAsByte(_talkColor, VER(8)); s.syncAsSint16LE(_talkFrequency, VER(16)); s.syncAsSint16LE(_talkPan, VER(24)); s.syncAsSint16LE(_talkVolume, VER(29)); s.syncAsUint16LE(_boxscale, VER(34)); s.syncAsByte(_scalex, VER(8)); s.syncAsByte(_scaley, VER(8)); s.syncAsByte(_charset, VER(8)); // Actor sound grew from 8 to 32 bytes and switched to uint16 in HE games s.syncArray(_sound, 8, Common::Serializer::Byte, VER(8), VER(36)); s.syncArray(_sound, 32, Common::Serializer::Byte, VER(37), VER(61)); s.syncArray(_sound, 32, Common::Serializer::Uint16LE, VER(62)); // Actor animVariable grew from 8 to 27 s.syncArray(_animVariable, 8, Common::Serializer::Uint16LE, VER(8), VER(40)); s.syncArray(_animVariable, 27, Common::Serializer::Uint16LE, VER(41)); s.syncAsUint16LE(_targetFacing, VER(8)); s.syncAsByte(_moving, VER(8)); s.syncAsByte(_ignoreBoxes, VER(8)); s.syncAsByte(_forceClip, VER(8)); s.syncAsByte(_initFrame, VER(8)); s.syncAsByte(_walkFrame, VER(8)); s.syncAsByte(_standFrame, VER(8)); s.syncAsByte(_talkStartFrame, VER(8)); s.syncAsByte(_talkStopFrame, VER(8)); s.syncAsUint16LE(_speedx, VER(8)); s.syncAsUint16LE(_speedy, VER(8)); s.syncAsUint16LE(_cost.animCounter, VER(8)); s.syncAsByte(_cost.soundCounter, VER(8)); s.syncAsByte(_drawToBackBuf, VER(32)); s.syncAsByte(_flip, VER(32)); s.syncAsByte(_heSkipLimbs, VER(32)); // Actor palette grew from 64 to 256 bytes and switched to uint16 in HE games s.syncArray(_palette, 64, Common::Serializer::Byte, VER(8), VER(9)); s.syncArray(_palette, 256, Common::Serializer::Byte, VER(10), VER(79)); s.syncArray(_palette, 256, Common::Serializer::Uint16LE, VER(80)); s.skip(1, VER(8), VER(9)); // _mask s.syncAsByte(_shadowMode, VER(8)); s.syncAsByte(_visible, VER(8)); s.syncAsByte(_frame, VER(8)); s.syncAsByte(_animSpeed, VER(8)); s.syncAsByte(_animProgress, VER(8)); s.syncAsByte(_walkbox, VER(8)); s.syncAsByte(_needRedraw, VER(8)); s.syncAsByte(_needBgReset, VER(8)); s.syncAsByte(_costumeNeedsInit, VER(8)); s.syncAsUint32LE(_heCondMask, VER(38)); s.syncAsUint32LE(_hePaletteNum, VER(59)); s.syncAsUint32LE(_heXmapNum, VER(59)); s.syncAsSint16LE(_talkPosY, VER(8)); s.syncAsSint16LE(_talkPosX, VER(8)); s.syncAsByte(_ignoreTurns, VER(8)); // Actor layer switched to int32 in HE games s.syncAsByte(_layer, VER(8), VER(57)); s.syncAsSint32LE(_layer, VER(58)); s.syncAsUint16LE(_talkScript, VER(8)); s.syncAsUint16LE(_walkScript, VER(8)); s.syncAsSint16LE(_walkdata.dest.x, VER(8)); s.syncAsSint16LE(_walkdata.dest.y, VER(8)); s.syncAsByte(_walkdata.destbox, VER(8)); s.syncAsUint16LE(_walkdata.destdir, VER(8)); s.syncAsByte(_walkdata.curbox, VER(8)); s.syncAsSint16LE(_walkdata.cur.x, VER(8)); s.syncAsSint16LE(_walkdata.cur.y, VER(8)); s.syncAsSint16LE(_walkdata.next.x, VER(8)); s.syncAsSint16LE(_walkdata.next.y, VER(8)); s.syncAsSint32LE(_walkdata.deltaXFactor, VER(8)); s.syncAsSint32LE(_walkdata.deltaYFactor, VER(8)); s.syncAsUint16LE(_walkdata.xfrac, VER(8)); s.syncAsUint16LE(_walkdata.yfrac, VER(8)); s.syncAsUint16LE(_walkdata.point3.x, VER(42)); s.syncAsUint16LE(_walkdata.point3.y, VER(42)); s.syncBytes(_cost.active, 16, VER(8)); s.syncAsUint16LE(_cost.stopped, VER(8)); s.syncArray(_cost.curpos, 16, Common::Serializer::Uint16LE, VER(8)); s.syncArray(_cost.start, 16, Common::Serializer::Uint16LE, VER(8)); s.syncArray(_cost.end, 16, Common::Serializer::Uint16LE, VER(8)); s.syncArray(_cost.frame, 16, Common::Serializer::Uint16LE, VER(8)); s.syncArray(_cost.heJumpOffsetTable, 16, Common::Serializer::Uint16LE, VER(65)); s.syncArray(_cost.heJumpCountTable, 16, Common::Serializer::Uint16LE, VER(65)); s.syncArray(_cost.heCondMaskTable, 16, Common::Serializer::Uint32LE, VER(65)); if (s.isLoading() && _vm->_game.version <= 2 && s.getVersion() < VER(70)) { _pos.x >>= V12_X_SHIFT; _pos.y >>= V12_Y_SHIFT; _speedx >>= V12_X_SHIFT; _speedy >>= V12_Y_SHIFT; _elevation >>= V12_Y_SHIFT; if (_walkdata.dest.x != -1) { _walkdata.dest.x >>= V12_X_SHIFT; _walkdata.dest.y >>= V12_Y_SHIFT; } _walkdata.cur.x >>= V12_X_SHIFT; _walkdata.cur.y >>= V12_Y_SHIFT; _walkdata.next.x >>= V12_X_SHIFT; _walkdata.next.y >>= V12_Y_SHIFT; if (_walkdata.point3.x != 32000) { _walkdata.point3.x >>= V12_X_SHIFT; _walkdata.point3.y >>= V12_Y_SHIFT; } setDirection(_facing); } } } // End of namespace Scumm