/* 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 "sludge/allfiles.h" #include "sludge/floor.h" #include "sludge/function.h" #include "sludge/graphics.h" #include "sludge/loadsave.h" #include "sludge/moreio.h" #include "sludge/newfatal.h" #include "sludge/objtypes.h" #include "sludge/people.h" #include "sludge/region.h" #include "sludge/sludge.h" #include "sludge/sludger.h" #include "sludge/sound.h" #include "sludge/speech.h" #include "sludge/sprbanks.h" #include "sludge/sprites.h" #include "sludge/variable.h" #include "sludge/version.h" #include "sludge/zbuffer.h" #define ANI_STAND 0 #define ANI_WALK 1 #define ANI_TALK 2 namespace Sludge { extern VariableStack *noStack; extern int ssgVersion; PersonaAnimation::PersonaAnimation() { theSprites = nullptr; numFrames = 0; frames = nullptr; } PersonaAnimation::~PersonaAnimation() { if (numFrames) { delete[] frames; frames = nullptr; } } PersonaAnimation::PersonaAnimation(int num, VariableStack *&stacky) { theSprites = nullptr; numFrames = num; frames = new AnimFrame[num]; int a = num, frameNum = 0, howMany = 0; while (a) { a--; frames[a].noise = 0; if (stacky->thisVar.varType == SVT_FILE) { frames[a].noise = stacky->thisVar.varData.intValue; } else if (stacky->thisVar.varType == SVT_FUNC) { frames[a].noise = -stacky->thisVar.varData.intValue; } else if (stacky->thisVar.varType == SVT_STACK) { stacky->thisVar.varData.theStack->first->thisVar.getValueType(frameNum, SVT_INT); stacky->thisVar.varData.theStack->first->next->thisVar.getValueType(howMany, SVT_INT); } else { stacky->thisVar.getValueType(frameNum, SVT_INT); howMany = 1; } trimStack(stacky); frames[a].frameNum = frameNum; frames[a].howMany = howMany; } } PersonaAnimation::PersonaAnimation(PersonaAnimation *orig) { int num = orig->numFrames; // Copy the easy bits... theSprites = orig->theSprites; numFrames = num; if (num) { // Argh! Frames! We need a whole NEW array of AnimFrame structures... frames = new AnimFrame[num]; for (int a = 0; a < num; a++) { frames[a].frameNum = orig->frames[a].frameNum; frames[a].howMany = orig->frames[a].howMany; frames[a].noise = orig->frames[a].noise; } } else { frames = nullptr; } } int PersonaAnimation::getTotalTime() { int total = 0; for (int a = 0; a < numFrames; a++) { total += frames[a].howMany; } return total; } bool PersonaAnimation::save(Common::WriteStream *stream) { stream->writeUint16BE(numFrames); if (numFrames) { stream->writeUint32LE(theSprites->ID); for (int a = 0; a < numFrames; a++) { stream->writeUint32LE(frames[a].frameNum); stream->writeUint32LE(frames[a].howMany); stream->writeUint32LE(frames[a].noise); } } return true; } bool PersonaAnimation::load(Common::SeekableReadStream *stream) { numFrames = stream->readUint16BE(); if (numFrames) { int a = stream->readUint32LE(); frames = new AnimFrame [numFrames]; if (!checkNew(frames)) return false; theSprites = g_sludge->_gfxMan->loadBankForAnim(a); for (a = 0; a < numFrames; a++) { frames[a].frameNum = stream->readUint32LE(); frames[a].howMany = stream->readUint32LE(); if (ssgVersion >= VERSION(2, 0)) { frames[a].noise = stream->readUint32LE(); } else { frames[a].noise = 0; } } } else { theSprites = NULL; frames = NULL; } return true; } bool Persona::save(Common::WriteStream *stream) { int a; stream->writeUint16BE(numDirections); for (a = 0; a < numDirections * 3; a++) { if (!animation[a]->save(stream)) return false; } return true; } bool Persona::load(Common::SeekableReadStream *stream) { int a; numDirections = stream->readUint16BE(); animation = new PersonaAnimation *[numDirections * 3]; if (!checkNew(animation)) return false; for (a = 0; a < numDirections * 3; a++) { animation[a] = new PersonaAnimation; if (!checkNew(animation[a])) return false; if (!animation[a]->load(stream)) return false; } return true; } void OnScreenPerson::setFrames(int a) { myAnim = myPersona->animation[(a * myPersona->numDirections) + direction]; } void OnScreenPerson::makeTalker() { setFrames(ANI_TALK); } void OnScreenPerson::makeSilent() { setFrames(ANI_STAND); } PeopleManager::PeopleManager(SludgeEngine *vm) { _vm = vm; _allPeople = new OnScreenPersonList; _scaleHorizon = 75; _scaleDivide = 150; _personRegion = new ScreenRegion; } PeopleManager::~PeopleManager() { kill(); delete _personRegion; _personRegion = nullptr; delete _allPeople; _allPeople = nullptr; } void PeopleManager::turnMeAngle(OnScreenPerson *thisPerson, int direc) { int d = thisPerson->myPersona->numDirections; thisPerson->angle = direc; direc += (180 / d) + 180 + thisPerson->angleOffset; while (direc >= 360) direc -= 360; thisPerson->direction = (direc * d) / 360; } bool PeopleManager::init() { _personRegion->sX = 0; _personRegion->sY = 0; _personRegion->di = -1; return true; } void PeopleManager::spinStep(OnScreenPerson *thisPerson) { int diff = (thisPerson->angle + 360) - thisPerson->wantAngle; int eachSlice = thisPerson->spinSpeed ? thisPerson->spinSpeed : (360 / thisPerson->myPersona->numDirections); while (diff > 180) { diff -= 360; } if (diff >= eachSlice) { turnMeAngle(thisPerson, thisPerson->angle - eachSlice); } else if (diff <= -eachSlice) { turnMeAngle(thisPerson, thisPerson->angle + eachSlice); } else { turnMeAngle(thisPerson, thisPerson->wantAngle); thisPerson->spinning = false; } } void PeopleManager::rethinkAngle(OnScreenPerson *thisPerson) { int d = thisPerson->myPersona->numDirections; int direc = thisPerson->angle + (180 / d) + 180 + thisPerson->angleOffset; while (direc >= 360) direc -= 360; thisPerson->direction = (direc * d) / 360; } bool PeopleManager::turnPersonToFace(int thisNum, int direc) { OnScreenPerson *thisPerson = findPerson(thisNum); if (thisPerson) { if (thisPerson->continueAfterWalking) abortFunction(thisPerson->continueAfterWalking); thisPerson->continueAfterWalking = NULL; thisPerson->walking = false; thisPerson->spinning = false; turnMeAngle(thisPerson, direc); _vm->_speechMan->isCurrentTalker(thisPerson) ? thisPerson->makeTalker() : thisPerson->makeSilent(); return true; } return false; } bool PeopleManager::setPersonExtra(int thisNum, int extra) { OnScreenPerson *thisPerson = findPerson(thisNum); if (thisPerson) { thisPerson->extra = extra; if (extra & EXTRA_NOSCALE) thisPerson->scale = 1; return true; } return false; } void PeopleManager::setScale(int16 h, int16 d) { _scaleHorizon = h; _scaleDivide = d; } void PeopleManager::moveAndScale(OnScreenPerson &me, float x, float y) { me.x = x; me.y = y; if (!(me.extra & EXTRA_NOSCALE) && _scaleDivide) me.scale = (me.y - _scaleHorizon) / _scaleDivide; } OnScreenPerson *PeopleManager::findPerson(int v) { for (OnScreenPersonList::iterator it = _allPeople->begin(); it != _allPeople->end(); ++it) { if (v == (*it)->thisType->objectNum) { return (*it); } } return nullptr; } void PeopleManager::movePerson(int x, int y, int objNum) { OnScreenPerson *moveMe = findPerson(objNum); if (moveMe) moveAndScale(*moveMe, x, y); } void PeopleManager::setShown(bool h, int ob) { OnScreenPerson *moveMe = findPerson(ob); if (moveMe) moveMe->show = h; } enum drawModes { drawModeNormal, drawModeTransparent1, drawModeTransparent2, drawModeTransparent3, drawModeDark1, drawModeDark2, drawModeDark3, drawModeBlack, drawModeShadow1, drawModeShadow2, drawModeShadow3, drawModeFoggy1, drawModeFoggy2, drawModeFoggy3, drawModeFoggy4, drawModeGlow1, drawModeGlow2, drawModeGlow3, drawModeGlow4, drawModeInvisible, numDrawModes }; void PeopleManager::setMyDrawMode(OnScreenPerson *moveMe, int h) { switch (h) { case drawModeTransparent3: moveMe->r = moveMe->g = moveMe->b = 0; moveMe->colourmix = 0; moveMe->transparency = 64; break; case drawModeTransparent2: moveMe->r = moveMe->g = moveMe->b = 0; moveMe->colourmix = 0; moveMe->transparency = 128; break; case drawModeTransparent1: moveMe->r = moveMe->g = moveMe->b = 0; moveMe->colourmix = 0; moveMe->transparency = 192; break; case drawModeInvisible: moveMe->r = moveMe->g = moveMe->b = 0; moveMe->colourmix = 0; moveMe->transparency = 254; break; case drawModeDark1: moveMe->r = moveMe->g = moveMe->b = 0; moveMe->colourmix = 192; moveMe->transparency = 0; break; case drawModeDark2: moveMe->r = moveMe->g = moveMe->b = 0; moveMe->colourmix = 128; moveMe->transparency = 0; break; case drawModeDark3: moveMe->r = moveMe->g = moveMe->b = 0; moveMe->colourmix = 64; moveMe->transparency = 0; break; case drawModeBlack: moveMe->r = moveMe->g = moveMe->b = 0; moveMe->colourmix = 255; moveMe->transparency = 0; break; case drawModeShadow1: moveMe->r = moveMe->g = moveMe->b = 0; moveMe->colourmix = 255; moveMe->transparency = 64; break; case drawModeShadow2: moveMe->r = moveMe->g = moveMe->b = 0; moveMe->colourmix = 255; moveMe->transparency = 128; break; case drawModeShadow3: moveMe->r = moveMe->g = moveMe->b = 0; moveMe->colourmix = 255; moveMe->transparency = 192; break; case drawModeFoggy3: moveMe->r = moveMe->g = moveMe->b = 128; moveMe->colourmix = 192; moveMe->transparency = 0; break; case drawModeFoggy2: moveMe->r = moveMe->g = moveMe->b = 128; moveMe->colourmix = 128; moveMe->transparency = 0; break; case drawModeFoggy1: moveMe->r = moveMe->g = moveMe->b = 128; moveMe->colourmix = 64; moveMe->transparency = 0; break; case drawModeFoggy4: moveMe->r = moveMe->g = moveMe->b = 128; moveMe->colourmix = 255; moveMe->transparency = 0; break; case drawModeGlow3: moveMe->r = moveMe->g = moveMe->b = 255; moveMe->colourmix = 192; moveMe->transparency = 0; break; case drawModeGlow2: moveMe->r = moveMe->g = moveMe->b = 255; moveMe->colourmix = 128; moveMe->transparency = 0; break; case drawModeGlow1: moveMe->r = moveMe->g = moveMe->b = 255; moveMe->colourmix = 64; moveMe->transparency = 0; break; case drawModeGlow4: moveMe->r = moveMe->g = moveMe->b = 255; moveMe->colourmix = 255; moveMe->transparency = 0; break; default: moveMe->r = moveMe->g = moveMe->b = 0; moveMe->colourmix = 0; moveMe->transparency = 0; break; } } void PeopleManager::setDrawMode(int h, int ob) { OnScreenPerson *moveMe = findPerson(ob); if (!moveMe) return; setMyDrawMode(moveMe, h); } void PeopleManager::setPersonTransparency(int ob, byte x) { OnScreenPerson *moveMe = findPerson(ob); if (!moveMe) return; if (x > 254) x = 254; moveMe->transparency = x; } void PeopleManager::setPersonColourise(int ob, byte r, byte g, byte b, byte colourmix) { OnScreenPerson *moveMe = findPerson(ob); if (!moveMe) return; moveMe->r = r; moveMe->g = g; moveMe->b = b; moveMe->colourmix = colourmix; } struct PeopleYComperator { bool operator()(const OnScreenPerson *p1, const OnScreenPerson *p2) { float y1 = p1->extra & EXTRA_FRONT ? p1->y + 1000 : p1->y; float y2 = p2->extra & EXTRA_FRONT ? p2->y + 1000 : p2->y; return y1 < y2; } }; void PeopleManager::shufflePeople() { if (_allPeople->empty()) return; Common::sort(_allPeople->begin(), _allPeople->end(), PeopleYComperator()); } void PeopleManager::drawPeople() { shufflePeople(); PersonaAnimation *myAnim = NULL; _vm->_regionMan->resetOverRegion(); for (OnScreenPersonList::iterator it = _allPeople->begin(); it != _allPeople->end(); ++it) { OnScreenPerson * thisPerson = (*it); if (thisPerson->show) { myAnim = thisPerson->myAnim; if (myAnim != thisPerson->lastUsedAnim) { thisPerson->lastUsedAnim = myAnim; thisPerson->frameNum = 0; thisPerson->frameTick = myAnim->frames[0].howMany; if (myAnim->frames[thisPerson->frameNum].noise > 0) { _vm->_soundMan->startSound(myAnim->frames[thisPerson->frameNum].noise, false); thisPerson->frameNum++; thisPerson->frameNum %= thisPerson->myAnim->numFrames; thisPerson->frameTick = thisPerson->myAnim->frames[thisPerson->frameNum].howMany; } else if (myAnim->frames[thisPerson->frameNum].noise) { startNewFunctionNum(-myAnim->frames[thisPerson->frameNum].noise, 0, NULL, noStack); thisPerson->frameNum++; thisPerson->frameNum %= thisPerson->myAnim->numFrames; thisPerson->frameTick = thisPerson->myAnim->frames[thisPerson->frameNum].howMany; } } int fNumSign = myAnim->frames[thisPerson->frameNum].frameNum; int m = fNumSign < 0; int fNum = ABS(fNumSign); if (fNum >= myAnim->theSprites->bank.total) { fNum = 0; m = 2 - m; } if (m != 2) { bool r = false; r = _vm->_gfxMan->scaleSprite(myAnim->theSprites->bank.sprites[fNum], myAnim->theSprites->bank.myPalette, thisPerson, m); if (r) { if (!thisPerson->thisType->screenName.empty()) { if (_personRegion->thisType != thisPerson->thisType) _vm->_regionMan->resetLastRegion(); _personRegion->thisType = thisPerson->thisType; _vm->_regionMan->setOverRegion(_personRegion); } } } } if (!--thisPerson->frameTick) { thisPerson->frameNum++; thisPerson->frameNum %= thisPerson->myAnim->numFrames; thisPerson->frameTick = thisPerson->myAnim->frames[thisPerson->frameNum].howMany; if (thisPerson->show && myAnim && myAnim->frames) { if (myAnim->frames[thisPerson->frameNum].noise > 0) { _vm->_soundMan->startSound(myAnim->frames[thisPerson->frameNum].noise, false); thisPerson->frameNum++; thisPerson->frameNum %= thisPerson->myAnim->numFrames; thisPerson->frameTick = thisPerson->myAnim->frames[thisPerson->frameNum].howMany; } else if (myAnim->frames[thisPerson->frameNum].noise) { startNewFunctionNum(-myAnim->frames[thisPerson->frameNum].noise, 0, NULL, noStack); thisPerson->frameNum++; thisPerson->frameNum %= thisPerson->myAnim->numFrames; thisPerson->frameTick = thisPerson->myAnim->frames[thisPerson->frameNum].howMany; } } } } } bool PeopleManager::walkMe(OnScreenPerson *thisPerson, bool move) { float xDiff, yDiff, maxDiff, s; for (;;) { xDiff = thisPerson->thisStepX - thisPerson->x; yDiff = (thisPerson->thisStepY - thisPerson->y) * 2; s = thisPerson->scale * thisPerson->walkSpeed; if (s < 0.2) s = (float)0.2; maxDiff = (ABS(xDiff) >= ABS(yDiff)) ? ABS(xDiff) : ABS(yDiff); if (ABS(maxDiff) > s) { if (thisPerson->spinning) { spinStep(thisPerson); thisPerson->setFrames(ANI_WALK); } s = maxDiff / s; if (move) moveAndScale(*thisPerson, thisPerson->x + xDiff / s, thisPerson->y + yDiff / (s * 2)); return true; } if (thisPerson->inPoly == -1) { if (thisPerson->directionWhenDoneWalking != -1) { thisPerson->wantAngle = thisPerson->directionWhenDoneWalking; thisPerson->spinning = true; spinStep(thisPerson); } break; } if (!_vm->_floorMan->doBorderStuff(thisPerson)) break; } thisPerson->walking = false; thisPerson->setFrames(ANI_STAND); moveAndScale(*thisPerson, thisPerson->walkToX, thisPerson->walkToY); return false; } bool PeopleManager::makeWalkingPerson(int x, int y, int objNum, LoadedFunction *func, int di) { if (x == 0 && y == 0) return false; if (_vm->_floorMan->isFloorNoPolygon()) return false; OnScreenPerson *moveMe = findPerson(objNum); if (!moveMe) return false; if (moveMe->continueAfterWalking) abortFunction(moveMe->continueAfterWalking); moveMe->continueAfterWalking = NULL; moveMe->walking = true; moveMe->directionWhenDoneWalking = di; moveMe->walkToX = x; moveMe->walkToY = y; moveMe->walkToPoly = _vm->_floorMan->inFloor(x, y); if (moveMe->walkToPoly == -1) { if (!_vm->_floorMan->handleClosestPoint(moveMe->walkToX, moveMe->walkToY, moveMe->walkToPoly)) return false; } moveMe->inPoly = _vm->_floorMan->inFloor(moveMe->x, moveMe->y); if (moveMe->inPoly == -1) { int xxx = moveMe->x, yyy = moveMe->y; if (!_vm->_floorMan->handleClosestPoint(xxx, yyy, moveMe->inPoly)) return false; } _vm->_floorMan->doBorderStuff(moveMe); if (walkMe(moveMe, false) || moveMe->spinning) { moveMe->continueAfterWalking = func; return true; } else { return false; } } bool PeopleManager::stopPerson(int o) { OnScreenPerson *moveMe = findPerson(o); if (moveMe) if (moveMe->continueAfterWalking) { abortFunction(moveMe->continueAfterWalking); moveMe->continueAfterWalking = NULL; moveMe->walking = false; moveMe->spinning = false; moveMe->setFrames(ANI_STAND); return true; } return false; } bool PeopleManager::forceWalkingPerson(int x, int y, int objNum, LoadedFunction *func, int di) { if (x == 0 && y == 0) return false; OnScreenPerson *moveMe = findPerson(objNum); if (!moveMe) return false; if (moveMe->continueAfterWalking) abortFunction(moveMe->continueAfterWalking); moveMe->walking = true; moveMe->continueAfterWalking = NULL; moveMe->directionWhenDoneWalking = di; moveMe->walkToX = x; moveMe->walkToY = y; // Let's pretend the start and end points are both in the same // polygon (which one isn't important) moveMe->inPoly = 0; moveMe->walkToPoly = 0; _vm->_floorMan->doBorderStuff(moveMe); if (walkMe(moveMe) || moveMe->spinning) { moveMe->continueAfterWalking = func; return true; } else { return false; } } void PeopleManager::jumpPerson(int x, int y, int objNum) { if (x == 0 && y == 0) return; OnScreenPerson *moveMe = findPerson(objNum); if (!moveMe) return; if (moveMe->continueAfterWalking) abortFunction(moveMe->continueAfterWalking); moveMe->continueAfterWalking = NULL; moveMe->walking = false; moveMe->spinning = false; moveAndScale(*moveMe, x, y); } bool PeopleManager::floatCharacter(int f, int objNum) { OnScreenPerson *moveMe = findPerson(objNum); if (!moveMe) return false; moveMe->floaty = f; return true; } bool PeopleManager::setCharacterWalkSpeed(int f, int objNum) { if (f <= 0) return false; OnScreenPerson *moveMe = findPerson(objNum); if (!moveMe) return false; moveMe->walkSpeed = f; return true; } void PeopleManager::walkAllPeople() { for (OnScreenPersonList::iterator it = _allPeople->begin(); it != _allPeople->end(); ++it) { OnScreenPerson *thisPerson = (*it); if (thisPerson->walking) { walkMe(thisPerson); } else if (thisPerson->spinning) { spinStep(thisPerson); thisPerson->setFrames(ANI_STAND); } if ((!thisPerson->walking) && (!thisPerson->spinning) && thisPerson->continueAfterWalking) { restartFunction(thisPerson->continueAfterWalking); thisPerson->continueAfterWalking = NULL; } } } bool PeopleManager::addPerson(int x, int y, int objNum, Persona *p) { OnScreenPerson *newPerson = new OnScreenPerson; if (!checkNew(newPerson)) return false; // Init newPerson newPerson->thisType = _vm->_objMan->loadObjectType(objNum); newPerson->scale = 1; newPerson->extra = 0; newPerson->continueAfterWalking = NULL; moveAndScale(*newPerson, x, y); newPerson->frameNum = 0; newPerson->walkToX = x; newPerson->walkToY = y; newPerson->walking = false; newPerson->spinning = false; newPerson->show = true; newPerson->direction = 0; newPerson->angle = 180; newPerson->wantAngle = 180; newPerson->angleOffset = 0; newPerson->floaty = 0; newPerson->walkSpeed = newPerson->thisType->walkSpeed; newPerson->myAnim = NULL; newPerson->spinSpeed = newPerson->thisType->spinSpeed; newPerson->r = 0; newPerson->g = 0; newPerson->b = 0; newPerson->colourmix = 0; newPerson->transparency = 0; newPerson->myPersona = p; newPerson->lastUsedAnim = 0; newPerson->frameTick = 0; newPerson->setFrames(ANI_STAND); // HEIGHT (BASED ON 1st FRAME OF 1st ANIMATION... INC. SPECIAL CASES) int fNumSigned = p->animation[0]->frames[0].frameNum; int fNum = abs(fNumSigned); if (fNum >= p->animation[0]->theSprites->bank.total) { if (fNumSigned < 0) { newPerson->height = 5; } else { newPerson->height = p->animation[0]->theSprites->bank.sprites[0].yhot + 5; } } else { newPerson->height = p->animation[0]->theSprites->bank.sprites[fNum].yhot + 5; } // NOW INSERT IT IN THE RIGHT PLACE bool inserted = false; for (OnScreenPersonList::iterator it = _allPeople->begin(); it != _allPeople->end(); ++it) { if ((*it)->y >= y) { _allPeople->insert(it, newPerson); inserted = true; break; } } if (!inserted) { _allPeople->push_back(newPerson); } return (bool)(newPerson->thisType != NULL); } void PeopleManager::animatePerson(int obj, PersonaAnimation *fram) { // Set a new SINGLE animation OnScreenPerson *moveMe = findPerson(obj); if (moveMe) { if (moveMe->continueAfterWalking) abortFunction(moveMe->continueAfterWalking); moveMe->continueAfterWalking = NULL; moveMe->walking = false; moveMe->spinning = false; moveMe->myAnim = fram; } } void PeopleManager::animatePerson(int obj, Persona *per) { // Set a new costume OnScreenPerson *moveMe = findPerson(obj); if (moveMe) { moveMe->spinning = false; moveMe->myPersona = per; rethinkAngle(moveMe); if (moveMe->walking) { moveMe->setFrames(ANI_WALK); } else { moveMe->setFrames(ANI_STAND); } } } void PeopleManager::kill() { for (OnScreenPersonList::iterator it = _allPeople->begin(); it != _allPeople->end(); ++it) { if ((*it)->continueAfterWalking) abortFunction((*it)->continueAfterWalking); (*it)->continueAfterWalking = NULL; _vm->_objMan->removeObjectType((*it)->thisType); delete (*it); (*it) = nullptr; } _allPeople->clear(); } void PeopleManager::killMostPeople() { for (OnScreenPersonList::iterator it = _allPeople->begin(); it != _allPeople->end(); ++it) { if (!((*it)->extra & EXTRA_NOREMOVE)) { OnScreenPerson *killPeople = (*it); it = _allPeople->reverse_erase(it); // Gone from the list... now free some memory if (killPeople->continueAfterWalking) abortFunction(killPeople->continueAfterWalking); killPeople->continueAfterWalking = NULL; _vm->_objMan->removeObjectType(killPeople->thisType); delete killPeople; } } } void PeopleManager::removeOneCharacter(int i) { OnScreenPerson *removePerson = findPerson(i); if (removePerson) { ScreenRegion *overRegion = _vm->_regionMan->getOverRegion(); if (overRegion == _personRegion && overRegion->thisType == removePerson->thisType) { overRegion = nullptr; } if (removePerson->continueAfterWalking) abortFunction(removePerson->continueAfterWalking); removePerson->continueAfterWalking = NULL; _allPeople->remove(removePerson); _vm->_objMan->removeObjectType(removePerson->thisType); delete removePerson; removePerson = nullptr; } } bool PeopleManager::savePeople(Common::WriteStream* stream) { stream->writeSint16LE(_scaleHorizon); stream->writeSint16LE(_scaleDivide); int countPeople = _allPeople->size(); stream->writeUint16BE(countPeople); for (OnScreenPersonList::iterator it = _allPeople->begin(); it != _allPeople->end(); ++it) { stream->writeFloatLE((*it)->x); stream->writeFloatLE((*it)->y); (*it)->myPersona->save(stream); (*it)->myAnim->save(stream); stream->writeByte((*it)->myAnim == (*it)->lastUsedAnim); stream->writeFloatLE((*it)->scale); stream->writeUint16BE((*it)->extra); stream->writeUint16BE((*it)->height); stream->writeUint16BE((*it)->walkToX); stream->writeUint16BE((*it)->walkToY); stream->writeUint16BE((*it)->thisStepX); stream->writeUint16BE((*it)->thisStepY); stream->writeUint16BE((*it)->frameNum); stream->writeUint16BE((*it)->frameTick); stream->writeUint16BE((*it)->walkSpeed); stream->writeUint16BE((*it)->spinSpeed); stream->writeSint16LE((*it)->floaty); stream->writeByte((*it)->show); stream->writeByte((*it)->walking); stream->writeByte((*it)->spinning); if ((*it)->continueAfterWalking) { stream->writeByte(1); saveFunction((*it)->continueAfterWalking, stream); } else { stream->writeByte(0); } stream->writeUint16BE((*it)->direction); stream->writeUint16BE((*it)->angle); stream->writeUint16BE((*it)->angleOffset); stream->writeUint16BE((*it)->wantAngle); stream->writeSint16LE((*it)->directionWhenDoneWalking); stream->writeSint16LE((*it)->inPoly); stream->writeSint16LE((*it)->walkToPoly); stream->writeByte((*it)->r); stream->writeByte((*it)->g); stream->writeByte((*it)->b); stream->writeByte((*it)->colourmix); stream->writeByte((*it)->transparency); _vm->_objMan->saveObjectRef((*it)->thisType, stream); } return true; } bool PeopleManager::loadPeople(Common::SeekableReadStream *stream) { kill(); _scaleHorizon = stream->readSint16LE(); _scaleDivide = stream->readSint16LE(); int countPeople = stream->readUint16BE(); int a; for (a = 0; a < countPeople; a++) { OnScreenPerson *me = new OnScreenPerson; if (!checkNew(me)) return false; me->myPersona = new Persona; if (!checkNew(me->myPersona)) return false; me->myAnim = new PersonaAnimation; if (!checkNew(me->myAnim)) return false; me->x = stream->readFloatLE(); me->y = stream->readFloatLE(); me->myPersona->load(stream); me->myAnim->load(stream); me->lastUsedAnim = stream->readByte() ? me->myAnim : NULL; me->scale = stream->readFloatLE(); me->extra = stream->readUint16BE(); me->height = stream->readUint16BE(); me->walkToX = stream->readUint16BE(); me->walkToY = stream->readUint16BE(); me->thisStepX = stream->readUint16BE(); me->thisStepY = stream->readUint16BE(); me->frameNum = stream->readUint16BE(); me->frameTick = stream->readUint16BE(); me->walkSpeed = stream->readUint16BE(); me->spinSpeed = stream->readUint16BE(); me->floaty = stream->readSint16LE(); me->show = stream->readByte(); me->walking = stream->readByte(); me->spinning = stream->readByte(); if (stream->readByte()) { me->continueAfterWalking = loadFunction(stream); if (!me->continueAfterWalking) return false; } else { me->continueAfterWalking = NULL; } me->direction = stream->readUint16BE(); me->angle = stream->readUint16BE(); if (ssgVersion >= VERSION(2, 0)) { me->angleOffset = stream->readUint16BE(); } else { me->angleOffset = 0; } me->wantAngle = stream->readUint16BE(); me->directionWhenDoneWalking = stream->readSint16LE(); me->inPoly = stream->readSint16LE(); me->walkToPoly = stream->readSint16LE(); if (ssgVersion >= VERSION(2, 0)) { me->r = stream->readByte(); me->g = stream->readByte(); me->b = stream->readByte(); me->colourmix = stream->readByte(); me->transparency = stream->readByte(); } else { setMyDrawMode(me, stream->readUint16BE()); } me->thisType = _vm->_objMan->loadObjectRef(stream); // Anti-aliasing settings if (ssgVersion >= VERSION(1, 6)) { if (ssgVersion < VERSION(2, 0)) { // aaLoad stream->readByte(); stream->readFloatLE(); stream->readFloatLE(); } } _allPeople->push_back(me); } return true; } void PeopleManager::freeze(FrozenStuffStruct *frozenStuff) { frozenStuff->allPeople = _allPeople; _allPeople = nullptr; _allPeople = new OnScreenPersonList; } void PeopleManager::resotre(FrozenStuffStruct *frozenStuff) { kill(); delete _allPeople; _allPeople = nullptr; _allPeople = frozenStuff->allPeople; } } // End of namespace Sludge