/* 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. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/ad/ad_actor.h" #include "engines/wintermute/ad/ad_game.h" #include "engines/wintermute/ad/ad_scene.h" #include "engines/wintermute/ad/ad_entity.h" #include "engines/wintermute/ad/ad_sprite_set.h" #include "engines/wintermute/ad/ad_waypoint_group.h" #include "engines/wintermute/ad/ad_path.h" #include "engines/wintermute/ad/ad_sentence.h" #include "engines/wintermute/base/base_parser.h" #include "engines/wintermute/base/sound/base_sound.h" #include "engines/wintermute/base/base_region.h" #include "engines/wintermute/base/base_file_manager.h" #include "engines/wintermute/base/base_sprite.h" #include "engines/wintermute/base/scriptables/script.h" #include "engines/wintermute/base/scriptables/script_value.h" #include "engines/wintermute/base/scriptables/script_stack.h" #include "engines/wintermute/base/particles/part_emitter.h" #include "engines/wintermute/base/base_engine.h" namespace Wintermute { IMPLEMENT_PERSISTENT(AdActor, false) ////////////////////////////////////////////////////////////////////////// AdActor::AdActor(BaseGame *inGame) : AdTalkHolder(inGame) { _path = new AdPath(_gameRef); _type = OBJECT_ACTOR; _dir = DI_LEFT; _walkSprite = nullptr; _standSprite = nullptr; _turnLeftSprite = nullptr; _turnRightSprite = nullptr; _targetPoint = new BasePoint; _afterWalkDir = DI_NONE; _animSprite2 = nullptr; setDefaultAnimNames(); } ////////////////////////////////////////////////////////////////////////// bool AdActor::setDefaultAnimNames() { _talkAnimName = "talk"; _idleAnimName = "idle"; _walkAnimName = "walk"; _turnLeftAnimName = "turnleft"; _turnRightAnimName = "turnright"; return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// AdActor::~AdActor() { delete _path; delete _targetPoint; _path = nullptr; _targetPoint = nullptr; delete _walkSprite; delete _standSprite; delete _turnLeftSprite; delete _turnRightSprite; _walkSprite = nullptr; _standSprite = nullptr; _turnLeftSprite = nullptr; _turnRightSprite = nullptr; _animSprite2 = nullptr; // ref only for (uint32 i = 0; i < _talkSprites.size(); i++) { delete _talkSprites[i]; } _talkSprites.clear(); for (uint32 i = 0; i < _talkSpritesEx.size(); i++) { delete _talkSpritesEx[i]; } _talkSpritesEx.clear(); for (uint32 i = 0; i < _anims.size(); i++) { delete _anims[i]; _anims[i] = nullptr; } _anims.clear(); } ////////////////////////////////////////////////////////////////////////// bool AdActor::loadFile(const char *filename) { char *buffer = (char *)BaseFileManager::getEngineInstance()->readWholeFile(filename); if (buffer == nullptr) { _gameRef->LOG(0, "AdActor::LoadFile failed for file '%s'", filename); return STATUS_FAILED; } bool ret; setFilename(filename); if (DID_FAIL(ret = loadBuffer(buffer, true))) { _gameRef->LOG(0, "Error parsing ACTOR file '%s'", filename); } delete[] buffer; return ret; } TOKEN_DEF_START TOKEN_DEF(ACTOR) TOKEN_DEF(X) TOKEN_DEF(Y) TOKEN_DEF(TEMPLATE) TOKEN_DEF(NAME) TOKEN_DEF(SCALABLE) TOKEN_DEF(REGISTRABLE) TOKEN_DEF(INTERACTIVE) TOKEN_DEF(SHADOWABLE) TOKEN_DEF(COLORABLE) TOKEN_DEF(ACTIVE) TOKEN_DEF(WALK) TOKEN_DEF(STAND) TOKEN_DEF(TALK_SPECIAL) TOKEN_DEF(TALK) TOKEN_DEF(TURN_LEFT) TOKEN_DEF(TURN_RIGHT) TOKEN_DEF(EVENTS) TOKEN_DEF(FONT) TOKEN_DEF(CURSOR) TOKEN_DEF(SCRIPT) TOKEN_DEF(SOUND_VOLUME) TOKEN_DEF(SOUND_PANNING) TOKEN_DEF(CAPTION) TOKEN_DEF(PROPERTY) TOKEN_DEF(BLOCKED_REGION) TOKEN_DEF(WAYPOINTS) TOKEN_DEF(IGNORE_ITEMS) TOKEN_DEF(ROTABLE) TOKEN_DEF(ROTATABLE) TOKEN_DEF(ALPHA_COLOR) TOKEN_DEF(SCALE) TOKEN_DEF(RELATIVE_SCALE) TOKEN_DEF(ALPHA) TOKEN_DEF(EDITOR_PROPERTY) TOKEN_DEF(ANIMATION) TOKEN_DEF_END ////////////////////////////////////////////////////////////////////////// bool AdActor::loadBuffer(char *buffer, bool complete) { TOKEN_TABLE_START(commands) TOKEN_TABLE(ACTOR) TOKEN_TABLE(X) TOKEN_TABLE(Y) TOKEN_TABLE(TEMPLATE) TOKEN_TABLE(NAME) TOKEN_TABLE(SCALABLE) TOKEN_TABLE(REGISTRABLE) TOKEN_TABLE(INTERACTIVE) TOKEN_TABLE(SHADOWABLE) TOKEN_TABLE(COLORABLE) TOKEN_TABLE(ACTIVE) TOKEN_TABLE(WALK) TOKEN_TABLE(STAND) TOKEN_TABLE(TALK_SPECIAL) TOKEN_TABLE(TALK) TOKEN_TABLE(TURN_LEFT) TOKEN_TABLE(TURN_RIGHT) TOKEN_TABLE(EVENTS) TOKEN_TABLE(FONT) TOKEN_TABLE(CURSOR) TOKEN_TABLE(SCRIPT) TOKEN_TABLE(SOUND_VOLUME) TOKEN_TABLE(SOUND_PANNING) TOKEN_TABLE(CAPTION) TOKEN_TABLE(PROPERTY) TOKEN_TABLE(BLOCKED_REGION) TOKEN_TABLE(WAYPOINTS) TOKEN_TABLE(IGNORE_ITEMS) TOKEN_TABLE(ROTABLE) TOKEN_TABLE(ROTATABLE) TOKEN_TABLE(ALPHA_COLOR) TOKEN_TABLE(SCALE) TOKEN_TABLE(RELATIVE_SCALE) TOKEN_TABLE(ALPHA) TOKEN_TABLE(EDITOR_PROPERTY) TOKEN_TABLE(ANIMATION) TOKEN_TABLE_END char *params; int cmd; BaseParser parser; if (complete) { if (parser.getCommand(&buffer, commands, ¶ms) != TOKEN_ACTOR) { _gameRef->LOG(0, "'ACTOR' keyword expected."); return STATUS_FAILED; } buffer = params; } AdGame *adGame = (AdGame *)_gameRef; AdSpriteSet *spr = nullptr; int ar = 0, ag = 0, ab = 0, alpha = 0; while ((cmd = parser.getCommand(&buffer, commands, ¶ms)) > 0) { switch (cmd) { case TOKEN_TEMPLATE: if (DID_FAIL(loadFile(params))) { cmd = PARSERR_GENERIC; } break; case TOKEN_X: parser.scanStr(params, "%d", &_posX); break; case TOKEN_Y: parser.scanStr(params, "%d", &_posY); break; case TOKEN_NAME: setName(params); break; case TOKEN_CAPTION: setCaption(params); break; case TOKEN_FONT: setFont(params); break; case TOKEN_SCALABLE: parser.scanStr(params, "%b", &_zoomable); break; case TOKEN_ROTABLE: case TOKEN_ROTATABLE: parser.scanStr(params, "%b", &_rotatable); break; case TOKEN_REGISTRABLE: case TOKEN_INTERACTIVE: parser.scanStr(params, "%b", &_registrable); break; case TOKEN_SHADOWABLE: case TOKEN_COLORABLE: parser.scanStr(params, "%b", &_shadowable); break; case TOKEN_ACTIVE: parser.scanStr(params, "%b", &_active); break; case TOKEN_WALK: delete _walkSprite; _walkSprite = nullptr; spr = new AdSpriteSet(_gameRef, this); if (!spr || DID_FAIL(spr->loadBuffer(params, true, adGame->_texWalkLifeTime, CACHE_HALF))) { cmd = PARSERR_GENERIC; } else { _walkSprite = spr; } break; case TOKEN_TALK: spr = new AdSpriteSet(_gameRef, this); if (!spr || DID_FAIL(spr->loadBuffer(params, true, adGame->_texTalkLifeTime))) { cmd = PARSERR_GENERIC; } else { _talkSprites.add(spr); } break; case TOKEN_TALK_SPECIAL: spr = new AdSpriteSet(_gameRef, this); if (!spr || DID_FAIL(spr->loadBuffer(params, true, adGame->_texTalkLifeTime))) { cmd = PARSERR_GENERIC; } else { _talkSpritesEx.add(spr); } break; case TOKEN_STAND: delete _standSprite; _standSprite = nullptr; spr = new AdSpriteSet(_gameRef, this); if (!spr || DID_FAIL(spr->loadBuffer(params, true, adGame->_texStandLifeTime))) { cmd = PARSERR_GENERIC; } else { _standSprite = spr; } break; case TOKEN_TURN_LEFT: delete _turnLeftSprite; _turnLeftSprite = nullptr; spr = new AdSpriteSet(_gameRef, this); if (!spr || DID_FAIL(spr->loadBuffer(params, true))) { cmd = PARSERR_GENERIC; } else { _turnLeftSprite = spr; } break; case TOKEN_TURN_RIGHT: delete _turnRightSprite; _turnRightSprite = nullptr; spr = new AdSpriteSet(_gameRef, this); if (!spr || DID_FAIL(spr->loadBuffer(params, true))) { cmd = PARSERR_GENERIC; } else { _turnRightSprite = spr; } break; case TOKEN_SCRIPT: addScript(params); break; case TOKEN_CURSOR: delete _cursor; _cursor = new BaseSprite(_gameRef); if (!_cursor || DID_FAIL(_cursor->loadFile((char *)params))) { delete _cursor; _cursor = nullptr; cmd = PARSERR_GENERIC; } break; case TOKEN_SOUND_VOLUME: parser.scanStr(params, "%d", &_sFXVolume); break; case TOKEN_SCALE: { int s; parser.scanStr(params, "%d", &s); _scale = (float)s; } break; case TOKEN_RELATIVE_SCALE: { int s; parser.scanStr(params, "%d", &s); _relativeScale = (float)s; } break; case TOKEN_SOUND_PANNING: parser.scanStr(params, "%b", &_autoSoundPanning); break; case TOKEN_PROPERTY: parseProperty(params, false); break; case TOKEN_BLOCKED_REGION: { delete _blockRegion; delete _currentBlockRegion; _blockRegion = nullptr; _currentBlockRegion = nullptr; BaseRegion *rgn = new BaseRegion(_gameRef); BaseRegion *crgn = new BaseRegion(_gameRef); if (!rgn || !crgn || DID_FAIL(rgn->loadBuffer(params, false))) { delete _blockRegion; delete _currentBlockRegion; _blockRegion = nullptr; _currentBlockRegion = nullptr; cmd = PARSERR_GENERIC; } else { _blockRegion = rgn; _currentBlockRegion = crgn; _currentBlockRegion->mimic(_blockRegion); } } break; case TOKEN_WAYPOINTS: { delete _wptGroup; delete _currentWptGroup; _wptGroup = nullptr; _currentWptGroup = nullptr; AdWaypointGroup *wpt = new AdWaypointGroup(_gameRef); AdWaypointGroup *cwpt = new AdWaypointGroup(_gameRef); if (!wpt || !cwpt || DID_FAIL(wpt->loadBuffer(params, false))) { delete _wptGroup; delete _currentWptGroup; _wptGroup = nullptr; _currentWptGroup = nullptr; cmd = PARSERR_GENERIC; } else { _wptGroup = wpt; _currentWptGroup = cwpt; _currentWptGroup->mimic(_wptGroup); } } break; case TOKEN_IGNORE_ITEMS: parser.scanStr(params, "%b", &_ignoreItems); break; case TOKEN_ALPHA_COLOR: parser.scanStr(params, "%d,%d,%d", &ar, &ag, &ab); break; case TOKEN_ALPHA: parser.scanStr(params, "%d", &alpha); break; case TOKEN_EDITOR_PROPERTY: parseEditorProperty(params, false); break; case TOKEN_ANIMATION: { AdSpriteSet *anim = new AdSpriteSet(_gameRef, this); if (!anim || DID_FAIL(anim->loadBuffer(params, false))) { cmd = PARSERR_GENERIC; } else { _anims.add(anim); } } break; default: break; } } if (cmd == PARSERR_TOKENNOTFOUND) { _gameRef->LOG(0, "Syntax error in ACTOR definition"); return STATUS_FAILED; } if (cmd == PARSERR_GENERIC) { if (spr) { delete spr; } _gameRef->LOG(0, "Error loading ACTOR definition"); return STATUS_FAILED; } if (alpha != 0 && ar == 0 && ag == 0 && ab == 0) { ar = ag = ab = 255; } _alphaColor = BYTETORGBA(ar, ag, ab, alpha); _state = _nextState = STATE_READY; return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// void AdActor::turnTo(TDirection dir) { int delta1, delta2, delta3, delta; delta1 = dir - _dir; delta2 = dir + NUM_DIRECTIONS - _dir; delta3 = dir - NUM_DIRECTIONS - _dir; delta1 = (abs(delta1) <= abs(delta2)) ? delta1 : delta2; delta = (abs(delta1) <= abs(delta3)) ? delta1 : delta3; // already there? if (abs(delta) < 2) { _dir = dir; _state = _nextState; _nextState = STATE_READY; return; } _targetDir = dir; _state = delta < 0 ? STATE_TURNING_LEFT : STATE_TURNING_RIGHT; _tempSprite2 = nullptr; } ////////////////////////////////////////////////////////////////////////// void AdActor::goTo(int x, int y, TDirection afterWalkDir) { _afterWalkDir = afterWalkDir; if (x == _targetPoint->x && y == _targetPoint->y && _state == STATE_FOLLOWING_PATH) { return; } _path->reset(); _path->setReady(false); _targetPoint->x = x; _targetPoint->y = y; ((AdGame *)_gameRef)->_scene->correctTargetPoint(_posX, _posY, &_targetPoint->x, &_targetPoint->y, true, this); _state = STATE_SEARCHING_PATH; } ////////////////////////////////////////////////////////////////////////// bool AdActor::display() { if (_active) { updateSounds(); } uint32 alpha; if (_alphaColor != 0) { alpha = _alphaColor; } else { alpha = _shadowable ? ((AdGame *)_gameRef)->_scene->getAlphaAt(_posX, _posY, true) : 0xFFFFFFFF; } float scaleX, scaleY; getScale(&scaleX, &scaleY); float rotate; if (_rotatable) { if (_rotateValid) { rotate = _rotate; } else { rotate = ((AdGame *)_gameRef)->_scene->getRotationAt(_posX, _posY) + _relativeRotate; } } else { rotate = 0.0f; } if (_active) { displaySpriteAttachments(true); } if (_currentSprite && _active) { bool reg = _registrable; if (_ignoreItems && ((AdGame *)_gameRef)->_selectedItem) { reg = false; } _currentSprite->display(_posX, _posY, reg ? _registerAlias : nullptr, scaleX, scaleY, alpha, rotate, _blendMode); } if (_active) { displaySpriteAttachments(false); } if (_active && _partEmitter) { _partEmitter->display(); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdActor::update() { _currentSprite = nullptr; if (_state == STATE_READY) { if (_animSprite) { delete _animSprite; _animSprite = nullptr; } if (_animSprite2) { _animSprite2 = nullptr; } } // finished playing animation? if (_state == STATE_PLAYING_ANIM && _animSprite != nullptr && _animSprite->isFinished()) { _state = _nextState; _nextState = STATE_READY; _currentSprite = _animSprite; } if (_state == STATE_PLAYING_ANIM_SET && _animSprite2 != nullptr && _animSprite2->isFinished()) { _state = _nextState; _nextState = STATE_READY; _currentSprite = _animSprite2; } if (_sentence && _state != STATE_TALKING) { _sentence->finish(); } // default: stand animation if (!_currentSprite) { if (_sprite) { _currentSprite = _sprite; } else { if (_standSprite) { _currentSprite = _standSprite->getSprite(_dir); } else { AdSpriteSet *anim = getAnimByName(_idleAnimName); if (anim) { _currentSprite = anim->getSprite(_dir); } } } } bool already_moved = false; switch (_state) { ////////////////////////////////////////////////////////////////////////// case STATE_PLAYING_ANIM: _currentSprite = _animSprite; break; ////////////////////////////////////////////////////////////////////////// case STATE_PLAYING_ANIM_SET: _currentSprite = _animSprite2; break; ////////////////////////////////////////////////////////////////////////// case STATE_TURNING_LEFT: if (_tempSprite2 == nullptr || _tempSprite2->isFinished()) { if (_dir > 0) { _dir = (TDirection)(_dir - 1); } else { _dir = (TDirection)(NUM_DIRECTIONS - 1); } if (_dir == _targetDir) { _tempSprite2 = nullptr; _state = _nextState; _nextState = STATE_READY; } else { if (_turnLeftSprite) { _tempSprite2 = _turnLeftSprite->getSprite(_dir); } else { AdSpriteSet *anim = getAnimByName(_turnLeftAnimName); if (anim) { _tempSprite2 = anim->getSprite(_dir); } } if (_tempSprite2) { _tempSprite2->reset(); if (_tempSprite2->_looping) { _tempSprite2->_looping = false; } } _currentSprite = _tempSprite2; } } else { _currentSprite = _tempSprite2; } break; ////////////////////////////////////////////////////////////////////////// case STATE_TURNING_RIGHT: if (_tempSprite2 == nullptr || _tempSprite2->isFinished()) { _dir = (TDirection)(_dir + 1); if ((int)_dir >= (int)NUM_DIRECTIONS) { _dir = (TDirection)(0); } if (_dir == _targetDir) { _tempSprite2 = nullptr; _state = _nextState; _nextState = STATE_READY; } else { if (_turnRightSprite) { _tempSprite2 = _turnRightSprite->getSprite(_dir); } else { AdSpriteSet *anim = getAnimByName(_turnRightAnimName); if (anim) { _tempSprite2 = anim->getSprite(_dir); } } if (_tempSprite2) { _tempSprite2->reset(); if (_tempSprite2->_looping) { _tempSprite2->_looping = false; } } _currentSprite = _tempSprite2; } } else { _currentSprite = _tempSprite2; } break; ////////////////////////////////////////////////////////////////////////// case STATE_SEARCHING_PATH: // keep asking scene for the path if (((AdGame *)_gameRef)->_scene->getPath(BasePoint(_posX, _posY), *_targetPoint, _path, this)) { _state = STATE_WAITING_PATH; } break; ////////////////////////////////////////////////////////////////////////// case STATE_WAITING_PATH: // wait until the scene finished the path if (_path->_ready) { followPath(); } break; ////////////////////////////////////////////////////////////////////////// case STATE_FOLLOWING_PATH: getNextStep(); already_moved = true; break; ////////////////////////////////////////////////////////////////////////// case STATE_TALKING: { _sentence->update(_dir); if (_sentence->_currentSprite) { _tempSprite2 = _sentence->_currentSprite; } bool timeIsUp = (_sentence->_sound && _sentence->_soundStarted && (!_sentence->_sound->isPlaying() && !_sentence->_sound->isPaused())) || (!_sentence->_sound && _sentence->_duration <= _gameRef->getTimer()->getTime() - _sentence->_startTime); if (_tempSprite2 == nullptr || _tempSprite2->isFinished() || (/*_tempSprite2->_looping &&*/ timeIsUp)) { if (timeIsUp) { _sentence->finish(); _tempSprite2 = nullptr; _state = _nextState; _nextState = STATE_READY; } else { _tempSprite2 = getTalkStance(_sentence->getNextStance()); if (_tempSprite2) { _tempSprite2->reset(); _currentSprite = _tempSprite2; ((AdGame *)_gameRef)->addSentence(_sentence); } } } else { _currentSprite = _tempSprite2; ((AdGame *)_gameRef)->addSentence(_sentence); } } break; ////////////////////////////////////////////////////////////////////////// case STATE_READY: if (!_animSprite && !_animSprite2) { if (_sprite) { _currentSprite = _sprite; } else { if (_standSprite) { _currentSprite = _standSprite->getSprite(_dir); } else { AdSpriteSet *anim = getAnimByName(_idleAnimName); if (anim) { _currentSprite = anim->getSprite(_dir); } } } } break; default: error("AdActor::Update - Unhandled enum"); } if (_currentSprite && !already_moved) { _currentSprite->getCurrentFrame(_zoomable ? ((AdGame *)_gameRef)->_scene->getZoomAt(_posX, _posY) : 100, _zoomable ? ((AdGame *)_gameRef)->_scene->getZoomAt(_posX, _posY) : 100); if (_currentSprite->isChanged()) { _posX += _currentSprite->_moveX; _posY += _currentSprite->_moveY; afterMove(); } } //_gameRef->QuickMessageForm("%s", _currentSprite->_filename); updateBlockRegion(); _ready = (_state == STATE_READY); updatePartEmitter(); updateSpriteAttachments(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// void AdActor::followPath() { // skip current position _path->getFirst(); while (_path->getCurrent() != nullptr) { if (_path->getCurrent()->x != _posX || _path->getCurrent()->y != _posY) { break; } _path->getNext(); } // are there points to follow? if (_path->getCurrent() != nullptr) { _state = STATE_FOLLOWING_PATH; initLine(BasePoint(_posX, _posY), *_path->getCurrent()); } else { if (_afterWalkDir != DI_NONE) { turnTo(_afterWalkDir); } else { _state = STATE_READY; } } } ////////////////////////////////////////////////////////////////////////// void AdActor::getNextStep() { if (_walkSprite) { _currentSprite = _walkSprite->getSprite(_dir); } else { AdSpriteSet *anim = getAnimByName(_walkAnimName); if (anim) { _currentSprite = anim->getSprite(_dir); } } if (!_currentSprite) { return; } _currentSprite->getCurrentFrame(_zoomable ? ((AdGame *)_gameRef)->_scene->getZoomAt(_posX, _posY) : 100, _zoomable ? ((AdGame *)_gameRef)->_scene->getZoomAt(_posX, _posY) : 100); if (!_currentSprite->isChanged()) { return; } int maxStepX, maxStepY; maxStepX = abs(_currentSprite->_moveX); maxStepY = abs(_currentSprite->_moveY); maxStepX = MAX(maxStepX, maxStepY); maxStepX = MAX(maxStepX, 1); while (_pFCount > 0 && maxStepX >= 0) { _pFX += _pFStepX; _pFY += _pFStepY; _pFCount--; maxStepX--; } if (((AdGame *)_gameRef)->_scene->isBlockedAt((int)_pFX, (int)_pFY, true, this)) { if (_pFCount == 0) { _state = _nextState; _nextState = STATE_READY; return; } goTo(_targetPoint->x, _targetPoint->y); return; } _posX = (int)_pFX; _posY = (int)_pFY; afterMove(); if (_pFCount == 0) { if (_path->getNext() == nullptr) { _posX = _targetPoint->x; _posY = _targetPoint->y; _path->reset(); if (_afterWalkDir != DI_NONE) { turnTo(_afterWalkDir); } else { _state = _nextState; _nextState = STATE_READY; } } else { initLine(BasePoint(_posX, _posY), *_path->getCurrent()); } } } ////////////////////////////////////////////////////////////////////////// void AdActor::initLine(const BasePoint &startPt, const BasePoint &endPt) { _pFCount = MAX((abs(endPt.x - startPt.x)) , (abs(endPt.y - startPt.y))); _pFStepX = (double)(endPt.x - startPt.x) / _pFCount; _pFStepY = (double)(endPt.y - startPt.y) / _pFCount; _pFX = startPt.x; _pFY = startPt.y; int angle = (int)(atan2((double)(endPt.y - startPt.y), (double)(endPt.x - startPt.x)) * (180 / 3.14)); _nextState = STATE_FOLLOWING_PATH; turnTo(angleToDirection(angle)); } ////////////////////////////////////////////////////////////////////////// // high level scripting interface ////////////////////////////////////////////////////////////////////////// bool AdActor::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) { ////////////////////////////////////////////////////////////////////////// // GoTo / GoToAsync ////////////////////////////////////////////////////////////////////////// if (strcmp(name, "GoTo") == 0 || strcmp(name, "GoToAsync") == 0) { stack->correctParams(2); int x = stack->pop()->getInt(); int y = stack->pop()->getInt(); goTo(x, y); if (strcmp(name, "GoToAsync") != 0) { script->waitForExclusive(this); } stack->pushNULL(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // GoToObject / GoToObjectAsync ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "GoToObject") == 0 || strcmp(name, "GoToObjectAsync") == 0) { stack->correctParams(1); ScValue *val = stack->pop(); if (!val->isNative()) { script->runtimeError("actor.%s method accepts an entity reference only", name); stack->pushNULL(); return STATUS_OK; } AdObject *obj = (AdObject *)val->getNative(); if (!obj || obj->getType() != OBJECT_ENTITY) { script->runtimeError("actor.%s method accepts an entity reference only", name); stack->pushNULL(); return STATUS_OK; } AdEntity *ent = (AdEntity *)obj; if (ent->getWalkToX() == 0 && ent->getWalkToY() == 0) { goTo(ent->_posX, ent->_posY); } else { goTo(ent->getWalkToX(), ent->getWalkToY(), ent->getWalkToDir()); } if (strcmp(name, "GoToObjectAsync") != 0) { script->waitForExclusive(this); } stack->pushNULL(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // TurnTo / TurnToAsync ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "TurnTo") == 0 || strcmp(name, "TurnToAsync") == 0) { stack->correctParams(1); int dir; ScValue *val = stack->pop(); // turn to object? if (val->isNative() && _gameRef->validObject((BaseObject *)val->getNative())) { BaseObject *obj = (BaseObject *)val->getNative(); int angle = (int)(atan2((double)(obj->_posY - _posY), (double)(obj->_posX - _posX)) * (180 / 3.14)); dir = (int)angleToDirection(angle); } // otherwise turn to direction else { dir = val->getInt(); } if (dir >= 0 && dir < NUM_DIRECTIONS) { turnTo((TDirection)dir); if (strcmp(name, "TurnToAsync") != 0) { script->waitForExclusive(this); } } stack->pushNULL(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // IsWalking ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "IsWalking") == 0) { stack->correctParams(0); stack->pushBool(_state == STATE_FOLLOWING_PATH); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // MergeAnims ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "MergeAnims") == 0) { stack->correctParams(1); stack->pushBool(DID_SUCCEED(mergeAnims(stack->pop()->getString()))); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // UnloadAnim ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "UnloadAnim") == 0) { stack->correctParams(1); const char *animName = stack->pop()->getString(); bool found = false; for (uint32 i = 0; i < _anims.size(); i++) { if (scumm_stricmp(_anims[i]->getName(), animName) == 0) { // invalidate sprites in use if (_anims[i]->containsSprite(_tempSprite2)) { _tempSprite2 = nullptr; } if (_anims[i]->containsSprite(_currentSprite)) { _currentSprite = nullptr; } if (_anims[i]->containsSprite(_animSprite2)) { _animSprite2 = nullptr; } delete _anims[i]; _anims[i] = nullptr; _anims.remove_at(i); i--; found = true; } } stack->pushBool(found); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // HasAnim ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "HasAnim") == 0) { stack->correctParams(1); const char *animName = stack->pop()->getString(); stack->pushBool(getAnimByName(animName) != nullptr); return STATUS_OK; } else { return AdTalkHolder::scCallMethod(script, stack, thisStack, name); } } ////////////////////////////////////////////////////////////////////////// ScValue *AdActor::scGetProperty(const Common::String &name) { _scValue->setNULL(); ////////////////////////////////////////////////////////////////////////// // Direction ////////////////////////////////////////////////////////////////////////// if (name == "Direction") { _scValue->setInt(_dir); return _scValue; } ////////////////////////////////////////////////////////////////////////// // Type ////////////////////////////////////////////////////////////////////////// else if (name == "Type") { _scValue->setString("actor"); return _scValue; } ////////////////////////////////////////////////////////////////////////// // TalkAnimName ////////////////////////////////////////////////////////////////////////// else if (name == "TalkAnimName") { _scValue->setString(_talkAnimName); return _scValue; } ////////////////////////////////////////////////////////////////////////// // WalkAnimName ////////////////////////////////////////////////////////////////////////// else if (name == "WalkAnimName") { _scValue->setString(_walkAnimName); return _scValue; } ////////////////////////////////////////////////////////////////////////// // IdleAnimName ////////////////////////////////////////////////////////////////////////// else if (name == "IdleAnimName") { _scValue->setString(_idleAnimName); return _scValue; } ////////////////////////////////////////////////////////////////////////// // TurnLeftAnimName ////////////////////////////////////////////////////////////////////////// else if (name == "TurnLeftAnimName") { _scValue->setString(_turnLeftAnimName); return _scValue; } ////////////////////////////////////////////////////////////////////////// // TurnRightAnimName ////////////////////////////////////////////////////////////////////////// else if (name == "TurnRightAnimName") { _scValue->setString(_turnRightAnimName); return _scValue; } else { return AdTalkHolder::scGetProperty(name); } } ////////////////////////////////////////////////////////////////////////// bool AdActor::scSetProperty(const char *name, ScValue *value) { ////////////////////////////////////////////////////////////////////////// // Direction ////////////////////////////////////////////////////////////////////////// if (strcmp(name, "Direction") == 0) { int dir = value->getInt(); if (dir >= 0 && dir < NUM_DIRECTIONS) { _dir = (TDirection)dir; } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // TalkAnimName ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "TalkAnimName") == 0) { if (value->isNULL()) { _talkAnimName = "talk"; } else { _talkAnimName = value->getString(); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // WalkAnimName ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "WalkAnimName") == 0) { if (value->isNULL()) { _walkAnimName = "walk"; } else { _walkAnimName = value->getString(); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // IdleAnimName ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "IdleAnimName") == 0) { if (value->isNULL()) { _idleAnimName = "idle"; } else { _idleAnimName = value->getString(); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // TurnLeftAnimName ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "TurnLeftAnimName") == 0) { if (value->isNULL()) { _turnLeftAnimName = "turnleft"; } else { _turnLeftAnimName = value->getString(); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // TurnRightAnimName ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "TurnRightAnimName") == 0) { if (value->isNULL()) { _turnRightAnimName = "turnright"; } else { _turnRightAnimName = value->getString(); } return STATUS_OK; } else { return AdTalkHolder::scSetProperty(name, value); } } ////////////////////////////////////////////////////////////////////////// const char *AdActor::scToString() { return "[actor object]"; } ////////////////////////////////////////////////////////////////////////// BaseSprite *AdActor::getTalkStance(const char *stance) { // forced stance? if (_forcedTalkAnimName && !_forcedTalkAnimUsed) { _forcedTalkAnimUsed = true; delete _animSprite; _animSprite = new BaseSprite(_gameRef, this); if (_animSprite) { bool res = _animSprite->loadFile(_forcedTalkAnimName); if (DID_FAIL(res)) { _gameRef->LOG(res, "AdActor::GetTalkStance: error loading talk sprite (object:\"%s\" sprite:\"%s\")", getName(), _forcedTalkAnimName); delete _animSprite; _animSprite = nullptr; } else { return _animSprite; } } } // old way if (_talkSprites.size() > 0 || _talkSpritesEx.size() > 0) { return getTalkStanceOld(stance); } // new way BaseSprite *ret = nullptr; // do we have an animation with this name? AdSpriteSet *anim = getAnimByName(stance); if (anim) { ret = anim->getSprite(_dir); } // not - get a random talk if (!ret) { BaseArray talkAnims; for (uint32 i = 0; i < _anims.size(); i++) { if (_talkAnimName.compareToIgnoreCase(_anims[i]->getName()) == 0) { talkAnims.add(_anims[i]); } } if (talkAnims.size() > 0) { int rnd = BaseEngine::instance().randInt(0, talkAnims.size() - 1); ret = talkAnims[rnd]->getSprite(_dir); } else { if (_standSprite) { ret = _standSprite->getSprite(_dir); } else { anim = getAnimByName(_idleAnimName); if (anim) { ret = anim->getSprite(_dir); } } } } return ret; } ////////////////////////////////////////////////////////////////////////// BaseSprite *AdActor::getTalkStanceOld(const char *stance) { BaseSprite *ret = nullptr; if (stance != nullptr) { // search special stances for (uint32 i = 0; i < _talkSpritesEx.size(); i++) { if (scumm_stricmp(_talkSpritesEx[i]->getName(), stance) == 0) { ret = _talkSpritesEx[i]->getSprite(_dir); break; } } if (ret == nullptr) { // search generic stances for (uint32 i = 0; i < _talkSprites.size(); i++) { if (scumm_stricmp(_talkSprites[i]->getName(), stance) == 0) { ret = _talkSprites[i]->getSprite(_dir); break; } } } } // not a valid stance? get a random one if (ret == nullptr) { if (_talkSprites.size() < 1) { ret = _standSprite->getSprite(_dir); } else { // TODO: remember last int rnd = BaseEngine::instance().randInt(0, _talkSprites.size() - 1); ret = _talkSprites[rnd]->getSprite(_dir); } } return ret; } ////////////////////////////////////////////////////////////////////////// bool AdActor::persist(BasePersistenceManager *persistMgr) { AdTalkHolder::persist(persistMgr); persistMgr->transferSint32(TMEMBER_INT(_dir)); persistMgr->transferPtr(TMEMBER_PTR(_path)); persistMgr->transferSint32(TMEMBER(_pFCount)); persistMgr->transferDouble(TMEMBER(_pFStepX)); persistMgr->transferDouble(TMEMBER(_pFStepY)); persistMgr->transferDouble(TMEMBER(_pFX)); persistMgr->transferDouble(TMEMBER(_pFY)); persistMgr->transferPtr(TMEMBER_PTR(_standSprite)); _talkSprites.persist(persistMgr); _talkSpritesEx.persist(persistMgr); persistMgr->transferSint32(TMEMBER_INT(_targetDir)); persistMgr->transferSint32(TMEMBER_INT(_afterWalkDir)); persistMgr->transferPtr(TMEMBER_PTR(_targetPoint)); persistMgr->transferPtr(TMEMBER_PTR(_turnLeftSprite)); persistMgr->transferPtr(TMEMBER_PTR(_turnRightSprite)); persistMgr->transferPtr(TMEMBER_PTR(_walkSprite)); persistMgr->transferPtr(TMEMBER_PTR(_animSprite2)); persistMgr->transferString(TMEMBER(_talkAnimName)); persistMgr->transferString(TMEMBER(_idleAnimName)); persistMgr->transferString(TMEMBER(_walkAnimName)); persistMgr->transferString(TMEMBER(_turnLeftAnimName)); persistMgr->transferString(TMEMBER(_turnRightAnimName)); _anims.persist(persistMgr); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// TDirection AdActor::angleToDirection(int angle) { TDirection ret = DI_DOWN; if (angle > -112 && angle <= -67) { ret = DI_UP; } else if (angle > -67 && angle <= -22) { ret = DI_UPRIGHT; } else if (angle > -22 && angle <= 22) { ret = DI_RIGHT; } else if (angle > 22 && angle <= 67) { ret = DI_DOWNRIGHT; } else if (angle > 67 && angle <= 112) { ret = DI_DOWN; } else if (angle > 112 && angle <= 157) { ret = DI_DOWNLEFT; } else if ((angle > 157 && angle <= 180) || (angle >= -180 && angle <= -157)) { ret = DI_LEFT; } else if (angle > -157 && angle <= -112) { ret = DI_UPLEFT; } return ret; } ////////////////////////////////////////////////////////////////////////// int32 AdActor::getHeight() { // if no current sprite is set, set some if (_currentSprite == nullptr) { if (_standSprite) { _currentSprite = _standSprite->getSprite(_dir); } else { AdSpriteSet *anim = getAnimByName(_idleAnimName); if (anim) { _currentSprite = anim->getSprite(_dir); } } } // and get height return AdTalkHolder::getHeight(); } ////////////////////////////////////////////////////////////////////////// AdSpriteSet *AdActor::getAnimByName(const Common::String &animName) { for (uint32 i = 0; i < _anims.size(); i++) { if (animName.compareToIgnoreCase(_anims[i]->getName()) == 0) { return _anims[i]; } } return nullptr; } ////////////////////////////////////////////////////////////////////////// bool AdActor::mergeAnims(const char *animsFilename) { TOKEN_TABLE_START(commands) TOKEN_TABLE(ANIMATION) TOKEN_TABLE_END char *fileBuffer = (char *)BaseFileManager::getEngineInstance()->readWholeFile(animsFilename); if (fileBuffer == nullptr) { _gameRef->LOG(0, "AdActor::MergeAnims failed for file '%s'", animsFilename); return STATUS_FAILED; } char *buffer = fileBuffer; char *params; int cmd; BaseParser parser; bool ret = STATUS_OK; while ((cmd = parser.getCommand(&buffer, commands, ¶ms)) > 0) { switch (cmd) { case TOKEN_ANIMATION: { AdSpriteSet *anim = new AdSpriteSet(_gameRef, this); if (!anim || DID_FAIL(anim->loadBuffer(params, false))) { cmd = PARSERR_GENERIC; ret = STATUS_FAILED; } else { _anims.add(anim); } } break; default: break; } } delete[] fileBuffer; return ret; } ////////////////////////////////////////////////////////////////////////// bool AdActor::playAnim(const char *filename) { // if we have an anim with this name, use it AdSpriteSet *anim = getAnimByName(filename); if (anim) { _animSprite2 = anim->getSprite(_dir); if (_animSprite2) { _animSprite2->reset(); _state = STATE_PLAYING_ANIM_SET; return STATUS_OK; } } // otherwise call the standard handler return AdTalkHolder::playAnim(filename); } } // End of namespace Wintermute