/* ScummVM - Scumm Interpreter * Copyright (C) 2004 The ScummVM project * * The ReInherit Engine is (C)2000-2003 by Daniel Balsom. * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "saga/saga.h" #include "saga/gfx.h" #include "saga/game_mod.h" #include "saga/console.h" #include "saga/rscfile_mod.h" #include "saga/script.h" #include "saga/sndres.h" #include "saga/sprite.h" #include "saga/font.h" #include "saga/text.h" #include "saga/sound.h" #include "saga/scene.h" #include "saga/actionmap.h" #include "saga/actor.h" #include "saga/actordata.h" #include "saga/stream.h" namespace Saga { static int actorCompare(const ActorDataPointer& actor1, const ActorDataPointer& actor2) { if (actor1->a_pt.y == actor2->a_pt.y) { return 0; } else if (actor1->a_pt.y < actor2->a_pt.y) { return -1; } else { return 1; } } ACTIONTIMES ActionTDeltas[] = { { ACTION_IDLE, 80 }, { ACTION_WALK, 80 }, { ACTION_SPEAK, 200 } }; Actor::Actor(SagaEngine *vm) : _vm(vm) { int i; ActorData *actor; // Get actor resource file context _actorContext = GAME_GetFileContext(GAME_RESOURCEFILE, 0); if (_actorContext == NULL) { error("Actor::Actor(): Couldn't load actor module resource context."); } for (i = 0; i < ACTORCOUNT; i++) { actor = &_actors[i]; actor->_actorId = ACTOR_INDEX_TO_ID(i); actor->_index = i; debug(0, "init actorId=0x%X index=0x%X", actor->_actorId, actor->_index); actor->spriteListResourceId = ActorTable[i].spriteListResourceId; actor->frameListResourceId = ActorTable[i].frameListResourceId; actor->flags = ActorTable[i].flags; actor->speechColor = ActorTable[i].speechColor; actor->orient = ACTOR_DEFAULT_ORIENT; actor->def_action = 0; actor->def_action_flags = 0; actor->action = 0; actor->action_flags = 0; actor->action_time = 0; actor->action_frame = 0; actor->_disabled = !loadActorResources(actor); if (actor->_disabled) { warning("Disabling actorId=0x%X index=0x%X", actor->_actorId, actor->_index); } else { _orderList.push_back(actor); } } } Actor::~Actor() { int i; ActorData *actor; debug(0, "Actor::~Actor()"); //release resources for (i = 0; i < ACTORCOUNT; i++) { actor = &_actors[i]; free(actor->frames); _vm->_sprite->freeSprite(actor->spriteList); } } bool Actor::loadActorResources(ActorData * actor) { byte *resourcePointer; size_t resourceLength; int frameCount; ActorFrame *framesPointer; int lastFrame; int i, orient; int result; debug(0, "Loading frame resource id 0x%X", actor->frameListResourceId); result = RSC_LoadResource(_actorContext, actor->frameListResourceId, &resourcePointer, &resourceLength); if (result != SUCCESS) { warning("Couldn't load sprite action index resource"); return false; } frameCount = resourceLength / 16; debug(0, "Frame resource contains %d frames", frameCount); framesPointer = (ActorFrame *)malloc(sizeof(ActorFrame) * frameCount); if (framesPointer == NULL) { error("Couldn't allocate memory for sprite frames"); } MemoryReadStreamEndian readS(resourcePointer, resourceLength, IS_BIG_ENDIAN); lastFrame = 0; for (i = 0; i < frameCount; i++) { for (orient = 0; orient < ACTOR_ORIENTATION_COUNT; orient++) { // Load all four orientations framesPointer[i].dir[orient].frameIndex = readS.readUint16(); framesPointer[i].dir[orient].frameCount = readS.readUint16(); if (framesPointer[i].dir[orient].frameIndex > lastFrame) { lastFrame = framesPointer[i].dir[orient].frameIndex; } } } RSC_FreeResource(resourcePointer); actor->frames = framesPointer; actor->frameCount = frameCount; debug(0, "Loading sprite resource id 0x%X", actor->spriteListResourceId); if (_vm->_sprite->loadList(actor->spriteListResourceId, &actor->spriteList) != SUCCESS) { warning("Unable to load sprite list"); return false; } i = _vm->_sprite->getListLen(actor->spriteList); if ( (lastFrame >= i)) { debug(0, "Appending to sprite list 0x%X", actor->spriteListResourceId); if (_vm->_sprite->appendList(actor->spriteListResourceId + 1, actor->spriteList) != SUCCESS) { warning("Unable append sprite list"); return false; } } return true; } ActorData *Actor::getActor(uint16 actorId) { ActorData *actor; if (!IS_VALID_ACTOR_ID(actorId)) error("Actor::getActor Wrong actorId 0x%X", actorId); actor = &_actors[ACTOR_ID_TO_INDEX(actorId)]; if (actor->_disabled) error("Actor::getActor disabled actorId 0x%X", actorId); return actor; } ActorOrderList::iterator Actor::getActorOrderIterator(const ActorData *actor) { ActorOrderList::iterator actorOrderIterator; for (actorOrderIterator = _orderList.begin(); actorOrderIterator != _orderList.end(); ++actorOrderIterator) if (actor == actorOrderIterator.operator*()) { return actorOrderIterator; } error("Actor::getActorOrderIterator actor"); } void Actor::reorderActorUp(ActorData *actor) { ActorOrderList::iterator actorOrderIterator; actorOrderIterator = getActorOrderIterator(actor); actorOrderIterator = _orderList.reorderUp(actorOrderIterator, actorCompare); } void Actor::reorderActorDown(ActorData *actor) { ActorOrderList::iterator actorOrderIterator; actorOrderIterator = getActorOrderIterator(actor); actorOrderIterator = _orderList.reorderDown(actorOrderIterator, actorCompare); } int Actor::direct(int msec) { ActorOrderList::iterator actorOrderIterator; ActorData *actor; ActorIntentList::iterator actorIntentIterator; ACTORINTENT *a_intent; int o_idx; int action_tdelta; // Walk down the actor list and direct each actor for (actorOrderIterator = _orderList.begin(); actorOrderIterator != _orderList.end(); ++actorOrderIterator) { actor = actorOrderIterator.operator*(); // Process the actor intent list actorIntentIterator = actor->a_intentlist.begin(); if (actorIntentIterator != actor->a_intentlist.end()) { a_intent = actorIntentIterator.operator->(); switch (a_intent->a_itype) { case INTENT_NONE: // Actor doesn't really feel like doing anything at all break; case INTENT_PATH: // Actor intends to go somewhere. Well good for him { handleWalkIntent(actor, &a_intent->walkIntent, &a_intent->a_idone, msec); actorOrderIterator = getActorOrderIterator(actor); } break; case INTENT_SPEAK: // Actor wants to blab { handleSpeakIntent(actor, &a_intent->speakIntent, &a_intent->a_idone, msec); } break; default: break; } // If this actor intent was flagged as completed, remove it. if (a_intent->a_idone) { actor->a_intentlist.erase(actorIntentIterator); actor->action = actor->def_action; actor->action_flags = actor->def_action_flags; actor->action_frame = 0; actor->action_time = 0; } } else { // Actor has no intent, idle? } // Process actor actions actor->action_time += msec; if (actor->action >= ACTION_COUNT) { action_tdelta = ACTOR_ACTIONTIME; } else { action_tdelta = ActionTDeltas[actor->action].time; } if (actor->action_time >= action_tdelta) { actor->action_time -= action_tdelta; actor->action_frame++; o_idx = ActorOrientationLUT[actor->orient]; if (actor->frames[actor->action].dir[o_idx].frameCount <= actor->action_frame) { if (actor->action_flags & ACTION_LOOP) { actor->action_frame = 0; } else { actor->action_frame--; } } } } return SUCCESS; } int Actor::drawList() { ActorOrderList::iterator actorOrderIterator; ActorData *actor; ActorIntentList::iterator actorIntentIterator; ACTORINTENT *a_intent; ActorDialogList::iterator actorDialogIterator; ACTORDIALOGUE *a_dialogue; int o_idx; //Orientation index int sprite_num; int diag_x, diag_y; // dialog coordinates SURFACE *back_buf; back_buf = _vm->_gfx->getBackBuffer(); for (actorOrderIterator = _orderList.begin(); actorOrderIterator != _orderList.end(); ++actorOrderIterator) { actor = actorOrderIterator.operator*(); if(actor->frameCount == 0) continue; o_idx = ActorOrientationLUT[actor->orient]; sprite_num = actor->frames[actor->action].dir[o_idx].frameIndex; sprite_num += actor->action_frame; if(actor->spriteList->sprite_count <= sprite_num) continue; _vm->_sprite->drawOccluded(back_buf, actor->spriteList, sprite_num, actor->s_pt.x, actor->s_pt.y); // If actor's current intent is to speak, oblige him by // displaying his dialogue actorIntentIterator = actor->a_intentlist.begin(); if (actorIntentIterator != actor->a_intentlist.end()) { a_intent = actorIntentIterator.operator->(); if (a_intent->a_itype == INTENT_SPEAK) { actorDialogIterator = a_intent->speakIntent.si_diaglist.begin(); if (actorDialogIterator != a_intent->speakIntent.si_diaglist.end()) { a_dialogue = actorDialogIterator.operator->(); diag_x = actor->s_pt.x; diag_y = actor->s_pt.y; diag_y -= ACTOR_DIALOGUE_HEIGHT; _vm->textDraw(MEDIUM_FONT_ID, back_buf, a_dialogue->d_string, diag_x, diag_y, actor->speechColor, 0, FONT_OUTLINE | FONT_CENTERED); } } } } return SUCCESS; } // Called if the user wishes to skip a line of dialogue (spacebar in the // original game). Will find all actors currently talking and remove one // dialogue entry if there is a current speak intent present. int Actor::skipDialogue() { ActorOrderList::iterator actorOrderIterator; ActorData *actor; ActorIntentList::iterator actorIntentIterator; ACTORINTENT *a_intent; ActorDialogList::iterator actorDialogIterator; ACTORDIALOGUE *a_dialogue; for (actorOrderIterator = _orderList.begin(); actorOrderIterator != _orderList.end(); ++actorOrderIterator) { actor = actorOrderIterator.operator*(); // Check the actor's current intent for a speak intent actorIntentIterator = actor->a_intentlist.begin(); if (actorIntentIterator != actor->a_intentlist.end()) { a_intent = actorIntentIterator.operator->(); if (a_intent->a_itype == INTENT_SPEAK) { // Okay, found a speak intent. Remove one dialogue entry // from it, releasing any semaphore */ actorDialogIterator = a_intent->speakIntent.si_diaglist.begin(); if (actorDialogIterator != a_intent->speakIntent.si_diaglist.end()) { a_dialogue = actorDialogIterator.operator->(); if (a_dialogue->d_sem != NULL) { _vm->_script->SThreadReleaseSem(a_dialogue->d_sem); } a_intent->speakIntent.si_diaglist.erase(actorDialogIterator); // And stop any currently playing voices _vm->_sound->stopVoice(); } } } } return SUCCESS; } void Actor::speak(uint16 actorId, const char *d_string, uint16 d_voice_rn, SEMAPHORE *sem) { ActorOrderList::iterator actorOrderIterator; ActorData *actor; ActorIntentList::iterator actorIntentIterator; ACTORINTENT *a_intent_p = NULL; ACTORINTENT a_intent; int use_existing_ai = 0; ACTORDIALOGUE a_dialogue; a_dialogue.d_string = d_string; a_dialogue.d_voice_rn = d_voice_rn; a_dialogue.d_time = getSpeechTime(d_string, d_voice_rn); a_dialogue.d_sem_held = 1; a_dialogue.d_sem = sem; actor = getActor(actorId); // If actor's last registered intent is to speak, we can queue the // requested dialogue on that intent context; so examine the last // intent actorIntentIterator = actor->a_intentlist.end(); --actorIntentIterator; if (actorIntentIterator != actor->a_intentlist.end()) { a_intent_p = actorIntentIterator.operator->(); if (a_intent_p->a_itype == INTENT_SPEAK) { use_existing_ai = 1; } } if (use_existing_ai) { // Store the current dialogue off the existing actor intent a_intent_p->speakIntent.si_diaglist.push_back(a_dialogue); } else { // Create a new actor intent a_intent.a_itype = INTENT_SPEAK; a_intent.a_idone = 0; a_intent.a_iflags = 0; a_intent.speakIntent.si_last_action = actor->action; a_intent.speakIntent.si_diaglist.push_back(a_dialogue); actor->a_intentlist.push_back(a_intent); } if (sem != NULL) { _vm->_script->SThreadHoldSem(sem); } } int Actor::handleSpeakIntent(ActorData *actor, SPEAKINTENT *a_speakint, int *complete_p, int msec) { ActorDialogList::iterator actorDialogIterator; ActorDialogList::iterator nextActorDialogIterator; ACTORDIALOGUE *a_dialogue; ACTORDIALOGUE *a_dialogue2; long carry_time; int intent_complete = 0; if (!a_speakint->si_init) { // Initialize speak intent by setting up action actor->action = ACTION_SPEAK; actor->action_frame = 0; actor->action_time = 0; actor->action_flags = ACTION_LOOP; a_speakint->si_init = 1; } // Process actor dialogue list actorDialogIterator = a_speakint->si_diaglist.begin(); if (actorDialogIterator != a_speakint->si_diaglist.end()) { a_dialogue = actorDialogIterator.operator->(); if (!a_dialogue->d_playing) { // Dialogue voice hasn't played yet - play it now _vm->_sndRes->playVoice(a_dialogue->d_voice_rn); a_dialogue->d_playing = 1; } a_dialogue->d_time -= msec; if (a_dialogue->d_time <= 0) { // Dialogue time has expired; carry negative time to next // dialogue entry if present, release any semaphores and // delete the expired entry //actor->action = ACTION_IDLE; if (a_dialogue->d_sem != NULL) { _vm->_script->SThreadReleaseSem(a_dialogue->d_sem); } carry_time = a_dialogue->d_time; nextActorDialogIterator = actorDialogIterator; ++nextActorDialogIterator; if (nextActorDialogIterator != a_speakint->si_diaglist.end()) { a_dialogue2 = nextActorDialogIterator.operator->(); a_dialogue2->d_time -= carry_time; } // Check if there are any dialogue nodes left. If not, // flag this speech intent as complete actorDialogIterator = a_speakint->si_diaglist.erase(actorDialogIterator); if (actorDialogIterator != a_speakint->si_diaglist.end()) { intent_complete = 1; } } } else { intent_complete = 1; } if (intent_complete) { *complete_p = 1; } return SUCCESS; } int Actor::getSpeechTime(const char *d_string, uint16 d_voice_rn) { int voice_len; voice_len = _vm->_sndRes->getVoiceLength(d_voice_rn); if (voice_len < 0) { voice_len = strlen(d_string) * ACTOR_DIALOGUE_LETTERTIME; } return voice_len; } void Actor::setOrientation(uint16 actorId, int orient) { ActorData *actor; actor = getActor(actorId); if ((orient < 0) || (orient > 7)) { error("Actor::setOrientation wrong orientation 0x%X", orient); } actor->orient = orient; } void Actor::setAction(uint16 actorId, int action_n, uint16 action_flags) { ActorData *actor; actor = getActor(actorId); if ((action_n < 0) || (action_n >= actor->frameCount)) { error("Actor::setAction wrong action_n 0x%X", action_n); } actor->action = action_n; actor->action_flags = action_flags; actor->action_frame = 0; actor->action_time = 0; } void Actor::setDefaultAction(uint16 actorId, int action_n, uint16 action_flags) { ActorData *actor; actor = getActor(actorId); if ((action_n < 0) || (action_n >= actor->frameCount)) { error("Actor::setDefaultAction wrong action_n 0x%X", action_n); } actor->def_action = action_n; actor->def_action_flags = action_flags; } void Actor::walkTo(uint16 actorId, const Point *walk_pt, uint16 flags, SEMAPHORE *sem) { ACTORINTENT actor_intent; ActorData *actor; assert(walk_pt != NULL); actor = getActor(actorId); actor_intent.a_itype = INTENT_PATH; actor_intent.a_iflags = 0; actor_intent.walkIntent.wi_flags = flags; actor_intent.walkIntent.sem_held = 1; actor_intent.walkIntent.sem = sem; // handleWalkIntent() will create path on initialization actor_intent.walkIntent.wi_init = 0; actor_intent.walkIntent.dst_pt = *walk_pt; actor->a_intentlist.push_back(actor_intent); if (sem != NULL) { _vm->_script->SThreadHoldSem(sem); } } int Actor::setPathNode(WALKINTENT *walk_int, Point *src_pt, Point *dst_pt, SEMAPHORE *sem) { WALKNODE new_node; walk_int->wi_active = 1; walk_int->org = *src_pt; assert((walk_int != NULL) && (src_pt != NULL) && (dst_pt != NULL)); new_node.node_pt = *dst_pt; new_node.calc_flag = 0; walk_int->nodelist.push_back(new_node); return SUCCESS; } int Actor::handleWalkIntent(ActorData *actor, WALKINTENT *a_walkint, int *complete_p, int delta_time) { WalkNodeList::iterator walkNodeIterator; WalkNodeList::iterator nextWalkNodeIterator; WALKNODE *node_p; int dx; int dy; double path_a; double path_b; double path_slope; double path_x; double path_y; int path_time; double new_a_x; double new_a_y; int actor_x; int actor_y; char buf[100]; // Initialize walk intent if (!a_walkint->wi_init) { setPathNode(a_walkint, &actor->a_pt, &a_walkint->dst_pt, a_walkint->sem); setDefaultAction(actor->_actorId, ACTION_IDLE, ACTION_NONE); a_walkint->wi_init = 1; } assert(a_walkint->wi_active); walkNodeIterator = a_walkint->nodelist.begin(); nextWalkNodeIterator = walkNodeIterator; node_p = walkNodeIterator.operator->(); if (node_p->calc_flag == 0) { debug(2, "Calculating new path vector to point (%d, %d)", node_p->node_pt.x, node_p->node_pt.y); dx = a_walkint->org.x - node_p->node_pt.x; dy = a_walkint->org.y - node_p->node_pt.y; if (dx == 0) { debug(0, "Vertical paths not implemented."); a_walkint->nodelist.erase(walkNodeIterator); a_walkint->wi_active = 0; // Release path semaphore if ((a_walkint->sem != NULL) && a_walkint->sem_held) { _vm->_script->SThreadReleaseSem(a_walkint->sem); } *complete_p = 1; return FAILURE; } a_walkint->slope = (float)dy / dx; if (dx > 0) { a_walkint->x_dir = -1; if (!(a_walkint->wi_flags & WALK_NOREORIENT)) { if (a_walkint->slope > 1.0) { actor->orient = ORIENT_N; } else if (a_walkint->slope < -1.0) { actor->orient = ORIENT_S; } else { actor->orient = ORIENT_W; } } } else { a_walkint->x_dir = 1; if (!(a_walkint->wi_flags & WALK_NOREORIENT)) { if (a_walkint->slope > 1.0) { actor->orient = ORIENT_S; } else if (a_walkint->slope < -1.0) { actor->orient = ORIENT_N; } else { actor->orient = ORIENT_E; } } } sprintf(buf, "%f", a_walkint->slope); debug(2, "Path slope: %s.", buf); actor->action = ACTION_WALK; actor->action_flags = ACTION_LOOP; a_walkint->time = 0; node_p->calc_flag = 1; } a_walkint->time += delta_time; path_time = a_walkint->time; path_a = ACTOR_BASE_SPEED * path_time; path_b = ACTOR_BASE_SPEED * path_time * ACTOR_BASE_ZMOD; path_slope = a_walkint->slope * a_walkint->x_dir; path_x = (path_a * path_b) / sqrt((path_a * path_a) * (path_slope * path_slope) + (path_b * path_b)); path_y = path_slope * path_x; path_x = path_x * a_walkint->x_dir; new_a_x = path_x + a_walkint->org.x; new_a_y = path_y + a_walkint->org.y; if (((a_walkint->x_dir == 1) && new_a_x >= node_p->node_pt.x) || ((a_walkint->x_dir != 1) && (new_a_x <= node_p->node_pt.x))) { Point endpoint; int exitNum; debug(2, "Path complete."); a_walkint->nodelist.erase(walkNodeIterator); a_walkint->wi_active = 0; // Release path semaphore if (a_walkint->sem != NULL) { _vm->_script->SThreadReleaseSem(a_walkint->sem); } actor->action_frame = 0; actor->action = ACTION_IDLE; endpoint.x = (int)new_a_x / ACTOR_LMULT; endpoint.y = (int)new_a_y / ACTOR_LMULT; if ((exitNum = _vm->_scene->_actionMap->hitTest(endpoint)) != -1) { if (actor->flags & kProtagonist) _vm->_scene->changeScene(_vm->_scene->_actionMap->getExitScene(exitNum)); } *complete_p = 1; return FAILURE; } actor_x = (int)new_a_x; actor_y = (int)new_a_y; actor->a_pt.x = (int)new_a_x; actor->a_pt.y = (int)new_a_y; actor->s_pt.x = actor->a_pt.x >> 2; actor->s_pt.y = actor->a_pt.y >> 2; if (path_slope < 0) { reorderActorUp(actor); } else { reorderActorDown(actor); } return SUCCESS; } void Actor::move(uint16 actorId, const Point &movePoint) { ActorData *actor; int moveUp = 0; actor = getActor(actorId); if (movePoint.y < actor->a_pt.y) { moveUp = 1; } actor->a_pt = movePoint; AtoS(actor->s_pt, actor->a_pt); if (moveUp) { reorderActorUp(actor); } else { reorderActorDown(actor); } } void Actor::moveRelative(uint16 actorId, const Point &movePoint) { ActorData *actor; actor = getActor(actorId); actor->a_pt.x += movePoint.x; //TODO user rect.h actor->a_pt.y += movePoint.y; AtoS(actor->s_pt, actor->a_pt); if (actor->a_pt.y < 0) { reorderActorUp(actor); } else { reorderActorDown(actor); } } void Actor::AtoS(Point &screenPoint, const Point &actorPoint) { screenPoint.x = (actorPoint.x / ACTOR_LMULT); screenPoint.y = (actorPoint.y / ACTOR_LMULT); } void Actor::StoA(Point &actorPoint, const Point &screenPoint) { actorPoint.x = (screenPoint.x * ACTOR_LMULT); actorPoint.y = (screenPoint.y * ACTOR_LMULT); } // Console wrappers - must be safe to run // TODO - checkup ALL arguments, cause wrong arguments may fall function with "error" void Actor::CF_actor_move(int argc, const char **argv) { uint16 actorId = (uint16) atoi(argv[1]); Point movePoint; movePoint.x = atoi(argv[2]); movePoint.y = atoi(argv[3]); if (!IS_VALID_ACTOR_ID(actorId)) { _vm->_console->DebugPrintf("Actor::CF_actor_move Invalid actorId 0x%X.\n", actorId); return; } move(actorId, movePoint); } void Actor::CF_actor_moverel(int argc, const char **argv) { uint16 actorId = (uint16) atoi(argv[1]); Point movePoint; movePoint.x = atoi(argv[2]); movePoint.y = atoi(argv[3]); if (!IS_VALID_ACTOR_ID(actorId)) { _vm->_console->DebugPrintf("Actor::CF_actor_moverel Invalid actorId 0x%X.\n", actorId); return; } moveRelative(actorId, movePoint); } void Actor::CF_actor_seto(int argc, const char **argv) { uint16 actorId = (uint16) atoi(argv[1]); int orient; orient = atoi(argv[2]); //TODO orient check if (!IS_VALID_ACTOR_ID(actorId)) { _vm->_console->DebugPrintf("Actor::CF_actor_seto Invalid actorId 0x%X.\n",actorId); return; } setOrientation(actorId, orient); } void Actor::CF_actor_setact(int argc, const char **argv) { uint16 actorId = (uint16) atoi(argv[1]); int action_n = 0; action_n = atoi(argv[2]); if (!IS_VALID_ACTOR_ID(actorId)) { _vm->_console->DebugPrintf("Actor::CF_actor_setact Invalid actorId 0x%X.\n",actorId); return; } //TODO action_n check /* if ((action_n < 0) || (action_n >= actor->action_ct)) { _vm->_console->DebugPrintf("Invalid action number.\n"); return; } _vm->_console->DebugPrintf("Action frame counts: %d %d %d %d.\n", actor->act_tbl[action_n].dir[0].frame_count, actor->act_tbl[action_n].dir[1].frame_count, actor->act_tbl[action_n].dir[2].frame_count, actor->act_tbl[action_n].dir[3].frame_count); */ setAction(actorId, action_n, ACTION_LOOP); } } // End of namespace Saga