/* ScummVM - Scumm Interpreter * Copyright (C) 2004-2005 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. * * $Header$ * */ // Actor management module header file #ifndef SAGA_ACTOR_H__ #define SAGA_ACTOR_H__ #include "common/file.h" #include "common/savefile.h" #include "saga/sprite.h" #include "saga/itedata.h" #include "saga/list.h" #include "saga/saga.h" namespace Saga { class HitZone; #define ACTOR_DEBUG #define ACTOR_BARRIERS_MAX 16 #define ACTOR_MAX_STEPS_COUNT 32 #define ACTOR_DIALOGUE_HEIGHT 100 #define ACTOR_LMULT 4 #define ACTOR_CLIMB_SPEED 8 #define ACTOR_COLLISION_WIDTH 32 #define ACTOR_COLLISION_HEIGHT 8 #define ACTOR_DIRECTIONS_COUNT 4 // for ActorFrameSequence #define ACTOR_DIRECTION_RIGHT 0 #define ACTOR_DIRECTION_LEFT 1 #define ACTOR_DIRECTION_BACK 2 #define ACTOR_DIRECTION_FORWARD 3 #define ACTOR_SPEECH_STRING_MAX 16 // speech const #define ACTOR_SPEECH_ACTORS_MAX 8 #define ACTOR_DRAGON_TURN_MOVES 4 #define ACTOR_NO_ENTRANCE -1 #define ACTOR_EXP_KNOCK_RIF 24 #define PATH_NODE_EMPTY -1 enum ActorActions { kActionWait = 0, kActionWalkToPoint = 1, kActionWalkToLink = 2, kActionWalkDir = 3, kActionSpeak = 4, kActionAccept = 5, kActionStoop = 6, kActionLook = 7, kActionCycleFrames = 8, kActionPongFrames = 9, kActionFreeze = 10, kActionFall = 11, kActionClimb = 12 }; enum SpeechFlags { kSpeakNoAnimate = 1, kSpeakAsync = 2, kSpeakSlow = 4 }; enum ActorFrameTypes { kFrameStand = 0, kFrameWalk = 1, kFrameSpeak = 2, kFrameGive = 3, kFrameGesture = 4, kFrameWait = 5, kFramePickUp = 6, kFrameLook = 7 //...some special }; enum ActorFlagsEx { kActorNoCollide = (1 << 0), kActorNoFollow = (1 << 1), kActorCollided = (1 << 2), kActorBackwards = (1 << 3), kActorContinuous = (1 << 4), kActorFinalFace = (1 << 5), kActorFinishLeft = ((1 << 5) | (kDirLeft << 6)), kActorFinishRight = ((1 << 5) | (kDirRight << 6)), kActorFinishUp = ((1 << 5) | (kDirUp << 6)), kActorFinishDown = ((1 << 5) | (kDirDown << 6)), kActorFacingMask = (0xf << 5), kActorRandom = (1 << 10) }; enum PathCellType { kPathCellEmpty = -1, //kDirUp = 0 .... kDirUpLeft = 7 kPathCellBarrier = 0x57 }; enum DragonMoveTypes { kDragonMoveUpLeft = 0, kDragonMoveUpRight = 1, kDragonMoveDownLeft = 2, kDragonMoveDownRight = 3, kDragonMoveUpLeft_Left = 4, kDragonMoveUpLeft_Right = 5, kDragonMoveUpRight_Left = 6, kDragonMoveUpRight_Right = 7, kDragonMoveDownLeft_Left = 8, kDragonMoveDownLeft_Right = 9, kDragonMoveDownRight_Left = 10, kDragonMoveDownRight_Right = 11, kDragonMoveInvalid = 12 }; struct PathDirectionData { int8 direction; int16 x; int16 y; }; struct ActorFrameRange { int frameIndex; int frameCount; }; struct ActorFrameSequence { ActorFrameRange directions[ACTOR_DIRECTIONS_COUNT]; }; int pathLine(Point *pointList, const Point &point1, const Point &point2); struct Location { int32 x; // logical coordinates int32 y; // int32 z; // Location() { x = y = z = 0; } void saveState(Common::OutSaveFile *out) { out->writeSint32LE(x); out->writeSint32LE(y); out->writeSint32LE(z); } void loadState(Common::InSaveFile *in) { x = in->readSint32LE(); y = in->readSint32LE(); z = in->readSint32LE(); } int distance(const Location &location) const { return MAX(ABS(x - location.x), ABS(y - location.y)); } int32 &u() { return x; } int32 &v() { return y; } int32 u() const { return x; } int32 v() const { return y; } int32 uv() const { return u() + v(); } void delta(const Location &location, Location &result) const { result.x = x - location.x; result.y = y - location.y; result.z = z - location.z; } void addXY(const Location &location) { x += location.x; y += location.y; } void add(const Location &location) { x += location.x; y += location.y; z += location.z; } void fromScreenPoint(const Point &screenPoint) { x = (screenPoint.x * ACTOR_LMULT); y = (screenPoint.y * ACTOR_LMULT); z = 0; } void toScreenPointXY(Point &screenPoint) const { screenPoint.x = x / ACTOR_LMULT; screenPoint.y = y / ACTOR_LMULT; } void toScreenPointUV(Point &screenPoint) const { screenPoint.x = u(); screenPoint.y = v(); } void toScreenPointXYZ(Point &screenPoint) const { screenPoint.x = x / ACTOR_LMULT; screenPoint.y = y / ACTOR_LMULT - z; } }; class CommonObjectData { public: //constant bool disabled; // disabled in init section int32 index; // index in local array uint16 id; // object id int32 scriptEntrypointNumber; // script entrypoint number //variables uint16 flags; // initial flags int32 nameIndex; // index in name string list int32 sceneNumber; // scene int32 spriteListResourceId; // sprite list resource id Location location; // logical coordinates Point screenPosition; // screen coordinates int32 screenDepth; // int32 screenScale; // void saveState(Common::OutSaveFile *out) { out->writeUint16LE(flags); out->writeSint32LE(nameIndex); out->writeSint32LE(sceneNumber); out->writeSint32LE(spriteListResourceId); location.saveState(out); out->writeSint16LE(screenPosition.x); out->writeSint16LE(screenPosition.y); out->writeSint32LE(screenDepth); out->writeSint32LE(screenScale); } void loadState(Common::InSaveFile *in) { flags = in->readUint16LE(); nameIndex = in->readSint32LE(); sceneNumber = in->readSint32LE(); spriteListResourceId = in->readSint32LE(); location.loadState(in); screenPosition.x = in->readSint16LE(); screenPosition.y = in->readSint16LE(); screenDepth = in->readSint32LE(); screenScale = in->readSint32LE(); } }; typedef CommonObjectData *CommonObjectDataPointer; typedef SortedList CommonObjectOrderList; class ObjectData: public CommonObjectData { public: //constant uint16 interactBits; ObjectData() { memset(this, 0, sizeof(*this)); } }; class ActorData: public CommonObjectData { public: //constant SpriteList spriteList; // sprite list data ActorFrameSequence *frames; // Actor's frames int framesCount; // Actor's frames count int frameListResourceId; // Actor's frame list resource id byte speechColor; // Actor dialogue color // bool inScene; //variables uint16 actorFlags; // dynamic flags int32 currentAction; // ActorActions type int32 facingDirection; // orientation int32 actionDirection; int32 actionCycle; uint16 targetObject; const HitZone *lastZone; int32 cycleFrameSequence; uint8 cycleDelay; uint8 cycleTimeCount; uint8 cycleFlags; int16 fallVelocity; int16 fallAcceleration; int16 fallPosition; uint8 dragonBaseFrame; uint8 dragonStepCycle; uint8 dragonMoveType; int32 frameNumber; // current frame number int32 tileDirectionsAlloced; byte *tileDirections; int32 walkStepsAlloced; Point *walkStepsPoints; int32 walkStepsCount; int32 walkStepIndex; Location finalTarget; Location partialTarget; int32 walkFrameSequence; void saveState(Common::OutSaveFile *out) { CommonObjectData::saveState(out); out->writeUint16LE(actorFlags); out->writeSint32LE(currentAction); out->writeSint32LE(facingDirection); out->writeSint32LE(actionDirection); out->writeSint32LE(actionCycle); out->writeUint16LE(targetObject); out->writeSint32LE(cycleFrameSequence); out->writeByte(cycleDelay); out->writeByte(cycleTimeCount); out->writeByte(cycleFlags); out->writeSint16LE(fallVelocity); out->writeSint16LE(fallAcceleration); out->writeSint16LE(fallPosition); out->writeByte(dragonBaseFrame); out->writeByte(dragonStepCycle); out->writeByte(dragonMoveType); out->writeSint32LE(frameNumber); out->writeSint32LE(tileDirectionsAlloced); for (int i = 0; i < tileDirectionsAlloced; i++) { out->writeByte(tileDirections[i]); } out->writeSint32LE(walkStepsAlloced); for (int i = 0; i < walkStepsAlloced; i++) { out->writeSint16LE(walkStepsPoints[i].x); out->writeSint16LE(walkStepsPoints[i].y); } out->writeSint32LE(walkStepsCount); out->writeSint32LE(walkStepIndex); finalTarget.saveState(out); partialTarget.saveState(out); out->writeSint32LE(walkFrameSequence); } void loadState(Common::InSaveFile *in) { CommonObjectData::loadState(in); actorFlags = in->readUint16LE(); currentAction = in->readSint32LE(); facingDirection = in->readSint32LE(); actionDirection = in->readSint32LE(); actionCycle = in->readSint32LE(); targetObject = in->readUint16LE(); lastZone = NULL; cycleFrameSequence = in->readSint32LE(); cycleDelay = in->readByte(); cycleTimeCount = in->readByte(); cycleFlags = in->readByte(); if (_vm->getCurrentLoadVersion() > 1) { fallVelocity = in->readSint16LE(); fallAcceleration = in->readSint16LE(); fallPosition = in->readSint16LE(); } else { fallVelocity = fallAcceleration = fallPosition = 0; } if (_vm->getCurrentLoadVersion() > 2) { dragonBaseFrame = in->readByte(); dragonStepCycle = in->readByte(); dragonMoveType = in->readByte(); } else { dragonBaseFrame = dragonStepCycle = dragonMoveType = 0; } frameNumber = in->readSint32LE(); setTileDirectionsSize(in->readSint32LE(), true); for (int i = 0; i < tileDirectionsAlloced; i++) { tileDirections[i] = in->readByte(); } setWalkStepsPointsSize(in->readSint32LE(), true); for (int i = 0; i < walkStepsAlloced; i++) { walkStepsPoints[i].x = in->readSint16LE(); walkStepsPoints[i].y = in->readSint16LE(); } walkStepsCount = in->readSint32LE(); walkStepIndex = in->readSint32LE(); finalTarget.loadState(in); partialTarget.loadState(in); walkFrameSequence = in->readSint32LE(); } void setTileDirectionsSize(int size, bool forceRealloc) { if ((size <= tileDirectionsAlloced) && !forceRealloc) { return; } tileDirectionsAlloced = size; tileDirections = (byte*)realloc(tileDirections, tileDirectionsAlloced * sizeof(*tileDirections)); } void cycleWrap(int cycleLimit) { if (actionCycle >= cycleLimit) actionCycle = 0; } void setWalkStepsPointsSize(int size, bool forceRealloc) { if ((size <= walkStepsAlloced) && !forceRealloc) { return; } walkStepsAlloced = size; walkStepsPoints = (Point*)realloc(walkStepsPoints, walkStepsAlloced * sizeof(*walkStepsPoints)); } void addWalkStepPoint(const Point &point) { setWalkStepsPointsSize(walkStepsCount + 1, false); walkStepsPoints[walkStepsCount++] = point; } ActorData() { memset(this, 0, sizeof(*this)); } ~ActorData() { free(frames); free(tileDirections); free(walkStepsPoints); spriteList.freeMem(); } }; struct SpeechData { int speechColor[ACTOR_SPEECH_ACTORS_MAX]; int outlineColor[ACTOR_SPEECH_ACTORS_MAX]; int speechFlags; const char *strings[ACTOR_SPEECH_STRING_MAX]; Point speechCoords[ACTOR_SPEECH_ACTORS_MAX]; int stringsCount; int slowModeCharIndex; uint16 actorIds[ACTOR_SPEECH_ACTORS_MAX]; int actorsCount; int sampleResourceId; bool playing; int playingTime; SpeechData() { memset(this, 0, sizeof(*this)); } }; class Actor { friend class IsoMap; friend class SagaEngine; public: Actor(SagaEngine *vm); ~Actor(); void cmdActorWalkTo(int argc, const char **argv); bool validActorId(uint16 id) { return (id == ID_PROTAG) || ((id >= objectIndexToId(kGameObjectActor, 0)) && (id < objectIndexToId(kGameObjectActor, _actorsCount))); } int actorIdToIndex(uint16 id) { return (id == ID_PROTAG ) ? 0 : objectIdToIndex(id); } uint16 actorIndexToId(int index) { return (index == 0 ) ? ID_PROTAG : objectIndexToId(kGameObjectActor, index); } ActorData *getActor(uint16 actorId); // clarification: Obj - means game object, such Hat, Spoon etc, Object - means Actor,Obj,HitZone,StepZone bool validObjId(uint16 id) { return (id >= objectIndexToId(kGameObjectObject, 0)) && (id < objectIndexToId(kGameObjectObject, _objsCount)); } int objIdToIndex(uint16 id) { return objectIdToIndex(id); } uint16 objIndexToId(int index) { return objectIndexToId(kGameObjectObject, index); } ObjectData *getObj(uint16 objId); int getObjectScriptEntrypointNumber(uint16 id) { int objectType; objectType = objectTypeId(id); if (!(objectType & (kGameObjectObject | kGameObjectActor))) { error("Actor::getObjectScriptEntrypointNumber wrong id 0x%X", id); } return (objectType == kGameObjectObject) ? getObj(id)->scriptEntrypointNumber : getActor(id)->scriptEntrypointNumber; } int getObjectFlags(uint16 id) { int objectType; objectType = objectTypeId(id); if (!(objectType & (kGameObjectObject | kGameObjectActor))) { error("Actor::getObjectFlags wrong id 0x%X", id); } return (objectType == kGameObjectObject) ? getObj(id)->flags : getActor(id)->flags; } void direct(int msec); void drawActors(); void updateActorsScene(int actorsEntrance); // calls from scene loading to update Actors info void drawSpeech(); void drawPathTest(); uint16 hitTest(const Point &testPoint, bool skipProtagonist); void takeExit(uint16 actorId, const HitZone *hitZone); bool actorEndWalk(uint16 actorId, bool recurse); bool actorWalkTo(uint16 actorId, const Location &toLocation); ActorFrameRange *getActorFrameRange(uint16 actorId, int frameType); void actorFaceTowardsPoint(uint16 actorId, const Location &toLocation); void actorFaceTowardsObject(uint16 actorId, uint16 objectId); void realLocation(Location &location, uint16 objectId, uint16 walkFlags); // speech void actorSpeech(uint16 actorId, const char **strings, int stringsCount, int sampleResourceId, int speechFlags); void nonActorSpeech(const char **strings, int stringsCount, int speechFlags); void simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags, int sampleResourceId); void setSpeechColor(int speechColor, int outlineColor) { _activeSpeech.speechColor[0] = speechColor; _activeSpeech.outlineColor[0] = outlineColor; } void abortAllSpeeches(); void abortSpeech(); bool isSpeaking() { return _activeSpeech.stringsCount > 0; } void saveState(Common::OutSaveFile *out); void loadState(Common::InSaveFile *in); void setProtagState(int state); int getProtagState() { return _protagState; } private: bool loadActorResources(ActorData *actor); void stepZoneAction(ActorData *actor, const HitZone *hitZone, bool exit, bool stopped); void createDrawOrderList(); void calcScreenPosition(CommonObjectData *commonObjectData); bool getSpriteParams(CommonObjectData *commonObjectData, int &frameNumber, SpriteList *&spriteList); bool followProtagonist(ActorData *actor); void findActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint); void handleSpeech(int msec); void handleActions(int msec, bool setup); bool validPathCellPoint(const Point &testPoint) { return !((testPoint.x < 0) || (testPoint.x >= _xCellCount) || (testPoint.y < 0) || (testPoint.y >= _yCellCount)); } void setPathCell(const Point &testPoint, int8 value) { if (!validPathCellPoint(testPoint)) { error("Actor::setPathCell wrong point"); } _pathCell[testPoint.x + testPoint.y * _xCellCount] = value; } int8 getPathCell(const Point &testPoint) { if (!validPathCellPoint(testPoint)) { error("Actor::getPathCell wrong point"); } return _pathCell[testPoint.x + testPoint.y * _xCellCount]; } bool scanPathLine(const Point &point1, const Point &point2); int fillPathArray(const Point &fromPoint, const Point &toPoint, Point &bestPoint); void setActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint); void pathToNode(); void condenseNodeList(); void removeNodes(); void nodeToPath(); void removePathPoints(); bool validFollowerLocation(const Location &location); void moveDragon(ActorData *actor); protected: //constants int _actorsCount; ActorData **_actors; int _objsCount; ObjectData **_objs; SagaEngine *_vm; RSCFILE_CONTEXT *_actorContext; StringsTable _actorsStrings; int _lastTickMsec; CommonObjectOrderList _drawOrderList; //variables public: ActorData *_centerActor; ActorData *_protagonist; int _handleActionDiv; protected: SpeechData _activeSpeech; int _protagState; bool _dragonHunt; private: //path stuff struct PathNode { Point point; int link; }; Rect _barrierList[ACTOR_BARRIERS_MAX]; int _barrierCount; int8 *_pathCell; int _xCellCount; int _yCellCount; Rect _pathRect; PathDirectionData *_pathDirectionList; int _pathDirectionListCount; int _pathDirectionListAlloced; PathDirectionData * addPathDirectionListData() { if (_pathDirectionListCount + 1 >= _pathDirectionListAlloced) { _pathDirectionListAlloced += 100; _pathDirectionList = (PathDirectionData*) realloc(_pathDirectionList, _pathDirectionListAlloced * sizeof(*_pathDirectionList)); } return &_pathDirectionList[_pathDirectionListCount++]; } Point *_pathList; int _pathListIndex; int _pathListAlloced; void addPathListPoint(const Point &point) { ++_pathListIndex; if (_pathListIndex >= _pathListAlloced) { _pathListAlloced += 100; _pathList = (Point*) realloc(_pathList, _pathListAlloced * sizeof(*_pathList)); } _pathList[_pathListIndex] = point; } int _pathNodeListIndex; int _pathNodeListAlloced; PathNode *_pathNodeList; void addPathNodeListPoint(const Point &point) { ++_pathNodeListIndex; if (_pathNodeListIndex >= _pathNodeListAlloced) { _pathNodeListAlloced += 100; _pathNodeList = (PathNode*) realloc(_pathNodeList, _pathNodeListAlloced * sizeof(*_pathNodeList)); } _pathNodeList[_pathNodeListIndex].point = point; } int _newPathNodeListIndex; int _newPathNodeListAlloced; PathNode *_newPathNodeList; void incrementNewPathNodeListIndex() { ++_newPathNodeListIndex; if (_newPathNodeListIndex >= _newPathNodeListAlloced) { _newPathNodeListAlloced += 100; _newPathNodeList = (PathNode*) realloc(_newPathNodeList, _newPathNodeListAlloced * sizeof(*_newPathNodeList)); } } void addNewPathNodeListPoint(const PathNode &pathNode) { incrementNewPathNodeListIndex(); _newPathNodeList[_newPathNodeListIndex] = pathNode; } public: #ifdef ACTOR_DEBUG //path debug - use with care struct DebugPoint { Point point; byte color; }; DebugPoint *_debugPoints; int _debugPointsCount; int _debugPointsAlloced; void addDebugPoint(const Point &point, byte color) { if (_debugPointsCount + 1 > _debugPointsAlloced) { _debugPointsAlloced += 1000; _debugPoints = (DebugPoint*) realloc(_debugPoints, _debugPointsAlloced * sizeof(*_debugPoints)); } _debugPoints[_debugPointsCount].color = color; _debugPoints[_debugPointsCount++].point = point; } #endif }; inline int16 quickDistance(const Point &point1, const Point &point2) { Point delta; delta.x = ABS(point1.x - point2.x); delta.y = ABS(point1.y - point2.y); return ((delta.x < delta.y) ? (delta.y + delta.x / 2) : (delta.x + delta.y / 2)); } } // End of namespace Saga #endif