/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2003 The ScummVM project * * 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 "stdafx.h" #include "scumm.h" #include "actor.h" #include "akos.h" #include "charset.h" #include "costume.h" #include "resource.h" #include "sound.h" #include "usage_bits.h" #include byte Actor::kInvalidBox = 0; Scumm *Actor::_vm = 0; void Actor::initActorClass(Scumm *scumm) { _vm = scumm; if (_vm->_features & GF_SMALL_HEADER) { kInvalidBox = 255; } } void Actor::initActor(int mode) { if (mode == 1) { costume = 0; room = 0; x = 0; y = 0; facing = 180; newDirection = 180; talkFrequency = 256; } else if (mode == 2) { facing = 180; newDirection = 180; } elevation = 0; width = 24; talkColor = 15; talkPosX = 0; talkPosY = -80; scaley = scalex = 0xFF; charset = 0; memset(sound, 0, sizeof(sound)); newDirection = 0; stopActorMoving(); shadow_mode = 0; layer = 0; setActorWalkSpeed(8, 2); animSpeed = 0; ignoreBoxes = false; forceClip = 0; ignoreTurns = false; if (_vm->_features & GF_AFTER_V2) { initFrame = 2; walkFrame = 0; standFrame = 1; talkStartFrame = 5; talkStopFrame = 4; } else { initFrame = 1; walkFrame = 2; standFrame = 3; talkStartFrame = 4; talkStopFrame = 5; } walk_script = 0; talk_script = 0; _vm->_classData[number] = (_vm->_features & GF_AFTER_V7) ? _vm->_classData[0] : 0; } void Actor::stopActorMoving() { _vm->stopScript(walk_script); moving = 0; } void Actor::setActorWalkSpeed(uint newSpeedX, uint newSpeedY) { if (newSpeedX == speedx && newSpeedY == speedy) return; speedx = newSpeedX; speedy = newSpeedY; if (moving) { calcMovementFactor(walkdata.newx, walkdata.newy); } } int Scumm::getAngleFromPos(int x, int y) { if (_gameId == GID_DIG || _gameId == GID_CMI) { double temp = atan2((double)x, (double)-y); return normalizeAngle((int)(temp * 180 / 3.1415926535)); } else { if (abs(y) * 2 < abs(x)) { if (x > 0) return 90; return 270; } else { if (y > 0) return 180; return 0; } } } int Actor::calcMovementFactor(int newX, int newY) { int actorX, actorY; int diffX, diffY; int32 deltaXFactor, deltaYFactor; actorX = x; actorY = y; if (actorX == newX && actorY == newY) return 0; diffX = newX - actorX; diffY = newY - actorY; deltaYFactor = speedy << 16; if (diffY < 0) deltaYFactor = -deltaYFactor; deltaXFactor = deltaYFactor * diffX; if (diffY != 0) { deltaXFactor /= diffY; } else { deltaYFactor = 0; } if ((uint) abs((int)(deltaXFactor >> 16)) > speedx) { deltaXFactor = speedx << 16; if (diffX < 0) deltaXFactor = -deltaXFactor; deltaYFactor = deltaXFactor * diffY; if (diffX != 0) { deltaYFactor /= diffX; } else { deltaXFactor = 0; } } walkdata.x = actorX; walkdata.y = actorY; walkdata.newx = newX; walkdata.newy = newY; walkdata.deltaXFactor = deltaXFactor; walkdata.deltaYFactor = deltaYFactor; walkdata.xfrac = 0; walkdata.yfrac = 0; newDirection = _vm->getAngleFromPos(deltaXFactor, deltaYFactor); return actorWalkStep(); } int Actor::remapDirection(int dir, bool is_walking) { int specdir; byte flags; bool flipX; bool flipY; // FIXME - It seems that at least in The Dig the original code does // check ignoreBoxes here. However, it breaks some animations in Loom, // causing Bobbin to face towards the camera instead of away from it // in some places: After the tree has been destroyed by lightning, and // when entering the dark tunnels beyond the dragon's lair at the very // least. Possibly other places as well. // // The Dig also checks if the actor is in the current room, but that's // not necessary here because we never call the function unless the // actor is in the current room anyway. if (!ignoreBoxes || _vm->_gameId == GID_LOOM || _vm->_gameId == GID_LOOM256) { specdir = _vm->_extraBoxFlags[walkbox]; if (specdir) { if (specdir & 0x8000) { dir = specdir & 0x3FFF; } else { specdir = specdir & 0x3FFF; if (specdir - 90 < dir && dir < specdir + 90) dir = specdir; else dir = specdir + 180; } } flags = _vm->getBoxFlags(walkbox); flipX = (walkdata.deltaXFactor > 0); flipY = (walkdata.deltaYFactor > 0); // FIXME - this special cases for the class might be necesary // for other games besides Loom! // Check for X-Flip if ((flags & kBoxXFlip) || isInClass(kObjectClassXFlip)) { dir = 360 - dir; flipX = !flipX; } // Check for Y-Flip if ((flags & kBoxYFlip) || isInClass(kObjectClassYFlip)) { dir = 180 - dir; flipY = !flipY; } switch (flags & 7) { case 1: if (_vm->_features & GF_AFTER_V7) { if (dir < 180) return 90; else return 270; } else { if (is_walking) // Actor is walking return flipX ? 90 : 270; else // Actor is standing/turning return (dir == 90) ? 90 : 270; } case 2: if (_vm->_features & GF_AFTER_V7) { if (dir > 90 && dir < 270) return 180; else return 0; } else { if (is_walking) // Actor is walking return flipY ? 180 : 0; else // Actor is standing/turning return (dir == 0) ? 0 : 180; } case 3: return 270; case 4: return 90; case 5: return 0; case 6: return 180; } } // OR 1024 in to signal direction interpolation should be done return normalizeAngle(dir) | 1024; } int Actor::updateActorDirection(bool is_walking) { int from; int dirType; int dir; bool shouldInterpolate; dirType = (_vm->_features & GF_NEW_COSTUMES) ? _vm->akos_hasManyDirections(this) : false; from = toSimpleDir(dirType, facing); dir = remapDirection(newDirection, is_walking); if (_vm->_features & GF_NEW_COSTUMES) // Direction interpolation interfers with walk scripts in Dig; they perform // (much better) interpolation themselves. shouldInterpolate = false; else shouldInterpolate = (dir & 1024) ? true : false; dir &= 1023; if (shouldInterpolate) { int to = toSimpleDir(dirType, dir); int num = dirType ? 8 : 4; // Turn left or right, depending on which is shorter. int diff = to - from; if (abs(diff) > (num >> 1)) diff = -diff; if (diff > 0) { to = from + 1; } else if (diff < 0){ to = from - 1; } dir = fromSimpleDir(dirType, (to + num) % num); } return dir; } void Actor::setBox(int box) { walkbox = box; setupActorScale(); } int Actor::actorWalkStep() { int tmpX, tmpY; int actorX, actorY; int distX, distY; int direction; needRedraw = true; needBgReset = true; direction = updateActorDirection(true); if (!(moving & MF_IN_LEG) || facing != direction) { if (walkFrame != frame || facing != direction) { startWalkAnim(1, direction); } moving |= MF_IN_LEG; } actorX = x; actorY = y; if (walkbox != walkdata.curbox && _vm->checkXYInBoxBounds(walkdata.curbox, actorX, actorY)) { setBox(walkdata.curbox); } distX = abs(walkdata.newx - walkdata.x); distY = abs(walkdata.newy - walkdata.y); if (abs(actorX - walkdata.x) >= distX && abs(actorY - walkdata.y) >= distY) { moving &= ~MF_IN_LEG; return 0; } tmpX = (actorX << 16) + walkdata.xfrac + (walkdata.deltaXFactor >> 8) * scalex; walkdata.xfrac = (uint16)tmpX; actorX = (tmpX >> 16); tmpY = (actorY << 16) + walkdata.yfrac + (walkdata.deltaYFactor >> 8) * scaley; walkdata.yfrac = (uint16)tmpY; actorY = (tmpY >> 16); if (abs(actorX - walkdata.x) > distX) { actorX = walkdata.newx; } if (abs(actorY - walkdata.y) > distY) { actorY = walkdata.newy; } x = actorX; y = actorY; return 1; } void Actor::setupActorScale() { uint16 scale; if (_vm->_features & GF_NO_SCALLING) { scalex = 0xFF; scaley = 0xFF; return; } if (ignoreBoxes) return; if (_vm->getBoxFlags(walkbox) & kBoxPlayerOnly) return; scale = _vm->getScale(walkbox, x, y); if (_vm->_features & GF_AFTER_V8) { // At least in COMI, scale values are clipped to range 1-255 if (scale < 1) scale = 1; else if (scale > 255) scale = 255; } // FIXME - Hack for The Dig 'Tomb' (room 88) // Otherwise walking to the far-left door causes the actor // to shrink to a one-pixel dot. (!?!?) if (_vm->_gameId == GID_DIG && _vm->_currentRoom == 88) { scale = 0xFF; } // FIXME - Quick fix to ft's fuel tower bug (by yazoo) // // Ben's Y position can be anything between 272 and 398 inclusive // (which by the way means that we're always looking at the same // element in the scale table... hmmm...) // // When standing at the bottom of the ladder, Ben's Y position is // 356, and by the looks of it he ought to be unscaled there. if (_vm->_gameId == GID_FT && scale == 1 && _vm->_currentRoom == 76) { scale = 0xff; if (y < 356) scale -= 2 * (356 - y); } if (scale > 255) { warning("Actor %d at %d, scale %d out of range", number, y, scale); } scalex = (byte)scale; scaley = (byte)scale; } void Actor::startAnimActor(int f) { if (_vm->_features & GF_NEW_COSTUMES) { switch (f) { case 1001: f = initFrame; break; case 1002: f = walkFrame; break; case 1003: f = standFrame; break; case 1004: f = talkStartFrame; break; case 1005: f = talkStopFrame; break; } frame = f; if (costume != 0) { animProgress = 0; needRedraw = true; needBgReset = true; if (f == initFrame) cost.reset(); _vm->akos_decodeData(this, f, (uint) - 1); } } else { switch (f) { case 0x38: f = initFrame; break; case 0x39: f = walkFrame; break; case 0x3A: f = standFrame; break; case 0x3B: f = talkStartFrame; break; case 0x3C: f = talkStopFrame; break; } assert(f != 0x3E); frame = f; if (isInCurrentRoom() && costume != 0) { animProgress = 0; cost.animCounter1 = 0; needRedraw = true; if (f == initFrame) cost.reset(); _vm->cost_decodeData(this, f, (uint) - 1); } needBgReset = true; } } void Actor::animateActor(int anim) { int cmd, dir; if (_vm->_features & GF_NEW_COSTUMES) { if (anim == 0xFF) anim = 2000; cmd = anim / 1000; dir = anim % 1000; } else { cmd = anim / 4; dir = oldDirToNewDir(anim % 4); // Convert into old cmd code cmd = 0x3F - cmd + 2; } switch (cmd) { case 2: // stop walking stopActorMoving(); startAnimActor(standFrame); break; case 3: // change direction immediatly moving &= ~MF_TURN; setDirection(dir); break; case 4: // turn to new direction turnToDirection(dir); break; default: if (_vm->_features & GF_AFTER_V2) startAnimActor(anim / 4); else startAnimActor(anim); } } void Actor::setDirection(int direction) { uint aMask; int i; uint16 vald; if (facing == direction) return; facing = normalizeAngle(direction); if (costume == 0) return; aMask = 0x8000; for (i = 0; i < 16; i++, aMask >>= 1) { vald = cost.frame[i]; if (vald == 0xFFFF) continue; if (_vm->_features & GF_NEW_COSTUMES) _vm->akos_decodeData(this, vald, aMask); else _vm->cost_decodeData(this, vald, aMask); } needRedraw = true; needBgReset = true; } void Actor::putActor(int dstX, int dstY, byte newRoom) { if (visible && _vm->_currentRoom != newRoom && _vm->VAR(_vm->VAR_TALK_ACTOR) == number) { _vm->clearMsgQueue(); } x = dstX; y = dstY; room = newRoom; needRedraw = true; needBgReset = true; if (_vm->VAR(_vm->VAR_EGO) == number) { _vm->_egoPositioned = true; } if (visible) { if (isInCurrentRoom()) { if (moving) { startAnimActor(standFrame); moving = 0; } adjustActorPos(); } else { hideActor(); } } else { if (isInCurrentRoom()) showActor(); } } int Actor::getActorXYPos(int &xPos, int &yPos) { if (!isInCurrentRoom()) return -1; xPos = x; yPos = y; return 0; } AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY) { const uint thresholdTable[] = { 30, 80, 0 }; AdjustBoxResult abr, tmp; uint threshold; uint bestDist; int numBoxes; int box; byte flags, bestBox; const int firstValidBox = (_vm->_features & GF_SMALL_HEADER) ? 0 : 1; abr.x = dstX; abr.y = dstY; abr.dist = kInvalidBox; if (ignoreBoxes) return abr; for (int tIdx = 0; tIdx < ARRAYSIZE(thresholdTable); tIdx++) { threshold = thresholdTable[tIdx]; numBoxes = _vm->getNumBoxes() - 1; if (numBoxes < firstValidBox) return abr; bestDist = (uint) 0xFFFF; bestBox = kInvalidBox; // We iterate (backwards) over all boxes, searching the one closest // to the desired coordinates. for (box = numBoxes; box >= firstValidBox; box--) { flags = _vm->getBoxFlags(box); // Skip over invisible boxes if (flags & kBoxInvisible && !(flags & kBoxPlayerOnly && !isPlayer())) continue; // For increased performance, we perform a quick test if // the coordinates can even be within a distance of 'threshold' // pixels of the box. if (!_vm->inBoxQuickReject(box, dstX, dstY, threshold)) continue; // Check if the point is contained in the box. If it is, // we don't have to search anymore. if (_vm->checkXYInBoxBounds(box, dstX, dstY)) { abr.x = dstX; abr.y = dstY; abr.dist = box; return abr; } // Find the point in the box which is closest to our point. tmp = _vm->getClosestPtOnBox(box, dstX, dstY); // Check if the box is closer than the previous boxes. if (tmp.dist < bestDist) { abr.x = tmp.x; abr.y = tmp.y; if (tmp.dist == 0) { abr.dist = box; return abr; } bestDist = tmp.dist; bestBox = box; } } // If the closest ('best') box we found is within the threshold, or if // we are on the last run (i.e. threshold == 0), return that box. if (threshold == 0 || threshold * threshold >= bestDist) { abr.dist = bestBox; return abr; } } return abr; } void Actor::adjustActorPos() { AdjustBoxResult abr; abr = adjustXYToBeInBox(x, y); x = abr.x; y = abr.y; walkdata.destbox = (byte)abr.dist; setBox(abr.dist); walkdata.destx = -1; moving = 0; cost.animCounter2 = 0; if (_vm->_features & GF_NEW_COSTUMES) { stopActorMoving(); } if (walkbox != kInvalidBox) { byte flags = _vm->getBoxFlags(walkbox); if (flags & 7) { turnToDirection(facing); } } } void Actor::faceToObject(int obj) { int x2, y2, dir; if (!isInCurrentRoom()) return; if (_vm->getObjectOrActorXY(obj, x2, y2) == -1) return; dir = (x2 > x) ? 90 : 270; turnToDirection(dir); } void Actor::turnToDirection(int newdir) { if (newdir == -1) return; moving &= ~MF_TURN; if (newdir != facing) { moving |= MF_TURN; newDirection = newdir; } } void Actor::hideActor() { if (!visible) return; if (moving) { startAnimActor(standFrame); moving = 0; } visible = false; cost.animCounter2 = 0; needRedraw = false; needBgReset = true; } void Actor::showActor() { if (_vm->_currentRoom == 0 || visible) return; adjustActorPos(); _vm->ensureResourceLoaded(rtCostume, costume); if (costumeNeedsInit) { startAnimActor(initFrame); if (_vm->_features & GF_AFTER_V2) { startAnimActor(standFrame); startAnimActor(talkStopFrame); } costumeNeedsInit = false; } moving = 0; visible = true; needRedraw = true; } void Scumm::showActors() { int i; for (i = 1; i < _numActors; i++) { if (_actors[i].isInCurrentRoom()) _actors[i].showActor(); } } void Scumm::walkActors() { int i; for (i = 1; i < _numActors; i++) { if (_actors[i].isInCurrentRoom()) if (_features & GF_AFTER_V2 || _features & GF_AFTER_V3) _actors[i].walkActorOld(); else _actors[i].walkActor(); } } /* Used in Scumm v5 only. Play sounds associated with actors */ void Scumm::playActorSounds() { int i; for (i = 1; i < _numActors; i++) { if (_actors[i].cost.animCounter2 && _actors[i].isInCurrentRoom() && _actors[i].sound) { _currentScript = 0xFF; _sound->addSoundToQueue(_actors[i].sound[0]); for (i = 1; i < _numActors; i++) { _actors[i].cost.animCounter2 = 0; } return; } } } #define DRAW_ORDER(x) ((x)->y - ((x)->layer << 11)) void Scumm::processActors() { int i; Actor **actors, *a, **ac, **ac2, *tmp, **end; int numactors = 0; actors = new Actor * [_numActors]; // Make a list of all actors in this room for (i = 1; i < _numActors; i++) { if ((_features & GF_AFTER_V8) && _actors[i].layer < 0) continue; if (_actors[i].isInCurrentRoom()) actors[numactors++] = &_actors[i]; } if (!numactors) { delete [] actors; return; } end = actors + numactors; // Sort actors by position before we draw them (to ensure that actors in // front are drawn after those "behind" them). for (ac = end - 1; ac >= actors; --ac) { for (ac2 = actors; ac2 != ac; ++ac2) { if (DRAW_ORDER(*ac2) > DRAW_ORDER(*(ac2 + 1))) { tmp = *(ac2 + 1); *(ac2 + 1) = *ac2; *ac2 = tmp; } } } // Finally draw the now sorted actors for (ac = actors; ac != end; ++ac) { a = *ac; if (a->costume) { CHECK_HEAP a->drawActorCostume(); CHECK_HEAP a->animateCostume(); } } delete [] actors; } // Used in Scumm v8, to allow the verb coin to be drawn over the inventory // chest. I'm assuming that draw order won't matter here. void Scumm::processUpperActors() { int i; for (i = 1; i < _numActors; i++) { if (_actors[i].isInCurrentRoom() && _actors[i].costume && _actors[i].layer < 0) { CHECK_HEAP _actors[i].drawActorCostume(); CHECK_HEAP _actors[i].animateCostume(); } } } void Actor::drawActorCostume() { if (!needRedraw) return; needRedraw = false; setupActorScale(); BaseCostumeRenderer *bcr; if (_vm->_features & GF_NEW_COSTUMES) bcr = new AkosRenderer(_vm); else bcr = new CostumeRenderer(_vm); bcr->_actorX = x - _vm->virtscr[0].xstart; bcr->_actorY = y - elevation; bcr->_scaleX = scalex; bcr->_scaleY = scaley; bcr->_shadow_mode = shadow_mode; if (_vm->_features & GF_SMALL_HEADER) bcr->_shadow_table = NULL; else bcr->_shadow_table = _vm->_shadowPalette; bcr->setCostume(costume); bcr->setPalette(palette); bcr->setFacing(this); bcr->_dirty_id = number; if (!(_vm->_features & GF_NEW_COSTUMES)) { CostumeRenderer& cr = *(CostumeRenderer *)bcr; cr._outheight = _vm->virtscr[0].height; if (forceClip) cr._zbuf = forceClip; else if (isInClass(kObjectClassNeverClip)) cr._zbuf = 0; else { cr._zbuf = _vm->getMaskFromBox(walkbox); if (cr._zbuf > _vm->gdi._numZBuffer) cr._zbuf = _vm->gdi._numZBuffer; } cr._draw_top = top = 0xFF; cr._draw_bottom = bottom = 0; // if the actor is partially hidden, redraw it next frame if (cr.drawCostume(cost) & 1) { needBgReset = true; needRedraw = true; } } else { AkosRenderer& ar = *(AkosRenderer *)bcr; ar._zbuf = forceClip; if (ar._zbuf == 100) { ar._zbuf = _vm->getMaskFromBox(walkbox); if (ar._zbuf > _vm->gdi._numZBuffer) ar._zbuf = _vm->gdi._numZBuffer; } ar.outptr = _vm->virtscr[0].screenPtr + _vm->virtscr[0].xstart; ar.outwidth = _vm->virtscr[0].width; ar.outheight = _vm->virtscr[0].height; ar._draw_top = top = 0x7fffffff; ar._draw_bottom = bottom = 0; if (ar.drawCostume(cost)) { // FIXME: this breaks talking in The Dig because the actor // is redrawn too often, thus breaking the waitForActor opcode. // Note that I originally added this to correct some redraw issues. // A "better" implementation would work like the corresponding code // for "old" costumes, that is, only trigger a redraw if the actor // is partially hidden / offscreen... but I am not sure the original // actually does this, so before we spend time on implementing this, // we should first figure out what the original code does here... //needBgReset = true; //needRedraw = true; } } top = bcr->_draw_top; bottom = bcr->_draw_bottom; delete bcr; } void Actor::animateCostume() { if (costume == 0) return; animProgress++; if (animProgress >= animSpeed) { animProgress = 0; if (_vm->_features & GF_NEW_COSTUMES) { byte *akos = _vm->getResourceAddress(rtCostume, costume); assert(akos); if (_vm->akos_increaseAnims(akos, this)) { needRedraw = true; needBgReset = true; } } else { LoadedCostume lc(_vm); lc.loadCostume(costume); if (lc.increaseAnims(this)) { needRedraw = true; needBgReset = true; } } } } void Actor::animateLimb(int limb, int f) { // This methods is very similiar to animateCostume(). // However, instead of animating *all* the limbs, it only animates // the specified limb to be at the frame specified by "f". if (!f) return; animProgress++; if (animProgress >= animSpeed) { animProgress = 0; if (costume == 0) return; byte *aksq, *akfo; uint size; byte *akos = _vm->getResourceAddress(rtCostume, costume); assert(akos); aksq = _vm->findResourceData(MKID('AKSQ'), akos); akfo = _vm->findResourceData(MKID('AKFO'), akos); size = _vm->getResourceDataSize(akfo) >> 1; while (f--) { if (cost.active[limb] != 0) _vm->akos_increaseAnim(this, limb, aksq, (uint16 *)akfo, size); } // needRedraw = true; // needBgReset = true; } } void Scumm::setActorRedrawFlags(bool fg, bool bg) { int i, j; if (_fullRedraw) { for (j = 1; j < _numActors; j++) { _actors[j].needRedraw |= fg; _actors[j].needBgReset |= bg; } } else { for (i = 0; i < gdi._numStrips; i++) { int strip = _screenStartStrip + i; if (testGfxAnyUsageBits(strip)) { for (j = 1; j < _numActors; j++) { if (testGfxUsageBit(strip, j) && testGfxOtherUsageBits(strip, j)) { _actors[j].needRedraw |= fg; _actors[j].needBgReset |= bg; } } } } } } int Scumm::getActorFromPos(int x, int y) { int i; if (!testGfxAnyUsageBits(x >> 3)) return 0; for (i = 1; i < _numActors; i++) { if (testGfxUsageBit(x >> 3, i) && !getClass(i, kObjectClassUntouchable) && y >= _actors[i].top && y <= _actors[i].bottom) { return i; } } return 0; } void Scumm::actorTalk() { Actor *a; _msgPtrToAdd = _charsetBuffer; _messagePtr = addMessageToStack(_messagePtr); assert((int)(_msgPtrToAdd - _charsetBuffer) < (int)(sizeof(_charsetBuffer))); if (_actorToPrintStrFor == 0xFF) { if (!_keepText) stopTalk(); VAR(VAR_TALK_ACTOR) = 0xFF; } else { int oldact; a = derefActor(_actorToPrintStrFor, "actorTalk"); if (!a->isInCurrentRoom() && !(_features & GF_NEW_COSTUMES)) { oldact = 0xFF; } else { if (!_keepText) stopTalk(); VAR(VAR_TALK_ACTOR) = a->number; if (!_string[0].no_talk_anim) { a->startAnimActor(a->talkStartFrame); _useTalkAnims = true; } oldact = VAR(VAR_TALK_ACTOR); } if (oldact >= 0x80) return; } if (VAR(VAR_TALK_ACTOR) > 0x7F) { _charsetColor = (byte)_string[0].color; } else { a = derefActor(VAR(VAR_TALK_ACTOR), "actorTalk(2)"); _charsetColor = a->talkColor; } _charsetBufPos = 0; _talkDelay = 0; _haveMsg = 0xFF; VAR(VAR_HAVE_MSG) = 0xFF; if (VAR_CHARCOUNT != 0xFF) VAR(VAR_CHARCOUNT) = 0; CHARSET_1(); } void Scumm::stopTalk() { int act; _sound->stopTalkSound(); _haveMsg = 0; _talkDelay = 0; act = VAR(VAR_TALK_ACTOR); if (act && act < 0x80) { Actor *a = derefActor(act, "stopTalk"); if ((a->isInCurrentRoom() && _useTalkAnims) || (_features & GF_NEW_COSTUMES)) { a->startAnimActor(a->talkStopFrame); _useTalkAnims = false; } VAR(VAR_TALK_ACTOR) = 0xFF; } _keepText = false; restoreCharsetBg(); } void Scumm::clearMsgQueue() { _messagePtr = (const byte *)" "; stopTalk(); } void Actor::setActorCostume(int c) { int i; costumeNeedsInit = true; if (visible) { hideActor(); cost.reset(); costume = c; showActor(); } else { costume = c; cost.reset(); } if (_vm->_features & GF_NEW_COSTUMES) { for (i = 0; i < 256; i++) palette[i] = 0xFF; } else if (_vm->_features & GF_OLD_BUNDLE) { for (i = 0; i < 16; i++) palette[i] = i; } else { for (i = 0; i < 32; i++) palette[i] = 0xFF; } } void Actor::startWalkActor(int destX, int destY, int dir) { AdjustBoxResult abr; if (_vm->_features & GF_AFTER_V2 || _vm->_features & GF_AFTER_V3) { abr.x = destX; abr.y = destY; } else { abr = adjustXYToBeInBox(destX, destY); } if (!isInCurrentRoom()) { x = abr.x; y = abr.y; if (dir != -1) setDirection(dir); return; } if (ignoreBoxes) { abr.dist = kInvalidBox; walkbox = kInvalidBox; } else { if (_vm->checkXYInBoxBounds(walkdata.destbox, abr.x, abr.y)) { abr.dist = walkdata.destbox; } else { abr = adjustXYToBeInBox(abr.x, abr.y); } if (moving && walkdata.destdir == dir && walkdata.destx == abr.x && walkdata.desty == abr.y) return; } if (x == abr.x && y == abr.y) { turnToDirection(dir); return; } walkdata.destx = abr.x; walkdata.desty = abr.y; walkdata.destbox = (byte)abr.dist; /* a box */ walkdata.destdir = dir; moving = (moving & MF_IN_LEG) | MF_NEW_LEG; walkdata.point3x = 32000; walkdata.curbox = walkbox; } void Actor::startWalkAnim(int cmd, int angle) { if (angle == -1) angle = facing; /* FIXME: (yazoo/fingolfin): using the walk script is buggy in Dig, * troubles while walking. It's disabled until we can figure out how * to fix this properly. * Note: walk scripts aren't required to make the game * work as usual */ #if 1 if (walk_script != 0) { int args[16]; args[0] = number; args[1] = cmd; args[2] = angle; _vm->runScript(walk_script, 1, 0, args); } else #endif { switch (cmd) { case 1: /* start walk */ setDirection(angle); startAnimActor(walkFrame); break; case 2: /* change dir only */ setDirection(angle); break; case 3: /* stop walk */ turnToDirection(angle); startAnimActor(standFrame); break; } } } void Actor::walkActor() { int new_dir, box; int16 foundPathX, foundPathY; if (_vm->_features & GF_AFTER_V7) { // FIXME - this is kind of a hack right now but it fixes the // walk scripts in The Dig. if (moving & MF_FROZEN) { if (moving & MF_TURN) { new_dir = updateActorDirection(false); if (facing != new_dir) setDirection(new_dir); else moving &= ~MF_TURN; } return; } } if (!moving) return; if (!(moving & MF_NEW_LEG)) { if (moving & MF_IN_LEG && actorWalkStep()) return; if (moving & MF_LAST_LEG) { moving = 0; setBox(walkdata.destbox); startWalkAnim(3, walkdata.destdir); return; } if (moving & MF_TURN) { new_dir = updateActorDirection(false); if (facing != new_dir) setDirection(new_dir); else moving = 0; return; } setBox(walkdata.curbox); moving &= MF_IN_LEG; } do { moving &= ~MF_NEW_LEG; if (walkbox == kInvalidBox) { setBox(walkdata.destbox); walkdata.curbox = walkdata.destbox; break; } if (walkbox == walkdata.destbox) break; box = _vm->getPathToDestBox(walkbox, walkdata.destbox); if (box < 0) { walkdata.destbox = walkbox; moving |= MF_LAST_LEG; return; } walkdata.curbox = box; if (_vm->findPathTowards(this, walkbox, box, walkdata.destbox, foundPathX, foundPathY)) break; if (calcMovementFactor(foundPathX, foundPathY)) return; setBox(walkdata.curbox); } while (1); moving |= MF_LAST_LEG; calcMovementFactor(walkdata.destx, walkdata.desty); } void Actor::walkActorOld() { ScummVM::Point gateLoc[5]; // Gate locations int new_dir, next_box; if (!moving) return; if (!(moving & MF_NEW_LEG)) { if (moving & MF_IN_LEG && actorWalkStep()) return; if (moving & MF_LAST_LEG) { moving = 0; startWalkAnim(3, walkdata.destdir); return; } if (moving & MF_TURN) { new_dir = updateActorDirection(false); if (facing != new_dir) setDirection(new_dir); else moving = 0; return; } if (walkdata.point3x != 32000) { if (calcMovementFactor(walkdata.point3x, walkdata.point3y)) { walkdata.point3x = 32000; return; } walkdata.point3x = 32000; } walkbox = walkdata.curbox; moving &= MF_IN_LEG; } do { moving &= ~MF_NEW_LEG; if (walkbox == kInvalidBox) { walkbox = walkdata.destbox; walkdata.curbox = walkdata.destbox; break; } if (walkbox == walkdata.destbox) break; next_box = _vm->getPathToDestBox(walkbox, walkdata.destbox); if (next_box < 0) { moving |= MF_LAST_LEG; return; } // FIXME: not sure if this is needed in non-Zak games, but I think it shouldn't // hurt there either. int flags = _vm->getBoxFlags(next_box); if (flags & kBoxLocked && !(flags & kBoxPlayerOnly && !isPlayer())) { moving |= MF_LAST_LEG; return; } walkdata.curbox = next_box; _vm->findPathTowardsOld(this, walkbox, next_box, walkdata.destbox, gateLoc); if (gateLoc[2].x == 32000 && gateLoc[3].x == 32000) { break; } if (gateLoc[2].x != 32000) { if (calcMovementFactor(gateLoc[2].x, gateLoc[2].y)) { walkdata.point3x = gateLoc[3].x; walkdata.point3y = gateLoc[3].y; return; } } if (calcMovementFactor(gateLoc[3].x, gateLoc[3].y)) return; walkbox = walkdata.destbox; } while(1); moving |= MF_LAST_LEG; calcMovementFactor(walkdata.destx, walkdata.desty); } byte *Actor::getActorName() { byte *ptr = _vm->getResourceAddress(rtActorName, number); if (ptr == NULL) { warning("Failed to find name of actor %d\n", number); } return ptr; } void Actor::remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold) { byte *akos, *rgbs, *akpl; int akpl_size, i; int r, g, b; byte akpl_color; if (!isInCurrentRoom()) { warning("Remap actor %d not in current room", number); return; } if (costume < 1 || costume >= _vm->_numCostumes - 1) { warning("Remap actor %d invalid costume %d", number, costume); return; } akos = _vm->getResourceAddress(rtCostume, costume); if (!akos) { warning("Can't remap actor %d, costume %d not found", number, costume); return; } akpl = findResource(MKID('AKPL'), akos); if (!akpl) { warning("Can't remap actor %d, costume %d doesn't contain an AKPL block", number, costume); return; } //get num palette entries akpl_size = RES_SIZE(akpl) - 8; //skip resource header akpl = RES_DATA(akpl); rgbs = findResource(MKID('RGBS'), akos); if (!rgbs) { warning("Can't remap actor %d costume %d doesn't contain an RGB block", number, costume); return; } // skip resource header rgbs = RES_DATA(rgbs); for (i = 0; i < akpl_size; i++) { r = *rgbs++; g = *rgbs++; b = *rgbs++; akpl_color = *akpl++; // allow remap of generic palette entry? if (!shadow_mode || akpl_color >= 16) { if (r_fact != 256) r = (r * r_fact) >> 8; if (g_fact != 256) g = (g * g_fact) >> 8; if (b_fact != 256) b = (b * b_fact) >> 8; palette[i] = _vm->remapPaletteColor(r, g, b, threshold); } } } void Scumm::resetActorBgs() { int i, j; for (i = 0; i < gdi._numStrips; i++) { int strip = _screenStartStrip + i; for (j = 1; j < _numActors; j++) { if (testGfxUsageBit(strip, j) && _actors[j].top != 0xFF && _actors[j].needBgReset) { clearGfxUsageBit(strip, j); if ((_actors[j].bottom - _actors[j].top) >= 0) gdi.resetBackground(_actors[j].top, _actors[j].bottom, i); } } } for (i = 1; i < _numActors; i++) { _actors[i].needBgReset = false; } } void Actor::classChanged(int cls, bool value) { if (cls == kObjectClassAlwaysClip) forceClip = value; if (cls == kObjectClassIgnoreBoxes) ignoreBoxes = value; } bool Actor::isInClass(int cls) { return _vm->getClass(number, cls); } bool Actor::isPlayer() { if (_vm->_features & GF_AFTER_V2) return _vm->VAR(42) <= number && number <= _vm->VAR(43); else return isInClass(kObjectClassPlayer); }