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|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "saga/saga.h"
#include "saga/actor.h"
#include "saga/animation.h"
#include "saga/console.h"
#include "saga/events.h"
#include "saga/isomap.h"
#include "saga/objectmap.h"
#include "saga/resource.h"
#include "saga/script.h"
#include "saga/sndres.h"
#include "saga/sound.h"
#include "saga/scene.h"
#include "common/config-manager.h"
namespace Saga {
ActorData::ActorData() {
_frames = NULL;
_frameListResourceId = 0;
_speechColor = 0;
_inScene = false;
_actorFlags = 0;
_currentAction = 0;
_facingDirection = 0;
_actionDirection = 0;
_actionCycle = 0;
_targetObject = 0;
_lastZone = NULL;
_cycleFrameSequence = 0;
_cycleDelay = 0;
_cycleTimeCount = 0;
_cycleFlags = 0;
_fallVelocity = 0;
_fallAcceleration = 0;
_fallPosition = 0;
_dragonBaseFrame = 0;
_dragonStepCycle = 0;
_dragonMoveType = 0;
_frameNumber = 0;
_walkStepsCount = 0;
_walkStepIndex = 0;
_walkFrameSequence = 0;
}
void ActorData::saveState(Common::OutSaveFile *out) {
uint i = 0;
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(_tileDirections.size());
for (i = 0; i < _tileDirections.size(); i++) {
out->writeByte(_tileDirections[i]);
}
out->writeSint32LE(_walkStepsPoints.size());
for (i = 0; i < _walkStepsPoints.size(); 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 ActorData::loadState(uint32 version, Common::InSaveFile *in) {
uint i = 0;
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 (version > 1) {
_fallVelocity = in->readSint16LE();
_fallAcceleration = in->readSint16LE();
_fallPosition = in->readSint16LE();
} else {
_fallVelocity = _fallAcceleration = _fallPosition = 0;
}
if (version > 2) {
_dragonBaseFrame = in->readByte();
_dragonStepCycle = in->readByte();
_dragonMoveType = in->readByte();
} else {
_dragonBaseFrame = _dragonStepCycle = _dragonMoveType = 0;
}
_frameNumber = in->readSint32LE();
_tileDirections.resize(in->readSint32LE());
for (i = 0; i < _tileDirections.size(); i++) {
_tileDirections[i] = in->readByte();
}
_walkStepsPoints.resize(in->readSint32LE());
for (i = 0; i < _walkStepsPoints.size(); 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 ActorData::cycleWrap(int cycleLimit) {
if (_actionCycle >= cycleLimit)
_actionCycle = 0;
}
void ActorData::addWalkStepPoint(const Point &point) {
_walkStepsPoints.resize(_walkStepsCount + 1);
_walkStepsPoints[_walkStepsCount++] = point;
}
static int commonObjectCompare(const CommonObjectDataPointer& obj1, const CommonObjectDataPointer& obj2) {
int p1 = obj1->_location.y - obj1->_location.z;
int p2 = obj2->_location.y - obj2->_location.z;
if (p1 == p2)
return 0;
if (p1 < p2)
return -1;
return 1;
}
#ifdef ENABLE_IHNM
static int commonObjectCompareIHNM(const CommonObjectDataPointer& obj1, const CommonObjectDataPointer& obj2) {
int p1 = obj1->_location.y;
int p2 = obj2->_location.y;
if (p1 == p2)
return 0;
if (p1 < p2)
return -1;
return 1;
}
#endif
static int tileCommonObjectCompare(const CommonObjectDataPointer& obj1, const CommonObjectDataPointer& obj2) {
int p1 = -obj1->_location.u() - obj1->_location.v() - obj1->_location.z;
int p2 = -obj2->_location.u() - obj2->_location.v() - obj2->_location.z;
//TODO: for kObjNotFlat obj Height*3 of sprite should be added to p1 and p2
//if (validObjId(obj1->id)) {
if (p1 == p2)
return 0;
if (p1 < p2)
return -1;
return 1;
}
Actor::Actor(SagaEngine *vm) : _vm(vm) {
int i;
ByteArray stringsData;
debug(9, "Actor::Actor()");
_handleActionDiv = 15;
#ifdef ACTOR_DEBUG
_debugPointsCount = 0;
#endif
_pathList.resize(600);
_pathListIndex = 0;
_centerActor = _protagonist = NULL;
_protagState = 0;
_lastTickMsec = 0;
_yCellCount = _vm->_scene->getHeight();
_xCellCount = _vm->getDisplayInfo().width;
_pathCell.resize(_yCellCount * _xCellCount);
_pathRect.left = 0;
_pathRect.right = _vm->getDisplayInfo().width;
_pathRect.top = _vm->getDisplayInfo().pathStartY;
_pathRect.bottom = _vm->_scene->getHeight();
// Get actor resource file context
_actorContext = _vm->_resource->getContext(GAME_RESOURCEFILE);
if (_actorContext == NULL) {
error("Actor::Actor() resource context not found");
}
// Load ITE actor strings. (IHNM actor strings are loaded by
// loadGlobalResources() instead.)
if (_vm->getGameId() == GID_ITE) {
_vm->_resource->loadResource(_actorContext, _vm->getResourceDescription()->actorsStringsResourceId, stringsData);
_vm->loadStrings(_actorsStrings, stringsData);
}
if (_vm->getGameId() == GID_ITE) {
_actors.resize(ITE_ACTORCOUNT);
i = 0;
for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor, i++) {
actor->_index = i;
actor->_id = actorIndexToId(actor->_index);
debug(9, "init actor id=%d index=%d", actor->_id, actor->_index);
actor->_nameIndex = ITE_ActorTable[i].nameIndex;
actor->_scriptEntrypointNumber = ITE_ActorTable[i].scriptEntrypointNumber;
actor->_spriteListResourceId = ITE_ActorTable[i].spriteListResourceId;
actor->_frameListResourceId = ITE_ActorTable[i].frameListResourceId;
actor->_speechColor = ITE_ActorTable[i].speechColor;
actor->_sceneNumber = ITE_ActorTable[i].sceneIndex;
actor->_flags = ITE_ActorTable[i].flags;
actor->_currentAction = ITE_ActorTable[i].currentAction;
actor->_facingDirection = ITE_ActorTable[i].facingDirection;
actor->_actionDirection = ITE_ActorTable[i].actionDirection;
actor->_location.x = ITE_ActorTable[i].x;
actor->_location.y = ITE_ActorTable[i].y;
actor->_location.z = ITE_ActorTable[i].z;
loadActorResources(actor);
}
_objs.resize(ITE_OBJECTCOUNT);
i = 0;
for (ObjectDataArray::iterator obj = _objs.begin(); obj != _objs.end(); ++obj, i++) {
obj->_index = i;
obj->_id = objIndexToId(obj->_index);
debug(9, "init obj id=%d index=%d", obj->_id, obj->_index);
obj->_nameIndex = ITE_ObjectTable[i].nameIndex;
obj->_scriptEntrypointNumber = ITE_ObjectTable[i].scriptEntrypointNumber;
obj->_spriteListResourceId = ITE_ObjectTable[i].spriteListResourceId;
obj->_sceneNumber = ITE_ObjectTable[i].sceneIndex;
obj->_interactBits = ITE_ObjectTable[i].interactBits;
obj->_location.x = ITE_ObjectTable[i].x;
obj->_location.y = ITE_ObjectTable[i].y;
obj->_location.z = ITE_ObjectTable[i].z;
}
}
_dragonHunt = true;
}
Actor::~Actor() {
debug(9, "Actor::~Actor()");
}
void Actor::loadFrameList(int frameListResourceId, ActorFrameSequences &frames) {
ByteArray resourceData;
debug(9, "Loading frame resource id %d", frameListResourceId);
_vm->_resource->loadResource(_actorContext, frameListResourceId, resourceData);
frames.resize(resourceData.size() / 16);
debug(9, "Frame resource contains %d frames (res length is %d)", frames.size(), (int)resourceData.size());
ByteArrayReadStreamEndian readS(resourceData, _actorContext->isBigEndian());
for (ActorFrameSequences::iterator frame = frames.begin(); frame != frames.end(); ++frame) {
for (int orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) {
// Load all four orientations
frame->directions[orient].frameIndex = readS.readUint16();
if (_vm->getGameId() == GID_ITE) {
frame->directions[orient].frameCount = readS.readSint16();
} else {
frame->directions[orient].frameCount = readS.readByte();
readS.readByte();
}
if (frame->directions[orient].frameCount < 0)
warning("frameCount < 0 (%d)", frame->directions[orient].frameCount);
debug(9, "frameIndex %d frameCount %d", frame->directions[orient].frameIndex, frame->directions[orient].frameCount);
}
}
}
void Actor::loadActorResources(ActorData *actor) {
if (actor->_frameListResourceId) {
loadFrameList(actor->_frameListResourceId, actor->_framesContainer);
actor->_frames = &actor->_framesContainer;
}
}
void Actor::loadActorSpriteList(ActorData *actor) {
uint lastFrame = 0;
uint curFrameIndex;
int resourceId = actor->_spriteListResourceId;
if (actor->_frames != NULL) {
for (ActorFrameSequences::const_iterator i = actor->_frames->begin(); i != actor->_frames->end(); ++i) {
for (int orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) {
curFrameIndex = i->directions[orient].frameIndex;
if (curFrameIndex > lastFrame) {
lastFrame = curFrameIndex;
}
}
}
}
debug(9, "Loading actor sprite resource id %d", resourceId);
_vm->_sprite->loadList(resourceId, actor->_spriteList);
if (_vm->getGameId() == GID_ITE) {
if (actor->_flags & kExtended) {
while ((lastFrame >= actor->_spriteList.size())) {
resourceId++;
debug(9, "Appending to actor sprite list %d", resourceId);
_vm->_sprite->loadList(resourceId, actor->_spriteList);
}
}
}
}
void Actor::loadActorList(int protagonistIdx, int actorCount, int actorsResourceID, int protagStatesCount, int protagStatesResourceID) {
int i, j;
ByteArray actorListData;
byte walk[128];
byte acv[6];
int movementSpeed;
int walkStepIndex;
int walkStepCount;
int stateResourceId;
_vm->_resource->loadResource(_actorContext, actorsResourceID, actorListData);
if (actorListData.size() != (uint)actorCount * ACTOR_INHM_SIZE) {
error("Actor::loadActorList wrong actorlist length");
}
ByteArrayReadStreamEndian actorS(actorListData);
_actors.clear();
_actors.resize(actorCount);
i = 0;
for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor, i++) {
actor->_index = i;
actor->_id = objectIndexToId(kGameObjectActor, actor->_index); //actorIndexToId(i);
debug(4, "init actor id=0x%X index=%d", actor->_id, actor->_index);
actorS.readUint32LE(); //next displayed
actorS.readByte(); //type
actor->_flags = actorS.readByte();
actor->_nameIndex = actorS.readUint16LE();
actor->_sceneNumber = actorS.readUint32LE();
actor->_location.fromStream(actorS);
actor->_screenPosition.x = actorS.readUint16LE();
actor->_screenPosition.y = actorS.readUint16LE();
actor->_screenScale = actorS.readUint16LE();
actor->_screenDepth = actorS.readUint16LE();
actor->_spriteListResourceId = actorS.readUint32LE();
actor->_frameListResourceId = actorS.readUint32LE();
debug(4, "%d: %d, %d [%d]", i, actor->_spriteListResourceId, actor->_frameListResourceId, actor->_nameIndex);
actor->_scriptEntrypointNumber = actorS.readUint32LE();
actorS.readUint32LE(); // xSprite *dSpr;
actorS.readUint16LE(); //LEFT
actorS.readUint16LE(); //RIGHT
actorS.readUint16LE(); //TOP
actorS.readUint16LE(); //BOTTOM
actor->_speechColor = actorS.readByte();
actor->_currentAction = actorS.readByte();
actor->_facingDirection = actorS.readByte();
actor->_actionDirection = actorS.readByte();
actor->_actionCycle = actorS.readUint16LE();
actor->_frameNumber = actorS.readUint16LE();
actor->_finalTarget.fromStream(actorS);
actor->_partialTarget.fromStream(actorS);
movementSpeed = actorS.readUint16LE(); //movement speed
if (movementSpeed) {
error("Actor::loadActorList movementSpeed != 0");
}
actorS.read(walk, 128);
for (j = 0; j < 128; j++) {
if (walk[j]) {
error("Actor::loadActorList walk[128] != 0");
}
}
//actorS.seek(128, SEEK_CUR);
walkStepCount = actorS.readByte();//walkStepCount
if (walkStepCount) {
error("Actor::loadActorList walkStepCount != 0");
}
walkStepIndex = actorS.readByte();//walkStepIndex
if (walkStepIndex) {
error("Actor::loadActorList walkStepIndex != 0");
}
//no need to check pointers
actorS.readUint32LE(); //sprites
actorS.readUint32LE(); //frames
actorS.readUint32LE(); //last zone
actor->_targetObject = actorS.readUint16LE();
actor->_actorFlags = actorS.readUint16LE();
//no need to check pointers
actorS.readUint32LE(); //next in scene
actorS.read(acv, 6);
for (j = 0; j < 6; j++) {
if (acv[j]) {
error("Actor::loadActorList acv[%d] != 0", j);
}
}
// actorS.seek(6, SEEK_CUR); //action vars
}
_actors[protagonistIdx]._flags |= kProtagonist | kExtended;
for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) {
//if (actor->_flags & kProtagonist) {
loadActorResources(actor);
//break;
//}
}
_centerActor = _protagonist = &_actors[protagonistIdx];
_protagState = 0;
if (protagStatesResourceID) {
_protagStates.resize(protagStatesCount);
ByteArray idsResourceData;
_vm->_resource->loadResource(_actorContext, protagStatesResourceID, idsResourceData);
if (idsResourceData.size() < (size_t)protagStatesCount * 4) {
error("Wrong protagonist states resource");
}
ByteArrayReadStreamEndian statesIds(idsResourceData);
for (i = 0; i < protagStatesCount; i++) {
stateResourceId = statesIds.readUint32LE();
loadFrameList(stateResourceId, _protagStates[i]._frames);
}
_protagonist->_frames = &_protagStates[_protagState]._frames;
}
}
void Actor::loadObjList(int objectCount, int objectsResourceID) {
uint i;
int frameListResourceId;
ByteArray objectListData;
_vm->_resource->loadResource(_actorContext, objectsResourceID, objectListData);
_objs.resize(objectCount);
ByteArrayReadStreamEndian objectS(objectListData);
i = 0;
for (ObjectDataArray::iterator object = _objs.begin(); object != _objs.end(); ++object, i++) {
object->_index = i;
object->_id = objectIndexToId(kGameObjectObject, object->_index);
debug(9, "init object id=%d index=%d", object->_id, object->_index);
objectS.readUint32LE(); //next displayed
objectS.readByte(); //type
object->_flags = objectS.readByte();
object->_nameIndex = objectS.readUint16LE();
object->_sceneNumber = objectS.readUint32LE();
object->_location.fromStream(objectS);
object->_screenPosition.x = objectS.readUint16LE();
object->_screenPosition.y = objectS.readUint16LE();
object->_screenScale = objectS.readUint16LE();
object->_screenDepth = objectS.readUint16LE();
object->_spriteListResourceId = objectS.readUint32LE();
frameListResourceId = objectS.readUint32LE(); // object->_frameListResourceId
if (frameListResourceId) {
error("Actor::loadObjList frameListResourceId != 0");
}
object->_scriptEntrypointNumber = objectS.readUint32LE();
objectS.readUint32LE(); // xSprite *dSpr;
objectS.readUint16LE(); //LEFT
objectS.readUint16LE(); //RIGHT
objectS.readUint16LE(); //TOP
objectS.readUint16LE(); //BOTTOM
object->_interactBits = objectS.readUint16LE();
}
}
void Actor::takeExit(uint16 actorId, const HitZone *hitZone) {
ActorData *actor;
actor = getActor(actorId);
actor->_lastZone = NULL;
_vm->_scene->changeScene(hitZone->getSceneNumber(), hitZone->getActorsEntrance(), kTransitionNoFade);
if (_vm->_interface->getMode() != kPanelSceneSubstitute) {
_vm->_script->setNoPendingVerb();
}
}
void Actor::stepZoneAction(ActorData *actor, const HitZone *hitZone, bool exit, bool stopped) {
Event event;
if (actor != _protagonist) {
return;
}
if (((hitZone->getFlags() & kHitZoneTerminus) && !stopped) || (!(hitZone->getFlags() & kHitZoneTerminus) && stopped)) {
return;
}
if (!exit) {
if (hitZone->getFlags() & kHitZoneAutoWalk) {
actor->_currentAction = kActionWalkDir;
actor->_actionDirection = actor->_facingDirection = hitZone->getDirection();
actor->_walkFrameSequence = getFrameType(kFrameWalk);
return;
}
} else if (!(hitZone->getFlags() & kHitZoneAutoWalk)) {
return;
}
if (hitZone->getFlags() & kHitZoneExit) {
takeExit(actor->_id, hitZone);
} else if (hitZone->getScriptNumber() > 0) {
event.type = kEvTOneshot;
event.code = kScriptEvent;
event.op = kEventExecNonBlocking;
event.time = 0;
event.param = _vm->_scene->getScriptModuleNumber(); // module number
event.param2 = hitZone->getScriptNumber(); // script entry point number
event.param3 = _vm->_script->getVerbType(kVerbEnter); // Action
event.param4 = ID_NOTHING; // Object
event.param5 = ID_NOTHING; // With Object
event.param6 = ID_PROTAG; // Actor
_vm->_events->queue(event);
}
}
ObjectData *Actor::getObj(uint16 objId) {
ObjectData *obj;
if (!validObjId(objId))
error("Actor::getObj Wrong objId 0x%X", objId);
obj = &_objs[objIdToIndex(objId)];
return obj;
}
ActorData *Actor::getActor(uint16 actorId) {
ActorData *actor;
if (!validActorId(actorId)) {
warning("Actor::getActor Wrong actorId 0x%X", actorId);
assert(0);
}
if (actorId == ID_PROTAG) {
if (_protagonist == NULL) {
error("_protagonist == NULL");
}
return _protagonist;
}
actor = &_actors[actorIdToIndex(actorId)];
return actor;
}
void Actor::setProtagState(int state) {
_protagState = state;
#ifdef ENABLE_IHNM
if (_vm->getGameId() == GID_IHNM) {
_protagonist->_frames = &_protagStates[state]._frames;
}
#endif
}
int Actor::getFrameType(ActorFrameTypes frameType) {
if (_vm->getGameId() == GID_ITE) {
switch (frameType) {
case kFrameStand:
return kFrameITEStand;
case kFrameWalk:
return kFrameITEWalk;
case kFrameSpeak:
return kFrameITESpeak;
case kFrameGive:
return kFrameITEGive;
case kFrameGesture:
return kFrameITEGesture;
case kFrameWait:
return kFrameITEWait;
case kFramePickUp:
return kFrameITEPickUp;
case kFrameLook:
return kFrameITELook;
default:
error("Actor::getFrameType() unknown frame type %d", frameType);
return kFrameITEStand; // for compilers that don't support NORETURN
}
#ifdef ENABLE_IHNM
} else if (_vm->getGameId() == GID_IHNM) {
switch (frameType) {
case kFrameStand:
return kFrameIHNMStand;
case kFrameWalk:
return kFrameIHNMWalk;
case kFrameSpeak:
return kFrameIHNMSpeak;
case kFrameGesture:
return kFrameIHNMGesture;
case kFrameWait:
return kFrameIHNMWait;
case kFrameGive:
case kFramePickUp:
case kFrameLook:
default:
error("Actor::getFrameType() unknown frame type %d", frameType);
return kFrameIHNMStand; // for compilers that don't support NORETURN
}
#endif
}
error("Actor::getFrameType() unknown frame type %d", frameType);
return kFrameITEStand; // for compilers that don't support NORETURN
}
ActorFrameRange *Actor::getActorFrameRange(uint16 actorId, int frameType) {
ActorData *actor;
int fourDirection;
static ActorFrameRange def = {0, 0};
actor = getActor(actorId);
if ((actor->_facingDirection < kDirUp) || (actor->_facingDirection > kDirUpLeft))
error("Actor::getActorFrameRange Wrong direction 0x%X actorId 0x%X", actor->_facingDirection, actorId);
ActorFrameSequences *frames;
frames = actor->_frames;
if (_vm->getGameId() == GID_ITE) {
if (uint(frameType) >= frames->size()) {
warning("Actor::getActorFrameRange Wrong frameType 0x%X (%d) actorId 0x%X", frameType, frames->size(), actorId);
return &def;
}
fourDirection = actorDirectionsLUT[actor->_facingDirection];
return &(*frames)[frameType].directions[fourDirection];
}
#ifdef ENABLE_IHNM
if (_vm->getGameId() == GID_IHNM) {
// It is normal for some actors to have no frames for a given frameType
// These are mainly actors with no frames at all (e.g. narrators or immovable actors)
// Examples are AM and the boy when he is talking to Benny via the computer screen.
// Both of them are invisible and immovable
// There is no point to keep throwing warnings about this, the original checks for
// a valid framecount too
if ((frames == NULL) || (frames->empty())) {
return &def;
}
frameType = CLIP(frameType, 0, int(frames->size() - 1));
fourDirection = actorDirectionsLUT[actor->_facingDirection];
return &(*frames)[frameType].directions[fourDirection];
}
#endif
return NULL;
}
void Actor::handleSpeech(int msec) {
int stringLength;
int sampleLength;
bool removeFirst;
int i;
ActorData *actor;
int width, height, height2;
if (_activeSpeech.playing) {
_activeSpeech.playingTime -= msec;
stringLength = strlen(_activeSpeech.strings[0]);
removeFirst = false;
if (_activeSpeech.playingTime <= 0) {
if (_activeSpeech.speechFlags & kSpeakSlow) {
_activeSpeech.slowModeCharIndex++;
if (_activeSpeech.slowModeCharIndex >= stringLength)
removeFirst = true;
} else {
removeFirst = true;
}
_activeSpeech.playing = false;
if (_activeSpeech.speechFlags & kSpeakForceText)
_activeSpeech.speechFlags = 0;
if (_activeSpeech.actorIds[0] != 0) {
actor = getActor(_activeSpeech.actorIds[0]);
if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) {
actor->_currentAction = kActionWait;
}
}
}
if (removeFirst) {
for (i = 1; i < _activeSpeech.stringsCount; i++) {
_activeSpeech.strings[i - 1] = _activeSpeech.strings[i];
}
_activeSpeech.stringsCount--;
}
if (_vm->_script->_skipSpeeches) {
_activeSpeech.stringsCount = 0;
_vm->_script->wakeUpThreads(kWaitTypeSpeech);
return;
}
if (_activeSpeech.stringsCount == 0) {
_vm->_script->wakeUpThreadsDelayed(kWaitTypeSpeech, _vm->ticksToMSec(kScriptTimeTicksPerSecond / 3));
}
return;
}
if (_vm->_script->_skipSpeeches) {
_activeSpeech.stringsCount = 0;
_vm->_script->wakeUpThreads(kWaitTypeSpeech);
}
if (_activeSpeech.stringsCount == 0) {
return;
}
stringLength = strlen(_activeSpeech.strings[0]);
if (_activeSpeech.speechFlags & kSpeakSlow) {
if (_activeSpeech.slowModeCharIndex >= stringLength)
error("Wrong string index");
_activeSpeech.playingTime = 1000 / 8;
} else {
sampleLength = _vm->_sndRes->getVoiceLength(_activeSpeech.sampleResourceId);
if (sampleLength < 0) {
_activeSpeech.playingTime = stringLength * 1000 / 22;
switch (_vm->_readingSpeed) {
case 2:
_activeSpeech.playingTime *= 2;
break;
case 1:
_activeSpeech.playingTime *= 4;
break;
case 0:
_activeSpeech.playingTime = 0x7fffff;
break;
default:
break;
}
} else {
_activeSpeech.playingTime = sampleLength;
}
}
if (_activeSpeech.sampleResourceId != -1) {
_vm->_sndRes->playVoice(_activeSpeech.sampleResourceId);
_activeSpeech.sampleResourceId++;
}
if (_activeSpeech.actorIds[0] != 0) {
actor = getActor(_activeSpeech.actorIds[0]);
if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) {
actor->_currentAction = kActionSpeak;
actor->_actionCycle = _vm->_rnd.getRandomNumber(63);
}
}
if (_activeSpeech.actorsCount == 1) {
if (_speechBoxScript.width() > 0) {
_activeSpeech.drawRect.left = _speechBoxScript.left;
_activeSpeech.drawRect.right = _speechBoxScript.right;
_activeSpeech.drawRect.top = _speechBoxScript.top;
_activeSpeech.drawRect.bottom = _speechBoxScript.bottom;
} else {
width = _activeSpeech.speechBox.width();
height = _vm->_font->getHeight(kKnownFontScript, _activeSpeech.strings[0], width - 2, _activeSpeech.getFontFlags(0)) + 1;
if (_vm->getGameId() == GID_IHNM) {
if (height > _vm->_scene->getHeight(true) / 2 && width < _vm->getDisplayInfo().width - 20) {
width = _vm->getDisplayInfo().width - 20;
height = _vm->_font->getHeight(kKnownFontScript, _activeSpeech.strings[0], width - 2, _activeSpeech.getFontFlags(0)) + 1;
}
} else if (_vm->getGameId() == GID_ITE) {
if (height > 40 && width < _vm->getDisplayInfo().width - 100) {
width = _vm->getDisplayInfo().width - 100;
height = _vm->_font->getHeight(kKnownFontScript, _activeSpeech.strings[0], width - 2, _activeSpeech.getFontFlags(0)) + 1;
}
}
_activeSpeech.speechBox.setWidth(width);
if (_activeSpeech.actorIds[0] != 0) {
actor = getActor(_activeSpeech.actorIds[0]);
_activeSpeech.speechBox.setHeight(height);
if (_activeSpeech.speechBox.right > _vm->getDisplayInfo().width - 10) {
_activeSpeech.drawRect.left = _vm->getDisplayInfo().width - 10 - width;
} else {
_activeSpeech.drawRect.left = _activeSpeech.speechBox.left;
}
height2 = actor->_screenPosition.y - 50;
if (height2 > _vm->_scene->getHeight(true))
_activeSpeech.speechBox.top = _activeSpeech.drawRect.top = _vm->_scene->getHeight(true) - 1 - height - 10;
else
_activeSpeech.speechBox.top = _activeSpeech.drawRect.top = MAX(10, (height2 - height) / 2);
} else {
_activeSpeech.drawRect.left = _activeSpeech.speechBox.left;
_activeSpeech.drawRect.top = _activeSpeech.speechBox.top + (_activeSpeech.speechBox.height() - height) / 2;
}
_activeSpeech.drawRect.setWidth(width);
_activeSpeech.drawRect.setHeight(height);
}
}
_activeSpeech.playing = true;
}
bool Actor::calcScreenPosition(CommonObjectData *commonObjectData) {
int beginSlope, endSlope, middle;
bool result;
if (_vm->_scene->getFlags() & kSceneFlagISO) {
_vm->_isoMap->tileCoordsToScreenPoint(commonObjectData->_location, commonObjectData->_screenPosition);
commonObjectData->_screenScale = 256;
} else {
middle = _vm->_scene->getHeight() - commonObjectData->_location.y / ACTOR_LMULT;
_vm->_scene->getSlopes(beginSlope, endSlope);
commonObjectData->_screenDepth = (14 * middle) / endSlope + 1;
if (middle <= beginSlope) {
commonObjectData->_screenScale = 256;
#ifdef ENABLE_IHNM
} else if (_vm->getGameId() == GID_IHNM && (objectTypeId(commonObjectData->_id) & kGameObjectObject)) {
commonObjectData->_screenScale = 256;
} else if (_vm->getGameId() == GID_IHNM && (commonObjectData->_flags & kNoScale)) {
commonObjectData->_screenScale = 256;
#endif
} else if (middle >= endSlope) {
commonObjectData->_screenScale = 1;
} else {
middle -= beginSlope;
endSlope -= beginSlope;
commonObjectData->_screenScale = 256 - (middle * 256) / endSlope;
}
commonObjectData->_location.toScreenPointXYZ(commonObjectData->_screenPosition);
}
result = commonObjectData->_screenPosition.x > -64 &&
commonObjectData->_screenPosition.x < _vm->getDisplayInfo().width + 64 &&
commonObjectData->_screenPosition.y > -64 &&
commonObjectData->_screenPosition.y < _vm->_scene->getHeight() + 64;
return result;
}
uint16 Actor::hitTest(const Point &testPoint, bool skipProtagonist) {
// We can only interact with objects or actors that are inside the
// scene area. While this is usually the entire upper part of the
// screen, it could also be an inset. Note that other kinds of hit
// areas may be outside the inset, and that those are still perfectly
// fine to interact with. For example, the door entrance at the glass
// makers's house in ITE's ferret village.
// Note that in IHNM, there are some items that overlap on other items
// Since we're checking the draw list from the FIRST item drawn to the
// LAST one, sometimes the object drawn first is incorrectly returned.
// An example is the chalk on the magic circle in Ted's chapter, which
// is drawn AFTER the circle, but HitTest incorrectly returns the circle
// id in this case, even though the chalk was drawn after the circle.
// Therefore, for IHNM, we iterate through the whole draw list and
// return the last match found, not the first one.
// Unfortunately, it is only possible to search items in the sorted draw
// list from start to end, not reverse, so it's necessary to search
// through the whole list to get the item drawn last
uint16 result = ID_NOTHING;
if (!_vm->_scene->getSceneClip().contains(testPoint))
return ID_NOTHING;
CommonObjectOrderList::iterator drawOrderIterator;
CommonObjectDataPointer drawObject;
int frameNumber = 0;
SpriteList *spriteList = NULL;
createDrawOrderList();
for (drawOrderIterator = _drawOrderList.begin(); drawOrderIterator != _drawOrderList.end(); ++drawOrderIterator) {
drawObject = *drawOrderIterator;
if (skipProtagonist && (drawObject == _protagonist)) {
continue;
}
if (!getSpriteParams(drawObject, frameNumber, spriteList)) {
continue;
}
if (_vm->_sprite->hitTest(*spriteList, frameNumber, drawObject->_screenPosition, drawObject->_screenScale, testPoint)) {
result = drawObject->_id;
if (_vm->getGameId() == GID_ITE)
return result; // in ITE, return the first result found (read above)
}
}
return result; // in IHNM, return the last result found (read above)
}
void Actor::drawOrderListAdd(const CommonObjectDataPointer& element, CompareFunction compareFunction) {
int res;
for (CommonObjectOrderList::iterator i = _drawOrderList.begin(); i !=_drawOrderList.end(); ++i) {
res = compareFunction(element, *i);
if (res < 0) {
_drawOrderList.insert(i, element);
return;
}
}
_drawOrderList.push_back(element);
}
void Actor::createDrawOrderList() {
CompareFunction compareFunction = 0;
if (_vm->_scene->getFlags() & kSceneFlagISO) {
compareFunction = &tileCommonObjectCompare;
} else {
if (_vm->getGameId() == GID_ITE)
compareFunction = &commonObjectCompare;
#ifdef ENABLE_IHNM
else if (_vm->getGameId() == GID_IHNM)
compareFunction = &commonObjectCompareIHNM;
#endif
}
_drawOrderList.clear();
for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) {
if (!actor->_inScene)
continue;
if (calcScreenPosition(actor)) {
drawOrderListAdd(actor, compareFunction);
}
}
for (ObjectDataArray::iterator obj = _objs.begin(); obj != _objs.end(); ++obj) {
if (obj->_sceneNumber != _vm->_scene->currentSceneNumber())
continue;
// WORKAROUND for a bug found in the original interpreter of IHNM
// If an object's x or y value is negative, don't draw it
// Scripts set negative values for an object's x and y when it shouldn't
// be drawn anymore (i.e. when it's picked up or used)
if (obj->_location.x < 0 || obj->_location.y < 0)
continue;
if (calcScreenPosition(obj)) {
drawOrderListAdd(obj, compareFunction);
}
}
}
bool Actor::getSpriteParams(CommonObjectData *commonObjectData, int &frameNumber, SpriteList *&spriteList) {
if (_vm->_scene->currentSceneResourceId() == ITE_SCENE_OVERMAP) {
if (!(commonObjectData->_flags & kProtagonist)){
// warning("not protagonist");
return false;
}
frameNumber = 8;
spriteList = &_vm->_sprite->_mainSprites;
} else if (validActorId(commonObjectData->_id)) {
ActorData *actor = (ActorData *)commonObjectData;
spriteList = &(actor->_spriteList);
frameNumber = actor->_frameNumber;
if (spriteList->empty()) {
loadActorSpriteList(actor);
}
} else if (validObjId(commonObjectData->_id)) {
spriteList = &_vm->_sprite->_mainSprites;
frameNumber = commonObjectData->_spriteListResourceId;
} else {
return false;
}
if (spriteList->empty()) {
return false;
}
if ((frameNumber < 0) || (spriteList->size() <= uint(frameNumber))) {
debug(1, "Actor::getSpriteParams frameNumber invalid for %s id 0x%X (%d)",
validObjId(commonObjectData->_id) ? "object" : "actor",
commonObjectData->_id, frameNumber);
return false;
}
return true;
}
void Actor::drawActors() {
// Do nothing for SAGA2 games for now
if (_vm->isSaga2()) {
return;
}
// WORKAROUND
// Bug #2928923: 'ITE: Graphic Glitches during racoon death "Cut Scene"'
if (_vm->_anim->hasCutaway() || _vm->_scene->currentSceneNumber() == 287 || _vm->_scene->currentSceneNumber() == 286) {
drawSpeech();
return;
}
if (_vm->_scene->currentSceneNumber() <= 0) {
return;
}
if (_vm->_scene->_entryList.empty()) {
return;
}
CommonObjectOrderList::iterator drawOrderIterator;
CommonObjectDataPointer drawObject;
int frameNumber = 0;
SpriteList *spriteList = NULL;
createDrawOrderList();
for (drawOrderIterator = _drawOrderList.begin(); drawOrderIterator != _drawOrderList.end(); ++drawOrderIterator) {
drawObject = *drawOrderIterator;
if (!getSpriteParams(drawObject, frameNumber, spriteList)) {
continue;
}
if (_vm->_scene->getFlags() & kSceneFlagISO) {
_vm->_isoMap->drawSprite(*spriteList, frameNumber, drawObject->_location, drawObject->_screenPosition, drawObject->_screenScale);
} else {
_vm->_sprite->drawOccluded(*spriteList, frameNumber, drawObject->_screenPosition, drawObject->_screenScale, drawObject->_screenDepth);
}
}
drawSpeech();
}
void Actor::drawSpeech() {
if (!isSpeaking() || !_activeSpeech.playing || _vm->_script->_skipSpeeches
|| (!_vm->_subtitlesEnabled && _vm->getGameId() == GID_ITE && !(_vm->getFeatures() & GF_ITE_FLOPPY))
|| (!_vm->_subtitlesEnabled && (_vm->getGameId() == GID_IHNM)))
return;
Point textPoint;
ActorData *actor;
int width, height;
int stringLength = strlen(_activeSpeech.strings[0]);
Common::Array<char> outputString;
outputString.resize(stringLength + 1);
if (_activeSpeech.speechFlags & kSpeakSlow)
strncpy(&outputString.front(), _activeSpeech.strings[0], _activeSpeech.slowModeCharIndex + 1);
else
strncpy(&outputString.front(), _activeSpeech.strings[0], stringLength);
if (_activeSpeech.actorsCount > 1) {
height = _vm->_font->getHeight(kKnownFontScript);
width = _vm->_font->getStringWidth(kKnownFontScript, _activeSpeech.strings[0], 0, kFontNormal);
for (int i = 0; i < _activeSpeech.actorsCount; i++) {
actor = getActor(_activeSpeech.actorIds[i]);
calcScreenPosition(actor);
textPoint.x = CLIP(actor->_screenPosition.x - width / 2, 10, _vm->getDisplayInfo().width - 10 - width);
if (_vm->getGameId() == GID_ITE)
textPoint.y = CLIP(actor->_screenPosition.y - 58, 10, _vm->_scene->getHeight(true) - 10 - height);
else if (_vm->getGameId() == GID_IHNM)
textPoint.y = 10; // CLIP(actor->_screenPosition.y - 160, 10, _vm->_scene->getHeight(true) - 10 - height);
_vm->_font->textDraw(kKnownFontScript, &outputString.front(), textPoint,
_activeSpeech.speechColor[i], _activeSpeech.outlineColor[i], _activeSpeech.getFontFlags(i));
}
} else {
_vm->_font->textDrawRect(kKnownFontScript, &outputString.front(), _activeSpeech.drawRect, _activeSpeech.speechColor[0],
_activeSpeech.outlineColor[0], _activeSpeech.getFontFlags(0));
}
}
void Actor::actorSpeech(uint16 actorId, const char **strings, int stringsCount, int sampleResourceId, int speechFlags) {
ActorData *actor;
int i;
int16 dist;
actor = getActor(actorId);
calcScreenPosition(actor);
for (i = 0; i < stringsCount; i++) {
_activeSpeech.strings[i] = strings[i];
}
_activeSpeech.stringsCount = stringsCount;
_activeSpeech.speechFlags = speechFlags;
_activeSpeech.actorsCount = 1;
_activeSpeech.actorIds[0] = actorId;
_activeSpeech.speechColor[0] = actor->_speechColor;
_activeSpeech.outlineColor[0] = _vm->KnownColor2ColorId(kKnownColorBlack);
_activeSpeech.sampleResourceId = sampleResourceId;
_activeSpeech.playing = false;
_activeSpeech.slowModeCharIndex = 0;
dist = MIN(actor->_screenPosition.x - 10, _vm->getDisplayInfo().width - 10 - actor->_screenPosition.x);
if (_vm->getGameId() == GID_ITE)
dist = CLIP<int16>(dist, 60, 150);
else
dist = CLIP<int16>(dist, 120, 300);
_activeSpeech.speechBox.left = actor->_screenPosition.x - dist;
_activeSpeech.speechBox.right = actor->_screenPosition.x + dist;
if (_activeSpeech.speechBox.left < 10) {
_activeSpeech.speechBox.right += 10 - _activeSpeech.speechBox.left;
_activeSpeech.speechBox.left = 10;
}
if (_activeSpeech.speechBox.right > _vm->getDisplayInfo().width - 10) {
_activeSpeech.speechBox.left -= _activeSpeech.speechBox.right - _vm->getDisplayInfo().width - 10;
_activeSpeech.speechBox.right = _vm->getDisplayInfo().width - 10;
}
}
void Actor::nonActorSpeech(const Common::Rect &box, const char **strings, int stringsCount, int sampleResourceId, int speechFlags) {
int i;
_vm->_script->wakeUpThreads(kWaitTypeSpeech);
for (i = 0; i < stringsCount; i++) {
_activeSpeech.strings[i] = strings[i];
}
_activeSpeech.stringsCount = stringsCount;
_activeSpeech.speechFlags = speechFlags;
_activeSpeech.actorsCount = 1;
_activeSpeech.actorIds[0] = 0;
if (_vm->getFeatures() & GF_ITE_FLOPPY)
_activeSpeech.sampleResourceId = -1;
else
_activeSpeech.sampleResourceId = sampleResourceId;
_activeSpeech.playing = false;
_activeSpeech.slowModeCharIndex = 0;
_activeSpeech.speechBox = box;
}
void Actor::simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags, int sampleResourceId) {
int i;
for (i = 0; i < actorIdsCount; i++) {
ActorData *actor;
actor = getActor(actorIds[i]);
_activeSpeech.actorIds[i] = actorIds[i];
_activeSpeech.speechColor[i] = actor->_speechColor;
_activeSpeech.outlineColor[i] = _vm->KnownColor2ColorId(kKnownColorBlack);
}
_activeSpeech.actorsCount = actorIdsCount;
_activeSpeech.strings[0] = string;
_activeSpeech.stringsCount = 1;
_activeSpeech.speechFlags = speechFlags;
_activeSpeech.sampleResourceId = sampleResourceId;
_activeSpeech.playing = false;
_activeSpeech.slowModeCharIndex = 0;
// caller should call thread->wait(kWaitTypeSpeech) by itself
}
void Actor::abortAllSpeeches() {
// WORKAROUND: Don't abort speeches in scene 31 (tree with beehive). This prevents the
// making fire animation from breaking
if (_vm->getGameId() == GID_ITE && _vm->_scene->currentSceneNumber() == 31)
return;
abortSpeech();
if (_vm->_script->_abortEnabled)
_vm->_script->_skipSpeeches = true;
for (int i = 0; i < 10; i++)
_vm->_script->executeThreads(0);
}
void Actor::abortSpeech() {
_vm->_sound->stopVoice();
_activeSpeech.playingTime = 0;
}
void Actor::saveState(Common::OutSaveFile *out) {
out->writeSint16LE(getProtagState());
for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) {
actor->saveState(out);
}
for (ObjectDataArray::iterator obj = _objs.begin(); obj != _objs.end(); ++obj) {
obj->saveState(out);
}
}
void Actor::loadState(Common::InSaveFile *in) {
int16 protagState = in->readSint16LE();
if (protagState != 0 || (_protagonist->shareFrames())) {
setProtagState(protagState);
}
for (ActorDataArray::iterator actor = _actors.begin(); actor != _actors.end(); ++actor) {
actor->loadState(_vm->getCurrentLoadVersion(), in);
}
for (ObjectDataArray::iterator obj = _objs.begin(); obj != _objs.end(); ++obj) {
obj->loadState(in);
}
}
} // End of namespace Saga
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