1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
|
/* 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.
*
* $URL$
* $Id$
*
*/
// Actor management module header file
#ifndef SAGA_ACTOR_H
#define SAGA_ACTOR_H
#include "common/savefile.h"
#include "saga/sprite.h"
#include "saga/itedata.h"
#include "saga/saga.h"
#include "saga/font.h"
namespace Saga {
class HitZone;
//#define ACTOR_DEBUG 1 //only for actor pathfinding debug!
#define ACTOR_BARRIERS_MAX 16
#define ACTOR_MAX_STEPS_COUNT 32
#define ACTOR_DIALOGUE_HEIGHT 100
#define ACTOR_LMULT 4
#define ACTOR_SPEED 72
#define ACTOR_CLIMB_SPEED 8
#define ACTOR_COLLISION_WIDTH 32
#define ACTOR_COLLISION_HEIGHT 8
#define ACTOR_DIRECTIONS_COUNT 4 // for ActorFrameSequence
#define ACTOR_SPEECH_STRING_MAX 16 // speech const
#define ACTOR_SPEECH_ACTORS_MAX 8
#define ACTOR_DRAGON_TURN_MOVES 4
#define ACTOR_DRAGON_INDEX 133
#define ACTOR_NO_ENTRANCE -1
#define ACTOR_EXP_KNOCK_RIF 24
#define PATH_NODE_EMPTY -1
#define ACTOR_INHM_SIZE 228
enum ActorDirections {
kDirectionRight = 0,
kDirectionLeft = 1,
kDirectionUp = 2,
kDirectionDown = 3
};
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 ActorFrameIds {
//ITE
kFrameITEStand = 0,
kFrameITEWalk = 1,
kFrameITESpeak = 2,
kFrameITEGive = 3,
kFrameITEGesture = 4,
kFrameITEWait = 5,
kFrameITEPickUp = 6,
kFrameITELook = 7,
//IHNM
kFrameIHNMStand = 0,
kFrameIHNMSpeak = 1,
kFrameIHNMWait = 2,
kFrameIHNMGesture = 3,
kFrameIHNMWalk = 4
};
enum SpeechFlags {
kSpeakNoAnimate = 1,
kSpeakAsync = 2,
kSpeakSlow = 4,
kSpeakForceText = 8
};
enum ActorFrameTypes {
kFrameStand,
kFrameWalk,
kFrameSpeak,
kFrameGive,
kFrameGesture,
kFrameWait,
kFramePickUp,
kFrameLook
};
// Lookup table to convert 8 cardinal directions to 4
static const int actorDirectionsLUT[8] = {
kDirectionUp, // kDirUp
kDirectionRight, // kDirUpRight
kDirectionRight, // kDirRight
kDirectionRight, // kDirDownRight
kDirectionDown, // kDirDown
kDirectionLeft, // kDirDownLeft
kDirectionLeft, // kDirLeft
kDirectionLeft // kDirUpLeft
};
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];
};
//typedef Common::Array<ActorFrameSequence> ActorFrameSequences;
uint pathLine(PointList &pointList, uint idx, 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;
}
void fromStream(MemoryReadStream &stream) {
x = stream.readUint16LE();
y = stream.readUint16LE();
z = stream.readUint16LE();
}
#if 0
// Obsolete function, throws warnings in older versions of GCC
// (warning: int format, int32 arg)
// Keeping it around for debug purposes
void debugPrint(int debuglevel = 0, const char *loc = "Loc:") const {
debug(debuglevel, "%s %d, %d, %d", loc, x, y, z);
}
#endif
};
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 Common::List<CommonObjectDataPointer> 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
bool _shareFrames;
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
ByteArray _tileDirections;
Common::Array<Point> _walkStepsPoints;
int32 _walkStepsCount;
int32 _walkStepIndex;
Location _finalTarget;
Location _partialTarget;
int32 _walkFrameSequence;
public:
ActorData();
~ActorData();
void saveState(Common::OutSaveFile *out);
void loadState(uint32 version, Common::InSaveFile *in);
void cycleWrap(int cycleLimit);
void addWalkStepPoint(const Point &point);
};
struct ProtagStateData {
ActorFrameSequence *_frames; // Actor's frames
int _framesCount; // Actor's frames count
};
struct SpeechData {
int speechColor[ACTOR_SPEECH_ACTORS_MAX];
int outlineColor[ACTOR_SPEECH_ACTORS_MAX];
int speechFlags;
const char *strings[ACTOR_SPEECH_STRING_MAX];
Rect speechBox;
Rect drawRect;
int stringsCount;
int slowModeCharIndex;
uint16 actorIds[ACTOR_SPEECH_ACTORS_MAX];
int actorsCount;
int sampleResourceId;
bool playing;
int playingTime;
SpeechData() {
memset(this, 0, sizeof(*this));
}
FontEffectFlags getFontFlags(int i) {
if (outlineColor[i] != 0) {
return kFontOutline;
} else {
return kFontNormal;
}
}
};
typedef int (*CompareFunction) (const CommonObjectDataPointer& a, const CommonObjectDataPointer& b);
class Actor {
friend class IsoMap;
friend class SagaEngine;
friend class Puzzle;
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);
ActorData *getFirstActor() { return _actors[0]; }
// 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();
#ifdef ACTOR_DEBUG
void drawPathTest();
#endif
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);
int getFrameType(ActorFrameTypes frameType);
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 Common::Rect &box, const char **strings, int stringsCount, int sampleResourceId, 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;
}
int isForcedTextShown() {
return _activeSpeech.speechFlags & kSpeakForceText;
}
void saveState(Common::OutSaveFile *out);
void loadState(Common::InSaveFile *in);
void setProtagState(int state);
int getProtagState() { return _protagState; }
void freeProtagStates();
void freeActorList();
void loadActorList(int protagonistIdx, int actorCount, int actorsResourceID,
int protagStatesCount, int protagStatesResourceID);
void freeObjList();
void loadObjList(int objectCount, int objectsResourceID);
protected:
friend class Script;
bool loadActorResources(ActorData *actor);
void loadFrameList(int frameListResourceId, ActorFrameSequence *&framesPointer, int &framesCount);
private:
void stepZoneAction(ActorData *actor, const HitZone *hitZone, bool exit, bool stopped);
void loadActorSpriteList(ActorData *actor);
void drawOrderListAdd(const CommonObjectDataPointer& element, CompareFunction compareFunction);
void createDrawOrderList();
bool 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) {
#ifdef ACTOR_DEBUG
if (!validPathCellPoint(testPoint)) {
error("Actor::setPathCell wrong point");
}
#endif
_pathCell[testPoint.x + testPoint.y * _xCellCount] = value;
}
int8 getPathCell(const Point &testPoint) {
#ifdef ACTOR_DEBUG
if (!validPathCellPoint(testPoint)) {
error("Actor::getPathCell wrong point");
}
#endif
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;
ResourceContext *_actorContext;
int _lastTickMsec;
CommonObjectOrderList _drawOrderList;
//variables
public:
ActorData *_centerActor;
ActorData *_protagonist;
int _handleActionDiv;
Rect _speechBoxScript;
StringsTable _objectsStrings;
StringsTable _actorsStrings;
protected:
SpeechData _activeSpeech;
int _protagState;
bool _dragonHunt;
private:
ProtagStateData *_protagStates;
int _protagStatesCount;
//path stuff
struct PathNode {
Point point;
int link;
PathNode() : link(0) {}
PathNode(const Point &p) : point(p), link(0) {}
PathNode(const Point &p, int l) : point(p), link(l) {}
};
typedef Common::Array<PathNode> PathNodeList;
Rect _barrierList[ACTOR_BARRIERS_MAX];
int _barrierCount;
Common::Array<int8> _pathCell;
int _xCellCount;
int _yCellCount;
Rect _pathRect;
PointList _pathList;
uint _pathListIndex;
PathNodeList _pathNodeList;
public:
#ifdef ACTOR_DEBUG
#ifndef SAGA_DEBUG
you must also define SAGA_DEBUG
#endif
//path debug - use with care
struct DebugPoint {
Point point;
byte color;
DebugPoint() : color(0) {}
DebugPoint(const Point &p, byte c): point(p), color(c) {}
};
Common::Array<DebugPoint> _debugPoints;
uint _debugPointsCount;
// we still need this trick to speedup debug points addition
void addDebugPoint(const Point &point, byte color) {
if (_debugPointsCount < _debugPoints.size()) {
_debugPoints[_debugPointsCount].point = point;
_debugPoints[_debugPointsCount].color = color;
} else {
_debugPoints.push_back(DebugPoint(point, color));
}
++_debugPointsCount;
}
#endif
};
} // End of namespace Saga
#endif
|