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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.
*
* $URL$
* $Id$
*
*/
// 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/list.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_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_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 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,
kSpeakForceText = 8
};
enum ActorFrameTypes {
kFrameStand,
kFrameWalk,
kFrameSpeak,
kFrameGive,
kFrameGesture,
kFrameWait,
kFramePickUp,
kFrameLook
};
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;
Point coord;
};
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;
}
void fromStream(Common::MemoryReadStream &stream) {
x = stream.readUint16LE();
y = stream.readUint16LE();
z = stream.readUint16LE();
}
void debugPrint(int debuglevel = 0, const char *loc = "Loc:") const {
debug(debuglevel, "%s %d, %d, %d", loc, x, y, 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<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
int32 _tileDirectionsAlloced;
byte *_tileDirections;
int32 _walkStepsAlloced;
Point *_walkStepsPoints;
int32 _walkStepsCount;
int32 _walkStepIndex;
Location _finalTarget;
Location _partialTarget;
int32 _walkFrameSequence;
public:
void saveState(Common::OutSaveFile *out) {
int 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(_tileDirectionsAlloced);
for (i = 0; i < _tileDirectionsAlloced; i++) {
out->writeByte(_tileDirections[i]);
}
out->writeSint32LE(_walkStepsAlloced);
for (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(uint32 version, Common::InSaveFile *in) {
int 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();
setTileDirectionsSize(in->readSint32LE(), true);
for (i = 0; i < _tileDirectionsAlloced; i++) {
_tileDirections[i] = in->readByte();
}
setWalkStepsPointsSize(in->readSint32LE(), true);
for (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;
}
void freeSpriteList() {
_spriteList.freeMem();
}
ActorData() {
memset(this, 0, sizeof(*this));
}
~ActorData() {
if (!_shareFrames)
free(_frames);
free(_tileDirections);
free(_walkStepsPoints);
freeSpriteList();
}
};
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;
}
}
};
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();
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);
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);
void showActors(bool flag) { _showActors = flag; }
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 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;
};
Rect _barrierList[ACTOR_BARRIERS_MAX];
int _barrierCount;
int8 *_pathCell;
int _xCellCount;
int _yCellCount;
Rect _pathRect;
bool _showActors;
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
};
} // End of namespace Saga
#endif
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