scummvm/scumm/actor.cpp
Jamieson Christian 5507d75228 Replaced VER_V* notation for savegames with
a simple number. So that it's still obvious
that the number refers to version, a VER()
macro does nothing to the number but makes
it obvious what the number is for. This
has the exact same effect as the enum that
was going to get more and more lengthy
as the savegame version evolved.

svn-id: r9901
2003-08-29 04:05:23 +00:00

1690 lines
38 KiB
C++

/* 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 "boxes.h"
#include "charset.h"
#include "costume.h"
#include "resource.h"
#include "saveload.h"
#include "sound.h"
#include "usage_bits.h"
#include <math.h>
byte Actor::kInvalidBox = 0;
Scumm *Actor::_vm = 0;
void Actor::initActorClass(Scumm *scumm) {
_vm = scumm;
if (_vm->_features & GF_SMALL_HEADER) {
kInvalidBox = 255;
}
}
Actor::Actor() {
assert(_vm != 0);
top = bottom = 0;
number = 0;
needRedraw = needBgReset = costumeNeedsInit = visible = false;
flip = false;
speedx = 8;
speedy = 2;
frame = 0;
walkbox = 0;
animProgress = 0;
memset(animVariable, 0, sizeof(animVariable));
memset(palette, 0, sizeof(palette));
memset(sound, 0, sizeof(sound));
memset(&cost, 0, sizeof(CostumeData));
memset(&walkdata, 0, sizeof(ActorWalkData));
walkdata.point3x = 32000;
walkScript = 0;
initActor(1);
}
void Actor::initActor(int mode) {
if (mode == 1) {
costume = 0;
room = 0;
x = 0;
y = 0;
facing = 180;
} else if (mode == 2) {
facing = 180;
}
elevation = 0;
width = 24;
talkColor = 15;
talkPosX = 0;
talkPosY = -80;
scaley = scalex = 0xFF;
charset = 0;
memset(sound, 0, sizeof(sound));
targetFacing = facing;
stopActorMoving();
shadow_mode = 0;
layer = 0;
setActorWalkSpeed(8, 2);
animSpeed = 0;
ignoreBoxes = false;
forceClip = 0;
ignoreTurns = false;
talkFrequency = 256;
if (_vm->_version <= 2) {
initFrame = 2;
walkFrame = 0;
standFrame = 1;
talkStartFrame = 5;
talkStopFrame = 4;
} else {
initFrame = 1;
walkFrame = 2;
standFrame = 3;
talkStartFrame = 4;
talkStopFrame = 5;
}
walkScript = 0;
talkScript = 0;
_vm->_classData[number] = (_vm->_version >= 7) ? _vm->_classData[0] : 0;
}
void Actor::stopActorMoving() {
_vm->stopScript(walkScript);
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) const {
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;
targetFacing = _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->_version >= 7) {
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->_version >= 7) {
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(targetFacing, 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 nextFacing;
needRedraw = true;
nextFacing = updateActorDirection(true);
if (!(moving & MF_IN_LEG) || facing != nextFacing) {
if (walkFrame != frame || facing != nextFacing) {
startWalkAnim(1, nextFacing);
}
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_SCALING) {
scalex = 0xFF;
scaley = 0xFF;
return;
}
if (ignoreBoxes)
return;
if (_vm->getBoxFlags(walkbox) & kBoxPlayerOnly)
return;
scale = _vm->getScale(walkbox, x, y);
if (_vm->_version == 8) {
// 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;
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.animCounter = 0;
needRedraw = true;
if (f == initFrame)
cost.reset();
_vm->cost_decodeData(this, f, (uint) - 1);
}
}
}
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->_version <= 2)
startAnimActor(anim / 4);
else
startAnimActor(anim);
}
}
void Actor::setDirection(int direction) {
uint aMask;
int i;
uint16 vald;
// Do nothing if actor is already facing in the given direction
if (facing == direction)
return;
// Normalize the angle
facing = normalizeAngle(direction);
// If there is no costume set for this actor, we are finished
if (costume == 0)
return;
// Update the costume for the new direction (and mark the actor for redraw)
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;
}
void Actor::putActor(int dstX, int dstY, byte newRoom) {
if (visible && _vm->_currentRoom != newRoom && _vm->VAR(_vm->VAR_TALK_ACTOR) == number) {
_vm->clearMsgQueue();
}
// HACK: The green transparency of the tank in the Hall of Oddities is
// is positioned one pixel too far to the left. This appears to be a
// bug in the original game as well.
if (_vm->_gameId == GID_SAMNMAX && newRoom == 16 && number == 5 && dstX == 235 && dstY == 236)
dstX++;
x = dstX;
y = dstY;
room = newRoom;
needRedraw = 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) const {
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;
int16 tmpX, tmpY;
int tmpDist, bestDist, threshold, numBoxes;
byte flags, bestBox;
int box;
const int firstValidBox = (_vm->_features & GF_SMALL_HEADER) ? 0 : 1;
abr.x = dstX;
abr.y = dstY;
abr.box = 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 = 0xFFFF;
if (_vm->_version <= 2)
bestDist *= 8*2; // Adjust for the fact that we multiply x by 8 and y by 2
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 (threshold > 0 && _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.box = box;
return abr;
}
// Find the point in the box which is closest to our point.
tmpDist = _vm->getClosestPtOnBox(box, dstX, dstY, tmpX, tmpY);
// Check if the box is closer than the previous boxes.
if (tmpDist < bestDist) {
abr.x = tmpX;
abr.y = tmpY;
if (tmpDist == 0) {
abr.box = box;
return abr;
}
bestDist = tmpDist;
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.box = bestBox;
return abr;
}
}
return abr;
}
void Actor::adjustActorPos() {
AdjustBoxResult abr;
abr = adjustXYToBeInBox(x, y);
x = abr.x;
y = abr.y;
walkdata.destbox = abr.box;
setBox(abr.box);
walkdata.destx = -1;
moving = 0;
cost.soundCounter = 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) {
if (_vm->_version <= 3)
moving = MF_TURN;
else
moving |= MF_TURN;
targetFacing = newdir;
}
}
void Actor::hideActor() {
if (!visible)
return;
if (moving) {
startAnimActor(standFrame);
moving = 0;
}
visible = false;
cost.soundCounter = 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->_version <= 2) {
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 (_version <= 3)
_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.soundCounter && _actors[i].isInCurrentRoom() && _actors[i].sound) {
_currentScript = 0xFF;
_sound->addSoundToQueue(_actors[i].sound[0]);
for (i = 1; i < _numActors; i++) {
_actors[i].cost.soundCounter = 0;
}
return;
}
}
}
Actor *Scumm::derefActor(int id, const char *errmsg) const {
if (id == 0)
debug(3, "derefActor(0, \"%s\") in script %d, opcode 0x%x", errmsg, vm.slot[_curExecScript].number, _opcode);
if (id < 0 || id >= _numActors || _actors[id].number != id) {
if (errmsg)
error("Invalid actor %d in %s", id, errmsg);
else
error("Invalid actor %d", id);
}
return &_actors[id];
}
Actor *Scumm::derefActorSafe(int id, const char *errmsg) const {
if (id == 0)
debug(3, "derefActorSafe(0, \"%s\") in script %d, opcode 0x%x", errmsg, vm.slot[_curExecScript].number, _opcode);
if (id < 0 || id >= _numActors || _actors[id].number != id) {
debug(2, "Invalid actor %d in %s (script %d, opcode 0x%x) - This is potentially a BIG problem.",
id, errmsg, vm.slot[_curExecScript].number, _opcode);
return NULL;
}
return &_actors[id];
}
static int compareDrawOrder(const void* a, const void* b)
{
const Actor* actor1 = *(const Actor *const*)a;
const Actor* actor2 = *(const Actor *const*)b;
int diff;
// The actor in the higher layer is ordered lower
diff = actor1->layer - actor2->layer;
if (diff < 0)
return +1;
if (diff > 0)
return -1;
// The actor with higher y value is ordered higher
diff = actor1->y - actor2->y;
if (diff < 0)
return -1;
if (diff > 0)
return +1;
// The qsort() function is not guaranteed to be stable (i.e. it may
// re-order "equal" elements in an array it sorts). Hence we use the
// actor number as tie-breaker. This is needed for the Sam & Max intro,
// and possibly other cases as well. See bug #758167.
return actor1->number - actor2->number;
}
void Scumm::processActors() {
int numactors = 0;
// TODO : put this actors as a member array. It never has to grow or shrink
// since _numActors is constant within a game.
Actor** actors = new Actor * [_numActors];
// Make a list of all actors in this room
for (int i = 1; i < _numActors; i++) {
if (_version == 8 && _actors[i].layer < 0)
continue;
if (_actors[i].isInCurrentRoom())
actors[numactors++] = &_actors[i];
}
if (!numactors) {
delete [] actors;
return;
}
// Sort actors by position before we draw them (to ensure that actors in
// front are drawn after those "behind" them).
qsort(actors, numactors, sizeof (Actor*), compareDrawOrder);
Actor** end = actors + numactors;
// Finally draw the now sorted actors
for (Actor** ac = actors; ac != end; ++ac) {
Actor* 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 = _vm->_costumeRenderer;
bcr->updateNbStrips();
bcr->_actorX = x - _vm->virtscr[0].xstart;
bcr->_actorY = y - elevation;
if (_vm->_version <= 2) {
// HACK: We have to adjust the x position by one strip (8 pixels) in
// V2 games. However, it is not quite clear to me why. And to fully
// match the original, it seems we have to offset by 2 strips if the
// actor is facing left (270 degree).
// V1 games are once again slightly different, here we only have
// to adjust the 270 degree case...
if (facing == 270)
bcr->_actorX += 16;
else if (_vm->_version == 2)
bcr->_actorX += 8;
}
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)) {
if (forceClip)
bcr->_zbuf = forceClip;
else if (isInClass(kObjectClassNeverClip))
bcr->_zbuf = 0;
else {
bcr->_zbuf = _vm->getMaskFromBox(walkbox);
if (bcr->_zbuf > _vm->gdi._numZBuffer-1)
bcr->_zbuf = _vm->gdi._numZBuffer-1;
}
bcr->_draw_top = top = 0xFF;
} else {
bcr->_zbuf = forceClip;
if (bcr->_zbuf == 100) {
bcr->_zbuf = _vm->getMaskFromBox(walkbox);
if (bcr->_zbuf > _vm->gdi._numZBuffer-1)
bcr->_zbuf = _vm->gdi._numZBuffer-1;
}
bcr->_draw_top = top = 0x7fffffff;
}
bcr->_draw_bottom = bottom = 0;
bcr->_outptr = _vm->virtscr[0].screenPtr + _vm->virtscr[0].xstart;
bcr->_outwidth = _vm->virtscr[0].width;
bcr->_outheight = _vm->virtscr[0].height;
// If the actor is partially hidden, redraw it next frame.
// Only done for pre-AKOS, though.
if (bcr->drawCostume(cost) & 1) {
needRedraw = !(_vm->_features & GF_NEW_COSTUMES);
}
// Record the vertical extent of the drawn actor
top = bcr->_draw_top;
bottom = bcr->_draw_bottom;
}
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;
}
} else {
LoadedCostume lc(_vm);
lc.loadCostume(costume);
if (lc.increaseAnims(this)) {
needRedraw = 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;
const 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, (const uint16 *)akfo, size);
}
// needRedraw = true;
// needBgReset = true;
}
}
void Scumm::setActorRedrawFlags() {
int i, j;
if (_fullRedraw) {
for (j = 1; j < _numActors; j++) {
_actors[j].needRedraw = true;
}
} 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 = true;
}
}
}
}
}
}
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) {
if (_version > 2 || i != VAR(VAR_EGO))
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;
// FIXME: Workaround for bug #770724
if (_gameId == GID_LOOM && _roomResource == 23 &&
vm.slot[_currentScript].number == 232 && _actorToPrintStrFor == 0) {
_actorToPrintStrFor = 2; // Could be anything from 2 to 5. Maybe compare to original?
}
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 (((_gameId == GID_MANIAC) && (_version == 1)) || 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 (_vm->_version == 8) {
cost.reset();
memset(animVariable, 0, sizeof(animVariable));
costume = c;
if (visible) {
if (costume) {
_vm->ensureResourceLoaded(rtCostume, costume);
}
startAnimActor(initFrame);
}
} else {
if (visible) {
hideActor();
cost.reset();
costume = c;
showActor();
} else {
costume = c;
cost.reset();
}
}
// V1 zak uses palette[] as a dynamic costume color array.
if (_vm->_version == 1)
return;
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->_version <= 3) {
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.box = kInvalidBox;
walkbox = kInvalidBox;
} else {
if (_vm->checkXYInBoxBounds(walkdata.destbox, abr.x, abr.y)) {
abr.box = 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 = abr.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 (walkScript != 0) {
int args[16];
args[0] = number;
args[1] = cmd;
args[2] = angle;
_vm->runScript(walkScript, 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->_version >= 7) {
// 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 (findPathTowards(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;
}
// Can't walk through locked boxes
int flags = _vm->getBoxFlags(next_box);
if (flags & kBoxLocked && !(flags & kBoxPlayerOnly && !isPlayer())) {
moving |= MF_LAST_LEG;
return;
}
walkdata.curbox = next_box;
findPathTowardsOld(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", number);
}
return ptr;
}
void Actor::remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold) {
const 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].needRedraw) || _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->_version <= 2)
return _vm->VAR(42) <= number && number <= _vm->VAR(43);
else
return isInClass(kObjectClassPlayer);
}
const SaveLoadEntry *Actor::getSaveLoadEntries() {
static const SaveLoadEntry actorEntries[] = {
MKLINE(Actor, x, sleInt16, VER(8)),
MKLINE(Actor, y, sleInt16, VER(8)),
MKLINE(Actor, top, sleInt16, VER(8)),
MKLINE(Actor, bottom, sleInt16, VER(8)),
MKLINE(Actor, elevation, sleInt16, VER(8)),
MKLINE(Actor, width, sleUint16, VER(8)),
MKLINE(Actor, facing, sleUint16, VER(8)),
MKLINE(Actor, costume, sleUint16, VER(8)),
MKLINE(Actor, room, sleByte, VER(8)),
MKLINE(Actor, talkColor, sleByte, VER(8)),
MKLINE(Actor, talkFrequency, sleInt16, VER(16)),
MKLINE(Actor, scalex, sleByte, VER(8)),
MKLINE(Actor, scaley, sleByte, VER(8)),
MKLINE(Actor, charset, sleByte, VER(8)),
MKARRAY(Actor, sound[0], sleByte, 8, VER(8)),
MKARRAY(Actor, animVariable[0], sleUint16, 8, VER(8)),
MKLINE(Actor, targetFacing, sleUint16, VER(8)),
MKLINE(Actor, moving, sleByte, VER(8)),
MKLINE(Actor, ignoreBoxes, sleByte, VER(8)),
MKLINE(Actor, forceClip, sleByte, VER(8)),
MKLINE(Actor, initFrame, sleByte, VER(8)),
MKLINE(Actor, walkFrame, sleByte, VER(8)),
MKLINE(Actor, standFrame, sleByte, VER(8)),
MKLINE(Actor, talkStartFrame, sleByte, VER(8)),
MKLINE(Actor, talkStopFrame, sleByte, VER(8)),
MKLINE(Actor, speedx, sleUint16, VER(8)),
MKLINE(Actor, speedy, sleUint16, VER(8)),
MKLINE(Actor, cost.animCounter, sleUint16, VER(8)),
MKLINE(Actor, cost.soundCounter, sleByte, VER(8)),
// Actor palette grew from 64 to 256 bytes
MKARRAY_OLD(Actor, palette[0], sleByte, 64, VER(8), VER(9)),
MKARRAY(Actor, palette[0], sleByte, 256, VER(10)),
MK_OBSOLETE(Actor, mask, sleByte, VER(8), VER(9)),
MKLINE(Actor, shadow_mode, sleByte, VER(8)),
MKLINE(Actor, visible, sleByte, VER(8)),
MKLINE(Actor, frame, sleByte, VER(8)),
MKLINE(Actor, animSpeed, sleByte, VER(8)),
MKLINE(Actor, animProgress, sleByte, VER(8)),
MKLINE(Actor, walkbox, sleByte, VER(8)),
MKLINE(Actor, needRedraw, sleByte, VER(8)),
MKLINE(Actor, needBgReset, sleByte, VER(8)),
MKLINE(Actor, costumeNeedsInit, sleByte, VER(8)),
MKLINE(Actor, talkPosY, sleInt16, VER(8)),
MKLINE(Actor, talkPosX, sleInt16, VER(8)),
MKLINE(Actor, ignoreTurns, sleByte, VER(8)),
MKLINE(Actor, layer, sleByte, VER(8)),
MKLINE(Actor, talkScript, sleUint16, VER(8)),
MKLINE(Actor, walkScript, sleUint16, VER(8)),
MKLINE(Actor, walkdata.destx, sleInt16, VER(8)),
MKLINE(Actor, walkdata.desty, sleInt16, VER(8)),
MKLINE(Actor, walkdata.destbox, sleByte, VER(8)),
MKLINE(Actor, walkdata.destdir, sleUint16, VER(8)),
MKLINE(Actor, walkdata.curbox, sleByte, VER(8)),
MKLINE(Actor, walkdata.x, sleInt16, VER(8)),
MKLINE(Actor, walkdata.y, sleInt16, VER(8)),
MKLINE(Actor, walkdata.newx, sleInt16, VER(8)),
MKLINE(Actor, walkdata.newy, sleInt16, VER(8)),
MKLINE(Actor, walkdata.deltaXFactor, sleInt32, VER(8)),
MKLINE(Actor, walkdata.deltaYFactor, sleInt32, VER(8)),
MKLINE(Actor, walkdata.xfrac, sleUint16, VER(8)),
MKLINE(Actor, walkdata.yfrac, sleUint16, VER(8)),
MKARRAY(Actor, cost.active[0], sleByte, 16, VER(8)),
MKLINE(Actor, cost.stopped, sleUint16, VER(8)),
MKARRAY(Actor, cost.curpos[0], sleUint16, 16, VER(8)),
MKARRAY(Actor, cost.start[0], sleUint16, 16, VER(8)),
MKARRAY(Actor, cost.end[0], sleUint16, 16, VER(8)),
MKARRAY(Actor, cost.frame[0], sleUint16, 16, VER(8)),
MKEND()
};
return actorEntries;
}