Files
scummvm/saga/actor.cpp
T
Eugene Sandulenko 502b279d24 Patch #1081904 ITE: MAC demo support
o Endianness-aware resource loading
o Removed ys_dl_list in favor of our object implementation
o Cleanup in actor code
o Partial support for ITE Mac rereleased demo

svn-id: r16051
2004-12-15 00:24:12 +00:00

1054 lines
24 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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 "saga/saga.h"
#include "saga/gfx.h"
#include "saga/game_mod.h"
#include "saga/console.h"
#include "saga/rscfile_mod.h"
#include "saga/script.h"
#include "saga/sndres.h"
#include "saga/sprite.h"
#include "saga/font.h"
#include "saga/text.h"
#include "saga/sound.h"
#include "saga/scene.h"
#include "saga/actionmap.h"
#include "saga/actor.h"
#include "saga/actordata.h"
#include "saga/stream.h"
namespace Saga {
static int actorCompare(const ACTOR& actor1, const ACTOR& actor2) {
if (actor1.a_pt.y == actor2.a_pt.y) {
return 0;
} else if (actor1.a_pt.y < actor2.a_pt.y) {
return -1;
} else {
return 1;
}
}
static ActorList::iterator zeroActorIterator;
ACTIONTIMES ActionTDeltas[] = {
{ ACTION_IDLE, 80 },
{ ACTION_WALK, 80 },
{ ACTION_SPEAK, 200 }
};
Actor::Actor(SagaEngine *vm) : _vm(vm), _initialized(false) {
int i;
// Get actor resource file context
_actorContext = GAME_GetFileContext(GAME_RESOURCEFILE, 0);
if (_actorContext == NULL) {
error("Actor::Actor(): Couldn't load actor module resource context.");
}
// Initialize alias table so each index contains itself
for (i = 0; i < ACTORCOUNT; i++) {
_aliasTbl[i] = i;
}
_count = 0;
_initialized = true;
}
Actor::~Actor() {
if (!_initialized) {
return;
}
}
int Actor::direct(int msec) {
ActorList::iterator actorIterator;
ACTOR *actor;
ActorIntentList::iterator actorIntentIterator;
ACTORINTENT *a_intent;
int o_idx;
int action_tdelta;
// Walk down the actor list and direct each actor
for (actorIterator = _list.begin(); actorIterator != _list.end(); ++actorIterator) {
actor = actorIterator.operator->();
// Process the actor intent list
actorIntentIterator = actor->a_intentlist.begin();
if (actorIntentIterator != actor->a_intentlist.end()) {
a_intent = actorIntentIterator.operator->();
switch (a_intent->a_itype) {
case INTENT_NONE:
// Actor doesn't really feel like doing anything at all
break;
case INTENT_PATH:
// Actor intends to go somewhere. Well good for him
{
WALKINTENT *a_walkint;
a_walkint = (WALKINTENT *)a_intent->a_data;
handleWalkIntent(actor, a_walkint, &a_intent->a_idone, msec);
}
break;
case INTENT_SPEAK:
// Actor wants to blab
{
SPEAKINTENT *a_speakint;
a_speakint = (SPEAKINTENT *)a_intent->a_data;
handleSpeakIntent(actor, a_speakint, &a_intent->a_idone, msec);
}
break;
default:
break;
}
// If this actor intent was flagged as completed, remove it.
if (a_intent->a_idone) {
a_intent->deleteData();
actor->a_intentlist.erase(actorIntentIterator);
actor->action = actor->def_action;
actor->action_flags = actor->def_action_flags;
actor->action_frame = 0;
actor->action_time = 0;
}
} else {
// Actor has no intent, idle?
}
// Process actor actions
actor->action_time += msec;
if (actor->action >= ACTION_COUNT) {
action_tdelta = ACTOR_ACTIONTIME;
} else {
action_tdelta = ActionTDeltas[actor->action].time;
}
if (actor->action_time >= action_tdelta) {
actor->action_time -= action_tdelta;
actor->action_frame++;
o_idx = ActorOrientationLUT[actor->orient];
if (actor->act_tbl[actor->action].dir[o_idx].frame_count <= actor->action_frame) {
if (actor->action_flags & ACTION_LOOP) {
actor->action_frame = 0;
} else {
actor->action_frame--;
}
}
}
}
return SUCCESS;
}
int Actor::drawList() {
ActorList::iterator actorIterator;
ACTOR *actor;
ActorIntentList::iterator actorIntentIterator;
ACTORINTENT *a_intent;
SPEAKINTENT *a_speakint;
ActorDialogList::iterator actorDialogIterator;
ACTORDIALOGUE *a_dialogue;
int o_idx; //Orientation index
int sprite_num;
int diag_x, diag_y; // dialog coordinates
SURFACE *back_buf;
back_buf = _vm->_gfx->getBackBuffer();
for (actorIterator = _list.begin(); actorIterator != _list.end(); ++actorIterator) {
actor = actorIterator.operator->();
o_idx = ActorOrientationLUT[actor->orient];
sprite_num = actor->act_tbl[actor->action].dir[o_idx].frame_index;
sprite_num += actor->action_frame;
_vm->_sprite->drawOccluded(back_buf, actor->sl_p, sprite_num, actor->s_pt.x, actor->s_pt.y);
// If actor's current intent is to speak, oblige him by
// displaying his dialogue
actorIntentIterator = actor->a_intentlist.begin();
if (actorIntentIterator != actor->a_intentlist.end()) {
a_intent = actorIntentIterator.operator->();
if (a_intent->a_itype == INTENT_SPEAK) {
a_speakint = (SPEAKINTENT *)a_intent->a_data;
actorDialogIterator = a_speakint->si_diaglist.begin();
if (actorDialogIterator != a_speakint->si_diaglist.end()) {
a_dialogue = actorDialogIterator.operator->();
diag_x = actor->s_pt.x;
diag_y = actor->s_pt.y;
diag_y -= ACTOR_DIALOGUE_HEIGHT;
_vm->textDraw(MEDIUM_FONT_ID, back_buf, a_dialogue->d_string, diag_x, diag_y, actor->a_dcolor, 0,
FONT_OUTLINE | FONT_CENTERED);
}
}
}
}
return SUCCESS;
}
// Called if the user wishes to skip a line of dialogue (spacebar in the
// original game). Will find all actors currently talking and remove one
// dialogue entry if there is a current speak intent present.
int Actor::skipDialogue() {
ActorList::iterator actorIterator;
ACTOR *actor;
ActorIntentList::iterator actorIntentIterator;
ACTORINTENT *a_intent;
SPEAKINTENT *a_speakint;
ActorDialogList::iterator actorDialogIterator;
ACTORDIALOGUE *a_dialogue;
if (!_initialized) {
return FAILURE;
}
for (actorIterator = _list.begin(); actorIterator != _list.end(); ++actorIterator) {
actor = actorIterator.operator->();
// Check the actor's current intent for a speak intent
actorIntentIterator = actor->a_intentlist.begin();
if (actorIntentIterator != actor->a_intentlist.end()) {
a_intent = actorIntentIterator.operator->();
if (a_intent->a_itype == INTENT_SPEAK) {
// Okay, found a speak intent. Remove one dialogue entry
// from it, releasing any semaphore */
a_speakint = (SPEAKINTENT *)a_intent->a_data;
actorDialogIterator = a_speakint->si_diaglist.begin();
if (actorDialogIterator != a_speakint->si_diaglist.end()) {
a_dialogue = actorDialogIterator.operator->();
if (a_dialogue->d_sem != NULL) {
_vm->_script->SThreadReleaseSem(a_dialogue->d_sem);
}
a_speakint->si_diaglist.erase(actorDialogIterator);
// And stop any currently playing voices
_vm->_sound->stopVoice();
}
}
}
}
return SUCCESS;
}
int Actor::create(int actor_id, int x, int y) {
ACTOR actor;
if (actor_id == 1) {
actor_id = 0;
} else {
actor_id = actor_id & ~0x2000;
}
actor.id = actor_id;
actor.a_pt.x = x;
actor.a_pt.y = y;
if (addActor(&actor) != SUCCESS) {
return FAILURE;
}
return SUCCESS;
}
int Actor::addActor(ACTOR * actor) {
ActorList::iterator actorIterator;
int last_frame;
int i;
if (!_initialized) {
return FAILURE;
}
if ((actor->id < 0) || (actor->id >= ACTORCOUNT)) {
return FAILURE;
}
if (_tbl[actor->id] != zeroActorIterator) {
return FAILURE;
}
AtoS(&actor->s_pt, &actor->a_pt);
i = actor->id;
actor->sl_rn = ActorTable[i].spritelist_rn;
actor->si_rn = ActorTable[i].spriteindex_rn;
loadActorSpriteIndex(actor, actor->si_rn, &last_frame);
if (_vm->_sprite->loadList(actor->sl_rn, &actor->sl_p) != SUCCESS) {
return FAILURE;
}
if (last_frame >= _vm->_sprite->getListLen(actor->sl_p)) {
debug(0, "Appending to sprite list %d.", actor->sl_rn);
if (_vm->_sprite->appendList(actor->sl_rn + 1,
actor->sl_p) != SUCCESS) {
return FAILURE;
}
}
actor->flags = ActorTable[i].flags;
actor->a_dcolor = ActorTable[i].color;
actor->orient = ACTOR_DEFAULT_ORIENT;
actor->def_action = 0;
actor->def_action_flags = 0;
actor->action = 0;
actor->action_flags = 0;
actor->action_time = 0;
actor->action_frame = 0;
actorIterator = _list.pushBack(*actor, actorCompare);
actor = actorIterator.operator->();
_tbl[i] = actorIterator;
_count++;
return SUCCESS;
}
int Actor::getActorIndex(uint16 actor_id) {
uint16 actorIdx;
if (actor_id == 1) {
actorIdx = 0;
} else {
actorIdx = actor_id & ~0x2000;
}
if (actorIdx >= ACTORCOUNT) {
error("Wrong actorIdx=%i", actorIdx);
}
if (_tbl[actorIdx] == zeroActorIterator) {
return -1;
}
return actorIdx;
}
int Actor::actorExists(uint16 actor_id) {
uint16 actor_idx;
if (actor_id == 1) {
actor_idx = 0;
} else {
actor_idx = actor_id & ~0x2000;
}
if (_tbl[actor_idx] == zeroActorIterator) {
return 0;
}
return 1;
}
int Actor::speak(int index, const char *d_string, uint16 d_voice_rn, SEMAPHORE *sem) {
ActorList::iterator actorIterator;
ACTOR *actor;
ActorIntentList::iterator actorIntentIterator;
ACTORINTENT *a_intent_p = NULL;
SPEAKINTENT *a_speakint;
ACTORINTENT a_intent;
int use_existing_ai = 0;
ACTORDIALOGUE a_dialogue;
a_dialogue.d_string = d_string;
a_dialogue.d_voice_rn = d_voice_rn;
a_dialogue.d_time = getSpeechTime(d_string, d_voice_rn);
a_dialogue.d_sem_held = 1;
a_dialogue.d_sem = sem;
actorIterator = _tbl[index];
if (actorIterator == zeroActorIterator) {
return FAILURE;
}
actor = actorIterator.operator->();
// If actor's last registered intent is to speak, we can queue the
// requested dialogue on that intent context; so examine the last
// intent
actorIntentIterator = actor->a_intentlist.end();
--actorIntentIterator;
if (actorIntentIterator != actor->a_intentlist.end()) {
a_intent_p = actorIntentIterator.operator->();
if (a_intent_p->a_itype == INTENT_SPEAK) {
use_existing_ai = 1;
}
}
if (use_existing_ai) {
// Store the current dialogue off the existing actor intent
a_speakint = (SPEAKINTENT *)a_intent_p->a_data;
a_speakint->si_diaglist.push_back(a_dialogue);
} else {
// Create a new actor intent
a_intent.a_itype = INTENT_SPEAK;
a_intent.a_idone = 0;
a_intent.a_iflags = 0;
a_intent.createData();
a_speakint = (SPEAKINTENT *)a_intent.a_data;
a_speakint->si_last_action = actor->action;
a_speakint->si_diaglist.push_back(a_dialogue);
actor->a_intentlist.push_back(a_intent);
}
if (sem != NULL) {
_vm->_script->SThreadHoldSem(sem);
}
return SUCCESS;
}
int Actor::handleSpeakIntent(ACTOR *actor, SPEAKINTENT *a_speakint, int *complete_p, int msec) {
ActorDialogList::iterator actorDialogIterator;
ActorDialogList::iterator nextActorDialogIterator;
ACTORDIALOGUE *a_dialogue;
ACTORDIALOGUE *a_dialogue2;
long carry_time;
int intent_complete = 0;
if (!a_speakint->si_init) {
// Initialize speak intent by setting up action
actor->action = ACTION_SPEAK;
actor->action_frame = 0;
actor->action_time = 0;
actor->action_flags = ACTION_LOOP;
a_speakint->si_init = 1;
}
// Process actor dialogue list
actorDialogIterator = a_speakint->si_diaglist.begin();
if (actorDialogIterator != a_speakint->si_diaglist.end()) {
a_dialogue = actorDialogIterator.operator->();
if (!a_dialogue->d_playing) {
// Dialogue voice hasn't played yet - play it now
_vm->_sndRes->playVoice(a_dialogue->d_voice_rn);
a_dialogue->d_playing = 1;
}
a_dialogue->d_time -= msec;
if (a_dialogue->d_time <= 0) {
// Dialogue time has expired; carry negative time to next
// dialogue entry if present, release any semaphores and
// delete the expired entry
//actor->action = ACTION_IDLE;
if (a_dialogue->d_sem != NULL) {
_vm->_script->SThreadReleaseSem(a_dialogue->d_sem);
}
carry_time = a_dialogue->d_time;
nextActorDialogIterator = actorDialogIterator;
++nextActorDialogIterator;
if (nextActorDialogIterator != a_speakint->si_diaglist.end()) {
a_dialogue2 = nextActorDialogIterator.operator->();
a_dialogue2->d_time -= carry_time;
}
// Check if there are any dialogue nodes left. If not,
// flag this speech intent as complete
actorDialogIterator = a_speakint->si_diaglist.erase(actorDialogIterator);
if (actorDialogIterator != a_speakint->si_diaglist.end()) {
intent_complete = 1;
}
}
} else {
intent_complete = 1;
}
if (intent_complete) {
*complete_p = 1;
}
return SUCCESS;
}
int Actor::getSpeechTime(const char *d_string, uint16 d_voice_rn) {
int voice_len;
voice_len = _vm->_sndRes->getVoiceLength(d_voice_rn);
if (voice_len < 0) {
voice_len = strlen(d_string) * ACTOR_DIALOGUE_LETTERTIME;
}
return voice_len;
}
int Actor::setOrientation(int index, int orient) {
ACTOR *actor;
actor = lookupActor(index);
if (actor == NULL) {
return FAILURE;
}
if ((orient < 0) || (orient > 7)) {
return FAILURE;
}
actor->orient = orient;
return SUCCESS;
}
int Actor::setAction(int index, int action_n, uint16 action_flags) {
ACTOR *actor;
actor = lookupActor(index);
if (actor == NULL) {
return FAILURE;
}
if ((action_n < 0) || (action_n >= actor->action_ct)) {
return FAILURE;
}
actor->action = action_n;
actor->action_flags = action_flags;
actor->action_frame = 0;
actor->action_time = 0;
return SUCCESS;
}
int Actor::setDefaultAction(int index, int action_n, uint16 action_flags) {
ACTOR *actor;
actor = lookupActor(index);
if (actor == NULL) {
return FAILURE;
}
if ((action_n < 0) || (action_n >= actor->action_ct)) {
return FAILURE;
}
actor->def_action = action_n;
actor->def_action_flags = action_flags;
return SUCCESS;
}
ACTOR *Actor::lookupActor(int index) {
ActorList::iterator actorIterator;
ACTOR *actor;
if (!_initialized) {
return NULL;
}
if ((index < 0) || (index >= ACTORCOUNT)) {
return NULL;
}
if (_tbl[index] == zeroActorIterator) {
return NULL;
}
actorIterator = _tbl[index];
actor = actorIterator.operator->();
return actor;
}
int Actor::loadActorSpriteIndex(ACTOR * actor, int si_rn, int *last_frame_p) {
byte *res_p;
size_t res_len;
int s_action_ct;
ACTORACTION *action_p;
int last_frame;
int i, orient;
int result;
result = RSC_LoadResource(_actorContext, si_rn, &res_p, &res_len);
if (result != SUCCESS) {
warning("Couldn't load sprite action index resource");
return FAILURE;
}
s_action_ct = res_len / 16;
debug(0, "Sprite resource contains %d sprite actions.", s_action_ct);
action_p = (ACTORACTION *)malloc(sizeof(ACTORACTION) * s_action_ct);
MemoryReadStreamEndian readS(res_p, res_len, IS_BIG_ENDIAN);
if (action_p == NULL) {
warning("Couldn't allocate memory for sprite actions");
RSC_FreeResource(res_p);
return MEM;
}
last_frame = 0;
for (i = 0; i < s_action_ct; i++) {
for (orient = 0; orient < 4; orient++) {
// Load all four orientations
action_p[i].dir[orient].frame_index = readS.readUint16();
action_p[i].dir[orient].frame_count = readS.readUint16();
if (action_p[i].dir[orient].frame_index > last_frame) {
last_frame = action_p[i].dir[orient].frame_index;
}
}
}
actor->act_tbl = action_p;
actor->action_ct = s_action_ct;
RSC_FreeResource(res_p);
if (last_frame_p != NULL) {
*last_frame_p = last_frame;
}
return SUCCESS;
}
int Actor::deleteActor(int index) {
ActorList::iterator actorIterator;
ACTOR *actor;
if (!_initialized) {
return FAILURE;
}
if ((index < 0) || (index >= ACTORCOUNT)) {
return FAILURE;
}
actorIterator = _tbl[index];
if (actorIterator == zeroActorIterator) {
return FAILURE;
}
actor = actorIterator.operator->();
_vm->_sprite->freeSprite(actor->sl_p);
_list.erase(actorIterator);
_tbl[index] = zeroActorIterator;
return SUCCESS;
}
int Actor::walkTo(int id, const Point *walk_pt, uint16 flags, SEMAPHORE *sem) {
ACTORINTENT actor_intent;
WALKINTENT *walk_intent;
ActorList::iterator actorIterator;
ACTOR *actor;
assert(_initialized);
assert(walk_pt != NULL);
if ((id < 0) || (id >= ACTORCOUNT)) {
return FAILURE;
}
if (_tbl[id] == zeroActorIterator) {
return FAILURE;
}
actorIterator = _tbl[id];
actor = actorIterator.operator->();
actor_intent.a_itype = INTENT_PATH;
actor_intent.a_iflags = 0;
actor_intent.createData();
walk_intent = (WALKINTENT*)actor_intent.a_data;
walk_intent->wi_flags = flags;
walk_intent->sem_held = 1;
walk_intent->sem = sem;
// handleWalkIntent() will create path on initialization
walk_intent->wi_init = 0;
walk_intent->dst_pt = *walk_pt;
actor->a_intentlist.push_back(actor_intent);
if (sem != NULL) {
_vm->_script->SThreadHoldSem(sem);
}
return SUCCESS;
}
int Actor::setPathNode(WALKINTENT *walk_int, Point *src_pt, Point *dst_pt, SEMAPHORE *sem) {
WALKNODE new_node;
walk_int->wi_active = 1;
walk_int->org = *src_pt;
assert((walk_int != NULL) && (src_pt != NULL) && (dst_pt != NULL));
new_node.node_pt = *dst_pt;
new_node.calc_flag = 0;
walk_int->nodelist.push_back(new_node);
return SUCCESS;
}
int Actor::handleWalkIntent(ACTOR *actor, WALKINTENT *a_walkint, int *complete_p, int delta_time) {
WalkNodeList::iterator walkNodeIterator;
WalkNodeList::iterator nextWalkNodeIterator;
WALKNODE *node_p;
int dx;
int dy;
double path_a;
double path_b;
double path_slope;
double path_x;
double path_y;
int path_time;
double new_a_x;
double new_a_y;
int actor_x;
int actor_y;
char buf[100];
// Initialize walk intent
if (!a_walkint->wi_init) {
setPathNode(a_walkint, &actor->a_pt, &a_walkint->dst_pt, a_walkint->sem);
setDefaultAction(actor->id, ACTION_IDLE, ACTION_NONE);
a_walkint->wi_init = 1;
}
assert(a_walkint->wi_active);
walkNodeIterator = a_walkint->nodelist.begin();
nextWalkNodeIterator = walkNodeIterator;
node_p = walkNodeIterator.operator->();
if (node_p->calc_flag == 0) {
debug(2, "Calculating new path vector to point (%d, %d)", node_p->node_pt.x, node_p->node_pt.y);
dx = a_walkint->org.x - node_p->node_pt.x;
dy = a_walkint->org.y - node_p->node_pt.y;
if (dx == 0) {
debug(0, "Vertical paths not implemented.");
a_walkint->nodelist.erase(walkNodeIterator);
a_walkint->wi_active = 0;
// Release path semaphore
if ((a_walkint->sem != NULL) && a_walkint->sem_held) {
_vm->_script->SThreadReleaseSem(a_walkint->sem);
}
*complete_p = 1;
return FAILURE;
}
a_walkint->slope = (float)dy / dx;
if (dx > 0) {
a_walkint->x_dir = -1;
if (!(a_walkint->wi_flags & WALK_NOREORIENT)) {
if (a_walkint->slope > 1.0) {
actor->orient = ORIENT_N;
} else if (a_walkint->slope < -1.0) {
actor->orient = ORIENT_S;
} else {
actor->orient = ORIENT_W;
}
}
} else {
a_walkint->x_dir = 1;
if (!(a_walkint->wi_flags & WALK_NOREORIENT)) {
if (a_walkint->slope > 1.0) {
actor->orient = ORIENT_S;
} else if (a_walkint->slope < -1.0) {
actor->orient = ORIENT_N;
} else {
actor->orient = ORIENT_E;
}
}
}
sprintf(buf, "%f", a_walkint->slope);
debug(2, "Path slope: %s.", buf);
actor->action = ACTION_WALK;
actor->action_flags = ACTION_LOOP;
a_walkint->time = 0;
node_p->calc_flag = 1;
}
a_walkint->time += delta_time;
path_time = a_walkint->time;
path_a = ACTOR_BASE_SPEED * path_time;
path_b = ACTOR_BASE_SPEED * path_time * ACTOR_BASE_ZMOD;
path_slope = a_walkint->slope * a_walkint->x_dir;
path_x = (path_a * path_b) / sqrt((path_a * path_a) * (path_slope * path_slope) + (path_b * path_b));
path_y = path_slope * path_x;
path_x = path_x * a_walkint->x_dir;
new_a_x = path_x + a_walkint->org.x;
new_a_y = path_y + a_walkint->org.y;
if (((a_walkint->x_dir == 1) && new_a_x >= node_p->node_pt.x) ||
((a_walkint->x_dir != 1) && (new_a_x <= node_p->node_pt.x))) {
Point endpoint;
int exitNum;
debug(2, "Path complete.");
a_walkint->nodelist.erase(walkNodeIterator);
a_walkint->wi_active = 0;
// Release path semaphore
if (a_walkint->sem != NULL) {
_vm->_script->SThreadReleaseSem(a_walkint->sem);
}
actor->action_frame = 0;
actor->action = ACTION_IDLE;
endpoint.x = (int)new_a_x / ACTOR_LMULT;
endpoint.y = (int)new_a_y / ACTOR_LMULT;
if ((exitNum = _vm->_scene->_actionMap->hitTest(endpoint)) != -1) {
if (actor->flags & kProtagonist)
_vm->_scene->changeScene(_vm->_scene->_actionMap->getExitScene(exitNum));
}
*complete_p = 1;
return FAILURE;
}
actor_x = (int)new_a_x;
actor_y = (int)new_a_y;
actor->a_pt.x = (int)new_a_x;
actor->a_pt.y = (int)new_a_y;
actor->s_pt.x = actor->a_pt.x >> 2;
actor->s_pt.y = actor->a_pt.y >> 2;
ActorList::iterator actorIterator;
if (_list.locate(actor, actorIterator)) {
if (path_slope < 0) {
_list.reorderUp(actorIterator, actorCompare);
} else {
_list.reorderDown(actorIterator, actorCompare);
}
} else {
error("Actor::handleWalkIntent() actor not found list");
}
return SUCCESS;
}
int Actor::move(int index, const Point *move_pt) {
ActorList::iterator actorIterator;
ACTOR *actor;
int move_up = 0;
actorIterator = _tbl[index];
if (actorIterator == zeroActorIterator) {
return FAILURE;
}
actor = actorIterator.operator->();
if (move_pt->y < actor->a_pt.y) {
move_up = 1;
}
actor->a_pt.x = move_pt->x;
actor->a_pt.y = move_pt->y;
AtoS(&actor->s_pt, &actor->a_pt);
if (move_up) {
_list.reorderUp(actorIterator, actorCompare);
} else {
_list.reorderDown(actorIterator, actorCompare);
}
return SUCCESS;
}
int Actor::moveRelative(int index, const Point *move_pt) {
ActorList::iterator actorIterator;
ACTOR *actor;
actorIterator = _tbl[index];
if (actorIterator == zeroActorIterator) {
return FAILURE;
}
actor = actorIterator.operator->();
actor->a_pt.x += move_pt->x;
actor->a_pt.y += move_pt->y;
AtoS(&actor->s_pt, &actor->a_pt);
if (actor->a_pt.y < 0) {
_list.reorderUp(actorIterator, actorCompare);
} else {
_list.reorderDown(actorIterator, actorCompare);
}
return SUCCESS;
}
int Actor::AtoS(Point *screen, const Point *actor) {
screen->x = (actor->x / ACTOR_LMULT);
screen->y = (actor->y / ACTOR_LMULT);
return SUCCESS;
}
int Actor::StoA(Point *actor, const Point screen) {
actor->x = (screen.x * ACTOR_LMULT);
actor->y = (screen.y * ACTOR_LMULT);
return SUCCESS;
}
void Actor::CF_actor_add(int argc, const char **argv) {
ACTOR actor;
actor.id = (uint16) atoi(argv[1]);
actor.a_pt.x = atoi(argv[2]);
actor.a_pt.y = atoi(argv[3]);
addActor(&actor);
}
void Actor::CF_actor_del(int argc, const char **argv) {
int id;
id = atoi(argv[1]);
deleteActor(id);
}
void Actor::CF_actor_move(int argc, const char **argv) {
int id;
Point move_pt;
id = atoi(argv[1]);
move_pt.x = atoi(argv[2]);
move_pt.y = atoi(argv[3]);
move(id, &move_pt);
}
void Actor::CF_actor_moverel(int argc, const char **argv) {
int id;
Point move_pt;
id = atoi(argv[1]);
move_pt.x = atoi(argv[2]);
move_pt.y = atoi(argv[3]);
moveRelative(id, &move_pt);
}
void Actor::CF_actor_seto(int argc, const char **argv) {
int id;
int orient;
id = atoi(argv[1]);
orient = atoi(argv[2]);
setOrientation(id, orient);
}
void Actor::CF_actor_setact(int argc, const char **argv) {
int index = 0;
int action_n = 0;
ACTOR *actor;
index = atoi(argv[1]);
action_n = atoi(argv[2]);
actor = lookupActor(index);
if (actor == NULL) {
_vm->_console->DebugPrintf("Invalid actor index.\n");
return;
}
if ((action_n < 0) || (action_n >= actor->action_ct)) {
_vm->_console->DebugPrintf("Invalid action number.\n");
return;
}
_vm->_console->DebugPrintf("Action frame counts: %d %d %d %d.\n",
actor->act_tbl[action_n].dir[0].frame_count,
actor->act_tbl[action_n].dir[1].frame_count,
actor->act_tbl[action_n].dir[2].frame_count,
actor->act_tbl[action_n].dir[3].frame_count);
setAction(index, action_n, ACTION_LOOP);
}
} // End of namespace Saga