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
|
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "ags/shared/ac/character_info.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/character.h"
#include "ags/engine/ac/character_extras.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_character.h"
#include "ags/engine/ac/global_game.h"
#include "ags/engine/ac/math.h"
#include "ags/engine/ac/object.h"
#include "ags/engine/ac/view_frame.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/shared/game/room_struct.h"
#include "ags/engine/main/update.h"
#include "ags/engine/media/audio/audio_system.h"
#include "ags/ags.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
#define Random __Rand
int CharacterInfo::get_baseline() const {
if (baseline < 1)
return y;
return baseline;
}
int CharacterInfo::get_blocking_top() const {
if (blocking_height > 0)
return y - blocking_height / 2;
return y - 2;
}
int CharacterInfo::get_blocking_bottom() const {
// the blocking_bottom should be 1 less than the top + height
// since the code does <= checks on it rather than < checks
if (blocking_height > 0)
return (y + (blocking_height + 1) / 2) - 1;
return y + 3;
}
void CharacterInfo::FixupCurrentLoopAndFrame() {
// If current loop property exceeds number of loops,
// or if selected loop has no frames, then try select any first loop that has frames.
// NOTE: although this may seem like a weird solution to a problem,
// we do so for backwards compatibility; this approximately emulates older games behavior.
if (view >= 0 &&
(loop >= _GP(views)[view].numLoops || _GP(views)[view].loops[loop].numFrames == 0)) {
for (loop = 0;
(loop < _GP(views)[view].numLoops) && (_GP(views)[view].loops[loop].numFrames == 0); ++loop) {
}
if (loop == _GP(views)[view].numLoops) {
// view has no frames?!
// amazingly enough there are old games that allow this to happen...
if (_G(loaded_game_file_version) >= kGameVersion_300)
quitprintf("!Character %s is assigned view %d that has no frames!", scrname, view);
loop = 0;
}
}
// If the last saved frame exceeds a new loop, then switch to frame 1
// (first walking frame) if walking, or frame 0 otherwise or if there's less than 2 frames.
int frames_in_loop = _GP(views)[view].loops[loop].numFrames;
if (frame >= frames_in_loop) {
frame = (walking > 0 && frames_in_loop > 1) ? 1 : 0;
}
}
void CharacterInfo::UpdateMoveAndAnim(int &char_index, CharacterExtras *chex, std::vector<int> &followingAsSheep) {
int res;
if (on != 1)
return;
// Turn around during walk
res = update_character_walkturning(chex);
// Fixup character's loop prior to any further logic updates
FixupCurrentLoopAndFrame();
// FIXME: refactor this nonsense!
// [IKM] Yes, it should return! upon getting RETURN_CONTINUE here
if (res == RETURN_CONTINUE) { // [IKM] now, this is one of those places...
return; // must be careful not to screw things up
}
int doing_nothing = 1;
update_character_moving(char_index, chex, doing_nothing);
// [IKM] 2012-06-28:
// Character index value is used to set up some variables in there, so I cannot just cease using it
res = update_character_animating(char_index, doing_nothing);
// [IKM] Yes, it should return! upon getting RETURN_CONTINUE here
if (res == RETURN_CONTINUE) { // [IKM] now, this is one of those places...
return; // must be careful not to screw things up
}
update_character_follower(char_index, followingAsSheep, doing_nothing);
update_character_idle(chex, doing_nothing);
chex->process_idle_this_time = 0;
}
void CharacterInfo::UpdateFollowingExactlyCharacter() {
x = _GP(game).chars[following].x;
y = _GP(game).chars[following].y;
z = _GP(game).chars[following].z;
room = _GP(game).chars[following].room;
prevroom = _GP(game).chars[following].prevroom;
int usebase = _GP(game).chars[following].get_baseline();
if (flags & CHF_BEHINDSHEPHERD)
baseline = usebase - 1;
else
baseline = usebase + 1;
}
int CharacterInfo::update_character_walkturning(CharacterExtras *chex) {
if (walking >= TURNING_AROUND) {
// Currently rotating to correct direction
if (walkwait > 0) walkwait--;
else {
// Work out which direction is next
int wantloop = find_looporder_index(loop) + 1;
// going anti-clockwise, take one before instead
if (walking >= TURNING_BACKWARDS)
wantloop -= 2;
while (1) {
if (wantloop >= 8)
wantloop = 0;
if (wantloop < 0)
wantloop = 7;
if ((turnlooporder[wantloop] >= _GP(views)[view].numLoops) ||
(_GP(views)[view].loops[turnlooporder[wantloop]].numFrames < 1) ||
((turnlooporder[wantloop] >= 4) && ((flags & CHF_NODIAGONAL) != 0))) {
if (walking >= TURNING_BACKWARDS)
wantloop--;
else
wantloop++;
} else break;
}
loop = turnlooporder[wantloop];
walking -= TURNING_AROUND;
// if still turning, wait for next frame
if (walking % TURNING_BACKWARDS >= TURNING_AROUND)
walkwait = animspeed;
else
walking = walking % TURNING_BACKWARDS;
chex->animwait = 0;
}
return RETURN_CONTINUE;
//continue;
}
return 0;
}
void CharacterInfo::update_character_moving(int &char_index, CharacterExtras *chex, int &doing_nothing) {
if ((walking > 0) && (room == _G(displayed_room))) {
if (walkwait > 0) walkwait--;
else {
flags &= ~CHF_AWAITINGMOVE;
// Move the character
int numSteps = wantMoveNow(this, chex);
if ((numSteps) && (chex->xwas != INVALID_X)) {
// if the zoom level changed mid-move, the walkcounter
// might not have come round properly - so sort it out
x = chex->xwas;
y = chex->ywas;
chex->xwas = INVALID_X;
}
int oldxp = x, oldyp = y;
for (int ff = 0; ff < abs(numSteps); ff++) {
if (doNextCharMoveStep(this, char_index, chex))
break;
if ((walking == 0) || (walking >= TURNING_AROUND))
break;
}
if (numSteps < 0) {
// very small scaling, intersperse the movement
// to stop it being jumpy
chex->xwas = x;
chex->ywas = y;
x = ((x) - oldxp) / 2 + oldxp;
y = ((y) - oldyp) / 2 + oldyp;
} else if (numSteps > 0)
chex->xwas = INVALID_X;
if ((flags & CHF_ANTIGLIDE) == 0)
walkwaitcounter++;
}
// Fixup character's loop, it may be changed when making a walk-move
FixupCurrentLoopAndFrame();
doing_nothing = 0; // still walking?
if (walking < 1) {
// Finished walking, stop and reset state
chex->process_idle_this_time = 1;
doing_nothing = 1;
walkwait = 0;
Character_StopMoving(this);
if ((flags & CHF_MOVENOTWALK) == 0) {
// use standing pic
chex->animwait = 0;
frame = 0;
chex->CheckViewFrame(this);
}
} else if (chex->animwait > 0) {
chex->animwait--;
} else {
if (flags & CHF_ANTIGLIDE)
walkwaitcounter++;
if ((flags & CHF_MOVENOTWALK) == 0) {
frame++;
if (frame >= _GP(views)[view].loops[loop].numFrames) {
// end of loop, so loop back round skipping the standing frame
frame = 1;
if (_GP(views)[view].loops[loop].numFrames < 2)
frame = 0;
}
chex->animwait = _GP(views)[view].loops[loop].frames[frame].speed + animspeed;
if (flags & CHF_ANTIGLIDE)
walkwait = chex->animwait;
else
walkwait = 0;
chex->CheckViewFrame(this);
}
}
}
}
int CharacterInfo::update_character_animating(int &aa, int &doing_nothing) {
CharacterExtras *chex = &_GP(charextra)[index_id];
// not moving, but animating
// idleleft is <0 while idle view is playing (.animating is 0)
if (((animating != 0) || (idleleft < 0)) &&
((walking == 0) || ((flags & CHF_MOVENOTWALK) != 0)) &&
(room == _G(displayed_room))) {
doing_nothing = 0;
// idle anim doesn't count as doing something
if (idleleft < 0)
doing_nothing = 1;
if (wait > 0) wait--;
else if ((_G(char_speaking) == aa) && (_GP(game).options[OPT_LIPSYNCTEXT] != 0)) {
// currently talking with lip-sync speech
int fraa = frame;
wait = update_lip_sync(view, loop, &fraa) - 1;
// closed mouth at end of sentence
// NOTE: standard lip-sync is synchronized with text timer, not voice file
if (_GP(play).speech_in_post_state ||
((_GP(play).messagetime >= 0) && (_GP(play).messagetime < _GP(play).close_mouth_speech_time)))
frame = 0;
if (frame != fraa) {
frame = fraa;
chex->CheckViewFrame(this);
}
//continue;
return RETURN_CONTINUE;
} else {
// Normal view animation
const int oldframe = frame;
bool done_anim = false;
if ((aa == _G(char_speaking)) &&
(_GP(play).speech_in_post_state ||
((!_GP(play).speech_has_voice) &&
(_GP(play).close_mouth_speech_time > 0) &&
(_GP(play).messagetime < _GP(play).close_mouth_speech_time)))) {
// finished talking - stop animation
done_anim = true;
frame = 0;
} else {
if (!CycleViewAnim(view, loop, frame, get_anim_forwards(), get_anim_repeat())) {
done_anim = true; // finished animating
// end of idle anim
if (idleleft < 0) {
// constant anim, reset (need this cos animating==0)
if (idletime == 0)
frame = 0;
// one-off anim, stop
else {
ReleaseCharacterView(aa);
idleleft = idletime;
}
}
}
}
wait = _GP(views)[view].loops[loop].frames[frame].speed;
// idle anim doesn't have speed stored cos animating==0 (TODO: investigate why?)
if (idleleft < 0)
wait += idle_anim_speed;
else
wait += get_anim_delay();
if (frame != oldframe)
chex->CheckViewFrame(this);
if (done_anim)
stop_character_anim(this);
}
}
return 0;
}
void CharacterInfo::update_character_follower(int &aa, std::vector<int> &followingAsSheep, int &doing_nothing) {
if ((following >= 0) && (followinfo == FOLLOW_ALWAYSONTOP)) {
// an always-on-top follow
followingAsSheep.push_back(aa);
}
// not moving, but should be following another character
else if ((following >= 0) && (doing_nothing == 1)) {
short distaway = (followinfo >> 8) & 0x00ff;
// no character in this room
if ((_GP(game).chars[following].on == 0) || (on == 0));
else if (room < 0) {
room++;
if (room == 0) {
// appear in the new room
room = _GP(game).chars[following].room;
x = _GP(play).entered_at_x;
y = _GP(play).entered_at_y;
}
}
// wait a bit, so we're not constantly walking
else if (Random(100) < (followinfo & 0x00ff));
// the followed character has changed room
else if ((room != _GP(game).chars[following].room)
&& (_GP(game).chars[following].on == 0))
; // do nothing if the player isn't visible
else if (room != _GP(game).chars[following].room) {
prevroom = room;
room = _GP(game).chars[following].room;
if (room == _G(displayed_room)) {
// only move to the room-entered position if coming into
// the current room
if (_GP(play).entered_at_x > (_GP(thisroom).Width - 8)) {
x = _GP(thisroom).Width + 8;
y = _GP(play).entered_at_y;
} else if (_GP(play).entered_at_x < 8) {
x = -8;
y = _GP(play).entered_at_y;
} else if (_GP(play).entered_at_y > (_GP(thisroom).Height - 8)) {
y = _GP(thisroom).Height + 8;
x = _GP(play).entered_at_x;
} else if (_GP(play).entered_at_y < _GP(thisroom).Edges.Top + 8) {
y = _GP(thisroom).Edges.Top + 1;
x = _GP(play).entered_at_x;
} else {
// not at one of the edges
// delay for a few seconds to let the player move
room = -_GP(play).follow_change_room_timer;
}
if (room >= 0) {
walk_character(aa, _GP(play).entered_at_x, _GP(play).entered_at_y, 1, true);
doing_nothing = 0;
}
}
} else if (room != _G(displayed_room)) {
// if the character is following another character and
// neither is in the current room, don't try to move
} else if ((abs(_GP(game).chars[following].x - x) > distaway + 30) ||
(abs(_GP(game).chars[following].y - y) > distaway + 30) ||
((followinfo & 0x00ff) == 0)) {
// in same room
int goxoffs = (Random(50) - 25);
// make sure he's not standing on top of the other man
if (goxoffs < 0) goxoffs -= distaway;
else goxoffs += distaway;
walk_character(aa, _GP(game).chars[following].x + goxoffs,
_GP(game).chars[following].y + (Random(50) - 25), 0, true);
doing_nothing = 0;
}
}
}
void CharacterInfo::update_character_idle(CharacterExtras *chex, int &doing_nothing) {
// no idle animation, so skip this bit
if (idleview < 1);
// currently playing idle anim
else if (idleleft < 0);
// not in the current room
else if (room != _G(displayed_room));
// they are moving or animating (or the view is locked), so
// reset idle timeout
else if ((doing_nothing == 0) || ((flags & CHF_FIXVIEW) != 0))
idleleft = idletime;
// count idle time
else if ((_G(loopcounter) % GetGameSpeed() == 0) || (chex->process_idle_this_time == 1)) {
idleleft--;
if (idleleft == -1) {
int useloop = loop;
debug_script_log("%s: Now idle (view %d)", scrname, idleview + 1);
Character_LockView(this, idleview + 1);
// SetCharView resets it to 0
idleleft = -2;
int maxLoops = _GP(views)[idleview].numLoops;
// if the char is set to "no diagonal loops", don't try
// to use diagonal idle loops either
if ((maxLoops > 4) && (useDiagonal(this)))
maxLoops = 4;
// If it's not a "swimming"-type idleanim, choose a random loop
// if there arent enough loops to do the current one.
if ((idletime > 0) && (useloop >= maxLoops)) {
do {
useloop = ::AGS::g_vm->getRandomNumber(maxLoops - 1);
// don't select a loop which is a continuation of a previous one
} while ((useloop > 0) && (_GP(views)[idleview].loops[useloop - 1].RunNextLoop()));
}
// Normal idle anim - just reset to loop 0 if not enough to
// use the current one
else if (useloop >= maxLoops)
useloop = 0;
animate_character(this, useloop, idle_anim_speed, (idletime == 0) ? 1 : 0 /* repeat */);
// don't set Animating while the idle anim plays (TODO: investigate why?)
animating = 0;
}
} // end do idle animation
}
} // namespace AGS3
|