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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 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/>.
*
*/
//=============================================================================
//
// AGS Character functions
//
//=============================================================================
#include "ags/engine/ac/global_character.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/view.h"
#include "ags/engine/ac/character.h"
#include "ags/engine/ac/display.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/event.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_overlay.h"
#include "ags/engine/ac/global_translation.h"
#include "ags/engine/ac/object.h"
#include "ags/engine/ac/overlay.h"
#include "ags/engine/ac/properties.h"
#include "ags/engine/ac/screen_overlay.h"
#include "ags/engine/ac/string.h"
#include "ags/engine/ac/dynobj/cc_character.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/shared/game/room_struct.h"
#include "ags/engine/main/game_run.h"
#include "ags/engine/script/script.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
// defined in character unit
void StopMoving(int chaa) {
Character_StopMoving(&_GP(game).chars[chaa]);
}
void ReleaseCharacterView(int chat) {
if (!is_valid_character(chat))
quit("!ReleaseCahracterView: invalid character supplied");
Character_UnlockView(&_GP(game).chars[chat]);
}
void MoveToWalkableArea(int charid) {
if (!is_valid_character(charid))
quit("!MoveToWalkableArea: invalid character specified");
Character_PlaceOnWalkableArea(&_GP(game).chars[charid]);
}
void FaceLocation(int cha, int xx, int yy) {
if (!is_valid_character(cha))
quit("!FaceLocation: Invalid character specified");
Character_FaceLocation(&_GP(game).chars[cha], xx, yy, BLOCKING);
}
void FaceCharacter(int cha, int toface) {
if (!is_valid_character(cha))
quit("!FaceCharacter: Invalid character specified");
if (!is_valid_character(toface))
quit("!FaceCharacter: invalid character specified");
Character_FaceCharacter(&_GP(game).chars[cha], &_GP(game).chars[toface], BLOCKING);
}
void SetCharacterIdle(int who, int iview, int itime) {
if (!is_valid_character(who))
quit("!SetCharacterIdle: Invalid character specified");
Character_SetIdleView(&_GP(game).chars[who], iview, itime);
}
int GetCharacterWidth(int ww) {
CharacterInfo *char1 = &_GP(game).chars[ww];
if (_GP(charextra)[ww].width < 1) {
if ((char1->view < 0) ||
(char1->loop >= _GP(views)[char1->view].numLoops) ||
(char1->frame >= _GP(views)[char1->view].loops[char1->loop].numFrames)) {
debug_script_warn("GetCharacterWidth: Character %s has invalid frame: view %d, loop %d, frame %d", char1->scrname, char1->view + 1, char1->loop, char1->frame);
return data_to_game_coord(4);
}
return _GP(game).SpriteInfos[_GP(views)[char1->view].loops[char1->loop].frames[char1->frame].pic].Width;
} else
return _GP(charextra)[ww].width;
}
int GetCharacterHeight(int charid) {
CharacterInfo *char1 = &_GP(game).chars[charid];
if (_GP(charextra)[charid].height < 1) {
if ((char1->view < 0) ||
(char1->loop >= _GP(views)[char1->view].numLoops) ||
(char1->frame >= _GP(views)[char1->view].loops[char1->loop].numFrames)) {
debug_script_warn("GetCharacterHeight: Character %s has invalid frame: view %d, loop %d, frame %d",
char1->scrname, char1->view + 1, char1->loop, char1->frame);
return data_to_game_coord(2);
}
return _GP(game).SpriteInfos[_GP(views)[char1->view].loops[char1->loop].frames[char1->frame].pic].Height;
} else
return _GP(charextra)[charid].height;
}
void SetCharacterBaseline(int obn, int basel) {
if (!is_valid_character(obn)) quit("!SetCharacterBaseline: invalid object number specified");
Character_SetBaseline(&_GP(game).chars[obn], basel);
}
// pass trans=0 for fully solid, trans=100 for fully transparent
void SetCharacterTransparency(int obn, int trans) {
if (!is_valid_character(obn))
quit("!SetCharTransparent: invalid character number specified");
Character_SetTransparency(&_GP(game).chars[obn], trans);
}
void AnimateCharacter4(int chh, int loopn, int sppd, int rept) {
AnimateCharacter6(chh, loopn, sppd, rept, FORWARDS, IN_BACKGROUND);
}
void AnimateCharacter6(int chh, int loopn, int sppd, int rept, int direction, int blocking) {
if (!is_valid_character(chh))
quit("AnimateCharacter: invalid character");
Character_Animate5(&_GP(game).chars[chh], loopn, sppd, rept, blocking, direction);
}
void SetPlayerCharacter(int newchar) {
if (!is_valid_character(newchar))
quit("!SetPlayerCharacter: Invalid character specified");
Character_SetAsPlayer(&_GP(game).chars[newchar]);
}
void FollowCharacterEx(int who, int tofollow, int distaway, int eagerness) {
if (!is_valid_character(who))
quit("!FollowCharacter: Invalid character specified");
CharacterInfo *chtofollow = nullptr;
if (tofollow != -1) {
if (!is_valid_character(tofollow))
quit("!FollowCharacterEx: invalid character to follow");
else
chtofollow = &_GP(game).chars[tofollow];
}
Character_FollowCharacter(&_GP(game).chars[who], chtofollow, distaway, eagerness);
}
void FollowCharacter(int who, int tofollow) {
FollowCharacterEx(who, tofollow, 10, 97);
}
void SetCharacterIgnoreLight(int who, int yesorno) {
if (!is_valid_character(who))
quit("!SetCharacterIgnoreLight: Invalid character specified");
Character_SetIgnoreLighting(&_GP(game).chars[who], yesorno);
}
void MoveCharacter(int cc, int xx, int yy) {
walk_character(cc, xx, yy, 0, true);
}
void MoveCharacterDirect(int cc, int xx, int yy) {
walk_character(cc, xx, yy, 1, true);
}
void MoveCharacterStraight(int cc, int xx, int yy) {
if (!is_valid_character(cc))
quit("!MoveCharacterStraight: invalid character specified");
Character_WalkStraight(&_GP(game).chars[cc], xx, yy, IN_BACKGROUND);
}
// Append to character path
void MoveCharacterPath(int chac, int tox, int toy) {
if (!is_valid_character(chac))
quit("!MoveCharacterPath: invalid character specified");
Character_AddWaypoint(&_GP(game).chars[chac], tox, toy);
}
int GetPlayerCharacter() {
return _GP(game).playercharacter;
}
void SetCharacterSpeedEx(int chaa, int xspeed, int yspeed) {
if (!is_valid_character(chaa))
quit("!SetCharacterSpeedEx: invalid character");
Character_SetSpeed(&_GP(game).chars[chaa], xspeed, yspeed);
}
void SetCharacterSpeed(int chaa, int nspeed) {
SetCharacterSpeedEx(chaa, nspeed, nspeed);
}
void SetTalkingColor(int chaa, int ncol) {
if (!is_valid_character(chaa)) quit("!SetTalkingColor: invalid character");
Character_SetSpeechColor(&_GP(game).chars[chaa], ncol);
}
void SetCharacterSpeechView(int chaa, int vii) {
if (!is_valid_character(chaa))
quit("!SetCharacterSpeechView: invalid character specified");
Character_SetSpeechView(&_GP(game).chars[chaa], vii);
}
void SetCharacterBlinkView(int chaa, int vii, int intrv) {
if (!is_valid_character(chaa))
quit("!SetCharacterBlinkView: invalid character specified");
Character_SetBlinkView(&_GP(game).chars[chaa], vii);
Character_SetBlinkInterval(&_GP(game).chars[chaa], intrv);
}
void SetCharacterView(int chaa, int vii) {
if (!is_valid_character(chaa))
quit("!SetCharacterView: invalid character specified");
Character_LockView(&_GP(game).chars[chaa], vii);
}
void SetCharacterFrame(int chaa, int view, int loop, int frame) {
Character_LockViewFrame(&_GP(game).chars[chaa], view, loop, frame);
}
// similar to SetCharView, but aligns the frame to make it line up
void SetCharacterViewEx(int chaa, int vii, int loop, int align) {
Character_LockViewAligned(&_GP(game).chars[chaa], vii, loop, ConvertLegacyScriptAlignment((LegacyScriptAlignment)align));
}
void SetCharacterViewOffset(int chaa, int vii, int xoffs, int yoffs) {
Character_LockViewOffset(&_GP(game).chars[chaa], vii, xoffs, yoffs);
}
void ChangeCharacterView(int chaa, int vii) {
if (!is_valid_character(chaa))
quit("!ChangeCharacterView: invalid character specified");
Character_ChangeView(&_GP(game).chars[chaa], vii);
}
void SetCharacterClickable(int cha, int clik) {
if (!is_valid_character(cha))
quit("!SetCharacterClickable: Invalid character specified");
// make the character clicklabe (reset "No interaction" bit)
_GP(game).chars[cha].flags &= ~CHF_NOINTERACT;
// if they don't want it clickable, set the relevant bit
if (clik == 0)
_GP(game).chars[cha].flags |= CHF_NOINTERACT;
}
void SetCharacterIgnoreWalkbehinds(int cha, int clik) {
if (!is_valid_character(cha))
quit("!SetCharacterIgnoreWalkbehinds: Invalid character specified");
Character_SetIgnoreWalkbehinds(&_GP(game).chars[cha], clik);
}
void MoveCharacterToObject(int chaa, int obbj) {
// invalid object, do nothing
// this allows MoveCharacterToObject(EGO, GetObjectAt(...));
if (!is_valid_object(obbj))
return;
walk_character(chaa, _G(objs)[obbj].x + 5, _G(objs)[obbj].y + 6, 0, true);
GameLoopUntilNotMoving(&_GP(game).chars[chaa].walking);
}
void MoveCharacterToHotspot(int chaa, int hotsp) {
if ((hotsp < 0) || (hotsp >= MAX_ROOM_HOTSPOTS))
quit("!MovecharacterToHotspot: invalid hotspot");
if (_GP(thisroom).Hotspots[hotsp].WalkTo.X < 1) return;
walk_character(chaa, _GP(thisroom).Hotspots[hotsp].WalkTo.X, _GP(thisroom).Hotspots[hotsp].WalkTo.Y, 0, true);
GameLoopUntilNotMoving(&_GP(game).chars[chaa].walking);
}
int MoveCharacterBlocking(int chaa, int xx, int yy, int direct) {
if (!is_valid_character(chaa))
quit("!MoveCharacterBlocking: invalid character");
// check if they try to move the player when Hide Player Char is
// ticked -- otherwise this will hang the game
if (_GP(game).chars[chaa].on != 1) {
debug_script_warn("MoveCharacterBlocking: character is turned off (is Hide Player Character selected?) and cannot be moved");
return 0;
}
if (direct)
MoveCharacterDirect(chaa, xx, yy);
else
MoveCharacter(chaa, xx, yy);
GameLoopUntilNotMoving(&_GP(game).chars[chaa].walking);
return -1; // replicates legacy engine effect
}
int GetCharacterSpeechAnimationDelay(CharacterInfo *cha) {
if ((_G(loaded_game_file_version) < kGameVersion_312) && (_GP(game).options[OPT_SPEECHTYPE] != 0)) {
// legacy versions of AGS assigned a fixed delay to Sierra-style speech only
return 5;
}
if (_GP(game).options[OPT_GLOBALTALKANIMSPD] != 0)
return _GP(play).talkanim_speed;
else
return cha->speech_anim_speed;
}
void RunCharacterInteraction(int cc, int mood) {
if (!is_valid_character(cc))
quit("!RunCharacterInteraction: invalid character");
// convert cursor mode to event index (in character event table)
// TODO: probably move this conversion table elsewhere? should be a global info
int evnt;
switch (mood) {
case MODE_LOOK: evnt = 0; break;
case MODE_HAND: evnt = 1; break;
case MODE_TALK: evnt = 2; break;
case MODE_USE: evnt = 3; break;
case MODE_PICKUP: evnt = 5; break;
case MODE_CUSTOM1: evnt = 6; break;
case MODE_CUSTOM2: evnt = 7; break;
default: evnt = -1; break;
}
const int anyclick_evt = 4; // TODO: make global constant (character any-click evt)
// For USE verb: remember active inventory
if (mood == MODE_USE) {
_GP(play).usedinv = _G(playerchar)->activeinv;
}
const auto obj_evt = ObjectEvent("character%d", cc,
RuntimeScriptValue().SetScriptObject(&_GP(game).chars[cc], &_GP(ccDynamicCharacter)), mood);
if (_G(loaded_game_file_version) > kGameVersion_272) {
if ((evnt >= 0) &&
run_interaction_script(obj_evt, _GP(game).charScripts[cc].get(), evnt, anyclick_evt) < 0)
return; // game state changed, don't do "any click"
run_interaction_script(obj_evt, _GP(game).charScripts[cc].get(), anyclick_evt); // any click on char
} else {
if ((evnt >= 0) &&
run_interaction_event(obj_evt, _GP(game).intrChar[cc].get(), evnt, anyclick_evt, (mood == MODE_USE)) < 0)
return; // game state changed, don't do "any click"
run_interaction_event(obj_evt, _GP(game).intrChar[cc].get(), anyclick_evt); // any click on char
}
}
int AreCharObjColliding(int charid, int objid) {
if (!is_valid_character(charid))
quit("!AreCharObjColliding: invalid character");
if (!is_valid_object(objid))
quit("!AreCharObjColliding: invalid object number");
return Character_IsCollidingWithObject(&_GP(game).chars[charid], &_G(scrObj)[objid]);
}
int AreCharactersColliding(int cchar1, int cchar2) {
if (!is_valid_character(cchar1))
quit("!AreCharactersColliding: invalid char1");
if (!is_valid_character(cchar2))
quit("!AreCharactersColliding: invalid char2");
return Character_IsCollidingWithChar(&_GP(game).chars[cchar1], &_GP(game).chars[cchar2]);
}
int GetCharacterProperty(int cha, const char *property) {
if (!is_valid_character(cha))
quit("!GetCharacterProperty: invalid character");
return get_int_property(_GP(game).charProps[cha], _GP(play).charProps[cha], property);
}
void SetCharacterProperty(int who, int flag, int yesorno) {
if (!is_valid_character(who))
quit("!SetCharacterProperty: Invalid character specified");
Character_SetOption(&_GP(game).chars[who], flag, yesorno);
}
void GetCharacterPropertyText(int item, const char *property, char *bufer) {
get_text_property(_GP(game).charProps[item], _GP(play).charProps[item], property, bufer);
}
int GetCharIDAtScreen(int xx, int yy) {
VpPoint vpt = _GP(play).ScreenToRoomDivDown(xx, yy);
if (vpt.second < 0)
return -1;
return is_pos_on_character(vpt.first.X, vpt.first.Y);
}
void SetActiveInventory(int iit) {
ScriptInvItem *tosend = nullptr;
if ((iit > 0) && (iit < _GP(game).numinvitems))
tosend = &_G(scrInv)[iit];
else if (iit != -1)
quitprintf("!SetActiveInventory: invalid inventory number %d", iit);
Character_SetActiveInventory(_G(playerchar), tosend);
}
void update_invorder() {
for (int cc = 0; cc < _GP(game).numcharacters; cc++) {
_GP(charextra)[cc].invorder_count = 0;
int ff, howmany;
// Iterate through all inv items, adding them once (or multiple
// times if requested) to the list.
for (ff = 0; ff < _GP(game).numinvitems; ff++) {
howmany = _GP(game).chars[cc].inv[ff];
if ((_GP(game).options[OPT_DUPLICATEINV] == 0) && (howmany > 1))
howmany = 1;
for (int ts = 0; ts < howmany; ts++) {
if (_GP(charextra)[cc].invorder_count >= MAX_INVORDER)
quit("!Too many inventory items to display: 500 max");
_GP(charextra)[cc].invorder[_GP(charextra)[cc].invorder_count] = ff;
_GP(charextra)[cc].invorder_count++;
}
}
}
// backwards compatibility
_GP(play).inv_numorder = _GP(charextra)[_GP(game).playercharacter].invorder_count;
GUI::MarkInventoryForUpdate(_GP(game).playercharacter, true);
}
void add_inventory(int inum) {
if ((inum < 0) || (inum >= MAX_INV))
quit("!AddInventory: invalid inventory number");
Character_AddInventory(_G(playerchar), &_G(scrInv)[inum], SCR_NO_VALUE);
_GP(play).inv_numorder = _GP(charextra)[_GP(game).playercharacter].invorder_count;
}
void lose_inventory(int inum) {
if ((inum < 0) || (inum >= MAX_INV))
quit("!LoseInventory: invalid inventory number");
Character_LoseInventory(_G(playerchar), &_G(scrInv)[inum]);
_GP(play).inv_numorder = _GP(charextra)[_GP(game).playercharacter].invorder_count;
}
void AddInventoryToCharacter(int charid, int inum) {
if (!is_valid_character(charid))
quit("!AddInventoryToCharacter: invalid character specified");
if ((inum < 1) || (inum >= _GP(game).numinvitems))
quit("!AddInventory: invalid inv item specified");
Character_AddInventory(&_GP(game).chars[charid], &_G(scrInv)[inum], SCR_NO_VALUE);
}
void LoseInventoryFromCharacter(int charid, int inum) {
if (!is_valid_character(charid))
quit("!LoseInventoryFromCharacter: invalid character specified");
if ((inum < 1) || (inum >= _GP(game).numinvitems))
quit("!AddInventory: invalid inv item specified");
Character_LoseInventory(&_GP(game).chars[charid], &_G(scrInv)[inum]);
}
void DisplayThought(int chid, const char *text) {
if ((chid < 0) || (chid >= _GP(game).numcharacters))
quit("!DisplayThought: invalid character specified");
_DisplayThoughtCore(chid, text);
}
void __sc_displayspeech(int chid, const char *text) {
if ((chid < 0) || (chid >= _GP(game).numcharacters))
quit("!DisplaySpeech: invalid character specified");
_DisplaySpeechCore(chid, text);
}
// **** THIS IS UNDOCUMENTED BECAUSE IT DOESN'T WORK PROPERLY
// **** AT 640x400 AND DOESN'T USE THE RIGHT SPEECH STYLE
void DisplaySpeechAt(int xx, int yy, int wii, int aschar, const char *spch) {
data_to_game_coords(&xx, &yy);
wii = data_to_game_coord(wii);
_displayspeech(get_translation(spch), aschar, xx, yy, wii, 0);
}
int DisplaySpeechBackground(int charid, const char *speel) {
// remove any previous background speech for this character
// TODO: have a map character -> bg speech over?
const auto &overs = get_overlays();
for (size_t i = 0; i < overs.size(); ++i) {
if (overs[i].bgSpeechForChar == charid) {
remove_screen_overlay(i);
break;
}
}
int ovrl = CreateTextOverlay(OVR_AUTOPLACE, charid, _GP(play).GetUIViewport().GetWidth() / 2, FONT_SPEECH,
-_GP(game).chars[charid].talkcolor, get_translation(speel), DISPLAYTEXT_NORMALOVERLAY);
auto *over = get_overlay(ovrl);
over->bgSpeechForChar = charid;
over->timeout = GetTextDisplayTime(speel, 1);
return ovrl;
}
} // namespace AGS3
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