scummvm/scumm/actor.h

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2005 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.
*
* $Header$
*
*/
#ifndef ACTOR_H
#define ACTOR_H
#include "common/scummsys.h"
#include "scumm/scumm.h"
namespace Scumm {
enum MoveFlags {
MF_NEW_LEG = 1,
MF_IN_LEG = 2,
MF_TURN = 4,
MF_LAST_LEG = 8,
MF_FROZEN = 0x80
};
struct ActorWalkData {
Common::Point dest; // Final destination point
byte destbox; // Final destination box
int16 destdir; // Final destination, direction to face at
Common::Point cur; // Last position
byte curbox; // Last box
Common::Point next; // Next position on our way to the destination, i.e. our intermediate destination
Common::Point point3;
int32 deltaXFactor, deltaYFactor;
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uint16 xfrac, yfrac;
};
struct CostumeData {
byte active[16];
uint16 animCounter;
byte soundCounter;
uint16 stopped;
uint16 curpos[16];
uint16 start[16];
uint16 end[16];
uint16 frame[16];
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uint16 seq1[16];
uint16 seq2[16];
uint32 seq3[16];
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void reset() {
stopped = 0;
for (int i = 0; i < 16; i++) {
active[i] = 0;
curpos[i] = start[i] = end[i] = frame[i] = 0xFFFF;
}
}
};
struct AdjustBoxResult { /* Result type of AdjustBox functions */
int16 x, y;
byte box;
};
struct SaveLoadEntry;
class Actor {
public:
static byte kInvalidBox;
static void initActorClass(ScummEngine *scumm);
public:
/** The position of the actor inside the virtual screen. */
Common::Point _pos;
/** HE specific: This rect is used to clip actor drawing. */
Common::Rect _clipOverride;
int _offsX, _offsY;
int _top, _bottom;
uint _width;
byte _number;
uint16 _costume;
byte _room;
byte _talkColor;
int _talkFrequency;
byte _talkPan;
byte _talkVolume;
uint16 _boxscale;
byte _scalex, _scaley;
byte _charset;
byte _moving;
bool _ignoreBoxes;
byte _forceClip;
byte _initFrame;
byte _walkFrame;
byte _standFrame;
byte _talkStartFrame;
byte _talkStopFrame;
bool _needRedraw, _needBgReset, _visible;
byte _shadowMode;
bool _flip;
byte _frame;
byte _walkbox;
int16 _talkPosX, _talkPosY;
uint16 _talkScript, _walkScript;
bool _ignoreTurns;
bool _drawToBackBuf;
int8 _layer;
uint16 _sound[32];
CostumeData _cost;
/* HE specific */
byte _hePaletteNum;
bool _heNoTalkAnimation;
bool _heSkipLimbs;
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bool _heTalking;
uint32 _heCondMask;
AuxBlock _auxBlock;
struct {
int16 posX;
int16 posY;
int16 color;
byte sentence[128];
} _heTalkQueue[16];
protected:
byte _palette[256];
int _elevation;
uint16 _facing;
uint16 _targetFacing;
uint _speedx, _speedy;
byte _animProgress, _animSpeed;
bool _costumeNeedsInit;
ActorWalkData _walkdata;
int16 _animVariable[27];
static ScummEngine *_vm;
public:
Actor();
//protected:
void hideActor();
void showActor();
void initActor(int mode);
void putActor(int x, int y, byte room);
void setActorWalkSpeed(uint newSpeedX, uint newSpeedY);
protected:
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int calcMovementFactor(const Common::Point& next);
int actorWalkStep();
int remapDirection(int dir, bool is_walking);
void setupActorScale();
void setBox(int box);
int updateActorDirection(bool is_walking);
public:
void adjustActorPos();
AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY);
void setDirection(int direction);
void faceToObject(int obj);
void turnToDirection(int newdir);
void walkActor();
void walkActorOld();
void drawActorToBackBuf(int x, int y);
void drawActorCostume(bool hitTestMode = false);
void animateCostume();
void setActorCostume(int c);
void animateLimb(int limb, int f);
bool actorHitTest(int x, int y);
byte *getActorName();
void startWalkActor(int x, int y, int dir);
void stopActorMoving();
protected:
void startWalkAnim(int cmd, int angle);
public:
void runActorTalkScript(int f);
void startAnimActor(int frame);
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void remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold);
void remapActorPaletteColor(int slot, int color);
void animateActor(int anim);
bool isInCurrentRoom() const {
return _room == _vm->_currentRoom;
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}
int getActorXYPos(int &x, int &y) const;
int getRoom() const {
return _room;
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}
int getFacing() const {
return _facing;
}
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int getAnimVar(byte var) const;
void setAnimVar(byte var, int value);
void setAnimSpeed(byte newAnimSpeed) {
_animSpeed = newAnimSpeed;
_animProgress = 0;
}
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int getAnimSpeed() const {
return _animSpeed;
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}
int getAnimProgress() const {
return _animProgress;
}
int getElevation() const {
return _elevation;
}
void setElevation(int newElevation) {
if (_elevation != newElevation) {
_elevation = newElevation;
_needRedraw = true;
}
}
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void setPalette(int idx, int val) {
_palette[idx] = val;
_needRedraw = true;
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}
void setScale(int sx, int sy) {
if (sx != -1)
_scalex = sx;
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if (sy != -1)
_scaley = sy;
_needRedraw = true;
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}
void classChanged(int cls, bool value);
void setUserCondition(int slot, int set);
bool isUserConditionSet(int slot) const;
void setTalkCondition(int slot);
bool isTalkConditionSet(int slot) const;
// Used by the save/load syste:
static const SaveLoadEntry *getSaveLoadEntries();
protected:
bool isInClass(int cls);
bool isPlayer();
bool findPathTowards(byte box, byte box2, byte box3, Common::Point &foundPath);
void findPathTowardsOld(byte box, byte box2, byte box3, Common::Point &p2, Common::Point &p3);
};
} // End of namespace Scumm
#endif