scummvm/engines/prince/hero.h

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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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef PRINCE_HERO_H
#define PRINCE_HERO_H
#include "common/scummsys.h"
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#include "common/array.h"
#include "common/memstream.h"
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#include "graphics/surface.h"
#include "graphics/primitives.h"
namespace Prince {
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class Animation;
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class PrinceEngine;
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class GraphicsMan;
struct InventoryItem;
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class Hero {
public:
static const uint32 kMoveSetSize = 26;
static const int16 kShadowLineArraySize = 2 * 1280 * 4;
static const int16 kScreenWidth = 640;
static const int16 kStepLeftRight = 8;
static const int16 kStepUpDown = 4;
enum State {
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kHeroStateStay,
kHeroStateTurn,
kHeroStateMove,
kHeroStateBore,
kHeroStateSpec,
kHeroStateTalk,
kHeroStateMvan,
kHeroStateTran,
kHeroStateRun,
kHeroStateDelayMove
};
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enum Direction {
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kHeroDirLeft = 1,
kHeroDirRight = 2,
kHeroDirUp = 3,
kHeroDirDown = 4
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};
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enum MoveSet {
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kMove_SL,
kMove_SR,
kMove_SU,
kMove_SD,
kMove_ML,
kMove_MR,
kMove_MU,
kMove_MD,
kMove_TL,
kMove_TR,
kMove_TU,
kMove_TD,
kMove_MLU,
kMove_MLD,
kMove_MLR,
kMove_MRU,
kMove_MRD,
kMove_MRL,
kMove_MUL,
kMove_MUR,
kMove_MUD,
kMove_MDL,
kMove_MDR,
kMove_MDU,
kMove_BORED1,
kMove_BORED2
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};
// Used instead of offset in getData
enum AttrId {
kHeroLastDir = 26,
kHeroAnimSet = 120
};
uint16 getData(AttrId dataId);
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Hero(PrinceEngine *vm, GraphicsMan *graph);
~Hero();
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bool loadAnimSet(uint32 heroAnimNumber);
Graphics::Surface *getSurface();
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void setPos(int16 x, int16 y) { _middleX = x; _middleY = y; }
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void setVisible(bool flag) { _visible = flag; }
void showHero();
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void drawHero();
void freeZoomedSurface();
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void heroStanding();
void heroMoveGotIt(int x, int y, int dir);
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int rotateHero(int oldDirection, int newDirection);
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void scrollHero();
void setScale(int8 zoomBitmapValue);
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int getScaledValue(int size);
void selectZoom();
void countDrawPosition();
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Graphics::Surface *zoomSprite(Graphics::Surface *heroFrame);
void line(int x1, int y1, int x2, int y2);
void plotPoint(int x, int y);
void showHeroShadow(Graphics::Surface *heroFrame);
void setShadowScale(int32 shadowScale);
void freeOldMove();
void freeHeroAnim();
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//private:
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PrinceEngine *_vm;
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GraphicsMan *_graph;
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uint16 _number;
uint16 _visible;
int16 _state;
int16 _middleX; // middle of X
int16 _middleY; // lower part of hero
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int16 _moveSetType;
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int8 _zoomFactor;
int16 _scaleValue;
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int16 _frameXSize;
int16 _frameYSize;
int16 _scaledFrameXSize;
int16 _scaledFrameYSize;
int16 _drawX;
int16 _drawY;
int16 _drawZ;
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int32 _shadZoomFactor;
int32 _shadScaleValue;
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int32 _shadLineLen;
int16 _shadDrawX;
int16 _shadDrawY;
byte *_coords; // array of coordinates
byte *_dirTab; // array of directions
byte *_currCoords; // current coordinations
byte *_currDirTab; // current direction
int16 _lastDirection; // previous move direction
int16 _destDirection;
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int16 _leftRightMainDir; // left or right - dominant direction
int16 _upDownMainDir; // up or down - dominant direction
int32 _phase; // Phase animation phase
int16 _step; // Step x/y step size depends on direction
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int16 _maxBoredom; // stand still timeout
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int16 _boredomTime; // Boredom current boredom time in frames
uint16 _boreNum; // Bore anim frame
int16 _talkTime; // TalkTime time of talk anim
Animation *_specAnim; // additional anim
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Graphics::Surface *_zoomedHeroSurface;
uint16 _currHeight; // height of current anim phase
Common::Array<byte> _inventory; // Inventory array of items
Common::Array<byte> _inventory2; // Inventory2 array of items
// Font subtitiles font
int _color; // subtitles color
uint32 _animSetNr; // number of animation set
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Common::Array<Animation *> _moveSet; // MoveAnims MoveSet
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int16 _turnAnim;
byte *_shadowLine;
uint32 _moveDelay;
uint32 _shadMinus;
};
}
#endif
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