2007-05-30 21:56:52 +00:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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2002-05-14 19:11:20 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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2005-10-18 01:30:26 +00:00
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-05-14 19:11:20 +00:00
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*
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2006-02-11 09:55:41 +00:00
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* $URL$
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* $Id$
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2002-05-14 19:11:20 +00:00
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*
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*/
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2007-02-19 17:48:19 +00:00
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#ifndef SCUMM_ACTOR_H
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#define SCUMM_ACTOR_H
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2002-05-14 19:11:20 +00:00
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2002-12-25 21:04:47 +00:00
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#include "common/scummsys.h"
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2005-10-21 23:01:13 +00:00
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#include "scumm/saveload.h"
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2003-10-03 18:33:57 +00:00
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#include "scumm/scumm.h"
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2005-04-10 12:59:17 +00:00
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2003-10-03 18:33:57 +00:00
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namespace Scumm {
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2002-05-14 23:35:28 +00:00
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2006-10-19 00:26:55 +00:00
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enum {
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V12_X_MULTIPLIER = 8,
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2007-02-15 18:12:29 +00:00
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V12_Y_MULTIPLIER = 2,
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V12_X_SHIFT = 3,
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V12_Y_SHIFT = 1
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2006-10-19 00:26:55 +00:00
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};
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2002-05-23 21:22:08 +00:00
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enum MoveFlags {
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MF_NEW_LEG = 1,
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MF_IN_LEG = 2,
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MF_TURN = 4,
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2003-03-08 02:06:56 +00:00
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MF_LAST_LEG = 8,
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MF_FROZEN = 0x80
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2002-05-23 21:22:08 +00:00
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};
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2002-05-14 19:11:20 +00:00
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struct CostumeData {
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byte active[16];
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2003-06-01 18:20:38 +00:00
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uint16 animCounter;
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byte soundCounter;
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2002-05-14 19:11:20 +00:00
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uint16 stopped;
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uint16 curpos[16];
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uint16 start[16];
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uint16 end[16];
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uint16 frame[16];
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2002-07-07 19:31:51 +00:00
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2008-09-25 10:11:06 +00:00
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/* HE specific */
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2005-09-23 23:23:34 +00:00
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uint16 heJumpOffsetTable[16];
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uint16 heJumpCountTable[16];
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uint32 heCondMaskTable[16];
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2004-09-08 21:14:12 +00:00
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2002-07-07 19:31:51 +00:00
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void reset() {
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2002-05-23 00:37:00 +00:00
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stopped = 0;
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for (int i = 0; i < 16; i++) {
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active[i] = 0;
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curpos[i] = start[i] = end[i] = frame[i] = 0xFFFF;
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2002-07-15 01:38:52 +00:00
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}
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}
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};
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2002-05-14 19:11:20 +00:00
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2003-07-02 13:47:03 +00:00
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struct AdjustBoxResult { /* Result type of AdjustBox functions */
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int16 x, y;
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byte box;
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};
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2007-03-12 12:11:59 +00:00
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enum {
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kOldInvalidBox = 255, // For small header games
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kNewInavlidBox = 0
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};
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2002-05-14 23:35:28 +00:00
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2007-03-12 12:11:59 +00:00
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class Actor : public Serializable {
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2003-05-20 20:42:28 +00:00
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public:
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static byte kInvalidBox;
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2005-07-30 21:11:48 +00:00
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2006-11-19 00:39:48 +00:00
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protected:
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2007-03-12 12:11:59 +00:00
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ScummEngine *_vm;
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2004-09-04 10:29:06 +00:00
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/** The position of the actor inside the virtual screen. */
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2003-10-02 17:43:02 +00:00
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Common::Point _pos;
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2005-07-30 21:11:48 +00:00
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2006-11-19 00:39:48 +00:00
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public:
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2005-03-11 01:10:06 +00:00
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int _top, _bottom;
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uint _width;
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byte _number;
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uint16 _costume;
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byte _room;
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2006-11-19 00:39:48 +00:00
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public:
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2005-03-11 01:10:06 +00:00
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byte _talkColor;
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int _talkFrequency;
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byte _talkPan;
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byte _talkVolume;
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uint16 _boxscale;
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byte _scalex, _scaley;
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byte _charset;
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byte _moving;
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bool _ignoreBoxes;
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byte _forceClip;
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2004-09-28 19:28:59 +00:00
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byte _initFrame;
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byte _walkFrame;
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byte _standFrame;
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byte _talkStartFrame;
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byte _talkStopFrame;
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2005-03-11 01:10:06 +00:00
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bool _needRedraw, _needBgReset, _visible;
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2004-09-28 19:28:59 +00:00
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byte _shadowMode;
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2005-03-11 01:10:06 +00:00
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bool _flip;
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byte _frame;
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2004-09-28 19:28:59 +00:00
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byte _walkbox;
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2005-03-11 01:10:06 +00:00
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int16 _talkPosX, _talkPosY;
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uint16 _talkScript, _walkScript;
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bool _ignoreTurns;
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bool _drawToBackBuf;
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2005-10-21 12:06:03 +00:00
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int32 _layer;
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2005-03-11 01:10:06 +00:00
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uint16 _sound[32];
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CostumeData _cost;
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2004-10-12 14:12:20 +00:00
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/* HE specific */
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2008-09-25 08:06:18 +00:00
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int _heOffsX, _heOffsY;
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2005-03-11 01:10:06 +00:00
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bool _heSkipLimbs;
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uint32 _heCondMask;
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2005-10-22 04:08:48 +00:00
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uint32 _hePaletteNum;
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uint32 _heXmapNum;
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2004-09-28 00:58:00 +00:00
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2002-05-14 23:35:28 +00:00
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protected:
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2006-11-19 00:39:48 +00:00
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struct ActorWalkData {
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Common::Point dest; // Final destination point
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byte destbox; // Final destination box
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int16 destdir; // Final destination, direction to face at
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2006-12-21 15:09:13 +00:00
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2006-11-19 00:39:48 +00:00
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Common::Point cur; // Last position
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byte curbox; // Last box
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2006-12-21 15:09:13 +00:00
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2006-11-19 00:39:48 +00:00
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Common::Point next; // Next position on our way to the destination, i.e. our intermediate destination
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2006-12-21 15:09:13 +00:00
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2006-11-19 00:39:48 +00:00
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Common::Point point3;
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int32 deltaXFactor, deltaYFactor;
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uint16 xfrac, yfrac;
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};
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2006-12-21 15:09:13 +00:00
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2006-11-19 00:39:48 +00:00
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2009-06-04 11:03:45 +00:00
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uint16 _palette[256];
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2004-09-28 19:28:59 +00:00
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int _elevation;
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2005-03-11 01:10:06 +00:00
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uint16 _facing;
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uint16 _targetFacing;
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uint _speedx, _speedy;
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byte _animProgress, _animSpeed;
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bool _costumeNeedsInit;
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ActorWalkData _walkdata;
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int16 _animVariable[27];
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2003-05-26 02:26:13 +00:00
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2002-05-14 23:35:28 +00:00
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public:
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2007-03-12 12:11:59 +00:00
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Actor(ScummEngine *scumm, int id);
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2006-12-25 15:37:20 +00:00
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virtual ~Actor() {}
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2005-07-30 21:11:48 +00:00
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2002-05-14 23:35:28 +00:00
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//protected:
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2008-09-25 10:11:06 +00:00
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virtual void hideActor();
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2002-05-14 19:11:20 +00:00
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void showActor();
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2006-12-25 15:37:20 +00:00
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virtual void initActor(int mode);
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2006-12-21 15:09:13 +00:00
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void putActor() {
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putActor(_pos.x, _pos.y, _room);
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}
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2007-02-04 01:24:43 +00:00
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void putActor(int room) {
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putActor(_pos.x, _pos.y, room);
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}
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2006-12-21 15:09:13 +00:00
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void putActor(int x, int y) {
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putActor(x, y, _room);
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}
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void putActor(int x, int y, int room);
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2002-05-14 19:11:20 +00:00
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void setActorWalkSpeed(uint newSpeedX, uint newSpeedY);
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2002-07-18 15:45:10 +00:00
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protected:
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2004-09-30 23:49:46 +00:00
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int calcMovementFactor(const Common::Point& next);
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2002-05-14 19:11:20 +00:00
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int actorWalkStep();
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2002-08-18 13:55:30 +00:00
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int remapDirection(int dir, bool is_walking);
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2007-02-04 01:24:43 +00:00
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virtual void setupActorScale();
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2002-05-14 19:11:20 +00:00
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2002-07-18 15:45:10 +00:00
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void setBox(int box);
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2002-08-18 13:55:30 +00:00
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int updateActorDirection(bool is_walking);
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2002-07-18 15:45:10 +00:00
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public:
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2003-01-26 06:17:25 +00:00
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void adjustActorPos();
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A long time ago, in a virtual machine far, far away...
It is a period of bug fixing. Rebel
developers, coding from a public
project, have won their umpteenth victory
against the evil Actor Walk Bugs.
During the debugging, programmers
used secret plans to the LucasArts'
ultimate tool, the SCUMM engine, an
extensible scripting system with enough
power to create an entire adventure.
Pursued by ensuing sinister regressions,
High King Fingolfin gleefully jumps up
and down, making use of the hotkey
that can save his games and restore
them back again later....
[With apologies to George Lucas. Good
riddance to bugs #751662, #771483, #959001,
#1329457, #1329498, #1329529, #1527672,
#1538260, #1571701, #1571705, #1571740,
and a warm welcome to the regressions
this change will cause. :-) ]
svn-id: r26090
2007-03-11 15:23:50 +00:00
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virtual AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY);
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2003-01-01 18:22:41 +00:00
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void setDirection(int direction);
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2003-04-20 17:11:13 +00:00
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void faceToObject(int obj);
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2002-05-14 19:11:20 +00:00
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void turnToDirection(int newdir);
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2006-12-25 17:21:54 +00:00
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virtual void walkActor();
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2004-09-03 19:54:58 +00:00
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void drawActorCostume(bool hitTestMode = false);
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2008-09-25 08:06:18 +00:00
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virtual void prepareDrawActorCostume(BaseCostumeRenderer *bcr);
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2002-08-04 02:53:50 +00:00
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void animateCostume();
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2008-09-25 10:11:06 +00:00
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virtual void setActorCostume(int c);
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2005-07-30 21:11:48 +00:00
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2003-01-06 16:04:01 +00:00
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void animateLimb(int limb, int f);
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2005-07-30 21:11:48 +00:00
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2004-09-03 19:54:58 +00:00
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bool actorHitTest(int x, int y);
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2005-07-30 21:11:48 +00:00
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2007-03-06 07:09:18 +00:00
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const byte *getActorName();
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2002-05-14 19:11:20 +00:00
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void startWalkActor(int x, int y, int dir);
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2003-01-01 18:22:41 +00:00
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void stopActorMoving();
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2003-09-09 19:30:25 +00:00
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protected:
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2003-01-01 18:22:41 +00:00
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void startWalkAnim(int cmd, int angle);
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2003-09-09 19:30:25 +00:00
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public:
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2004-07-15 12:26:10 +00:00
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void runActorTalkScript(int f);
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2003-01-01 18:22:41 +00:00
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void startAnimActor(int frame);
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2002-07-07 19:31:51 +00:00
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2002-08-19 17:23:48 +00:00
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void remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold);
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2004-01-16 01:52:49 +00:00
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void remapActorPaletteColor(int slot, int color);
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2002-06-04 23:32:53 +00:00
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void animateActor(int anim);
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2002-05-23 00:37:00 +00:00
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2003-05-26 02:26:13 +00:00
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bool isInCurrentRoom() const {
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2005-03-11 01:10:06 +00:00
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return _room == _vm->_currentRoom;
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2002-07-07 19:31:51 +00:00
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}
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2005-07-30 21:11:48 +00:00
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2007-02-04 01:24:43 +00:00
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Common::Point getPos() const {
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Common::Point p(_pos);
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if (_vm->_game.version <= 2) {
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p.x *= V12_X_MULTIPLIER;
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p.y *= V12_Y_MULTIPLIER;
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}
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return p;
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}
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const Common::Point& getRealPos() const {
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2006-11-19 00:39:48 +00:00
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return _pos;
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}
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2003-01-01 18:22:41 +00:00
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2003-05-26 02:26:13 +00:00
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int getRoom() const {
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2005-03-11 01:10:06 +00:00
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return _room;
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2002-07-07 19:31:51 +00:00
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}
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2005-07-30 21:11:48 +00:00
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2003-07-24 17:44:00 +00:00
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int getFacing() const {
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2005-03-11 01:10:06 +00:00
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return _facing;
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2003-07-24 17:44:00 +00:00
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}
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2002-07-07 19:31:51 +00:00
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2006-07-24 12:49:58 +00:00
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void setFacing(int newFacing) {
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_facing = newFacing;
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}
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2005-04-10 12:59:17 +00:00
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int getAnimVar(byte var) const;
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void setAnimVar(byte var, int value);
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2005-07-30 21:11:48 +00:00
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2003-07-24 17:44:00 +00:00
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void setAnimSpeed(byte newAnimSpeed) {
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2005-03-11 01:10:06 +00:00
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_animSpeed = newAnimSpeed;
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_animProgress = 0;
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2003-07-24 17:44:00 +00:00
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}
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2004-01-05 16:19:14 +00:00
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2005-03-08 05:56:21 +00:00
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int getAnimSpeed() const {
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2005-03-11 01:10:06 +00:00
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return _animSpeed;
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2005-03-08 05:56:21 +00:00
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}
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2004-09-21 05:59:26 +00:00
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int getAnimProgress() const {
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2005-03-11 01:10:06 +00:00
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return _animProgress;
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2004-09-21 05:59:26 +00:00
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}
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2004-01-05 16:19:14 +00:00
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int getElevation() const {
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2004-09-28 19:28:59 +00:00
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return _elevation;
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2004-01-05 16:19:14 +00:00
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}
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2005-07-30 21:11:48 +00:00
|
|
|
|
2004-01-05 16:19:14 +00:00
|
|
|
void setElevation(int newElevation) {
|
2004-09-28 19:28:59 +00:00
|
|
|
if (_elevation != newElevation) {
|
|
|
|
_elevation = newElevation;
|
2005-03-11 01:10:06 +00:00
|
|
|
_needRedraw = true;
|
2004-01-05 16:19:14 +00:00
|
|
|
}
|
|
|
|
}
|
2005-07-30 21:11:48 +00:00
|
|
|
|
2004-01-05 16:30:00 +00:00
|
|
|
void setPalette(int idx, int val) {
|
2005-03-11 01:10:06 +00:00
|
|
|
_palette[idx] = val;
|
|
|
|
_needRedraw = true;
|
2004-01-05 16:30:00 +00:00
|
|
|
}
|
2005-07-30 21:11:48 +00:00
|
|
|
|
2004-01-05 16:30:00 +00:00
|
|
|
void setScale(int sx, int sy) {
|
|
|
|
if (sx != -1)
|
2005-03-11 01:10:06 +00:00
|
|
|
_scalex = sx;
|
2004-01-05 16:30:00 +00:00
|
|
|
if (sy != -1)
|
2005-03-11 01:10:06 +00:00
|
|
|
_scaley = sy;
|
|
|
|
_needRedraw = true;
|
2004-01-05 16:30:00 +00:00
|
|
|
}
|
|
|
|
|
2002-07-26 16:13:04 +00:00
|
|
|
void classChanged(int cls, bool value);
|
2005-07-30 21:11:48 +00:00
|
|
|
|
2005-10-21 23:01:13 +00:00
|
|
|
// Used by the save/load system:
|
|
|
|
void saveLoadWithSerializer(Serializer *ser);
|
2005-07-30 21:11:48 +00:00
|
|
|
|
2002-07-15 22:56:24 +00:00
|
|
|
protected:
|
|
|
|
bool isInClass(int cls);
|
2005-07-30 21:11:48 +00:00
|
|
|
|
2007-03-10 13:53:11 +00:00
|
|
|
virtual bool isPlayer();
|
2003-05-26 02:26:13 +00:00
|
|
|
|
2003-10-02 17:43:02 +00:00
|
|
|
bool findPathTowards(byte box, byte box2, byte box3, Common::Point &foundPath);
|
2006-12-25 17:21:54 +00:00
|
|
|
};
|
|
|
|
|
2008-09-25 08:06:18 +00:00
|
|
|
class ActorHE : public Actor {
|
|
|
|
public:
|
|
|
|
ActorHE(ScummEngine *scumm, int id) : Actor(scumm, id) {}
|
|
|
|
|
|
|
|
virtual void initActor(int mode);
|
2008-09-25 10:11:06 +00:00
|
|
|
|
|
|
|
virtual void hideActor();
|
|
|
|
|
2008-09-25 08:19:51 +00:00
|
|
|
void drawActorToBackBuf(int x, int y);
|
2008-09-25 08:06:18 +00:00
|
|
|
|
2008-09-25 10:11:06 +00:00
|
|
|
void setHEFlag(int bit, int set);
|
|
|
|
|
|
|
|
void setUserCondition(int slot, int set);
|
|
|
|
bool isUserConditionSet(int slot) const;
|
|
|
|
|
|
|
|
void setTalkCondition(int slot);
|
|
|
|
bool isTalkConditionSet(int slot) const;
|
|
|
|
|
|
|
|
public:
|
|
|
|
/** This rect is used to clip actor drawing. */
|
|
|
|
Common::Rect _clipOverride;
|
|
|
|
|
|
|
|
bool _heNoTalkAnimation;
|
|
|
|
bool _heTalking;
|
|
|
|
byte _heFlags;
|
|
|
|
|
|
|
|
AuxBlock _auxBlock;
|
|
|
|
|
|
|
|
struct {
|
|
|
|
int16 posX;
|
|
|
|
int16 posY;
|
|
|
|
int16 color;
|
|
|
|
byte sentence[128];
|
|
|
|
} _heTalkQueue[16];
|
|
|
|
|
|
|
|
|
2008-09-25 08:06:18 +00:00
|
|
|
virtual void prepareDrawActorCostume(BaseCostumeRenderer *bcr);
|
2008-09-25 10:11:06 +00:00
|
|
|
virtual void setActorCostume(int c);
|
2008-09-25 08:06:18 +00:00
|
|
|
};
|
|
|
|
|
2007-03-10 13:53:11 +00:00
|
|
|
class Actor_v3 : public Actor {
|
2006-12-25 17:21:54 +00:00
|
|
|
public:
|
2007-03-12 12:11:59 +00:00
|
|
|
Actor_v3(ScummEngine *scumm, int id) : Actor(scumm, id) {}
|
2006-12-25 17:21:54 +00:00
|
|
|
|
|
|
|
virtual void walkActor();
|
|
|
|
|
|
|
|
protected:
|
2007-02-04 01:24:43 +00:00
|
|
|
virtual void setupActorScale();
|
2003-10-02 17:43:02 +00:00
|
|
|
void findPathTowardsOld(byte box, byte box2, byte box3, Common::Point &p2, Common::Point &p3);
|
2002-05-14 19:11:20 +00:00
|
|
|
};
|
|
|
|
|
2007-03-10 13:53:11 +00:00
|
|
|
class Actor_v2 : public Actor_v3 {
|
|
|
|
public:
|
2007-03-12 12:11:59 +00:00
|
|
|
Actor_v2(ScummEngine *scumm, int id) : Actor_v3(scumm, id) {}
|
2007-03-10 13:53:11 +00:00
|
|
|
|
|
|
|
virtual void initActor(int mode);
|
A long time ago, in a virtual machine far, far away...
It is a period of bug fixing. Rebel
developers, coding from a public
project, have won their umpteenth victory
against the evil Actor Walk Bugs.
During the debugging, programmers
used secret plans to the LucasArts'
ultimate tool, the SCUMM engine, an
extensible scripting system with enough
power to create an entire adventure.
Pursued by ensuing sinister regressions,
High King Fingolfin gleefully jumps up
and down, making use of the hotkey
that can save his games and restore
them back again later....
[With apologies to George Lucas. Good
riddance to bugs #751662, #771483, #959001,
#1329457, #1329498, #1329529, #1527672,
#1538260, #1571701, #1571705, #1571740,
and a warm welcome to the regressions
this change will cause. :-) ]
svn-id: r26090
2007-03-11 15:23:50 +00:00
|
|
|
virtual void walkActor();
|
|
|
|
virtual AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY);
|
2007-03-10 13:53:11 +00:00
|
|
|
|
|
|
|
protected:
|
|
|
|
virtual bool isPlayer();
|
2008-09-25 08:06:18 +00:00
|
|
|
virtual void prepareDrawActorCostume(BaseCostumeRenderer *bcr);
|
2007-03-10 13:53:11 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
class ActorC64 : public Actor_v2 {
|
2006-12-25 15:37:20 +00:00
|
|
|
public:
|
|
|
|
// FIXME: This flag is never saved, which might lead to broken save states.
|
|
|
|
byte _miscflags;
|
|
|
|
|
|
|
|
public:
|
2007-03-12 12:11:59 +00:00
|
|
|
ActorC64(ScummEngine *scumm, int id) : Actor_v2(scumm, id) {}
|
2006-12-25 15:37:20 +00:00
|
|
|
virtual void initActor(int mode) {
|
2007-03-10 13:53:11 +00:00
|
|
|
Actor_v2::initActor(mode);
|
2006-12-25 15:37:20 +00:00
|
|
|
if (mode == -1) {
|
|
|
|
_miscflags = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
protected:
|
2006-12-29 23:50:54 +00:00
|
|
|
|
2006-12-25 15:37:20 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
|
2003-10-03 18:33:57 +00:00
|
|
|
} // End of namespace Scumm
|
|
|
|
|
2002-05-14 19:11:20 +00:00
|
|
|
#endif
|