scummvm/engines/scumm/actor_he.h
2014-02-18 02:39:38 +01:00

90 lines
2.0 KiB
C++

/* 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 SCUMM_ACTOR_HE_H
#define SCUMM_ACTOR_HE_H
#include "scumm/actor.h"
namespace Scumm {
struct AuxBlock {
bool visible;
Common::Rect r;
void reset() {
visible = false;
r.left = r.top = 0;
r.right = r.bottom = -1;
}
};
struct AuxEntry {
int actorNum;
int subIndex;
};
class ActorHE : public Actor {
public:
ActorHE(ScummEngine *scumm, int id) : Actor(scumm, id) {}
virtual void initActor(int mode);
virtual void hideActor();
void drawActorToBackBuf(int x, int y);
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];
virtual void prepareDrawActorCostume(BaseCostumeRenderer *bcr);
virtual void setActorCostume(int c);
};
} // End of namespace Scumm
#endif