scummvm/saga/actor.h
Torbjörn Andersson b0110fe5b2 Whitespace fixes
svn-id: r15704
2004-10-31 13:51:01 +00:00

240 lines
5.0 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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.
*
* $Header$
*
*/
// Actor management module header file
#ifndef SAGA_ACTOR_H__
#define SAGA_ACTOR_H__
#include "saga/yslib.h"
#include "saga/sprite.h"
namespace Saga {
#define ACTOR_BASE_SPEED 0.25
#define ACTOR_BASE_ZMOD 0.5
#define ACTOR_DEFAULT_ORIENT 2
#define ACTOR_ORIENTMAX 7
#define ACTOR_ACTIONTIME 80
#define ACTOR_DIALOGUE_LETTERTIME 50
#define ACTOR_DIALOGUE_HEIGHT 100
#define ACTOR_LMULT 4
enum ACTOR_INTENTS {
INTENT_NONE = 0,
INTENT_PATH = 1,
INTENT_SPEAK = 2
};
enum ACTOR_WALKFLAGS {
WALK_NONE = 0x00,
WALK_NOREORIENT = 0x01
};
enum ACTOR_ORIENTATIONS {
ORIENT_N = 0,
ORIENT_NE = 1,
ORIENT_E = 2,
ORIENT_SE = 3,
ORIENT_S = 4,
ORIENT_SW = 5,
ORIENT_W = 6,
ORIENT_NW = 7
};
enum ACTOR_ACTIONS {
ACTION_IDLE = 0,
ACTION_WALK = 1,
ACTION_SPEAK = 2,
ACTION_COUNT
};
enum ACTOR_ACTIONFLAGS {
ACTION_NONE = 0x00,
ACTION_LOOP = 0x01
};
struct ACTORACTIONITEM {
int frame_index;
int frame_count;
};
struct ACTORACTION {
ACTORACTIONITEM dir[4];
};
struct WALKINTENT {
int wi_active;
uint16 wi_flags;
int wi_init;
int time;
float slope;
int x_dir;
Point org;
Point cur;
Point dst_pt;
YS_DL_LIST *nodelist;
int sem_held;
SEMAPHORE *sem;
WALKINTENT() { memset(this, 0, sizeof(*this)); }
};
struct WALKNODE {
int calc_flag;
Point node_pt;
};
struct SPEAKINTENT {
int si_init;
uint16 si_flags;
int si_last_action;
YS_DL_LIST *si_diaglist; /* Actor dialogue list */
};
struct ACTORINTENT {
int a_itype;
uint16 a_iflags;
int a_idone;
void *a_data;
ACTORINTENT() { memset(this, 0, sizeof(*this)); }
};
struct ACTOR {
int id; // Actor id
int name_i; // Actor's index in actor name string list
uint16 flags;
Point a_pt; // Actor's logical coordinates
Point s_pt; // Actor's screen coordinates
int sl_rn; // Actor's sprite list res #
int si_rn; // Actor's sprite index res #
SPRITELIST *sl_p; // Actor's sprite list data
int idle_time;
int orient;
int speaking;
int a_dcolor; // Actor dialogue color
// The actor intent list describes what the actor intends to do;
// multiple intents can be queued. The actor must complete an
// intent before moving on to the next; thus actor movements, esp
// as described from scripts, can be serialized
YS_DL_LIST *a_intentlist;
// WALKPATH path;
int def_action;
uint16 def_action_flags;
int action;
uint16 action_flags;
int action_frame;
int action_time;
ACTORACTION *act_tbl; // Action lookup table
int action_ct; // Number of actions in the action LUT
YS_DL_NODE *node; // Actor's node in the actor list
ACTOR() { memset(this, 0, sizeof(*this)); }
};
struct ACTORDIALOGUE {
int d_playing;
const char *d_string;
uint16 d_voice_rn;
long d_time;
int d_sem_held;
SEMAPHORE *d_sem;
ACTORDIALOGUE() { memset(this, 0, sizeof(*this)); }
};
struct ACTIONTIMES {
int action;
int time;
};
class Actor {
public:
int reg();
Actor(SagaEngine *vm);
~Actor();
int direct(int msec);
int create(int actor_id, int x, int y);
int actorExists(uint16 actor_id);
int drawList();
int AtoS(Point *logical, const Point *actor);
int StoA(Point *actor, const Point screen);
int move(int index, const Point *move_pt);
int moveRelative(int index, const Point *move_pt);
int walkTo(int index, const Point *walk_pt, uint16 flags, SEMAPHORE *sem);
int getActorIndex(uint16 actor_id);
int speak(int index, const char *d_string, uint16 d_voice_rn, SEMAPHORE *sem);
int skipDialogue();
int getSpeechTime(const char *d_string, uint16 d_voice_rn);
int setOrientation(int index, int orient);
int setAction(int index, int action_n, uint16 action_flags);
int setDefaultAction(int index, int action_n, uint16 action_flags);
int addActor(ACTOR * actor);
int deleteActor(int index);
ACTOR *lookupActor(int index);
private:
int handleWalkIntent(ACTOR *actor, WALKINTENT *a_walk_int, int *complete_p, int msec);
int handleSpeakIntent(ACTOR *actor, SPEAKINTENT *a_speakint, int *complete_p, int msec);
int setPathNode(WALKINTENT *walk_int, Point *src_pt, Point *dst_pt, SEMAPHORE *sem);
int loadActorSpriteIndex(ACTOR *actor, int si_rn, int *last_frame_p);
SagaEngine *_vm;
bool _initialized;
RSCFILE_CONTEXT *_actorContext;
uint16 _count;
int *_aliasTbl;
YS_DL_NODE **_tbl;
YS_DL_LIST *_list;
};
} // End of namespace Saga
#endif