mirror of
https://github.com/libretro/scummvm.git
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b0110fe5b2
svn-id: r15704
240 lines
5.0 KiB
C++
240 lines
5.0 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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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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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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// Actor management module header file
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#ifndef SAGA_ACTOR_H__
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#define SAGA_ACTOR_H__
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#include "saga/yslib.h"
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#include "saga/sprite.h"
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namespace Saga {
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#define ACTOR_BASE_SPEED 0.25
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#define ACTOR_BASE_ZMOD 0.5
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#define ACTOR_DEFAULT_ORIENT 2
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#define ACTOR_ORIENTMAX 7
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#define ACTOR_ACTIONTIME 80
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#define ACTOR_DIALOGUE_LETTERTIME 50
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#define ACTOR_DIALOGUE_HEIGHT 100
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#define ACTOR_LMULT 4
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enum ACTOR_INTENTS {
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INTENT_NONE = 0,
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INTENT_PATH = 1,
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INTENT_SPEAK = 2
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};
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enum ACTOR_WALKFLAGS {
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WALK_NONE = 0x00,
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WALK_NOREORIENT = 0x01
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};
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enum ACTOR_ORIENTATIONS {
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ORIENT_N = 0,
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ORIENT_NE = 1,
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ORIENT_E = 2,
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ORIENT_SE = 3,
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ORIENT_S = 4,
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ORIENT_SW = 5,
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ORIENT_W = 6,
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ORIENT_NW = 7
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};
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enum ACTOR_ACTIONS {
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ACTION_IDLE = 0,
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ACTION_WALK = 1,
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ACTION_SPEAK = 2,
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ACTION_COUNT
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};
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enum ACTOR_ACTIONFLAGS {
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ACTION_NONE = 0x00,
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ACTION_LOOP = 0x01
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};
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struct ACTORACTIONITEM {
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int frame_index;
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int frame_count;
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};
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struct ACTORACTION {
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ACTORACTIONITEM dir[4];
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};
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struct WALKINTENT {
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int wi_active;
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uint16 wi_flags;
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int wi_init;
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int time;
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float slope;
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int x_dir;
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Point org;
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Point cur;
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Point dst_pt;
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YS_DL_LIST *nodelist;
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int sem_held;
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SEMAPHORE *sem;
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WALKINTENT() { memset(this, 0, sizeof(*this)); }
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};
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struct WALKNODE {
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int calc_flag;
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Point node_pt;
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};
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struct SPEAKINTENT {
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int si_init;
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uint16 si_flags;
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int si_last_action;
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YS_DL_LIST *si_diaglist; /* Actor dialogue list */
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};
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struct ACTORINTENT {
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int a_itype;
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uint16 a_iflags;
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int a_idone;
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void *a_data;
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ACTORINTENT() { memset(this, 0, sizeof(*this)); }
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};
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struct ACTOR {
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int id; // Actor id
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int name_i; // Actor's index in actor name string list
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uint16 flags;
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Point a_pt; // Actor's logical coordinates
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Point s_pt; // Actor's screen coordinates
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int sl_rn; // Actor's sprite list res #
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int si_rn; // Actor's sprite index res #
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SPRITELIST *sl_p; // Actor's sprite list data
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int idle_time;
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int orient;
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int speaking;
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int a_dcolor; // Actor dialogue color
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// The actor intent list describes what the actor intends to do;
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// multiple intents can be queued. The actor must complete an
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// intent before moving on to the next; thus actor movements, esp
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// as described from scripts, can be serialized
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YS_DL_LIST *a_intentlist;
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// WALKPATH path;
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int def_action;
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uint16 def_action_flags;
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int action;
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uint16 action_flags;
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int action_frame;
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int action_time;
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ACTORACTION *act_tbl; // Action lookup table
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int action_ct; // Number of actions in the action LUT
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YS_DL_NODE *node; // Actor's node in the actor list
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ACTOR() { memset(this, 0, sizeof(*this)); }
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};
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struct ACTORDIALOGUE {
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int d_playing;
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const char *d_string;
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uint16 d_voice_rn;
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long d_time;
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int d_sem_held;
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SEMAPHORE *d_sem;
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ACTORDIALOGUE() { memset(this, 0, sizeof(*this)); }
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};
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struct ACTIONTIMES {
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int action;
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int time;
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};
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class Actor {
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public:
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int reg();
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Actor(SagaEngine *vm);
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~Actor();
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int direct(int msec);
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int create(int actor_id, int x, int y);
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int actorExists(uint16 actor_id);
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int drawList();
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int AtoS(Point *logical, const Point *actor);
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int StoA(Point *actor, const Point screen);
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int move(int index, const Point *move_pt);
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int moveRelative(int index, const Point *move_pt);
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int walkTo(int index, const Point *walk_pt, uint16 flags, SEMAPHORE *sem);
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int getActorIndex(uint16 actor_id);
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int speak(int index, const char *d_string, uint16 d_voice_rn, SEMAPHORE *sem);
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int skipDialogue();
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int getSpeechTime(const char *d_string, uint16 d_voice_rn);
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int setOrientation(int index, int orient);
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int setAction(int index, int action_n, uint16 action_flags);
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int setDefaultAction(int index, int action_n, uint16 action_flags);
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int addActor(ACTOR * actor);
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int deleteActor(int index);
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ACTOR *lookupActor(int index);
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private:
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int handleWalkIntent(ACTOR *actor, WALKINTENT *a_walk_int, int *complete_p, int msec);
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int handleSpeakIntent(ACTOR *actor, SPEAKINTENT *a_speakint, int *complete_p, int msec);
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int setPathNode(WALKINTENT *walk_int, Point *src_pt, Point *dst_pt, SEMAPHORE *sem);
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int loadActorSpriteIndex(ACTOR *actor, int si_rn, int *last_frame_p);
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SagaEngine *_vm;
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bool _initialized;
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RSCFILE_CONTEXT *_actorContext;
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uint16 _count;
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int *_aliasTbl;
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YS_DL_NODE **_tbl;
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YS_DL_LIST *_list;
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};
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} // End of namespace Saga
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#endif
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