scummvm/saga/actor.h
2004-12-25 13:19:45 +00:00

265 lines
6.7 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/sprite.h"
#include "saga/actordata.h"
#include "saga/list.h"
namespace Saga {
#define ACTOR_BASE_SPEED 0.25
#define ACTOR_BASE_ZMOD 0.5
#define ACTOR_STEPS_COUNT 32
#define ACTOR_STEPS_MAX (ACTOR_STEPS_COUNT*2)
#define ACTOR_ACTIONTIME 80
#define ACTOR_DIALOGUE_HEIGHT 100
#define ACTOR_LMULT 4
#define ACTOR_DIRECTIONS_COUNT 4 // for ActorFrameSequence
#define ACTOR_DIRECTION_RIGHT 0
#define ACTOR_DIRECTION_LEFT 1
#define ACTOR_DIRECTION_BACK 2
#define ACTOR_DIRECTION_FORWARD 3
#define ACTOR_SPEECH_STRING_MAX 16 // speech const
#define ACTOR_SPEECH_ACTORS_MAX 8
#define ID_NOTHING 0
#define ID_PROTAG 1
#define IS_VALID_ACTOR_INDEX(index) ((index >= 0) && (index < ACTORCOUNT))
#define IS_VALID_ACTOR_ID(id) ((id == 1) || (id >= 0x2000) && (id < (0x2000 | ACTORCOUNT)))
#define ACTOR_ID_TO_INDEX(id) ((((uint16)id) == 1 ) ? 0 : (int)(((uint16)id) & ~0x2000))
#define ACTOR_INDEX_TO_ID(index) ((((int)index) == 0 ) ? 1 : (uint16)(((int)index) | 0x2000))
enum ActorActions {
kActionWait = 0,
kActionWalkToPoint = 1,
kActionWalkToLink = 2,
kActionWalkDir = 3,
kActionSpeak = 4,
kActionAccept = 5,
kActionStoop = 6,
kActionLook = 7,
kActionCycleFrames = 8,
kActionPongFrames = 9,
kActionFreeze = 10,
kActionFall = 11,
kActionClimb = 12
};
enum SpeechFlags {
kSpeakNoAnimate = 1,
kSpeakAsync = 2,
kSpeakSlow = 4
};
enum ActorFrameTypes {
kFrameStand = 0,
kFrameWalk = 1,
kFrameSpeak = 2,
kFrameGive = 3,
kFrameGesture = 4,
kFrameWait = 5,
kFramePickUp = 6,
kFrameLook = 7
//...some special
};
enum ActorFlagsEx {
kActorNoCollide = (1 << 0),
kActorNoFollow = (1 << 1),
kActorCollided = (1 << 2),
kActorBackwards = (1 << 3),
kActorContinuous = (1 << 4),
kActorFinalFace = (1 << 5),
kActorFinishLeft = ((1 << 5) | (kDirLeft << 6)),
kActorFinishRight = ((1 << 5) | (kDirRight << 6)),
kActorFinishUp = ((1 << 5) | (kDirUp << 6)),
kActorFinishDown = ((1 << 5) | (kDirDown << 6)),
kActorFacingMask = (0xf << 5),
kActorRandom = (1 << 10)
};
struct ActorFrameRange {
int frameIndex;
int frameCount;
};
struct ActorFrameSequence {
ActorFrameRange directions[ACTOR_DIRECTIONS_COUNT];
};
struct ActorLocation {
int x; // Actor's logical coordinates
int y; //
int z; //
int distance(const ActorLocation &location) {
return MAX(abs(x - location.x), abs(y - location.y));
}
};
struct ActorData {
bool disabled; // Actor disabled in init section
int index; // Actor index
uint16 actorId; // Actor id
int nameIndex; // Actor's index in actor name string list
byte speechColor; // Actor dialogue color
uint16 flags; // Actor initial flags
int sceneNumber; // scene of actor
ActorLocation location; // Actor's logical coordinates
Point screenPosition; // Actor's screen coordinates
int screenDepth; //
int screenScale; //
uint16 actorFlags; // dynamic flags
int currentAction; // ActorActions type
int facingDirection; // orientation
int actionDirection;
int actionCycle;
int frameNumber; // current actor frame number
uint16 targetObject;
int cycleFrameSequence;
uint8 cycleDelay;
uint8 cycleTimeCount;
uint8 cycleFlags;
SPRITELIST *spriteList; // Actor's sprite list data
int spriteListResourceId; // Actor's sprite list resource id
ActorFrameSequence *frames; // Actor's frames
int framesCount; // Actor's frames count
int frameListResourceId; // Actor's frame list resource id
int walkPath[ACTOR_STEPS_MAX];
int walkStepsCount;
int walkStepIndex;
ActorLocation finalTarget;
ActorLocation partialTarget;
int walkFrameSequence;
void cycleWrap(int cycleLimit) {
if (actionCycle >= cycleLimit)
actionCycle = 0;
}
ActorData() {
memset(this, 0xFE, sizeof(*this));
}
};
typedef ActorData* ActorDataPointer;
typedef SortedList<ActorDataPointer> ActorOrderList;
struct SpeechData {
int speechColor;
int outlineColor;
int speechFlags;
const char *strings[ACTOR_SPEECH_STRING_MAX];
int stringsCount;
int slowModeCharIndex;
uint16 actorIds[ACTOR_SPEECH_ACTORS_MAX];
int actorsCount;
int sampleResourceId;
bool playing;
int playingTime;
SpeechData() {
memset(this, 0, sizeof(*this));
}
};
class Actor {
public:
ActorData *_centerActor;
ActorData *_protagonist;
Actor(SagaEngine *vm);
~Actor();
/*
void CF_actor_move(int argc, const char **argv);
void CF_actor_moverel(int argc, const char **argv);
void CF_actor_seto(int argc, const char **argv);
void CF_actor_setact(int argc, const char **argv);
*/
int direct(int msec);
int drawActors();
void updateActorsScene(); // calls from scene loading to update Actors info
void StoA(Point &actorPoint, const Point &screenPoint);
bool actorEndWalk(uint16 actorId, bool recurse);
bool actorWalkTo(uint16 actorId, const ActorLocation &toLocation);
ActorData *getActor(uint16 actorId);
ActorFrameRange *getActorFrameRange(uint16 actorId, int frameType);
// speech
void actorSpeech(uint16 actorId, const char **strings, int stringsCount, uint16 sampleResourceId, int speechFlags);
void nonActorSpeech(const char **strings, int stringsCount, int speechFlags);
void simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags);
void setSpeechColor(int speechColor, int outlineColor) {
_activeSpeech.speechColor = speechColor;
_activeSpeech.outlineColor = outlineColor;
}
void abortAllSpeeches();
void abortSpeech();
bool isSpeaking() {
return _activeSpeech.stringsCount > 0;
}
private:
bool loadActorResources(ActorData * actor);
void createDrawOrderList();
void calcActorScreenPosition(ActorData * actor);
bool followProtagonist(ActorData * actor);
void handleSpeech(int msec);
void handleActions(int msec, bool setup);
int _lastTickMsec;
SagaEngine *_vm;
RSCFILE_CONTEXT *_actorContext;
ActorOrderList _drawOrderList;
ActorData _actors[ACTORCOUNT];
SpeechData _activeSpeech;
};
} // End of namespace Saga
#endif