mirror of
https://github.com/libretro/scummvm.git
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b495c7ea07
svn-id: r15006
265 lines
5.5 KiB
C++
265 lines
5.5 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2004 The ScummVM project
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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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#ifndef ACTOR_H
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#define ACTOR_H
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#include "common/scummsys.h"
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#include "scumm/scumm.h"
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namespace Scumm {
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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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MF_LAST_LEG = 8,
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MF_FROZEN = 0x80
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};
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struct ActorWalkData {
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Common::Point dest; // Final destination
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byte destbox;
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int16 destdir;
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Common::Point cur; // Current position
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byte curbox;
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Common::Point next; // Next position on our way to the destination
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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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struct CostumeData {
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byte active[16];
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uint16 animCounter;
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byte soundCounter;
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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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uint16 seq1[16];
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uint16 seq2[16];
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uint32 seq3[16];
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void reset() {
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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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}
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}
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};
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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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struct SaveLoadEntry;
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class Actor {
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public:
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static byte kInvalidBox;
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static void initActorClass(ScummEngine *scumm);
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public:
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/** The position of the actor inside the virtual screen. */
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Common::Point _pos;
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/** HE specific: This rect is used to clip actor drawing. */
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Common::Rect clipOverride;
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int offs_x, offs_y;
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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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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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byte initFrame, walkFrame, standFrame, talkStartFrame, talkStopFrame;
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bool needRedraw, needBgReset, visible;
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byte shadow_mode;
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bool flip;
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byte frame;
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byte walkbox;
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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 skipLimb;
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bool drawToBackBuf;
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bool talking;
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int8 layer;
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uint16 sound[32];
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CostumeData cost;
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uint32 condMask;
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bool talkUnk;
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protected:
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byte palette[256];
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int elevation;
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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[16];
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static ScummEngine *_vm;
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public:
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Actor();
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//protected:
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void hideActor();
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void showActor();
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void initActor(int mode);
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void putActor(int x, int y, byte room);
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void setActorWalkSpeed(uint newSpeedX, uint newSpeedY);
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protected:
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int calcMovementFactor(Common::Point next);
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int actorWalkStep();
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int remapDirection(int dir, bool is_walking);
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void setupActorScale();
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void setBox(int box);
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int updateActorDirection(bool is_walking);
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public:
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void adjustActorPos();
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AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY);
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void setDirection(int direction);
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void faceToObject(int obj);
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void turnToDirection(int newdir);
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void walkActor();
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void walkActorOld();
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void drawActorCostume(bool hitTestMode = false);
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void animateCostume();
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void setActorCostume(int c);
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void animateLimb(int limb, int f);
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bool actorHitTest(int x, int y);
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byte *getActorName();
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void startWalkActor(int x, int y, int dir);
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void stopActorMoving();
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protected:
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void startWalkAnim(int cmd, int angle);
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public:
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void runActorTalkScript(int f);
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void startAnimActor(int frame);
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void remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold);
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void remapActorPaletteColor(int slot, int color);
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void animateActor(int anim);
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bool isInCurrentRoom() const {
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return room == _vm->_currentRoom;
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}
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int getActorXYPos(int &x, int &y) const;
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int getRoom() const {
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return room;
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}
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int getFacing() const {
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return facing;
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}
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int getAnimVar(byte var) const {
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return animVariable[var];
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}
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void setAnimVar(byte var, int value) {
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animVariable[var] = value;
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}
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void setAnimSpeed(byte newAnimSpeed) {
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animSpeed = newAnimSpeed;
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animProgress = 0;
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}
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int getElevation() const {
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return elevation;
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}
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void setElevation(int newElevation) {
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if (elevation != newElevation) {
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elevation = newElevation;
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needRedraw = true;
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}
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}
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void setPalette(int idx, int val) {
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palette[idx] = val;
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needRedraw = true;
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}
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void setScale(int sx, int sy) {
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if (sx != -1)
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scalex = sx;
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if (sy != -1)
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scaley = sy;
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needRedraw = true;
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}
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void classChanged(int cls, bool value);
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void setUserCondition(int slot, int set);
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bool isUserConditionSet(int slot);
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void setTalkCondition(int slot);
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bool isTalkConditionSet(int slot);
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// Used by the save/load syste:
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static const SaveLoadEntry *getSaveLoadEntries();
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protected:
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bool isInClass(int cls);
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bool isPlayer();
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bool findPathTowards(byte box, byte box2, byte box3, Common::Point &foundPath);
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void findPathTowardsOld(byte box, byte box2, byte box3, Common::Point &p2, Common::Point &p3);
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};
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} // End of namespace Scumm
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#endif
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