mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 13:50:13 +00:00
696897b058
svn-id: r35648
118 lines
3.3 KiB
C++
118 lines
3.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef M4_ACTOR_H
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#define M4_ACTOR_H
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#include "common/array.h"
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#include "m4/m4.h"
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#include "m4/scene.h"
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#include "m4/graphics.h"
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#include "m4/assets.h"
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namespace M4 {
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struct InventoryObject {
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const char* name;
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int32 scene;
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int32 icon;
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};
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enum inventoryObjectFlags {
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UNKNOWN_OBJECT = 997,
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BACKPACK = 998,
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NOWHERE = 999
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};
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enum WalkerDirection {
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kFacingNorth = 1, // has shadow
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kFacingNorthEast = 2, // has shadow
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kFacingEast = 3, // has shadow
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kFacingSouthEast = 4, // has shadow
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kFacingSouth = 5, // has shadow
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// 6 is unused
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kFacingSouthAlt = 7, // no shadow
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kFacingSouthWest = 8, // no shadow
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kFacingWest = 9 // no shadow
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};
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class Actor {
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public:
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Actor(M4Engine *vm);
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~Actor();
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void placeWalkerSpriteAt(int spriteNum, int x, int y);
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void setWalkerScaling(int scaling) { _scaling = scaling; }
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int getWalkerScaling() { return _scaling; }
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void setWalkerDirection(uint8 direction) { _direction = direction; }
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uint8 getWalkerDirection() { return _direction; }
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void setWalkerPalette();
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int getWalkerWidth();
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int getWalkerHeight();
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private:
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M4Engine *_vm;
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int _scaling;
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uint8 _direction;
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Common::Array<SpriteAsset*> _walkerSprites;
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void loadWalkers();
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void loadWalkerDirection(uint8 direction);
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void unloadWalkers();
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};
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// TODO: perhaps the inventory and its view could be merged?
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// TODO: the original game capitalizes all inventory object names
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// internally, which we do as well, but perhaps we could make sure
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// that all object names are parsed with the same case and avoid
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// case-insensitive string comparing through scumm_stricmp, using
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// the normal strcmp method instead
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class Inventory {
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public:
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Inventory(M4Engine *vm);
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~Inventory();
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void clear();
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void registerObject(char* name, int32 scene, int32 icon);
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void moveObject(char* name, int32 scene);
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void giveToPlayer(char* name) { moveObject(name, BACKPACK); }
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void addToBackpack(uint32 objectIndex);
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void removeFromBackpack(uint32 objectIndex);
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bool isInBackpack(char* name) { return (getScene(name) == BACKPACK); }
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bool isInScene(char* name, int32 scene) { return (getScene(name) == scene); }
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bool isInCurrentScene(char* name);
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int getScene(char* name);
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int getIcon(char* name);
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int getIndex(char* name);
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int getTotalItems() { return _inventory.size(); }
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private:
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M4Engine *_vm;
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Common::Array<InventoryObject *> _inventory;
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};
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} // End of namespace M4
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#endif
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