scummvm/engines/dragons/actor.h
2020-03-12 09:56:35 +11:00

157 lines
4.5 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef DRAGONS_ACTOR_H
#define DRAGONS_ACTOR_H
#include "common/system.h"
namespace Dragons {
class Actor;
class ActorResourceLoader;
class ActorResource;
struct ActorFrame;
#define DRAGONS_ENGINE_NUM_ACTORS 64
enum ActorFlags {
ACTOR_FLAG_1 = 1,
ACTOR_FLAG_2 = 2,
ACTOR_FLAG_4 = 4,
ACTOR_FLAG_8 = 8,
ACTOR_FLAG_10 = 0x10, //actor is walking a path
ACTOR_FLAG_20 = 0x20,
ACTOR_FLAG_40 = 0x40,
ACTOR_FLAG_80 = 0x80,
ACTOR_FLAG_100 = 0x100,
ACTOR_FLAG_200 = 0x200, // Use screen coordinates not map coordinates.
ACTOR_FLAG_400 = 0x400, // Actor is hidden
ACTOR_FLAG_800 = 0x800,
ACTOR_FLAG_1000 = 0x1000,
ACTOR_FLAG_2000 = 0x2000,
ACTOR_FLAG_4000 = 0x4000,
ACTOR_FLAG_8000 = 0x8000 //Seems turn off semi trans mode when selected.
};
enum ActorFrameFlags {
ACTOR_FRAME_FLAG_2 = 0x2,
ACTOR_FRAME_FLAG_10 = 0x10,
ACTOR_FRAME_FLAG_20 = 0x20
};
class ActorManager {
public:
typedef Common::Array<Actor> Actors;
typedef Actors::iterator ActorsIterator;
private:
ActorResourceLoader *_actorResourceLoader;
Actors _actors;
uint16 _displayOrder[DRAGONS_ENGINE_NUM_ACTORS];
public:
ActorManager(ActorResourceLoader *actorResourceLoader);
public:
Actor *loadActor(uint32 resourceId, uint32 sequenceId, int16 x, int16 y);
Actor *loadActor(uint32 resourceId, uint32 sequenceId, int16 x, int16 y, uint16 priorityLayer);
Actor *loadActor(uint32 resourceId, uint16 actorId);
Actor *getActor(uint16 actorId);
Actor *getActorByDisplayOrder(uint16 position);
void clearActorFlags(uint16 startingActorId);
ActorResource *getActorResource(uint32 resourceId);
void updateActorDisplayOrder();
private:
Actor *findFreeActor(int16 resourceID);
void resetDisplayOrder();
};
class Actor {
public:
uint16 _actorID;
ActorResource* _actorResource;
uint16 _actorFileDictionaryIndex;
int16 _resourceID;
byte *_seqCodeIp;
ActorFrame *_frame;
Graphics::Surface *_surface;
uint16 _sequenceTimerMaxValue;
int16 _scale; // scale factor 0x100 is 100%
uint16 _sequenceTimer;
uint16 _sequenceID;
int16 _direction;
int16 _priorityLayer;
uint16 _flags;
int16 _x_pos;
int16 _y_pos;
int16 _walkDestX;
int16 _walkDestY;
int32 _xShl16;
int32 _yShl16;
int32 _walkSlopeX;
int32 _walkSlopeY;
uint16 _walkPointsTbl[32];
int16 _walkPointsIndex;
int16 _finalWalkDestX;
int16 _finalWalkDestY;
uint16 _field_7a;
int32 _walkSpeed;
uint16 _frame_flags;
public:
Actor(uint16 id);
void init(ActorResource *resource, int16 x, int16 y, uint32 sequenceID);
void updateSequence(uint16 newSequenceID);
void resetSequenceIP();
byte *getSeqIpAtOffset(uint32 offset);
void loadFrame(uint16 frameOffset);
void freeFrame();
void reset_maybe();
bool startWalk(int16 destX, int16 destY, uint16 flags);
void walkPath();
void waitUntilFlag4IsSet();
void waitUntilFlag8IsSet();
void waitUntilFlag8And4AreSet();
void waitUntilFlag8SetThenSet1000();
void waitUntilFlag8SetThenSet1000AndWaitFor4();
void waitForWalkToFinish();
bool waitUntilFlag4IsSetAllowSkip();
bool actorSetSequenceAndWaitAllowSkip(uint16 newSequenceID);
void clearFlag(uint32 flag);
void setFlag(uint32 flag);
bool isFlagSet(uint32 flag);
bool isFlagClear(uint32 flag) { return !isFlagSet(flag); }
byte *getPalette();
int16 getFrameYOffset();
private:
void stopWalk();
uint16 canWalkLine(int16 actor_x, int16 actor_y, int16 target_x, int16 target_y, uint16 walkFlags);
int16 pathfindingFindClosestPoint(int16 actor_x, int16 actor_y, int16 target_x, int16 target_y, int16 unkType,
bool *pointsInUseTbl);
int startMoveToPoint(int destX, int destY);
};
} // End of namespace Dragons
#endif //DRAGONS_ACTOR_H