mirror of
https://github.com/libretro/scummvm.git
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6b4264d3a8
svn-id: r16369
320 lines
8.2 KiB
C++
320 lines
8.2 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/sprite.h"
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#include "saga/actordata.h"
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#include "saga/list.h"
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namespace Saga {
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#define ACTOR_BARRIERS_MAX 16
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#define ACTOR_STEPS_COUNT 32
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#define ACTOR_STEPS_MAX (ACTOR_STEPS_COUNT*2)
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#define ACTOR_DIALOGUE_HEIGHT 100
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#define ACTOR_LMULT 4
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#define ACTOR_COLLISION_WIDTH 32
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#define ACTOR_COLLISION_HEIGHT 8
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#define ACTOR_DIRECTIONS_COUNT 4 // for ActorFrameSequence
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#define ACTOR_DIRECTION_RIGHT 0
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#define ACTOR_DIRECTION_LEFT 1
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#define ACTOR_DIRECTION_BACK 2
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#define ACTOR_DIRECTION_FORWARD 3
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#define ACTOR_SPEECH_STRING_MAX 16 // speech const
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#define ACTOR_SPEECH_ACTORS_MAX 8
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#define ID_NOTHING 0
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#define ID_PROTAG 1
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#define IS_VALID_ACTOR_INDEX(index) ((index >= 0) && (index < ACTORCOUNT))
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#define IS_VALID_ACTOR_ID(id) ((id == 1) || (id >= 0x2000) && (id < (0x2000 | ACTORCOUNT)))
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#define ACTOR_ID_TO_INDEX(id) ((((uint16)id) == 1 ) ? 0 : (int)(((uint16)id) & ~0x2000))
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#define ACTOR_INDEX_TO_ID(index) ((((int)index) == 0 ) ? 1 : (uint16)(((int)index) | 0x2000))
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enum ActorActions {
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kActionWait = 0,
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kActionWalkToPoint = 1,
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kActionWalkToLink = 2,
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kActionWalkDir = 3,
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kActionSpeak = 4,
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kActionAccept = 5,
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kActionStoop = 6,
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kActionLook = 7,
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kActionCycleFrames = 8,
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kActionPongFrames = 9,
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kActionFreeze = 10,
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kActionFall = 11,
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kActionClimb = 12
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};
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enum SpeechFlags {
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kSpeakNoAnimate = 1,
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kSpeakAsync = 2,
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kSpeakSlow = 4
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};
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enum ActorFrameTypes {
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kFrameStand = 0,
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kFrameWalk = 1,
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kFrameSpeak = 2,
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kFrameGive = 3,
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kFrameGesture = 4,
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kFrameWait = 5,
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kFramePickUp = 6,
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kFrameLook = 7
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//...some special
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};
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enum ActorFlagsEx {
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kActorNoCollide = (1 << 0),
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kActorNoFollow = (1 << 1),
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kActorCollided = (1 << 2),
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kActorBackwards = (1 << 3),
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kActorContinuous = (1 << 4),
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kActorFinalFace = (1 << 5),
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kActorFinishLeft = ((1 << 5) | (kDirLeft << 6)),
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kActorFinishRight = ((1 << 5) | (kDirRight << 6)),
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kActorFinishUp = ((1 << 5) | (kDirUp << 6)),
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kActorFinishDown = ((1 << 5) | (kDirDown << 6)),
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kActorFacingMask = (0xf << 5),
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kActorRandom = (1 << 10)
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};
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enum PathCellType {
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kPathCellEmpty = -1,
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kPathCellBarrier = 0x57
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};
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struct PathDirectionData {
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int direction;
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int x;
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int y;
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};
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typedef SortedList<PathDirectionData> PathDirectionList;
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struct ActorFrameRange {
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int frameIndex;
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int frameCount;
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};
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struct ActorFrameSequence {
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ActorFrameRange directions[ACTOR_DIRECTIONS_COUNT];
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};
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struct ActorLocation {
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int x; // Actor's logical coordinates
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int y; //
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int z; //
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ActorLocation() {
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x = y = z = 0;
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}
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int distance(const ActorLocation &location) {
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return MAX(ABS(x - location.x), ABS(y - location.y));
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}
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void delta(const ActorLocation &location, ActorLocation &result) {
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result.x = x - location.x;
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result.y = x - location.y;
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result.z = z - location.z;
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}
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void add(const ActorLocation &location) {
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x += location.x;
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y += location.y;
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z += location.z;
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}
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};
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struct ActorData {
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bool disabled; // Actor disabled in init section
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int index; // Actor index
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uint16 actorId; // Actor id
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int nameIndex; // Actor's index in actor name string list
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byte speechColor; // Actor dialogue color
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uint16 flags; // Actor initial flags
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int sceneNumber; // scene of actor
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ActorLocation location; // Actor's logical coordinates
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Point screenPosition; // Actor's screen coordinates
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int screenDepth; //
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int screenScale; //
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uint16 actorFlags; // dynamic flags
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int currentAction; // ActorActions type
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int facingDirection; // orientation
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int actionDirection;
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int actionCycle;
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int frameNumber; // current actor frame number
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uint16 targetObject;
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int cycleFrameSequence;
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uint8 cycleDelay;
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uint8 cycleTimeCount;
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uint8 cycleFlags;
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SPRITELIST *spriteList; // Actor's sprite list data
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int spriteListResourceId; // Actor's sprite list resource id
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ActorFrameSequence *frames; // Actor's frames
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int framesCount; // Actor's frames count
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int frameListResourceId; // Actor's frame list resource id
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int walkPath[ACTOR_STEPS_MAX];
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int walkStepsCount;
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int walkStepIndex;
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ActorLocation finalTarget;
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ActorLocation partialTarget;
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int walkFrameSequence;
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void cycleWrap(int cycleLimit) {
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if (actionCycle >= cycleLimit)
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actionCycle = 0;
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}
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void addWalkPath(int x, int y) {
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if (walkStepsCount + 2 > ACTOR_STEPS_MAX)
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error("walkStepsCount exceeds");
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walkPath[walkStepsCount++] = x;
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walkPath[walkStepsCount++] = y;
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}
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ActorData() {
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memset(this, 0xFE, sizeof(*this));
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}
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};
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typedef ActorData* ActorDataPointer;
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typedef SortedList<ActorDataPointer> ActorOrderList;
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struct SpeechData {
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int speechColor;
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int outlineColor;
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int speechFlags;
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const char *strings[ACTOR_SPEECH_STRING_MAX];
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int stringsCount;
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int slowModeCharIndex;
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uint16 actorIds[ACTOR_SPEECH_ACTORS_MAX];
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int actorsCount;
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int sampleResourceId;
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bool playing;
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int playingTime;
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SpeechData() {
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memset(this, 0, sizeof(*this));
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}
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};
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class Actor {
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public:
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ActorData *_centerActor;
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ActorData *_protagonist;
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Actor(SagaEngine *vm);
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~Actor();
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/*
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void CF_actor_move(int argc, const char **argv);
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void CF_actor_moverel(int argc, const char **argv);
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void CF_actor_seto(int argc, const char **argv);
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void CF_actor_setact(int argc, const char **argv);
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*/
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int direct(int msec);
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int drawActors();
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void updateActorsScene(); // calls from scene loading to update Actors info
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void StoA(Point &actorPoint, const Point &screenPoint);
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bool actorEndWalk(uint16 actorId, bool recurse);
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bool actorWalkTo(uint16 actorId, const ActorLocation &toLocation);
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ActorData *getActor(uint16 actorId);
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ActorFrameRange *getActorFrameRange(uint16 actorId, int frameType);
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// speech
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void actorSpeech(uint16 actorId, const char **strings, int stringsCount, uint16 sampleResourceId, int speechFlags);
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void nonActorSpeech(const char **strings, int stringsCount, int speechFlags);
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void simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags);
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void setSpeechColor(int speechColor, int outlineColor) {
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_activeSpeech.speechColor = speechColor;
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_activeSpeech.outlineColor = outlineColor;
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}
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void abortAllSpeeches();
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void abortSpeech();
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bool isSpeaking() {
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return _activeSpeech.stringsCount > 0;
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}
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private:
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bool loadActorResources(ActorData * actor);
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void createDrawOrderList();
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void calcActorScreenPosition(ActorData * actor);
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bool followProtagonist(ActorData * actor);
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void findActorPath(ActorData * actor, const Point &pointFrom, const Point &pointTo);
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void handleSpeech(int msec);
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void handleActions(int msec, bool setup);
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void setPathCell(const Point &testPoint, int value) {
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_pathCell[testPoint.x + testPoint.y * _xCellCount] = value;
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}
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int getPathCell(const Point &testPoint) {
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return _pathCell[testPoint.x + testPoint.y * _xCellCount];
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}
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bool scanPathLine(const Point &point1, const Point &point2);
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int fillPathArray(const Point &pointFrom, const Point &pointTo, Point &bestPoint);
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int _lastTickMsec;
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SagaEngine *_vm;
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RSCFILE_CONTEXT *_actorContext;
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ActorOrderList _drawOrderList;
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ActorData _actors[ACTORCOUNT];
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SpeechData _activeSpeech;
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Rect _barrierList[ACTOR_BARRIERS_MAX];
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int _barrierCount;
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int *_pathCell;
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int _pathCellCount;
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int _xCellCount;
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int _yCellCount;
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Rect _pathRect;
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};
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inline int16 quickDistance(const Point &point1, const Point &point2) {
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Point delta;
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delta.x = ABS(point1.x - point2.x);
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delta.y = ABS(point1.y - point2.y);
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return ((delta.x < delta.y) ? (delta.y + delta.x / 2) : (delta.x + delta.y / 2));
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}
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} // End of namespace Saga
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#endif
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