scummvm/engines/illusions/actor.h
2021-12-26 18:48:43 +01:00

292 lines
8.6 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ILLUSIONS_ACTOR_H
#define ILLUSIONS_ACTOR_H
#include "illusions/resources/actorresource.h"
#include "illusions/resources/backgroundresource.h"
#include "illusions/graphics.h"
#include "illusions/pathfinder.h"
#include "common/algorithm.h"
#include "common/func.h"
#include "common/list.h"
#include "graphics/surface.h"
namespace Illusions {
class Control;
class IllusionsEngine;
class SequenceOpcodes;
struct OpCall;
enum ActorFlags {
ACTOR_FLAG_IS_VISIBLE = 1,
ACTOR_FLAG_HAS_WALK_POINTS = 2,
ACTOR_FLAG_SCALED = 4,
ACTOR_FLAG_PRIORITY = 8,
ACTOR_FLAG_HAS_WALK_RECTS = 0x10,
ACTOR_FLAG_REGION = 0x20,
ACTOR_FLAG_40 = 0x40,
ACTOR_FLAG_80 = 0x80,
ACTOR_FLAG_100 = 0x100,
ACTOR_FLAG_200 = 0x200,
ACTOR_FLAG_400 = 0x400,
ACTOR_FLAG_800 = 0x800,
ACTOR_FLAG_1000 = 0x1000,
ACTOR_FLAG_2000 = 0x2000,
ACTOR_FLAG_4000 = 0x4000,
ACTOR_FLAG_8000 = 0x8000
};
enum ControlObjectID {
CURSOR_OBJECT_ID = 0x40004
};
const uint kSubObjectsCount = 15;
struct DefaultSequence {
uint32 _sequenceId;
uint32 _newSequenceId;
DefaultSequence()
: _sequenceId(0), _newSequenceId(0) {}
DefaultSequence(uint32 sequenceId, uint32 newSequenceId)
: _sequenceId(sequenceId), _newSequenceId(newSequenceId) {}
};
class DefaultSequences {
public:
uint32 use(uint32 sequenceId);
void set(uint32 sequenceId, uint32 newSequenceId);
protected:
typedef Common::Array<DefaultSequence> Items;
typedef Items::iterator ItemsIterator;
struct DefaultSequenceEqual : public Common::UnaryFunction<const DefaultSequence&, bool> {
uint32 _sequenceId;
DefaultSequenceEqual(uint32 sequenceId) : _sequenceId(sequenceId) {}
bool operator()(const DefaultSequence &defaultSequence) const {
return defaultSequence._sequenceId == _sequenceId;
}
};
Common::Array<DefaultSequence> _items;
};
typedef Common::Functor2<Control*, uint32, void> ActorControlRoutine;
class Actor {
public:
Actor(IllusionsEngine *vm);
~Actor();
void pause();
void unpause();
void createSurface(SurfInfo &surfInfo);
void destroySurface();
void initSequenceStack();
void pushSequenceStack(int16 value);
int16 popSequenceStack();
void setControlRoutine(ActorControlRoutine *controlRoutine);
void runControlRoutine(Control *control, uint32 deltaTime);
bool findNamedPoint(uint32 namedPointId, Common::Point &pt);
public:
IllusionsEngine *_vm;
byte _drawFlags;
uint _spriteFlags;
int _pauseCtr;
uint _flags;
int _scale;
int16 _frameIndex;
int16 _newFrameIndex;
SurfInfo _surfInfo;
Graphics::Surface *_surface;
FramesList *_frames;
NamedPoints *_namedPoints;
ScaleLayer *_scaleLayer;
PriorityLayer *_priorityLayer;
RegionLayer *_regionLayer;
PathWalkPoints *_pathWalkPoints;
PathWalkRects *_pathWalkRects;
uint _seqStackCount;
int16 _seqStack[5];
Common::Point _position;
Common::Point _position2;
uint _facing;
int _regionIndex;
uint32 _fontId;
int16 _actorIndex;
DefaultSequences _defaultSequences;
uint32 _parentObjectId;
int _linkIndex;
int _linkIndex2;
uint32 _subobjects[kSubObjectsCount];
uint32 _notifyThreadId1;
uint32 _notifyId3C;
uint32 _notifyThreadId2;
byte *_entryTblPtr;
ActorControlRoutine *_controlRoutine;
uint32 _sequenceId;
int _seqCodeValue2;
byte *_seqCodeIp;
int _seqCodeValue1;
int _seqCodeValue3;
int _pathCtrX, _pathCtrY;
int _pathAngle;
int32 _posXShl, _posYShl;
uint _pathPointIndex;
uint _pathPointsCount;
Common::Point _pathInitialPos;
bool _pathInitialPosFlag;
bool _pathFlag50;
PointArray *_pathNode;
uint _pathPoints;
uint32 _walkCallerThreadId1;
RGB _color;
int16 _choiceJumpOffs;
};
class Control {
public:
Control(IllusionsEngine *vm);
~Control();
void pause();
void unpause();
void appearActor();
void disappearActor();
bool isActorVisible();
void activateObject();
void deactivateObject();
void readPointsConfig(byte *pointsConfig);
void setActorPosition(Common::Point position);
Common::Point getActorPosition();
void setActorScale(int scale);
void faceActor(uint facing);
void linkToObject(uint32 parentObjectId, uint32 linkedObjectValue);
void unlinkObject();
void clearNotifyThreadId1();
void clearNotifyThreadId2();
void setPriority(int16 priority);
uint32 getOverlapPriority();
uint32 getDrawPriority();
uint32 getPriority();
Common::Point calcPosition(Common::Point posDelta);
uint32 getSubActorParent();
void getCollisionRectAccurate(Common::Rect &collisionRect);
void getCollisionRect(Common::Rect &collisionRect);
void setActorUsePan(int usePan);
void setActorFrameIndex(int16 frameIndex);
void stopActor();
void startSequenceActor(uint32 sequenceId, int value, uint32 notifyThreadId);
void stopSequenceActor();
void startTalkActor(uint32 sequenceId, byte *entryTblPtr, uint32 threadId);
void sequenceActor();
void setActorIndex(int actorIndex);
void setActorIndexTo1();
void setActorIndexTo2();
void startSubSequence(int linkIndex, uint32 sequenceId);
void stopSubSequence(int linkIndex);
void startMoveActor(uint32 sequenceId, Common::Point destPt, uint32 callerThreadId1, uint32 callerThreadId2);
PointArray *createPath(Common::Point destPt);
void updateActorMovement(uint32 deltaTime);
void refreshSequenceCode();
void getActorFrameDimensions(WidthHeight &dimensions);
void drawActorRect(const Common::Rect r, byte color);
void fillActor(byte color);
bool isPixelCollision(Common::Point &pt);
public:
IllusionsEngine *_vm;
uint _flags;
int _pauseCtr;
int16 _priority;
Actor *_actor;
uint32 _sceneId;
uint32 _objectId;
uint32 _actorTypeId;
WRect _bounds;
Common::Point _feetPt;
Common::Point _position;
Common::Point _subobjectsPos[kSubObjectsCount];
void startSequenceActorIntern(uint32 sequenceId, int value, byte *entryTblPtr, uint32 notifyThreadId);
void execSequenceOpcode(OpCall &opCall);
};
class Controls {
public:
Controls(IllusionsEngine *vm);
~Controls();
void placeBackgroundObject(BackgroundObject *backgroundObject);
void placeActor(uint32 actorTypeId, Common::Point placePt, uint32 sequenceId, uint32 objectId, uint32 notifyThreadId);
void placeSequenceLessActor(uint32 objectId, Common::Point placePt, WidthHeight dimensions, int16 priority);
void placeActorLessObject(uint32 objectId, Common::Point feetPt, Common::Point pt, int16 priority, uint flags);
void placeSubActor(uint32 objectId, int linkIndex, uint32 actorTypeId, uint32 sequenceId);
void placeDialogItem(uint16 objectNum, uint32 actorTypeId, uint32 sequenceId, Common::Point placePt, int16 choiceJumpOffs);
void destroyControls();
void destroyActiveControls();
void destroyControlsBySceneId(uint32 sceneId);
void destroyDialogItems();
void threadIsDead(uint32 threadId);
void pauseControls();
void unpauseControls();
void pauseControlsBySceneId(uint32 sceneId);
void unpauseControlsBySceneId(uint32 sceneId);
bool getOverlappedObject(Control *control, Common::Point pt, Control **outOverlappedControl, int minPriority);
bool getOverlappedObjectAccurate(Control *control, Common::Point pt, Control **outOverlappedControl, int minPriority);
bool getDialogItemAtPos(Control *control, Common::Point pt, Control **outOverlappedControl);
bool getOverlappedWalkObject(Control *control, Common::Point pt, Control **outOverlappedControl);
void destroyControl(Control *control);
bool findNamedPoint(uint32 namedPointId, Common::Point &pt);
void actorControlRoutine(Control *control, uint32 deltaTime);
void dialogItemControlRoutine(Control *control, uint32 deltaTime);
void disappearActors();
void appearActors();
void pauseActors(uint32 objectId);
void unpauseActors(uint32 objectId);
public:
typedef Common::List<Control*> Items;
typedef Items::iterator ItemsIterator;
IllusionsEngine *_vm;
Items _controls;
SequenceOpcodes *_sequenceOpcodes;
uint32 _nextTempObjectId;
Actor *newActor();
Control *newControl();
uint32 newTempObjectId();
void destroyControlInternal(Control *control);
};
} // End of namespace Illusions
#endif // ILLUSIONS_ACTOR_H