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https://github.com/libretro/scummvm.git
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369 lines
7.6 KiB
C++
369 lines
7.6 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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*/
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#ifndef SCUMM_ACTOR_H
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#define SCUMM_ACTOR_H
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#include "common/scummsys.h"
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#include "scumm/saveload.h"
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#include "scumm/scumm.h"
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namespace Scumm {
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enum {
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V12_X_MULTIPLIER = 8,
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V12_Y_MULTIPLIER = 2,
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V12_X_SHIFT = 3,
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V12_Y_SHIFT = 1
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};
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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 CostumeData {
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byte active[16];
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uint16 animCounter;
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byte soundCounter;
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byte soundPos;
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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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/* HE specific */
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uint16 heJumpOffsetTable[16];
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uint16 heJumpCountTable[16];
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uint32 heCondMaskTable[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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enum {
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kOldInvalidBox = 255, // For small header games
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kNewInavlidBox = 0
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};
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class Actor : public Serializable {
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public:
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static byte kInvalidBox;
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protected:
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ScummEngine *_vm;
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/** The position of the actor inside the virtual screen. */
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Common::Point _pos;
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public:
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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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public:
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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;
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byte _walkFrame;
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byte _standFrame;
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byte _talkStartFrame;
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byte _talkStopFrame;
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bool _needRedraw, _needBgReset, _visible;
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byte _shadowMode;
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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 _drawToBackBuf;
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int32 _layer;
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uint16 _sound[32];
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CostumeData _cost;
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/* HE specific */
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int _heOffsX, _heOffsY;
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bool _heSkipLimbs;
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uint32 _heCondMask;
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uint32 _hePaletteNum;
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uint32 _heXmapNum;
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protected:
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struct ActorWalkData {
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Common::Point dest; // Final destination point
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byte destbox; // Final destination box
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int16 destdir; // Final destination, direction to face at
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Common::Point cur; // Last position
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byte curbox; // Last box
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Common::Point next; // Next position on our way to the destination, i.e. our intermediate 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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uint16 _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[27];
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public:
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Actor(ScummEngine *scumm, int id);
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virtual ~Actor() {}
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//protected:
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virtual void hideActor();
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void showActor();
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virtual void initActor(int mode);
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void putActor() {
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putActor(_pos.x, _pos.y, _room);
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}
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void putActor(int room) {
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putActor(_pos.x, _pos.y, room);
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}
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void putActor(int x, int y) {
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putActor(x, y, _room);
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}
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void putActor(int x, int y, int room);
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void setActorWalkSpeed(uint newSpeedX, uint newSpeedY);
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protected:
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int calcMovementFactor(const Common::Point& next);
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int actorWalkStep();
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int remapDirection(int dir, bool is_walking);
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virtual 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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virtual 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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virtual void walkActor();
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void drawActorCostume(bool hitTestMode = false);
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virtual void prepareDrawActorCostume(BaseCostumeRenderer *bcr);
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void animateCostume();
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virtual 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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const 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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Common::Point getPos() const {
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Common::Point p(_pos);
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if (_vm->_game.version <= 2) {
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p.x *= V12_X_MULTIPLIER;
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p.y *= V12_Y_MULTIPLIER;
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}
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return p;
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}
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const Common::Point& getRealPos() const {
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return _pos;
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}
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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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void setFacing(int newFacing) {
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_facing = newFacing;
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}
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int getAnimVar(byte var) const;
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void setAnimVar(byte var, int value);
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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 getAnimSpeed() const {
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return _animSpeed;
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}
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int getAnimProgress() const {
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return _animProgress;
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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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// Used by the save/load system:
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virtual void saveLoadWithSerializer(Serializer *ser);
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protected:
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bool isInClass(int cls);
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virtual bool isPlayer();
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bool findPathTowards(byte box, byte box2, byte box3, Common::Point &foundPath);
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};
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class Actor_v3 : public Actor {
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public:
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Actor_v3(ScummEngine *scumm, int id) : Actor(scumm, id) {}
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virtual void walkActor();
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protected:
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virtual void setupActorScale();
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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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class Actor_v2 : public Actor_v3 {
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public:
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Actor_v2(ScummEngine *scumm, int id) : Actor_v3(scumm, id) {}
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virtual void initActor(int mode);
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virtual void walkActor();
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virtual AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY);
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protected:
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virtual bool isPlayer();
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virtual void prepareDrawActorCostume(BaseCostumeRenderer *bcr);
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};
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class ActorC64 : public Actor_v2 {
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public:
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byte _costCommand, _costFrame;
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byte _miscflags; // 0x1: strong, 0x8: Ed's enemy, 0x40: stop moving, 0x80: hide(dead/radiation suit)
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byte _speaking, _speakingPrev;
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public:
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ActorC64(ScummEngine *scumm, int id) : Actor_v2(scumm, id) {
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_costCommand = 0;
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_costFrame = 0;
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_speaking = 0;
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_speakingPrev = 0;
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}
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virtual void initActor(int mode) {
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Actor_v2::initActor(mode);
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if (mode == -1) {
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_miscflags = 0;
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}
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}
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// Used by the save/load system:
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virtual void saveLoadWithSerializer(Serializer *ser);
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protected:
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};
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} // End of namespace Scumm
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#endif
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