scummvm/scumm/actor.h
Eugene Sandulenko 154c4af8dc Mass-renamed all variables of Actor object according to our current code
formatting standards. Earlier we had half of vars named with leading
underscore and half without it.

Now code in actor.cpp is considerably more readable.

svn-id: r17068
2005-03-11 01:10:06 +00:00

297 lines
6.2 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2005 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef ACTOR_H
#define ACTOR_H
#include "common/scummsys.h"
#include "scumm/scumm.h"
namespace Scumm {
enum MoveFlags {
MF_NEW_LEG = 1,
MF_IN_LEG = 2,
MF_TURN = 4,
MF_LAST_LEG = 8,
MF_FROZEN = 0x80
};
struct ActorWalkData {
Common::Point dest; // Final destination point
byte destbox; // Final destination box
int16 destdir; // Final destination, direction to face at
Common::Point cur; // Last position
byte curbox; // Last box
Common::Point next; // Next position on our way to the destination, i.e. our intermediate destination
Common::Point point3;
int32 deltaXFactor, deltaYFactor;
uint16 xfrac, yfrac;
};
struct CostumeData {
byte active[16];
uint16 animCounter;
byte soundCounter;
uint16 stopped;
uint16 curpos[16];
uint16 start[16];
uint16 end[16];
uint16 frame[16];
uint16 seq1[16];
uint16 seq2[16];
uint32 seq3[16];
void reset() {
stopped = 0;
for (int i = 0; i < 16; i++) {
active[i] = 0;
curpos[i] = start[i] = end[i] = frame[i] = 0xFFFF;
}
}
};
struct AdjustBoxResult { /* Result type of AdjustBox functions */
int16 x, y;
byte box;
};
struct SaveLoadEntry;
class Actor {
public:
static byte kInvalidBox;
static void initActorClass(ScummEngine *scumm);
public:
/** The position of the actor inside the virtual screen. */
Common::Point _pos;
/** HE specific: This rect is used to clip actor drawing. */
Common::Rect _clipOverride;
int _offsX, _offsY;
int _top, _bottom;
uint _width;
byte _number;
uint16 _costume;
byte _room;
byte _talkColor;
int _talkFrequency;
byte _talkPan;
byte _talkVolume;
uint16 _boxscale;
byte _scalex, _scaley;
byte _charset;
byte _moving;
bool _ignoreBoxes;
byte _forceClip;
byte _initFrame;
byte _walkFrame;
byte _standFrame;
byte _talkStartFrame;
byte _talkStopFrame;
bool _needRedraw, _needBgReset, _visible;
byte _shadowMode;
bool _flip;
byte _frame;
byte _walkbox;
int16 _talkPosX, _talkPosY;
uint16 _talkScript, _walkScript;
bool _ignoreTurns;
bool _drawToBackBuf;
int8 _layer;
uint16 _sound[32];
CostumeData _cost;
/* HE specific */
byte _hePaletteNum;
bool _heNoTalkAnimation;
bool _heSkipLimbs;
bool _heTalking;
uint32 _heCondMask;
AuxBlock _auxBlock;
struct {
int16 posX;
int16 posY;
int16 color;
byte sentence[128];
} _heTalkQueue[16];
protected:
byte _palette[256];
int _elevation;
uint16 _facing;
uint16 _targetFacing;
uint _speedx, _speedy;
byte _animProgress, _animSpeed;
bool _costumeNeedsInit;
ActorWalkData _walkdata;
int16 _animVariable[27];
static ScummEngine *_vm;
public:
Actor();
//protected:
void hideActor();
void showActor();
void initActor(int mode);
void putActor(int x, int y, byte room);
void setActorWalkSpeed(uint newSpeedX, uint newSpeedY);
protected:
int calcMovementFactor(const Common::Point& next);
int actorWalkStep();
int remapDirection(int dir, bool is_walking);
void setupActorScale();
void setBox(int box);
int updateActorDirection(bool is_walking);
public:
void adjustActorPos();
AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY);
void setDirection(int direction);
void faceToObject(int obj);
void turnToDirection(int newdir);
void walkActor();
void walkActorOld();
void drawActorCostume(bool hitTestMode = false);
void animateCostume();
void setActorCostume(int c);
void animateLimb(int limb, int f);
bool actorHitTest(int x, int y);
byte *getActorName();
void startWalkActor(int x, int y, int dir);
void stopActorMoving();
protected:
void startWalkAnim(int cmd, int angle);
public:
void runActorTalkScript(int f);
void startAnimActor(int frame);
void remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold);
void remapActorPaletteColor(int slot, int color);
void animateActor(int anim);
bool isInCurrentRoom() const {
return _room == _vm->_currentRoom;
}
int getActorXYPos(int &x, int &y) const;
int getRoom() const {
return _room;
}
int getFacing() const {
return _facing;
}
int getAnimVar(byte var) const {
checkRange(26, 0, var, "getAnimVar %d out of range(r)");
return _animVariable[var];
}
void setAnimVar(byte var, int value) {
checkRange(26, 0, var, "setAnimVar %d out of range(r)");
_animVariable[var] = value;
}
void setAnimSpeed(byte newAnimSpeed) {
_animSpeed = newAnimSpeed;
_animProgress = 0;
}
int getAnimSpeed() const {
return _animSpeed;
}
int getAnimProgress() const {
return _animProgress;
}
int getElevation() const {
return _elevation;
}
void setElevation(int newElevation) {
if (_elevation != newElevation) {
_elevation = newElevation;
_needRedraw = true;
}
}
void setPalette(int idx, int val) {
_palette[idx] = val;
_needRedraw = true;
}
void setScale(int sx, int sy) {
if (sx != -1)
_scalex = sx;
if (sy != -1)
_scaley = sy;
_needRedraw = true;
}
void classChanged(int cls, bool value);
void setUserCondition(int slot, int set);
bool isUserConditionSet(int slot) const;
void setTalkCondition(int slot);
bool isTalkConditionSet(int slot) const;
// Used by the save/load syste:
static const SaveLoadEntry *getSaveLoadEntries();
protected:
bool isInClass(int cls);
bool isPlayer();
bool findPathTowards(byte box, byte box2, byte box3, Common::Point &foundPath);
void findPathTowardsOld(byte box, byte box2, byte box3, Common::Point &p2, Common::Point &p3);
};
} // End of namespace Scumm
#endif