mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 18:24:59 +00:00
6316f83c93
svn-id: r6764
199 lines
4.2 KiB
C++
199 lines
4.2 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2003 The ScummVM project
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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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#ifndef ACTOR_H
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#define ACTOR_H
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#include "common/scummsys.h"
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#include "scumm.h"
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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 ActorWalkData {
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int16 destx, desty; // Final destination
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byte destbox;
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int16 destdir;
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byte curbox;
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int16 x, y; // Current position
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int16 newx, newy; // Next position on our way to the destination
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int32 XYFactor, YXFactor;
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uint16 xfrac, yfrac;
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int point3x, point3y;
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};
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struct CostumeData {
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byte active[16];
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uint16 animCounter1;
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byte animCounter2;
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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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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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class Actor {
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public:
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int x, y, top, bottom;
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int elevation;
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uint width;
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byte number;
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uint16 facing;
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uint16 costume;
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byte room;
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byte talkColor;
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int talkFrequency;
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byte scalex, scaley;
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byte charset;
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int16 newDirection;
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byte moving;
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byte ignoreBoxes;
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byte forceClip;
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byte initFrame, walkFrame, standFrame, talkFrame1, talkFrame2;
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bool needRedraw, needBgReset, costumeNeedsInit, visible;
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byte shadow_mode;
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bool flip;
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uint speedx, speedy;
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byte frame;
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byte walkbox;
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byte animProgress, animSpeed;
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int16 talkPosX, talkPosY;
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uint16 talk_script, walk_script;
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bool ignoreTurns; // TODO - we do not honor this flag at all currently!
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int8 layer;
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ActorWalkData walkdata;
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int16 animVariable[16];
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uint16 sound[8];
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CostumeData cost;
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byte palette[256];
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protected:
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Scumm *_vm;
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public:
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// Constructor, sets all data to 0
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Actor() {
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_vm = 0;
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top = bottom = 0;
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number = 0;
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needRedraw = needBgReset = costumeNeedsInit = visible = false;
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flip = false;
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speedx = speedy = 0;
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frame = 0;
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walkbox = 0;
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animProgress = 0;
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memset(animVariable, 0, sizeof(animVariable));
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memset(palette, 0, sizeof(palette));
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walk_script = 0;
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initActor(1);
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}
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void initActorClass(Scumm *scumm) {
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_vm = scumm;
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}
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//protected:
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void hideActor();
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void showActor();
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void initActor(int mode);
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void putActor(int x, int y, byte room);
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void setActorWalkSpeed(uint newSpeedX, uint newSpeedY);
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protected:
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int calcMovementFactor(int newx, int newy);
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int actorWalkStep();
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int remapDirection(int dir, bool is_walking);
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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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AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY, int pathfrom);
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void setDirection(int direction);
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void factToObject(int obj);
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void turnToDirection(int newdir);
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void walkActor();
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void drawActorCostume();
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void animateCostume();
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void setActorCostume(int c);
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void animateLimb(int limb, int f);
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byte *getActorName();
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void startWalkActor(int x, int y, int dir);
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void stopActorMoving();
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void startWalkAnim(int cmd, int angle);
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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 walkActorOld();
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void animateActor(int anim);
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bool isInCurrentRoom() {
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return room == _vm->_currentRoom;
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}
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int getActorXYPos(int &x, int &y);
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int getRoom() {
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return room;
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}
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int getAnimVar(byte var) {
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return animVariable[var];
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}
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void setAnimVar(byte var, int value) {
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animVariable[var] = value;
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}
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void classChanged(int cls, bool value);
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protected:
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bool isInClass(int cls);
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};
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#endif
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