/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001/2002 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 #include "scummsys.h" class Scumm; enum MoveFlags { MF_NEW_LEG = 1, MF_IN_LEG = 2, MF_TURN = 4, MF_LAST_LEG = 8 }; struct ActorWalkData { int16 destx, desty; // Final destination byte destbox; int16 destdir; byte curbox; int16 x, y; // Current position int16 newx, newy; // Next position on our way to the destination int32 XYFactor, YXFactor; uint16 xfrac, yfrac; int point3x, point3y; }; struct CostumeData { byte active[16]; uint16 animCounter1; byte animCounter2; uint16 stopped; uint16 curpos[16]; uint16 start[16]; uint16 end[16]; uint16 frame[16]; void reset() { stopped = 0; for (int i = 0; i < 16; i++) { active[i] = 0; curpos[i] = start[i] = end[i] = frame[i] = 0xFFFF; } } }; class Actor { public: int x, y, top, bottom; int elevation; uint width; byte number; uint16 facing; uint16 costume; byte room; byte talkColor; byte scalex, scaley; byte charset; int16 newDirection; byte moving; byte ignoreBoxes; byte forceClip; byte initFrame, walkFrame, standFrame, talkFrame1, talkFrame2; bool needRedraw, needBgReset, costumeNeedsInit, visible; byte shadow_mode; bool flip; uint speedx, speedy; byte frame; byte walkbox; byte mask; byte animProgress, animSpeed; int16 new_1, new_2; uint16 talk_script, walk_script; byte new_3; int8 layer; ActorWalkData walkdata; int16 animVariable[16]; uint16 sound[8]; CostumeData cost; byte palette[64]; protected: Scumm *_vm; public: // Constructor, sets all data to 0 Actor() { memset(this, 0, sizeof(Actor)); } void initActorClass(Scumm *scumm) { _vm = scumm; } //protected: void hideActor(); void showActor(); void initActor(int mode); void setActorWalkSpeed(uint newSpeedX, uint newSpeedY); int calcMovementFactor(int newx, int newy); int actorWalkStep(); int remapDirection(int dir); void setupActorScale(); void stopActorMoving(); void startWalkAnim(int cmd, int angle); void startAnimActor(int frame); void setActorBox(int box); int updateActorDirection(); void setActorDirection(int direction); AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY, int pathfrom); void adjustActorPos(); void turnToDirection(int newdir); void walkActor(); void drawActorCostume(); void actorAnimate(); void setActorCostume(int c); byte *getActorName(); void startWalkActor(int x, int y, int dir); void remapActor(int b, int c, int d, int e); void walkActorOld(); void animateActor(int anim); bool isInCurrentRoom() { return room == _vm->_currentRoom; } int getRoom() { return room; } int getAnimVar(byte var) { return animVariable[var]; } void setAnimVar(byte var, int value) { animVariable[var] = value; } }; #endif