/* 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #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 Items; typedef Items::iterator ItemsIterator; struct DefaultSequenceEqual : public Common::UnaryFunction { uint32 _sequenceId; DefaultSequenceEqual(uint32 sequenceId) : _sequenceId(sequenceId) {} bool operator()(const DefaultSequence &defaultSequence) const { return defaultSequence._sequenceId == _sequenceId; } }; Common::Array _items; }; typedef Common::Functor2 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 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