/* 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 PRINCE_HERO_H #define PRINCE_HERO_H #include "common/scummsys.h" #include "common/array.h" #include "common/memstream.h" #include "graphics/surface.h" #include "graphics/primitives.h" namespace Prince { class Animation; class PrinceEngine; class GraphicsMan; struct InventoryItem; class Hero { public: static const int16 kMaxPicWidth = 1280; static const int16 kMaxPicHeight = 480; static const uint32 kMoveSetSize = 26; static const int16 kZoomStep = 4; static const int32 kZoomBitmapLen = kMaxPicHeight / kZoomStep * kMaxPicWidth / kZoomStep; static const int16 kZoomBitmapWidth = kMaxPicWidth / kZoomStep; static const int16 kZoomBitmapHeight = kMaxPicHeight / kZoomStep; static const int16 kShadowLineArraySize = 2 * 1280 * 4; static const int32 kShadowBitmapSize = kMaxPicWidth * kMaxPicHeight / 8; static const int16 kScreenWidth = 640; enum State { STAY = 0, TURN = 1, MOVE = 2, BORE = 3, SPEC = 4, TALK = 5, MVAN = 6, TRAN = 7, RUN = 8, DMOVE = 9 }; enum Direction { LEFT = 1, RIGHT = 2, UP = 3, DOWN = 4 }; enum MoveSet { kMove_SL, kMove_SR, kMove_SU, kMove_SD, kMove_ML, kMove_MR, kMove_MU, kMove_MD, kMove_TL, kMove_TR, kMove_TU, kMove_TD, kMove_MLU, kMove_MLD, kMove_MLR, kMove_MRU, kMove_MRD, kMove_MRL, kMove_MUL, kMove_MUR, kMove_MUD, kMove_MDL, kMove_MDR, kMove_MDU, kMove_BORED1, kMove_BORED2 }; Hero(PrinceEngine *vm, GraphicsMan *graph); ~Hero(); bool loadAnimSet(uint32 heroAnimNumber); Graphics::Surface *getSurface(); void setPos(int16 x, int16 y) { _middleX = x; _middleY = y; } void setVisible(bool flag) { _visible = flag; } void showHero(); void moveHero(); void rotateHero(); void scrollHero(); void setScale(int8 zoomBitmapValue); int getScaledValue(int size); void selectZoom(); void countDrawPosition(); Graphics::Surface *zoomSprite(Graphics::Surface *heroFrame); void showHeroAnimFrame(); void line(int x1, int y1, int x2, int y2); void plotPoint(int x, int y); void showHeroShadow(Graphics::Surface *heroFrame); void setShadowScale(int32 shadowScale); void specialAnim(); void getState(); //private: PrinceEngine *_vm; GraphicsMan *_graph; uint16 _number; uint16 _visible; int16 _state; int16 _middleX; // middle of X int16 _middleY; // lower part of hero int16 _lastDirection; int16 _destDirection; int16 _moveSetType; int8 _zoomFactor; int16 _scaleValue; int16 _frameXSize; int16 _frameYSize; int16 _scaledFrameXSize; int16 _scaledFrameYSize; int16 _drawX; int16 _drawY; int16 _drawZ; int16 _lightX; // for hero's shadow int16 _lightY; int32 _shadZoomFactor; int32 _shadScaleValue; int32 _shadLineLen; int16 _shadDrawX; int16 _shadDrawY; // Coords array of coordinates // DirTab array of directions // CurrCoords current coordinations // CurrDirTab current direction // LastDir previous move direction // DestDir // LeftRight previous left/right direction // UpDown previous up/down direction int32 _phase; // Phase animation phase // Step x/y step size depends on direction // MaxBoredom stand still timeout int16 _boredomTime;// Boredom current boredom time in frames uint16 _boreNum; // Bore anim frame int16 _talkTime; // TalkTime time of talk anim int32 _specAnim; // SpecAnim additional anim uint16 _currHeight; // height of current anim phase Common::Array _inventory; // Inventory array of items Common::Array _inventory2; // Inventory2 array of items // Font subtitiles font // Color subtitiles color // AnimSet number of animation set Common::Array _moveSet; // MoveAnims MoveSet // TurnAnim ?? byte *_zoomBitmap; byte *_shadowBitmap; byte *_shadowLine; uint32 _moveDelay; uint32 _shadMinus; }; } #endif /* vim: set tabstop=4 noexpandtab: */