/* 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; struct DrawNode; class Hero { public: static const uint32 kMoveSetSize = 26; static const int16 kStepLeftRight = 8; static const int16 kStepUpDown = 4; static const int16 kHeroShadowZ = 2; enum State { kHeroStateStay, kHeroStateTurn, kHeroStateMove, kHeroStateBore, kHeroStateSpec, kHeroStateTalk, kHeroStateMvan, kHeroStateTran, kHeroStateRun, kHeroStateDelayMove }; enum Direction { kHeroDirLeft = 1, kHeroDirRight = 2, kHeroDirUp = 3, kHeroDirDown = 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 }; // Used instead of offset in getData enum AttrId { kHeroLastDir = 26, kHeroAnimSet = 120 }; uint16 getData(AttrId dataId); 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 drawHero(); void freeZoomedSurface(); void heroStanding(); void heroMoveGotIt(int x, int y, int dir); int rotateHero(int oldDirection, int newDirection); void scrollHero(); void setScale(int8 zoomBitmapValue); int getScaledValue(int size); void selectZoom(); void countDrawPosition(); Graphics::Surface *zoomSprite(Graphics::Surface *heroFrame); void line(int x1, int y1, int x2, int y2); void plotPoint(int x, int y); static void showHeroShadow(Graphics::Surface *screen, DrawNode *drawNode); void drawHeroShadow(Graphics::Surface *heroFrame); void freeOldMove(); void freeHeroAnim(); uint16 _number; uint16 _visible; int16 _state; int16 _middleX; // middle of X int16 _middleY; // lower part of hero int16 _moveSetType; int16 _frameXSize; int16 _frameYSize; int16 _scaledFrameXSize; int16 _scaledFrameYSize; int16 _drawX; int16 _drawY; int16 _drawZ; byte *_coords; // array of coordinates byte *_dirTab; // array of directions byte *_currCoords; // current coordinations byte *_currDirTab; // current direction int16 _lastDirection; // previous move direction int16 _destDirection; int16 _leftRightMainDir; // left or right - dominant direction int16 _upDownMainDir; // up or down - dominant direction int32 _phase; // Phase animation phase int16 _step; // Step x/y step size depends on direction int16 _maxBoredom; // stand still timeout int16 _boredomTime; // Boredom current boredom time in frames uint16 _boreNum; // Bore anim frame int16 _talkTime; // TalkTime time of talk anim Animation *_specAnim; // additional anim Graphics::Surface *_zoomedHeroSurface; uint16 _currHeight; // height of current anim phase Common::Array _inventory; // Inventory array of items Common::Array _inventory2; // Inventory2 array of items // Font subtitiles font int _color; // subtitles color uint32 _animSetNr; // number of animation set Common::Array _moveSet; // MoveAnims MoveSet uint32 _moveDelay; uint32 _shadMinus; private: PrinceEngine *_vm; GraphicsMan *_graph; }; } // End of namespace Prince #endif