/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ #ifndef ACTOR_H #define ACTOR_H #include "common/scummsys.h" #include "scumm/saveload.h" #include "scumm/scumm.h" namespace Scumm { enum { V12_X_MULTIPLIER = 8, V12_Y_MULTIPLIER = 2 }; enum MoveFlags { MF_NEW_LEG = 1, MF_IN_LEG = 2, MF_TURN = 4, MF_LAST_LEG = 8, MF_FROZEN = 0x80 }; struct CostumeData { byte active[16]; uint16 animCounter; byte soundCounter; uint16 stopped; uint16 curpos[16]; uint16 start[16]; uint16 end[16]; uint16 frame[16]; uint16 heJumpOffsetTable[16]; uint16 heJumpCountTable[16]; uint32 heCondMaskTable[16]; void reset() { stopped = 0; for (int i = 0; i < 16; i++) { active[i] = 0; curpos[i] = start[i] = end[i] = frame[i] = 0xFFFF; } } }; struct AdjustBoxResult { /* Result type of AdjustBox functions */ int16 x, y; byte box; }; class Actor : public Serializable { public: static byte kInvalidBox; static void initActorClass(ScummEngine *scumm); protected: /** The position of the actor inside the virtual screen. */ Common::Point _pos; public: /** HE specific: This rect is used to clip actor drawing. */ Common::Rect _clipOverride; int _offsX, _offsY; int _top, _bottom; uint _width; byte _number; uint16 _costume; byte _room; public: byte _talkColor; int _talkFrequency; byte _talkPan; byte _talkVolume; uint16 _boxscale; byte _scalex, _scaley; byte _charset; byte _moving; bool _ignoreBoxes; byte _forceClip; byte _initFrame; byte _walkFrame; byte _standFrame; byte _talkStartFrame; byte _talkStopFrame; bool _needRedraw, _needBgReset, _visible; byte _shadowMode; bool _flip; byte _frame; byte _walkbox; int16 _talkPosX, _talkPosY; uint16 _talkScript, _walkScript; bool _ignoreTurns; bool _drawToBackBuf; int32 _layer; uint16 _sound[32]; CostumeData _cost; /* HE specific */ bool _heNoTalkAnimation; bool _heSkipLimbs; bool _heTalking; uint32 _heCondMask; uint32 _hePaletteNum; uint32 _heXmapNum; byte _heFlags; AuxBlock _auxBlock; struct { int16 posX; int16 posY; int16 color; byte sentence[128]; } _heTalkQueue[16]; protected: struct ActorWalkData { Common::Point dest; // Final destination point byte destbox; // Final destination box int16 destdir; // Final destination, direction to face at Common::Point cur; // Last position byte curbox; // Last box Common::Point next; // Next position on our way to the destination, i.e. our intermediate destination Common::Point point3; int32 deltaXFactor, deltaYFactor; uint16 xfrac, yfrac; }; byte _palette[256]; int _elevation; uint16 _facing; uint16 _targetFacing; uint _speedx, _speedy; byte _animProgress, _animSpeed; bool _costumeNeedsInit; ActorWalkData _walkdata; int16 _animVariable[27]; static ScummEngine *_vm; public: Actor(int id); virtual ~Actor() {} //protected: void hideActor(); void showActor(); virtual void initActor(int mode); void putActor() { putActor(_pos.x, _pos.y, _room); } void putActor(int x, int y) { putActor(x, y, _room); } void putActor(int x, int y, int room); void setActorWalkSpeed(uint newSpeedX, uint newSpeedY); protected: int calcMovementFactor(const Common::Point& next); int actorWalkStep(); int remapDirection(int dir, bool is_walking); void setupActorScale(); void setBox(int box); int updateActorDirection(bool is_walking); public: void adjustActorPos(); AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY); void setDirection(int direction); void faceToObject(int obj); void turnToDirection(int newdir); virtual void walkActor(); void drawActorToBackBuf(int x, int y); void drawActorCostume(bool hitTestMode = false); void animateCostume(); void setActorCostume(int c); void animateLimb(int limb, int f); bool actorHitTest(int x, int y); byte *getActorName(); void startWalkActor(int x, int y, int dir); void stopActorMoving(); protected: void startWalkAnim(int cmd, int angle); public: void runActorTalkScript(int f); void startAnimActor(int frame); void remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold); void remapActorPaletteColor(int slot, int color); void animateActor(int anim); bool isInCurrentRoom() const { return _room == _vm->_currentRoom; } const Common::Point &getPos() const { return _pos; } int getRoom() const { return _room; } int getFacing() const { return _facing; } void setFacing(int newFacing) { _facing = newFacing; } int getAnimVar(byte var) const; void setAnimVar(byte var, int value); void setAnimSpeed(byte newAnimSpeed) { _animSpeed = newAnimSpeed; _animProgress = 0; } int getAnimSpeed() const { return _animSpeed; } int getAnimProgress() const { return _animProgress; } int getElevation() const { return _elevation; } void setElevation(int newElevation) { if (_elevation != newElevation) { _elevation = newElevation; _needRedraw = true; } } void setPalette(int idx, int val) { _palette[idx] = val; _needRedraw = true; } void setScale(int sx, int sy) { if (sx != -1) _scalex = sx; if (sy != -1) _scaley = sy; _needRedraw = true; } void classChanged(int cls, bool value); void setHEFlag(int bit, int set); void setUserCondition(int slot, int set); bool isUserConditionSet(int slot) const; void setTalkCondition(int slot); bool isTalkConditionSet(int slot) const; // Used by the save/load system: void saveLoadWithSerializer(Serializer *ser); protected: bool isInClass(int cls); bool isPlayer(); bool findPathTowards(byte box, byte box2, byte box3, Common::Point &foundPath); }; class ActorOldWalk : public Actor { public: ActorOldWalk(int id) : Actor(id) {} virtual void walkActor(); protected: void findPathTowardsOld(byte box, byte box2, byte box3, Common::Point &p2, Common::Point &p3); }; class ActorC64 : public ActorOldWalk { public: // FIXME: This flag is never saved, which might lead to broken save states. byte _miscflags; public: ActorC64(int id) : ActorOldWalk(id) {} virtual void initActor(int mode) { ActorOldWalk::initActor(mode); if (mode == -1) { _miscflags = 0; } } protected: }; } // End of namespace Scumm #endif