/* ScummVM - Scumm Interpreter * Copyright (C) 2004 The ScummVM project * * The ReInherit Engine is (C)2000-2003 by Daniel Balsom. * * 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. * * $Header$ * */ // Actor management module header file #ifndef SAGA_ACTOR_H__ #define SAGA_ACTOR_H__ #include "saga/sprite.h" #include "saga/actordata.h" #include "saga/list.h" namespace Saga { #define ACTOR_BASE_SPEED 0.25 #define ACTOR_BASE_ZMOD 0.5 #define ACTOR_DEFAULT_ORIENT 2 #define ACTOR_ACTIONTIME 80 #define ACTOR_DIALOGUE_HEIGHT 100 #define ACTOR_LMULT 4 #define ACTOR_DIRECTIONS_COUNT 4 // for ActorFrameSequence #define ACTOR_DIRECTION_RIGHT 0 #define ACTOR_DIRECTION_LEFT 1 #define ACTOR_DIRECTION_BACK 2 #define ACTOR_DIRECTION_FORWARD 3 #define ACTOR_SPEECH_STRING_MAX 16 // speech const #define ACTOR_SPEECH_ACTORS_MAX 8 #define ID_NOTHING 0 #define ID_PROTAG 1 #define IS_VALID_ACTOR_INDEX(index) ((index >= 0) && (index < ACTORCOUNT)) #define IS_VALID_ACTOR_ID(id) ((id == 1) || (id >= 0x2000) && (id < (0x2000 | ACTORCOUNT))) #define ACTOR_ID_TO_INDEX(id) ((((uint16)id) == 1 ) ? 0 : (int)(((uint16)id) & ~0x2000)) #define ACTOR_INDEX_TO_ID(index) ((((int)index) == 0 ) ? 1 : (uint16)(((int)index) | 0x2000)) enum ActorActions { kActionWait = 0, kActionWalkToPoint = 1, kActionWalkToLink = 2, kActionWalkDir = 3, kActionSpeak = 4, kActionAccept = 5, kActionStoop = 6, kActionLook = 7, kActionCycleFrames = 8, kActionPongFrames = 9, kActionFreeze = 10, kActionFall = 11, kActionClimb = 12 }; enum SpeechFlags { kSpeakNoAnimate = 1, kSpeakAsync = 2, kSpeakSlow = 4 }; enum ActorFrameTypes { kFrameStand = 0, kFrameWalk = 1, kFrameSpeak = 2, kFrameGive = 3, kFrameGesture = 4, kFrameWait = 5, kFramePickUp = 6, kFrameLook = 7 //...some special }; enum ActorFlagsEx { kActorNoCollide = (1 << 0), kActorNoFollow = (1 << 1), kActorCollided = (1 << 2), kActorBackwards = (1 << 3), kActorContinuous = (1 << 4), kActorFinalFace = (1 << 5), kActorFinishLeft = ((1 << 5) | (kDirLeft << 6)), kActorFinishRight = ((1 << 5) | (kDirRight << 6)), kActorFinishUp = ((1 << 5) | (kDirUp << 6)), kActorFinishDown = ((1 << 5) | (kDirDown << 6)), kActorFacing = (0xf << 5), kActorRandom = (1 << 10) }; struct ActorFrameRange { int frameIndex; int frameCount; }; struct ActorFrameSequence { ActorFrameRange directions[ACTOR_DIRECTIONS_COUNT]; }; struct ActorLocation { int x; // Actor's logical coordinates int y; // int z; // }; struct ActorData { bool disabled; // Actor disabled in init section int index; // Actor index uint16 actorId; // Actor id int nameIndex; // Actor's index in actor name string list byte speechColor; // Actor dialogue color uint16 flags; // Actor initial flags int sceneNumber; // scene of actor ActorLocation location; // Actor's logical coordinates Point screenPosition; // Actor's screen coordinates int screenDepth; // int screenScale; // uint16 actorFlags; // dynamic flags int currentAction; // ActorActions type int facingDirection; // orientation int actionDirection; int actionCycle; int frameNumber; // current actor frame number uint16 targetObject; int cycleFrameNumber; uint8 cycleDelay; uint8 cycleTimeCount; uint8 cycleFlags; SPRITELIST *spriteList; // Actor's sprite list data int spriteListResourceId; // Actor's sprite list resource id ActorFrameSequence *frames; // Actor's frames int framesCount; // Actor's frames count int frameListResourceId; // Actor's frame list resource id void cycleWrap(int cycleLimit) { if (actionCycle >= cycleLimit) actionCycle = 0; } ActorData() { disabled = false; index = 0; actorId = 0; nameIndex = 0; speechColor = 0; frames = NULL; framesCount = 0; frameListResourceId = 0; spriteList = NULL; spriteListResourceId = 0; flags = 0; sceneNumber = 0; location.x = 0; location.y = 0; location.z = 0; screenDepth = 0; actorFlags = 0; currentAction = 0; facingDirection = 0; actionDirection = 0; actionCycle = 0; targetObject = ID_NOTHING; cycleFrameNumber = 0; cycleDelay = 0; cycleTimeCount = 0; cycleFlags = 0; } }; typedef ActorData* ActorDataPointer; typedef SortedList ActorOrderList; struct SpeechData { int speechColor; int outlineColor; int speechFlags; const char *strings[ACTOR_SPEECH_STRING_MAX]; int stringsCount; int slowModeCharIndex; uint16 actorIds[ACTOR_SPEECH_ACTORS_MAX]; int actorsCount; int sampleResourceId; bool playing; int playingTime; SpeechData() { memset(this, 0, sizeof(*this)); } }; class Actor { public: ActorData *_centerActor; ActorData *_protagonist; Actor(SagaEngine *vm); ~Actor(); /* void CF_actor_move(int argc, const char **argv); void CF_actor_moverel(int argc, const char **argv); void CF_actor_seto(int argc, const char **argv); void CF_actor_setact(int argc, const char **argv); */ int direct(int msec); int drawActors(); void updateActorsScene(); // calls from scene loading to update Actors info void StoA(Point &actorPoint, const Point &screenPoint); bool actorWalkTo(uint16 actorId, const ActorLocation &actorLocation); ActorData *getActor(uint16 actorId); ActorFrameRange *getActorFrameRange(uint16 actorId, int frameType); // speech void actorSpeech(uint16 actorId, const char **strings, int stringsCount, uint16 sampleResourceId, int speechFlags); void nonActorSpeech(const char **strings, int stringsCount, int speechFlags); void simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags); void setSpeechColor(int speechColor, int outlineColor) { _activeSpeech.speechColor = speechColor; _activeSpeech.outlineColor = outlineColor; } void abortAllSpeeches(); void abortSpeech(); bool isSpeaking() { return _activeSpeech.stringsCount > 0; } private: bool loadActorResources(ActorData * actor); void createDrawOrderList(); void handleSpeech(int msec); void handleActions(int msec, bool setup); int _lastTickMsec; SagaEngine *_vm; RSCFILE_CONTEXT *_actorContext; ActorOrderList _drawOrderList; ActorData _actors[ACTORCOUNT]; SpeechData _activeSpeech; }; } // End of namespace Saga #endif