/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #ifndef ACTOR_H #define ACTOR_H #include "common/scummsys.h" #include "scumm.h" enum MoveFlags { MF_NEW_LEG = 1, MF_IN_LEG = 2, MF_TURN = 4, MF_LAST_LEG = 8, MF_FROZEN = 0x80 }; struct ActorWalkData { int16 destx, desty; // Final destination byte destbox; int16 destdir; byte curbox; int16 x, y; // Current position int16 newx, newy; // Next position on our way to the destination int32 deltaXFactor, deltaYFactor; uint16 xfrac, yfrac; int point3x, point3y; }; struct CostumeData { byte active[16]; uint16 animCounter; byte soundCounter; uint16 stopped; uint16 curpos[16]; uint16 start[16]; uint16 end[16]; uint16 frame[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; }; struct SaveLoadEntry; class Actor { public: static byte kInvalidBox; static void initActorClass(Scumm *scumm); public: int x, y, top, bottom; int elevation; uint width; byte number; uint16 costume; byte room; byte talkColor; int talkFrequency; byte scalex, scaley; byte charset; byte moving; bool ignoreBoxes; byte forceClip; byte initFrame, walkFrame, standFrame, talkStartFrame, talkStopFrame; bool needRedraw, needBgReset, visible; byte shadow_mode; bool flip; byte frame; byte walkbox; int16 talkPosX, talkPosY; uint16 talkScript, walkScript; bool ignoreTurns; // TODO - we do not honor this flag at all currently! int8 layer; uint16 sound[8]; CostumeData cost; byte palette[256]; protected: uint16 facing; uint16 targetFacing; uint speedx, speedy; byte animProgress, animSpeed; bool costumeNeedsInit; ActorWalkData walkdata; int16 animVariable[16]; static Scumm *_vm; public: // Constructor, sets all data to 0 Actor() { assert(_vm != 0); top = bottom = 0; number = 0; needRedraw = needBgReset = costumeNeedsInit = visible = false; flip = false; speedx = 8; speedy = 2; frame = 0; walkbox = 0; animProgress = 0; memset(animVariable, 0, sizeof(animVariable)); memset(palette, 0, sizeof(palette)); memset(sound, 0, sizeof(sound)); memset(&cost, 0, sizeof(CostumeData)); walkScript = 0; initActor(1); } //protected: void hideActor(); void showActor(); void initActor(int mode); void putActor(int x, int y, byte room); void setActorWalkSpeed(uint newSpeedX, uint newSpeedY); protected: int calcMovementFactor(int newx, int newy); 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); void walkActor(); void drawActorCostume(); void animateCostume(); void setActorCostume(int c); void animateLimb(int limb, int f); byte *getActorName(); void startWalkActor(int x, int y, int dir); void stopActorMoving(); void startWalkAnim(int cmd, int angle); void startAnimActor(int frame); void remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold); void walkActorOld(); void animateActor(int anim); bool isInCurrentRoom() const { return room == _vm->_currentRoom; } int getActorXYPos(int &x, int &y) const; int getRoom() const { return room; } int getFacing() const { return facing; } int getAnimVar(byte var) const { return animVariable[var]; } void setAnimVar(byte var, int value) { animVariable[var] = value; } void setAnimSpeed(byte newAnimSpeed) { animSpeed = newAnimSpeed; animProgress = 0; } void classChanged(int cls, bool value); // Used by the save/load syste: static const SaveLoadEntry *getSaveLoadEntries(); protected: bool isInClass(int cls); bool isPlayer(); bool findPathTowards(byte box, byte box2, byte box3, int16 &foundPathX, int16 &foundPathY); void findPathTowardsOld(byte box, byte box2, byte box3, ScummVM::Point gateLoc[5]); }; #endif