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/* 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.
*
* $URL$
* $Id$
*
*/
#ifndef M4_ACTOR_H
#define M4_ACTOR_H
#include "common/array.h"
#include "m4/m4.h"
#include "m4/scene.h"
#include "m4/graphics.h"
#include "m4/assets.h"
namespace M4 {
struct InventoryObject {
const char* name;
int32 scene;
int32 icon;
};
enum inventoryObjectFlags {
UNKNOWN_OBJECT = 997,
BACKPACK = 998,
NOWHERE = 999
};
enum WalkerDirection {
kFacingNorth = 1, // has shadow
kFacingNorthEast = 2, // has shadow
kFacingEast = 3, // has shadow
kFacingSouthEast = 4, // has shadow
kFacingSouth = 5, // has shadow
// 6 is unused
kFacingSouthAlt = 7, // no shadow
kFacingSouthWest = 8, // no shadow
kFacingWest = 9 // no shadow
};
class Actor {
public:
Actor(M4Engine *vm);
~Actor();
void placeWalkerSpriteAt(int spriteNum, int x, int y);
void setWalkerScaling(int scaling) { _scaling = scaling; }
int getWalkerScaling() { return _scaling; }
void setWalkerDirection(uint8 direction) { _direction = direction; }
uint8 getWalkerDirection() { return _direction; }
void setWalkerPalette();
int getWalkerWidth();
int getWalkerHeight();
private:
M4Engine *_vm;
int _scaling;
uint8 _direction;
Common::Array<SpriteAsset*> _walkerSprites;
void loadWalkers();
void loadWalkerDirection(uint8 direction);
void unloadWalkers();
};
// TODO: perhaps the inventory and its view could be merged?
// TODO: the original game capitalizes all inventory object names
// internally, which we do as well, but perhaps we could make sure
// that all object names are parsed with the same case and avoid
// case-insensitive string comparing through scumm_stricmp, using
// the normal strcmp method instead
class Inventory {
public:
Inventory(M4Engine *vm);
~Inventory();
void clear();
void registerObject(char* name, int32 scene, int32 icon);
void moveObject(char* name, int32 scene);
void giveToPlayer(char* name) { moveObject(name, BACKPACK); }
void addToBackpack(uint32 objectIndex);
void removeFromBackpack(uint32 objectIndex);
bool isInBackpack(char* name) { return (getScene(name) == BACKPACK); }
bool isInScene(char* name, int32 scene) { return (getScene(name) == scene); }
bool isInCurrentScene(char* name);
int getScene(char* name);
int getIcon(char* name);
int getIndex(char* name);
int getTotalItems() { return _inventory.size(); }
private:
M4Engine *_vm;
Common::Array<InventoryObject *> _inventory;
};
} // End of namespace M4
#endif
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