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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.
*
*/
#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;
class Hero {
public:
static const int16 kMaxPicWidth = 1280;
static const int16 kMaxPicHeight = 480;
static const uint32 kMoveSetSize = 26;
static const int16 kZoomStep = 4;
static const int32 kZoomBitmapLen = kMaxPicHeight / kZoomStep * kMaxPicWidth / kZoomStep;
static const int16 kZoomBitmapWidth = kMaxPicWidth / kZoomStep;
static const int16 kZoomBitmapHeight = kMaxPicHeight / kZoomStep;
static const int16 kShadowLineArraySize = 2 * 1280 * 4;
static const int32 kShadowBitmapSize = kMaxPicWidth * kMaxPicHeight / 8;
static const int16 kScreenWidth = 640;
enum State {
STAY = 0,
TURN = 1,
MOVE = 2,
BORE = 3,
SPEC = 4,
TALK = 5,
MVAN = 6,
TRAN = 7,
RUN = 8,
DMOVE = 9
};
enum Direction {
LEFT = 1,
RIGHT = 2,
UP = 3,
DOWN = 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
};
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 moveHero();
void rotateHero();
void scrollHero();
void setScale(int8 zoomBitmapValue);
int getScaledValue(int size);
void selectZoom();
void countDrawPosition();
Graphics::Surface *zoomSprite(Graphics::Surface *heroFrame);
void showHeroAnimFrame();
void line(int x1, int y1, int x2, int y2);
void plotPoint(int x, int y);
void showHeroShadow(Graphics::Surface *heroFrame);
void setShadowScale(int32 shadowScale);
void specialAnim();
void getState();
//private:
PrinceEngine *_vm;
GraphicsMan *_graph;
uint16 _number;
uint16 _visible;
int16 _state;
int16 _middleX; // middle of X
int16 _middleY; // lower part of hero
int16 _lastDirection;
int16 _destDirection;
int16 _moveSetType;
int8 _zoomFactor;
int16 _scaleValue;
int16 _frameXSize;
int16 _frameYSize;
int16 _scaledFrameXSize;
int16 _scaledFrameYSize;
int16 _drawX;
int16 _drawY;
int16 _drawZ;
int16 _lightX; // for hero's shadow
int16 _lightY;
int32 _shadZoomFactor;
int32 _shadScaleValue;
int32 _shadLineLen;
int16 _shadDrawX;
int16 _shadDrawY;
// Coords array of coordinates
// DirTab array of directions
// CurrCoords current coordinations
// CurrDirTab current direction
// LastDir previous move direction
// DestDir
// LeftRight previous left/right direction
// UpDown previous up/down direction
int32 _phase; // Phase animation phase
// Step x/y step size depends on direction
// MaxBoredom stand still timeout
int16 _boredomTime;// Boredom current boredom time in frames
uint16 _boreNum; // Bore anim frame
int16 _talkTime; // TalkTime time of talk anim
int32 _specAnim; // SpecAnim additional anim
uint16 _currHeight; // height of current anim phase
Common::Array<int> _inventory; // Inventory array of items
Common::Array<int> _inventory2; // Inventory2 array of items
// Font subtitiles font
// Color subtitiles color
// AnimSet number of animation set
Common::Array<Animation *> _moveSet; // MoveAnims MoveSet
// TurnAnim ??
byte *_zoomBitmap;
byte *_shadowBitmap;
byte *_shadowLine;
uint32 _moveDelay;
uint32 _shadMinus;
};
}
#endif
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