aboutsummaryrefslogtreecommitdiff
path: root/engines/scumm/actor.h
blob: 8a1d8e3f7568e3315ccfee1864a87b01d9898daa (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
/* 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 SCUMM_ACTOR_H
#define SCUMM_ACTOR_H

#include "common/scummsys.h"
#include "common/serializer.h"
#include "scumm/scumm.h"


namespace Scumm {

enum {
	V12_X_MULTIPLIER = 8,
	V12_Y_MULTIPLIER = 2,

	V12_X_SHIFT = 3,
	V12_Y_SHIFT = 1
};

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;
	byte soundPos;
	uint16 stopped;
	uint16 curpos[16];
	uint16 start[16];
	uint16 end[16];
	uint16 frame[16];

	/* HE specific */
	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;
};

enum {
	kOldInvalidBox = 255,	// For small header games
	kNewInavlidBox = 0
};

class Actor : public Common::Serializable {
public:
	static byte kInvalidBox;

protected:
	ScummEngine *_vm;

	/** The position of the actor inside the virtual screen. */
	Common::Point _pos;

public:
	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 */
	int _heOffsX, _heOffsY;
	bool _heSkipLimbs;
	uint32 _heCondMask;
	uint32 _hePaletteNum;
	uint32 _heXmapNum;

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;
	};


	uint16 _palette[256];
	int _elevation;
	uint16 _facing;
	uint16 _targetFacing;
	uint _speedx, _speedy;
	byte _animProgress, _animSpeed;
	bool _costumeNeedsInit;
	ActorWalkData _walkdata;
	int16 _animVariable[27];

public:

	Actor(ScummEngine *scumm, int id);
	virtual ~Actor() {}

//protected:
	virtual void hideActor();
	void showActor();

	virtual void initActor(int mode);

	void putActor() {
		putActor(_pos.x, _pos.y, _room);
	}

	void putActor(int room) {
		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);
	virtual void setupActorScale();

	void setBox(int box);
	int updateActorDirection(bool is_walking);

public:
	void adjustActorPos();
	virtual AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY);

	virtual void setDirection(int direction);
	void faceToObject(int obj);
	void turnToDirection(int newdir);
	virtual void walkActor();
	void drawActorCostume(bool hitTestMode = false);
	virtual void prepareDrawActorCostume(BaseCostumeRenderer *bcr);
	virtual void animateCostume();
	virtual void setActorCostume(int c);

	void animateLimb(int limb, int f);

	bool actorHitTest(int x, int y);

	const byte *getActorName();
	void startWalkActor(int x, int y, int dir);
	void stopActorMoving();
protected:
	void startWalkAnim(int cmd, int angle);
public:
	void runActorTalkScript(int f);
	virtual 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;
	}

	Common::Point getPos() const {
		Common::Point p(_pos);
		if (_vm->_game.version <= 2) {
			p.x *= V12_X_MULTIPLIER;
			p.y *= V12_Y_MULTIPLIER;
		}
		return p;
	}

	const Common::Point& getRealPos() 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);

	virtual void saveLoadWithSerializer(Common::Serializer &ser);

protected:
	bool isInClass(int cls);

	virtual bool isPlayer();

	bool findPathTowards(byte box, byte box2, byte box3, Common::Point &foundPath);
};

class Actor_v3 : public Actor {
public:
	Actor_v3(ScummEngine *scumm, int id) : Actor(scumm, id) {}

	virtual void walkActor();

protected:
	virtual void setupActorScale();
	void findPathTowardsOld(byte box, byte box2, byte box3, Common::Point &p2, Common::Point &p3);
};

class Actor_v2 : public Actor_v3 {
public:
	Actor_v2(ScummEngine *scumm, int id) : Actor_v3(scumm, id) {}

	virtual void initActor(int mode);
	virtual void walkActor();
	virtual AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY);

protected:
	virtual bool isPlayer();
	virtual void prepareDrawActorCostume(BaseCostumeRenderer *bcr);
};

enum ActorV0MiscFlags {
	kActorMiscFlagStrong    = 0x01, // Kid is strong (Hunk-O-Matic used)
	kActorMiscFlagGTFriend  = 0x02, // Kid is green tentacle's friend (recording contract)
	kActorMiscFlagWatchedTV = 0x04, // Kid knows publisher's address (watched TV)
	kActorMiscFlagEdsEnemy  = 0x08, // Kid is not Weird Ed's friend
	kActorMiscFlag_10       = 0x10, // ???
	kActorMiscFlag_20       = 0x20, // ???
	kActorMiscFlagFreeze    = 0x40, // Stop moving
	kActorMiscFlagHide      = 0x80  // Kid is invisible (dead or in radiation suit)
};

class Actor_v0 : public Actor_v2 {
public:
	Common::Point _CurrentWalkTo, _NewWalkTo;

	Common::Array<byte> _walkboxHistory;

	byte _walkboxQueue[0x10];
	byte _walkboxQueueIndex;

	byte _costCommandNew;
	byte _costCommand;
	byte _miscflags;
	byte _speaking;

	byte _walkCountModulo;
	bool _newWalkBoxEntered;

	byte _walkDirX;
	byte _walkDirY;

	byte _walkYCountGreaterThanXCount;
	byte _walkXCount;
	byte _walkXCountInc;
	byte _walkYCount;
	byte _walkYCountInc;

	byte _walkMaxXYCountInc;

	Common::Point _tmp_Pos;
	Common::Point _tmp_Dest;
	byte _tmp_WalkBox;
	bool _tmp_NewWalkBoxEntered;

	int8 _animFrameRepeat;
	int8 _limbFrameRepeatNew[8];
	int8 _limbFrameRepeat[8];

	bool _limb_flipped[8];

private:

	bool walkBoxQueueAdd(int box);
	bool walkBoxQueueFind(int box);
	void walkboxQueueReverse();

public:
	Actor_v0(ScummEngine *scumm, int id) : Actor_v2(scumm, id) {}

	void initActor(int mode);
	void animateActor(int anim);
	void animateCostume();

	void limbFrameCheck(int limb);

	void directionUpdate();
	void speakCheck();
	void setDirection(int direction);
	void startAnimActor(int f);

	bool calcWalkDistances();
	void walkActor();
	void actorSetWalkTo();
	byte actorWalkX();
	byte actorWalkY();
	byte updateWalkbox();

	void walkBoxQueueReset();
	bool walkBoxQueuePrepare();

	AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY);
	AdjustBoxResult adjustPosInBorderWalkbox(AdjustBoxResult box);

	void setTmpFromActor();
	void setActorFromTmp();

	virtual void saveLoadWithSerializer(Common::Serializer &ser);
};


} // End of namespace Scumm

#endif