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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 SCUMM_ACTOR_H
#define SCUMM_ACTOR_H
#include "common/scummsys.h"
#include "scumm/saveload.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;
uint16 stopped;
uint16 curpos[16];
uint16 start[16];
uint16 end[16];
uint16 frame[16];
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 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 */
/** This rect is used to clip actor drawing. */
Common::Rect _clipOverride;
int _heOffsX, _heOffsY;
bool _heNoTalkAnimation;
bool _heSkipLimbs;
bool _heTalking;
uint32 _heCondMask;
uint32 _hePaletteNum;
uint32 _heXmapNum;
byte _heFlags;
AuxBlock _auxBlock;
struct {
int16 posX;
int16 posY;
int16 color;
byte sentence[128];
} _heTalkQueue[16];
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;
};
byte _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:
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);
void setDirection(int direction);
void faceToObject(int obj);
void turnToDirection(int newdir);
virtual void walkActor();
void drawActorToBackBuf(int x, int y);
void drawActorCostume(bool hitTestMode = false);
virtual void prepareDrawActorCostume(BaseCostumeRenderer *bcr);
void animateCostume();
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);
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);
void setHEFlag(int bit, int set);
void setUserCondition(int slot, int set);
bool isUserConditionSet(int slot) const;
void setTalkCondition(int slot);
bool isTalkConditionSet(int slot) const;
// Used by the save/load system:
void saveLoadWithSerializer(Serializer *ser);
protected:
bool isInClass(int cls);
virtual bool isPlayer();
bool findPathTowards(byte box, byte box2, byte box3, Common::Point &foundPath);
};
class ActorHE : public Actor {
public:
ActorHE(ScummEngine *scumm, int id) : Actor(scumm, id) {}
virtual void initActor(int mode);
protected:
virtual void prepareDrawActorCostume(BaseCostumeRenderer *bcr);
};
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);
};
class ActorC64 : public Actor_v2 {
public:
// FIXME: This flag is never saved, which might lead to broken save states.
byte _miscflags;
public:
ActorC64(ScummEngine *scumm, int id) : Actor_v2(scumm, id) {}
virtual void initActor(int mode) {
Actor_v2::initActor(mode);
if (mode == -1) {
_miscflags = 0;
}
}
protected:
};
} // End of namespace Scumm
#endif
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