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
|
/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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.
*
* $Header$
*
*/
// Actor management module header file
#ifndef SAGA_ACTOR_H__
#define SAGA_ACTOR_H__
namespace Saga {
#define ACTOR_BASE_SPEED 0.25
#define ACTOR_BASE_ZMOD 0.5
#define ACTOR_DEFAULT_ORIENT 2
#define ACTOR_ORIENTMAX 7
#define ACTOR_ACTIONTIME 80
#define ACTOR_DIALOGUE_LETTERTIME 50
#define ACTOR_DIALOGUE_HEIGHT 100
#define R_ACTOR_LMULT 4
enum R_ACTOR_INTENTS {
INTENT_NONE = 0,
INTENT_PATH = 1,
INTENT_SPEAK = 2
};
struct R_ACTORACTIONITEM {
int frame_index;
int frame_count;
};
struct R_ACTORACTION {
R_ACTORACTIONITEM dir[4];
};
struct R_WALKINTENT {
int wi_active;
uint16 wi_flags;
int wi_init;
int time;
float slope;
int x_dir;
R_POINT org;
R_POINT cur;
R_POINT dst_pt;
YS_DL_LIST *nodelist;
int sem_held;
R_SEMAPHORE *sem;
R_WALKINTENT() { memset(this, 0, sizeof(*this)); }
};
struct R_WALKNODE {
int calc_flag;
R_POINT node_pt;
};
struct R_SPEAKINTENT {
int si_init;
uint16 si_flags;
int si_last_action;
YS_DL_LIST *si_diaglist; /* Actor dialogue list */
};
struct R_ACTORINTENT {
int a_itype;
uint16 a_iflags;
int a_idone;
void *a_data;
R_ACTORINTENT() { memset(this, 0, sizeof(*this)); }
};
struct R_ACTOR {
int id; // Actor id
int name_i; // Actor's index in actor name string list
uint16 flags;
R_POINT a_pt; // Actor's logical coordinates
R_POINT s_pt; // Actor's screen coordinates
int sl_rn; // Actor's sprite list res #
int si_rn; // Actor's sprite index res #
R_SPRITELIST *sl_p;// Actor's sprite list data
int idle_time;
int orient;
int speaking;
int a_dcolor; // Actor dialogue color
// The actor intent list describes what the actor intends to do;
// multiple intents can be queued. The actor must complete an
// intent before moving on to the next; thus actor movements, esp
// as described from scripts, can be serialized
YS_DL_LIST *a_intentlist;
// R_WALKPATH path;
int def_action;
uint16 def_action_flags;
int action;
uint16 action_flags;
int action_frame;
int action_time;
R_ACTORACTION *act_tbl; // Action lookup table
int action_ct; // Number of actions in the action LUT
YS_DL_NODE *node; // Actor's node in the actor list
R_ACTOR() { memset(this, 0, sizeof(*this)); }
};
struct R_ACTORDIALOGUE {
int d_playing;
const char *d_string;
uint16 d_voice_rn;
long d_time;
int d_sem_held;
R_SEMAPHORE *d_sem;
R_ACTORDIALOGUE() { memset(this, 0, sizeof(*this)); }
};
struct R_ACTIONTIMES {
int action;
int time;
};
struct R_ACTOR_MODULE {
int init;
R_RSCFILE_CONTEXT *actor_ctxt;
uint16 count;
int *alias_tbl;
YS_DL_NODE **tbl;
YS_DL_LIST *list;
int err_n;
const char *err_str;
};
R_ACTOR *LookupActor(int index);
int AddActor(R_ACTOR * actor);
int Z_Compare(const void *elem1, const void *elem2);
int HandleWalkIntent(R_ACTOR *actor, R_WALKINTENT *a_walk_int, int *complete_p, int msec);
int HandleSpeakIntent(R_ACTOR *actor, R_SPEAKINTENT *a_speakint, int *complete_p, int msec);
int ACTOR_SetPathNode(R_WALKINTENT *walk_int, R_POINT *src_pt, R_POINT *dst_pt, R_SEMAPHORE *sem);
int LoadActorSpriteIndex(R_ACTOR *actor, int si_rn, int *last_frame_p);
static void CF_actor_add(int argc, char *argv[]);
static void CF_actor_del(int argc, char *argv[]);
static void CF_actor_move(int argc, char *argv[]);
static void CF_actor_moverel(int argc, char *argv[]);
static void CF_actor_seto(int argc, char *argv[]);
static void CF_actor_setact(int argc, char *argv[]);
} // End of namespace Saga
#endif
|