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/* 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__
#include "saga/sprite.h"
#include "saga/actordata.h"
#include "saga/list.h"
namespace Saga {
#define ACTOR_BASE_SPEED 0.25
#define ACTOR_BASE_ZMOD 0.5
#define ACTOR_DEFAULT_ORIENT 2
#define ACTOR_ACTIONTIME 80
#define ACTOR_DIALOGUE_LETTERTIME 50
#define ACTOR_DIALOGUE_HEIGHT 100
#define ACTOR_LMULT 4
#define ACTOR_ORIENTATION_COUNT 4
#define IS_VALID_ACTOR_INDEX(index) ((index >= 0) && (index < ACTORCOUNT))
#define IS_VALID_ACTOR_ID(id) ((id == 1) || (id >= 0x2000) && (id < (0x2000 | ACTORCOUNT)))
#define ACTOR_ID_TO_INDEX(id) ((((uint16)id) == 1 ) ? 0 : (int)(((uint16)id) & ~0x2000))
#define ACTOR_INDEX_TO_ID(index) ((((int)index) == 0 ) ? 1 : (uint16)(((int)index) | 0x2000))
enum ACTOR_INTENTS {
INTENT_NONE = 0,
INTENT_PATH = 1,
INTENT_SPEAK = 2
};
enum ACTOR_WALKFLAGS {
WALK_NONE = 0x00,
WALK_NOREORIENT = 0x01
};
enum ACTOR_ORIENTATIONS {
ORIENT_N = 0,
ORIENT_NE = 1,
ORIENT_E = 2,
ORIENT_SE = 3,
ORIENT_S = 4,
ORIENT_SW = 5,
ORIENT_W = 6,
ORIENT_NW = 7
};
enum ACTOR_ACTIONS {
ACTION_IDLE = 0,
ACTION_WALK = 1,
ACTION_SPEAK = 2,
ACTION_COUNT
};
enum ACTOR_ACTIONFLAGS {
ACTION_NONE = 0x00,
ACTION_LOOP = 0x01
};
struct ActorOrientation {
int frameIndex;
int frameCount;
};
struct ActorFrame {
ActorOrientation dir[ACTOR_ORIENTATION_COUNT];
};
struct WALKNODE {
int calc_flag;
Point node_pt;
WALKNODE() {
calc_flag = 0;
}
};
typedef Common::List<WALKNODE> WalkNodeList;
struct WALKINTENT {
int wi_active;
uint16 wi_flags;
int wi_init;
int time;
float slope;
int x_dir;
Point org;
Point cur;
Point dst_pt;
WalkNodeList nodelist;
int sem_held;
SEMAPHORE *sem;
WALKINTENT() {
wi_active = 0;
wi_flags = 0;
wi_init = 0;
time = 0;
slope = 0;
x_dir = 0;
sem_held = 0;
sem = NULL;
}
};
struct ACTORDIALOGUE {
int d_playing;
const char *d_string;
uint16 d_voice_rn;
long d_time;
int d_sem_held;
SEMAPHORE *d_sem;
ACTORDIALOGUE() { memset(this, 0, sizeof(*this)); }
};
typedef Common::List<ACTORDIALOGUE> ActorDialogList;
struct SPEAKINTENT {
int si_init;
uint16 si_flags;
int si_last_action;
ActorDialogList si_diaglist; /* Actor dialogue list */
SPEAKINTENT() {
si_init = 0;
si_flags = 0;
si_last_action = 0;
}
};
struct ACTORINTENT {
int a_itype;
uint16 a_iflags;
int a_idone;
SPEAKINTENT speakIntent;
WALKINTENT walkIntent;
ACTORINTENT() {
a_itype = 0;
a_iflags = 0;
a_idone = 0;
}
};
typedef Common::List<ACTORINTENT> ActorIntentList;
struct ActorData {
bool disabled; // Actor disabled in init section
int index; // Actor index
uint16 actorId; // Actor id
int nameIndex; // Actor's index in actor name string list
byte speechColor; // Actor dialogue color
uint16 flags; // Actor flags
int sceneNumber; // scene of actor
int currentAction;
int facingDirection;
int actionDirection;
SPRITELIST *spriteList; // Actor's sprite list data
int spriteListResourceId; // Actor's sprite list resource id
ActorFrame *frames; // Actor's frames
int framesCount; // Actor's frames count
int frameListResourceId; // Actor's frame list resource id
Point a_pt; // Actor's logical coordinates
Point s_pt; // Actor's screen coordinates
int idle_time;
int orient;
int speaking;
// 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
ActorIntentList a_intentlist;
// WALKPATH path;
int def_action;
uint16 def_action_flags;
int action;
uint16 action_flags;
int action_frame;
int action_time;
ActorData() {
disabled = false;
index = 0;
actorId = 0;
nameIndex = 0;
currentAction = 0;
facingDirection = 0;
actionDirection = 0;
speechColor = 0;
frames = NULL;
framesCount = 0;
frameListResourceId = 0;
spriteList = NULL;
spriteListResourceId = 0;
flags = 0;
idle_time = 0;
orient = 0;
speaking = 0;
def_action = 0;
def_action_flags = 0;
action = 0;
action_flags = 0;
action_frame = 0;
action_time = 0;
}
};
typedef ActorData* ActorDataPointer;
typedef SortedList<ActorDataPointer> ActorOrderList;
struct ACTIONTIMES {
int action;
int time;
};
class Actor {
public:
Actor(SagaEngine *vm);
~Actor();
void CF_actor_move(int argc, const char **argv);
void CF_actor_moverel(int argc, const char **argv);
void CF_actor_seto(int argc, const char **argv);
void CF_actor_setact(int argc, const char **argv);
int direct(int msec);
int drawActors();
void updateActorsScene(); // calls from scene loading to update Actors info
void AtoS(Point &screenPoint, const Point &actorPoint);
void StoA(Point &actorPoint, const Point &screenPoint);
void move(uint16 actorId, const Point &movePoint);
void moveRelative(uint16 actorId, const Point &movePoint);
void walkTo(uint16 actorId, const Point *walk_pt, uint16 flags, SEMAPHORE *sem);
void speak(uint16 actorId, const char *d_string, uint16 d_voice_rn, SEMAPHORE *sem);
int skipDialogue();
int getSpeechTime(const char *d_string, uint16 d_voice_rn);
void setOrientation(uint16 actorId, int orient);
void setAction(uint16 actorId, int action_n, uint16 action_flags);
void setDefaultAction(uint16 actorId, int action_n, uint16 action_flags);
private:
int handleWalkIntent(ActorData *actor, WALKINTENT *a_walk_int, int *complete_p, int msec);
int handleSpeakIntent(ActorData *actor, SPEAKINTENT *a_speakint, int *complete_p, int msec);
int setPathNode(WALKINTENT *walk_int, Point *src_pt, Point *dst_pt, SEMAPHORE *sem);
ActorData *getActor(uint16 actorId);
bool loadActorResources(ActorData * actor);
void createDrawOrderList();
SagaEngine *_vm;
RSCFILE_CONTEXT *_actorContext;
ActorOrderList _drawOrderList;
ActorData _actors[ACTORCOUNT];
};
} // End of namespace Saga
#endif
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