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
|
/* 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 data table header file
#ifndef SAGA_ACTORDATA_H
#define SAGA_ACTORDATA_H
namespace Saga {
enum {
kProtagonist = 0x01, // Actor is protagonist
kFollower = 0x02, // Actor is follower
kCycle = 0x04, // Actor stand has a cycle
kFaster = 0x08, // Actor is fast
kFastest = 0x10, // Actor is faster
kExtended = 0x20 // Actor uses extended sprites
};
// TODO: This doesn't quite correspond to the original Actor struct, so I'm not
// sure if I got it right.
struct ACTORTABLE {
byte type; // Always 1 (remove this?)
byte flags;
byte name_index;
int32 scene_index;
int16 x;
int16 y;
int16 z;
int32 spritelist_rn;
int32 spriteindex_rn;
byte script_rn;
byte color;
byte action;
byte facing_dir;
byte action_dir;
};
#define ACTORCOUNT 181
extern int ActorOrientationLUT[];
extern ACTORTABLE ActorTable[ACTORCOUNT];
} // End of namespace Saga
#endif
|