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/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001/2002 The ScummVM project
*
* 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.
*
* $Header$
*
*/
#ifndef ACTOR_H
#define ACTOR_H
#include <string.h>
#include "scummsys.h"
class Scumm;
enum MoveFlags {
MF_NEW_LEG = 1,
MF_IN_LEG = 2,
MF_TURN = 4,
MF_LAST_LEG = 8
};
struct ActorWalkData {
int16 destx, desty; // Final destination
byte destbox;
int16 destdir;
byte curbox;
int16 x, y; // Current position
int16 newx, newy; // Next position on our way to the destination
int32 XYFactor, YXFactor;
uint16 xfrac, yfrac;
int point3x, point3y;
};
struct CostumeData {
byte active[16];
uint16 animCounter1;
byte animCounter2;
uint16 stopped;
uint16 curpos[16];
uint16 start[16];
uint16 end[16];
uint16 frame[16];
void reset() {
stopped = 0;
for (int i = 0; i < 16; i++) {
active[i] = 0;
curpos[i] = start[i] = end[i] = frame[i] = 0xFFFF;
}
}
};
class Actor {
public:
int x, y, top, bottom;
int elevation;
uint width;
byte number;
uint16 facing;
uint16 costume;
byte room;
byte talkColor;
byte scalex, scaley;
byte charset;
int16 newDirection;
byte moving;
byte ignoreBoxes;
byte forceClip;
byte initFrame, walkFrame, standFrame, talkFrame1, talkFrame2;
bool needRedraw, needBgReset, costumeNeedsInit, visible;
byte shadow_mode;
bool flip;
uint speedx, speedy;
// FIXME: the "frame" field is never set, so it is always stays at 0. I am not sure
// if at some point in the past it was actually set (somebody wanna check?). There are
// two possibilities: either we just scratch this and hope all works fine, or we come
// up with a "correct" implementation.
// The actor.cpp code uses this to determine if the actor shows a walk animation.
// The script_v2.cpp code uses it for o6_kernelFunction:212.
// The save/load code (re)stores it.
// And debug.cpp prints it for debugging purposes.
byte frame;
byte walkbox;
byte mask; // FIXME: This field is *NOT* used - remove next time save game format changes
byte animProgress, animSpeed;
int16 new_1, new_2;
uint16 talk_script, walk_script;
byte new_3;
int8 layer;
ActorWalkData walkdata;
int16 animVariable[16];
uint16 sound[8];
CostumeData cost;
byte palette[256];
protected:
Scumm *_vm;
public:
// Constructor, sets all data to 0
Actor() {
memset(this, 0, sizeof(Actor));
} void initActorClass(Scumm *scumm) {
_vm = scumm;
}
//protected:
void hideActor();
void showActor();
void initActor(int mode);
void putActor(int x, int y, byte room);
void setActorWalkSpeed(uint newSpeedX, uint newSpeedY);
protected:
int calcMovementFactor(int newx, int newy);
int actorWalkStep();
int remapDirection(int dir, bool is_walking);
void setupActorScale();
public:
void stopActorMoving();
void startWalkAnim(int cmd, int angle);
void startAnimActor(int frame);
protected:
void setBox(int box);
int updateActorDirection(bool is_walking);
public:
void setDirection(int direction);
int getActorXYPos(int &x, int &y);
AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY, int pathfrom);
protected:
void adjustActorPos();
public:
void turnToDirection(int newdir);
void walkActor();
void drawActorCostume();
void animateCostume();
void setActorCostume(int c);
byte *getActorName();
void startWalkActor(int x, int y, int dir);
void remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold);
void walkActorOld();
void animateActor(int anim);
bool isInCurrentRoom() {
return room == _vm->_currentRoom;
}
int getRoom() {
return room;
}
int getAnimVar(byte var) {
return animVariable[var];
}
void setAnimVar(byte var, int value) {
animVariable[var] = value;
}
void classChanged(int cls, bool value);
protected:
bool isInClass(int cls);
};
#endif
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