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
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
|
/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2004 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 "common/scummsys.h"
#include "scumm/scumm.h"
namespace Scumm {
enum MoveFlags {
MF_NEW_LEG = 1,
MF_IN_LEG = 2,
MF_TURN = 4,
MF_LAST_LEG = 8,
MF_FROZEN = 0x80
};
struct ActorWalkData {
Common::Point dest; // Final destination
byte destbox;
int16 destdir;
Common::Point cur; // Current position
byte curbox;
Common::Point next; // Next position on our way to the destination
Common::Point point3;
int32 deltaXFactor, deltaYFactor;
uint16 xfrac, yfrac;
};
struct CostumeData {
byte active[16];
uint16 animCounter;
byte soundCounter;
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;
}
}
};
struct AdjustBoxResult { /* Result type of AdjustBox functions */
int16 x, y;
byte box;
};
struct SaveLoadEntry;
class Actor {
public:
static byte kInvalidBox;
static void initActorClass(ScummEngine *scumm);
public:
Common::Point _pos;
int top, bottom;
uint width;
byte number;
uint16 costume;
byte room;
byte talkColor;
int talkFrequency;
byte talkPan;
byte scalex, scaley;
byte charset;
byte moving;
bool ignoreBoxes;
byte forceClip;
byte initFrame, walkFrame, standFrame, talkStartFrame, talkStopFrame;
bool needRedraw, needBgReset, visible;
byte shadow_mode;
bool flip;
byte frame;
byte walkbox;
int16 talkPosX, talkPosY;
uint16 talkScript, walkScript;
bool ignoreTurns;
bool skipLimb;
int8 layer;
uint16 sound[8];
CostumeData cost;
protected:
byte palette[256];
int elevation;
uint16 facing;
uint16 targetFacing;
uint speedx, speedy;
byte animProgress, animSpeed;
bool costumeNeedsInit;
ActorWalkData walkdata;
int16 animVariable[16];
static ScummEngine *_vm;
public:
Actor();
//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(Common::Point next);
int actorWalkStep();
int remapDirection(int dir, bool is_walking);
void setupActorScale();
void setBox(int box);
int updateActorDirection(bool is_walking);
public:
void adjustActorPos();
AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY);
void setDirection(int direction);
void faceToObject(int obj);
void turnToDirection(int newdir);
void walkActor();
void walkActorOld();
void drawActorCostume();
void animateCostume();
void setActorCostume(int c);
void animateLimb(int limb, int f);
byte *getActorName();
void startWalkActor(int x, int y, int dir);
void stopActorMoving();
protected:
void startWalkAnim(int cmd, int angle);
public:
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;
}
int getActorXYPos(int &x, int &y) const;
int getRoom() const {
return room;
}
int getFacing() const {
return facing;
}
int getAnimVar(byte var) const {
return animVariable[var];
}
void setAnimVar(byte var, int value) {
animVariable[var] = value;
}
void setAnimSpeed(byte newAnimSpeed) {
animSpeed = newAnimSpeed;
animProgress = 0;
}
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);
// Used by the save/load syste:
static const SaveLoadEntry *getSaveLoadEntries();
protected:
bool isInClass(int cls);
bool isPlayer();
bool findPathTowards(byte box, byte box2, byte box3, Common::Point &foundPath);
void findPathTowardsOld(byte box, byte box2, byte box3, Common::Point &p2, Common::Point &p3);
};
} // End of namespace Scumm
#endif
|