1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11 
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16 
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 #ifndef DRAGONS_ACTOR_H
23 #define DRAGONS_ACTOR_H
24 
25 #include "common/system.h"
26 
27 namespace Dragons {
28 class Actor;
29 class ActorResourceLoader;
30 class ActorResource;
31 struct ActorFrame;
32 
33 #define DRAGONS_ENGINE_NUM_ACTORS 64
34 
35 enum ActorFlags {
36 	ACTOR_FLAG_1 = 1,
37 	ACTOR_FLAG_2 = 2,
38 	ACTOR_FLAG_4 = 4,
39 	ACTOR_FLAG_8 = 8,
40 	ACTOR_FLAG_10 = 0x10, //actor is walking a path
41 	ACTOR_FLAG_20 = 0x20,
42 	ACTOR_FLAG_40 = 0x40,
43 	ACTOR_FLAG_80 = 0x80,
44 	ACTOR_FLAG_100 = 0x100,
45 	ACTOR_FLAG_200 = 0x200,  // Use screen coordinates not map coordinates.
46 	ACTOR_FLAG_400 = 0x400,  // Actor is hidden
47 	ACTOR_FLAG_800 = 0x800,
48 	ACTOR_FLAG_1000 = 0x1000,
49 	ACTOR_FLAG_2000 = 0x2000,
50 	ACTOR_FLAG_4000 = 0x4000,
51 	ACTOR_FLAG_8000 = 0x8000  //Seems turn off semi trans mode when selected.
52 };
53 
54 enum ActorFrameFlags {
55 	ACTOR_FRAME_FLAG_2 = 0x2,
56 	ACTOR_FRAME_FLAG_10 = 0x10,
57 	ACTOR_FRAME_FLAG_20 = 0x20
58 };
59 
60 class ActorManager {
61 public:
62 	typedef Common::Array<Actor> Actors;
63 	typedef Actors::iterator ActorsIterator;
64 
65 private:
66 	ActorResourceLoader *_actorResourceLoader;
67 	Actors _actors;
68 	uint16 _displayOrder[DRAGONS_ENGINE_NUM_ACTORS];
69 public:
70 	ActorManager(ActorResourceLoader *actorResourceLoader);
71 
72 public:
73 	Actor *loadActor(uint32 resourceId, uint32 sequenceId, int16 x, int16 y);
74 	Actor *loadActor(uint32 resourceId, uint32 sequenceId, int16 x, int16 y, uint16 priorityLayer);
75 	Actor *loadActor(uint32 resourceId, uint16 actorId);
76 	Actor *getActor(uint16 actorId);
77 	Actor *getActorByDisplayOrder(uint16 position);
78 	void clearActorFlags(uint16 startingActorId);
79 	ActorResource *getActorResource(uint32 resourceId);
80 	void updateActorDisplayOrder();
81 private:
82 	Actor *findFreeActor(int16 resourceID);
83 	void resetDisplayOrder();
84 };
85 
86 class Actor {
87 public:
88 	uint16 _actorID;
89 	ActorResource* _actorResource;
90 	uint16 _actorFileDictionaryIndex;
91 	int16 _resourceID;
92 	byte *_seqCodeIp;
93 	ActorFrame *_frame;
94 	Graphics::Surface *_surface;
95 	uint16 _sequenceTimerMaxValue;
96 	int16 _scale; // scale factor 0x100 is 100%
97 	uint16 _sequenceTimer;
98 	uint16 _sequenceID;
99 	int16 _direction;
100 	int16 _priorityLayer;
101 	uint16 _flags;
102 	int16 _x_pos;
103 	int16 _y_pos;
104 	int16 _walkDestX;
105 	int16 _walkDestY;
106 	int32 _xShl16;
107 	int32 _yShl16;
108 	int32 _walkSlopeX;
109 	int32 _walkSlopeY;
110 	uint16 _walkPointsTbl[32];
111 	int16 _walkPointsIndex;
112 	int16 _finalWalkDestX;
113 	int16 _finalWalkDestY;
114 	uint16 _field_7a;
115 	int32 _walkSpeed;
116 	uint16 _frame_flags;
117 public:
118 
119 	Actor(uint16 id);
120 	void init(ActorResource *resource, int16 x, int16 y, uint32 sequenceID);
121 	void updateSequence(uint16 newSequenceID);
122 	void resetSequenceIP();
123 	byte *getSeqIpAtOffset(uint32 offset);
124 	void loadFrame(uint16 frameOffset);
125 	void freeFrame();
126 	void reset_maybe();
127 	bool startWalk(int16 destX, int16 destY, uint16 flags);
128 	void walkPath();
129 	void waitUntilFlag4IsSet();
130 	void waitUntilFlag8IsSet();
131 	void waitUntilFlag8And4AreSet();
132 	void waitUntilFlag8SetThenSet1000();
133 	void waitUntilFlag8SetThenSet1000AndWaitFor4();
134 	void waitForWalkToFinish();
135 
136 	bool waitUntilFlag4IsSetAllowSkip();
137 	bool actorSetSequenceAndWaitAllowSkip(uint16 newSequenceID);
138 
139 	void clearFlag(uint32 flag);
140 	void setFlag(uint32 flag);
141 	bool isFlagSet(uint32 flag);
isFlagClear(uint32 flag)142 	bool isFlagClear(uint32 flag) { return !isFlagSet(flag); }
143 
144 	byte *getPalette();
145 	int16 getFrameYOffset();
146 private:
147 	void stopWalk();
148 	uint16 canWalkLine(int16 actor_x, int16 actor_y, int16 target_x, int16 target_y, uint16 walkFlags);
149 	int16 pathfindingFindClosestPoint(int16 actor_x, int16 actor_y, int16 target_x, int16 target_y, int16 unkType,
150 									  bool *pointsInUseTbl);
151 	int startMoveToPoint(int destX, int destY);
152 };
153 
154 } // End of namespace Dragons
155 
156 #endif //DRAGONS_ACTOR_H
157