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
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef SCUMM_ACTOR_HE_H
#define SCUMM_ACTOR_HE_H
#include "scumm/actor.h"
namespace Scumm {
#define ACTOR_GENERAL_FLAG_IGNORE_ERASE 0x00000001
#define HE100_CHORE_REDIRECT_INIT 1024
#define HE100_CHORE_REDIRECT_WALK 1025
#define HE100_CHORE_REDIRECT_STAND 1026
#define HE100_CHORE_REDIRECT_START_TALK 1027
#define HE100_CHORE_REDIRECT_STOP_TALK 1028
struct HEEraseAuxEntry {
int actor;
int32 x1, y1, x2, y2;
};
struct HEAnimAuxEntry {
int actor;
int auxIndex;
};
struct HEAnimAuxData {
HEAnimAuxData() : auxDefaultSearchBlock(nullptr), externalDataPtr(nullptr), auxDataBlock(nullptr), actor(0) {}
byte *auxDefaultSearchBlock;
byte *externalDataPtr;
const byte *auxDataBlock;
int actor;
};
struct HEAuxFileRelInfo {
int globFileOffset;
Common::File fileHandle;
int globType;
int globNum;
int roomNum;
};
class ActorHE : public Actor {
public:
ActorHE(ScummEngine *scumm, int id);
void initActor(int mode) override;
void hideActor() override;
void drawActorToBackBuf(int x, int y);
void setActorEraseType(int eraseValue);
void setCondition(int slot, int set);
bool isConditionSet(int slot) const;
void setUserCondition(int slot, int set);
bool isUserConditionSet(int slot) const;
void setTalkCondition(int slot);
bool isTalkConditionSet(int slot) const;
void clearActorUpdateInfo();
void setActorUpdateArea(int x1, int y1, int x2, int y2);
public:
/** This rect is used to clip actor drawing. */
Common::Rect _clipOverride;
bool _heNoTalkAnimation = false;
bool _heTalking = false;
byte _generalFlags = 0;
int _auxActor = 0;
int32 _auxEraseX1 = 0, _auxEraseY1 = 0, _auxEraseX2 = 0, _auxEraseY2 = 0;
// 80 is the maximum number of strips that any hi-res HE game is going to have
int _screenUpdateTableMin[80] = {};
int _screenUpdateTableMax[80] = {};
struct {
int16 posX;
int16 posY;
int16 color;
byte sentence[128];
} _heTalkQueue[16] = {};
void prepareDrawActorCostume(BaseCostumeRenderer *bcr) override;
void setActorCostume(int c) override;
};
} // End of namespace Scumm
#endif
|