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https://github.com/scummvm/scummvm.git
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117 lines
2.9 KiB
C++
117 lines
2.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SCUMM_ACTOR_HE_H
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#define SCUMM_ACTOR_HE_H
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#include "scumm/actor.h"
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namespace Scumm {
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#define ACTOR_GENERAL_FLAG_IGNORE_ERASE 0x00000001
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#define HE100_CHORE_REDIRECT_INIT 1024
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#define HE100_CHORE_REDIRECT_WALK 1025
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#define HE100_CHORE_REDIRECT_STAND 1026
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#define HE100_CHORE_REDIRECT_START_TALK 1027
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#define HE100_CHORE_REDIRECT_STOP_TALK 1028
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struct HEEraseAuxEntry {
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int actor;
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int32 x1, y1, x2, y2;
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};
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struct HEAnimAuxEntry {
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int actor;
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int auxIndex;
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};
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struct HEAnimAuxData {
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HEAnimAuxData() : auxDefaultSearchBlock(nullptr), externalDataPtr(nullptr), auxDataBlock(nullptr), actor(0) {}
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byte *auxDefaultSearchBlock;
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byte *externalDataPtr;
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const byte *auxDataBlock;
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int actor;
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};
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struct HEAuxFileRelInfo {
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int globFileOffset;
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Common::File fileHandle;
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int globType;
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int globNum;
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int roomNum;
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};
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class ActorHE : public Actor {
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public:
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ActorHE(ScummEngine *scumm, int id);
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void initActor(int mode) override;
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void hideActor() override;
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void drawActorToBackBuf(int x, int y);
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void setActorEraseType(int eraseValue);
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void setCondition(int slot, int set);
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bool isConditionSet(int slot) const;
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void setUserCondition(int slot, int set);
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bool isUserConditionSet(int slot) const;
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void setTalkCondition(int slot);
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bool isTalkConditionSet(int slot) const;
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void clearActorUpdateInfo();
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void setActorUpdateArea(int x1, int y1, int x2, int y2);
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public:
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/** This rect is used to clip actor drawing. */
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Common::Rect _clipOverride;
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bool _heNoTalkAnimation = false;
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bool _heTalking = false;
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byte _generalFlags = 0;
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int _auxActor = 0;
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int32 _auxEraseX1 = 0, _auxEraseY1 = 0, _auxEraseX2 = 0, _auxEraseY2 = 0;
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// 80 is the maximum number of strips that any hi-res HE game is going to have
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int _screenUpdateTableMin[80] = {};
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int _screenUpdateTableMax[80] = {};
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struct {
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int16 posX;
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int16 posY;
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int16 color;
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byte sentence[128];
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} _heTalkQueue[16] = {};
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void prepareDrawActorCostume(BaseCostumeRenderer *bcr) override;
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void setActorCostume(int c) override;
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};
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} // End of namespace Scumm
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#endif
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