/* 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 . * */ #ifndef GOT_DATA_ACTOR_H #define GOT_DATA_ACTOR_H #include "common/stream.h" #include "graphics/managed_surface.h" namespace Got { #define DIRECTION_COUNT 4 #define FRAME_COUNT 4 struct Actor { // First part loaded from disk byte _moveType = 0; // Movement pattern (0=none) byte _width = 0; // Physical width byte _height = 0; // Physical height byte _directions = 0; // 1, 2 or 4 (1=uni-directional) byte _framesPerDirection = 0; // # frames per direction byte _frameSpeed = 0; // # cycles between frame changes byte _frameSequence[4] = {}; // Sequence byte _speed = 0; // Move every Nth cycle byte _sizeX = 0; // Non-physical padding on X coordinate byte _sizeY = 0; // Non-physical padding on Y coordinate byte _hitStrength = 0; // Hit strength byte _health = 0; // byte _numMoves = 0; // # of moves every <_speed> cycles byte _shotType = 0; // Actor # of shot byte _shotPattern = 0; // Func number to decide to shoot byte _numShotsAllowed = 0; // # shots allowed on screen byte _solid = 0; // 1=solid (not ghost,etc) bool _flying = false; // byte _dropRating = 0; // rnd(100) < _dropRating = jewel byte _type = 0; // Actor (0 = thor, 1 = hammer, 2 = enemy, 3 = shot) char _name[9] = {}; // Actors name byte _funcNum = 0; // Special function when thor touches byte _funcPass = 0; // Value to pass to func uint16 _magicHurts = 0; // Bitwise magic hurts flags // The rest is dynamic //size=216 // Direction/frame surfaces Graphics::ManagedSurface pic[DIRECTION_COUNT][FRAME_COUNT]; byte _frameCount = 0; // Count to switch frames byte _dir = 0; // Direction of travel byte _lastDir = 0; // Last direction of travel int _x = 0; // Actual X coordinate int _y = 0; // Actual Y coordinate int _center = 0; // Center of object int _lastX[2] = {}; // Last X coordinate on each page int _lastY[2] = {}; // Last Y coordinate on each page bool _active = false; // true=active, false=not active byte _nextFrame = 0; // Next frame to be shown byte _moveCountdown = 0; // Count down to movement byte _vulnerableCountdown = 0; // Count down to vulnerability byte _shotCountdown = 0; // Count down to another shot byte _currNumShots = 0; // # of shots currently on screen byte _creator = 0; // Which actor # created this actor byte _unpauseCountdown = 0; // Must be 0 to move byte _actorNum = 0; byte _moveCount = 0; byte _dead = 0; byte _toggle = 0; byte _centerX = 0; byte _centerY = 0; byte _show = 0; // Display or not (for blinking) byte _temp1 = 0; byte _temp2 = 0; byte _counter = 0; byte _moveCounter = 0; byte _edgeCounter = 0; byte _temp3 = 0; byte _temp4 = 0; byte _temp5 = 0; bool _hitThor = false; int _rand = 0; byte _initDir = 0; byte _passValue = 0; byte _shotActor = 0; byte _magicHit = 0; byte _temp6 = 0; int _i1 = 0, _i2 = 0, _i3 = 0, _i4 = 0, _i5 = 0, _i6 = 0; byte _initHealth = 0; byte _talkCounter = 0; void loadFixed(Common::SeekableReadStream *src); void loadFixed(const byte *src); /** * Copies the fixed portion and pics from a source actor. */ void copyFixedAndPics(const Actor &src); Actor &operator=(const Actor &src); int getPos() const { return ((_x + 7) / 16) + (((_y + 8) / 16) * 20); } }; } // namespace Got #endif