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