mirror of
https://github.com/libretro/scummvm.git
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141 lines
4.2 KiB
C++
141 lines
4.2 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SLUDGE_PEOPLE_H
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#define SLUDGE_PEOPLE_H
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namespace Sludge {
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struct animFrame {
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int frameNum, howMany;
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int noise;
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};
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#define EXTRA_FRONT 1
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#define EXTRA_FIXEDSIZE 2
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#define EXTRA_NOSCALE 2 // Alternative name
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#define EXTRA_NOZB 4
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#define EXTRA_FIXTOSCREEN 8
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#define EXTRA_NOLITE 16
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#define EXTRA_NOREMOVE 32
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#define EXTRA_RECTANGULAR 64
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struct personaAnimation {
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struct loadedSpriteBank *theSprites;
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animFrame *frames;
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int numFrames;
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};
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struct persona {
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personaAnimation * *animation;
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int numDirections;
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};
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struct onScreenPerson {
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float x, y;
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int height, floaty, walkSpeed;
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float scale;
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onScreenPerson *next;
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int walkToX, walkToY, thisStepX, thisStepY, inPoly, walkToPoly;
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bool walking, spinning;
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struct loadedFunction *continueAfterWalking;
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personaAnimation *myAnim;
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personaAnimation *lastUsedAnim;
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persona *myPersona;
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int frameNum, frameTick, angle, wantAngle, angleOffset;
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bool show;
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int direction, directionWhenDoneWalking;
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struct objectType *thisType;
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int extra, spinSpeed;
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unsigned char r, g, b, colourmix, transparency;
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};
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// Initialisation and creation
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bool initPeople();
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bool addPerson(int x, int y, int objNum, persona *p);
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// Draw to screen and to backdrop
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void drawPeople();
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void freezePeople(int, int);
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// Removalisationisms
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void killAllPeople();
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void killMostPeople();
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void removeOneCharacter(int i);
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// Things which affect or use all characters
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onScreenPerson *findPerson(int v);
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void setScale(short int h, short int d);
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// Things which affect one character
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void makeTalker(onScreenPerson &me);
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void makeSilent(onScreenPerson &me);
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void setShown(bool h, int ob);
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void setDrawMode(int h, int ob);
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void setPersonTransparency(int ob, unsigned char x);
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void setPersonColourise(int ob, unsigned char r, unsigned char g,
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unsigned char b, unsigned char colourmix);
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// Moving 'em
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void movePerson(int x, int y, int objNum);
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bool makeWalkingPerson(int x, int y, int objNum, struct loadedFunction *func,
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int di);
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bool forceWalkingPerson(int x, int y, int objNum, struct loadedFunction *func,
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int di);
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void jumpPerson(int x, int y, int objNum);
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void walkAllPeople();
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bool turnPersonToFace(int thisNum, int direc);
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bool stopPerson(int o);
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bool floatCharacter(int f, int objNum);
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bool setCharacterWalkSpeed(int f, int objNum);
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// Animating 'em
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void animatePerson(int obj, personaAnimation *);
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void animatePerson(int obj, persona *per);
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personaAnimation *createPersonaAnim(int num, struct variableStack *&stacky);
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inline void setBankFile(personaAnimation *newP, loadedSpriteBank *sB) {
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newP->theSprites = sB;
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}
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bool setPersonExtra(int f, int newSetting);
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int timeForAnim(personaAnimation *fram);
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personaAnimation *copyAnim(personaAnimation *orig);
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personaAnimation *makeNullAnim();
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void deleteAnim(personaAnimation *orig);
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// Loading and saving
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bool saveAnim(personaAnimation *p, Common::WriteStream *stream);
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bool loadAnim(personaAnimation *p, Common::SeekableReadStream *stream);
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bool savePeople(Common::WriteStream *stream);
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bool loadPeople(Common::SeekableReadStream *stream);
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bool saveCostume(persona *cossy, Common::WriteStream *stream);
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bool loadCostume(persona *cossy, Common::SeekableReadStream *stream);
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} // End of namespace Sludge
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#endif
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