mirror of
https://github.com/libretro/scummvm.git
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bc2ec5afde
svn-id: r33235
126 lines
3.7 KiB
C++
126 lines
3.7 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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* 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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* 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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* $URL$
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* $Id$
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*
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* Prototypes of actor functions
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*/
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#ifndef TINSEL_ACTOR_H // prevent multiple includes
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#define TINSEL_ACTOR_H
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#include "tinsel/dw.h" // for SCNHANDLE
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#include "tinsel/events.h" // for USER_EVENT
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#include "tinsel/palette.h" // for COLORREF
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namespace Tinsel {
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struct FREEL;
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struct INT_CONTEXT;
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struct MACTOR;
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struct OBJECT;
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/*----------------------------------------------------------------------*/
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void RegisterActors(int num);
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void FreeActors(void);
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void setleadid(int rid);
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int LeadId(void);
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void StartActors(SCNHANDLE ah, int numActors, bool bRunScript);
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void DropActors(void); // No actor reels running
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void DisableActor(int actor);
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void EnableActor(int actor);
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void Tag_Actor(int ano, SCNHANDLE tagtext, int tp);
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void UnTagActor(int ano);
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void ReTagActor(int ano);
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int TagType(int ano);
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bool actorAlive(int ano);
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int32 actorMaskType(int ano);
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void GetActorPos(int ano, int *x, int *y);
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void SetActorPos(int ano, int x, int y);
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void GetActorMidTop(int ano, int *x, int *y);
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int GetActorLeft(int ano);
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int GetActorRight(int ano);
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int GetActorTop(int ano);
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int GetActorBottom(int ano);
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void HideActor(int ano);
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bool HideMovingActor(int id, int sf);
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void unHideMovingActor(int id);
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void restoreMovement(int id);
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void storeActorReel(int ano, const FREEL *reel, SCNHANDLE film, OBJECT *pobj, int reelnum, int x, int y);
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const FREEL *actorReel(int ano);
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SCNHANDLE actorFilm(int ano);
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void setActorPlayFilm(int ano, SCNHANDLE film);
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SCNHANDLE getActorPlayFilm(int ano);
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void setActorTalkFilm(int ano, SCNHANDLE film);
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SCNHANDLE getActorTalkFilm(int ano);
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void setActorTalking(int ano, bool tf);
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bool isActorTalking(int ano);
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void setActorLatestFilm(int ano, SCNHANDLE film);
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SCNHANDLE getActorLatestFilm(int ano);
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void updateActorEsc(int ano, bool escOn, int escEv);
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bool actorEsc(int ano);
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int actorEev(int ano);
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void storeActorPos(int ano, int x, int y);
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void storeActorSteps(int ano, int steps);
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int getActorSteps(int ano);
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void storeActorZpos(int ano, int z);
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SCNHANDLE GetActorTag(int ano);
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void FirstTaggedActor(void);
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int NextTaggedActor(void);
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int AsetZPos(OBJECT *pObj, int y, int32 zFactor);
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void MAsetZPos(MACTOR *pActor, int y, int32 zFactor);
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void actorEvent(int ano, USER_EVENT event, BUTEVENT be);
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void storeActorAttr(int ano, int r1, int g1, int b1);
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COLORREF getActorTcol(int ano);
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void setactorson(void);
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void ActorsLife(int id, bool bAlive);
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/*----------------------------------------------------------------------*/
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struct SAVED_ACTOR {
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short actorID;
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short z;
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bool bAlive;
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SCNHANDLE presFilm; //!< the film that reel belongs to
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short presRnum; //!< the present reel number
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short presX, presY;
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};
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int SaveActors(SAVED_ACTOR *sActorInfo);
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void RestoreActorProcess(int id, INT_CONTEXT *pic);
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/*----------------------------------------------------------------------*/
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} // end of namespace Tinsel
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#endif /* TINSEL_ACTOR_H */
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