mirror of
https://github.com/libretro/scummvm.git
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174 lines
4.6 KiB
C++
174 lines
4.6 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 SLUDGE_PEOPLE_H
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#define SLUDGE_PEOPLE_H
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#include "common/list.h"
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namespace Sludge {
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struct FrozenStuffStruct;
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struct LoadedSpriteBank;
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struct ScreenRegion;
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struct VariableStack;
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class SludgeEngine;
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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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LoadedSpriteBank *theSprites;
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AnimFrame *frames;
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int numFrames;
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PersonaAnimation();
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PersonaAnimation(int num, VariableStack *&stacky);
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PersonaAnimation(PersonaAnimation *orig);
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~PersonaAnimation();
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// Setter & getter
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int getTotalTime();
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// Save & load
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bool save(Common::WriteStream *stream);
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bool load(Common::SeekableReadStream *stream);
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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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// Save & load
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bool save(Common::WriteStream *stream);
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bool load(Common::SeekableReadStream *stream);
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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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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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byte r, g, b, colourmix, transparency;
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void makeTalker();
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void makeSilent();
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void setFrames(int a);
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};
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typedef Common::List<OnScreenPerson *> OnScreenPersonList;
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class PeopleManager {
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public:
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PeopleManager(SludgeEngine *vm);
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~PeopleManager();
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// Initialisation and creation
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bool init();
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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 kill();
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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(int16 h, int16 d);
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// Things which affect one character
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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, byte x);
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void setPersonColourise(int ob, byte r, byte g, byte b, byte 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, int di);
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bool forceWalkingPerson(int x, int y, int objNum, struct LoadedFunction *func, 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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bool setPersonExtra(int f, int newSetting);
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// Loading and saving
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bool savePeople(Common::WriteStream *stream);
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bool loadPeople(Common::SeekableReadStream *stream);
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// Freeze
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void freeze(FrozenStuffStruct *frozenStuff);
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void resotre(FrozenStuffStruct *frozenStuff);
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private:
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ScreenRegion *_personRegion;
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OnScreenPersonList *_allPeople;
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int16 _scaleHorizon;
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int16 _scaleDivide;
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SludgeEngine *_vm;
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void shufflePeople();
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// OnScreenPerson manipulation
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void turnMeAngle(OnScreenPerson *thisPerson, int direc);
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void spinStep(OnScreenPerson *thisPerson);
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void rethinkAngle(OnScreenPerson *thisPerson);
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void moveAndScale(OnScreenPerson &me, float x, float y);
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void setMyDrawMode(OnScreenPerson *moveMe, int h);
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bool walkMe(OnScreenPerson *thisPerson, bool move = true);
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};
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} // End of namespace Sludge
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#endif
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