mirror of
https://github.com/libretro/scummvm.git
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483 lines
9.7 KiB
C++
483 lines
9.7 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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*
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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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/*
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* This code is based on original Tony Tough source code
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*
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* Copyright (c) 1997-2003 Nayma Software
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*/
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#ifndef TONY_TONYCHAR_H
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#define TONY_TONYCHAR_H
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#include "common/coroutines.h"
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#include "tony/loc.h"
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namespace Tony {
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class RMTony : public RMCharacter {
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private:
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enum CharacterDirection {
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UP, DOWN, LEFT, RIGHT
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};
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public:
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enum CharacterTalkType {
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TALK_NORMAL,
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TALK_HIPS,
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TALK_SING,
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TALK_LAUGH,
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TALK_INDICATE,
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TALK_SCARED,
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TALK_SCARED2,
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TALK_WITHGLASSES,
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TALK_WITHHAMMER,
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TALK_WITHWORM,
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TALK_WITHROPE,
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TALK_WITHRABBIT,
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TALK_WITHRECIPE,
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TALK_WITHCARDS,
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TALK_WITHSNOWMAN,
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TALK_WITHSNOWMANSTATIC,
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TALK_WITHRABBITSTATIC,
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TALK_WITHRECIPESTATIC,
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TALK_WITHCARDSSTATIC,
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TALK_WITH_NOTEBOOK,
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TALK_WITHMEGAPHONESTATIC,
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TALK_WITHBEARDSTATIC,
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TALK_LAUGH2,
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TALK_DISGUSTED,
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TALK_SARCASTIC,
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TALK_MACBETH1,
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TALK_MACBETH2,
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TALK_MACBETH3,
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TALK_MACBETH4,
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TALK_MACBETH5,
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TALK_MACBETH6,
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TALK_MACBETH7,
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TALK_MACBETH8,
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TALK_MACBETH9,
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TALK_SCAREDSTATIC,
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TALK_WITHSECRETARY
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};
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private:
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bool _bShow;
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bool _bShowShadow;
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bool _bBodyFront;
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// Useless variable?
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// RMGfxSourceBuffer8AB _shadow;
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bool _bActionPending;
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RMItem *_actionItem;
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int _action;
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int _actionParm;
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static bool _bAction;
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bool _bShepherdess;
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bool _bIsStaticTalk;
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bool _bIsTalking;
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int _nPatB4Talking;
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CharacterTalkType _nTalkType;
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CharacterDirection _talkDirection;
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RMPoint _nBodyOffset;
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int _nTimeLastStep;
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RMItem _body;
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uint32 _hActionThread;
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protected:
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/**
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* Overload of the allocation allocation of sprites
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*/
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virtual RMGfxSourceBuffer *newItemSpriteBuffer(int dimx, int dimy, bool bPreRLE);
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/**
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* Watch thread which waits for the end of an action
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*/
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static void waitEndOfAction(CORO_PARAM, const void *param);
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public:
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enum CharacterPatterns {
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PAT_TAKEUP_UP1 = 9,
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PAT_TAKEUP_UP2,
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PAT_TAKEUP_MID1,
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PAT_TAKEUP_MID2,
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PAT_TAKEUP_DOWN1,
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PAT_TAKEUP_DOWN2,
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PAT_TAKELEFT_UP1,
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PAT_TAKELEFT_UP2,
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PAT_TAKELEFT_MID1,
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PAT_TAKELEFT_MID2,
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PAT_TAKELEFT_DOWN1,
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PAT_TAKELEFT_DOWN2,
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PAT_TAKERIGHT_UP1,
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PAT_TAKERIGHT_UP2,
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PAT_TAKERIGHT_MID1,
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PAT_TAKERIGHT_MID2,
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PAT_TAKERIGHT_DOWN1,
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PAT_TAKERIGHT_DOWN2,
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PAT_GETUPLEFT,
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PAT_ONTHEFLOORLEFT,
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PAT_GETUPRIGHT,
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PAT_ONTHEFLOORRIGHT,
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// Sheperdess!
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PAT_PAST_WALKUP,
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PAT_PAST_WALKDOWN,
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PAT_PAST_WALKLEFT,
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PAT_PAST_WALKRIGHT,
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PAT_PAST_STANDUP,
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PAT_PAST_STANDDOWN,
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PAT_PAST_STANDLEFT,
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PAT_PAST_STANDRIGHT,
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// Speech
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PAT_TALK_UP,
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PAT_TALK_DOWN,
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PAT_TALK_LEFT,
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PAT_TALK_RIGHT,
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// Static head
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PAT_HEAD_UP,
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PAT_HEAD_DOWN,
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PAT_HEAD_LEFT,
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PAT_HEAD_RIGHT,
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// Laugh
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PAT_LAUGHLEFT_START,
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PAT_LAUGHLEFT_LOOP,
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PAT_LAUGHLEFT_END,
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PAT_LAUGHRIGHT_START,
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PAT_LAUGHRIGHT_LOOP,
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PAT_LAUGHRIGHT_END,
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// Speaking as a shepherdess
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PAT_PAST_TALKUP,
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PAT_PAST_TALKDOWN,
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PAT_PAST_TALKLEFT,
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PAT_PAST_TALKRIGHT,
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// Fear
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PAT_SCAREDLEFT_START,
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PAT_SCAREDLEFT_LOOP,
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PAT_SCAREDLEFT_END,
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PAT_SCAREDRIGHT_START,
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PAT_SCAREDRIGHT_LOOP,
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PAT_SCAREDRIGHT_END,
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PAT_SCAREDDOWN_START,
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PAT_SCAREDDOWN_LOOP,
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PAT_SCAREDDOWN_END,
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// With objects: full body
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PAT_WITHGLASSES,
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PAT_WITHROPE,
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PAT_WITHWORM,
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PAT_WITHHAMMER,
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// Sound the whistle
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PAT_WHISTLERIGHT,
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// Head with beard
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PAT_TALKBEARD_LEFT,
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PAT_TALKBEARD_RIGHT,
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// Sniff
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PAT_SNIFF_LEFT,
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PAT_SNIFF_RIGHT,
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// Disgusted
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PAT_DISGUSTEDLEFT_START,
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PAT_DISGUSTEDLEFT_LOOP,
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PAT_DISGUSTEDLEFT_END,
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PAT_DISGUSTEDRIGHT_START,
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PAT_DISGUSTEDRIGHT_LOOP,
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PAT_DISGUSTEDRIGHT_END,
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PAT_SARCASTICLEFT_START,
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PAT_SARCASTICLEFT_LOOP,
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PAT_SARCASTICLEFT_END,
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PAT_SARCASTICRIGHT_START,
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PAT_SARCASTICRIGHT_LOOP,
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PAT_SARCASTICRIGHT_END,
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// Stand scared
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PAT_SCAREDLEFT_STAND,
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PAT_SCAREDRIGHT_STAND,
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PAT_SCAREDDOWN_STAND,
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PAT_PUTLEFT_UP1,
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PAT_PUTLEFT_UP2,
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PAT_PUTRIGHT_UP1,
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PAT_PUTRIGHT_UP2,
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PAT_PUTLEFT_MID1,
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PAT_PUTLEFT_MID2,
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PAT_PUTRIGHT_MID1,
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PAT_PUTRIGHT_MID2,
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PAT_PUTLEFT_DOWN1,
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PAT_PUTLEFT_DOWN2,
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PAT_PUTRIGHT_DOWN1,
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PAT_PUTRIGHT_DOWN2,
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PAT_PUTUP_UP1,
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PAT_PUTUP_UP2,
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PAT_PUTUP_MID1,
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PAT_PUTUP_MID2,
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PAT_PUTUP_DOWN1,
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PAT_PUTUP_DOWN2,
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PAT_WITHSECRETARY
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};
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enum CharacterBodyPatterns {
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BPAT_STANDUP = 1,
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BPAT_STANDDOWN,
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BPAT_STANDLEFT,
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BPAT_STANDRIGHT,
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BPAT_HAMMER,
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BPAT_SNOWMAN,
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BPAT_WORM,
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BPAT_GLASS,
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BPAT_SINGLEFT_START,
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BPAT_SINGLEFT_LOOP,
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BPAT_SINGLEFT_END,
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BPAT_HIPSLEFT_START,
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BPAT_HIPSLEFT_LOOP,
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BPAT_HIPSLEFT_END,
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BPAT_HIPSRIGHT_START,
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BPAT_HIPSRIGHT_LOOP,
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BPAT_HIPSRIGHT_END,
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BPAT_HIPSUP_START,
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BPAT_HIPSUP_LOOP,
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BPAT_HIPSUP_END,
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BPAT_HIPSDOWN_START,
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BPAT_HIPSDOWN_LOOP,
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BPAT_HIPSDOWN_END,
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BPAT_LAUGHLEFT,
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BPAT_LAUGHRIGHT,
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BPAT_INDICATELEFT,
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BPAT_INDICATERIGHT,
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BPAT_SCAREDDOWN_START,
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BPAT_SCAREDDOWN_LOOP,
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BPAT_SCAREDDOWN_END,
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BPAT_SCAREDLEFT_START,
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BPAT_SCAREDLEFT_LOOP,
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BPAT_SCAREDLEFT_END,
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BPAT_SCAREDRIGHT_START,
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BPAT_SCAREDRIGHT_LOOP,
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BPAT_SCAREDRIGHT_END,
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BPAT_SCAREDUP_START,
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BPAT_SCAREDUP_LOOP,
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BPAT_SCAREDUP_END,
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BPAT_ROPE,
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BPAT_WITHRABBITLEFT_START,
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BPAT_WITHRABBITLEFT_LOOP,
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BPAT_WITHRABBITLEFT_END,
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BPAT_WITHRABBITRIGHT_START,
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BPAT_WITHRABBITRIGHT_LOOP,
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BPAT_WITHRABBITRIGHT_END,
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BPAT_WITHRECIPELEFT_START,
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BPAT_WITHRECIPELEFT_LOOP,
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BPAT_WITHRECIPELEFT_END,
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BPAT_WITHRECIPERIGHT_START,
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BPAT_WITHRECIPERIGHT_LOOP,
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BPAT_WITHRECIPERIGHT_END,
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BPAT_WITHCARDSLEFT_START,
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BPAT_WITHCARDSLEFT_LOOP,
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BPAT_WITHCARDSLEFT_END,
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BPAT_WITHCARDSRIGHT_START,
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BPAT_WITHCARDSRIGHT_LOOP,
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BPAT_WITHCARDSRIGHT_END,
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BPAT_WITHSNOWMANLEFT_START,
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BPAT_WITHSNOWMANLEFT_LOOP,
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BPAT_WITHSNOWMANLEFT_END,
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BPAT_WITHSNOWMANRIGHT_START,
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BPAT_WITHSNOWMANRIGHT_LOOP,
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BPAT_WITHSNOWMANRIGHT_END,
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BPAT_WITHNOTEBOOKLEFT_START,
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BPAT_WITHNOTEBOOKLEFT_LOOP,
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BPAT_WITHNOTEBOOKLEFT_END,
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BPAT_WITHNOTEBOOKRIGHT_START,
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BPAT_WITHNOTEBOOKRIGHT_LOOP,
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BPAT_WITHNOTEBOOKRIGHT_END,
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BPAT_WITHMEGAPHONELEFT_START,
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BPAT_WITHMEGAPHONELEFT_LOOP,
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BPAT_WITHMEGAPHONELEFT_END,
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BPAT_WITHMEGAPHONERIGHT_START,
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BPAT_WITHMEGAPHONERIGHT_LOOP,
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BPAT_WITHMEGAPHONERIGHT_END,
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BPAT_WITHBEARDLEFT_START,
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BPAT_WITHBEARDLEFT_END,
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BPAT_WITHBEARDRIGHT_START,
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BPAT_WITHBEARDRIGHT_END,
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BPAT_WITHBEARDLEFT_STATIC,
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BPAT_WITHBEARDRIGHT_STATIC,
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BPAT_MACBETH1,
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BPAT_MACBETH2,
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BPAT_MACBETH3,
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BPAT_MACBETH4,
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BPAT_MACBETH5,
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BPAT_MACBETH6,
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BPAT_MACBETH7,
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BPAT_MACBETH8,
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BPAT_MACBETH9,
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BPAT_WITHSECRETARY
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};
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public:
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static void initStatics();
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RMTony();
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/**
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* Initialize Tony
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*/
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void init();
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/**
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* Free all memory
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*/
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void close();
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/**
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* Tony makes a frame, updating the movement, etc.
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*/
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void doFrame(CORO_PARAM, RMGfxTargetBuffer *bigBuf, int curLoc);
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/**
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* Draw method, which controls chararacter display
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*/
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virtual void draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
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/**
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* Show or hide
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*/
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void show();
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void hide(bool bShowShadow = false);
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/**
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* Move and make an action, if necessary
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*/
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void moveAndDoAction(CORO_PARAM, RMPoint dst, RMItem *item, int nAction, int nActionParm = 0);
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/**
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* Tony stops (on the right side with respect to any subject)
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*/
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virtual void stop(CORO_PARAM);
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void stopNoAction(CORO_PARAM);
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/**
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* Set a pattern
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*/
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void setPattern(int npatt, bool bPlayP0 = false);
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/**
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* Reads the current pattern
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*/
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int getCurPattern();
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/**
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* Waits until the end of a pattern
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*/
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void waitForEndPattern(CORO_PARAM, uint32 hCustomSkip = CORO_INVALID_PID_VALUE);
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/**
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* Check if currently in an action
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*/
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bool inAction();
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/**
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* Check if there needs to be an update for scrolling movement
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*/
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bool mustUpdateScrolling();
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/**
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* Returns Tony's position
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*/
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RMPoint position();
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/**
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* Set the scrolling position
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*/
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void setScrollPosition(const RMPoint &pt);
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/**
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* Set the take animation
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*/
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void take(int nWhere, int nPart);
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void put(int nWhere, int nPart);
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/**
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* Start or End Talk
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*/
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bool startTalkCalculate(CharacterTalkType nTalkType, int &headStartPat, int &bodyStartPat,
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int &headLoopPat, int &bodyLoopPat);
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void startTalk(CORO_PARAM, CharacterTalkType nTalkType);
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bool endTalkCalculate(int &headStandPat, int &headEndPat, int &bodyEndPat, int &finalPat, bool &bStatic);
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void endTalk(CORO_PARAM);
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/**
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* Start or End Static
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*/
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void startStaticCalculate(CharacterTalkType nTalk, int &headPat, int &headLoopPat,
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int &bodyStartPat, int &bodyLoopPat);
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void startStatic(CORO_PARAM, CharacterTalkType nTalkType);
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void endStaticCalculate(CharacterTalkType nTalk, int &bodyEndPat, int &finalPat, int &headEndPat);
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void endStatic(CORO_PARAM, CharacterTalkType nTalkType);
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/**
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* Tony disguises himself!
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*/
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void setShepherdess(bool bIsPast);
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int getShepherdess();
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/**
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* Perform an action
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*/
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void executeAction(int nAction, int nActionItem, int nParm);
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void playSfx(int nSfx);
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};
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} // End of namespace Tony
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#endif
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