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engines/agds/character.h
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165
engines/agds/character.h
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/* 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 CHARACTER_H
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#define CHARACTER_H
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#include "common/hashmap.h"
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#include "common/ptr.h"
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#include "common/rect.h"
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#include "common/scummsys.h"
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namespace Common {
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class SeekableReadStream;
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class ReadStream;
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class WriteStream;
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} // namespace Common
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namespace Graphics {
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struct Surface;
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class ManagedSurface;
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} // namespace Graphics
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namespace AGDS {
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class AGDSEngine;
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class Object;
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using ObjectPtr = Common::SharedPtr<Object>;
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class Animation;
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using AnimationPtr = Common::SharedPtr<Animation>;
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class Character {
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using FogPtr = Common::ScopedPtr<Graphics::ManagedSurface>;
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AGDSEngine *_engine;
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ObjectPtr _object;
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AnimationPtr _animation;
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FogPtr _fog;
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bool _jokes;
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Common::String _name;
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Common::String _processName;
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Common::Point _pos;
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Common::Point _animationPos;
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bool _enabled;
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bool _visible;
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bool _stopped;
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bool _shown;
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int _phase;
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int _frames;
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int _direction;
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int _jokesDirection;
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int _movementDirections;
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int _fogMinZ, _fogMaxZ;
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struct AnimationDescription {
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struct Frame {
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int x, y;
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uint w, h;
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};
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Common::String filename;
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Common::Array<Frame> frames;
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};
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Common::HashMap<uint, AnimationDescription> _animations;
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const AnimationDescription *_description;
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bool animate(int direction, int speed, bool jokes);
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Common::Point animationPosition() const;
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public:
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Character(AGDSEngine *engine, const Common::String &name);
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~Character();
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void associate(const Common::String &name);
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const AnimationDescription *animationDescription(uint index) const {
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auto it = _animations.find(index);
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return it != _animations.end() ? &it->_value : nullptr;
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}
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const Common::String &name() const {
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return _name;
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}
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const ObjectPtr &object() const {
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return _object;
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}
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void load(Common::SeekableReadStream &stream);
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void loadState(Common::ReadStream &stream);
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void saveState(Common::WriteStream &stream) const;
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void enable(bool enabled = true) {
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_enabled = enabled;
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}
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void visible(bool visible);
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bool visible() const {
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return _visible && _shown;
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}
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bool active() const {
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return _enabled && _visible;
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}
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bool animate(Common::Point pos, int direction, int speed);
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void stop();
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void leave(const Common::String &processName);
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int phase() const {
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return _jokes ? _phase : -1;
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}
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void phase(int phase) {
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_phase = phase;
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}
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void position(Common::Point pos) {
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_pos = pos;
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}
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Common::Point position() const {
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return _pos;
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}
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bool pointIn(Common::Point pos) const;
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void notifyProcess(const Common::String &processName);
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bool moveTo(const Common::String &processName, Common::Point dst, int direction);
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void pointTo(const Common::String &processName, Common::Point dst);
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bool direction(int dir);
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int direction() const {
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return _jokes ? _jokesDirection : _direction;
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}
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void tick(bool reactivate);
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void paint(Graphics::Surface &backbuffer, Common::Point pos) const;
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int getDirectionForMovement(Common::Point delta);
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int z() const;
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void reset();
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void setFog(Graphics::ManagedSurface *surface, int minZ, int maxZ);
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};
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} // End of namespace AGDS
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#endif /* AGDS_CHARACTER_H */
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