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engines/ags/engine/ac/character_extras.h
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engines/ags/engine/ac/character_extras.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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//=============================================================================
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//
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// CharacterExtras is a separate runtime character data. Historically it was
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// separated from the design-time CharacterInfo, because the latter is exposed
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// to script API and plugin API in such way that its memory layout could not
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// be changed at all. Although, today this is less of an issue (see comment
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// to CharacterInfo).
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//
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// TODO: in the long run it will be beneficial to remake this into a more
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// explicit runtime Character class, while perhaps keeping CharacterInfo only
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// to load design-time data.
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//
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//=============================================================================
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#ifndef AGS_ENGINE_AC_CHARACTER_EXTRAS_H
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#define AGS_ENGINE_AC_CHARACTER_EXTRAS_H
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#include "ags/shared/ac/character_info.h"
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#include "ags/engine/ac/runtime_defines.h"
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namespace AGS3 {
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// Forward declaration
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namespace AGS {
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namespace Shared {
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class Stream;
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}
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}
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using namespace AGS; // FIXME later
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// The CharacterInfo struct size is fixed because it's exposed to script
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// and plugin API, therefore new stuff has to go here
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struct CharacterExtras {
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short invorder[MAX_INVORDER] = {};
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short invorder_count = 0;
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// TODO: implement full AABB and keep updated, so that engine could rely on these cached values all time = 0;
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// TODO: consider having both fixed AABB and volatile one that changes with animation frame (unless you change how anims work)
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short width = 0;
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short height = 0;
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short zoom = 100;
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short xwas = 0;
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short ywas = 0;
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short tint_r = 0;
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short tint_g = 0;
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short tint_b = 0;
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short tint_level = 0;
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short tint_light = 0;
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int8 process_idle_this_time = 0;
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int8 slow_move_counter = 0;
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short animwait = 0;
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int anim_volume = 100; // default animation volume (relative factor)
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int cur_anim_volume = 100; // current animation sound volume (relative factor)
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// Following fields are deriatives of the above (calculated from these
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// and other factors), and hence are not serialized.
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//
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// zoom factor of sprite offsets, fixed at 100 in backwards compatible mode
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int zoom_offs = 100;
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int GetEffectiveY(CharacterInfo *chi) const; // return Y - Z
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// Calculate wanted frame sound volume based on multiple factors
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int GetFrameSoundVolume(CharacterInfo *chi) const;
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// Process the current animation frame for the character:
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// play linked sounds, and so forth.
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void CheckViewFrame(CharacterInfo *chi);
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// Read character extra data from saves.
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void ReadFromSavegame(Shared::Stream *in, CharacterSvgVersion save_ver);
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void WriteToSavegame(Shared::Stream *out) const;
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};
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} // namespace AGS3
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#endif
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