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engines/tinsel/actors.h
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228
engines/tinsel/actors.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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* 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 TINSEL_EVENT
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#include "tinsel/palette.h" // for COLORREF
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#include "tinsel/movers.h" // for MOVER *
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namespace Common {
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class Serializer;
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}
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namespace Tinsel {
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struct FREEL;
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struct INT_CONTEXT;
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struct MOVER;
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struct OBJECT;
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struct ACTORINFO;
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struct Z_POSITIONS;
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#define ACTORTAG_KEY 0x1000000
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#define OTH_RELATEDACTOR 0x00000fff
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#define OTH_RELATIVE 0x00001000
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#define OTH_ABSOLUTE 0x00002000
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#define MAX_TAGACTORS 10
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#define NUM_ZPOSITIONS 200 // Reasonable-sounding number
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#define MAX_REELS 6
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struct TAGACTORDATA {
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// Copies of compiled data
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int id;
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SCNHANDLE hTagText; // handle to tag text
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int32 tagPortionV; // which portion is active
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int32 tagPortionH; // which portion is active
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SCNHANDLE hActorCode; // The actor's script
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int tagFlags;
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SCNHANDLE hOverrideTag; // Override tag.
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};
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struct SAVED_ACTOR {
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short actorID;
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short zFactor;
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bool bAlive;
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bool bHidden;
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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 presPlayX, presPlayY;
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};
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struct Z_POSITIONS {
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short actor;
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short column;
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int z;
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};
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struct ACTORDATA {
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int32 masking; ///< type of actor masking (Tinsel V1)
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SCNHANDLE hActorId; ///< handle actor ID string index
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SCNHANDLE hActorCode; ///< handle to actor script
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SCNHANDLE hTagText; // tag (Tinsel V2)
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int32 tagPortionV; // defines tag area (Tinsel V2)
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int32 tagPortionH; // defines tag area (Tinsel V2)
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};
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/*----------------------------------------------------------------------*/
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class Actor {
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public:
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Actor();
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virtual ~Actor();
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int GetLeadId();
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SCNHANDLE GetActorTagHandle(int ano);
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void ToggleActor(int ano, bool show);
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SCNHANDLE GetActorCode(int ano);
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SCNHANDLE GetTaggedActorCode(int ano);
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void RunCodeToCompletion(int ano);
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int GetCount() { return _numActors; }
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void RegisterActors(int num);
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void SetLeadId(int rid);
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bool ActorIsGhost(int actor);
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void StartTaggedActors(SCNHANDLE ah, int numActors, bool bRunScript);
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void DropActors(); // 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 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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bool ActorHidden(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 hFilm, OBJECT *pobj, int reelnum, int x, int y);
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const FREEL *actorReel(int ano);
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void SetActorPlayFilm(int ano, SCNHANDLE hFilm);
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SCNHANDLE GetActorPlayFilm(int ano);
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void SetActorTalkFilm(int ano, SCNHANDLE hFilm);
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SCNHANDLE GetActorTalkFilm(int ano);
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void SetActorTalking(int ano, bool tf);
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bool ActorIsTalking(int ano);
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void SetActorLatestFilm(int ano, SCNHANDLE hFilm);
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SCNHANDLE GetActorLatestFilm(int ano);
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void UpdateActorEsc(int ano, bool escOn, int escEvent);
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void UpdateActorEsc(int ano, int escEvent);
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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, int column = -1);
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int GetActorZpos(int ano, int column);
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void IncLoopCount(int ano);
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int GetLoopCount(int ano);
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SCNHANDLE GetActorTag(int ano);
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void FirstTaggedActor();
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int NextTaggedActor();
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int NextTaggedActor(int previous);
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int AsetZPos(OBJECT *pObj, int y, int32 zFactor);
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void storeActorAttr(int ano, int r1, int g1, int b1);
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COLORREF GetActorRGB(int ano);
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void SetActorRGB(int ano, COLORREF color);
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void SetActorZfactor(int ano, uint32 zFactor);
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uint32 GetActorZfactor(int ano);
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void SetActorsOn();
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void ActorsLife(int id, bool bAlive);
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void dwEndActor(int ano);
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void SetActorPointedTo(int actor, bool bPointedTo);
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bool ActorIsPointedTo(int actor);
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void SetActorTagWanted(int actor, bool bTagWanted, bool bCursor, SCNHANDLE hOverrideTag);
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bool ActorTagIsWanted(int actor);
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bool InHotSpot(int ano, int curX, int curY);
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int FrontTaggedActor();
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void GetActorTagPos(int actor, int *pTagX, int *pTagY, bool bAbsolute);
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bool IsTaggedActor(int actor);
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void StoreActorPresFilm(int ano, SCNHANDLE hFilm, int x, int y);
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SCNHANDLE GetActorPresFilm(int ano);
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int GetActorFilmNumber(int ano);
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void StoreActorReel(int actor, int column, OBJECT *pObj);
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void NotPlayingReel(int actor, int filmNumber, int column);
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bool ActorReelPlaying(int actor, int column);
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int SaveActors(SAVED_ACTOR *sActorInfo);
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void RestoreActors(int numActors, SAVED_ACTOR *sActorInfo);
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void SaveZpositions(void *zpp);
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void RestoreZpositions(void *zpp);
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void SaveActorZ(byte *saveActorZ);
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void RestoreActorZ(byte *saveActorZ);
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int TaggedActorIndex(int actor);
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void syncAllActorsAlive(Common::Serializer &s);
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private:
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void StartActor(const ACTORDATA *ad, bool bRunScript);
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void GetActorTagPortion(int ano, unsigned *top, unsigned *bottom, unsigned *left, unsigned *right);
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ACTORINFO *_actorInfo;
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COLORREF _defaultColor; // Text color
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bool _actorsOn;
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int ti;
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TAGACTORDATA _taggedActors[MAX_TAGACTORS];
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int _numTaggedActors;
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uint8 *_zFactors;
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Z_POSITIONS _zPositions[NUM_ZPOSITIONS];
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int _leadActorId; // The lead actor
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int _numActors; // The total number of actors in the game
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};
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/*----------------------------------------------------------------------*/
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void ActorEvent(int ano, TINSEL_EVENT event, PLR_EVENT be);
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void ActorEvent(CORO_PARAM, int ano, TINSEL_EVENT tEvent, bool bWait, int myEscape, bool *result = NULL);
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void ActorEvent(int ano, TINSEL_EVENT tEvent, bool bWait, int myEscape, bool *result = NULL);
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void ShowActor(CORO_PARAM, int ano);
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void HideActor(CORO_PARAM, int ano);
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void RestoreActorProcess(int id, INT_CONTEXT *pic, bool savegameFlag);
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} // End of namespace Tinsel
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#endif /* TINSEL_ACTOR_H */
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