/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "ags/plugins/core/character.h" #include "ags/engine/ac/character.h" #include "ags/engine/ac/global_character.h" #include "ags/shared/ac/game_struct_defines.h" namespace AGS3 { namespace Plugins { namespace Core { void Character::AGS_EngineStartup(IAGSEngine *engine) { ScriptContainer::AGS_EngineStartup(engine); SCRIPT_METHOD(Character::AddInventory^2, Character::AddInventory); SCRIPT_METHOD(Character::AddWaypoint^2, Character::AddWaypoint); SCRIPT_METHOD(Character::Animate^5, Character::Animate); SCRIPT_METHOD(Character::ChangeRoom^3, Character::ChangeRoom); SCRIPT_METHOD(Character::ChangeRoomAutoPosition^2, Character::ChangeRoomAutoPosition); SCRIPT_METHOD(Character::ChangeView^1, Character::ChangeView); SCRIPT_METHOD(Character::FaceCharacter^2, Character::FaceCharacter); SCRIPT_METHOD(Character::FaceDirection^2, Character::FaceDirection); SCRIPT_METHOD(Character::FaceLocation^3, Character::FaceLocation); SCRIPT_METHOD(Character::FaceObject^2, Character::FaceObject); SCRIPT_METHOD(Character::FollowCharacter^3, Character::FollowCharacter); SCRIPT_METHOD(Character::GetProperty^1, Character::GetProperty); SCRIPT_METHOD(Character::GetPropertyText^2, Character::GetPropertyText); SCRIPT_METHOD(Character::GetTextProperty^1, Character::GetTextProperty); SCRIPT_METHOD(Character::HasInventory^1, Character::HasInventory); SCRIPT_METHOD(Character::IsCollidingWithChar^1, Character::IsCollidingWithChar); SCRIPT_METHOD(Character::IsCollidingWithObject^1, Character::IsCollidingWithObject); SCRIPT_METHOD(Character::LockView^1, Character::LockView); SCRIPT_METHOD(Character::LockView^2, Character::LockViewEx); if (engine->version < kScriptAPI_v341) { SCRIPT_METHOD(Character::LockViewAligned^3, Character::LockViewAligned_Old); SCRIPT_METHOD(Character::LockViewAligned^4, Character::LockViewAlignedEx_Old); } else { SCRIPT_METHOD(Character::LockViewAligned^3, Character::LockViewAligned); SCRIPT_METHOD(Character::LockViewAligned^4, Character::LockViewAlignedEx); } SCRIPT_METHOD(Character::LockViewFrame^3, Character::LockViewFrame); SCRIPT_METHOD(Character::LockViewFrame^4, Character::LockViewFrameEx); SCRIPT_METHOD(Character::LockViewOffset^3, Character::LockViewOffset); SCRIPT_METHOD(Character::LockViewOffset^4, Character::LockViewOffset); SCRIPT_METHOD(Character::LoseInventory^1, Character::LoseInventory); SCRIPT_METHOD(Character::Move^4, Character::Move); SCRIPT_METHOD(Character::PlaceOnWalkableArea^0, Character::PlaceOnWalkableArea); SCRIPT_METHOD(Character::RemoveTint^0, Character::RemoveTint); SCRIPT_METHOD(Character::RunInteraction^1, Character::RunInteraction); SCRIPT_METHOD(Character::Say^101, Character::ScPl_Say); SCRIPT_METHOD(Character::SayAt^4, Character::SayAt); SCRIPT_METHOD(Character::SayBackground^1, Character::SayBackground); SCRIPT_METHOD(Character::SetAsPlayer^0, Character::SetAsPlayer); SCRIPT_METHOD(Character::SetIdleView^2, Character::SetIdleView); //SCRIPT_METHOD(Character::SetOption^2", Character:: (void*)SetOption); SCRIPT_METHOD(Character::SetProperty^2, Character::SetProperty); SCRIPT_METHOD(Character::SetTextProperty^2, Character::SetTextProperty); SCRIPT_METHOD(Character::SetWalkSpeed^2, Character::SetSpeed); SCRIPT_METHOD(Character::StopMoving^0, Character::StopMoving); SCRIPT_METHOD(Character::Think^101, Character::ScPl_Think); SCRIPT_METHOD(Character::Tint^5, Character::Tint); SCRIPT_METHOD(Character::UnlockView^0, Character::UnlockView); SCRIPT_METHOD(Character::UnlockView^1, Character::UnlockViewEx); SCRIPT_METHOD(Character::Walk^4, Character::Walk); SCRIPT_METHOD(Character::WalkStraight^3, Character::WalkStraight); SCRIPT_METHOD(Character::GetAtRoomXY^2, Character::GetCharacterAtRoom); SCRIPT_METHOD(Character::GetAtScreenXY^2, Character::GetCharacterAtScreen); SCRIPT_METHOD(Character::get_ActiveInventory, Character::GetActiveInventory); SCRIPT_METHOD(Character::set_ActiveInventory, Character::SetActiveInventory); SCRIPT_METHOD(Character::get_Animating, Character::GetAnimating); SCRIPT_METHOD(Character::get_AnimationSpeed, Character::GetAnimationSpeed); SCRIPT_METHOD(Character::set_AnimationSpeed, Character::SetAnimationSpeed); SCRIPT_METHOD(Character::get_Baseline, Character::GetBaseline); SCRIPT_METHOD(Character::set_Baseline, Character::SetBaseline); SCRIPT_METHOD(Character::get_BlinkInterval, Character::GetBlinkInterval); SCRIPT_METHOD(Character::set_BlinkInterval, Character::SetBlinkInterval); SCRIPT_METHOD(Character::get_BlinkView, Character::GetBlinkView); SCRIPT_METHOD(Character::set_BlinkView, Character::SetBlinkView); SCRIPT_METHOD(Character::get_BlinkWhileThinking, Character::GetBlinkWhileThinking); SCRIPT_METHOD(Character::set_BlinkWhileThinking, Character::SetBlinkWhileThinking); SCRIPT_METHOD(Character::get_BlockingHeight, Character::GetBlockingHeight); SCRIPT_METHOD(Character::set_BlockingHeight, Character::SetBlockingHeight); SCRIPT_METHOD(Character::get_BlockingWidth, Character::GetBlockingWidth); SCRIPT_METHOD(Character::set_BlockingWidth, Character::SetBlockingWidth); SCRIPT_METHOD(Character::get_Clickable, Character::GetClickable); SCRIPT_METHOD(Character::set_Clickable, Character::SetClickable); SCRIPT_METHOD(Character::get_DestinationX, Character::GetDestinationX); SCRIPT_METHOD(Character::get_DestinationY, Character::GetDestinationY); SCRIPT_METHOD(Character::get_DiagonalLoops, Character::GetDiagonalWalking); SCRIPT_METHOD(Character::set_DiagonalLoops, Character::SetDiagonalWalking); SCRIPT_METHOD(Character::get_Frame, Character::GetFrame); SCRIPT_METHOD(Character::set_Frame, Character::SetFrame); if (engine->version < kScriptAPI_v341) SCRIPT_METHOD(Character::get_HasExplicitTint, Character::GetHasExplicitTint_Old); else SCRIPT_METHOD(Character::get_HasExplicitTint, Character::GetHasExplicitTint); SCRIPT_METHOD(Character::get_ID, Character::GetID); SCRIPT_METHOD(Character::get_IdleView, Character::GetIdleView); SCRIPT_METHOD(Character::geti_InventoryQuantity, Character::GetIInventoryQuantity); SCRIPT_METHOD(Character::seti_InventoryQuantity, Character::SetIInventoryQuantity); SCRIPT_METHOD(Character::get_IgnoreLighting, Character::GetIgnoreLighting); SCRIPT_METHOD(Character::set_IgnoreLighting, Character::SetIgnoreLighting); SCRIPT_METHOD(Character::get_IgnoreScaling, Character::GetIgnoreScaling); SCRIPT_METHOD(Character::set_IgnoreScaling, Character::SetIgnoreScaling); SCRIPT_METHOD(Character::get_IgnoreWalkbehinds, Character::GetIgnoreWalkbehinds); SCRIPT_METHOD(Character::set_IgnoreWalkbehinds, Character::SetIgnoreWalkbehinds); SCRIPT_METHOD(Character::get_Loop, Character::GetLoop); SCRIPT_METHOD(Character::set_Loop, Character::SetLoop); SCRIPT_METHOD(Character::get_ManualScaling, Character::GetIgnoreScaling); SCRIPT_METHOD(Character::set_ManualScaling, Character::SetManualScaling); SCRIPT_METHOD(Character::get_MovementLinkedToAnimation, Character::GetMovementLinkedToAnimation); SCRIPT_METHOD(Character::set_MovementLinkedToAnimation, Character::SetMovementLinkedToAnimation); SCRIPT_METHOD(Character::get_Moving, Character::GetMoving); SCRIPT_METHOD(Character::get_Name, Character::GetName); SCRIPT_METHOD(Character::set_Name, Character::SetName); SCRIPT_METHOD(Character::get_NormalView, Character::GetNormalView); SCRIPT_METHOD(Character::get_PreviousRoom, Character::GetPreviousRoom); SCRIPT_METHOD(Character::get_Room, Character::GetRoom); SCRIPT_METHOD(Character::get_ScaleMoveSpeed, Character::GetScaleMoveSpeed); SCRIPT_METHOD(Character::set_ScaleMoveSpeed, Character::SetScaleMoveSpeed); SCRIPT_METHOD(Character::get_ScaleVolume, Character::GetScaleVolume); SCRIPT_METHOD(Character::set_ScaleVolume, Character::SetScaleVolume); SCRIPT_METHOD(Character::get_Scaling, Character::GetScaling); SCRIPT_METHOD(Character::set_Scaling, Character::SetScaling); SCRIPT_METHOD(Character::get_Solid, Character::GetSolid); SCRIPT_METHOD(Character::set_Solid, Character::SetSolid); SCRIPT_METHOD(Character::get_Speaking, Character::GetSpeaking); SCRIPT_METHOD(Character::get_SpeakingFrame, Character::GetSpeakingFrame); SCRIPT_METHOD(Character::get_SpeechAnimationDelay, Character::GetCharacterSpeechAnimationDelay); SCRIPT_METHOD(Character::set_SpeechAnimationDelay, Character::SetSpeechAnimationDelay); SCRIPT_METHOD(Character::get_SpeechColor, Character::GetSpeechColor); SCRIPT_METHOD(Character::set_SpeechColor, Character::SetSpeechColor); SCRIPT_METHOD(Character::get_SpeechView, Character::GetSpeechView); SCRIPT_METHOD(Character::set_SpeechView, Character::SetSpeechView); SCRIPT_METHOD(Character::get_ThinkView, Character::GetThinkView); SCRIPT_METHOD(Character::set_ThinkView, Character::SetThinkView); SCRIPT_METHOD(Character::get_Transparency, Character::GetTransparency); SCRIPT_METHOD(Character::set_Transparency, Character::SetTransparency); SCRIPT_METHOD(Character::get_TurnBeforeWalking, Character::GetTurnBeforeWalking); SCRIPT_METHOD(Character::set_TurnBeforeWalking, Character::SetTurnBeforeWalking); SCRIPT_METHOD(Character::get_View, Character::GetView); SCRIPT_METHOD(Character::get_WalkSpeedX, Character::GetWalkSpeedX); SCRIPT_METHOD(Character::get_WalkSpeedY, Character::GetWalkSpeedY); SCRIPT_METHOD(Character::get_X, Character::GetX); SCRIPT_METHOD(Character::set_X, Character::SetX); SCRIPT_METHOD(Character::get_x, Character::GetX); SCRIPT_METHOD(Character::set_x, Character::SetX); SCRIPT_METHOD(Character::get_Y, Character::GetY); SCRIPT_METHOD(Character::set_Y, Character::SetY); SCRIPT_METHOD(Character::get_y, Character::GetY); SCRIPT_METHOD(Character::set_y, Character::SetY); SCRIPT_METHOD(Character::get_Z, Character::GetZ); SCRIPT_METHOD(Character::set_Z, Character::SetZ); SCRIPT_METHOD(Character::get_z, Character::GetZ); SCRIPT_METHOD(Character::set_z, Character::SetZ); } void Character::AddInventory(ScriptMethodParams ¶ms) { PARAMS3(CharacterInfo *, chaa, ScriptInvItem *, invi, int, addIndex); AGS3::Character_AddInventory(chaa, invi, addIndex); } void Character::AddWaypoint(ScriptMethodParams ¶ms) { PARAMS3(CharacterInfo *, chaa, int, x, int, y); AGS3::Character_AddWaypoint(chaa, x, y); } void Character::Animate(ScriptMethodParams ¶ms) { PARAMS6(CharacterInfo *, chaa, int, loop, int, delay, int, repeat, int, blocking, int, direction); AGS3::Character_Animate(chaa, loop, delay, repeat, blocking, direction); } void Character::ChangeRoom(ScriptMethodParams ¶ms) { PARAMS4(CharacterInfo *, chaa, int, room, int, x, int, y); AGS3::Character_ChangeRoom(chaa, room, x, y); } void Character::ChangeRoomAutoPosition(ScriptMethodParams ¶ms) { PARAMS3(CharacterInfo *, chaa, int, room, int, newPos); AGS3::Character_ChangeRoomAutoPosition(chaa, room, newPos); } void Character::ChangeView(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chap, int, vii); AGS3::Character_ChangeView(chap, vii); } void Character::FaceCharacter(ScriptMethodParams ¶ms) { PARAMS3(CharacterInfo *, char1, CharacterInfo *, char2, int, blockingStyle); AGS3::Character_FaceCharacter(char1, char2, blockingStyle); } void Character::FaceDirection(ScriptMethodParams ¶ms) { PARAMS3(CharacterInfo *, char1, int, direction, int, blockingStyle); AGS3::Character_FaceDirection(char1, direction, blockingStyle); } void Character::FaceLocation(ScriptMethodParams ¶ms) { PARAMS4(CharacterInfo *, char1, int, xx, int, yy, int, blockingStyle); AGS3::Character_FaceLocation(char1, xx, yy, blockingStyle); } void Character::FaceObject(ScriptMethodParams ¶ms) { PARAMS3(CharacterInfo *, char1, ScriptObject *, obj, int, blockingStyle); AGS3::Character_FaceObject(char1, obj, blockingStyle); } void Character::FollowCharacter(ScriptMethodParams ¶ms) { PARAMS4(CharacterInfo *, chaa, CharacterInfo *, tofollow, int, distaway, int, eagerness); AGS3::Character_FollowCharacter(chaa, tofollow, distaway, eagerness); } void Character::GetProperty(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, const char *, property); params._result = AGS3::Character_GetProperty(chaa, property); } void Character::GetPropertyText(ScriptMethodParams ¶ms) { PARAMS3(CharacterInfo *, chaa, const char *, property, char *, buffer); AGS3::Character_GetPropertyText(chaa, property, buffer); } void Character::GetTextProperty(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, const char *, property); params._result = AGS3::Character_GetTextProperty(chaa, property); } void Character::HasInventory(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, ScriptInvItem *, invi); params._result = AGS3::Character_HasInventory(chaa, invi); } void Character::IsCollidingWithChar(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, char1, CharacterInfo *, char2); params._result = AGS3::Character_IsCollidingWithChar(char1, char2); } void Character::IsCollidingWithObject(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chin, ScriptObject *, objid); params._result = AGS3::Character_IsCollidingWithObject(chin, objid); } void Character::LockView(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chap, int, vii); AGS3::Character_LockView(chap, vii); } void Character::LockViewEx(ScriptMethodParams ¶ms) { PARAMS3(CharacterInfo *, chap, int, vii, int, stopMoving); AGS3::Character_LockViewEx(chap, vii, stopMoving); } void Character::LockViewAligned_Old(ScriptMethodParams ¶ms) { PARAMS4(CharacterInfo *, chap, int, vii, int, loop, int, align); AGS3::Character_LockViewAligned_Old(chap, vii, loop, align); } void Character::LockViewAlignedEx_Old(ScriptMethodParams ¶ms) { PARAMS5(CharacterInfo *, chap, int, vii, int, loop, int, align, int, stopMoving); AGS3::Character_LockViewAlignedEx_Old(chap, vii, loop, align, stopMoving); } void Character::LockViewAligned(ScriptMethodParams ¶ms) { PARAMS4(CharacterInfo *, chap, int, vii, int, loop, int, align); AGS3::Character_LockViewAligned(chap, vii, loop, align); } void Character::LockViewAlignedEx(ScriptMethodParams ¶ms) { PARAMS5(CharacterInfo *, chap, int, vii, int, loop, int, align, int, stopMoving); AGS3::Character_LockViewAlignedEx(chap, vii, loop, align, stopMoving); } void Character::LockViewFrame(ScriptMethodParams ¶ms) { PARAMS4(CharacterInfo *, chaa, int, view, int, loop, int, frame); AGS3::Character_LockViewFrame(chaa, view, loop, frame); } void Character::LockViewFrameEx(ScriptMethodParams ¶ms) { PARAMS5(CharacterInfo *, chaa, int, view, int, loop, int, frame, int, stopMoving); AGS3::Character_LockViewFrameEx(chaa, view, loop, frame, stopMoving); } void Character::LockViewOffset(ScriptMethodParams ¶ms) { PARAMS4(CharacterInfo *, chap, int, vii, int, xoffs, int, yoffs); AGS3::Character_LockViewOffset(chap, vii, xoffs, yoffs); } void Character::LoseInventory(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chap, ScriptInvItem *, invi); AGS3::Character_LoseInventory(chap, invi); } void Character::Move(ScriptMethodParams ¶ms) { PARAMS5(CharacterInfo *, chaa, int, x, int, y, int, blocking, int, direct); AGS3::Character_Move(chaa, x, y, blocking, direct); } void Character::PlaceOnWalkableArea(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chap); AGS3::Character_PlaceOnWalkableArea(chap); } void Character::RemoveTint(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); AGS3::Character_RemoveTint(chaa); } void Character::RunInteraction(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, mood); AGS3::Character_RunInteraction(chaa, mood); } void Character::ScPl_Say(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); Common::String texx = params.format(1); AGS3::Character_Say(chaa, texx.c_str()); } void Character::SayAt(ScriptMethodParams ¶ms) { PARAMS5(CharacterInfo *, chaa, int, x, int, y, int, width, const char *, texx); AGS3::Character_SayAt(chaa, x, y, width, texx); } void Character::SayBackground(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, const char *, texx); params._result = AGS3::Character_SayBackground(chaa, texx); } void Character::SetAsPlayer(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); AGS3::Character_SetAsPlayer(chaa); } void Character::SetIdleView(ScriptMethodParams ¶ms) { PARAMS3(CharacterInfo *, chaa, int, iview, int, itime); AGS3::Character_SetIdleView(chaa, iview, itime); } void Character::SetProperty(ScriptMethodParams ¶ms) { PARAMS3(CharacterInfo *, chaa, const char *, property, int, value); params._result = AGS3::Character_SetProperty(chaa, property, value); } void Character::SetTextProperty(ScriptMethodParams ¶ms) { PARAMS3(CharacterInfo *, chaa, const char *, property, const char *, value); params._result = AGS3::Character_SetTextProperty(chaa, property, value); } void Character::SetSpeed(ScriptMethodParams ¶ms) { PARAMS3(CharacterInfo *, chaa, int, xspeed, int, yspeed); AGS3::Character_SetSpeed(chaa, xspeed, yspeed); } void Character::StopMoving(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, charp); AGS3::Character_StopMoving(charp); } void Character::ScPl_Think(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); Common::String texx = params.format(1); AGS3::Character_Think(chaa, texx.c_str()); } void Character::Tint(ScriptMethodParams ¶ms) { PARAMS6(CharacterInfo *, chaa, int, red, int, green, int, blue, int, opacity, int, luminance); AGS3::Character_Tint(chaa, red, green, blue, opacity, luminance); } void Character::UnlockView(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); AGS3::Character_UnlockView(chaa); } void Character::UnlockViewEx(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, stopMoving); AGS3::Character_UnlockViewEx(chaa, stopMoving); } void Character::Walk(ScriptMethodParams ¶ms) { PARAMS5(CharacterInfo *, chaa, int, x, int, y, int, blocking, int, direct); AGS3::Character_Walk(chaa, x, y, blocking, direct); } void Character::WalkStraight(ScriptMethodParams ¶ms) { PARAMS4(CharacterInfo *, chaa, int, xx, int, yy, int, blocking); AGS3::Character_WalkStraight(chaa, xx, yy, blocking); } void Character::GetCharacterAtRoom(ScriptMethodParams ¶ms) { PARAMS2(int, x, int, y); params._result = AGS3::GetCharacterAtRoom(x, y); } void Character::GetCharacterAtScreen(ScriptMethodParams ¶ms) { PARAMS2(int, x, int, y); params._result = AGS3::GetCharacterAtScreen(x, y); } void Character::GetActiveInventory(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetActiveInventory(chaa); } void Character::SetActiveInventory(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, ScriptInvItem *, iit); AGS3::Character_SetActiveInventory(chaa, iit); } void Character::GetAnimating(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetAnimating(chaa); } void Character::GetAnimationSpeed(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetAnimationSpeed(chaa); } void Character::SetAnimationSpeed(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, newval); AGS3::Character_SetAnimationSpeed(chaa, newval); } void Character::GetBaseline(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetBaseline(chaa); } void Character::SetBaseline(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, basel); AGS3::Character_SetBaseline(chaa, basel); } void Character::GetBlinkInterval(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetBlinkInterval(chaa); } void Character::SetBlinkInterval(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, interval); AGS3::Character_SetBlinkInterval(chaa, interval); } void Character::GetBlinkView(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetBlinkView(chaa); } void Character::SetBlinkView(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, vii); AGS3::Character_SetBlinkView(chaa, vii); } void Character::GetBlinkWhileThinking(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetBlinkWhileThinking(chaa); } void Character::SetBlinkWhileThinking(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, yesOrNo); AGS3::Character_SetBlinkWhileThinking(chaa, yesOrNo); } void Character::GetBlockingHeight(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetBlockingHeight(chaa); } void Character::SetBlockingHeight(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, hit); AGS3::Character_SetBlockingHeight(chaa, hit); } void Character::GetBlockingWidth(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetBlockingWidth(chaa); } void Character::SetBlockingWidth(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, wid); AGS3::Character_SetBlockingWidth(chaa, wid); } void Character::GetClickable(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetClickable(chaa); } void Character::SetClickable(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, clik); AGS3::Character_SetClickable(chaa, clik); } void Character::GetDestinationX(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetDestinationX(chaa); } void Character::GetDestinationY(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetDestinationX(chaa); } void Character::GetDiagonalWalking(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetDiagonalWalking(chaa); } void Character::SetDiagonalWalking(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, yesOrNo); AGS3::Character_SetDiagonalWalking(chaa, yesOrNo); } void Character::GetFrame(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetFrame(chaa); } void Character::SetFrame(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, newVal); AGS3::Character_SetFrame(chaa, newVal); } void Character::GetHasExplicitTint_Old(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetHasExplicitTint_Old(chaa); } void Character::GetHasExplicitTint(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetHasExplicitTint(chaa); } void Character::GetID(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetID(chaa); } void Character::GetIdleView(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetIdleView(chaa); } void Character::GetIInventoryQuantity(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, index); params._result = AGS3::Character_GetIInventoryQuantity(chaa, index); } void Character::SetIInventoryQuantity(ScriptMethodParams ¶ms) { PARAMS3(CharacterInfo *, chaa, int, index, int, quant); AGS3::Character_SetIInventoryQuantity(chaa, index, quant); } void Character::GetIgnoreLighting(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetIgnoreLighting(chaa); } void Character::SetIgnoreLighting(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, yesOrNo); AGS3::Character_SetIgnoreLighting(chaa, yesOrNo); } void Character::GetIgnoreScaling(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetIgnoreScaling(chaa); } void Character::SetIgnoreScaling(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, yesOrNo); AGS3::Character_SetIgnoreScaling(chaa, yesOrNo); } void Character::GetIgnoreWalkbehinds(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetIgnoreWalkbehinds(chaa); } void Character::SetIgnoreWalkbehinds(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, yesOrNo); AGS3::Character_SetIgnoreWalkbehinds(chaa, yesOrNo); } void Character::GetLoop(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetLoop(chaa); } void Character::SetLoop(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, newVal); AGS3::Character_SetLoop(chaa, newVal); } void Character::SetManualScaling(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, yesOrNo); AGS3::Character_SetManualScaling(chaa, yesOrNo); } void Character::GetMovementLinkedToAnimation(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetMovementLinkedToAnimation(chaa); } void Character::SetMovementLinkedToAnimation(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, yesOrNo); AGS3::Character_SetMovementLinkedToAnimation(chaa, yesOrNo); } void Character::GetMoving(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetMoving(chaa); } void Character::GetName(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetName(chaa); } void Character::SetName(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, const char *, newName); AGS3::Character_SetName(chaa, newName); } void Character::GetNormalView(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetNormalView(chaa); } void Character::GetPreviousRoom(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetPreviousRoom(chaa); } void Character::GetRoom(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetRoom(chaa); } void Character::GetScaleMoveSpeed(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetScaleMoveSpeed(chaa); } void Character::SetScaleMoveSpeed(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, yesOrNo); AGS3::Character_SetScaleMoveSpeed(chaa, yesOrNo); } void Character::GetScaleVolume(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetScaleVolume(chaa); } void Character::SetScaleVolume(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, yesOrNo); AGS3::Character_SetScaleVolume(chaa, yesOrNo); } void Character::GetScaling(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetScaling(chaa); } void Character::SetScaling(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, zoomLevel); AGS3::Character_SetScaling(chaa, zoomLevel); } void Character::GetSolid(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetSolid(chaa); } void Character::SetSolid(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, yesOrNo); AGS3::Character_SetSolid(chaa, yesOrNo); } void Character::GetSpeaking(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetSpeaking(chaa); } void Character::GetSpeakingFrame(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetSpeakingFrame(chaa); } void Character::GetCharacterSpeechAnimationDelay(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::GetCharacterSpeechAnimationDelay(chaa); } void Character::SetSpeechAnimationDelay(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, newDelay); AGS3::Character_SetSpeechAnimationDelay(chaa, newDelay); } void Character::GetSpeechColor(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetSpeechColor(chaa); } void Character::SetSpeechColor(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, ncol); AGS3::Character_SetSpeechColor(chaa, ncol); } void Character::GetSpeechView(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetSpeechView(chaa); } void Character::SetSpeechView(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, vii); AGS3::Character_SetSpeechView(chaa, vii); } void Character::GetThinkView(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetThinkView(chaa); } void Character::SetThinkView(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, vii); AGS3::Character_SetThinkView(chaa, vii); } void Character::GetTransparency(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetTransparency(chaa); } void Character::SetTransparency(ScriptMethodParams ¶ms) { } void Character::GetTurnBeforeWalking(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetTurnBeforeWalking(chaa); } void Character::SetTurnBeforeWalking(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, yesOrNo); AGS3::Character_SetTurnBeforeWalking(chaa, yesOrNo); } void Character::GetView(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetView(chaa); } void Character::GetWalkSpeedX(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetWalkSpeedX(chaa); } void Character::GetWalkSpeedY(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetWalkSpeedY(chaa); } void Character::GetX(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetX(chaa); } void Character::SetX(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, newVal); AGS3::Character_SetX(chaa, newVal); } void Character::GetY(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetY(chaa); } void Character::SetY(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, newVal); AGS3::Character_SetY(chaa, newVal); } void Character::GetZ(ScriptMethodParams ¶ms) { PARAMS1(CharacterInfo *, chaa); params._result = AGS3::Character_GetZ(chaa); } void Character::SetZ(ScriptMethodParams ¶ms) { PARAMS2(CharacterInfo *, chaa, int, newVal); AGS3::Character_SetZ(chaa, newVal); } } // namespace Core } // namespace Plugins } // namespace AGS3