/* 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 . * */ #ifndef AGS_ENGINE_AC_GLOBAL_CHARACTER_H #define AGS_ENGINE_AC_GLOBAL_CHARACTER_H #include "ags/shared/ac/character_info.h" namespace AGS3 { void StopMoving(int chaa); void ReleaseCharacterView(int chat); void MoveToWalkableArea(int charid); void FaceLocation(int cha, int xx, int yy); void FaceCharacter(int cha, int toface); void SetCharacterIdle(int who, int iview, int itime); int GetCharacterWidth(int ww); int GetCharacterHeight(int charid); void SetCharacterBaseline(int obn, int basel); // pass trans=0 for fully solid, trans=100 for fully transparent void SetCharacterTransparency(int obn, int trans); void AnimateCharacter4(int chh, int loopn, int sppd, int rept); void AnimateCharacter6(int chh, int loopn, int sppd, int rept, int direction, int blocking); void SetPlayerCharacter(int newchar); void FollowCharacterEx(int who, int tofollow, int distaway, int eagerness); void FollowCharacter(int who, int tofollow); void SetCharacterIgnoreLight(int who, int yesorno); void MoveCharacter(int cc, int xx, int yy); void MoveCharacterDirect(int cc, int xx, int yy); void MoveCharacterStraight(int cc, int xx, int yy); // Append to character path void MoveCharacterPath(int chac, int tox, int toy); void SetCharacterSpeedEx(int chaa, int xspeed, int yspeed); void SetCharacterSpeed(int chaa, int nspeed); void SetTalkingColor(int chaa, int ncol); void SetCharacterSpeechView(int chaa, int vii); void SetCharacterBlinkView(int chaa, int vii, int intrv); void SetCharacterView(int chaa, int vii); void SetCharacterFrame(int chaa, int view, int loop, int frame); // similar to SetCharView, but aligns the frame to make it line up void SetCharacterViewEx(int chaa, int vii, int loop, int align); void SetCharacterViewOffset(int chaa, int vii, int xoffs, int yoffs); void ChangeCharacterView(int chaa, int vii); void SetCharacterClickable(int cha, int clik); void SetCharacterIgnoreWalkbehinds(int cha, int clik); void MoveCharacterToObject(int chaa, int obbj); void MoveCharacterToHotspot(int chaa, int hotsp); int MoveCharacterBlocking(int chaa, int xx, int yy, int direct); void RunCharacterInteraction(int cc, int mood); int AreCharObjColliding(int charid, int objid); int AreCharactersColliding(int cchar1, int cchar2); int GetCharacterProperty(int cha, const char *property); void SetCharacterProperty(int who, int flag, int yesorno); int GetPlayerCharacter(); void GetCharacterPropertyText(int item, const char *property, char *bufer); int GetCharacterSpeechAnimationDelay(CharacterInfo *cha); int GetCharIDAtScreen(int xx, int yy); void SetActiveInventory(int iit); void AddInventoryToCharacter(int charid, int inum); void LoseInventoryFromCharacter(int charid, int inum); void update_invorder(); void add_inventory(int inum); void lose_inventory(int inum); void DisplayThought(int chid, const char *text); void __sc_displayspeech(int chid, const char *text); void DisplaySpeechAt(int xx, int yy, int wii, int aschar, const char *spch); int DisplaySpeechBackground(int charid, const char *speel); } // namespace AGS3 #endif