248 lines
14 KiB
C++
248 lines
14 KiB
C++
/* 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 AGS_ENGINE_AC_CHARACTER_H
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#define AGS_ENGINE_AC_CHARACTER_H
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#include "ags/shared/ac/character_info.h"
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#include "ags/engine/ac/character_extras.h"
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#include "ags/engine/ac/dynobj/script_object.h"
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#include "ags/engine/ac/dynobj/script_inv_item.h"
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#include "ags/engine/ac/dynobj/script_overlay.h"
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#include "ags/engine/game/viewport.h"
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#include "ags/shared/util/geometry.h"
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namespace AGS3 {
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// **** CHARACTER: FUNCTIONS ****
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bool is_valid_character(int char_id);
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// Asserts the character ID is valid,
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// if not then prints a warning to the log; returns assertion result
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bool AssertCharacter(const char *apiname, int char_id);
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void Character_AddInventory(CharacterInfo *chaa, ScriptInvItem *invi, int addIndex);
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void Character_AddWaypoint(CharacterInfo *chaa, int x, int y);
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void Character_Animate(CharacterInfo *chaa, int loop, int delay, int repeat, int blocking, int direction, int sframe = 0, int volume = 100);
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void Character_Animate5(CharacterInfo *chaa, int loop, int delay, int repeat, int blocking, int direction);
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void Character_ChangeRoomAutoPosition(CharacterInfo *chaa, int room, int newPos);
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void Character_ChangeRoom(CharacterInfo *chaa, int room, int x, int y);
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void Character_ChangeRoomSetLoop(CharacterInfo *chaa, int room, int x, int y, int direction);
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void Character_ChangeView(CharacterInfo *chap, int vii);
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void Character_FaceDirection(CharacterInfo *char1, int direction, int blockingStyle);
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void Character_FaceCharacter(CharacterInfo *char1, CharacterInfo *char2, int blockingStyle);
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void Character_FaceLocation(CharacterInfo *char1, int xx, int yy, int blockingStyle);
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void Character_FaceObject(CharacterInfo *char1, ScriptObject *obj, int blockingStyle);
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void Character_FollowCharacter(CharacterInfo *chaa, CharacterInfo *tofollow, int distaway, int eagerness);
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int Character_IsCollidingWithChar(CharacterInfo *char1, CharacterInfo *char2);
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int Character_IsCollidingWithObject(CharacterInfo *chin, ScriptObject *objid);
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bool Character_IsInteractionAvailable(CharacterInfo *cchar, int mood);
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void Character_LockView(CharacterInfo *chap, int vii);
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void Character_LockViewEx(CharacterInfo *chap, int vii, int stopMoving);
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void Character_LockViewAligned(CharacterInfo *chap, int vii, int loop, int align);
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void Character_LockViewAligned_Old(CharacterInfo *chap, int vii, int loop, int align);
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void Character_LockViewAlignedEx(CharacterInfo *chap, int vii, int loop, int align, int stopMoving);
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void Character_LockViewAlignedEx_Old(CharacterInfo *chap, int vii, int loop, int align, int stopMoving);
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void Character_LockViewFrame(CharacterInfo *chaa, int view, int loop, int frame);
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void Character_LockViewFrameEx(CharacterInfo *chaa, int view, int loop, int frame, int stopMoving);
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void Character_LockViewOffset(CharacterInfo *chap, int vii, int xoffs, int yoffs);
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void Character_LockViewOffsetEx(CharacterInfo *chap, int vii, int xoffs, int yoffs, int stopMoving);
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void Character_LoseInventory(CharacterInfo *chap, ScriptInvItem *invi);
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void Character_PlaceOnWalkableArea(CharacterInfo *chap);
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void Character_RemoveTint(CharacterInfo *chaa);
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int Character_GetHasExplicitTint(CharacterInfo *chaa);
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int Character_GetHasExplicitTint_Old(CharacterInfo *ch);
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void Character_Say(CharacterInfo *chaa, const char *text);
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void Character_SayAt(CharacterInfo *chaa, int x, int y, int width, const char *texx);
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ScriptOverlay *Character_SayBackground(CharacterInfo *chaa, const char *texx);
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void Character_SetAsPlayer(CharacterInfo *chaa);
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void Character_SetIdleView(CharacterInfo *chaa, int iview, int itime);
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void Character_SetOption(CharacterInfo *chaa, int flag, int yesorno);
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bool Character_SetProperty(CharacterInfo *chaa, const char *property, int value);
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bool Character_SetTextProperty(CharacterInfo *chaa, const char *property, const char *value);
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void Character_SetSpeed(CharacterInfo *chaa, int xspeed, int yspeed);
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void Character_StopMoving(CharacterInfo *charp);
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void Character_Tint(CharacterInfo *chaa, int red, int green, int blue, int opacity, int luminance);
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void Character_Think(CharacterInfo *chaa, const char *text);
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void Character_UnlockView(CharacterInfo *chaa);
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void Character_UnlockViewEx(CharacterInfo *chaa, int stopMoving);
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void Character_Walk(CharacterInfo *chaa, int x, int y, int blocking, int direct);
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void Character_Move(CharacterInfo *chaa, int x, int y, int blocking, int direct);
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void Character_WalkStraight(CharacterInfo *chaa, int xx, int yy, int blocking);
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void Character_RunInteraction(CharacterInfo *chaa, int mood);
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// **** CHARACTER: PROPERTIES ****
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int Character_GetProperty(CharacterInfo *chaa, const char *property);
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void Character_GetPropertyText(CharacterInfo *chaa, const char *property, char *bufer);
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const char *Character_GetTextProperty(CharacterInfo *chaa, const char *property);
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ScriptInvItem *Character_GetActiveInventory(CharacterInfo *chaa);
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void Character_SetActiveInventory(CharacterInfo *chaa, ScriptInvItem *iit);
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int Character_GetAnimating(CharacterInfo *chaa);
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int Character_GetAnimationSpeed(CharacterInfo *chaa);
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void Character_SetAnimationSpeed(CharacterInfo *chaa, int newval);
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int Character_GetBaseline(CharacterInfo *chaa);
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void Character_SetBaseline(CharacterInfo *chaa, int basel);
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int Character_GetBlinkInterval(CharacterInfo *chaa);
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void Character_SetBlinkInterval(CharacterInfo *chaa, int interval);
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int Character_GetBlinkView(CharacterInfo *chaa);
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void Character_SetBlinkView(CharacterInfo *chaa, int vii);
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int Character_GetBlinkWhileThinking(CharacterInfo *chaa);
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void Character_SetBlinkWhileThinking(CharacterInfo *chaa, int yesOrNo);
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int Character_GetBlockingHeight(CharacterInfo *chaa);
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void Character_SetBlockingHeight(CharacterInfo *chaa, int hit);
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int Character_GetBlockingWidth(CharacterInfo *chaa);
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void Character_SetBlockingWidth(CharacterInfo *chaa, int wid);
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int Character_GetDiagonalWalking(CharacterInfo *chaa);
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void Character_SetDiagonalWalking(CharacterInfo *chaa, int yesorno);
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int Character_GetClickable(CharacterInfo *chaa);
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void Character_SetClickable(CharacterInfo *chaa, int clik);
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int Character_GetDestinationX(CharacterInfo *chaa);
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int Character_GetDestinationY(CharacterInfo *chaa);
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int Character_GetID(CharacterInfo *chaa);
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int Character_GetFrame(CharacterInfo *chaa);
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void Character_SetFrame(CharacterInfo *chaa, int newval);
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int Character_GetIdleView(CharacterInfo *chaa);
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int Character_GetIInventoryQuantity(CharacterInfo *chaa, int index);
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int Character_HasInventory(CharacterInfo *chaa, ScriptInvItem *invi);
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void Character_SetIInventoryQuantity(CharacterInfo *chaa, int index, int quant);
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int Character_GetIgnoreLighting(CharacterInfo *chaa);
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void Character_SetIgnoreLighting(CharacterInfo *chaa, int yesorno);
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int Character_GetIgnoreScaling(CharacterInfo *chaa);
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void Character_SetIgnoreScaling(CharacterInfo *chaa, int yesorno);
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void Character_SetManualScaling(CharacterInfo *chaa, int yesorno);
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int Character_GetIgnoreWalkbehinds(CharacterInfo *chaa);
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void Character_SetIgnoreWalkbehinds(CharacterInfo *chaa, int yesorno);
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int Character_GetMovementLinkedToAnimation(CharacterInfo *chaa);
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void Character_SetMovementLinkedToAnimation(CharacterInfo *chaa, int yesorno);
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int Character_GetLoop(CharacterInfo *chaa);
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void Character_SetLoop(CharacterInfo *chaa, int newval);
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int Character_GetMoving(CharacterInfo *chaa);
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const char *Character_GetName(CharacterInfo *chaa);
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void Character_SetName(CharacterInfo *chaa, const char *newName);
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int Character_GetNormalView(CharacterInfo *chaa);
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int Character_GetPreviousRoom(CharacterInfo *chaa);
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int Character_GetRoom(CharacterInfo *chaa);
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int Character_GetScaleMoveSpeed(CharacterInfo *chaa);
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void Character_SetScaleMoveSpeed(CharacterInfo *chaa, int yesorno);
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int Character_GetScaleVolume(CharacterInfo *chaa);
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void Character_SetScaleVolume(CharacterInfo *chaa, int yesorno);
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int Character_GetScaling(CharacterInfo *chaa);
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void Character_SetScaling(CharacterInfo *chaa, int zoomlevel);
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int Character_GetSolid(CharacterInfo *chaa);
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void Character_SetSolid(CharacterInfo *chaa, int yesorno);
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int Character_GetSpeaking(CharacterInfo *chaa);
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int Character_GetSpeechColor(CharacterInfo *chaa);
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void Character_SetSpeechColor(CharacterInfo *chaa, int ncol);
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void Character_SetSpeechAnimationDelay(CharacterInfo *chaa, int newDelay);
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int Character_GetSpeechView(CharacterInfo *chaa);
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void Character_SetSpeechView(CharacterInfo *chaa, int vii);
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int Character_GetThinkView(CharacterInfo *chaa);
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void Character_SetThinkView(CharacterInfo *chaa, int vii);
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int Character_GetTransparency(CharacterInfo *chaa);
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void Character_SetTransparency(CharacterInfo *chaa, int trans);
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int Character_GetTurnBeforeWalking(CharacterInfo *chaa);
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void Character_SetTurnBeforeWalking(CharacterInfo *chaa, int yesorno);
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int Character_GetView(CharacterInfo *chaa);
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int Character_GetWalkSpeedX(CharacterInfo *chaa);
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int Character_GetWalkSpeedY(CharacterInfo *chaa);
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int Character_GetX(CharacterInfo *chaa);
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void Character_SetX(CharacterInfo *chaa, int newval);
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int Character_GetY(CharacterInfo *chaa);
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void Character_SetY(CharacterInfo *chaa, int newval);
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int Character_GetZ(CharacterInfo *chaa);
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void Character_SetZ(CharacterInfo *chaa, int newval);
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int Character_GetSpeakingFrame(CharacterInfo *chaa);
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//=============================================================================
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struct MoveList;
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namespace AGS {
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namespace Shared {
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class Bitmap;
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}
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}
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using namespace AGS; // FIXME later
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// Configures and starts character animation.
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void animate_character(CharacterInfo *chap, int loopn, int sppd, int rept, int direction = 0, int sframe = 0, int volume = 100);
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// Clears up animation parameters
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void stop_character_anim(CharacterInfo *chap);
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void walk_character(int chac, int tox, int toy, int ignwal, bool autoWalkAnims);
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int find_looporder_index(int curloop);
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// returns 0 to use diagonal, 1 to not
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int useDiagonal(CharacterInfo *char1);
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// returns 1 normally, or 0 if they only have horizontal animations
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int hasUpDownLoops(CharacterInfo *char1);
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void start_character_turning(CharacterInfo *chinf, int useloop, int no_diagonal);
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void fix_player_sprite(MoveList *cmls, CharacterInfo *chinf);
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// Check whether two characters have walked into each other
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int has_hit_another_character(int sourceChar);
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int doNextCharMoveStep(CharacterInfo *chi, int &char_index, CharacterExtras *chex);
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// Tells if character is currently moving, in eWalkableAreas mode
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bool is_char_walking_ndirect(CharacterInfo *chi);
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int find_nearest_walkable_area_within(int *xx, int *yy, int range, int step);
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void find_nearest_walkable_area(int *xx, int *yy);
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void FindReasonableLoopForCharacter(CharacterInfo *chap);
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void walk_or_move_character(CharacterInfo *chaa, int x, int y, int blocking, int direct, bool isWalk);
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int wantMoveNow(CharacterInfo *chi, CharacterExtras *chex);
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void setup_player_character(int charid);
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int GetCharacterFrameVolume(CharacterInfo *chi);
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Shared::Bitmap *GetCharacterImage(int charid, bool *is_original = nullptr);
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CharacterInfo *GetCharacterAtScreen(int xx, int yy);
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// Deduces room object's scale, accounting for both manual scaling and the room region effects;
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// calculates resulting sprite size.
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void update_character_scale(int charid);
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CharacterInfo *GetCharacterAtRoom(int x, int y);
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// Get character ID at the given room coordinates
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int is_pos_on_character(int xx, int yy);
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void get_char_blocking_rect(int charid, int *x1, int *y1, int *width, int *y2);
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// Check whether the source char is standing inside otherChar's blocking rectangle
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int is_char_in_blocking_rect(int sourceChar, int otherChar, int *fromxptr, int *cwidptr);
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int my_getpixel(Shared::Bitmap *blk, int x, int y);
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int check_click_on_character(int xx, int yy, int mood);
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void _DisplaySpeechCore(int chid, const char *displbuf);
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void _DisplayThoughtCore(int chid, const char *displbuf);
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void _displayspeech(const char *texx, int aschar, int xx, int yy, int widd, int isThought);
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int get_character_currently_talking();
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void DisplaySpeech(const char *texx, int aschar);
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int update_lip_sync(int talkview, int talkloop, int *talkframeptr);
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// Recalculate dynamic character properties, e.g. after restoring a game save
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void restore_characters();
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// Calculates character's bounding box in room coordinates (takes only in-room transform into account)
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// use_frame_0 optionally tells to use frame 0 of current loop instead of current frame.
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Rect GetCharacterRoomBBox(int charid, bool use_frame_0 = false);
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// Find a closest viewport given character is to. Checks viewports in their order in game's array,
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// and returns either first viewport character's bounding box intersects with (or rather with its camera),
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// or the one that is least far away from its camera; calculated as a perpendicular distance between two AABBs.
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PViewport FindNearestViewport(int charid);
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// order of loops to turn character in circle from down to down
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extern int turnlooporder[8];
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} // namespace AGS3
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#endif
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