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scummvm-cursorfix/engines/ags/shared/ac/character_info.h
2026-02-02 04:50:13 +01:00

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C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef AGS_SHARED_AC_CHARACTER_INFO_H
#define AGS_SHARED_AC_CHARACTER_INFO_H
#include "common/std/vector.h"
#include "ags/shared/ac/common_defines.h" // constants
#include "ags/shared/ac/game_version.h"
#include "ags/shared/core/types.h"
#include "ags/shared/util/bbop.h"
#include "ags/shared/util/string.h"
namespace AGS3 {
namespace AGS {
namespace Shared {
class Stream;
} // namespace Shared
} // namespace AGS
using namespace AGS; // FIXME later
#define MAX_INV 301
// Character flags
#define CHF_MANUALSCALING 1
#define CHF_FIXVIEW 2 // between SetCharView and ReleaseCharView
#define CHF_NOINTERACT 4
#define CHF_NODIAGONAL 8
#define CHF_ALWAYSIDLE 0x10
#define CHF_NOLIGHTING 0x20
#define CHF_NOTURNING 0x40
#define CHF_NOWALKBEHINDS 0x80
#define CHF_FLIPSPRITE 0x100 // ?? Is this used??
#define CHF_NOBLOCKING 0x200
#define CHF_SCALEMOVESPEED 0x400
#define CHF_NOBLINKANDTHINK 0x800
#define CHF_SCALEVOLUME 0x1000
#define CHF_HASTINT 0x2000 // engine only
#define CHF_BEHINDSHEPHERD 0x4000 // engine only
#define CHF_AWAITINGMOVE 0x8000 // engine only
#define CHF_MOVENOTWALK 0x10000 // engine only - do not do walk anim
#define CHF_ANTIGLIDE 0x20000
#define CHF_HASLIGHT 0x40000
#define CHF_TINTLIGHTMASK (CHF_NOLIGHTING | CHF_HASTINT | CHF_HASLIGHT)
// Speechcol is no longer part of the flags as of v2.5
#define OCHF_SPEECHCOL 0xff000000
#define OCHF_SPEECHCOLSHIFT 24
#define UNIFORM_WALK_SPEED 0
#define FOLLOW_ALWAYSONTOP 0x7ffe
// Character's internal flags, packed in CharacterInfo::animating
#define CHANIM_MASK 0xFF
#define CHANIM_ON 0x01
#define CHANIM_REPEAT 0x02
#define CHANIM_BACKWARDS 0x04
// Converts character flags (CHF_*) to matching RoomObject flags (OBJF_*)
inline int CharFlagsToObjFlags(int chflags) {
using namespace AGS::Shared;
return FlagToFlag(chflags, CHF_NOINTERACT, OBJF_NOINTERACT) |
FlagToFlag(chflags, CHF_NOWALKBEHINDS, OBJF_NOWALKBEHINDS) |
FlagToFlag(chflags, CHF_HASTINT, OBJF_HASTINT) |
FlagToFlag(chflags, CHF_HASLIGHT, OBJF_HASLIGHT) |
// following flags are inverse
FlagToNoFlag(chflags, CHF_NOLIGHTING, OBJF_USEREGIONTINTS) |
FlagToNoFlag(chflags, CHF_MANUALSCALING, OBJF_USEROOMSCALING) |
FlagToNoFlag(chflags, CHF_NOBLOCKING, OBJF_SOLID);
}
// Length of deprecated character name field, in bytes
#define LEGACY_MAX_CHAR_NAME_LEN 40
enum CharacterSvgVersion {
kCharSvgVersion_Initial = 0, // [UNSUPPORTED] from 3.5.0 pre-alpha
kCharSvgVersion_350 = 1, // new movelist format (along with pathfinder)
kCharSvgVersion_36025 = 2, // animation volume
kCharSvgVersion_36109 = 3, // removed movelists, save externally
kCharSvgVersion_36115 = 4, // no limit on character name's length
};
// Predeclare a design-time Character extension
struct CharacterInfo2;
// Predeclare a runtime Character extension (TODO: refactor and remove this from here)
struct CharacterExtras;
// CharacterInfo is a design-time Character data.
// Contains original set of character fields.
// IMPORTANT: exposed to script API, and plugin API as AGSCharacter!
// For older script compatibility the struct also has to maintain its size,
// and be stored in a plain array to keep the relative memory address offsets
// between the Character objects!
// Do not add or change existing fields, unless planning breaking compatibility.
// Prefer to use CharacterInfo2 and CharacterExtras structs for any extensions.
//
// TODO: must refactor, some parts of it should be in a runtime Character class.
struct CharacterInfo {
int defview;
int talkview;
int view;
int room, prevroom;
int x, y, wait;
int flags;
short following;
short followinfo;
int idleview; // the loop will be randomly picked
short idletime, idleleft; // num seconds idle before playing anim
short transparency; // if character is transparent
short baseline;
int activeinv;
int talkcolor;
int thinkview;
short blinkview, blinkinterval; // design time
short blinktimer, blinkframe; // run time
short walkspeed_y;
short pic_yoffs; // this is fixed in screen coordinates
int z; // z-location, for flying etc
int walkwait;
short speech_anim_speed, idle_anim_speed;
short blocking_width, blocking_height;
int index_id; // used for object functions to know the id
short pic_xoffs; // this is fixed in screen coordinates
short walkwaitcounter;
uint16_t loop, frame;
short walking; // stores movelist index, optionally +TURNING_AROUND
short animating; // stores CHANIM_* flags in lower byte and delay in upper byte
short walkspeed, animspeed;
short inv[MAX_INV];
short actx, acty;
// These two name fields are deprecated, but must stay here
// for compatibility with old scripts and plugin API
char name[LEGACY_MAX_CHAR_NAME_LEN];
char scrname[LEGACY_MAX_SCRIPT_NAME_LEN];
int8 on;
int get_effective_y() const; // return Y - Z
int get_baseline() const; // return baseline, or Y if not set
int get_blocking_top() const; // return Y - BlockingHeight/2
int get_blocking_bottom() const; // return Y + BlockingHeight/2
// Returns effective x/y walkspeeds for this character
void get_effective_walkspeeds(int &walk_speed_x, int &walk_speed_y) const {
walk_speed_x = walkspeed;
walk_speed_y = ((walkspeed_y == UNIFORM_WALK_SPEED) ? walkspeed : walkspeed_y);
}
inline bool has_explicit_light() const {
return (flags & CHF_HASLIGHT) != 0;
}
inline bool has_explicit_tint() const {
return (flags & CHF_HASTINT) != 0;
}
inline bool is_animating() const {
return (animating & CHANIM_ON) != 0;
}
inline int get_anim_repeat() const {
return (animating & CHANIM_REPEAT) ? ANIM_REPEAT : ANIM_ONCE;
}
inline bool get_anim_forwards() const {
return (animating & CHANIM_BACKWARDS) == 0;
}
inline int get_anim_delay() const {
return (animating >> 8) & 0xFF;
}
inline void set_animating(bool repeat, bool forwards, int delay) {
animating = CHANIM_ON |
(CHANIM_REPEAT * repeat) |
(CHANIM_BACKWARDS * !forwards) |
((delay & 0xFF) << 8);
}
// [IKM] 2012-06-28: I still have to pass char_index to some of those functions
// either because they use it to set some variables with it,
// or because they pass it further to other functions, that are called from various places
// and it would be too much to change them all simultaneously
//
// [IKM] 2016-08-26: these methods should NOT be in CharacterInfo class,
// bit in distinct runtime character class!
void UpdateMoveAndAnim(int &char_index, CharacterExtras *chex, std::vector<int> &followingAsSheep);
void UpdateFollowingExactlyCharacter();
int update_character_walkturning(CharacterExtras *chex);
void update_character_moving(int &char_index, CharacterExtras *chex, int &doing_nothing);
int update_character_animating(int &char_index, int &doing_nothing);
void update_character_idle(CharacterExtras *chex, int &doing_nothing);
void update_character_follower(int &char_index, std::vector<int> &followingAsSheep, int &doing_nothing);
void ReadFromFile(Shared::Stream *in, CharacterInfo2 &chinfo2, GameDataVersion data_ver);
void WriteToFile(Shared::Stream *out) const;
// TODO: move to runtime-only class (?)
void ReadFromSavegame(Shared::Stream *in, CharacterInfo2 &chinfo2, CharacterSvgVersion save_ver);
void WriteToSavegame(Shared::Stream *out, const CharacterInfo2 &chinfo2) const;
private:
// Fixups loop and frame values, in case any of them are set to a value out of the valid range
void FixupCurrentLoopAndFrame();
// Helper functions that read and write first data fields,
// common for both game file and save.
void ReadBaseFields(Shared::Stream *in);
void WriteBaseFields(Shared::Stream *out) const;
};
// Design-time Character extended fields
struct CharacterInfo2 {
// Unrestricted scriptname and name fields
AGS::Shared::String scrname_new;
AGS::Shared::String name_new;
};
#if defined (OBSOLETE)
struct OldCharacterInfo {
int defview;
int talkview;
int view;
int room, prevroom;
int x, y, wait;
int flags;
short following;
short followinfo;
int idleview; // the loop will be randomly picked
short idletime, idleleft; // num seconds idle before playing anim
short transparency; // if character is transparent
short baseline;
int activeinv; // this is an INT to support SeeR (no signed shorts)
short loop, frame;
short walking, animating;
short walkspeed, animspeed;
short inv[100];
short actx, acty;
char name[30];
char scrname[16];
int8 on;
};
void ConvertOldCharacterToNew(OldCharacterInfo *oci, CharacterInfo *ci);
#endif // OBSOLETE
} // namespace AGS3
#endif