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