/* 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef SLUDGE_PEOPLE_H #define SLUDGE_PEOPLE_H #include "sludge/variable.h" namespace Sludge { struct AnimFrame { int frameNum, howMany; int noise; }; #define EXTRA_FRONT 1 #define EXTRA_FIXEDSIZE 2 #define EXTRA_NOSCALE 2 // Alternative name #define EXTRA_NOZB 4 #define EXTRA_FIXTOSCREEN 8 #define EXTRA_NOLITE 16 #define EXTRA_NOREMOVE 32 #define EXTRA_RECTANGULAR 64 struct PersonaAnimation { struct LoadedSpriteBank *theSprites; AnimFrame *frames; int numFrames; }; struct Persona { PersonaAnimation **animation; int numDirections; }; struct OnScreenPerson { float x, y; int height, floaty, walkSpeed; float scale; OnScreenPerson *next; int walkToX, walkToY, thisStepX, thisStepY, inPoly, walkToPoly; bool walking, spinning; struct LoadedFunction *continueAfterWalking; PersonaAnimation *myAnim; PersonaAnimation *lastUsedAnim; Persona *myPersona; int frameNum, frameTick, angle, wantAngle, angleOffset; bool show; int direction, directionWhenDoneWalking; struct ObjectType *thisType; int extra, spinSpeed; byte r, g, b, colourmix, transparency; }; // Initialisation and creation bool initPeople(); bool addPerson(int x, int y, int objNum, Persona *p); // Draw to screen and to backdrop void drawPeople(); void freezePeople(int, int); // Removalisationisms void killAllPeople(); void killMostPeople(); void removeOneCharacter(int i); // Things which affect or use all characters OnScreenPerson *findPerson(int v); void setScale(int16 h, int16 d); // Things which affect one character void makeTalker(OnScreenPerson &me); void makeSilent(OnScreenPerson &me); void setShown(bool h, int ob); void setDrawMode(int h, int ob); void setPersonTransparency(int ob, byte x); void setPersonColourise(int ob, byte r, byte g, byte b, byte colourmix); // Moving 'em void movePerson(int x, int y, int objNum); bool makeWalkingPerson(int x, int y, int objNum, struct LoadedFunction *func, int di); bool forceWalkingPerson(int x, int y, int objNum, struct LoadedFunction *func, int di); void jumpPerson(int x, int y, int objNum); void walkAllPeople(); bool turnPersonToFace(int thisNum, int direc); bool stopPerson(int o); bool floatCharacter(int f, int objNum); bool setCharacterWalkSpeed(int f, int objNum); // Animating 'em void animatePerson(int obj, PersonaAnimation *); void animatePerson(int obj, Persona *per); PersonaAnimation *createPersonaAnim(int num, struct VariableStack *&stacky); inline void setBankFile(PersonaAnimation *newP, LoadedSpriteBank *sB) { newP->theSprites = sB; } bool setPersonExtra(int f, int newSetting); int timeForAnim(PersonaAnimation *fram); PersonaAnimation *copyAnim(PersonaAnimation *orig); PersonaAnimation *makeNullAnim(); void deleteAnim(PersonaAnimation *orig); // Loading and saving bool saveAnim(PersonaAnimation *p, Common::WriteStream *stream); bool loadAnim(PersonaAnimation *p, Common::SeekableReadStream *stream); bool savePeople(Common::WriteStream *stream); bool loadPeople(Common::SeekableReadStream *stream); bool saveCostume(Persona *cossy, Common::WriteStream *stream); bool loadCostume(Persona *cossy, Common::SeekableReadStream *stream); } // End of namespace Sludge #endif