/* 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. * * $URL$ * $Id$ * * Prototypes of actor functions */ #ifndef TINSEL_ACTOR_H // prevent multiple includes #define TINSEL_ACTOR_H #include "tinsel/dw.h" // for SCNHANDLE #include "tinsel/events.h" // for USER_EVENT #include "tinsel/palette.h" // for COLORREF namespace Tinsel { struct FREEL; struct INT_CONTEXT; struct MACTOR; struct OBJECT; /*----------------------------------------------------------------------*/ void RegisterActors(int num); void FreeActors(void); void setleadid(int rid); int LeadId(void); void StartActors(SCNHANDLE ah, int numActors, bool bRunScript); void DropActors(void); // No actor reels running void DisableActor(int actor); void EnableActor(int actor); void Tag_Actor(int ano, SCNHANDLE tagtext, int tp); void UnTagActor(int ano); void ReTagActor(int ano); int TagType(int ano); bool actorAlive(int ano); int32 actorMaskType(int ano); void GetActorPos(int ano, int *x, int *y); void SetActorPos(int ano, int x, int y); void GetActorMidTop(int ano, int *x, int *y); int GetActorLeft(int ano); int GetActorRight(int ano); int GetActorTop(int ano); int GetActorBottom(int ano); void HideActor(int ano); bool HideMovingActor(int id, int sf); void unHideMovingActor(int id); void restoreMovement(int id); void storeActorReel(int ano, const FREEL *reel, SCNHANDLE film, OBJECT *pobj, int reelnum, int x, int y); const FREEL *actorReel(int ano); SCNHANDLE actorFilm(int ano); void setActorPlayFilm(int ano, SCNHANDLE film); SCNHANDLE getActorPlayFilm(int ano); void setActorTalkFilm(int ano, SCNHANDLE film); SCNHANDLE getActorTalkFilm(int ano); void setActorTalking(int ano, bool tf); bool isActorTalking(int ano); void setActorLatestFilm(int ano, SCNHANDLE film); SCNHANDLE getActorLatestFilm(int ano); void updateActorEsc(int ano, bool escOn, int escEv); bool actorEsc(int ano); int actorEev(int ano); void storeActorPos(int ano, int x, int y); void storeActorSteps(int ano, int steps); int getActorSteps(int ano); void storeActorZpos(int ano, int z); SCNHANDLE GetActorTag(int ano); void FirstTaggedActor(void); int NextTaggedActor(void); int AsetZPos(OBJECT *pObj, int y, int32 zFactor); void MAsetZPos(MACTOR *pActor, int y, int32 zFactor); void actorEvent(int ano, USER_EVENT event, BUTEVENT be); void storeActorAttr(int ano, int r1, int g1, int b1); COLORREF getActorTcol(int ano); void setactorson(void); void ActorsLife(int id, bool bAlive); /*----------------------------------------------------------------------*/ struct SAVED_ACTOR { short actorID; short z; bool bAlive; SCNHANDLE presFilm; //!< the film that reel belongs to short presRnum; //!< the present reel number short presX, presY; }; int SaveActors(SAVED_ACTOR *sActorInfo); void RestoreActorProcess(int id, INT_CONTEXT *pic); /*----------------------------------------------------------------------*/ } // end of namespace Tinsel #endif /* TINSEL_ACTOR_H */