/* 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. * * 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 TINSEL_EVENT #include "tinsel/palette.h" // for COLORREF namespace Tinsel { struct FREEL; struct INT_CONTEXT; struct MOVER; struct OBJECT; #define ACTORTAG_KEY 0x1000000 #define OTH_RELATEDACTOR 0x00000fff #define OTH_RELATIVE 0x00001000 #define OTH_ABSOLUTE 0x00002000 /*----------------------------------------------------------------------*/ void RegisterActors(int num); void FreeActors(); void SetLeadId(int rid); int GetLeadId(); bool ActorIsGhost(int actor); void StartTaggedActors(SCNHANDLE ah, int numActors, bool bRunScript); void DropActors(); // 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 ShowActor(CORO_PARAM, int ano); void HideActor(CORO_PARAM, int ano); bool ActorHidden(int ano); bool HideMovingActor(int id, int sf); void unHideMovingActor(int id); void restoreMovement(int id); void storeActorReel(int ano, const FREEL *reel, SCNHANDLE hFilm, OBJECT *pobj, int reelnum, int x, int y); const FREEL *actorReel(int ano); SCNHANDLE actorFilm(int ano); void SetActorPlayFilm(int ano, SCNHANDLE hFilm); SCNHANDLE GetActorPlayFilm(int ano); void SetActorTalkFilm(int ano, SCNHANDLE hFilm); SCNHANDLE GetActorTalkFilm(int ano); void SetActorTalking(int ano, bool tf); bool ActorIsTalking(int ano); void SetActorLatestFilm(int ano, SCNHANDLE hFilm); SCNHANDLE GetActorLatestFilm(int ano); void UpdateActorEsc(int ano, bool escOn, int escEvent); void UpdateActorEsc(int ano, int escEvent); 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, int column = -1); int GetActorZpos(int ano, int column); void IncLoopCount(int ano); int GetLoopCount(int ano); SCNHANDLE GetActorTag(int ano); void FirstTaggedActor(); int NextTaggedActor(); int NextTaggedActor(int previous); int AsetZPos(OBJECT *pObj, int y, int32 zFactor); void SetMoverZ(MOVER *pMover, int y, int32 zFactor); void ActorEvent(int ano, TINSEL_EVENT event, PLR_EVENT be); void storeActorAttr(int ano, int r1, int g1, int b1); COLORREF GetActorRGB(int ano); void SetActorRGB(int ano, COLORREF color); void SetActorZfactor(int ano, uint32 zFactor); uint32 GetActorZfactor(int ano); void setactorson(); void ActorsLife(int id, bool bAlive); void dwEndActor(int ano); void ActorEvent(CORO_PARAM, int ano, TINSEL_EVENT tEvent, bool bWait, int myEscape, bool *result = NULL); void GetActorTagPortion(int ano, unsigned *top, unsigned *bottom, unsigned *left, unsigned *right); SCNHANDLE GetActorTagHandle(int ano); void SetActorPointedTo(int actor, bool bPointedTo); bool ActorIsPointedTo(int actor); void SetActorTagWanted(int actor, bool bTagWanted, bool bCursor, SCNHANDLE hOverrideTag); bool ActorTagIsWanted(int actor); bool InHotSpot(int ano, int curX, int curY); int FrontTaggedActor(); void GetActorTagPos(int actor, int *pTagX, int *pTagY, bool bAbsolute); bool IsTaggedActor(int actor); void StoreActorPresFilm(int ano, SCNHANDLE hFilm, int x, int y); SCNHANDLE GetActorPresFilm(int ano); int GetActorFilmNumber(int ano); void StoreActorReel(int actor, int column, OBJECT *pObj); void NotPlayingReel(int actor, int filmNumber, int column); bool ActorReelPlaying(int actor, int column); /*----------------------------------------------------------------------*/ struct SAVED_ACTOR { short actorID; short zFactor; bool bAlive; bool bHidden; SCNHANDLE presFilm; ///< the film that reel belongs to short presRnum; ///< the present reel number short presPlayX, presPlayY; }; typedef SAVED_ACTOR *PSAVED_ACTOR; #define NUM_ZPOSITIONS 200 // Reasonable-sounding number struct Z_POSITIONS { short actor; short column; int z; }; void RestoreActorProcess(int id, INT_CONTEXT *pic, bool savegameFlag); int SaveActors(PSAVED_ACTOR sActorInfo); void RestoreActors(int numActors, PSAVED_ACTOR sActorInfo); void SaveZpositions(void *zpp); void RestoreZpositions(void *zpp); void SaveActorZ(byte *saveActorZ); void RestoreActorZ(byte *saveActorZ); /*----------------------------------------------------------------------*/ } // End of namespace Tinsel #endif /* TINSEL_ACTOR_H */