/* 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. * */ /************************************************************************** * ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ * * Nayma Software srl * * e -= We create much MORE than ALL =- * * u- z$$$c '. ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ * * .d" d$$$$$b "b. * * .z$* d$$$$$$$L ^*$c. * * #$$$. $$$$$$$$$ .$$$" Project: Roasted Moths........ * * ^*$b 4$$$$$$$$$F .d$*" * * ^$$. 4$$$$$$$$$F .$P" Module: TonyChar.CPP......... * * *$. '$$$$$$$$$ 4$P 4 * * J *$ "$$$$$$$" $P r Author: Giovanni Bajo........ * * z$ '$$$P*4c.*$$$*.z@*R$$$ $. * * z$" "" #$F^ "" '$c * * z$$beu .ue=" $ "=e.. .zed$$c * * "#$e z$*" . `. ^*Nc e$"" * * "$$". .r" ^4. .^$$" * * ^.@*"6L=\ebu^+C$"*b." * * "**$. "c 4$$$ J" J$P*" OS: [ ] DOS [X] WIN95 [ ] PORT * * ^"--.^ 9$" .--"" COMP: [ ] WATCOM [X] VISUAL C++ * * " [ ] EIFFEL [ ] GCC/GXX/DJGPP * * * * This source code is Copyright (C) Nayma Software. ALL RIGHTS RESERVED * * * **************************************************************************/ #ifndef TONY_TONYCHAR_H #define TONY_TONYCHAR_H #include "tony/mpal/stubs.h" #include "tony/coroutine.h" #include "tony/loc.h" namespace Tony { class RMTony : public RMCharacter { private: enum DIRECTION { UP, DOWN, LEFT, RIGHT }; public: enum TALKTYPE { TALK_NORMAL, TALK_FIANCHI, TALK_CANTA, TALK_RIDE, TALK_SIINDICA, TALK_SPAVENTATO, TALK_SPAVENTATO2, TALK_CONBICCHIERE, TALK_CONMARTELLO, TALK_CONVERME, TALK_CONCORDA, TALK_CONCONIGLIO, TALK_CONRICETTA, TALK_CONCARTE, TALK_CONPUPAZZO, TALK_CONPUPAZZOSTATIC, TALK_CONCONIGLIOSTATIC, TALK_CONRICETTASTATIC, TALK_CONCARTESTATIC, TALK_CONTACCUINOSTATIC, TALK_CONMEGAFONOSTATIC, TALK_CONBARBASTATIC, TALK_RIDE2, TALK_SCHIFATO, TALK_NAAH, TALK_MACBETH1, TALK_MACBETH2, TALK_MACBETH3, TALK_MACBETH4, TALK_MACBETH5, TALK_MACBETH6, TALK_MACBETH7, TALK_MACBETH8, TALK_MACBETH9, TALK_SPAVENTATOSTATIC, TALK_CONSEGRETARIA }; private: bool m_bShow; bool m_bShowOmbra; bool m_bCorpoDavanti; RMGfxSourceBuffer8AB m_ombra; bool m_bActionPending; RMItem *m_ActionItem; int m_Action; int m_ActionParm; static bool m_bAction; bool m_bPastorella; bool m_bIsStaticTalk; bool m_bIsTalking; int m_nPatB4Talking; TALKTYPE m_nTalkType; DIRECTION m_TalkDirection; RMPoint m_nBodyOffset; int m_nTimeLastStep; RMItem m_body; HANDLE hActionThread; protected: // Overload dell'allocazione degli sprites per cambiare il tipo virtual RMGfxSourceBuffer* NewItemSpriteBuffer(int dimx, int dimy, bool bPreRLE); // Thread which waits for the end of an action static void WaitEndOfAction(CORO_PARAM, const void *param); public: // per farlo rialzare, altrimenti private enum PATTERNS { PAT_TAKEUP_UP1 = 9, PAT_TAKEUP_UP2, PAT_TAKEUP_MID1, PAT_TAKEUP_MID2, PAT_TAKEUP_DOWN1, PAT_TAKEUP_DOWN2, PAT_TAKELEFT_UP1, PAT_TAKELEFT_UP2, PAT_TAKELEFT_MID1, PAT_TAKELEFT_MID2, PAT_TAKELEFT_DOWN1, PAT_TAKELEFT_DOWN2, PAT_TAKERIGHT_UP1, PAT_TAKERIGHT_UP2, PAT_TAKERIGHT_MID1, PAT_TAKERIGHT_MID2, PAT_TAKERIGHT_DOWN1, PAT_TAKERIGHT_DOWN2, PAT_SIRIALZALEFT, PAT_PERTERRALEFT, PAT_SIRIALZARIGHT, PAT_PERTERRARIGHT, // Pastorella! PAT_PAST_WALKUP, PAT_PAST_WALKDOWN, PAT_PAST_WALKLEFT, PAT_PAST_WALKRIGHT, PAT_PAST_STANDUP, PAT_PAST_STANDDOWN, PAT_PAST_STANDLEFT, PAT_PAST_STANDRIGHT, // Parlata PAT_TALK_UP, PAT_TALK_DOWN, PAT_TALK_LEFT, PAT_TALK_RIGHT, // Testa statica PAT_TESTA_UP, PAT_TESTA_DOWN, PAT_TESTA_LEFT, PAT_TESTA_RIGHT, // Risata PAT_RIDELEFT_START, PAT_RIDELEFT_LOOP, PAT_RIDELEFT_END, PAT_RIDERIGHT_START, PAT_RIDERIGHT_LOOP, PAT_RIDERIGHT_END, // Parlata da pastorella PAT_PAST_TALKUP, PAT_PAST_TALKDOWN, PAT_PAST_TALKLEFT, PAT_PAST_TALKRIGHT, // Spavento PAT_SPAVENTOLEFT_START, PAT_SPAVENTOLEFT_LOOP, PAT_SPAVENTOLEFT_END, PAT_SPAVENTORIGHT_START, PAT_SPAVENTORIGHT_LOOP, PAT_SPAVENTORIGHT_END, PAT_SPAVENTODOWN_START, PAT_SPAVENTODOWN_LOOP, PAT_SPAVENTODOWN_END, // Con oggetti: corpo completo PAT_CONBICCHIERE, PAT_CONCORDA, PAT_CONVERME, PAT_CONMARTELLO, // Suona il fischietto PAT_FISCHIETTORIGHT, // Testa con barba PAT_TALKBARBA_LEFT, PAT_TALKBARBA_RIGHT, // Sniff PAT_SNIFFA_LEFT, PAT_SNIFFA_RIGHT, // Schifato PAT_SCHIFATOLEFT_START, PAT_SCHIFATOLEFT_LOOP, PAT_SCHIFATOLEFT_END, PAT_SCHIFATORIGHT_START, PAT_SCHIFATORIGHT_LOOP, PAT_SCHIFATORIGHT_END, PAT_NAAHLEFT_START, PAT_NAAHLEFT_LOOP, PAT_NAAHLEFT_END, PAT_NAAHRIGHT_START, PAT_NAAHRIGHT_LOOP, PAT_NAAHRIGHT_END, // Stand spaventato PAT_SPAVENTOLEFT_STAND, PAT_SPAVENTORIGHT_STAND, PAT_SPAVENTODOWN_STAND, PAT_PUTLEFT_UP1, PAT_PUTLEFT_UP2, PAT_PUTRIGHT_UP1, PAT_PUTRIGHT_UP2, PAT_PUTLEFT_MID1, PAT_PUTLEFT_MID2, PAT_PUTRIGHT_MID1, PAT_PUTRIGHT_MID2, PAT_PUTLEFT_DOWN1, PAT_PUTLEFT_DOWN2, PAT_PUTRIGHT_DOWN1, PAT_PUTRIGHT_DOWN2, PAT_PUTUP_UP1, PAT_PUTUP_UP2, PAT_PUTUP_MID1, PAT_PUTUP_MID2, PAT_PUTUP_DOWN1, PAT_PUTUP_DOWN2, PAT_CONSEGRETARIA }; enum BODYPATTERNS { BPAT_STANDUP = 1, BPAT_STANDDOWN, BPAT_STANDLEFT, BPAT_STANDRIGHT, BPAT_MARTELLO, BPAT_PUPAZZO, BPAT_VERME, BPAT_BICCHIERE, BPAT_CANTALEFT_START, BPAT_CANTALEFT_LOOP, BPAT_CANTALEFT_END, BPAT_FIANCHILEFT_START, BPAT_FIANCHILEFT_LOOP, BPAT_FIANCHILEFT_END, BPAT_FIANCHIRIGHT_START, BPAT_FIANCHIRIGHT_LOOP, BPAT_FIANCHIRIGHT_END, BPAT_FIANCHIUP_START, BPAT_FIANCHIUP_LOOP, BPAT_FIANCHIUP_END, BPAT_FIANCHIDOWN_START, BPAT_FIANCHIDOWN_LOOP, BPAT_FIANCHIDOWN_END, BPAT_RIDELEFT, BPAT_RIDERIGHT, BPAT_SIINDICALEFT, BPAT_SIINDICARIGHT, BPAT_SPAVENTODOWN_START, BPAT_SPAVENTODOWN_LOOP, BPAT_SPAVENTODOWN_END, BPAT_SPAVENTOLEFT_START, BPAT_SPAVENTOLEFT_LOOP, BPAT_SPAVENTOLEFT_END, BPAT_SPAVENTORIGHT_START, BPAT_SPAVENTORIGHT_LOOP, BPAT_SPAVENTORIGHT_END, BPAT_SPAVENTOUP_START, BPAT_SPAVENTOUP_LOOP, BPAT_SPAVENTOUP_END, BPAT_CORDA, BPAT_CONCONIGLIOLEFT_START, BPAT_CONCONIGLIOLEFT_LOOP, BPAT_CONCONIGLIOLEFT_END, BPAT_CONCONIGLIORIGHT_START, BPAT_CONCONIGLIORIGHT_LOOP, BPAT_CONCONIGLIORIGHT_END, BPAT_CONRICETTALEFT_START, BPAT_CONRICETTALEFT_LOOP, BPAT_CONRICETTALEFT_END, BPAT_CONRICETTARIGHT_START, BPAT_CONRICETTARIGHT_LOOP, BPAT_CONRICETTARIGHT_END, BPAT_CONCARTELEFT_START, BPAT_CONCARTELEFT_LOOP, BPAT_CONCARTELEFT_END, BPAT_CONCARTERIGHT_START, BPAT_CONCARTERIGHT_LOOP, BPAT_CONCARTERIGHT_END, BPAT_CONPUPAZZOLEFT_START, BPAT_CONPUPAZZOLEFT_LOOP, BPAT_CONPUPAZZOLEFT_END, BPAT_CONPUPAZZORIGHT_START, BPAT_CONPUPAZZORIGHT_LOOP, BPAT_CONPUPAZZORIGHT_END, BPAT_CONTACCUINOLEFT_START, BPAT_CONTACCUINOLEFT_LOOP, BPAT_CONTACCUINOLEFT_END, BPAT_CONTACCUINORIGHT_START, BPAT_CONTACCUINORIGHT_LOOP, BPAT_CONTACCUINORIGHT_END, BPAT_CONMEGAFONOLEFT_START, BPAT_CONMEGAFONOLEFT_LOOP, BPAT_CONMEGAFONOLEFT_END, BPAT_CONMEGAFONORIGHT_START, BPAT_CONMEGAFONORIGHT_LOOP, BPAT_CONMEGAFONORIGHT_END, BPAT_CONBARBALEFT_START, BPAT_CONBARBALEFT_END, BPAT_CONBARBARIGHT_START, BPAT_CONBARBARIGHT_END, BPAT_CONBARBALEFT_STATIC, BPAT_CONBARBARIGHT_STATIC, BPAT_MACBETH1, BPAT_MACBETH2, BPAT_MACBETH3, BPAT_MACBETH4, BPAT_MACBETH5, BPAT_MACBETH6, BPAT_MACBETH7, BPAT_MACBETH8, BPAT_MACBETH9, BPAT_CONSEGRETARIA }; public: // Inizializza Tony void Init(void); // Libera tutta la memoria void Close(void); // Fa un frame di Tony, aggiornando il movimento, etc void DoFrame(RMGfxTargetBuffer *bigBuf, int curLoc); // Metodi di Draw, che controlla la variabile di show void Draw(RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim); // Mostra o nascondi void Show(void); void Hide(bool bShowOmbra = false); // Si muove e fa un azione, se necessario void MoveAndDoAction(RMPoint dst, RMItem *item, int nAction, int nActionParm = 0); // Ferma Tony (dalla parte giusta rispetto a un eventuale oggetto) virtual void Stop(void); void StopNoAction(void); // Setta un pattern void SetPattern(int npatt, bool bPlayP0 = false); // Legge il pattern corrente int GetCurPattern(); // Attende la fine di un pattern void WaitForEndPattern(HANDLE hCustomSkip = INVALID_HANDLE_VALUE) { RMCharacter::WaitForEndPattern(hCustomSkip);} // Controlla se si trova in azione bool InAction() { return (m_bActionPending&&m_Action != 0) | m_bAction; } // Controlla se c'θ da aggiornare il movimento di scrolling bool MustUpdateScrolling() { return ((!InAction()) || (IsMoving())); } // Prende la posizione di Tony RMPoint Position() { return m_pos; } // Setta la posizione di scrolling void SetScrollPosition(RMPoint pt) { RMCharacter::SetScrollPosition(pt); } // Setta l'animazione di Take void Take(int nWhere, int nPart); void Put(int nWhere, int nPart); // Start e End Talk void StartTalk(TALKTYPE nTalkType); void EndTalk(void); // Start e End Static void StartStatic(TALKTYPE nTalkType); void EndStatic(TALKTYPE nTalkType); // Tony si traveste! void SetPastorella(bool bIsPast) { m_bPastorella=bIsPast; } int GetPastorella(void) { return m_bPastorella; } // Esegue una azione void ExecuteAction(int nAction, int nActionItem, int nParm); void PlaySfx(int nSfx) { RMItem::PlaySfx(nSfx); } }; } // End of namespace Tony #endif