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/* 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
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