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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.
*
* $URL$
* $Id$
*
* Should really be called "moving actors.h"
*/
#ifndef TINSEL_RINCE_H // prevent multiple includes
#define TINSEL_RINCE_H
#include "tinsel/anim.h" // for ANIM
#include "tinsel/scene.h" // for TFTYPE
#include "tinsel/tinsel.h"
namespace Tinsel {
struct OBJECT;
struct PROCESS;
enum NPS {NOT_IN, GOING_UP, GOING_DOWN, LEAVING, ENTERING};
enum IND {NO_PROB, TRY_CENTRE, TRY_CORNER, TRY_NEXTCORNER};
enum DIRECTION { LEFTREEL, RIGHTREEL, FORWARD, AWAY };
#define NUM_MAINSCALES (TinselV2 ? 10 : 5)
#define NUM_AUXSCALES 5
#define TOTAL_SCALES (NUM_MAINSCALES + NUM_AUXSCALES)
#define REQ_MAIN_SCALES 10
#define REQ_TOTAL_SCALES 15
#define BOGUS_BRIGHTNESS -1
struct MOVER {
int objX, objY; /* Co-ordinates object */
int targetX, targetY;
int ItargetX, ItargetY; /* Intermediate destination */
int UtargetX, UtargetY; /* Ultimate destination */
HPOLYGON hIpath;
HPOLYGON hUpath;
HPOLYGON hCpath;
bool over;
int walkNumber;
IND InDifficulty;
/* For use in 'follow nodes' polygons */
HPOLYGON hFnpath;
NPS npstatus;
int line;
int Tline; // NEW
// TODO: TagReelRunning may be the same as bSpecReel
bool bSpecReel;
/* Used internally */
DIRECTION direction; // Current reel
int scale; // Current scale
int stepCount; // Step count for walking reel synchronisation
int walkedFromX, walkedFromY;
bool bMoving; // Set this to TRUE during a walk
bool bNoPath;
bool bIgPath;
bool bWalkReel;
OBJECT *actorObj; // Actor's object
ANIM actorAnim; // Actor's animation script
SCNHANDLE hLastFilm; // } Used by AlterMover()
SCNHANDLE hPushedFilm; // }
int actorID;
int actorToken;
SCNHANDLE walkReels[REQ_TOTAL_SCALES][4];
SCNHANDLE standReels[REQ_TOTAL_SCALES][4];
SCNHANDLE talkReels[REQ_TOTAL_SCALES][4];
bool bActive;
int SlowFactor; // Slow down movement while hidden
bool bStop;
/* NOTE: If effect polys can overlap, this needs improving */
bool bInEffect;
PROCESS *pProc;
// Discworld 2 specific fields
int32 zOverride;
bool bHidden;
int brightness; // Current brightness
int startColour;
int paletteLength;
HPOLYGON hRpath; // Recent path
};
typedef MOVER *PMOVER;
struct MAINIT {
int X;
int Y;
PMOVER pMover;
};
typedef MAINIT *PMAINIT;
//---------------------------------------------------------------------------
void MoverProcessCreate(int X, int Y, int id, PMOVER pMover);
enum AR_FUNCTION { AR_NORMAL, AR_PUSHREEL, AR_POPREEL, AR_WALKREEL };
void StoreMoverPalette(PMOVER pMover, int startColour, int length);
void MoverBrightness(PMOVER pMover, int brightness);
MOVER *GetMover(int ano);
MOVER *RegisterMover(int ano);
void KillMover(PMOVER pMover);
MOVER *GetLiveMover(int index);
bool getMActorState(MOVER *psActor);
int GetMoverId(PMOVER pMover);
void SetMoverZ(PMOVER pMover, int y, uint32 zFactor);
void SetMoverZoverride(PMOVER pMover, uint32 zFactor);
void HideMover(PMOVER pMover, int sf = 0);
bool MoverHidden(PMOVER pMover);
bool MoverIs(PMOVER pMover);
bool MoverIsSWalking(PMOVER pMover);
bool MoverMoving(PMOVER pMover);
int GetWalkNumber(PMOVER pMover);
void UnHideMover(PMOVER pMover);
void DropMovers(void);
void PositionMover(PMOVER pMover, int x, int y);
void GetMoverPosition(PMOVER pMover, int *aniX, int *aniY);
void GetMoverMidTop(PMOVER pMover, int *aniX, int *aniY);
int GetMoverLeft(PMOVER pMover);
int GetMoverRight(PMOVER pMover);
int GetMoverTop(PMOVER pMover);
int GetMoverBottom(PMOVER pMover);
bool MoverIsInPolygon(PMOVER pMover, HPOLYGON hPoly);
void AlterMover(PMOVER pMover, SCNHANDLE film, AR_FUNCTION fn);
DIRECTION GetMoverDirection(PMOVER pMover);
int GetMoverScale(PMOVER pMover);
void SetMoverDirection(PMOVER pMover, DIRECTION dirn);
void SetMoverStanding(PMOVER pMover);
void SetMoverWalkReel(PMOVER pMover, DIRECTION reel, int scale, bool force);
PMOVER InMoverBlock(PMOVER pMover, int x, int y);
void RebootMovers(void);
bool IsMAinEffectPoly(int index);
void SetMoverInEffect(int index, bool tf);
void StopMover(PMOVER pMover);
/*----------------------------------------------------------------------*/
struct SAVED_MOVER {
int actorID;
int objX;
int objY;
SCNHANDLE hLastfilm;
SCNHANDLE walkReels[REQ_TOTAL_SCALES][4];
SCNHANDLE standReels[REQ_TOTAL_SCALES][4];
SCNHANDLE talkReels[REQ_TOTAL_SCALES][4];
bool bActive;
bool bHidden;
int brightness;
int startColour;
int paletteLength;
};
void SaveMovers(SAVED_MOVER *sMoverInfo);
void RestoreAuxScales(SAVED_MOVER *sMoverInfo);
PMOVER NextMover(PMOVER pMover);
/*----------------------------------------------------------------------*/
enum {
MAGICX = -101,
MAGICY = -102
};
/*----------------------------------------------------------------------*/
} // end of namespace Tinsel
#endif /* TINSEL_RINCE_H */
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