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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
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 MAS {NO_MACTOR, NORM_MACTOR};
enum DIRREEL{ LEFTREEL, RIGHTREEL, FORWARD, AWAY };
enum {
NUM_MAINSCALES = 5,
NUM_AUXSCALES = 5,
TOTAL_SCALES = NUM_MAINSCALES + NUM_AUXSCALES
};
struct MACTOR {
int objx; /* Co-ordinates object */
int objy;
int targetX, targetY;
int ItargetX, ItargetY; /* Intermediate destination */
HPOLYGON hIpath;
int UtargetX, UtargetY; /* Ultimate destination */
HPOLYGON hUpath;
HPOLYGON hCpath;
bool over;
int ticket;
IND InDifficulty;
/* For use in 'follow nodes' polygons */
HPOLYGON hFnpath;
NPS npstatus;
int line;
int Tline; // NEW
bool TagReelRunning;
/* Used internally */
DIRREEL dirn; // Current reel
int scale; // Current scale
int scount; // Step count for walking reel synchronisation
unsigned fromx;
unsigned fromy;
bool bMoving; // Set this to TRUE during a walk
bool bNoPath;
bool bIgPath;
bool walkReel;
OBJECT *actorObj; // Actor's object
ANIM actorAnim; // Actor's animation script
SCNHANDLE lastfilm; // } Used by AlterActor()
SCNHANDLE pushedfilm; // }
int actorID;
int actorToken;
SCNHANDLE WalkReels[TOTAL_SCALES][4];
SCNHANDLE StandReels[TOTAL_SCALES][4];
SCNHANDLE TalkReels[TOTAL_SCALES][4];
MAS MActorState;
bool aHidden;
int SlowFactor; // Slow down movement while hidden
bool stop;
/* NOTE: If effect polys can overlap, this needs improving */
bool InEffect;
PROCESS *pProc;
};
typedef MACTOR *PMACTOR;
//---------------------------------------------------------------------------
void MActorProcessCreate(int X, int Y, int id, MACTOR *pActor);
enum AR_FUNCTION { AR_NORMAL, AR_PUSHREEL, AR_POPREEL, AR_WALKREEL };
MACTOR *GetMover(int ano);
MACTOR *SetMover(int ano);
void KillMActor(MACTOR *pActor);
MACTOR *GetLiveMover(int index);
MAS getMActorState(MACTOR *psActor);
void hideMActor(MACTOR *pActor, int sf);
bool getMActorHideState(MACTOR *pActor);
void unhideMActor(MACTOR *pActor);
void DropMActors(void);
void MoveMActor(MACTOR *pActor, int x, int y);
void GetMActorPosition(MACTOR *pActor, int *aniX, int *aniY);
void GetMActorMidTopPosition(MACTOR *pActor, int *aniX, int *aniY);
int GetMActorLeft(MACTOR *pActor);
int GetMActorRight(MACTOR *pActor);
bool MActorIsInPolygon(MACTOR *pActor, HPOLYGON hPoly);
void AlterMActor(MACTOR *actor, SCNHANDLE film, AR_FUNCTION fn);
DIRREEL GetMActorDirection(MACTOR *pActor);
int GetMActorScale(MACTOR *pActor);
void SetMActorDirection(MACTOR *pActor, DIRREEL dirn);
void SetMActorStanding(MACTOR *actor);
void SetMActorWalkReel(MACTOR *actor, DIRREEL reel, int scale, bool force);
MACTOR *InMActorBlock(MACTOR *pActor, int x, int y);
void RebootMovers(void);
bool IsMAinEffectPoly(int index);
void SetMAinEffectPoly(int index, bool tf);
bool MAmoving(MACTOR *pActor);
int GetActorTicket(MACTOR *pActor);
/*----------------------------------------------------------------------*/
struct SAVED_MOVER {
MAS MActorState;
int actorID;
int objx;
int objy;
SCNHANDLE lastfilm;
SCNHANDLE WalkReels[TOTAL_SCALES][4];
SCNHANDLE StandReels[TOTAL_SCALES][4];
SCNHANDLE TalkReels[TOTAL_SCALES][4];
};
void SaveMovers(SAVED_MOVER *sMoverInfo);
void RestoreAuxScales(SAVED_MOVER *sMoverInfo);
/*----------------------------------------------------------------------*/
/*
* Dodgy bit...
* These functions are now in MAREELS.C, but I can't be bothered to
* create a new header file.
*/
SCNHANDLE GetMactorTalkReel(MACTOR *pAactor, TFTYPE dirn);
void setscalingreels(int actor, int scale, int direction,
SCNHANDLE left, SCNHANDLE right, SCNHANDLE forward, SCNHANDLE away);
SCNHANDLE ScalingReel(int ano, int scale1, int scale2, DIRREEL reel);
void RebootScalingReels(void);
enum {
MAGICX = -101,
MAGICY = -102
};
/*----------------------------------------------------------------------*/
} // end of namespace Tinsel
#endif /* TINSEL_RINCE_H */
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