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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.
 *
 */
/**************************************************************************
 *                                     ���������������������������������� *
 *                                             Nayma Software srl         *
 *                    e                -= We create much MORE than ALL =- *
 *        u-        z$$$c        '.    ���������������������������������� *
 *      .d"        d$$$$$b        "b.                                     *
 *   .z$*         d$$$$$$$L        ^*$c.                                  *
 *  #$$$.         $$$$$$$$$         .$$$" 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'� 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