/* 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. * * Prototypes of actor functions */ #ifndef TINSEL_ACTOR_H // prevent multiple includes #define TINSEL_ACTOR_H #include "tinsel/dw.h" // for SCNHANDLE #include "tinsel/events.h" // for TINSEL_EVENT #include "tinsel/palette.h" // for COLORREF #include "tinsel/movers.h" // for PMOVER namespace Common { class Serializer; } namespace Tinsel { struct FREEL; struct INT_CONTEXT; struct MOVER; struct OBJECT; struct T1_ACTOR_STRUC; struct T2_ACTOR_STRUC; struct ACTORINFO; struct Z_POSITIONS; #define ACTORTAG_KEY 0x1000000 #define OTH_RELATEDACTOR 0x00000fff #define OTH_RELATIVE 0x00001000 #define OTH_ABSOLUTE 0x00002000 #define MAX_TAGACTORS 10 #define NUM_ZPOSITIONS 200 // Reasonable-sounding number #define MAX_REELS 6 struct TAGACTORDATA { // Copies of compiled data int id; SCNHANDLE hTagText; // handle to tag text int32 tagPortionV; // which portion is active int32 tagPortionH; // which portion is active SCNHANDLE hActorCode; // The actor's script int tagFlags; SCNHANDLE hOverrideTag; // Override tag. }; struct SAVED_ACTOR { short actorID; short zFactor; bool bAlive; bool bHidden; SCNHANDLE presFilm; ///< the film that reel belongs to short presRnum; ///< the present reel number short presPlayX, presPlayY; }; struct Z_POSITIONS { short actor; short column; int z; }; typedef SAVED_ACTOR *PSAVED_ACTOR; /*----------------------------------------------------------------------*/ class Actor { public: Actor(); virtual ~Actor(); int GetLeadId(); SCNHANDLE GetActorTagHandle(int ano); void ToggleActor(int ano, bool show); SCNHANDLE GetActorCode(int ano); SCNHANDLE GetTaggedActorCode(int ano); void RunCodeToCompletion(int ano); int GetCount() { return _numActors; } void RegisterActors(int num); void SetLeadId(int rid); bool ActorIsGhost(int actor); void StartTaggedActors(SCNHANDLE ah, int numActors, bool bRunScript); void DropActors(); // No actor reels running void DisableActor(int actor); void EnableActor(int actor); void Tag_Actor(int ano, SCNHANDLE tagtext, int tp); void UnTagActor(int ano); void ReTagActor(int ano); int TagType(int ano); bool actorAlive(int ano); int32 actorMaskType(int ano); void GetActorPos(int ano, int *x, int *y); void GetActorMidTop(int ano, int *x, int *y); int GetActorLeft(int ano); int GetActorRight(int ano); int GetActorTop(int ano); int GetActorBottom(int ano); bool ActorHidden(int ano); bool HideMovingActor(int id, int sf); void unHideMovingActor(int id); void restoreMovement(int id); void storeActorReel(int ano, const FREEL *reel, SCNHANDLE hFilm, OBJECT *pobj, int reelnum, int x, int y); const FREEL *actorReel(int ano); void SetActorPlayFilm(int ano, SCNHANDLE hFilm); SCNHANDLE GetActorPlayFilm(int ano); void SetActorTalkFilm(int ano, SCNHANDLE hFilm); SCNHANDLE GetActorTalkFilm(int ano); void SetActorTalking(int ano, bool tf); bool ActorIsTalking(int ano); void SetActorLatestFilm(int ano, SCNHANDLE hFilm); SCNHANDLE GetActorLatestFilm(int ano); void UpdateActorEsc(int ano, bool escOn, int escEvent); void UpdateActorEsc(int ano, int escEvent); bool ActorEsc(int ano); int ActorEev(int ano); void StoreActorPos(int ano, int x, int y); void StoreActorSteps(int ano, int steps); int GetActorSteps(int ano); void StoreActorZpos(int ano, int z, int column = -1); int GetActorZpos(int ano, int column); void IncLoopCount(int ano); int GetLoopCount(int ano); SCNHANDLE GetActorTag(int ano); void FirstTaggedActor(); int NextTaggedActor(); int NextTaggedActor(int previous); int AsetZPos(OBJECT *pObj, int y, int32 zFactor); void storeActorAttr(int ano, int r1, int g1, int b1); COLORREF GetActorRGB(int ano); void SetActorRGB(int ano, COLORREF color); void SetActorZfactor(int ano, uint32 zFactor); uint32 GetActorZfactor(int ano); void SetActorsOn(); void ActorsLife(int id, bool bAlive); void dwEndActor(int ano); void SetActorPointedTo(int actor, bool bPointedTo); bool ActorIsPointedTo(int actor); void SetActorTagWanted(int actor, bool bTagWanted, bool bCursor, SCNHANDLE hOverrideTag); bool ActorTagIsWanted(int actor); bool InHotSpot(int ano, int curX, int curY); int FrontTaggedActor(); void GetActorTagPos(int actor, int *pTagX, int *pTagY, bool bAbsolute); bool IsTaggedActor(int actor); void StoreActorPresFilm(int ano, SCNHANDLE hFilm, int x, int y); SCNHANDLE GetActorPresFilm(int ano); int GetActorFilmNumber(int ano); void StoreActorReel(int actor, int column, OBJECT *pObj); void NotPlayingReel(int actor, int filmNumber, int column); bool ActorReelPlaying(int actor, int column); int SaveActors(PSAVED_ACTOR sActorInfo); void RestoreActors(int numActors, PSAVED_ACTOR sActorInfo); void SaveZpositions(void *zpp); void RestoreZpositions(void *zpp); void SaveActorZ(byte *saveActorZ); void RestoreActorZ(byte *saveActorZ); int TaggedActorIndex(int actor); void syncAllActorsAlive(Common::Serializer &s); private: void StartActor(const T1_ACTOR_STRUC *as, bool bRunScript); void GetActorTagPortion(int ano, unsigned *top, unsigned *bottom, unsigned *left, unsigned *right); ACTORINFO *_actorInfo; COLORREF _defaultColor; // Text color bool _actorsOn; int ti; TAGACTORDATA _taggedActors[MAX_TAGACTORS]; int _numTaggedActors; uint8 *_zFactors; Z_POSITIONS _zPositions[NUM_ZPOSITIONS]; int _leadActorId; // The lead actor int _numActors; // The total number of actors in the game }; /*----------------------------------------------------------------------*/ void ActorEvent(int ano, TINSEL_EVENT event, PLR_EVENT be); void ActorEvent(CORO_PARAM, int ano, TINSEL_EVENT tEvent, bool bWait, int myEscape, bool *result = NULL); void ActorEvent(int ano, TINSEL_EVENT tEvent, bool bWait, int myEscape, bool *result = NULL); void ShowActor(CORO_PARAM, int ano); void HideActor(CORO_PARAM, int ano); void RestoreActorProcess(int id, INT_CONTEXT *pic, bool savegameFlag); } // End of namespace Tinsel #endif /* TINSEL_ACTOR_H */