/* 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 3 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, see . * * * This file is dual-licensed. * In addition to the GPLv3 license mentioned above, MojoTouch has * exclusively licensed this code on March 23th, 2024, to be used in * closed-source products. * Therefore, any contributions (commits) to it will also be dual-licensed. * */ #ifndef TOON_CHARACTER_H #define TOON_CHARACTER_H #include "common/array.h" #include "common/rect.h" #include "toon/toon.h" namespace Toon { class ToonEngine; struct SpecialCharacterAnimation { char _filename[9]; // 0 byte _flag1; // 9 short _offsetX; // 10 short _offsetY; // 12 short _unused; // 14 short _unused2; // 16 byte _flags2; // 18 byte _flags3; // 19 byte _flags4; // 20 byte _flags5; // 21 byte _flags6; // 22 byte _flags7; // 23 byte _flags8; // 24 byte _flags9; // 25 }; class Character { public: Character(ToonEngine *vm); virtual ~Character(); virtual void init(); virtual int32 getId(); virtual void setId(int32 id); virtual void setFacing(int32 facing); virtual void forceFacing(int32 facing); virtual int32 getFacing(); virtual void setAnimScript(int32 animScriptId); virtual void setSceneAnimationId(int32 sceneAnimationId); virtual void setDefaultSpecialAnimationId(int32 defaultAnimationId); virtual int32 getAnimScript(); virtual int32 getSceneAnimationId(); virtual void setFlag(int flag); virtual int32 getFlag(); virtual int32 getAnimFlag(); virtual void setAnimFlag(int32 flag); virtual void setPosition(int16 x, int16 y); virtual void forcePosition(int16 x, int16 y); virtual int16 getX(); virtual int16 getY(); virtual int16 getFinalX(); virtual int16 getFinalY(); virtual bool walkTo(int16 newPosX, int16 newPosY); virtual bool getVisible(); virtual void setVisible(bool visible); virtual bool loadWalkAnimation(const Common::String &animName); virtual bool loadIdleAnimation(const Common::String &animName); virtual bool loadTalkAnimation(const Common::String &animName); virtual bool loadShadowAnimation(const Common::String &animName); virtual bool setupPalette(); virtual void playStandingAnim(); virtual void playWalkAnim(int32 start, int32 end); virtual void playTalkAnim(); virtual void playAnim(int32 animId, int32 unused, int32 flags); virtual void update(int32 timeIncrement); virtual int32 getScale(); virtual AnimationInstance *getAnimationInstance(); virtual void setAnimationInstance(AnimationInstance *instance); virtual void save(Common::WriteStream *stream); virtual void load(Common::ReadStream *stream, int32 saveGameVersion); virtual void stopWalk(); virtual void stopSpecialAnim(); virtual void updateIdle(); virtual int32 getRandomIdleAnim() { return 0; } virtual void updateTimers(int32 relativeAdd); virtual void setTalking(bool talking) { _isTalking = talking; } virtual bool isTalking() { return _isTalking; } virtual void resetScale() {} virtual void plotPath(Graphics::Surface& surface); int32 getFacingFromDirection(int16 dx, int16 dy); const SpecialCharacterAnimation *getSpecialAnimation(int32 characterId, int32 animationId); protected: ToonEngine *_vm; int32 _id; int32 _animScriptId; int32 _animSpecialId; int32 _animSpecialDefaultId; int32 _sceneAnimationId; int32 _lineToSayId; int32 _time; int16 _x; int16 _y; int32 _z; int16 _finalX; int16 _finalY; int32 _facing; int32 _flags; int32 _animFlags; int32 _scale; int32 _nextIdleTime; bool _visible; bool _blockingWalk; int32 _speed; int32 _lastWalkTime; int32 _numPixelToWalk; bool _isTalking; AnimationInstance *_animationInstance; AnimationInstance *_shadowAnimationInstance; Animation *_walkAnim; Animation *_idleAnim; Animation *_talkAnim; Animation *_shadowAnim; Animation *_specialAnim; Common::Array _currentPath; uint32 _currentPathNode; int32 _currentWalkStamp; int32 _currentFacingStamp; }; } // End of namespace Toon #endif