scummvm/engines/tinsel/movers.h
2024-11-17 09:32:29 +02:00

230 lines
5.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
* Should really be called "moving actors.h"
*/
#ifndef TINSEL_MOVERS_H // prevent multiple includes
#define TINSEL_MOVERS_H
#include "tinsel/anim.h" // for ANIM
#include "tinsel/scene.h" // for TFTYPE
#include "tinsel/tinsel.h"
namespace Tinsel {
struct OBJECT;
enum NPS {NOT_IN, GOING_UP, GOING_DOWN, LEAVING, ENTERING};
enum IND {NO_PROB, TRY_CENTER, TRY_CORNER, TRY_NEXTCORNER};
enum DIRECTION { LEFTREEL, RIGHTREEL, FORWARD, AWAY };
#define NUM_MAINSCALES ((TinselVersion >= 2) ? 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
enum MOVER_TYPE { MOVER_2D, MOVER_3D };
struct MOVER {
int objX, objY; /* Co-ordinates object */
int targetX, targetY;
int ItargetX, ItargetY; /* Intermediate destination */
int UtargetX, UtargetY; /* Ultimate destination */
HPOLYGON hIpath; /* Intermediate path */
HPOLYGON hUpath; /* Ultimate path */
HPOLYGON hCpath; /* Current path */
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;
Common::PROCESS *pProc;
// Discworld 2 specific fields
int32 zOverride;
bool bHidden;
int brightness; // Current brightness
int startColor;
int paletteLength;
HPOLYGON hRpath; // Recent path
// Noir specific fields
MOVER_TYPE type;
SCNHANDLE hModelName;
SCNHANDLE hTextureName;
int posX, posY, posZ;
int animSpeed;
uint nextIdleAnim;
};
struct MAINIT {
int X;
int Y;
MOVER *pMover;
};
//---------------------------------------------------------------------------
void MoverProcessCreate(int X, int Y, int id, MOVER *pMover);
enum AR_FUNCTION { AR_NORMAL, AR_PUSHREEL, AR_POPREEL, AR_WALKREEL };
void StoreMoverPalette(MOVER *pMover, int startColor, int length);
void MoverBrightness(MOVER *pMover, int brightness);
MOVER *GetMover(int ano);
MOVER *RegisterMover(int ano);
void KillMover(MOVER *pMover);
MOVER *GetLiveMover(int index);
bool getMActorState(MOVER *psActor);
int GetMoverId(MOVER *pMover);
void SetMoverZ(MOVER *pMover, int y, uint32 zFactor);
void SetMoverZoverride(MOVER *pMover, uint32 zFactor);
void HideMover(MOVER *pMover, int sf = 0);
bool MoverHidden(MOVER *pMover);
bool MoverIs(MOVER *pMover);
bool MoverIsSWalking(MOVER *pMover);
bool MoverMoving(MOVER *pMover);
int GetWalkNumber(MOVER *pMover);
void UnHideMover(MOVER *pMover);
void DropMovers();
void PositionMover(MOVER *pMover, int x, int y);
void GetMoverPosition(MOVER *pMover, int *aniX, int *aniY);
void GetMoverMidTop(MOVER *pMover, int *aniX, int *aniY);
int GetMoverLeft(MOVER *pMover);
int GetMoverRight(MOVER *pMover);
int GetMoverTop(MOVER *pMover);
int GetMoverBottom(MOVER *pMover);
bool MoverIsInPolygon(MOVER *pMover, HPOLYGON hPoly);
void AlterMover(MOVER *pMover, SCNHANDLE film, AR_FUNCTION fn);
DIRECTION GetMoverDirection(MOVER *pMover);
int GetMoverScale(MOVER *pMover);
void SetMoverDirection(MOVER *pMover, DIRECTION dirn);
void SetMoverStanding(MOVER *pMover);
void SetMoverWalkReel(MOVER *pMover, DIRECTION reel, int scale, bool force);
MOVER *InMoverBlock(MOVER *pMover, int x, int y);
void RebootMovers();
bool IsMAinEffectPoly(int index);
void SetMoverInEffect(int index, bool tf);
void StopMover(MOVER *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 startColor;
int paletteLength;
};
void SaveMovers(SAVED_MOVER *sMoverInfo);
void RestoreAuxScales(SAVED_MOVER *sMoverInfo);
MOVER *NextMover(MOVER *pMover);
/*----------------------------------------------------------------------*/
enum {
MAGICX = -101,
MAGICY = -102
};
/*----------------------------------------------------------------------*/
} // End of namespace Tinsel
#endif /* TINSEL_MOVERS_H */