1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 #ifndef SLUDGE_PEOPLE_H
23 #define SLUDGE_PEOPLE_H
24 
25 #include "sludge/variable.h"
26 
27 namespace Sludge {
28 
29 struct FrozenStuffStruct;
30 struct LoadedSpriteBank;
31 struct ScreenRegion;
32 
33 class SludgeEngine;
34 
35 struct AnimFrame {
36 	int frameNum, howMany;
37 	int noise;
38 };
39 
40 #define EXTRA_FRONT         1
41 #define EXTRA_FIXEDSIZE     2
42 #define EXTRA_NOSCALE       2   // Alternative name
43 #define EXTRA_NOZB          4
44 #define EXTRA_FIXTOSCREEN   8
45 #define EXTRA_NOLITE        16
46 #define EXTRA_NOREMOVE      32
47 #define EXTRA_RECTANGULAR   64
48 
49 struct PersonaAnimation {
50 	LoadedSpriteBank *theSprites;
51 	AnimFrame *frames;
52 	int numFrames;
53 
54 	PersonaAnimation();
55 	PersonaAnimation(int num, struct VariableStack *&stacky);
56 	PersonaAnimation(PersonaAnimation *orig);
57 	~PersonaAnimation();
58 
59 	// Setter & getter
60 	int getTotalTime();
61 
62 	// Save & load
63 	bool save(Common::WriteStream *stream);
64 	bool load(Common::SeekableReadStream *stream);
65 };
66 
67 struct Persona {
68 	PersonaAnimation **animation;
69 	int numDirections;
70 
71 	// Save & load
72 	bool save(Common::WriteStream *stream);
73 	bool load(Common::SeekableReadStream *stream);
74 };
75 
76 struct OnScreenPerson {
77 	float x, y;
78 	int height, floaty, walkSpeed;
79 	float scale;
80 	int walkToX, walkToY, thisStepX, thisStepY, inPoly, walkToPoly;
81 	bool walking, spinning;
82 	struct LoadedFunction *continueAfterWalking;
83 	PersonaAnimation *myAnim;
84 	PersonaAnimation *lastUsedAnim;
85 	Persona *myPersona;
86 	int frameNum, frameTick, angle, wantAngle, angleOffset;
87 	bool show;
88 	int direction, directionWhenDoneWalking;
89 	struct ObjectType *thisType;
90 	int extra, spinSpeed;
91 	byte r, g, b, colourmix, transparency;
92 
93 	void makeTalker();
94 	void makeSilent();
95 	void setFrames(int a);
96 };
97 
98 typedef Common::List<OnScreenPerson *> OnScreenPersonList;
99 
100 class PeopleManager {
101 public:
102 	PeopleManager(SludgeEngine *vm);
103 	~PeopleManager();
104 
105 	// Initialisation and creation
106 	bool init();
107 	bool addPerson(int x, int y, int objNum, Persona *p);
108 
109 	// Draw to screen and to backdrop
110 	void drawPeople();
111 	void freezePeople(int, int);
112 
113 	// Removalisationisms
114 	void kill();
115 	void killMostPeople();
116 	void removeOneCharacter(int i);
117 
118 	// Things which affect or use all characters
119 	OnScreenPerson *findPerson(int v);
120 	void setScale(int16 h, int16 d);
121 
122 	// Things which affect one character
123 	void setShown(bool h, int ob);
124 	void setDrawMode(int h, int ob);
125 	void setPersonTransparency(int ob, byte x);
126 	void setPersonColourise(int ob, byte r, byte g, byte b, byte colourmix);
127 
128 	// Moving 'em
129 	void movePerson(int x, int y, int objNum);
130 	bool makeWalkingPerson(int x, int y, int objNum, struct LoadedFunction *func, int di);
131 	bool forceWalkingPerson(int x, int y, int objNum, struct LoadedFunction *func, int di);
132 	void jumpPerson(int x, int y, int objNum);
133 	void walkAllPeople();
134 	bool turnPersonToFace(int thisNum, int direc);
135 	bool stopPerson(int o);
136 	bool floatCharacter(int f, int objNum);
137 	bool setCharacterWalkSpeed(int f, int objNum);
138 
139 	// Animating 'em
140 	void animatePerson(int obj, PersonaAnimation *);
141 	void animatePerson(int obj, Persona *per);
142 	bool setPersonExtra(int f, int newSetting);
143 
144 	// Loading and saving
145 	bool savePeople(Common::WriteStream *stream);
146 	bool loadPeople(Common::SeekableReadStream *stream);
147 
148 	// Freeze
149 	void freeze(FrozenStuffStruct *frozenStuff);
150 	void resotre(FrozenStuffStruct *frozenStuff);
151 
152 private:
153 	ScreenRegion *_personRegion;
154 	OnScreenPersonList *_allPeople;
155 	int16 _scaleHorizon;
156 	int16 _scaleDivide;
157 
158 	SludgeEngine *_vm;
159 
160 	void shufflePeople();
161 
162 	// OnScreenPerson manipulation
163 	void turnMeAngle(OnScreenPerson *thisPerson, int direc);
164 	void spinStep(OnScreenPerson *thisPerson);
165 	void rethinkAngle(OnScreenPerson *thisPerson);
166 	void moveAndScale(OnScreenPerson &me, float x, float y);
167 	void setMyDrawMode(OnScreenPerson *moveMe, int h);
168 	bool walkMe(OnScreenPerson *thisPerson, bool move = true);
169 };
170 
171 } // End of namespace Sludge
172 
173 #endif
174