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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.
*
*/
/*
* This code is based on original Tony Tough source code
*
* Copyright (c) 1997-2003 Nayma Software
*/
#ifndef TONY_TONYCHAR_H
#define TONY_TONYCHAR_H
#include "common/coroutines.h"
#include "tony/loc.h"
namespace Tony {
class RMTony : public RMCharacter {
private:
enum CharacterDirection {
UP, DOWN, LEFT, RIGHT
};
public:
enum CharacterTalkType {
TALK_NORMAL,
TALK_HIPS,
TALK_SING,
TALK_LAUGH,
TALK_INDICATE,
TALK_SCARED,
TALK_SCARED2,
TALK_WITHGLASSES,
TALK_WITHHAMMER,
TALK_WITHWORM,
TALK_WITHROPE,
TALK_WITHRABBIT,
TALK_WITHRECIPE,
TALK_WITHCARDS,
TALK_WITHSNOWMAN,
TALK_WITHSNOWMANSTATIC,
TALK_WITHRABBITSTATIC,
TALK_WITHRECIPESTATIC,
TALK_WITHCARDSSTATIC,
TALK_WITH_NOTEBOOK,
TALK_WITHMEGAPHONESTATIC,
TALK_WITHBEARDSTATIC,
TALK_LAUGH2,
TALK_DISGUSTED,
TALK_SARCASTIC,
TALK_MACBETH1,
TALK_MACBETH2,
TALK_MACBETH3,
TALK_MACBETH4,
TALK_MACBETH5,
TALK_MACBETH6,
TALK_MACBETH7,
TALK_MACBETH8,
TALK_MACBETH9,
TALK_SCAREDSTATIC,
TALK_WITHSECRETARY
};
private:
bool _bShow;
bool _bShowShadow;
bool _bBodyFront;
// Useless variable?
// RMGfxSourceBuffer8AB _shadow;
bool _bActionPending;
RMItem *_actionItem;
int _action;
int _actionParm;
static bool _bAction;
bool _bShepherdess;
bool _bIsStaticTalk;
bool _bIsTalking;
int _nPatB4Talking;
CharacterTalkType _nTalkType;
CharacterDirection _talkDirection;
RMPoint _nBodyOffset;
int _nTimeLastStep;
RMItem _body;
uint32 _hActionThread;
protected:
/**
* Overload of the allocation allocation of sprites
*/
RMGfxSourceBuffer *newItemSpriteBuffer(int dimx, int dimy, bool bPreRLE) override;
/**
* Watch thread which waits for the end of an action
*/
static void waitEndOfAction(CORO_PARAM, const void *param);
public:
enum CharacterPatterns {
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_GETUPLEFT,
PAT_ONTHEFLOORLEFT,
PAT_GETUPRIGHT,
PAT_ONTHEFLOORRIGHT,
// Sheperdess!
PAT_PAST_WALKUP,
PAT_PAST_WALKDOWN,
PAT_PAST_WALKLEFT,
PAT_PAST_WALKRIGHT,
PAT_PAST_STANDUP,
PAT_PAST_STANDDOWN,
PAT_PAST_STANDLEFT,
PAT_PAST_STANDRIGHT,
// Speech
PAT_TALK_UP,
PAT_TALK_DOWN,
PAT_TALK_LEFT,
PAT_TALK_RIGHT,
// Static head
PAT_HEAD_UP,
PAT_HEAD_DOWN,
PAT_HEAD_LEFT,
PAT_HEAD_RIGHT,
// Laugh
PAT_LAUGHLEFT_START,
PAT_LAUGHLEFT_LOOP,
PAT_LAUGHLEFT_END,
PAT_LAUGHRIGHT_START,
PAT_LAUGHRIGHT_LOOP,
PAT_LAUGHRIGHT_END,
// Speaking as a shepherdess
PAT_PAST_TALKUP,
PAT_PAST_TALKDOWN,
PAT_PAST_TALKLEFT,
PAT_PAST_TALKRIGHT,
// Fear
PAT_SCAREDLEFT_START,
PAT_SCAREDLEFT_LOOP,
PAT_SCAREDLEFT_END,
PAT_SCAREDRIGHT_START,
PAT_SCAREDRIGHT_LOOP,
PAT_SCAREDRIGHT_END,
PAT_SCAREDDOWN_START,
PAT_SCAREDDOWN_LOOP,
PAT_SCAREDDOWN_END,
// With objects: full body
PAT_WITHGLASSES,
PAT_WITHROPE,
PAT_WITHWORM,
PAT_WITHHAMMER,
// Sound the whistle
PAT_WHISTLERIGHT,
// Head with beard
PAT_TALKBEARD_LEFT,
PAT_TALKBEARD_RIGHT,
// Sniff
PAT_SNIFF_LEFT,
PAT_SNIFF_RIGHT,
// Disgusted
PAT_DISGUSTEDLEFT_START,
PAT_DISGUSTEDLEFT_LOOP,
PAT_DISGUSTEDLEFT_END,
PAT_DISGUSTEDRIGHT_START,
PAT_DISGUSTEDRIGHT_LOOP,
PAT_DISGUSTEDRIGHT_END,
PAT_SARCASTICLEFT_START,
PAT_SARCASTICLEFT_LOOP,
PAT_SARCASTICLEFT_END,
PAT_SARCASTICRIGHT_START,
PAT_SARCASTICRIGHT_LOOP,
PAT_SARCASTICRIGHT_END,
// Stand scared
PAT_SCAREDLEFT_STAND,
PAT_SCAREDRIGHT_STAND,
PAT_SCAREDDOWN_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_WITHSECRETARY
};
enum CharacterBodyPatterns {
BPAT_STANDUP = 1,
BPAT_STANDDOWN,
BPAT_STANDLEFT,
BPAT_STANDRIGHT,
BPAT_HAMMER,
BPAT_SNOWMAN,
BPAT_WORM,
BPAT_GLASS,
BPAT_SINGLEFT_START,
BPAT_SINGLEFT_LOOP,
BPAT_SINGLEFT_END,
BPAT_HIPSLEFT_START,
BPAT_HIPSLEFT_LOOP,
BPAT_HIPSLEFT_END,
BPAT_HIPSRIGHT_START,
BPAT_HIPSRIGHT_LOOP,
BPAT_HIPSRIGHT_END,
BPAT_HIPSUP_START,
BPAT_HIPSUP_LOOP,
BPAT_HIPSUP_END,
BPAT_HIPSDOWN_START,
BPAT_HIPSDOWN_LOOP,
BPAT_HIPSDOWN_END,
BPAT_LAUGHLEFT,
BPAT_LAUGHRIGHT,
BPAT_INDICATELEFT,
BPAT_INDICATERIGHT,
BPAT_SCAREDDOWN_START,
BPAT_SCAREDDOWN_LOOP,
BPAT_SCAREDDOWN_END,
BPAT_SCAREDLEFT_START,
BPAT_SCAREDLEFT_LOOP,
BPAT_SCAREDLEFT_END,
BPAT_SCAREDRIGHT_START,
BPAT_SCAREDRIGHT_LOOP,
BPAT_SCAREDRIGHT_END,
BPAT_SCAREDUP_START,
BPAT_SCAREDUP_LOOP,
BPAT_SCAREDUP_END,
BPAT_ROPE,
BPAT_WITHRABBITLEFT_START,
BPAT_WITHRABBITLEFT_LOOP,
BPAT_WITHRABBITLEFT_END,
BPAT_WITHRABBITRIGHT_START,
BPAT_WITHRABBITRIGHT_LOOP,
BPAT_WITHRABBITRIGHT_END,
BPAT_WITHRECIPELEFT_START,
BPAT_WITHRECIPELEFT_LOOP,
BPAT_WITHRECIPELEFT_END,
BPAT_WITHRECIPERIGHT_START,
BPAT_WITHRECIPERIGHT_LOOP,
BPAT_WITHRECIPERIGHT_END,
BPAT_WITHCARDSLEFT_START,
BPAT_WITHCARDSLEFT_LOOP,
BPAT_WITHCARDSLEFT_END,
BPAT_WITHCARDSRIGHT_START,
BPAT_WITHCARDSRIGHT_LOOP,
BPAT_WITHCARDSRIGHT_END,
BPAT_WITHSNOWMANLEFT_START,
BPAT_WITHSNOWMANLEFT_LOOP,
BPAT_WITHSNOWMANLEFT_END,
BPAT_WITHSNOWMANRIGHT_START,
BPAT_WITHSNOWMANRIGHT_LOOP,
BPAT_WITHSNOWMANRIGHT_END,
BPAT_WITHNOTEBOOKLEFT_START,
BPAT_WITHNOTEBOOKLEFT_LOOP,
BPAT_WITHNOTEBOOKLEFT_END,
BPAT_WITHNOTEBOOKRIGHT_START,
BPAT_WITHNOTEBOOKRIGHT_LOOP,
BPAT_WITHNOTEBOOKRIGHT_END,
BPAT_WITHMEGAPHONELEFT_START,
BPAT_WITHMEGAPHONELEFT_LOOP,
BPAT_WITHMEGAPHONELEFT_END,
BPAT_WITHMEGAPHONERIGHT_START,
BPAT_WITHMEGAPHONERIGHT_LOOP,
BPAT_WITHMEGAPHONERIGHT_END,
BPAT_WITHBEARDLEFT_START,
BPAT_WITHBEARDLEFT_END,
BPAT_WITHBEARDRIGHT_START,
BPAT_WITHBEARDRIGHT_END,
BPAT_WITHBEARDLEFT_STATIC,
BPAT_WITHBEARDRIGHT_STATIC,
BPAT_MACBETH1,
BPAT_MACBETH2,
BPAT_MACBETH3,
BPAT_MACBETH4,
BPAT_MACBETH5,
BPAT_MACBETH6,
BPAT_MACBETH7,
BPAT_MACBETH8,
BPAT_MACBETH9,
BPAT_WITHSECRETARY
};
public:
static void initStatics();
RMTony();
/**
* Initialize Tony
*/
void init();
/**
* Free all memory
*/
void close();
/**
* Tony makes a frame, updating the movement, etc.
*/
void doFrame(CORO_PARAM, RMGfxTargetBuffer *bigBuf, int curLoc);
/**
* Draw method, which controls chararacter display
*/
void draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim) override;
/**
* Show or hide
*/
void show();
void hide(bool bShowShadow = false);
/**
* Move and make an action, if necessary
*/
void moveAndDoAction(CORO_PARAM, RMPoint dst, RMItem *item, int nAction, int nActionParm = 0);
/**
* Tony stops (on the right side with respect to any subject)
*/
void stop(CORO_PARAM) override;
void stopNoAction(CORO_PARAM);
/**
* Set a pattern
*/
void setPattern(int npatt, bool bPlayP0 = false) override;
/**
* Reads the current pattern
*/
int getCurPattern() override;
/**
* Waits until the end of a pattern
*/
void waitForEndPattern(CORO_PARAM, uint32 hCustomSkip = CORO_INVALID_PID_VALUE);
/**
* Check if currently in an action
*/
bool inAction();
/**
* Check if there needs to be an update for scrolling movement
*/
bool mustUpdateScrolling();
/**
* Returns Tony's position
*/
RMPoint position();
/**
* Set the scrolling position
*/
void setScrollPosition(const RMPoint &pt);
/**
* Set the take animation
*/
void take(int nWhere, int nPart);
void put(int nWhere, int nPart);
/**
* Start or End Talk
*/
bool startTalkCalculate(CharacterTalkType nTalkType, int &headStartPat, int &bodyStartPat,
int &headLoopPat, int &bodyLoopPat);
void startTalk(CORO_PARAM, CharacterTalkType nTalkType);
bool endTalkCalculate(int &headStandPat, int &headEndPat, int &bodyEndPat, int &finalPat, bool &bStatic);
void endTalk(CORO_PARAM);
/**
* Start or End Static
*/
void startStaticCalculate(CharacterTalkType nTalk, int &headPat, int &headLoopPat,
int &bodyStartPat, int &bodyLoopPat);
void startStatic(CORO_PARAM, CharacterTalkType nTalkType);
void endStaticCalculate(CharacterTalkType nTalk, int &bodyEndPat, int &finalPat, int &headEndPat);
void endStatic(CORO_PARAM, CharacterTalkType nTalkType);
/**
* Tony disguises himself!
*/
void setShepherdess(bool bIsPast);
int getShepherdess();
/**
* Perform an action
*/
void executeAction(int nAction, int nActionItem, int nParm);
void playSfx(int nSfx);
};
} // End of namespace Tony
#endif
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