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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 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/>.
*
*/
//=============================================================================
//
// CharacterExtras is a separate runtime character data. Historically it was
// separated from the design-time CharacterInfo, because the latter is exposed
// to script API and plugin API in such way that its memory layout could not
// be changed at all. Although, today this is less of an issue (see comment
// to CharacterInfo).
//
// TODO: in the long run it will be beneficial to remake this into a more
// explicit runtime Character class, while perhaps keeping CharacterInfo only
// to load design-time data.
//
//=============================================================================
#ifndef AGS_ENGINE_AC_CHARACTER_EXTRAS_H
#define AGS_ENGINE_AC_CHARACTER_EXTRAS_H
#include "ags/shared/ac/character_info.h"
#include "ags/engine/ac/runtime_defines.h"
namespace AGS3 {
// Forward declaration
namespace AGS {
namespace Shared {
class Stream;
}
}
using namespace AGS; // FIXME later
// The CharacterInfo struct size is fixed because it's exposed to script
// and plugin API, therefore new stuff has to go here
struct CharacterExtras {
short invorder[MAX_INVORDER] = {};
short invorder_count = 0;
// TODO: implement full AABB and keep updated, so that engine could rely on these cached values all time = 0;
// TODO: consider having both fixed AABB and volatile one that changes with animation frame (unless you change how anims work)
short width = 0;
short height = 0;
short zoom = 100;
short xwas = 0;
short ywas = 0;
short tint_r = 0;
short tint_g = 0;
short tint_b = 0;
short tint_level = 0;
short tint_light = 0;
int8 process_idle_this_time = 0;
int8 slow_move_counter = 0;
short animwait = 0;
int anim_volume = 100; // default animation volume (relative factor)
int cur_anim_volume = 100; // current animation sound volume (relative factor)
// Following fields are deriatives of the above (calculated from these
// and other factors), and hence are not serialized.
//
// zoom factor of sprite offsets, fixed at 100 in backwards compatible mode
int zoom_offs = 100;
int GetEffectiveY(CharacterInfo *chi) const; // return Y - Z
// Calculate wanted frame sound volume based on multiple factors
int GetFrameSoundVolume(CharacterInfo *chi) const;
// Process the current animation frame for the character:
// play linked sounds, and so forth.
void CheckViewFrame(CharacterInfo *chi);
// Read character extra data from saves.
void ReadFromSavegame(Shared::Stream *in, CharacterSvgVersion save_ver);
void WriteToSavegame(Shared::Stream *out) const;
};
} // namespace AGS3
#endif
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