scummvm/engines/sword2/object.h

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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.
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*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
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* 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.
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*
* $URL$
* $Id$
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*/
#ifndef SWORD2_OBJECT_H
#define SWORD2_OBJECT_H
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#include "common/stream.h"
#include "common/endian.h"
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namespace Sword2 {
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// these structures represent the broken up compact components
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// these here declared to the system must be the same as those declared to
// LINC (or it wont work)
// mouse structure - defines mouse detection area, detection priority &
// 'type' flag
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struct ObjectMouse {
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int32 x1; // Top-left and bottom-right of mouse
int32 y1; // area. (These coords are inclusive.)
int32 x2;
int32 y2;
int32 priority;
int32 pointer; // type (or resource id?) of pointer used over this area
static int size() {
return 24;
}
void read(byte *addr) {
Common::MemoryReadStream readS(addr, size());
x1 = readS.readSint32LE();
y1 = readS.readSint32LE();
x2 = readS.readSint32LE();
y2 = readS.readSint32LE();
priority = readS.readSint32LE();
pointer = readS.readSint32LE();
}
void write(byte *addr) {
Common::MemoryWriteStream writeS(addr, size());
writeS.writeSint32LE(x1);
writeS.writeSint32LE(y1);
writeS.writeSint32LE(x2);
writeS.writeSint32LE(y2);
writeS.writeSint32LE(priority);
writeS.writeSint32LE(pointer);
}
};
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// logic structure - contains fields used in logic script processing
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class ObjectLogic {
// int32 looping; // 0 when first calling fn<function>;
// 1 when calling subsequent times in
// same loop
// int32 pause; // pause count, used by fnPause()
private:
byte *_addr;
public:
ObjectLogic(byte *addr) {
_addr = addr;
}
static int size() {
return 8;
}
byte *data() {
return _addr;
}
int32 getLooping() { return READ_LE_UINT32(_addr); }
int32 getPause() { return READ_LE_UINT32(_addr + 4); }
void setLooping(int32 x) { WRITE_LE_UINT32(_addr, x); }
void setPause(int32 x) { WRITE_LE_UINT32(_addr + 4, x); }
};
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// status bits for 'type' field of ObjectGraphic)
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// in low word:
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#define NO_SPRITE 0x00000000 // don't print
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#define BGP0_SPRITE 0x00000001 // fixed to background parallax[0]
#define BGP1_SPRITE 0x00000002 // fixed to background parallax[1]
#define BACK_SPRITE 0x00000004 // 'background' sprite, fixed to main background
#define SORT_SPRITE 0x00000008 // 'sorted' sprite, fixed to main background
#define FORE_SPRITE 0x00000010 // 'foreground' sprite, fixed to main background
#define FGP0_SPRITE 0x00000020 // fixed to foreground parallax[0]
#define FGP1_SPRITE 0x00000040 // fixed to foreground parallax[0]
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// in high word:
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#define UNSHADED_SPRITE 0x00000000 // not to be shaded
#define SHADED_SPRITE 0x00010000 // to be shaded, based on shading mask
// graphic structure - contains fields appropriate to sprite output
class ObjectGraphic {
// int32 type; // see above
// int32 anim_resource; // resource id of animation file
// int32 anim_pc; // current frame number of animation
private:
byte *_addr;
public:
ObjectGraphic(byte *addr) {
_addr = addr;
}
static int size() {
return 12;
}
byte *data() {
return _addr;
}
int32 getType() { return READ_LE_UINT32(_addr); }
int32 getAnimResource() { return READ_LE_UINT32(_addr + 4); }
int32 getAnimPc() { return READ_LE_UINT32(_addr + 8); }
void setType(int32 x) { WRITE_LE_UINT32(_addr, x); }
void setAnimResource(int32 x) { WRITE_LE_UINT32(_addr + 4, x); }
void setAnimPc(int32 x) { WRITE_LE_UINT32(_addr + 8, x); }
};
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// speech structure - contains fields used by speech scripts & text output
class ObjectSpeech {
// int32 pen; // colour to use for body of characters
// int32 width; // max width of text sprite
// int32 command; // speech script command id
// int32 ins1; // speech script instruction parameters
// int32 ins2;
// int32 ins3;
// int32 ins4;
// int32 ins5;
// int32 wait_state; // 0 not waiting,
// 1 waiting for next speech command
private:
byte *_addr;
public:
ObjectSpeech(byte *addr) {
_addr = addr;
}
static int size() {
return 36;
}
byte *data() {
return _addr;
}
int32 getPen() { return READ_LE_UINT32(_addr); }
int32 getWidth() { return READ_LE_UINT32(_addr + 4); }
int32 getCommand() { return READ_LE_UINT32(_addr + 8); }
int32 getIns1() { return READ_LE_UINT32(_addr + 12); }
int32 getIns2() { return READ_LE_UINT32(_addr + 16); }
int32 getIns3() { return READ_LE_UINT32(_addr + 20); }
int32 getIns4() { return READ_LE_UINT32(_addr + 24); }
int32 getIns5() { return READ_LE_UINT32(_addr + 28); }
int32 getWaitState() { return READ_LE_UINT32(_addr + 32); }
void setPen(int32 x) { WRITE_LE_UINT32(_addr, x); }
void setWidth(int32 x) { WRITE_LE_UINT32(_addr + 4, x); }
void setCommand(int32 x) { WRITE_LE_UINT32(_addr + 8, x); }
void setIns1(int32 x) { WRITE_LE_UINT32(_addr + 12, x); }
void setIns2(int32 x) { WRITE_LE_UINT32(_addr + 16, x); }
void setIns3(int32 x) { WRITE_LE_UINT32(_addr + 20, x); }
void setIns4(int32 x) { WRITE_LE_UINT32(_addr + 24, x); }
void setIns5(int32 x) { WRITE_LE_UINT32(_addr + 28, x); }
void setWaitState(int32 x) { WRITE_LE_UINT32(_addr + 32, x); }
};
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// mega structure - contains fields used for mega-character & mega-set
// processing
class ObjectMega {
// int32 NOT_USED_1; // only free roaming megas need to
// check this before registering their
// graphics for drawing
// int32 NOT_USED_2; // id of floor on which we are standing
// int32 NOT_USED_3; // id of object which we are getting to
// int32 NOT_USED_4; // pixel distance to stand from player
// character when in conversation
// int32 currently_walking; // number given us by the auto router
// int32 walk_pc; // current frame number of walk-anim
// int32 scale_a; // current scale factors, taken from
// int32 scale_b; // floor data
// int32 feet_x; // mega feet coords - frame-offsets are
// int32 feet_y; // added to these position mega frames
// int32 current_dir; // current dirction faced by mega; used
// by autorouter to determine turns
// required
// int32 NOT_USED_5; // means were currently avoiding a
// collision (see fnWalk)
// int32 megaset_res; // resource id of mega-set file
// int32 NOT_USED_6; // NOT USED
private:
byte *_addr;
public:
ObjectMega(byte *addr) {
_addr = addr;
}
static int size() {
return 56;
}
byte *data() {
return _addr;
}
int32 getIsWalking() { return READ_LE_UINT32(_addr + 16); }
int32 getWalkPc() { return READ_LE_UINT32(_addr + 20); }
int32 getScaleA() { return READ_LE_UINT32(_addr + 24); }
int32 getScaleB() { return READ_LE_UINT32(_addr + 28); }
int32 getFeetX() { return READ_LE_UINT32(_addr + 32); }
int32 getFeetY() { return READ_LE_UINT32(_addr + 36); }
int32 getCurDir() { return READ_LE_UINT32(_addr + 40); }
int32 getMegasetRes() { return READ_LE_UINT32(_addr + 48); }
void setIsWalking(int32 x) { WRITE_LE_UINT32(_addr + 16, x); }
void setWalkPc(int32 x) { WRITE_LE_UINT32(_addr + 20, x); }
void setScaleA(int32 x) { WRITE_LE_UINT32(_addr + 24, x); }
void setScaleB(int32 x) { WRITE_LE_UINT32(_addr + 28, x); }
void setFeetX(int32 x) { WRITE_LE_UINT32(_addr + 32, x); }
void setFeetY(int32 x) { WRITE_LE_UINT32(_addr + 36, x); }
void setCurDir(int32 x) { WRITE_LE_UINT32(_addr + 40, x); }
void setMegasetRes(int32 x) { WRITE_LE_UINT32(_addr + 48, x); }
int32 calcScale() {
// Calc scale at which to print the sprite, based on feet
// y-coord & scaling constants (NB. 'scale' is actually
// 256 * true_scale, to maintain accuracy)
// Ay+B gives 256 * scale ie. 256 * 256 * true_scale for even
// better accuracy, ie. scale = (Ay + B) / 256
return (getScaleA() * getFeetY() + getScaleB()) / 256;
}
};
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// walk-data structure - contains details of layout of frames in the
// mega-set, and how they are to be used
struct ObjectWalkdata {
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int32 nWalkFrames; // no. of frames per walk-cycle
int32 usingStandingTurnFrames; // 0 = no 1 = yes
int32 usingWalkingTurnFrames; // 0 = no 1 = yes
int32 usingSlowInFrames; // 0 = no 1 = yes
int32 usingSlowOutFrames; // 0 = no !0 = number of slow-out frames in each direction
int32 nSlowInFrames[8]; // no. of slow-in frames in each direction
int32 leadingLeg[8]; // leading leg for walk in each direction (0 = left 1 = right)
int32 dx[8 * (12 + 1)]; // walk step distances in x direction
int32 dy[8 * (12 + 1)]; // walk step distances in y direction
static int size() {
return 916;
}
void read(byte *addr) {
Common::MemoryReadStream readS(addr, size());
nWalkFrames = readS.readUint32LE();
usingStandingTurnFrames = readS.readUint32LE();
usingWalkingTurnFrames = readS.readUint32LE();
usingSlowInFrames = readS.readUint32LE();
usingSlowOutFrames = readS.readUint32LE();
int i;
for (i = 0; i < ARRAYSIZE(nSlowInFrames); i++)
nSlowInFrames[i] = readS.readUint32LE();
for (i = 0; i < ARRAYSIZE(leadingLeg); i++)
leadingLeg[i] = readS.readUint32LE();
for (i = 0; i < ARRAYSIZE(dx); i++)
dx[i] = readS.readUint32LE();
for (i = 0; i < ARRAYSIZE(dy); i++)
dy[i] = readS.readUint32LE();
}
void write(byte *addr) {
Common::MemoryWriteStream writeS(addr, size());
writeS.writeUint32LE(nWalkFrames);
writeS.writeUint32LE(usingStandingTurnFrames);
writeS.writeUint32LE(usingWalkingTurnFrames);
writeS.writeUint32LE(usingSlowInFrames);
writeS.writeUint32LE(usingSlowOutFrames);
int i;
for (i = 0; i < ARRAYSIZE(nSlowInFrames); i++)
writeS.writeUint32LE(nSlowInFrames[i]);
for (i = 0; i < ARRAYSIZE(leadingLeg); i++)
writeS.writeUint32LE(leadingLeg[i]);
for (i = 0; i < ARRAYSIZE(dx); i++)
writeS.writeUint32LE(dx[i]);
for (i = 0; i < ARRAYSIZE(dy); i++)
writeS.writeUint32LE(dy[i]);
}
};
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} // End of namespace Sword2
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#endif