scummvm/engines/hopkins/objects.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.
*
* 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.
*
*/
#ifndef HOPKINS_OBJECTS_H
#define HOPKINS_OBJECTS_H
#include "common/scummsys.h"
#include "common/endian.h"
#include "common/str.h"
#include "hopkins/globals.h"
#define MAX_SPRITE 5
namespace Hopkins {
struct SpriteItem {
int _animationType;
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const byte *_spriteData;
Common::Point _spritePos;
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int _zoomFactor;
bool _flipFl;
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int _spriteIndex;
int field12;
int field14;
bool _rleFl;
bool field2A;
int _destX;
int _destY;
int _width;
int _height;
int _zoomPct;
int _reducePct;
};
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struct BobItem {
int field0;
byte *_spriteData;
int _xp;
int _yp;
int _frameIndex;
int _animDataIdx;
int field12;
int field14;
bool _disabledAnimationFl;
byte *_animData;
bool field1C;
int field1E;
int field20;
int field22;
int _offsetY; // Unused variable?
bool field34; // Set to true in B_CACHE_OFF()
int _zoomFactor;
bool _flipFl;
bool _isSpriteFl;
bool _activeFl;
int _oldX;
int _oldY;
int _oldWidth;
int _oldHeight;
int _oldX2;
int _zooInmFactor;
int _zoomOutFactor;
};
class HopkinsEngine;
class ObjectsManager {
private:
HopkinsEngine *_vm;
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int _oldBorderSpriteIndex;
int _borderSpriteIndex;
byte *_spritePtr;
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const byte *_oldSpriteData;
int _verb;
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int _oldSpriteIndex;
bool _oldFlipFl;
int _curGestureFile;
byte *_gestureBuf;
void sprite_alone(const byte *objectData, byte *sprite, int objIndex);
void DEL_FICHIER_OBJ();
int getOffsetX(const byte *spriteData, int spriteIndex, bool isSize);
int getOffsetY(const byte *spriteData, int spriteIndex, bool isSize);
void capture_mem_sprite(const byte *objectData, byte *sprite, int objIndex);
void initBob();
void setBobInfo(int idx);
void SCBOB(int idx);
void CALCUL_BOB(int idx);
void checkCache();
void DEF_SPRITE(int idx);
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void displayCache(int idx);
void computeSprite(int idx);
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void beforeSort(SortMode sortMode, int index, int priority);
void displayBobAnim();
void displayVBob();
void clearSprite();
void setSpriteZoom(int idx, int zoomFactor);
void GOHOME2();
void loadZone(const Common::String &file);
/**
* Change the currently active player
* @param oldCharacter Previously played character
* @param newCharacter New character to play
*/
void changeCharacterHead(PlayerCharacter oldCharacter, PlayerCharacter newCharacter);
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void nextVerbIcon();
int getBobFrameIndex(int idx);
void SPECIAL_INI();
void ACTION(const byte *spriteData, const Common::String &actionStr, int a3, int a4, int speed, bool flipFl);
void handleForest(int screenId, int minX, int maxX, int minY, int maxY, int idx);
public:
bool _disableFl;
bool _forestFl;
bool _visibleFl;
bool _saveLoadFl;
bool _forceZoneFl;
bool _changeVerbFl;
bool _helicopterFl;
bool _twoCharactersFl;
bool _changeHeadFl;
bool _priorityFl;
int _jumpVerb;
int _jumpZone;
int _zoneNum;
int _eraseVisibleCounter;
int _curObjectIndex;
int _startSpriteIndex;
int _oldInventoryPosX, _oldInventoryPosY;
int _saveLoadX, _saveLoadY;
int _mapCarPosX, _mapCarPosY;
int _oldCharacterPosX, _oldCharacterPosY;
Common::Point _borderPos;
Common::Point _oldBorderPos;
Common::Point _characterPos;
byte *_forestSprite;
byte *_saveLoadSprite;
byte *_saveLoadSprite2;
SpriteItem _sprite[6];
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BobItem _bob[36];
bool PERSO_ON;
bool BOBTOUS;
bool OBSSEUL;
ObjectsManager();
~ObjectsManager();
void setParent(HopkinsEngine *vm);
void clearAll();
int getWidth(const byte *objectData, int idx);
int getHeight(const byte *objectData, int idx);
byte *loadSprite(const Common::String &file);
void addStaticSprite(const byte *spriteData, Common::Point pos, int idx, int spriteIndex, int zoomFactor, bool flipFl, int a8, int a9);
void animateSprite(int idx);
void removeSprite(int idx);
void setSpriteX(int idx, int xp);
void setSpriteY(int idx, int yp);
int getSpriteX(int idx);
int getSpriteY(int idx);
void setSpriteIndex(int idx, int spriteIndex);
void displaySprite();
void computeAndSetSpriteSize();
void setFlipSprite(int idx, bool flip);
int getBobAnimDataIdx(int idx);
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void initBorder(int zoneIdx);
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void nextObjectIcon(int idx);
void takeInventoryObject(int idx);
void handleSpecialGames();
void addObject(int objIndex);
void changeObject(int objIndex);
void removeObject(int objIndex);
void resetBob(int idx);
void setBobAnimDataIdx(int idx, int animIdx);
void setBobAnimation(int idx);
void stopBobAnimation(int idx);
int getBobPosX(int idx);
int getBobPosY(int idx);
void handleCityMap();
void clearScreen();
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void disableVerb(int idx, int a2);
void enableVerb(int idx, int a2);
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void lockAnimX(int idx, int x);
void handleLeftButton();
void handleRightButton();
void setOffsetXY(byte *data, int idx, int xp, int yp, bool isSize);
void setVerb(int id);
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void doActionBack(int idx);
void doActionRight(int idx);
void doActionFront(int idx);
void doActionLeft(int idx);
void PERSONAGE(const Common::String &backgroundFile, const Common::String &linkFile,
const Common::String &animFile, const Common::String &s4, int v, bool initializeScreen);
void PERSONAGE2(const Common::String &backgroundFile, const Common::String &linkFile,
const Common::String &animFile, const Common::String &s4, int v, bool initializeScreen);
byte *CAPTURE_OBJET(int objIndex, bool mode);
void OPTI_OBJET();
void BOB_OFF(int idx);
void BOB_VISU(int idx);
void INILINK(const Common::String &file);
void SPACTION(byte *spriteData, const Common::String &animationSeq, int a3, int a4, int speed, bool flipFl);
void BOB_VIVANT(int idx);
void VBOB(byte *src, int idx, int xp, int yp, int frameIndex);
void VBOB_OFF(int idx);
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void doActionDiagRight(int idx);
void doActionDiagLeft(int idx);
void OPTI_ONE(int idx, int animIdx, int destPosi, int animAction);
void SCI_OPTI_ONE(int idx, int animIdx, int a3, int a4);
void GOHOME();
void OPTI_BOBON(int idx1, int idx2, int idx3, int anim1Idx, int anim2Idx, int anim3Idx);
void BOB_OFFSET(int idx, int offset);
void SPACTION1(byte *spriteData, const Common::String &animString, int a3, int a4, int speed);
void PARADISE();
};
} // End of namespace Hopkins
#endif /* HOPKINS_OBJECTS_H */