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"
namespace Hopkins {
struct SpriteItem {
int field0;
const byte *spriteData;
Common::Point spritePos;
int spriteY;
int fieldC;
int fieldE;
int spriteIndex;
int field12;
int field14;
byte *field1C;
int field20;
int field22;
int field24;
int field26;
int field28;
int field2A;
int field2C;
int field2E;
int field30;
int field32;
int field34;
int field36;
};
class HopkinsEngine;
class ObjectsManager {
private:
HopkinsEngine *_vm;
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public:
SpriteItem Sprite[6];
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int PRIORITY;
int old_cadx, old_cady, old_cadi;
int cadx, cady, cadi;
int SL_X, SL_Y;
int I_old_x, I_old_y;
int g_old_x, g_old_y;
int FLAG_VISIBLE_EFFACE;
byte *SL_SPR;
byte *SL_SPR2;
byte *sprite_ptr;
const byte *S_old_spr;
bool PERSO_ON;
bool SL_FLAG;
int SL_MODE;
bool FLAG_VISIBLE;
int DESACTIVE_CURSOR;
bool BOBTOUS;
int my_anim;
int NUMZONE;
int ARRET_PERSO_FLAG;
int ARRET_PERSO_NUM;
int FORCEZONE;
int CHANGEVERBE;
int verbe;
int Vold_taille;
bool SPEED_FLAG;
int SPEED_X, SPEED_Y;
int SPEED_IMAGE;
byte *SPEED_PTR;
int DERLIGNE;
int A_ANIM;
int MA_ANIM;
int MA_ANIM1;
int A_DEPA;
int MAX_DEPA;
int MAX_DEPA1;
int CH_TETE;
int T_RECTIF;
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bool DESACTIVE;
bool DEUXPERSO;
int PERX, PERY;
int PERI;
int RECALL;
int PTAILLE;
int PEROFX;
int PEROFY;
int OBSSEUL;
int NVVERBE;
int NVZONE;
int S_old_ani;
int S_old_ret;
int nouveau_x, nouveau_y;
int nouveau_sens;
int nouveau_anim;
public:
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ObjectsManager();
void setParent(HopkinsEngine *vm);
byte *CHANGE_OBJET(int objIndex);
byte *CAPTURE_OBJET(int objIndex, int mode);
void DELETE_OBJET(int objIndex);
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int getWidth(const byte *objectData, int idx);
int getHeight(const byte *objectData, int idx);
int sprite_alone(const byte *objectData, byte *sprite, int objIndex);
byte *DEL_FICHIER_OBJ();
byte *CHARGE_SPRITE(const Common::String &file);
void set_offsetxy(byte *data, int idx, int xp, int yp, bool isSize);
int get_offsetx(const byte *spriteData, int spriteIndex, bool isSize);
int get_offsety(const byte *spriteData, int spriteIndex, bool isSize);
void AFF_SPRITES();
int capture_mem_sprite(const byte *objectData, byte *sprite, int objIndex);
int AJOUTE_OBJET(int objIndex);
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void INIT_BOB();
void BOB_ZERO(int idx);
void DEF_BOB(int idx);
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void BOB_VISU(int idx);
void BOB_OFF(int idx);
void BOB_OFFSET(int idx, int v);
void BOB_ADJUST(int idx, int v);
void BOB_OFFSETY(int idx, int v);
void SCBOB(int idx);
void CALCUL_BOB(int idx);
void VERIFCACHE();
void DEF_SPRITE(int idx);
void DEF_CACHE(int idx);
void CALCUL_SPRITE(int idx);
int AvantTri(TriMode triMode, int index, int priority);
void AFF_BOB_ANIM();
void AFF_VBOB();
int XSPR(int idx);
int YSPR(int idx);
void SPRITE_NOW(const byte *spriteData, int a2, int a3, int a4, int a5, int a6, int a7, int a8);
void CLEAR_SPR();
void SPRITE_ON(int idx);
void SPRITE(const byte *spriteData, int xp, int yp, int idx, int spriteIndex, int a6, int a7, int a8, int a9);
void SPRITE2(const byte *spriteData, int idx, byte *a3, int a4, int a5);
void SPRITE_OFF(int idx);
void SPRITE_GEL(int idx);
int SXSPR(int idx);
int SYSPR(int idx);
int POSISPR(int idx);
void SETPOSISPR(int idx, int a2);
void SETXSPR(int idx, int xp);
void SETANISPR(int idx, int spriteIndex);
void SETYSPR(int idx, int yp);
void SETTAILLESPR(int idx, int a2);
void SETFLIPSPR(int idx, int a2);
void VERIFZONE();
void GOHOME();
void GOHOME2();
void CHARGE_OBSTACLE(const Common::String &file);
void CHARGE_ZONE(const Common::String &file);
void CARRE_ZONE();
void PLAN_BETA();
void BTGAUCHE();
void PARADISE();
void CLEAR_ECRAN();
/**
* Change the currently active player
* @param oldCharacter Previously played character
* @param newCharacter New character to play
*/
void CHANGE_TETE(PlayerCharacter oldCharacter, PlayerCharacter newCharacter);
void VERIFTAILLE();
void PACOURS_PROPRE(int16 *a1);
int16 *PARC_VOITURE(int a1, int a2, int a3, int a4);
void VERBEPLUS();
void BTDROITE();
int MZONE();
void PARAMCADRE(int a1);
void OBJETPLUS(int a1);
void VALID_OBJET(int a1);
void OPTI_OBJET();
void SPECIAL_JEU();
void BOB_VIVANT(int a1);
void VBOB(byte *src, int idx, int xp, int yp, int frameIndex);
void VBOB_OFF(int idx);
void ACTION_DOS(int idx);
void ACTION_DROITE(int idx);
void Q_DROITE(int idx);
void ACTION_FACE(int idx);
void Q_GAUCHE(int idx);
void ACTION_GAUCHE(int idx);
void ZONE_ON(int idx);
void ZONE_OFF(int idx);
void OPTI_ONE(int a1, int a2, int a3, int a4);
void AFFICHE_SPEED1(byte *speedData, int xp, int yp, int img);
int BOBPOSI(int idx);
void BOBANIM_ON(int idx);
void BOBANIM_OFF(int idx);
void SET_BOBPOSI(int idx, int a2);
int BOBX(int idx);
int BOBY(int idx);
int BOBA(int idx);
void INILINK(const Common::String &file);
void SPECIAL_INI(const Common::String &a1);
void OPTI_BOBON(int a1, int a2, int a3, int a4, int a5, int a6, int a7);
void SCI_OPTI_ONE(int a1, int a2, int a3, int a4);
void VERBE_OFF(int idx, int a2);
void VERBE_ON(int idx, int a2);
int CALC_PROPRE(int idx);
int colision(int xp, int yp);
void ACTION(const byte *spriteData, const Common::String &a2, int a3, int a4, int a5, int a6);
void SPACTION(byte *a1, const Common::String &animationSeq, int a3, int a4, int a5, int a6);
void SPACTION1(byte *a1, const Common::String &a2, int a3, int a4, int a5);
void TEST_FORET(int a1, int a2, int a3, int a4, int a5, int a6);
void BLOQUE_ANIMX(int idx, int a2);
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/**
* Game scene control method
*/
void PERSONAGE(const Common::String &backgroundFile, const Common::String &linkFile,
const Common::String &animFile, const Common::String &s4, int v);
/**
* Game scene control method
*/
void PERSONAGE2(const Common::String &backgroundFile, const Common::String &linkFile,
const Common::String &animFile, const Common::String &s4, int v);
};
} // End of namespace Hopkins
#endif /* HOPKINS_OBJECTS_H */