scummvm/engines/lab/processroom.h
2015-12-23 21:33:54 +01:00

207 lines
5.2 KiB
C++

/* 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 Labyrinth of Time code with assistance of
*
* Copyright (c) 1993 Terra Nova Development
* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
*
*/
#ifndef LAB_PROCESSROOM_H
#define LAB_PROCESSROOM_H
namespace Lab {
/*------------------------------- Action types ------------------------------*/
#define PLAYSOUND 1
#define PLAYSOUNDCONT 2
#define SHOWDIFF 3
#define SHOWDIFFCONT 4
#define LOADDIFF 5
#define LOADBM 6
#define SHOWBM 7
#define TRANSITION 8
#define NOUPDATE 9
#define FORCEUPDATE 10
#define SHOWCURPICT 11
#define SETELEMENT 12
#define UNSETELEMENT 13
#define SHOWMESSAGE 14
#define SHOWMESSAGES 15
#define SETPOSITION 16
#define SETCLOSEUP 17
#define MAINVIEW 18
#define SUBINV 19
#define ADDINV 20
#define SHOWDIR 21
#define WAITSECS 22
#define STOPMUSIC 23
#define STARTMUSIC 24
#define CHANGEMUSIC 25
#define RESETMUSIC 26
#define FILLMUSIC 27
#define WAITSOUND 28
#define CLEARSOUND 29
#define WINMUSIC 30
#define WINGAME 31
#define LOSTGAME 32
#define RESETBUFFER 33
#define SPECIALCMD 34
#define CSHOWMESSAGE 35
#define PLAYSOUNDB 36
/* Rule Types */
#define ACTION 1
#define OPERATE 2
#define GOFORWARD 3
#define CONDITIONS 4
#define TURN 5
#define GOMAINVIEW 6
#define TURNFROMTO 7
/*----------------------------- Rule Type Action ----------------------------*/
#define TAKE 1
#define MOVE 2
#define OPENDOOR 3
#define CLOSEDOOR 4
#define TAKEDEF 5
#if defined(WIN32)
#pragma pack(push, 1)
#endif
typedef struct CloseData {
uint16 x1, y1, x2, y2;
int16 _closeUpType; /* if > 0, an object. If < 0, an item */
uint16 _depth; /* Level of the closeup. */
char *_graphicName;
char *_message;
CloseData *_nextCloseUp;
CloseData *_subCloseUps;
} CloseData;
typedef CloseData *CloseDataPtr;
struct ViewData {
int16 *_condition;
char *_graphicName;
struct ViewData *_nextCondition;
CloseDataPtr _closeUps;
};
struct Action {
int16 _actionType;
int16 _param1;
int16 _param2;
int16 _param3;
byte *_data; /* Message, or a pointer to array of messages. */
Action *_nextAction;
};
struct Rule {
int16 _ruleType;
int16 _param1;
int16 _param2;
int16 *_condition;
Action *_actionList;
Rule *_nextRule;
};
typedef Common::List<Rule *> RuleList;
struct RoomData {
uint16 _northDoor;
uint16 _southDoor;
uint16 _eastDoor;
uint16 _westDoor;
byte _transitionType;
ViewData *_view[4];
RuleList *_rules;
char *_roomMsg;
};
struct InventoryData {
uint16 _many;
char *_name;
char *_bitmapName;
};
/* Map Flags */
/* Where the doors are; in a corridor, assumed to be left doors */
#define NORTHDOOR 1L
#define EASTDOOR 2L
#define SOUTHDOOR 4L
#define WESTDOOR 8L
/* Where the doors are in corridors; M means middle, R means right, B means bottom */
#define NORTHMDOOR 16L
#define NORTHRDOOR 32L
#define SOUTHMDOOR 64L
#define SOUTHRDOOR 128L
#define EASTMDOOR 16L
#define EASTBDOOR 32L
#define WESTMDOOR 64L
#define WESTBDOOR 128L
/* Special Map ID's */
#define NORMAL 0
#define UPARROWROOM 1
#define DOWNARROWROOM 2
#define BRIDGEROOM 3
#define VCORRIDOR 4
#define HCORRIDOR 5
#define MEDMAZE 6
#define HEDGEMAZE 7
#define SURMAZE 8
#define MULTIMAZEF1 9
#define MULTIMAZEF2 10
#define MULTIMAZEF3 11
struct MapData {
uint16 x, y, PageNumber, SpecialID;
uint32 MapFlags;
};
#if defined(WIN32)
#pragma pack(pop)
#endif
bool parse(const char *inputFile);
ViewData *getViewData(uint16 roomNum, uint16 direction);
void drawDirection(CloseDataPtr lcptr);
uint16 processArrow(uint16 curDirection, uint16 arrow);
void setCurClose(Common::Point pos, CloseDataPtr *cptr, bool useAbsoluteCoords = false);
bool takeItem(uint16 x, uint16 y, CloseDataPtr *cptr);
bool doActionRule(Common::Point pos, int16 action, int16 roomNum, CloseDataPtr *lcptr);
bool doOperateRule(int16 x, int16 y, int16 itemNum, CloseDataPtr *lcptr);
bool doGoForward(CloseDataPtr *lcptr);
bool doTurn(uint16 from, uint16 to, CloseDataPtr *lcptr);
bool doMainView(CloseDataPtr *lcptr);
} // End of namespace Lab
#endif /* LAB_PROCESSROOM_H */