scummvm/engines/hugo/game.h
D G Turner 2a7c65f02d HUGO: Rename Sequence Index Direction Enums.
This is to avoid any further collisions with system defines.
2011-10-31 21:59:32 +00:00

179 lines
8.2 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 original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#ifndef HUGO_GAME_H
#define HUGO_GAME_H
#include "common/keyboard.h"
namespace Common {
class WriteStream;
class SeekableReadStream;
}
namespace Hugo {
// Game specific equates
#define TAKE_TEXT "Picked up the %s ok."
enum {LOOK_NAME = 1, TAKE_NAME}; // Index of name used in showing takeables and in confirming take
// Definitions of 'generic' commands: Max # depends on size of gencmd in
// the object_t record since each requires 1 bit. Currently up to 16
enum {LOOK = 1, TAKE = 2, DROP = 4, LOOK_S = 8};
enum TEXTCOLORS {
_TBLACK, _TBLUE, _TGREEN, _TCYAN,
_TRED, _TMAGENTA, _TBROWN, _TWHITE,
_TGRAY, _TLIGHTBLUE, _TLIGHTGREEN, _TLIGHTCYAN,
_TLIGHTRED, _TLIGHTMAGENTA, _TLIGHTYELLOW, _TBRIGHTWHITE
};
enum uif_t {U_FONT5, U_FONT6, U_FONT8, UIF_IMAGES, NUM_UIF_ITEMS};
static const int kFirstFont = U_FONT5;
/**
* Enumerate ways of cycling a sequence of frames
*/
enum cycle_t {kCycleInvisible, kCycleAlmostInvisible, kCycleNotCycling, kCycleForward, kCycleBackward};
/**
* Enumerate sequence index matching direction of travel
*/
enum {SEQ_RIGHT, SEQ_LEFT, SEQ_DOWN, SEQ_UP};
enum font_t {LARGE_ROMAN, MED_ROMAN, NUM_GDI_FONTS, INIT_FONTS, DEL_FONTS};
/**
* Enumerate the different path types for an object
*/
enum path_t {
kPathUser, // User has control of object via cursor keys
kPathAuto, // Computer has control, controlled by action lists
kPathQuiet, // Computer has control and no commands allowed
kPathChase, // Computer has control, object is chasing hero
kPathChase2, // Same as CHASE, except keeps cycling when stationary
kPathWander, // Computer has control, object is wandering randomly
kPathWander2 // Same as WANDER, except keeps cycling when stationary
};
struct hugo_boot_t { // Common HUGO boot file
char checksum; // Checksum for boot structure (not exit text)
char registered; // TRUE if registered version, else FALSE
char pbswitch[8]; // Playback switch string
char distrib[32]; // Distributor branding string
uint16 exit_len; // Length of exit text (next in file)
} PACKED_STRUCT;
/**
* Game specific type definitions
*/
typedef byte *image_pt; // ptr to an object image (sprite)
typedef byte *sound_pt; // ptr to sound (or music) data
/**
* Structure for initializing maze processing
*/
struct maze_t {
bool enabledFl; // TRUE when maze processing enabled
byte size; // Size of (square) maze matrix
int x1, y1, x2, y2; // maze hotspot bounding box
int x3, x4; // north, south x entry coordinates
byte firstScreenIndex; // index of first screen in maze
};
/**
* The following is a linked list of images in an animation sequence
* The image data is in 8-bit DIB format, i.e. 1 byte = 1 pixel
*/
struct seq_t { // Linked list of images
byte *imagePtr; // ptr to image
uint16 bytesPerLine8; // bytes per line (8bits)
uint16 lines; // lines
uint16 x1, x2, y1, y2; // Offsets from x,y: data bounding box
seq_t *nextSeqPtr; // ptr to next record
};
/**
* The following is an array of structures of above sequences
*/
struct seqList_t {
uint16 imageNbr; // Number of images in sequence
seq_t *seqPtr; // Ptr to sequence structure
};
#include "common/pack-start.h" // START STRUCT PACKING
struct sound_hdr_t { // Sound file lookup entry
uint16 size; // Size of sound data in bytes
uint32 offset; // Offset of sound data in file
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
static const int kMaxSeqNumb = 4; // Number of sequences of images in object
/**
* Following is definition of object attributes
*/
struct object_t {
uint16 nounIndex; // String identifying object
uint16 dataIndex; // String describing the object
uint16 *stateDataIndex; // Added by Strangerke to handle the LOOK_S state-dependant descriptions
path_t pathType; // Describe path object follows
int vxPath, vyPath; // Delta velocities (e.g. for CHASE)
uint16 actIndex; // Action list to do on collision with hero
byte seqNumb; // Number of sequences in list
seq_t *currImagePtr; // Sequence image currently in use
seqList_t seqList[kMaxSeqNumb]; // Array of sequence structure ptrs and lengths
cycle_t cycling; // Whether cycling, forward or backward
byte cycleNumb; // No. of times to cycle
byte frameInterval; // Interval (in ticks) between frames
byte frameTimer; // Decrementing timer for above
int8 radius; // Defines sphere of influence by hero
byte screenIndex; // Screen in which object resides
int x, y; // Current coordinates of object
int oldx, oldy; // Previous coordinates of object
int8 vx, vy; // Velocity
byte objValue; // Value of object
int genericCmd; // Bit mask of 'generic' commands for object
uint16 cmdIndex; // ptr to list of cmd structures for verbs
bool carriedFl; // TRUE if object being carried
byte state; // state referenced in cmd list
bool verbOnlyFl; // TRUE if verb-only cmds allowed e.g. sit,look
byte priority; // Whether object fore, background or floating
int16 viewx, viewy; // Position to view object from (or 0 or -1)
int16 direction; // Direction to view object from
byte curSeqNum; // Save which seq number currently in use
byte curImageNum; // Save which image of sequence currently in use
int8 oldvx; // Previous vx (used in wandering)
int8 oldvy; // Previous vy
};
} // End of namespace Hugo
#endif