mirror of
https://github.com/libretro/scummvm.git
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255 lines
6.8 KiB
C++
255 lines
6.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef HOPKINS_OBJECTS_H
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#define HOPKINS_OBJECTS_H
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#include "common/scummsys.h"
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#include "common/endian.h"
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#include "common/str.h"
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#include "hopkins/globals.h"
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#define MAX_SPRITE 5
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namespace Hopkins {
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struct SpriteItem {
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int _animationType;
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const byte *_spriteData;
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Common::Point _spritePos;
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int fieldC;
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int fieldE;
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int _spriteIndex;
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int field12;
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int field14;
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byte *field1C;
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int field20;
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int field22;
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int field24;
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int field26;
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bool _rleFl;
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bool field2A;
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int field2C;
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int field2E;
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int _width;
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int _height;
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int _zoomPct;
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int _reducePct;
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};
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class HopkinsEngine;
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class ObjectsManager {
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private:
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HopkinsEngine *_vm;
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public:
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SpriteItem _sprite[6];
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bool _priorityFl;
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Common::Point _oldBorderPos;
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int _oldBorderSpriteIndex;
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Common::Point _borderPos;
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int _borderSpriteIndex;
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int _saveLoadX, _saveLoadY;
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int I_old_x, I_old_y;
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int g_old_x, g_old_y;
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int FLAG_VISIBLE_EFFACE;
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byte *SL_SPR;
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byte *SL_SPR2;
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byte *_spritePtr;
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const byte *S_old_spr;
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bool PERSO_ON;
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bool _saveLoadFl;
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int SL_MODE;
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bool _visibleFl;
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bool _disableCursorFl;
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bool BOBTOUS;
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int my_anim;
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int NUMZONE;
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bool _forceZoneFl;
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bool _changeVerbFl;
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int _verb;
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int Vold_taille;
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int SPEED_X, SPEED_Y;
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int SPEED_IMAGE;
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byte *SPEED_PTR;
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int _lastLine;
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int A_ANIM;
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int MA_ANIM;
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int MA_ANIM1;
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int A_DEPA;
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int MAX_DEPA;
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int MAX_DEPA1;
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bool CH_TETE;
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int T_RECTIF;
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bool _disableFl;
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bool _twoCharactersFl;
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Common::Point _characterPos;
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int PERI;
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int RECALL;
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int PTAILLE;
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int PEROFX;
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int PEROFY;
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int OBSSEUL;
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int NVVERBE;
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int NVZONE;
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int S_old_ani;
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int S_old_ret;
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int nouveau_x, nouveau_y;
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int nouveau_sens;
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int nouveau_anim;
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public:
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ObjectsManager();
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void setParent(HopkinsEngine *vm);
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void changeObject(int objIndex);
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byte *CAPTURE_OBJET(int objIndex, int mode);
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void removeObject(int objIndex);
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int getWidth(const byte *objectData, int idx);
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int getHeight(const byte *objectData, int idx);
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int sprite_alone(const byte *objectData, byte *sprite, int objIndex);
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void DEL_FICHIER_OBJ();
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byte *loadSprite(const Common::String &file);
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void setOffsetXY(byte *data, int idx, int xp, int yp, bool isSize);
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int getOffsetX(const byte *spriteData, int spriteIndex, bool isSize);
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int getOffsetY(const byte *spriteData, int spriteIndex, bool isSize);
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void displaySprite();
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int capture_mem_sprite(const byte *objectData, byte *sprite, int objIndex);
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int addObject(int objIndex);
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void INIT_BOB();
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void BOB_ZERO(int idx);
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void DEF_BOB(int idx);
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void BOB_VISU(int idx);
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void BOB_OFF(int idx);
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void BOB_OFFSET(int idx, int v);
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void BOB_ADJUST(int idx, int v);
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void BOB_OFFSETY(int idx, int v);
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void SCBOB(int idx);
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void CALCUL_BOB(int idx);
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void checkCache();
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void DEF_SPRITE(int idx);
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void DEF_CACHE(int idx);
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void computeSprite(int idx);
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int beforeSort(SortMode triMode, int index, int priority);
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void displayBobAnim();
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void displayVBob();
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int getSpriteX(int idx);
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int getSpriteY(int idx);
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void clearSprite();
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void SPRITE_ON(int idx);
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void SPRITE(const byte *spriteData, Common::Point pos, int idx, int spriteIndex, int a6, int a7, int a8, int a9);
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void SPRITE2(const byte *spriteData, int idx, byte *a3, int a4, int a5);
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void removeSprite(int idx);
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void setSpriteX(int idx, int xp);
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void setSpriteIndex(int idx, int spriteIndex);
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void setSpriteY(int idx, int yp);
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void SETTAILLESPR(int idx, int a2);
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void setFlipSprite(int idx, bool flip);
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void checkZone();
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void GOHOME();
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void GOHOME2();
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void CHARGE_OBSTACLE(const Common::String &file);
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void loadZone(const Common::String &file);
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void CARRE_ZONE();
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void PLAN_BETA();
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void handleLeftButton();
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void PARADISE();
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void CLEAR_ECRAN();
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/**
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* Change the currently active player
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* @param oldCharacter Previously played character
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* @param newCharacter New character to play
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*/
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void changeCharacterHead(PlayerCharacter oldCharacter, PlayerCharacter newCharacter);
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void VERIFTAILLE();
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void PACOURS_PROPRE(int16 *a1);
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int16 *PARC_VOITURE(int a1, int a2, int a3, int a4);
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void VERBEPLUS();
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void handleRightButton();
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int MZONE();
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void initBorder(int a1);
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void OBJETPLUS(int a1);
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void VALID_OBJET(int a1);
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void OPTI_OBJET();
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void handleSpecialGames();
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void BOB_VIVANT(int a1);
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void VBOB(byte *src, int idx, int xp, int yp, int frameIndex);
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void VBOB_OFF(int idx);
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void ACTION_DOS(int idx);
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void ACTION_DROITE(int idx);
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void Q_DROITE(int idx);
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void ACTION_FACE(int idx);
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void Q_GAUCHE(int idx);
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void ACTION_GAUCHE(int idx);
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void ZONE_ON(int idx);
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void disableZone(int idx);
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void OPTI_ONE(int a1, int a2, int a3, int a4);
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void AFFICHE_SPEED1(byte *speedData, int xp, int yp, int img);
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int BOBPOSI(int idx);
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void setBobAnimation(int idx);
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void stopBobAnimation(int idx);
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void SET_BOBPOSI(int idx, int a2);
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int getBobPosX(int idx);
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int BOBY(int idx);
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int BOBA(int idx);
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void INILINK(const Common::String &file);
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void SPECIAL_INI();
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void OPTI_BOBON(int idx1, int idx2, int idx3, int a4, int a5, int a6, int a7);
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void SCI_OPTI_ONE(int idx, int a2, int a3, int a4);
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void disableVerb(int idx, int a2);
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void enableVerb(int idx, int a2);
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int CALC_PROPRE(int idx);
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int colision(int xp, int yp);
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void ACTION(const byte *spriteData, const Common::String &a2, int a3, int a4, int speed, int a6);
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void SPACTION(byte *a1, const Common::String &animationSeq, int a3, int a4, int speed, int a6);
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void SPACTION1(byte *spriteData, const Common::String &animString, int a3, int a4, int speed);
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void handleForest(int screenId, int minX, int maxX, int minY, int maxY, int idx);
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void lockAnimX(int idx, int a2);
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/**
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* Game scene control method
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*/
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void PERSONAGE(const Common::String &backgroundFile, const Common::String &linkFile,
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const Common::String &animFile, const Common::String &s4, int v);
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/**
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* Game scene control method
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*/
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void PERSONAGE2(const Common::String &backgroundFile, const Common::String &linkFile,
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const Common::String &animFile, const Common::String &s4, int v);
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};
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} // End of namespace Hopkins
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#endif /* HOPKINS_OBJECTS_H */
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