mirror of
https://github.com/libretro/scummvm.git
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282 lines
9.1 KiB
C++
282 lines
9.1 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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* Additional copyright for this file:
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* Copyright (C) 1994-1998 Revolution Software Ltd.
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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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*
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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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*
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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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#ifndef SWORD2_OBJECT_H
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#define SWORD2_OBJECT_H
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#include "common/endian.h"
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namespace Sword2 {
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// these structures represent the broken up compact components
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// these here declared to the system must be the same as those declared to
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// LINC (or it wont work)
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// mouse structure - defines mouse detection area, detection priority &
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// 'type' flag
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struct ObjectMouse {
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int32 x1; // Top-left and bottom-right of mouse
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int32 y1; // area. (These coords are inclusive.)
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int32 x2;
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int32 y2;
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int32 priority;
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int32 pointer; // type (or resource id?) of pointer used over this area
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static int size() {
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return 24;
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}
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void read(byte *addr);
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void write(byte *addr);
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};
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// logic structure - contains fields used in logic script processing
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class ObjectLogic {
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// int32 looping; // 0 when first calling fn<function>;
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// 1 when calling subsequent times in
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// same loop
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// int32 pause; // pause count, used by fnPause()
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private:
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byte *_addr;
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public:
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ObjectLogic(byte *addr) {
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_addr = addr;
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}
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static int size() {
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return 8;
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}
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byte *data() {
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return _addr;
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}
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int32 getLooping() { return READ_LE_UINT32(_addr); }
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int32 getPause() { return READ_LE_UINT32(_addr + 4); }
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void setLooping(int32 x) { WRITE_LE_UINT32(_addr, x); }
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void setPause(int32 x) { WRITE_LE_UINT32(_addr + 4, x); }
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};
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// status bits for 'type' field of ObjectGraphic)
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// in low word:
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#define NO_SPRITE 0x00000000 // don't print
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#define BGP0_SPRITE 0x00000001 // fixed to background parallax[0]
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#define BGP1_SPRITE 0x00000002 // fixed to background parallax[1]
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#define BACK_SPRITE 0x00000004 // 'background' sprite, fixed to main background
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#define SORT_SPRITE 0x00000008 // 'sorted' sprite, fixed to main background
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#define FORE_SPRITE 0x00000010 // 'foreground' sprite, fixed to main background
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#define FGP0_SPRITE 0x00000020 // fixed to foreground parallax[0]
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#define FGP1_SPRITE 0x00000040 // fixed to foreground parallax[0]
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// in high word:
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#define UNSHADED_SPRITE 0x00000000 // not to be shaded
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#define SHADED_SPRITE 0x00010000 // to be shaded, based on shading mask
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// graphic structure - contains fields appropriate to sprite output
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class ObjectGraphic {
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// int32 type; // see above
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// int32 anim_resource; // resource id of animation file
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// int32 anim_pc; // current frame number of animation
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private:
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byte *_addr;
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public:
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ObjectGraphic(byte *addr) {
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_addr = addr;
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}
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static int size() {
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return 12;
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}
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byte *data() {
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return _addr;
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}
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int32 getType() { return READ_LE_UINT32(_addr); }
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int32 getAnimResource() { return READ_LE_UINT32(_addr + 4); }
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int32 getAnimPc() { return READ_LE_UINT32(_addr + 8); }
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void setType(int32 x) { WRITE_LE_UINT32(_addr, x); }
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void setAnimResource(int32 x) { WRITE_LE_UINT32(_addr + 4, x); }
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void setAnimPc(int32 x) { WRITE_LE_UINT32(_addr + 8, x); }
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};
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// speech structure - contains fields used by speech scripts & text output
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class ObjectSpeech {
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// int32 pen; // color to use for body of characters
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// int32 width; // max width of text sprite
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// int32 command; // speech script command id
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// int32 ins1; // speech script instruction parameters
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// int32 ins2;
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// int32 ins3;
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// int32 ins4;
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// int32 ins5;
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// int32 wait_state; // 0 not waiting,
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// 1 waiting for next speech command
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private:
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byte *_addr;
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public:
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ObjectSpeech(byte *addr) {
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_addr = addr;
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}
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static int size() {
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return 36;
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}
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byte *data() {
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return _addr;
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}
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int32 getPen() { return READ_LE_UINT32(_addr); }
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int32 getWidth() { return READ_LE_UINT32(_addr + 4); }
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int32 getCommand() { return READ_LE_UINT32(_addr + 8); }
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int32 getIns1() { return READ_LE_UINT32(_addr + 12); }
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int32 getIns2() { return READ_LE_UINT32(_addr + 16); }
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int32 getIns3() { return READ_LE_UINT32(_addr + 20); }
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int32 getIns4() { return READ_LE_UINT32(_addr + 24); }
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int32 getIns5() { return READ_LE_UINT32(_addr + 28); }
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int32 getWaitState() { return READ_LE_UINT32(_addr + 32); }
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void setPen(int32 x) { WRITE_LE_UINT32(_addr, x); }
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void setWidth(int32 x) { WRITE_LE_UINT32(_addr + 4, x); }
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void setCommand(int32 x) { WRITE_LE_UINT32(_addr + 8, x); }
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void setIns1(int32 x) { WRITE_LE_UINT32(_addr + 12, x); }
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void setIns2(int32 x) { WRITE_LE_UINT32(_addr + 16, x); }
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void setIns3(int32 x) { WRITE_LE_UINT32(_addr + 20, x); }
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void setIns4(int32 x) { WRITE_LE_UINT32(_addr + 24, x); }
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void setIns5(int32 x) { WRITE_LE_UINT32(_addr + 28, x); }
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void setWaitState(int32 x) { WRITE_LE_UINT32(_addr + 32, x); }
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};
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// mega structure - contains fields used for mega-character & mega-set
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// processing
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class ObjectMega {
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// int32 NOT_USED_1; // only free roaming megas need to
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// check this before registering their
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// graphics for drawing
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// int32 NOT_USED_2; // id of floor on which we are standing
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// int32 NOT_USED_3; // id of object which we are getting to
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// int32 NOT_USED_4; // pixel distance to stand from player
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// character when in conversation
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// int32 currently_walking; // number given us by the auto router
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// int32 walk_pc; // current frame number of walk-anim
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// int32 scale_a; // current scale factors, taken from
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// int32 scale_b; // floor data
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// int32 feet_x; // mega feet coords - frame-offsets are
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// int32 feet_y; // added to these position mega frames
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// int32 current_dir; // current dirction faced by mega; used
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// by autorouter to determine turns
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// required
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// int32 NOT_USED_5; // means were currently avoiding a
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// collision (see fnWalk)
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// int32 megaset_res; // resource id of mega-set file
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// int32 NOT_USED_6; // NOT USED
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private:
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byte *_addr;
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public:
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ObjectMega(byte *addr) {
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_addr = addr;
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}
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static int size() {
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return 56;
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}
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byte *data() {
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return _addr;
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}
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int32 getIsWalking() { return READ_LE_UINT32(_addr + 16); }
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int32 getWalkPc() { return READ_LE_UINT32(_addr + 20); }
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int32 getScaleA() { return READ_LE_UINT32(_addr + 24); }
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int32 getScaleB() { return READ_LE_UINT32(_addr + 28); }
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int32 getFeetX() { return READ_LE_UINT32(_addr + 32); }
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int32 getFeetY() { return READ_LE_UINT32(_addr + 36); }
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int32 getCurDir() { return READ_LE_UINT32(_addr + 40); }
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int32 getMegasetRes() { return READ_LE_UINT32(_addr + 48); }
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void setIsWalking(int32 x) { WRITE_LE_UINT32(_addr + 16, x); }
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void setWalkPc(int32 x) { WRITE_LE_UINT32(_addr + 20, x); }
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void setScaleA(int32 x) { WRITE_LE_UINT32(_addr + 24, x); }
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void setScaleB(int32 x) { WRITE_LE_UINT32(_addr + 28, x); }
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void setFeetX(int32 x) { WRITE_LE_UINT32(_addr + 32, x); }
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void setFeetY(int32 x) { WRITE_LE_UINT32(_addr + 36, x); }
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void setCurDir(int32 x) { WRITE_LE_UINT32(_addr + 40, x); }
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void setMegasetRes(int32 x) { WRITE_LE_UINT32(_addr + 48, x); }
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int32 calcScale() {
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// Calc scale at which to print the sprite, based on feet
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// y-coord & scaling constants (NB. 'scale' is actually
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// 256 * true_scale, to maintain accuracy)
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// Ay+B gives 256 * scale ie. 256 * 256 * true_scale for even
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// better accuracy, ie. scale = (Ay + B) / 256
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return (getScaleA() * getFeetY() + getScaleB()) / 256;
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}
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};
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// walk-data structure - contains details of layout of frames in the
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// mega-set, and how they are to be used
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struct ObjectWalkdata {
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int32 nWalkFrames; // no. of frames per walk-cycle
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int32 usingStandingTurnFrames; // 0 = no 1 = yes
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int32 usingWalkingTurnFrames; // 0 = no 1 = yes
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int32 usingSlowInFrames; // 0 = no 1 = yes
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int32 usingSlowOutFrames; // 0 = no !0 = number of slow-out frames in each direction
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int32 nSlowInFrames[8]; // no. of slow-in frames in each direction
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int32 leadingLeg[8]; // leading leg for walk in each direction (0 = left 1 = right)
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int32 dx[8 * (12 + 1)]; // walk step distances in x direction
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int32 dy[8 * (12 + 1)]; // walk step distances in y direction
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static int size() {
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return 916;
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}
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void read(byte *addr);
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void write(byte *addr);
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};
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} // End of namespace Sword2
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#endif
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