mirror of
https://github.com/libretro/scummvm.git
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207 lines
5.2 KiB
C++
207 lines
5.2 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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*
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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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*/
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/*
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* This code is based on Labyrinth of Time code with assistance of
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*
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* Copyright (c) 1993 Terra Nova Development
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* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
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*
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*/
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#ifndef LAB_PROCESSROOM_H
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#define LAB_PROCESSROOM_H
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namespace Lab {
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//------------------------------- Action types ------------------------------
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#define PLAYSOUND 1
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#define PLAYSOUNDCONT 2
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#define SHOWDIFF 3
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#define SHOWDIFFCONT 4
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#define LOADDIFF 5
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#define LOADBM 6
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#define SHOWBM 7
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#define TRANSITION 8
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#define NOUPDATE 9
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#define FORCEUPDATE 10
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#define SHOWCURPICT 11
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#define SETELEMENT 12
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#define UNSETELEMENT 13
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#define SHOWMESSAGE 14
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#define SHOWMESSAGES 15
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#define SETPOSITION 16
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#define SETCLOSEUP 17
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#define MAINVIEW 18
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#define SUBINV 19
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#define ADDINV 20
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#define SHOWDIR 21
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#define WAITSECS 22
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#define STOPMUSIC 23
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#define STARTMUSIC 24
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#define CHANGEMUSIC 25
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#define RESETMUSIC 26
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#define FILLMUSIC 27
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#define WAITSOUND 28
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#define CLEARSOUND 29
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#define WINMUSIC 30
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#define WINGAME 31
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#define LOSTGAME 32
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#define RESETBUFFER 33
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#define SPECIALCMD 34
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#define CSHOWMESSAGE 35
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#define PLAYSOUNDB 36
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// Rule Types
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#define ACTION 1
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#define OPERATE 2
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#define GOFORWARD 3
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#define CONDITIONS 4
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#define TURN 5
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#define GOMAINVIEW 6
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#define TURNFROMTO 7
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//----------------------------- Rule Type Action ----------------------------
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#define TAKE 1
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#define MOVE 2
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#define OPENDOOR 3
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#define CLOSEDOOR 4
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#define TAKEDEF 5
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#if defined(WIN32)
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#pragma pack(push, 1)
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#endif
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typedef struct CloseData {
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uint16 x1, y1, x2, y2;
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int16 _closeUpType; // if > 0, an object. If < 0, an item
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uint16 _depth; // Level of the closeup.
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char *_graphicName;
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char *_message;
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CloseData *_nextCloseUp;
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CloseData *_subCloseUps;
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} CloseData;
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typedef CloseData *CloseDataPtr;
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struct ViewData {
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int16 *_condition;
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char *_graphicName;
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struct ViewData *_nextCondition;
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CloseDataPtr _closeUps;
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};
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struct Action {
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int16 _actionType;
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int16 _param1;
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int16 _param2;
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int16 _param3;
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byte *_data; // Message, or a pointer to array of messages.
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Action *_nextAction;
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};
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struct Rule {
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int16 _ruleType;
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int16 _param1;
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int16 _param2;
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int16 *_condition;
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Action *_actionList;
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Rule *_nextRule;
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};
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typedef Common::List<Rule *> RuleList;
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struct RoomData {
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uint16 _northDoor;
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uint16 _southDoor;
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uint16 _eastDoor;
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uint16 _westDoor;
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byte _transitionType;
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ViewData *_view[4];
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RuleList *_rules;
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char *_roomMsg;
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};
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struct InventoryData {
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uint16 _many;
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char *_name;
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char *_bitmapName;
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};
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// Map Flags
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// Where the doors are; in a corridor, assumed to be left doors
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#define NORTHDOOR 1L
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#define EASTDOOR 2L
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#define SOUTHDOOR 4L
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#define WESTDOOR 8L
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// Where the doors are in corridors; M means middle, R means right, B means bottom
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#define NORTHMDOOR 16L
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#define NORTHRDOOR 32L
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#define SOUTHMDOOR 64L
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#define SOUTHRDOOR 128L
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#define EASTMDOOR 16L
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#define EASTBDOOR 32L
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#define WESTMDOOR 64L
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#define WESTBDOOR 128L
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// Special Map ID's
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#define NORMAL 0
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#define UPARROWROOM 1
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#define DOWNARROWROOM 2
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#define BRIDGEROOM 3
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#define VCORRIDOR 4
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#define HCORRIDOR 5
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#define MEDMAZE 6
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#define HEDGEMAZE 7
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#define SURMAZE 8
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#define MULTIMAZEF1 9
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#define MULTIMAZEF2 10
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#define MULTIMAZEF3 11
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struct MapData {
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uint16 x, y, PageNumber, SpecialID;
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uint32 MapFlags;
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};
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#if defined(WIN32)
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#pragma pack(pop)
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#endif
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bool parse(const char *inputFile);
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ViewData *getViewData(uint16 roomNum, uint16 direction);
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void drawDirection(CloseDataPtr lcptr);
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uint16 processArrow(uint16 curDirection, uint16 arrow);
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void setCurClose(Common::Point pos, CloseDataPtr *cptr, bool useAbsoluteCoords = false);
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bool takeItem(uint16 x, uint16 y, CloseDataPtr *cptr);
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bool doActionRule(Common::Point pos, int16 action, int16 roomNum, CloseDataPtr *lcptr);
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bool doOperateRule(int16 x, int16 y, int16 itemNum, CloseDataPtr *lcptr);
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bool doGoForward(CloseDataPtr *lcptr);
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bool doTurn(uint16 from, uint16 to, CloseDataPtr *lcptr);
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bool doMainView(CloseDataPtr *lcptr);
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} // End of namespace Lab
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#endif // LAB_PROCESSROOM_H
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