scummvm/engines/lab/processroom.h

191 lines
4.5 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 {
enum ActionType {
kActionPlaySound = 1,
kActionPlaySoundLooping = 2,
kActionShowDiff = 3,
kActionShowDiffLooping = 4,
kActionLoadDiff = 5,
kActionLoadBitmap = 6, // unused?
kActionShowBitmap = 7, // unused?
kActionTransition = 8,
kActionNoUpdate = 9,
kActionForceUpdate = 10,
kActionShowCurPict = 11,
kActionSetElement = 12,
kActionUnsetElement = 13,
kActionShowMessage = 14,
kActionShowMessages = 15,
kActionChangeRoom = 16,
kActionSetCloseup = 17,
kActionMainView = 18,
kActionSubInv = 19,
kActionAddInv = 20,
kActionShowDir = 21,
kActionWaitSecs = 22,
kActionStopMusic = 23,
kActionStartMusic = 24,
kActionChangeMusic = 25,
kActionResetMusic = 26,
kActionFillMusic = 27,
kActionWaitSound = 28,
kActionClearSound = 29,
kActionWinMusic = 30,
kActionWinGame = 31,
kActionLostGame = 32,
kActionResetBuffer = 33,
kActionSpecialCmd = 34,
kActionCShowMessage = 35,
kActionPlaySoundNoWait = 36
};
enum RuleType {
kRuleTypeNone = 0,
kRuleTypeAction = 1,
kRuleTypeOperate = 2,
kRuleTypeGoForward = 3,
kRuleTypeConditions = 4, // unused?
kRuleTypeTurn = 5,
kRuleTypeGoMainView = 6,
kRuleTypeTurnFromTo = 7
};
enum RuleAction {
kRuleActionTake = 0,
kRuleActionMove = 1, // unused?
kRuleActionOpenDoor = 2, // unused?
kRuleActionCloseDoor = 3, // unused?
kRuleActionTakeDef = 4
};
#if defined(WIN32)
#pragma pack(push, 1)
#endif
struct CloseData {
uint16 _x1, _y1, _x2, _y2;
int16 _closeUpType; // if > 0, an object. If < 0, an item
uint16 _depth; // Level of the closeup.
Common::String _graphicName;
Common::String _message;
CloseData *_nextCloseUp;
CloseData *_subCloseUps;
};
struct ViewData {
int16 *_condition;
Common::String _graphicName;
ViewData *_nextCondition;
CloseDataPtr _closeUps;
};
struct Action {
ActionType _actionType;
int16 _param1;
int16 _param2;
int16 _param3;
Common::String *_messages;
Action *_nextAction;
};
struct Rule {
RuleType _ruleType;
int16 _param1;
int16 _param2;
int16 *_condition;
Action *_actionList;
};
struct RoomData {
uint16 _doors[4];
byte _transitionType;
ViewData *_view[4];
RuleList *_rules;
Common::String _roomMsg;
};
struct InventoryData {
uint16 _quantity;
Common::String _name;
Common::String _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
} // End of namespace Lab
#endif // LAB_PROCESSROOM_H