scummvm/sword2/object.h
Jonathan Gray f020d28b5e bs2
svn-id: r9211
2003-07-28 01:44:38 +00:00

125 lines
4.8 KiB
C

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#ifndef _SCRIPT_STRUCTURES
#define _SCRIPT_STRUCTURES
#include "driver/driver96.h"
// these structures represent the broken up compact components
// these here declared to the system must be the same as those declared to LINC (or it wont work)
// mouse structure - defines mouse detection area, detection priority & 'type' flag
typedef struct
{
int32 x1; // top-left of mouse area is (x1,y1)
int32 y1;
int32 x2; // bottom-right of area is (x2,y2) (these coords are inclusive)
int32 y2;
int32 priority;
int32 pointer; // type (or resource id?) of pointer used over this area
} Object_mouse;
// logic structure - contains fields used in logic script processing
typedef struct
{
int32 looping; // 0 when first calling FN_<function>; 1 when calling subsequent times in same loop
int32 pause; // pause count, used by FN_pause()
} Object_logic;
//------------------------------------------------
// status bits for 'type' field of Object_graphic)
// in low word:
#define NO_SPRITE 0x00000000 // don't print
#define BGP0_SPRITE 0x00000001 // fixed to background parallax[0]
#define BGP1_SPRITE 0x00000002 // fixed to background parallax[1]
#define BACK_SPRITE 0x00000004 // 'background' sprite, fixed to main background
#define SORT_SPRITE 0x00000008 // 'sorted' sprite, fixed to main background
#define FORE_SPRITE 0x00000010 // 'foreground' sprite, fixed to main background
#define FGP0_SPRITE 0x00000020 // fixed to foreground parallax[0]
#define FGP1_SPRITE 0x00000040 // fixed to foreground parallax[0]
// in high word:
#define UNSHADED_SPRITE 0x00000000 // not to be shaded
#define SHADED_SPRITE 0x00010000 // to be shaded, based on shading mask
//------------------------------------------------
// graphic structure - contains fields appropriate to sprite output
typedef struct
{
int32 type; // see above
int32 anim_resource; // resource id of animation file
int32 anim_pc; // current frame number of animation
} Object_graphic;
// speech structure - contains fields used by speech scripts & text output
typedef struct
{
int32 pen; // colour to use for body of characters
int32 width; // max width of text sprite
int32 command; // speech script command id
int32 ins1; // speech script instruction parameters (may need more now?)
int32 ins2;
int32 ins3;
int32 ins4;
int32 ins5;
int32 wait_state; //0 not waiting 1 waiting for next speech command
} Object_speech;
// mega structure - contains fields used for mega-character & mega-set processing
typedef struct
{
int32 NOT_USED_1; // only free roaming megas need to check this before registering their graphics for drawing
int32 NOT_USED_2; // id of floor on which we are standing
int32 NOT_USED_3; // id of object which we are getting to
int32 NOT_USED_4; // pixel distance to stand from player character when in conversation
int32 currently_walking; // number given us by the auto router
int32 walk_pc; // current frame number of walk-anim
int32 scale_a; // current scale factors, taken from floor data
int32 scale_b;
int32 feet_x; // mega feet coords - frame-offsets are added to these position mega frames
int32 feet_y;
int32 current_dir; // current dirction faced by mega; used by autorouter to determine turns required
int32 colliding; // means were currently avoiding a collision (see FN_walk)
int32 megaset_res; // resource id of mega-set file
int32 NOT_USED_5; // NOT USED
} Object_mega;
// walk-data structure - contains details of layout of frames in the mega-set, and how they are to be used
typedef struct
{
int32 nWalkFrames; // no. of frames per walk-cycle
int32 usingStandingTurnFrames; // 0=no 1=yes
int32 usingWalkingTurnFrames; // 0=no 1=yes
int32 usingSlowInFrames; // 0=no 1=yes
int32 usingSlowOutFrames; // 0=no !0=number of slow-out frames in each direction
int32 nSlowInFrames[8]; // no. of slow-in frames in each direction
int32 leadingLeg[8]; // leading leg for walk in each direction (0=left 1=right)
int32 dx[8*(12+1)]; // walk step distances in x direction
int32 dy[8*(12+1)]; // walk step distances in y direction
} Object_walkdata;
#endif