mirror of
https://github.com/libretro/scummvm.git
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178 lines
8.2 KiB
C++
178 lines
8.2 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on original Hugo Trilogy source code
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*
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* Copyright (c) 1989-1995 David P. Gray
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*
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*/
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#ifndef HUGO_GAME_H
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#define HUGO_GAME_H
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#include "common/keyboard.h"
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namespace Common {
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class WriteStream;
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class SeekableReadStream;
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}
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namespace Hugo {
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// Game specific equates
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#define TAKE_TEXT "Picked up the %s ok."
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enum {LOOK_NAME = 1, TAKE_NAME}; // Index of name used in showing takeables and in confirming take
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// Definitions of 'generic' commands: Max # depends on size of gencmd in
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// the Object record since each requires 1 bit. Currently up to 16
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enum {LOOK = 1, TAKE = 2, DROP = 4, LOOK_S = 8};
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enum TEXTCOLORS {
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_TBLACK, _TBLUE, _TGREEN, _TCYAN,
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_TRED, _TMAGENTA, _TBROWN, _TWHITE,
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_TGRAY, _TLIGHTBLUE, _TLIGHTGREEN, _TLIGHTCYAN,
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_TLIGHTRED, _TLIGHTMAGENTA, _TLIGHTYELLOW, _TBRIGHTWHITE
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};
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enum Uif {U_FONT5, U_FONT6, U_FONT8, UIF_IMAGES, NUM_UIF_ITEMS};
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static const int kFirstFont = U_FONT5;
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/**
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* Enumerate ways of cycling a sequence of frames
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*/
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enum Cycle {kCycleInvisible, kCycleAlmostInvisible, kCycleNotCycling, kCycleForward, kCycleBackward};
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/**
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* Enumerate sequence index matching direction of travel
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*/
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enum {SEQ_RIGHT, SEQ_LEFT, SEQ_DOWN, SEQ_UP};
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enum Font {LARGE_ROMAN, MED_ROMAN, NUM_GDI_FONTS, INIT_FONTS, DEL_FONTS};
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/**
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* Enumerate the different path types for an object
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*/
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enum Path {
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kPathUser, // User has control of object via cursor keys
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kPathAuto, // Computer has control, controlled by action lists
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kPathQuiet, // Computer has control and no commands allowed
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kPathChase, // Computer has control, object is chasing hero
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kPathChase2, // Same as CHASE, except keeps cycling when stationary
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kPathWander, // Computer has control, object is wandering randomly
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kPathWander2 // Same as WANDER, except keeps cycling when stationary
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};
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struct hugoBoot { // Common HUGO boot file
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char _checksum; // Checksum for boot structure (not exit text)
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char _registered; // TRUE if registered version, else FALSE
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char _pbswitch[8]; // Playback switch string
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char _distrib[32]; // Distributor branding string
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uint16 _exitLen; // Length of exit text (next in file)
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} PACKED_STRUCT;
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/**
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* Game specific type definitions
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*/
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typedef byte *ImagePtr; // ptr to an object image (sprite)
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typedef byte *SoundPtr; // ptr to sound (or music) data
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/**
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* Structure for initializing maze processing
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*/
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struct Maze {
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bool _enabledFl; // TRUE when maze processing enabled
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byte _size; // Size of (square) maze matrix
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int _x1, _y1, _x2, _y2; // maze hotspot bounding box
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int _x3, _x4; // north, south x entry coordinates
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byte _firstScreenIndex; // index of first screen in maze
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};
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/**
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* The following is a linked list of images in an animation sequence
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* The image data is in 8-bit DIB format, i.e. 1 byte = 1 pixel
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*/
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struct Seq { // Linked list of images
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byte *_imagePtr; // ptr to image
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uint16 _bytesPerLine8; // bytes per line (8bits)
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uint16 _lines; // lines
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uint16 _x1, _x2, _y1, _y2; // Offsets from x,y: data bounding box
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Seq *_nextSeqPtr; // ptr to next record
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};
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/**
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* The following is an array of structures of above sequences
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*/
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struct SeqList {
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uint16 _imageNbr; // Number of images in sequence
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Seq *_seqPtr; // Ptr to sequence structure
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};
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#include "common/pack-start.h" // START STRUCT PACKING
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struct SoundHdr { // Sound file lookup entry
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uint16 _size; // Size of sound data in bytes
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uint32 _offset; // Offset of sound data in file
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} PACKED_STRUCT;
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#include "common/pack-end.h" // END STRUCT PACKING
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static const int kMaxSeqNumb = 4; // Number of sequences of images in object
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/**
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* Following is definition of object attributes
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*/
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struct Object {
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uint16 _nounIndex; // String identifying object
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uint16 _dataIndex; // String describing the object
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uint16 *_stateDataIndex; // Added by Strangerke to handle the LOOK_S state-dependant descriptions
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Path _pathType; // Describe path object follows
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int _vxPath, _vyPath; // Delta velocities (e.g. for CHASE)
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uint16 _actIndex; // Action list to do on collision with hero
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byte _seqNumb; // Number of sequences in list
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Seq *_currImagePtr; // Sequence image currently in use
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SeqList _seqList[kMaxSeqNumb]; // Array of sequence structure ptrs and lengths
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Cycle _cycling; // Whether cycling, forward or backward
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byte _cycleNumb; // No. of times to cycle
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byte _frameInterval; // Interval (in ticks) between frames
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byte _frameTimer; // Decrementing timer for above
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int8 _radius; // Defines sphere of influence by hero
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byte _screenIndex; // Screen in which object resides
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int _x, _y; // Current coordinates of object
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int _oldx, _oldy; // Previous coordinates of object
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int8 _vx, _vy; // Velocity
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byte _objValue; // Value of object
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int _genericCmd; // Bit mask of 'generic' commands for object
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uint16 _cmdIndex; // ptr to list of cmd structures for verbs
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bool _carriedFl; // TRUE if object being carried
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byte _state; // state referenced in cmd list
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bool _verbOnlyFl; // TRUE if verb-only cmds allowed e.g. sit,look
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byte _priority; // Whether object fore, background or floating
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int16 _viewx, _viewy; // Position to view object from (or 0 or -1)
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int16 _direction; // Direction to view object from
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byte _curSeqNum; // Save which seq number currently in use
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byte _curImageNum; // Save which image of sequence currently in use
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int8 _oldvx; // Previous vx (used in wandering)
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int8 _oldvy; // Previous vy
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};
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} // End of namespace Hugo
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#endif
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