scummvm/engines/startrek/action.h

102 lines
2.5 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.
*
*/
#ifndef STARTREK_ACTION_H
#define STARTREK_ACTION_H
#include "common/serializer.h"
namespace StarTrek {
class Room;
enum ActionTypes {
ACTION_TICK = 0,
ACTION_WALK = 1, // Actions 1-5 are directly usable on away missions.
ACTION_USE = 2,
ACTION_GET = 3,
ACTION_LOOK = 4,
ACTION_TALK = 5,
ACTION_TOUCHED_WARP = 6,
ACTION_TOUCHED_HOTSPOT = 7, // Second kind of "hotspot" only relevant when an object touches them
ACTION_TIMER_EXPIRED = 8,
ACTION_DONE_ANIM = 10,
ACTION_DONE_WALK = 12,
// TODO: remove these as redundant. They only still exist so I don't need to redo the
// manual spacing in the room action lists.
ACTION_FINISHED_ANIMATION = 10,
ACTION_FINISHED_WALKING = 12,
ACTION_OPTIONS = 13 // Not really an action, but selectable from action menu
};
struct Action {
byte type;
byte b1;
byte b2;
byte b3;
// ACTION_USE, ACTION_GET, ACTION_LOOK, ACTION_TALK
byte activeObject() const {
return b1;
}
byte passiveObject() const {
return b2;
}
bool operator==(const Action &a) const {
return type == a.type && b1 == a.b1 && b2 == a.b2 && b3 == a.b3;
}
uint32 getBitmask() const {
uint32 ret = 0;
if (type != 0xff)
ret |= (0xff << 24);
if (b1 != 0xff)
ret |= (0xff << 16);
if (b2 != 0xff)
ret |= (0xff << 8);
if (b3 != 0xff)
ret |= (0xff << 0);
return ret;
}
uint32 toUint32() const {
return (type << 24) | (b1 << 16) | (b2 << 8) | (b3 << 0);
}
void saveLoadWithSerializer(Common::Serializer &ser) {
ser.syncAsByte(type);
ser.syncAsByte(b1);
ser.syncAsByte(b2);
ser.syncAsByte(b3);
}
};
} // End of namespace StarTrek
#endif