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553 lines
28 KiB
C
553 lines
28 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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* 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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* 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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#ifndef CREATE_HUGO_H
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#define CREATE_HUGO_H
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#define ARRAYSIZE(x) ((int)(sizeof(x) / sizeof(x[0])))
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#define DATAALIGNMENT 4
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#define HUGO_DAT_VER_MAJ 0 // 1 byte
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#define HUGO_DAT_VER_MIN 42 // 1 byte
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typedef unsigned char uint8;
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typedef unsigned char byte;
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typedef unsigned short uint16;
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typedef signed short int16;
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// Structure to define an EXIT or other collision-activated hotspot
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struct hotspot_t {
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int screenIndex; // Screen in which hotspot appears
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int x1, y1, x2, y2; // Bounding box of hotspot
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uint16 actIndex; // Index of the action list to carry out if a 'hit'
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int16 viewx, viewy, direction; // Used in auto-route mode
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};
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struct target_t { // Secondary target for action
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uint16 nounIndex; // Index of the noun
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uint16 verbIndex; // Index of the verb
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};
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#define MAX_TARGET 12 // Max # secondary "MakeUseOf" targets
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struct uses_t { // Define uses of certain objects
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int16 objid; // Primary object
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uint16 dataIndex; // Index of the string if no secondary object matches
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target_t targets[MAX_TARGET]; // List of secondary targets
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};
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// Following is structure of verbs and nouns for 'background' objects
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// These are objects that appear in the various screens, but nothing
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// interesting ever happens with them. Rather than just be dumb and say
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// "don't understand" we produce an interesting msg to keep user sane.
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struct background_t {
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uint16 verbIndex; // Index of the verb
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uint16 nounIndex; // Index of the noun
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int commentIndex; // Index of comment produced on match
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bool matchFl; // TRUE if noun must match when present
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byte roomState; // "State" of room. Comments might differ.
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byte bonusIndex; // Index of bonus score (0 = no bonus)
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};
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typedef background_t *objectList_t;
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struct cmd {
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uint16 verbIndex; // Index of the verb
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uint16 reqIndex; // Index of the list of required objects
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uint16 textDataNoCarryIndex; // Index of the string if any of above not carried
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byte reqstate; // required state for verb to be done
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byte newstate; // new states if verb done
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uint16 textDataWrongIndex; // Index of the string if wrong state
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uint16 textDataDoneIndex; // Index of the string if verb done
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uint16 actIndex; // Index of the action list if verb done
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};
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struct seq_t { // Linked list of images
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byte *imagePtr; // ptr to image
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uint16 bytesPerLine8; // bytes per line (8 bits)
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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_t *nextSeqPtr; // ptr to next record
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};
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struct seqList_t {
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uint16 imageNbr; // Number of images in sequence
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seq_t *seqPtr; // Ptr to sequence structure
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};
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#define MAX_SEQUENCES 4 // Number of sequences of images in object
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struct object_t {
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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_t pathType; // Describe path object follows
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int vxPath, vyPath; // Velocity (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_t *currImagePtr; // Sequence image currently in use
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seqList_t seqList[MAX_SEQUENCES]; // Array of sequence structure ptrs and lengths
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cycle_t 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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char 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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char 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 curSeqNumb; // Save which seq number currently in use
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byte curImageNumb; // Save which image of sequence currently in use
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char oldvx; // Previous vx (used in wandering)
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char oldvy; // Previous vy
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};
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struct act0 { // Type 0 - Schedule
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byte actType; // The type of action
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int timer; // Time to set off the action
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uint16 actIndex; // Index of an action list
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};
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struct act1 { // Type 1 - Start an object
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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int cycleNumb; // Number of times to cycle
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cycle_t cycle; // Direction to start cycling
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};
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struct act2 { // Type 2 - Initialise an object coords
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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int x, y; // Coordinates
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};
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struct act3 { // Type 3 - Prompt user for text
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byte actType; // The type of action
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int timer; // Time to set off the action
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uint16 promptIndex; // index of prompt string
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int *responsePtr; // Array of indexes to valid response
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// string(s) (terminate list with -1)
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uint16 actPassIndex; // Index of the action list if success
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uint16 actFailIndex; // Index of the action list if failure
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bool encoded; // (HUGO 1 DOS ONLY) Whether response is encoded or not
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};
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struct act4 { // Type 4 - Set new background color
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byte actType; // The type of action
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int timer; // Time to set off the action
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long newBkgColor; // New color
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};
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struct act5 { // Type 5 - Initialise an object velocity
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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int vx, vy; // velocity
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};
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struct act6 { // Type 6 - Initialise an object carrying
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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bool carriedFl; // carrying
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};
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struct act7 { // Type 7 - Initialise an object to hero's coords
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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};
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struct act8 { // Type 8 - switch to new screen
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byte actType; // The type of action
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int timer; // Time to set off the action
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int screenIndex; // The new screen number
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};
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struct act9 { // Type 9 - Initialise an object state
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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byte newState; // New state
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};
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struct act10 { // Type 10 - Initialise an object path type
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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int newPathType; // New path type
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char vxPath, vyPath; // Max delta velocities e.g. for CHASE
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};
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struct act11 { // Type 11 - Conditional on object's state
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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byte stateReq; // Required state
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uint16 actPassIndex; // Index of the action list if success
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uint16 actFailIndex; // Index of the action list if failure
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};
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struct act12 { // Type 12 - Simple text box
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byte actType; // The type of action
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int timer; // Time to set off the action
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int stringIndex; // Index (enum) of string in strings.dat
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};
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struct act13 { // Type 13 - Swap first object image with second
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byte actType; // The type of action
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int timer; // Time to set off the action
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int obj1; // Index of first object
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int obj2; // 2nd
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};
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struct act14 { // Type 14 - Conditional on current screen
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The required object
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int screenReq; // The required screen number
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uint16 actPassIndex; // Index of the action list if success
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uint16 actFailIndex; // Index of the action list if failure
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};
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struct act15 { // Type 15 - Home in on an object
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byte actType; // The type of action
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int timer; // Time to set off the action
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int obj1; // The object number homing in
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int obj2; // The object number to home in on
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char vx, vy; // Max delta velocities
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};
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// Note: Don't set a sequence at time 0 of a new screen, it causes
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// problems clearing the boundary bits of the object! t>0 is safe
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struct act16 { // Type 16 - Set curr_seq_p to seq
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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int seqIndex; // The index of seq array to set to
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};
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struct act17 { // Type 17 - SET obj individual state bits
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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int stateMask; // The mask to OR with current obj state
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};
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struct act18 { // Type 18 - CLEAR obj individual state bits
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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int stateMask; // The mask to ~AND with current obj state
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};
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struct act19 { // Type 19 - TEST obj individual state bits
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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int stateMask; // The mask to AND with current obj state
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uint16 actPassIndex; // Index of the action list (all bits set)
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uint16 actFailIndex; // Index of the action list (not all set)
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};
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struct act20 { // Type 20 - Remove all events with this type of action
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byte actType; // The type of action
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int timer; // Time to set off the action
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byte actTypeDel; // The action type to remove
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};
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struct act21 { // Type 21 - Gameover. Disable hero & commands
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byte actType; // The type of action
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int timer; // Time to set off the action
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};
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struct act22 { // Type 22 - Initialise an object to hero's coords
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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};
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struct act23 { // Type 23 - Exit game back to DOS
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byte actType; // The type of action
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int timer; // Time to set off the action
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};
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struct act24 { // Type 24 - Get bonus score
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byte actType; // The type of action
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int timer; // Time to set off the action
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int pointIndex; // Index into points array
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};
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struct act25 { // Type 25 - Conditional on bounding box
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The required object number
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int x1, y1, x2, y2; // The bounding box
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uint16 actPassIndex; // Index of the action list if success
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uint16 actFailIndex; // Index of the action list if failure
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};
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struct act26 { // Type 26 - Play a sound
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byte actType; // The type of action
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int timer; // Time to set off the action
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int16 soundIndex; // Sound index in data file
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};
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struct act27 { // Type 27 - Add object's value to score
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // object number
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};
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struct act28 { // Type 28 - Subtract object's value from score
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // object number
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};
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struct act29 { // Type 29 - Conditional on object carried
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The required object number
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uint16 actPassIndex; // Index of the action list if success
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uint16 actFailIndex; // Index of the action list if failure
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};
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struct act30 { // Type 30 - Start special maze processing
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byte actType; // The type of action
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int timer; // Time to set off the action
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byte mazeSize; // Size of (square) maze
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int x1, y1, x2, y2; // Bounding box of maze
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int x3, x4; // Extra x points for perspective correction
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byte firstScreenIndex; // First (top left) screen of maze
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};
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struct act31 { // Type 31 - Exit special maze processing
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byte actType; // The type of action
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int timer; // Time to set off the action
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};
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struct act32 { // Type 32 - Init fbg field of object
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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byte priority; // Value of foreground/background field
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};
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struct act33 { // Type 33 - Init screen field of object
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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int screenIndex; // Screen number
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};
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struct act34 { // Type 34 - Global Schedule
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byte actType; // The type of action
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int timer; // Time to set off the action
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uint16 actIndex; // Index of an action list
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};
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struct act35 { // Type 35 - Remappe palette
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byte actType; // The type of action
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int timer; // Time to set off the action
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int16 oldColorIndex; // Old color index, 0..15
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int16 newColorIndex; // New color index, 0..15
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};
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struct act36 { // Type 36 - Conditional on noun mentioned
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byte actType; // The type of action
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int timer; // Time to set off the action
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uint16 nounIndex; // The required noun (list)
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uint16 actPassIndex; // Index of the action list if success
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uint16 actFailIndex; // Index of the action list if failure
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};
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struct act37 { // Type 37 - Set new screen state
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byte actType; // The type of action
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int timer; // Time to set off the action
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int screenIndex; // The screen number
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byte newState; // The new state
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};
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struct act38 { // Type 38 - Position lips
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byte actType; // The type of action
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int timer; // Time to set off the action
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int lipsObjNumb; // The LIPS object
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int objNumb; // The object to speak
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byte dxLips; // Relative offset of x
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byte dyLips; // Relative offset of y
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};
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struct act39 { // Type 39 - Init story mode
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byte actType; // The type of action
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int timer; // Time to set off the action
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bool storyModeFl; // New state of story_mode flag
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};
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struct act40 { // Type 40 - Unsolicited text box
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byte actType; // The type of action
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int timer; // Time to set off the action
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int stringIndex; // Index (enum) of string in strings.dat
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};
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struct act41 { // Type 41 - Conditional on bonus scored
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byte actType; // The type of action
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int timer; // Time to set off the action
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int BonusIndex; // Index into bonus list
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uint16 actPassIndex; // Index of the action list if scored for the first time
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uint16 actFailIndex; // Index of the action list if already scored
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};
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struct act42 { // Type 42 - Text box with "take" string
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object taken
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};
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struct act43 { // Type 43 - Prompt user for Yes or No
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byte actType; // The type of action
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int timer; // Time to set off the action
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int prompt; // Index of prompt string
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uint16 actYesIndex; // Index of the action list if YES
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uint16 actNoIndex; // Index of the action list if NO
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};
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struct act44 { // Type 44 - Stop any route in progress
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byte actType; // The type of action
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int timer; // Time to set off the action
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};
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struct act45 { // Type 45 - Conditional on route in progress
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byte actType; // The type of action
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int timer; // Time to set off the action
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int routeIndex; // Must be >= current status.rindex
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uint16 actPassIndex; // Index of the action list if en-route
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uint16 actFailIndex; // Index of the action list if not
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};
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struct act46 { // Type 46 - Init status.jumpexit
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byte actType; // The type of action
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int timer; // Time to set off the action
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bool jumpExitFl; // New state of jumpexit flag
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};
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struct act47 { // Type 47 - Init viewx,viewy,dir
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object
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int16 viewx; // object.viewx
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int16 viewy; // object.viewy
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int16 direction; // object.dir
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};
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struct act48 { // Type 48 - Set curr_seq_p to frame n
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byte actType; // The type of action
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int timer; // Time to set off the action
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int objNumb; // The object number
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int seqIndex; // The index of seq array to set to
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int frameIndex; // The index of frame to set to
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};
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struct act49 { // Added by Strangerke - Type 79 - Play a sound (DOS way)
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byte actType; // The type of action
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int timer; // Time to set off the action
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uint16 songIndex; // Song index in string array
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};
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union act {
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act0 a0;
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act1 a1;
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act2 a2;
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act3 a3;
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act4 a4;
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act5 a5;
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act6 a6;
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act7 a7;
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act8 a8;
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act9 a9;
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act10 a10;
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act11 a11;
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act12 a12;
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act13 a13;
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act14 a14;
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act15 a15;
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act16 a16;
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act17 a17;
|
|
act18 a18;
|
|
act19 a19;
|
|
act20 a20;
|
|
act21 a21;
|
|
act22 a22;
|
|
act23 a23;
|
|
act24 a24;
|
|
act25 a25;
|
|
act26 a26;
|
|
act27 a27;
|
|
act28 a28;
|
|
act29 a29;
|
|
act30 a30;
|
|
act31 a31;
|
|
act32 a32;
|
|
act33 a33;
|
|
act34 a34;
|
|
act35 a35;
|
|
act36 a36;
|
|
act37 a37;
|
|
act38 a38;
|
|
act39 a39;
|
|
act40 a40;
|
|
act41 a41;
|
|
act42 a42;
|
|
act43 a43;
|
|
act44 a44;
|
|
act45 a45;
|
|
act46 a46;
|
|
act47 a47;
|
|
act48 a48;
|
|
act49 a49;
|
|
};
|
|
|
|
typedef void *actListPtr; // Ptr to a list of actions
|
|
typedef actListPtr *actList; // A list of actions
|
|
|
|
void writeTextArray(FILE *outFile, const char *textData[], int nbrText);
|
|
void writeUint16Array(FILE *outFile, const uint16 *uint16Array[], int nbrElem);
|
|
void writeHotspot(FILE *outFile, const hotspot_t hotspots[], int nbrElem);
|
|
void writeUseArray(FILE *outFile, const uses_t uses[], int nbrElem);
|
|
void writeBackgroundArray(FILE *outFile, const background_t background[], int nbrElem);
|
|
void writeCmdArray(FILE *outFile, const cmd *cmdList[], int nbrElem);
|
|
void writeScreenActs(FILE *outFile, const uint16 *screenActs[], int nbrElem);
|
|
void writeObjectArray(FILE *outFile, const object_t objects[], int nbrElem);
|
|
void writeActListArray(FILE *outFile, const actList actListArr[], int nbrElem);
|
|
|
|
#endif // CREATE_HUGO_H
|