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https://github.com/libretro/scummvm.git
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202 lines
6.8 KiB
C++
202 lines
6.8 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 SHERLOCK_OBJECTS_H
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#define SHERLOCK_OBJECTS_H
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#include "common/scummsys.h"
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#include "common/rect.h"
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#include "common/str-array.h"
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#include "common/str.h"
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#include "sherlock/resources.h"
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namespace Sherlock {
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class SherlockEngine;
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enum ObjectAllow {
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ALLOW_MOVEMENT = 1, ALLOW_OPEN = 2, ALLOW_CLOSE = 4
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};
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enum SpriteType {
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INVALID = 0,
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CHARACTER = 1,
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CURSOR = 2,
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STATIC_BG_SHAPE = 3, // Background shape that doesn't animate
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ACTIVE_BG_SHAPE = 4, // Background shape that animates
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REMOVE = 5, // Object should be removed next frame
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NO_SHAPE = 6, // Background object with no shape
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HIDDEN = 7, // Hidden backgruond object
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HIDE_SHAPE = 8 // Object needs to be hidden
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};
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enum AType {
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OBJECT = 0,
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PERSON = 1,
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SOLID = 2,
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TALK = 3, // Standard talk zone
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FLAG_SET = 4,
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DELTA = 5,
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WALK_AROUND = 6,
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TALK_EVERY = 7, // Talk zone that turns on every room visit
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TALK_MOVE = 8, // Talk zone that only activates when Holmes moves
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PAL_CHANGE = 9, // Changes the palette down so that it gets darker
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PAL_CHANGE2 = 10, // Same as PAL_CHANGE, except that it goes up
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SCRIPT_ZONE = 11, // If this is clicked in, it is activated
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BLANK_ZONE = 12, // This masks out other objects when entered
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NOWALK_ZONE = 13 // Player cannot walk here
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};
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#define MAX_HOLMES_SEQUENCE 16
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#define MAX_FRAME 30
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// code put into sequences to defines 1-10 type seqs
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#define SEQ_TO_CODE 67
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#define FLIP_CODE (64 + 128)
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#define SOUND_CODE (34 + 128)
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struct Sprite {
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Common::String _name; // Name
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Common::String _description; // Description
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Common::StringArray _examine; // Examine in-depth description
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Common::String _pickUp; // Message for if you can't pick up object
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const uint8 (*_sequences)[MAX_HOLMES_SEQUENCE][MAX_FRAME]; // Holds animation sequences
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ImageFile *_images; // Sprite images
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ImageFrame *_imageFrame; // Pointer to shape in the images
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int _walkCount; // Character walk counter
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int _allow; // Allowed menu commands - ObjectAllow
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int _frameNumber; // Frame number in rame sequence to draw
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int _sequenceNumber; // Sequence being used
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Common::Point _position; // Current position
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Common::Point _movement; // Momvement amount
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Common::Point _oldPosition; // Old position
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Common::Point _oldSize; // Image's old size
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Common::Point _goto; // Walk destination
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SpriteType _type; // Type of object
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int _pickup;
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Common::Point _noShapeSize; // Size of a NO_SHAPE
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int _status; // Status: open/closed, moved/not moved
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int8 _misc; // Miscellaneous use
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int _numFrames; // How many frames the object has
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Sprite() { clear(); }
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void clear();
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};
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struct ActionType {
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char _cAnimNum;
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char _cAnimSpeed; // if high bit set, play in reverse
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Common::String _names[4];
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void synchronize(Common::SeekableReadStream &s);
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};
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struct UseType {
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int _cAnimNum;
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int _cAnimSpeed; // if high bit set, play in reverse
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Common::String _names[4];
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int _useFlag; // Which flag USE will set (if any)
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int _dFlag[1];
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int _lFlag[2];
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Common::String _target;
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void synchronize(Common::SeekableReadStream &s);
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};
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struct Object {
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Common::String _name; // Name
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Common::String _description; // Description
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Common::String _examine; // Examine in-depth description
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int _sequenceOffset;
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uint8 *_sequences; // Holds animation sequences
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ImageFile *_images; // Sprite images
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ImageFrame *_imageFrame; // Pointer to shape in the images
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int _walkCount; // Character walk counter
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int _allow; // Allowed menu commands - ObjectAllow
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int _frameNumber; // Frame number in rame sequence to draw
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int _sequenceNumber; // Sequence being used
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SpriteType _type; // Object type
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Common::Point _position; // Current position
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Common::Point _movement; // Momvement amount
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Common::Point _oldPosition; // Old position
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Common::Point _oldSize; // Image's old size
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Common::Point _goto; // Walk destination
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int _pickup;
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int _defaultCommand; // Default right-click command
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int _lookFlag; // Which flag LOOK will set (if any)
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int _pickupFlag; // Which flag PICKUP will set (if any)
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int _requiredFlag; // Object will be hidden if not set
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Common::Point _noShapeSize; // Size of a NO_SHAPE
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int _status; // Status (open/closed, moved/not)
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int8 _misc; // Misc field -- use varies with type
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int _maxFrames; // Number of frames
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int _flags; // Tells if object can be walked behind
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ActionType _aOpen; // Holds data for moving object
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AType _aType; // Tells if this is an object, person, talk, etc.
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int _lookFrames; // How many frames to play of the look anim before pausing
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int _seqCounter; // How many times this sequence has been executed
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Common::Point _lookPosition; // Where to walk when examining object
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int _lookFacing; // Direction to face when examining object
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int _lookcAnim;
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ActionType _aClose;
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int _seqStack; // Allows gosubs to return to calling frame
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int _seqTo; // Allows 1-5, 8-3 type sequences encoded in 2 bytes
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uint _descOffset; // Tells where description starts in DescText
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int _seqcounter2; // Counter of calling frame sequence
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uint _seqSize; // Tells where description starts
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ActionType _aMove;
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UseType _use[4];
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void synchronize(Common::SeekableReadStream &s);
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void toggleHidden();
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};
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struct CAnim {
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Common::String _name; // Name
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int _sequences[MAX_FRAME]; // Animation sequences
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Common::Point _position; // Position
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int _size; // Size of uncompressed animation
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SpriteType _type;
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int _flags; // Tells if can be walked behind
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Common::Point _goto; // coords holmes should walk to before starting canim
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int _sequenceNumber;
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Common::Point _teleportPos; // Location Holmes shoul teleport to after
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int _teleportS; // playing canim
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void synchronize(Common::SeekableReadStream &s);
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};
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struct InvGraphicType {
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ImageFile *_images; // Object images
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int _maxFrames; // How many frames in object
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int _filesize; // File size
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InvGraphicType();
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} ;
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} // End of namespace Sherlock
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#endif
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