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6ae8218d53
"StandardHeader" instead of "_standardHeader". svn-id: r11997
127 lines
4.7 KiB
C++
127 lines
4.7 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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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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*
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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, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#ifndef _SCRIPT_STRUCTURES
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#define _SCRIPT_STRUCTURES
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namespace Sword2 {
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// these structures represent the broken up compact components
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// these here declared to the system must be the same as those declared to
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// LINC (or it wont work)
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// mouse structure - defines mouse detection area, detection priority &
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// 'type' flag
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struct ObjectMouse {
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int32 x1; // Top-left and bottom-right of mouse
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int32 y1; // area. (These coords are inclusive.)
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int32 x2;
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int32 y2;
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int32 priority;
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int32 pointer; // type (or resource id?) of pointer used over this area
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};
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// logic structure - contains fields used in logic script processing
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struct ObjectLogic {
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int32 looping; // 0 when first calling fn<function>;
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// 1 when calling subsequent times in same loop
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int32 pause; // pause count, used by fnPause()
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};
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// status bits for 'type' field of ObjectGraphic)
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// in low word:
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#define NO_SPRITE 0x00000000 // don't print
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#define BGP0_SPRITE 0x00000001 // fixed to background parallax[0]
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#define BGP1_SPRITE 0x00000002 // fixed to background parallax[1]
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#define BACK_SPRITE 0x00000004 // 'background' sprite, fixed to main background
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#define SORT_SPRITE 0x00000008 // 'sorted' sprite, fixed to main background
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#define FORE_SPRITE 0x00000010 // 'foreground' sprite, fixed to main background
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#define FGP0_SPRITE 0x00000020 // fixed to foreground parallax[0]
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#define FGP1_SPRITE 0x00000040 // fixed to foreground parallax[0]
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// in high word:
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#define UNSHADED_SPRITE 0x00000000 // not to be shaded
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#define SHADED_SPRITE 0x00010000 // to be shaded, based on shading mask
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// graphic structure - contains fields appropriate to sprite output
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struct ObjectGraphic {
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int32 type; // see above
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int32 anim_resource; // resource id of animation file
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int32 anim_pc; // current frame number of animation
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};
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// speech structure - contains fields used by speech scripts & text output
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struct ObjectSpeech {
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int32 pen; // colour to use for body of characters
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int32 width; // max width of text sprite
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int32 command; // speech script command id
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int32 ins1; // speech script instruction parameters (may need more now?)
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int32 ins2;
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int32 ins3;
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int32 ins4;
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int32 ins5;
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int32 wait_state; // 0 not waiting, 1 waiting for next speech command
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};
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// mega structure - contains fields used for mega-character & mega-set
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// processing
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struct ObjectMega {
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int32 NOT_USED_1; // only free roaming megas need to check this before registering their graphics for drawing
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int32 NOT_USED_2; // id of floor on which we are standing
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int32 NOT_USED_3; // id of object which we are getting to
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int32 NOT_USED_4; // pixel distance to stand from player character when in conversation
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int32 currently_walking; // number given us by the auto router
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int32 walk_pc; // current frame number of walk-anim
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int32 scale_a; // current scale factors, taken from floor data
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int32 scale_b;
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int32 feet_x; // mega feet coords - frame-offsets are added to these position mega frames
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int32 feet_y;
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int32 current_dir; // current dirction faced by mega; used by autorouter to determine turns required
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int32 NOT_USED_5; // means were currently avoiding a collision (see fnWalk)
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int32 megaset_res; // resource id of mega-set file
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int32 NOT_USED_6; // NOT USED
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};
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// walk-data structure - contains details of layout of frames in the
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// mega-set, and how they are to be used
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struct ObjectWalkdata {
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int32 nWalkFrames; // no. of frames per walk-cycle
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int32 usingStandingTurnFrames; // 0 = no 1 = yes
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int32 usingWalkingTurnFrames; // 0 = no 1 = yes
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int32 usingSlowInFrames; // 0 = no 1 = yes
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int32 usingSlowOutFrames; // 0 = no !0 = number of slow-out frames in each direction
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int32 nSlowInFrames[8]; // no. of slow-in frames in each direction
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int32 leadingLeg[8]; // leading leg for walk in each direction (0 = left 1 = right)
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int32 dx[8 * (12 + 1)]; // walk step distances in x direction
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int32 dy[8 * (12 + 1)]; // walk step distances in y direction
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};
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} // End of namespace Sword2
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#endif
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