mirror of
https://github.com/libretro/scummvm.git
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478 lines
15 KiB
C++
478 lines
15 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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*
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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., 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/image_file.h"
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#include "sherlock/fixed_text.h"
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#include "sherlock/saveload.h"
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namespace Sherlock {
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class SherlockEngine;
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enum ObjectAllow {
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ALLOW_MOVE = 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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// Rose Tattoo
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HIDDEN_CHARACTER = 128
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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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// Different levels for sprites to be at
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enum {
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BEHIND = 0, NORMAL_BEHIND = 1, NORMAL_FORWARD = 2, FORWARD = 3
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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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#define FIXED_INT_MULTIPLIER 1000
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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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#define HIDE_CODE (7+128) // Code for hiding/unhiding an object from a Sequence
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#define CALL_TALK_CODE (8+128) // Code for call a Talk File from a Sequence
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#define TELEPORT_CODE (9+128) // Code for setting Teleport Data (X,Y)
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#define MOVE_CODE (10+128) // Code for setting Movement Delta (X,Y)
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#define GOTO_CODE 228
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#define TALK_SEQ_CODE 252 // Code specifying start of talk sequence frames in a Sequence
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#define TALK_LISTEN_CODE 251 // Code specifying start of talk listen frames in a Sequence
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#define ALLOW_TALK_CODE 250
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#define UPPER_LIMIT 0
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#define LOWER_LIMIT (IS_SERRATED_SCALPEL ? CONTROLS_Y : SHERLOCK_SCREEN_HEIGHT)
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#define LEFT_LIMIT 0
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#define RIGHT_LIMIT SHERLOCK_SCREEN_WIDTH
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class Point32 {
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public:
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int x;
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int y;
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Point32() : x(0), y(0) {}
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Point32(int x1, int y1) : x(x1), y(y1) {}
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Point32(const Common::Point &pt) : x(pt.x), y(pt.y) {}
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bool operator==(const Point32 &p) const { return x == p.x && y == p.y; }
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bool operator!=(const Point32 &p) const { return x != p.x || y != p.y; }
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Point32 operator+(const Point32 &delta) const { return Point32(x + delta.x, y + delta.y); }
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Point32 operator-(const Point32 &delta) const { return Point32(x - delta.x, y - delta.y); }
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operator Common::Point() { return Common::Point(x, y); }
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void operator+=(const Point32 &delta) { x += delta.x; y += delta.y; }
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void operator-=(const Point32 &delta) { x -= delta.x; y -= delta.y; }
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};
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class PositionFacing : public Point32 {
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public:
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int _facing;
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PositionFacing() : Point32(), _facing(0) {}
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PositionFacing(int xp, int yp, int theFacing) : Point32(xp, yp), _facing(theFacing) {}
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PositionFacing &operator=(const Point32 &pt) {
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x = pt.x; y = pt.y;
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return *this;
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}
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};
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struct WalkSequence {
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Common::String _vgsName;
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bool _horizFlip;
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Common::Array<byte> _sequences;
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WalkSequence() : _horizFlip(false) {}
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const byte &operator[](int idx) { return _sequences[idx]; }
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/**
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* Load data for the sequence from a stream
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*/
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void load(Common::SeekableReadStream &s);
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};
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class WalkSequences : public Common::Array < WalkSequence > {
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public:
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WalkSequences &operator=(const WalkSequences &src);
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};
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enum { REVERSE_DIRECTION = 0x80 };
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#define NAMES_COUNT 4
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struct ActionType {
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int _cAnimNum;
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int _cAnimSpeed;
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Common::String _names[NAMES_COUNT];
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int _useFlag; // Which flag USE will set (if any)
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ActionType();
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/**
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* Load the data for the action
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*/
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void load(Common::SeekableReadStream &s);
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};
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struct UseType: public ActionType {
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Common::String _target;
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Common::String _verb;
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UseType();
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/**
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* Load the data for the UseType
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*/
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void load(Common::SeekableReadStream &s, bool isRoseTattoo);
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void load3DO(Common::SeekableReadStream &s);
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/**
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* Synchronize the data for a savegame
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*/
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void synchronize(Serializer &s);
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};
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class BaseObject {
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protected:
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static SherlockEngine *_vm;
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protected:
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/**
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* This will check to see if the object has reached the end of a sequence.
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* If it has, it switch to whichever next sequence should be started.
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* @returns true if the end of a sequence was reached
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*/
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bool checkEndOfSequence();
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/**
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* Scans through the sequences array and finds the designated sequence.
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* It then sets the frame number of the start of that sequence
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*/
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void setObjSequence(int seq, bool wait);
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public:
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static bool _countCAnimFrames;
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public:
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SpriteType _type; // Type of object/sprite
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Common::String _description; // Description lines
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byte *_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 _sequenceNumber; // Sequence being used
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int _startSeq; // Frame sequence starts at
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int _walkCount; // Walk counter
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int _allow; // Allowed UI commands
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int _frameNumber; // Frame number in rame sequence to draw
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Point32 _position; // Current position
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Point32 _delta; // 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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Point32 _goto; // Walk destination
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int _lookFlag; // Which flag LOOK will set (if any)
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int _requiredFlag[2]; // 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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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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PositionFacing _lookPosition; // Where to walk when examining object
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int _lookcAnim;
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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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UseType _use[6]; // Serrated Scalpel uses 4, Rose Tattoo 6
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int _quickDraw; // Flag telling whether to use quick draw routine or not
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int _scaleVal; // Tells how to scale the sprite
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int _gotoSeq; // Used by Talk to tell which sequence to goto when able
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int _talkSeq; // Tells which talk sequence currently in use (Talk or Listen)
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int _restoreSlot; // Used when talk returns to the previous sequence
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public:
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BaseObject();
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virtual ~BaseObject() {}
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static void setVm(SherlockEngine *vm);
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/**
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* Returns true if the the object has an Allow Talk Code in the sequence that it's
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* currently running, specified by the _talkSeq field of the object. If it's 0,
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* then it's a regular sequence. If it's not 0 but below 128, then it's a Talk Sequence.
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* If it's above 128, then it's one of the Listen sequences.
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*/
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bool hasAborts() const;
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/**
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* Check the state of the object
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*/
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void checkObject();
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/**
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* Checks for codes
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* @param name The name to check for codes
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* @param messages Provides a lookup list of messages that can be printed
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* @returns 0 if no codes are found, 1 if codes were found
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*/
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int checkNameForCodes(const Common::String &name, FixedTextActionId fixedTextActionId = kFixedTextAction_Invalid);
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/**
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* Adjusts the frame and sequence variables of a sprite that corresponds to the current speaker
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* so that it points to the beginning of the sequence number's talk sequence in the object's
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* sequence buffer
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* @param seq Which sequence to use (if there's more than 1)
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* @remarks 1: First talk seq, 2: second talk seq, etc.
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*/
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virtual void setObjTalkSequence(int seq) {}
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};
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class Sprite: public BaseObject {
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public:
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Common::String _name;
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Common::String _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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WalkSequences _walkSequences; // Holds animation sequences
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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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// Rose Tattoo fields
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ImageFrame *_stopFrames[8]; // Stop/rest frame for each direction
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ImageFile *_altImages; // Images used for alternate NPC sequences
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int _altSeq; // Which of the sequences the alt graphics apply to (0: main, 1=NPC seq)
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int _centerWalk; // Flag telling the walk code to offset the walk destination
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Common::Point _adjust; // Fine tuning adjustment to position when drawn
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int _oldWalkSequence;
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public:
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Sprite(): BaseObject() { clear(); }
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~Sprite() override {}
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static void setVm(SherlockEngine *vm) { _vm = vm; }
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/**
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* Reset the data for the sprite
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*/
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void clear();
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/**
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* Updates the image frame poiner for the sprite
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*/
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void setImageFrame();
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/**
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* Checks the sprite's position to see if it's collided with any special objects
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*/
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void checkSprite();
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/**
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* Adjusts the frame and sequence variables of a sprite that corresponds to the current speaker
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* so that it points to the beginning of the sequence number's talk sequence in the object's
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* sequence buffer
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* @param seq Which sequence to use (if there's more than 1)
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* @remarks 1: First talk seq, 2: second talk seq, etc.
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*/
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void setObjTalkSequence(int seq) override {}
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/**
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* Return frame width
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*/
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int frameWidth() const { return _imageFrame ? _imageFrame->_frame.w : 0; }
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/**
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* Return frame height
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*/
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int frameHeight() const { return _imageFrame ? _imageFrame->_frame.h : 0; }
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/**
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* Returns the old bounsd for the sprite from the previous frame
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*/
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const Common::Rect getOldBounds() const;
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/**
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* This adjusts the sprites position, as well as it's animation sequence:
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*/
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virtual void adjustSprite() = 0;
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/**
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* Bring a moving character using the sprite to a standing position
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*/
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virtual void gotoStand() = 0;
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/**
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* Set the variables for moving a character from one poisition to another
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* in a straight line
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*/
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virtual void setWalking() = 0;
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};
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enum { OBJ_BEHIND = 1, OBJ_FLIPPED = 2, OBJ_FORWARD = 4, TURNON_OBJ = 0x20, TURNOFF_OBJ = 0x40 };
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#define USE_COUNT 4
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class Object: public BaseObject {
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public:
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Common::String _name; // Name
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Common::String _examine; // Examine in-depth description
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int _sequenceOffset;
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int _pickup;
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int _defaultCommand; // Default right-click command
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// Serrated Scalpel fields
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int _pickupFlag; // Which flag PICKUP will set (if any)
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ActionType _aOpen; // Holds data for moving object
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ActionType _aClose;
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ActionType _aMove;
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Object();
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~Object() override {}
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/**
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* Load the data for the object
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*/
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void load(Common::SeekableReadStream &s, bool isRoseTattoo);
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void load3DO(Common::SeekableReadStream &s);
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/**
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* Toggle the type of an object between hidden and active
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*/
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void toggleHidden();
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/**
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* Handle setting any flags associated with the object
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*/
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void setFlagsAndToggles();
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/**
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* Adjusts the sprite's position and animation sequence, advancing by 1 frame.
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* If the end of the sequence is reached, the appropriate action is taken.
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*/
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void adjustObject();
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/**
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* Handles trying to pick up an object. If allowed, plays an y necessary animation for picking
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* up the item, and then adds it to the player's inventory
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*/
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int pickUpObject(FixedTextActionId fixedTextActionId = kFixedTextAction_Invalid);
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/**
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* Return the frame width
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*/
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int frameWidth() const { return _imageFrame ? _imageFrame->_frame.w : 0; }
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/**
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* Return the frame height
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*/
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int frameHeight() const { return _imageFrame ? _imageFrame->_frame.h : 0; }
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/**
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* Returns the current bounds for the sprite
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*/
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const Common::Rect getNewBounds() const;
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/**
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* Returns the bounds for a sprite without a shape
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*/
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const Common::Rect getNoShapeBounds() const;
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/**
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* Returns the old bounsd for the sprite from the previous frame
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*/
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const Common::Rect getOldBounds() const;
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/**
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* Adjusts the frame and sequence variables of a sprite that corresponds to the current speaker
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* so that it points to the beginning of the sequence number's talk sequence in the object's
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* sequence buffer
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* @param seq Which sequence to use (if there's more than 1)
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* @remarks 1: First talk seq, 2: second talk seq, etc.
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*/
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void setObjTalkSequence(int seq) override;
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};
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struct CAnim {
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Common::String _name; // Name
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Common::Point _position; // Position
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int _dataSize; // Size of uncompressed animation data
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uint32 _dataOffset; // offset within room file of animation data
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int _flags; // Tells if can be walked behind
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PositionFacing _goto[2]; // Position Holmes (and NPC in Rose Tattoo) should walk to before anim starts
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PositionFacing _teleport[2]; // Location Holmes (and NPC) shoul teleport to after playing canim
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// Scalpel specific
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byte _sequences[MAX_FRAME]; // Animation sequences
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SpriteType _type;
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// Rose Tattoo specific
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int _scaleVal; // How much the canim is scaled
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/**
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* Load the data for the animation
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*/
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void load(Common::SeekableReadStream &s, bool isRoseTattoo, uint32 dataOffset);
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void load3DO(Common::SeekableReadStream &s, uint32 dataOffset);
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};
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struct SceneImage {
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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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SceneImage();
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};
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} // End of namespace Sherlock
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#endif
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