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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#ifndef HUGO_GAME_H
+#define HUGO_GAME_H
+
+#include "common/keyboard.h"
+
+namespace Common {
+class WriteStream;
+class SeekableReadStream;
+}
+
+namespace Hugo {
+
+// WARNING!! Run the program at least once before release to
+// generate the initial save file! (Using the -i cmd switch)
+// Set EPISODE_NUM & build. Build pictures.mak and run "Tools/Hugo N".
+// Copy helpedit\hugow_?.hlp to .\hugowin?.hlp
+// Type "PPG" in the game to enter cheat mode.
+
+#define DEBUG false // Allow me to do special things (EDIT, GOTO)
+#define STORY true // Skip any intro stuff if FALSE
+//#define DATABASE TRUE // Use database instead of individual files. Individual files are used by Hugo1 DOS!
+//#define BETA FALSE // Puts big msg in intro/about box
+#define EPISODE_NUM 1 // Episode we are building
+#define TITLE "Hugo for Windows"
+#define COPYRIGHT "Copyright © 1995-97, David P. Gray"
+// Started code on 04/01/95
+// Don't forget to update Hugowin.rc2 with version info
+//#define VER "1.0" // 10/01/95 Initial Release
+//#define VER "1.1" // 10/06/95 Restore system volume levels on exit
+//#define VER "v1.2"// 10/12/95 Added "background music" checkbox in volume dlg
+//#define VER "v1.3"// 10/23/95 Support game 1 as shareware
+//#define VER "v1.4"// 12/06/95 Faster graphics, logical palette
+#define VER "v1.5" // 10/07/97 Added order form, new web site
+
+// Game specific equates
+#define MAX_TUNES 16 // Max number of tunes
+#define NORMAL_TPS 9 // Number of ticks (frames) per second
+#define TURBO_TPS 16 // This many in turbo mode
+#define DX 5 // Num pixels moved in x by HERO per step
+#define DY 4 // Num pixels moved in y by HERO per step
+#define XBYTES 40 // number of bytes in a compressed line
+#define XPIX 320 // Width of pcx background file
+#define YPIX 200 // Height of pcx background file
+#define VIEW_DX XPIX // Width of window view
+#define VIEW_DY 184 // Height of window view
+#define INV_DX 32 // Width of an inventory icon
+#define INV_DY 32 // Height of inventory icon
+#define DIBOFF_Y 8 // Offset into dib SrcY (old status line area)
+#define OVL_SIZE (XBYTES * YPIX) // Size of an overlay file
+#define MAX_SEQUENCES 4 // Number of sequences of images in object
+#define MAX_CHARS (XBYTES - 2) // Max length of user input line
+#define NUM_ROWS 25 // Number of text lines in display
+#define MAX_BOX (MAX_CHARS * NUM_ROWS) // Max chars on screen
+#define DONT_CARE 0xFF // Any state allowed in command verb
+#define MAX_FPATH 256 // Max length of a full path name
+#define HERO_MAX_WIDTH 24 // Maximum width of hero
+#define HERO_MIN_WIDTH 16 // Minimum width of hero
+#define LOOK_NAME 1 // Index of name used in showing takeables
+#define TAKE_NAME 2 // Index of name used in confirming take
+#define TAKE_TEXT "Picked up the %s ok."
+#define REP_MASK 0xC0 // Top 2 bits mean a repeat code
+#define MAX_STRLEN 1024
+#define WARNLEN 512
+#define ERRLEN 512
+#define STEP_DY 8 // Pixels per step movement
+
+// Only for non-database
+#define BKGEXT ".PCX" // Extension of background files
+#define OBJEXT ".PIX" // Extension of object picture files
+#define NAME_LEN 12 // Max length of a DOS file name
+
+// Definitions of 'generic' commands: Max # depends on size of gencmd in
+// the object_t record since each requires 1 bit. Currently up to 16
+#define LOOK 1
+#define TAKE 2
+#define DROP 4
+#define LOOK_S 8 // Description depends on state of object
+
+// Macros:
+#define TPS (_config.turboFl ? TURBO_TPS : NORMAL_TPS)
+
+
+enum TEXTCOLORS {
+ _TBLACK, _TBLUE, _TGREEN, _TCYAN,
+ _TRED, _TMAGENTA, _TBROWN, _TWHITE,
+ _TGRAY, _TLIGHTBLUE, _TLIGHTGREEN, _TLIGHTCYAN,
+ _TLIGHTRED, _TLIGHTMAGENTA, _TLIGHTYELLOW, _TBRIGHTWHITE
+};
+
+#define CRYPT "Copyright 1992, David P Gray, Gray Design Associates"
+
+struct hugo_boot_t { // Common HUGO boot file
+ char checksum; // Checksum for boot structure (not exit text)
+ char registered; // TRUE if registered version, else FALSE
+ char pbswitch[8]; // Playback switch string
+ char distrib[32]; // Distributor branding string
+ uint16 exit_len; // Length of exit text (next in file)
+};
+
+#define MAX_UIFS 32 // Max possible uif items in hdr
+#define NUM_FONTS 3 // Number of dib fonts
+#define FIRST_FONT U_FONT5
+#define FONT_LEN 128 // Number of chars in font
+#define FONTSIZE 1200 // Max size of font data
+
+struct uif_hdr_t { // UIF font/image look up
+ uint16 size; // Size of uif item
+ uint32 offset; // Offset of item in file
+};
+
+enum uif_t {U_FONT5, U_FONT6, U_FONT8, UIF_IMAGES, NUM_UIF_ITEMS};
+
+// Game specific type definitions
+typedef byte *image_pt; // ptr to an object image (sprite)
+typedef byte *sound_pt; // ptr to sound (or music) data
+
+// Enumerate overlay file types
+enum ovl_t {BOUNDARY, OVERLAY, OVLBASE};
+
+// Enumerate error types
+enum {
+ GEN_ERR, FILE_ERR, WRITE_ERR, PCCH_ERR, HEAP_ERR, EVNT_ERR, SOUND_ERR
+ //MOUSE_ERR, VID_ERR, FONT_ERR, ARG_ERR, CHK_ERR, TIMER_ERR, VBX_ERR
+};
+
+// Enumerate ways of cycling a sequence of frames
+enum cycle_t {INVISIBLE, ALMOST_INVISIBLE, NOT_CYCLING, CYCLE_FORWARD, CYCLE_BACKWARD};
+
+// Enumerate sequence index matching direction of travel
+enum {RIGHT, LEFT, DOWN, _UP};
+
+// Channel requirement during sound effect
+enum stereo_t {BOTH_CHANNELS, RIGHT_CHANNEL, LEFT_CHANNEL};
+
+// Priority for sound effect
+enum priority_t {LOW_PRI, MED_PRI, HIGH_PRI};
+
+// Enumerate the different path types for an object
+enum path_t {
+ USER, // User has control of object via cursor keys
+ AUTO, // Computer has control, controlled by action lists
+ QUIET, // Computer has control and no commands allowed
+ CHASE, // Computer has control, object is chasing hero
+ CHASE2, // Same as CHASE, except keeps cycling when stationary
+ WANDER, // Computer has control, object is wandering randomly
+ WANDER2 // Same as WANDER, except keeps cycling when stationary
+};
+
+// Enumerate whether object is foreground, background or 'floating'
+// If floating, HERO can collide with it and fore/back ground is determined
+// by relative y-coord of object base. This is the general case.
+// If fore or background, no collisions can take place and object is either
+// behind or in front of all others, although can still be hidden by the
+// the overlay plane. OVEROVL means the object is FLOATING (to other
+// objects) but is never hidden by the overlay plane
+enum {FOREGROUND, BACKGROUND, FLOATING, OVEROVL};
+
+// Game view state machine
+enum vstate_t {V_IDLE, V_INTROINIT, V_INTRO, V_PLAY, V_INVENT, V_EXIT};
+
+enum font_t {LARGE_ROMAN, MED_ROMAN, NUM_GDI_FONTS, INIT_FONTS, DEL_FONTS};
+
+// Ways to dismiss a text/prompt box
+enum box_t {BOX_ANY, BOX_OK, BOX_PROMPT, BOX_YESNO};
+
+// Standard viewport sizes
+enum wsize_t {SIZE_DEF, SIZE_1, SIZE_2, SIZE_3};
+
+// Display list functions
+enum dupdate_t {D_INIT, D_ADD, D_DISPLAY, D_RESTORE};
+
+// General device installation commands
+enum inst_t {INSTALL, RESTORE, RESET};
+
+// Inventory icon bar states
+enum istate_t {I_OFF, I_UP, I_DOWN, I_ACTIVE};
+
+// Actions for Process_inventory()
+enum invact_t {INV_INIT, INV_LEFT, INV_RIGHT, INV_GET};
+
+// Purpose of an automatic route
+enum go_t {GO_SPACE, GO_EXIT, GO_LOOK, GO_GET};
+
+// Following are points for achieving certain actions.
+struct point_t {
+ byte score; // The value of the point
+ bool scoredFl; // Whether scored yet
+};
+
+// Structure for initializing maze processing
+struct maze_t {
+ bool enabledFl; // TRUE when maze processing enabled
+ byte size; // Size of (square) maze matrix
+ int x1, y1, x2, y2; // maze hotspot bounding box
+ int x3, x4; // north, south x entry coordinates
+ byte firstScreenIndex; // index of first screen in maze
+};
+
+// Following defines the action types and action list
+enum action_t { // Parameters:
+ ANULL = 0xff, // Special NOP used to 'delete' events in DEL_EVENTS
+ ASCHEDULE = 0, // 0 - Ptr to action list to be rescheduled
+ START_OBJ, // 1 - Object number
+ INIT_OBJXY, // 2 - Object number, x,y
+ PROMPT, // 3 - index of prompt & response string, ptrs to action
+ // lists. First if response matches, 2nd if not.
+ BKGD_COLOR, // 4 - new background color
+ INIT_OBJVXY, // 5 - Object number, vx, vy
+ INIT_CARRY, // 6 - Object number, carried status
+ INIT_HF_COORD, // 7 - Object number (gets hero's 'feet' coordinates)
+ NEW_SCREEN, // 8 - New screen number
+ INIT_OBJSTATE, // 9 - Object number, new object state
+ INIT_PATH, // 10 - Object number, new path type
+ COND_R, // 11 - Conditional on object state - req state, 2 act_lists
+ TEXT, // 12 - Simple text box
+ SWAP_IMAGES, // 13 - Swap 2 object images
+ COND_SCR, // 14 - Conditional on current screen
+ AUTOPILOT, // 15 - Set object to home in on another (stationary) object
+ INIT_OBJ_SEQ, // 16 - Object number, sequence index to set curr_seq_p to
+ SET_STATE_BITS, // 17 - Objnum, mask to OR with obj states word
+ CLEAR_STATE_BITS, // 18 - Objnum, mask to ~AND with obj states word
+ TEST_STATE_BITS, // 19 - Objnum, mask to test obj states word
+ DEL_EVENTS, // 20 - Action type to delete all occurrences of
+ GAMEOVER, // 21 - Disable hero & commands. Game is over
+ INIT_HH_COORD, // 22 - Object number (gets hero's actual coordinates)
+ EXIT, // 23 - Exit game back to DOS
+ BONUS, // 24 - Get score bonus for an action
+ COND_BOX, // 25 - Conditional on object within bounding box
+ SOUND, // 26 - Set currently playing sound
+ ADD_SCORE, // 27 - Add object's value to current score
+ SUB_SCORE, // 28 - Subtract object's value from current score
+ COND_CARRY, // 29 - Conditional on carrying object
+ INIT_MAZE, // 30 - Start special maze hotspot processing
+ EXIT_MAZE, // 31 - Exit special maze processing
+ INIT_PRIORITY, // 32 - Initialize fbg field
+ INIT_SCREEN, // 33 - Initialise screen field of object
+ AGSCHEDULE, // 34 - Global schedule - lasts over new screen
+ REMAPPAL, // 35 - Remappe palette - palette index, color
+ COND_NOUN, // 36 - Conditional on noun appearing in line
+ SCREEN_STATE, // 37 - Set new screen state - used for comments
+ INIT_LIPS, // 38 - Position lips object for supplied object
+ INIT_STORY_MODE, // 39 - Set story mode TRUE/FALSE (user can't type)
+ WARN, // 40 - Same as TEXT but can't dismiss box by typing
+ COND_BONUS, // 41 - Conditional on bonus having been scored
+ TEXT_TAKE, // 42 - Issue text box with "take" info string
+ YESNO, // 43 - Prompt user for Yes or No
+ STOP_ROUTE, // 44 - Skip any route in progress (hero still walks)
+ COND_ROUTE, // 45 - Conditional on route in progress
+ INIT_JUMPEXIT, // 46 - Initialize status.jumpexit
+ INIT_VIEW, // 47 - Initialize viewx, viewy, dir
+ INIT_OBJ_FRAME, // 48 - Object number, seq,frame to set curr_seq_p to
+ OLD_SONG = 49 // Added by Strangerke - Set currently playing sound, old way: that is, using a string index instead of a reference in a file
+};
+
+
+struct act0 { // Type 0 - Schedule
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ uint16 actIndex; // Ptr to an action list
+};
+
+struct act1 { // Type 1 - Start an object
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int cycleNumb; // Number of times to cycle
+ cycle_t cycle; // Direction to start cycling
+};
+
+struct act2 { // Type 2 - Initialise an object coords
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int x, y; // Coordinates
+};
+
+struct act3 { // Type 3 - Prompt user for text
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ uint16 promptIndex; // Index of prompt string
+ int *responsePtr; // Array of indexes to valid response
+ // string(s) (terminate list with -1)
+ uint16 actPassIndex; // Ptr to action list if success
+ uint16 actFailIndex; // Ptr to action list if failure
+ bool encodedFl; // (HUGO 1 DOS ONLY) Whether response is encoded or not
+};
+
+struct act4 { // Type 4 - Set new background color
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ long newBackgroundColor; // New color
+};
+
+struct act5 { // Type 5 - Initialise an object velocity
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int vx, vy; // velocity
+};
+
+struct act6 { // Type 6 - Initialise an object carrying
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ bool carriedFl; // carrying
+};
+
+struct act7 { // Type 7 - Initialise an object to hero's coords
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+};
+
+struct act8 { // Type 8 - switch to new screen
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int screenIndex; // The new screen number
+};
+
+struct act9 { // Type 9 - Initialise an object state
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ byte newState; // New state
+};
+
+struct act10 { // Type 10 - Initialise an object path type
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int newPathType; // New path type
+ char vxPath, vyPath; // Max delta velocities e.g. for CHASE
+};
+
+struct act11 { // Type 11 - Conditional on object's state
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ byte stateReq; // Required state
+ uint16 actPassIndex; // Ptr to action list if success
+ uint16 actFailIndex; // Ptr to action list if failure
+};
+
+struct act12 { // Type 12 - Simple text box
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int stringIndex; // Index (enum) of string in strings.dat
+};
+
+struct act13 { // Type 13 - Swap first object image with second
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int obj1; // Index of first object
+ int obj2; // 2nd
+};
+
+struct act14 { // Type 14 - Conditional on current screen
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The required object
+ int screenReq; // The required screen number
+ uint16 actPassIndex; // Ptr to action list if success
+ uint16 actFailIndex; // Ptr to action list if failure
+};
+
+struct act15 { // Type 15 - Home in on an object
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int obj1; // The object number homing in
+ int obj2; // The object number to home in on
+ char dx, dy; // Max delta velocities
+};
+// Note: Don't set a sequence at time 0 of a new screen, it causes
+// problems clearing the boundary bits of the object! timer > 0 is safe
+struct act16 { // Type 16 - Set curr_seq_p to seq
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int seqIndex; // The index of seq array to set to
+};
+
+struct act17 { // Type 17 - SET obj individual state bits
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int stateMask; // The mask to OR with current obj state
+};
+
+struct act18 { // Type 18 - CLEAR obj individual state bits
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int stateMask; // The mask to ~AND with current obj state
+};
+
+struct act19 { // Type 19 - TEST obj individual state bits
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int stateMask; // The mask to AND with current obj state
+ uint16 actPassIndex; // Ptr to action list (all bits set)
+ uint16 actFailIndex; // Ptr to action list (not all set)
+};
+
+struct act20 { // Type 20 - Remove all events with this type of action
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ action_t actTypeDel; // The action type to remove
+};
+
+struct act21 { // Type 21 - Gameover. Disable hero & commands
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+};
+
+struct act22 { // Type 22 - Initialise an object to hero's coords
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+};
+
+struct act23 { // Type 23 - Exit game back to DOS
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+};
+
+struct act24 { // Type 24 - Get bonus score
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int pointIndex; // Index into points array
+};
+
+struct act25 { // Type 25 - Conditional on bounding box
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The required object number
+ int x1, y1, x2, y2; // The bounding box
+ uint16 actPassIndex; // Ptr to action list if success
+ uint16 actFailIndex; // Ptr to action list if failure
+};
+
+struct act26 { // Type 26 - Play a sound
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int16 soundIndex; // Sound index in data file
+};
+
+struct act27 { // Type 27 - Add object's value to score
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // object number
+};
+
+struct act28 { // Type 28 - Subtract object's value from score
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // object number
+};
+
+struct act29 { // Type 29 - Conditional on object carried
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The required object number
+ uint16 actPassIndex; // Ptr to action list if success
+ uint16 actFailIndex; // Ptr to action list if failure
+};
+
+struct act30 { // Type 30 - Start special maze processing
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ byte mazeSize; // Size of (square) maze
+ int x1, y1, x2, y2; // Bounding box of maze
+ int x3, x4; // Extra x points for perspective correction
+ byte firstScreenIndex; // First (top left) screen of maze
+};
+
+struct act31 { // Type 31 - Exit special maze processing
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+};
+
+struct act32 { // Type 32 - Init fbg field of object
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ byte priority; // Value of foreground/background field
+};
+
+struct act33 { // Type 33 - Init screen field of object
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int screenIndex; // Screen number
+};
+
+struct act34 { // Type 34 - Global Schedule
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ uint16 actIndex; // Ptr to an action list
+};
+
+struct act35 { // Type 35 - Remappe palette
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int16 oldColorIndex; // Old color index, 0..15
+ int16 newColorIndex; // New color index, 0..15
+};
+
+struct act36 { // Type 36 - Conditional on noun mentioned
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ uint16 nounIndex; // The required noun (list)
+ uint16 actPassIndex; // Ptr to action list if success
+ uint16 actFailIndex; // Ptr to action list if failure
+};
+
+struct act37 { // Type 37 - Set new screen state
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int screenIndex; // The screen number
+ byte newState; // The new state
+};
+
+struct act38 { // Type 38 - Position lips
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int lipsObjNumb; // The LIPS object
+ int objNumb; // The object to speak
+ byte dxLips; // Relative offset of x
+ byte dyLips; // Relative offset of y
+};
+
+struct act39 { // Type 39 - Init story mode
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ bool storyModeFl; // New state of story_mode flag
+};
+
+struct act40 { // Type 40 - Unsolicited text box
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int stringIndex; // Index (enum) of string in strings.dat
+};
+
+struct act41 { // Type 41 - Conditional on bonus scored
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int BonusIndex; // Index into bonus list
+ uint16 actPassIndex; // Index of the action list if scored for the first time
+ uint16 actFailIndex; // Index of the action list if already scored
+};
+
+struct act42 { // Type 42 - Text box with "take" string
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object taken
+};
+
+struct act43 { // Type 43 - Prompt user for Yes or No
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int promptIndex; // index of prompt string
+ uint16 actYesIndex; // Ptr to action list if YES
+ uint16 actNoIndex; // Ptr to action list if NO
+};
+
+struct act44 { // Type 44 - Stop any route in progress
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+};
+
+struct act45 { // Type 45 - Conditional on route in progress
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int routeIndex; // Must be >= current status.rindex
+ uint16 actPassIndex; // Ptr to action list if en-route
+ uint16 actFailIndex; // Ptr to action list if not
+};
+
+struct act46 { // Type 46 - Init status.jumpexit
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ bool jumpExitFl; // New state of jumpexit flag
+};
+
+struct act47 { // Type 47 - Init viewx,viewy,dir
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object
+ int16 viewx; // object.viewx
+ int16 viewy; // object.viewy
+ int16 direction; // object.dir
+};
+
+struct act48 { // Type 48 - Set curr_seq_p to frame n
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int seqIndex; // The index of seq array to set to
+ int frameIndex; // The index of frame to set to
+};
+
+struct act49 { // Added by Strangerke - Type 79 - Play a sound (DOS way)
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ uint16 soundIndex; // Sound index in string array
+};
+
+union act {
+ act0 a0;
+ act1 a1;
+ act2 a2;
+ act3 a3;
+ act4 a4;
+ act5 a5;
+ act6 a6;
+ act7 a7;
+ act8 a8;
+ act9 a9;
+ act10 a10;
+ act11 a11;
+ act12 a12;
+ act13 a13;
+ act14 a14;
+ act15 a15;
+ act16 a16;
+ 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;
+};
+
+// The following determines how a verb is acted on, for an object
+struct cmd {
+ uint16 verbIndex; // the verb
+ uint16 reqIndex; // ptr to list of required objects
+ uint16 textDataNoCarryIndex; // ptr to string if any of above not carried
+ byte reqState; // required state for verb to be done
+ byte newState; // new states if verb done
+ uint16 textDataWrongIndex; // ptr to string if wrong state
+ uint16 textDataDoneIndex; // ptr to string if verb done
+ uint16 actIndex; // Ptr to action list if verb done
+};
+
+// The following is a linked list of images in an animation sequence
+// The image data is in 8-bit DIB format, i.e. 1 byte = 1 pixel
+struct seq_t { // Linked list of images
+ byte *imagePtr; // ptr to image
+ uint16 bytesPerLine8; // bytes per line (8bits)
+ uint16 lines; // lines
+ uint16 x1, x2, y1, y2; // Offsets from x,y: data bounding box
+ seq_t *nextSeqPtr; // ptr to next record
+};
+
+// The following is an array of structures of above sequences
+struct seqList_t {
+ uint16 imageNbr; // Number of images in sequence
+ seq_t *seqPtr; // Ptr to sequence structure
+};
+
+// Following is definition of object attributes
+struct object_t {
+ uint16 nounIndex; // String identifying object
+ uint16 dataIndex; // String describing the object
+ uint16 *stateDataIndex; // Added by Strangerke to handle the LOOK_S state-dependant descriptions
+ path_t pathType; // Describe path object follows
+ int vxPath, vyPath; // Delta velocities (e.g. for CHASE)
+ uint16 actIndex; // Action list to do on collision with hero
+ byte seqNumb; // Number of sequences in list
+ seq_t *currImagePtr; // Sequence image currently in use
+ seqList_t seqList[MAX_SEQUENCES]; // Array of sequence structure ptrs and lengths
+ cycle_t cycling; // Whether cycling, forward or backward
+ byte cycleNumb; // No. of times to cycle
+ byte frameInterval; // Interval (in ticks) between frames
+ byte frameTimer; // Decrementing timer for above
+ char radius; // Defines sphere of influence by hero
+ byte screenIndex; // Screen in which object resides
+ int x, y; // Current coordinates of object
+ int oldx, oldy; // Previous coordinates of object
+ char vx, vy; // Velocity
+ byte objValue; // Value of object
+ int genericCmd; // Bit mask of 'generic' commands for object
+ uint16 cmdIndex; // ptr to list of cmd structures for verbs
+ bool carriedFl; // TRUE if object being carried
+ byte state; // state referenced in cmd list
+ bool verbOnlyFl; // TRUE if verb-only cmds allowed e.g. sit,look
+ byte priority; // Whether object fore, background or floating
+ int16 viewx, viewy; // Position to view object from (or 0 or -1)
+ int16 direction; // Direction to view object from
+ byte curSeqNum; // Save which seq number currently in use
+ byte curImageNum; // Save which image of sequence currently in use
+ char oldvx; // Previous vx (used in wandering)
+ char oldvy; // Previous vy
+};
+
+// Following is structure of verbs and nouns for 'background' objects
+// These are objects that appear in the various screens, but nothing
+// interesting ever happens with them. Rather than just be dumb and say
+// "don't understand" we produce an interesting msg to keep user sane.
+struct background_t {
+ uint16 verbIndex;
+ uint16 nounIndex;
+ int commentIndex; // Index of comment produced on match
+ bool matchFl; // TRUE if noun must match when present
+ byte roomState; // "State" of room. Comments might differ.
+ byte bonusIndex; // Index of bonus score (0 = no bonus)
+};
+
+typedef background_t *objectList_t;
+
+typedef byte overlay_t[OVL_SIZE]; // Overlay file
+typedef byte viewdib_t[(long)XPIX *YPIX]; // Viewport dib
+typedef byte icondib_t[XPIX *INV_DY]; // Icon bar dib
+
+typedef char command_t[MAX_CHARS + 8]; // Command line (+spare for prompt,cursor)
+typedef char fpath_t[MAX_FPATH]; // File path
+
+// Structure to define an EXIT or other collision-activated hotspot
+struct hotspot_t {
+ int screenIndex; // Screen in which hotspot appears
+ int x1, y1, x2, y2; // Bounding box of hotspot
+ uint16 actIndex; // Actions to carry out if a 'hit'
+ int16 viewx, viewy, direction; // Used in auto-route mode
+};
+
+struct status_t { // Game status (not saved)
+ bool initSaveFl; // Force save of initial game
+ bool storyModeFl; // Game is telling story - no commands
+ bool gameOverFl; // Game is over - hero knobbled
+ bool playbackFl; // Game is in playback mode
+ bool recordFl; // Game is in record mode
+ bool demoFl; // Game is in demo mode
+ bool debugFl; // Game is in debug mode
+ bool textBoxFl; // Game is (halted) in text box
+// Strangerke - Not used ?
+// bool mmtimeFl; // Multimedia timer supported
+ bool lookFl; // Toolbar "look" button pressed
+ bool recallFl; // Toolbar "recall" button pressed
+ bool leftButtonFl; // Left mouse button pressed
+ bool rightButtonFl; // Right button pressed
+ bool newScreenFl; // New screen just loaded in dib_a
+ bool jumpExitFl; // Allowed to jump to a screen exit
+ bool godModeFl; // Allow DEBUG features in live version
+ bool helpFl; // Calling WinHelp (don't disable music)
+ uint32 tick; // Current time in ticks
+ uint32 saveTick; // Time of last save in ticks
+ vstate_t viewState; // View state machine
+ istate_t inventoryState; // Inventory icon bar state
+ int16 inventoryHeight; // Inventory icon bar height
+ int16 inventoryObjId; // Inventory object selected, or -1
+ int16 routeIndex; // Index into route list, or -1
+ go_t go_for; // Purpose of an automatic route
+ int16 go_id; // Index of exit of object walking to
+ fpath_t path; // Alternate path for saved files
+ long saveSize; // Size of a saved game
+ int16 saveSlot; // Current slot to save/restore game
+ int16 screenWidth; // Desktop screen width
+ int16 song; // Current song
+ int16 cx, cy; // Cursor position (dib coords)
+};
+
+struct config_t { // User's config (saved)
+ bool musicFl; // State of Music button/menu item
+ bool soundFl; // State of Sound button/menu item
+ bool turboFl; // State of Turbo button/menu item
+// int16 wx, wy; // Position of viewport
+ int16 cx, cy; // Size of viewport
+ bool backgroundMusicFl; // Continue music when task inactive
+ byte musicVolume; // Music volume percentage
+ byte soundVolume; // Sound volume percentage
+ bool playlist[MAX_TUNES]; // Tune playlist
+};
+
+struct target_t { // Secondary target for action
+ uint16 nounIndex; // Secondary object
+ uint16 verbIndex; // Action on secondary object
+};
+
+struct uses_t { // Define uses of certain objects
+ int16 objId; // Primary object
+ uint16 dataIndex; // String if no secondary object matches
+ target_t *targets; // List of secondary targets
+};
+
+// Global externs
+extern config_t _config; // User's config
+extern maze_t _maze; // Maze control structure
+extern hugo_boot_t _boot; // Boot info structure
+extern char _textBoxBuffer[]; // Useful box text buffer
+extern command_t _line; // Line of user text input
+
+/* Structure of scenery file lookup entry */
+struct sceneBlock_t {
+ uint32 scene_off;
+ uint32 scene_len;
+ uint32 b_off;
+ uint32 b_len;
+ uint32 o_off;
+ uint32 o_len;
+ uint32 ob_off;
+ uint32 ob_len;
+};
+
+/* Structure of object file lookup entry */
+struct objBlock_t {
+ uint32 objOffset;
+ uint32 objLength;
+};
+
+#include "common/pack-start.h" // START STRUCT PACKING
+struct sound_hdr_t { // Sound file lookup entry
+ uint16 size; // Size of sound data in bytes
+ uint32 offset; // Offset of sound data in file
+} PACKED_STRUCT;
+#include "common/pack-end.h" // END STRUCT PACKING
+
+}
+
+#endif