aboutsummaryrefslogtreecommitdiff
path: root/engines/sherlock/objects.h
diff options
context:
space:
mode:
Diffstat (limited to 'engines/sherlock/objects.h')
-rw-r--r--engines/sherlock/objects.h478
1 files changed, 478 insertions, 0 deletions
diff --git a/engines/sherlock/objects.h b/engines/sherlock/objects.h
new file mode 100644
index 0000000000..996054be43
--- /dev/null
+++ b/engines/sherlock/objects.h
@@ -0,0 +1,478 @@
+/* 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.
+ *
+ */
+
+#ifndef SHERLOCK_OBJECTS_H
+#define SHERLOCK_OBJECTS_H
+
+#include "common/scummsys.h"
+#include "common/rect.h"
+#include "common/str-array.h"
+#include "common/str.h"
+#include "sherlock/image_file.h"
+#include "sherlock/fixed_text.h"
+#include "sherlock/saveload.h"
+
+namespace Sherlock {
+
+class SherlockEngine;
+
+enum ObjectAllow {
+ ALLOW_MOVE = 1, ALLOW_OPEN = 2, ALLOW_CLOSE = 4
+};
+
+enum SpriteType {
+ INVALID = 0,
+ CHARACTER = 1,
+ CURSOR = 2,
+ STATIC_BG_SHAPE = 3, // Background shape that doesn't animate
+ ACTIVE_BG_SHAPE = 4, // Background shape that animates
+ REMOVE = 5, // Object should be removed next frame
+ NO_SHAPE = 6, // Background object with no shape
+ HIDDEN = 7, // Hidden backgruond object
+ HIDE_SHAPE = 8, // Object needs to be hidden
+
+ // Rose Tattoo
+ HIDDEN_CHARACTER = 128
+};
+
+enum AType {
+ OBJECT = 0,
+ PERSON = 1,
+ SOLID = 2,
+ TALK = 3, // Standard talk zone
+ FLAG_SET = 4,
+ DELTA = 5,
+ WALK_AROUND = 6,
+ TALK_EVERY = 7, // Talk zone that turns on every room visit
+ TALK_MOVE = 8, // Talk zone that only activates when Holmes moves
+ PAL_CHANGE = 9, // Changes the palette down so that it gets darker
+ PAL_CHANGE2 = 10, // Same as PAL_CHANGE, except that it goes up
+ SCRIPT_ZONE = 11, // If this is clicked in, it is activated
+ BLANK_ZONE = 12, // This masks out other objects when entered
+ NOWALK_ZONE = 13 // Player cannot walk here
+};
+
+// Different levels for sprites to be at
+enum {
+ BEHIND = 0, NORMAL_BEHIND = 1, NORMAL_FORWARD = 2, FORWARD = 3
+};
+
+#define MAX_HOLMES_SEQUENCE 16
+#define MAX_FRAME 30
+#define FIXED_INT_MULTIPLIER 1000
+
+// code put into sequences to defines 1-10 type seqs
+#define SEQ_TO_CODE 67
+#define FLIP_CODE (64 + 128)
+#define SOUND_CODE (34 + 128)
+#define HIDE_CODE (7+128) // Code for hiding/unhiding an object from a Sequence
+#define CALL_TALK_CODE (8+128) // Code for call a Talk File from a Sequence
+#define TELEPORT_CODE (9+128) // Code for setting Teleport Data (X,Y)
+#define MOVE_CODE (10+128) // Code for setting Movement Delta (X,Y)
+
+#define GOTO_CODE 228
+#define TALK_SEQ_CODE 252 // Code specifying start of talk sequence frames in a Sequence
+#define TALK_LISTEN_CODE 251 // Code specifying start of talk listen frames in a Sequence
+#define ALLOW_TALK_CODE 250
+
+#define UPPER_LIMIT 0
+#define LOWER_LIMIT (IS_SERRATED_SCALPEL ? CONTROLS_Y : SHERLOCK_SCREEN_HEIGHT)
+#define LEFT_LIMIT 0
+#define RIGHT_LIMIT SHERLOCK_SCREEN_WIDTH
+
+class Point32 {
+public:
+ int x;
+ int y;
+
+ Point32() : x(0), y(0) {}
+ Point32(int x1, int y1) : x(x1), y(y1) {}
+ Point32(const Common::Point &pt) : x(pt.x), y(pt.y) {}
+
+ bool operator==(const Point32 &p) const { return x == p.x && y == p.y; }
+ bool operator!=(const Point32 &p) const { return x != p.x || y != p.y; }
+ Point32 operator+(const Point32 &delta) const { return Point32(x + delta.x, y + delta.y); }
+ Point32 operator-(const Point32 &delta) const { return Point32(x - delta.x, y - delta.y); }
+ operator Common::Point() { return Common::Point(x, y); }
+
+ void operator+=(const Point32 &delta) { x += delta.x; y += delta.y; }
+ void operator-=(const Point32 &delta) { x -= delta.x; y -= delta.y; }
+};
+
+class PositionFacing : public Point32 {
+public:
+ int _facing;
+
+ PositionFacing() : Point32(), _facing(0) {}
+ PositionFacing(int xp, int yp, int theFacing) : Point32(xp, yp), _facing(theFacing) {}
+ PositionFacing &operator=(const Point32 &pt) {
+ x = pt.x; y = pt.y;
+ return *this;
+ }
+};
+
+struct WalkSequence {
+ Common::String _vgsName;
+ bool _horizFlip;
+ Common::Array<byte> _sequences;
+
+ WalkSequence() : _horizFlip(false) {}
+ const byte &operator[](int idx) { return _sequences[idx]; }
+
+ /**
+ * Load data for the sequence from a stream
+ */
+ void load(Common::SeekableReadStream &s);
+};
+
+class WalkSequences : public Common::Array < WalkSequence > {
+public:
+ WalkSequences &operator=(const WalkSequences &src);
+};
+
+enum { REVERSE_DIRECTION = 0x80 };
+#define NAMES_COUNT 4
+
+struct ActionType {
+ int _cAnimNum;
+ int _cAnimSpeed;
+ Common::String _names[NAMES_COUNT];
+ int _useFlag; // Which flag USE will set (if any)
+
+ ActionType();
+
+ /**
+ * Load the data for the action
+ */
+ void load(Common::SeekableReadStream &s);
+};
+
+struct UseType: public ActionType {
+ Common::String _target;
+ Common::String _verb;
+
+ UseType();
+
+ /**
+ * Load the data for the UseType
+ */
+ void load(Common::SeekableReadStream &s, bool isRoseTattoo);
+ void load3DO(Common::SeekableReadStream &s);
+
+ /**
+ * Synchronize the data for a savegame
+ */
+ void synchronize(Serializer &s);
+};
+
+class BaseObject {
+protected:
+ static SherlockEngine *_vm;
+protected:
+ /**
+ * This will check to see if the object has reached the end of a sequence.
+ * If it has, it switch to whichever next sequence should be started.
+ * @returns true if the end of a sequence was reached
+ */
+ bool checkEndOfSequence();
+
+ /**
+ * Scans through the sequences array and finds the designated sequence.
+ * It then sets the frame number of the start of that sequence
+ */
+ void setObjSequence(int seq, bool wait);
+public:
+ static bool _countCAnimFrames;
+public:
+ SpriteType _type; // Type of object/sprite
+ Common::String _description; // Description lines
+ byte *_sequences; // Holds animation sequences
+ ImageFile *_images; // Sprite images
+ ImageFrame *_imageFrame; // Pointer to shape in the images
+ int _walkCount; // Walk counter
+ int _allow; // Allowed UI commands
+ int _frameNumber; // Frame number in rame sequence to draw
+ Point32 _position; // Current position
+ Point32 _delta; // Momvement amount
+ Common::Point _oldPosition; // Old position
+ Common::Point _oldSize; // Image's old size
+ Point32 _goto; // Walk destination
+
+ int _lookFlag; // Which flag LOOK will set (if any)
+ int _requiredFlag[2]; // Object will be hidden if not set
+ Common::Point _noShapeSize; // Size of a NO_SHAPE
+ int _status; // Status (open/closed, moved/not)
+ int8 _misc; // Misc field -- use varies with type
+ int _maxFrames; // Number of frames
+ int _flags; // Tells if object can be walked behind
+ AType _aType; // Tells if this is an object, person, talk, etc.
+ int _lookFrames; // How many frames to play of the look anim before pausing
+ int _seqCounter; // How many times this sequence has been executed
+ PositionFacing _lookPosition; // Where to walk when examining object
+ int _lookcAnim;
+ int _seqStack; // Allows gosubs to return to calling frame
+ int _seqTo; // Allows 1-5, 8-3 type sequences encoded in 2 bytes
+ uint _descOffset; // Tells where description starts in DescText
+ int _seqCounter2; // Counter of calling frame sequence
+ uint _seqSize; // Tells where description starts
+ UseType _use[6]; // Serrated Scalpel uses 4, Rose Tattoo 6
+ int _quickDraw; // Flag telling whether to use quick draw routine or not
+ int _scaleVal; // Tells how to scale the sprite
+ int _gotoSeq; // Used by Talk to tell which sequence to goto when able
+ int _talkSeq; // Tells which talk sequence currently in use (Talk or Listen)
+ int _restoreSlot; // Used when talk returns to the previous sequence
+public:
+ BaseObject();
+ virtual ~BaseObject() {}
+ static void setVm(SherlockEngine *vm);
+
+ /**
+ * Returns true if the the object has an Allow Talk Code in the sequence that it's
+ * currently running, specified by the _talkSeq field of the object. If it's 0,
+ * then it's a regular sequence. If it's not 0 but below 128, then it's a Talk Sequence.
+ * If it's above 128, then it's one of the Listen sequences.
+ */
+ bool hasAborts() const;
+
+ /**
+ * Check the state of the object
+ */
+ void checkObject();
+
+ /**
+ * Checks for codes
+ * @param name The name to check for codes
+ * @param messages Provides a lookup list of messages that can be printed
+ * @returns 0 if no codes are found, 1 if codes were found
+ */
+ int checkNameForCodes(const Common::String &name, FixedTextActionId fixedTextActionId = kFixedTextAction_Invalid);
+
+ /**
+ * Adjusts the frame and sequence variables of a sprite that corresponds to the current speaker
+ * so that it points to the beginning of the sequence number's talk sequence in the object's
+ * sequence buffer
+ * @param seq Which sequence to use (if there's more than 1)
+ * @remarks 1: First talk seq, 2: second talk seq, etc.
+ */
+ virtual void setObjTalkSequence(int seq) {}
+};
+
+class Sprite: public BaseObject {
+public:
+ Common::String _name;
+ Common::String _examine; // Examine in-depth description
+ Common::String _pickUp; // Message for if you can't pick up object
+
+ WalkSequences _walkSequences; // Holds animation sequences
+ int _sequenceNumber; // Sequence being used
+ Common::Point _noShapeSize; // Size of a NO_SHAPE
+ int _status; // Status: open/closed, moved/not moved
+ int8 _misc; // Miscellaneous use
+
+ // Rose Tattoo fields
+ int _startSeq; // Frame sequence starts at
+ ImageFrame *_stopFrames[8]; // Stop/rest frame for each direction
+ ImageFile *_altImages; // Images used for alternate NPC sequences
+ int _altSeq; // Which of the sequences the alt graphics apply to (0: main, 1=NPC seq)
+ int _centerWalk; // Flag telling the walk code to offset the walk destination
+ Common::Point _adjust; // Fine tuning adjustment to position when drawn
+ int _oldWalkSequence;
+public:
+ Sprite(): BaseObject() { clear(); }
+ virtual ~Sprite() {}
+
+ static void setVm(SherlockEngine *vm) { _vm = vm; }
+
+ /**
+ * Reset the data for the sprite
+ */
+ void clear();
+
+ /**
+ * Updates the image frame poiner for the sprite
+ */
+ void setImageFrame();
+
+ /**
+ * Checks the sprite's position to see if it's collided with any special objects
+ */
+ void checkSprite();
+
+ /**
+ * Adjusts the frame and sequence variables of a sprite that corresponds to the current speaker
+ * so that it points to the beginning of the sequence number's talk sequence in the object's
+ * sequence buffer
+ * @param seq Which sequence to use (if there's more than 1)
+ * @remarks 1: First talk seq, 2: second talk seq, etc.
+ */
+ virtual void setObjTalkSequence(int seq) {}
+
+ /**
+ * Return frame width
+ */
+ int frameWidth() const { return _imageFrame ? _imageFrame->_frame.w : 0; }
+
+ /**
+ * Return frame height
+ */
+ int frameHeight() const { return _imageFrame ? _imageFrame->_frame.h : 0; }
+
+ /**
+ * Returns the old bounsd for the sprite from the previous frame
+ */
+ const Common::Rect getOldBounds() const;
+
+ /**
+ * This adjusts the sprites position, as well as it's animation sequence:
+ */
+ virtual void adjustSprite() = 0;
+
+ /**
+ * Bring a moving character using the sprite to a standing position
+ */
+ virtual void gotoStand() = 0;
+
+ /**
+ * Set the variables for moving a character from one poisition to another
+ * in a straight line
+ */
+ virtual void setWalking() = 0;
+};
+
+enum { OBJ_BEHIND = 1, OBJ_FLIPPED = 2, OBJ_FORWARD = 4, TURNON_OBJ = 0x20, TURNOFF_OBJ = 0x40 };
+#define USE_COUNT 4
+
+class Object: public BaseObject {
+public:
+ Common::String _name; // Name
+ Common::String _examine; // Examine in-depth description
+ int _sequenceNumber;
+ int _sequenceOffset;
+ int _pickup;
+ int _defaultCommand; // Default right-click command
+
+ // Serrated Scalpel fields
+ int _pickupFlag; // Which flag PICKUP will set (if any)
+ ActionType _aOpen; // Holds data for moving object
+ ActionType _aClose;
+ ActionType _aMove;
+
+ Object();
+ virtual ~Object() {}
+
+ /**
+ * Load the data for the object
+ */
+ void load(Common::SeekableReadStream &s, bool isRoseTattoo);
+ void load3DO(Common::SeekableReadStream &s);
+
+ /**
+ * Toggle the type of an object between hidden and active
+ */
+ void toggleHidden();
+
+ /**
+ * Handle setting any flags associated with the object
+ */
+ void setFlagsAndToggles();
+
+ /**
+ * Adjusts the sprite's position and animation sequence, advancing by 1 frame.
+ * If the end of the sequence is reached, the appropriate action is taken.
+ */
+ void adjustObject();
+
+ /**
+ * Handles trying to pick up an object. If allowed, plays an y necessary animation for picking
+ * up the item, and then adds it to the player's inventory
+ */
+ int pickUpObject(FixedTextActionId fixedTextActionId = kFixedTextAction_Invalid);
+
+ /**
+ * Return the frame width
+ */
+ int frameWidth() const { return _imageFrame ? _imageFrame->_frame.w : 0; }
+
+ /**
+ * Return the frame height
+ */
+ int frameHeight() const { return _imageFrame ? _imageFrame->_frame.h : 0; }
+
+ /**
+ * Returns the current bounds for the sprite
+ */
+ const Common::Rect getNewBounds() const;
+
+ /**
+ * Returns the bounds for a sprite without a shape
+ */
+ const Common::Rect getNoShapeBounds() const;
+
+ /**
+ * Returns the old bounsd for the sprite from the previous frame
+ */
+ const Common::Rect getOldBounds() const;
+
+ /**
+ * Adjusts the frame and sequence variables of a sprite that corresponds to the current speaker
+ * so that it points to the beginning of the sequence number's talk sequence in the object's
+ * sequence buffer
+ * @param seq Which sequence to use (if there's more than 1)
+ * @remarks 1: First talk seq, 2: second talk seq, etc.
+ */
+ virtual void setObjTalkSequence(int seq);
+};
+
+struct CAnim {
+ Common::String _name; // Name
+ Common::Point _position; // Position
+ int _dataSize; // Size of uncompressed animation data
+ uint32 _dataOffset; // offset within room file of animation data
+ int _flags; // Tells if can be walked behind
+ PositionFacing _goto[2]; // Position Holmes (and NPC in Rose Tattoo) should walk to before anim starts
+ PositionFacing _teleport[2]; // Location Holmes (and NPC) shoul teleport to after playing canim
+
+ // Scalpel specific
+ byte _sequences[MAX_FRAME]; // Animation sequences
+ SpriteType _type;
+
+ // Rose Tattoo specific
+ int _scaleVal; // How much the canim is scaled
+
+ /**
+ * Load the data for the animation
+ */
+ void load(Common::SeekableReadStream &s, bool isRoseTattoo, uint32 dataOffset);
+ void load3DO(Common::SeekableReadStream &s, uint32 dataOffset);
+};
+
+struct SceneImage {
+ ImageFile *_images; // Object images
+ int _maxFrames; // How many frames in object
+ int _filesize; // File size
+
+ SceneImage();
+} ;
+
+} // End of namespace Sherlock
+
+#endif