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+/* Copyright (C) 1994-1998 Revolution Software Ltd.
+ * Copyright (C) 2003-2006 The ScummVM project
+ *
+ * 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.
+ *
+ * $URL$
+ * $Id$
+ */
+
+#ifndef _SCRIPT_STRUCTURES
+#define _SCRIPT_STRUCTURES
+
+#include "common/stream.h"
+
+namespace Sword2 {
+
+// these structures represent the broken up compact components
+// these here declared to the system must be the same as those declared to
+// LINC (or it wont work)
+
+// mouse structure - defines mouse detection area, detection priority &
+// 'type' flag
+
+struct ObjectMouse {
+ int32 x1; // Top-left and bottom-right of mouse
+ int32 y1; // area. (These coords are inclusive.)
+ int32 x2;
+ int32 y2;
+ int32 priority;
+ int32 pointer; // type (or resource id?) of pointer used over this area
+
+ static const int size() {
+ return 24;
+ }
+
+ void read(byte *addr) {
+ Common::MemoryReadStream readS(addr, size());
+
+ x1 = readS.readSint32LE();
+ y1 = readS.readSint32LE();
+ x2 = readS.readSint32LE();
+ y2 = readS.readSint32LE();
+ priority = readS.readSint32LE();
+ pointer = readS.readSint32LE();
+ }
+
+ void write(byte *addr) {
+ Common::MemoryWriteStream writeS(addr, size());
+
+ writeS.writeSint32LE(x1);
+ writeS.writeSint32LE(y1);
+ writeS.writeSint32LE(x2);
+ writeS.writeSint32LE(y2);
+ writeS.writeSint32LE(priority);
+ writeS.writeSint32LE(pointer);
+ }
+};
+
+// logic structure - contains fields used in logic script processing
+
+class ObjectLogic {
+ // int32 looping; // 0 when first calling fn<function>;
+ // 1 when calling subsequent times in
+ // same loop
+ // int32 pause; // pause count, used by fnPause()
+
+private:
+ byte *_addr;
+
+public:
+ ObjectLogic(byte *addr) {
+ _addr = addr;
+ }
+
+ static const int size() {
+ return 8;
+ }
+
+ byte *data() {
+ return _addr;
+ }
+
+ int32 getLooping() { return READ_LE_UINT32(_addr); }
+ int32 getPause() { return READ_LE_UINT32(_addr + 4); }
+
+ void setLooping(int32 x) { WRITE_LE_UINT32(_addr, x); }
+ void setPause(int32 x) { WRITE_LE_UINT32(_addr + 4, x); }
+};
+
+// status bits for 'type' field of ObjectGraphic)
+
+// in low word:
+
+#define NO_SPRITE 0x00000000 // don't print
+#define BGP0_SPRITE 0x00000001 // fixed to background parallax[0]
+#define BGP1_SPRITE 0x00000002 // fixed to background parallax[1]
+#define BACK_SPRITE 0x00000004 // 'background' sprite, fixed to main background
+#define SORT_SPRITE 0x00000008 // 'sorted' sprite, fixed to main background
+#define FORE_SPRITE 0x00000010 // 'foreground' sprite, fixed to main background
+#define FGP0_SPRITE 0x00000020 // fixed to foreground parallax[0]
+#define FGP1_SPRITE 0x00000040 // fixed to foreground parallax[0]
+
+// in high word:
+
+#define UNSHADED_SPRITE 0x00000000 // not to be shaded
+#define SHADED_SPRITE 0x00010000 // to be shaded, based on shading mask
+
+// graphic structure - contains fields appropriate to sprite output
+
+class ObjectGraphic {
+ // int32 type; // see above
+ // int32 anim_resource; // resource id of animation file
+ // int32 anim_pc; // current frame number of animation
+
+private:
+ byte *_addr;
+
+public:
+ ObjectGraphic(byte *addr) {
+ _addr = addr;
+ }
+
+ static const int size() {
+ return 12;
+ }
+
+ byte *data() {
+ return _addr;
+ }
+
+ int32 getType() { return READ_LE_UINT32(_addr); }
+ int32 getAnimResource() { return READ_LE_UINT32(_addr + 4); }
+ int32 getAnimPc() { return READ_LE_UINT32(_addr + 8); }
+
+ void setType(int32 x) { WRITE_LE_UINT32(_addr, x); }
+ void setAnimResource(int32 x) { WRITE_LE_UINT32(_addr + 4, x); }
+ void setAnimPc(int32 x) { WRITE_LE_UINT32(_addr + 8, x); }
+};
+
+// speech structure - contains fields used by speech scripts & text output
+
+class ObjectSpeech {
+ // int32 pen; // colour to use for body of characters
+ // int32 width; // max width of text sprite
+ // int32 command; // speech script command id
+ // int32 ins1; // speech script instruction parameters
+ // int32 ins2;
+ // int32 ins3;
+ // int32 ins4;
+ // int32 ins5;
+ // int32 wait_state; // 0 not waiting,
+ // 1 waiting for next speech command
+
+private:
+ byte *_addr;
+
+public:
+ ObjectSpeech(byte *addr) {
+ _addr = addr;
+ }
+
+ static const int size() {
+ return 36;
+ }
+
+ byte *data() {
+ return _addr;
+ }
+
+ int32 getPen() { return READ_LE_UINT32(_addr); }
+ int32 getWidth() { return READ_LE_UINT32(_addr + 4); }
+ int32 getCommand() { return READ_LE_UINT32(_addr + 8); }
+ int32 getIns1() { return READ_LE_UINT32(_addr + 12); }
+ int32 getIns2() { return READ_LE_UINT32(_addr + 16); }
+ int32 getIns3() { return READ_LE_UINT32(_addr + 20); }
+ int32 getIns4() { return READ_LE_UINT32(_addr + 24); }
+ int32 getIns5() { return READ_LE_UINT32(_addr + 28); }
+ int32 getWaitState() { return READ_LE_UINT32(_addr + 32); }
+
+ void setPen(int32 x) { WRITE_LE_UINT32(_addr, x); }
+ void setWidth(int32 x) { WRITE_LE_UINT32(_addr + 4, x); }
+ void setCommand(int32 x) { WRITE_LE_UINT32(_addr + 8, x); }
+ void setIns1(int32 x) { WRITE_LE_UINT32(_addr + 12, x); }
+ void setIns2(int32 x) { WRITE_LE_UINT32(_addr + 16, x); }
+ void setIns3(int32 x) { WRITE_LE_UINT32(_addr + 20, x); }
+ void setIns4(int32 x) { WRITE_LE_UINT32(_addr + 24, x); }
+ void setIns5(int32 x) { WRITE_LE_UINT32(_addr + 28, x); }
+ void setWaitState(int32 x) { WRITE_LE_UINT32(_addr + 32, x); }
+};
+
+// mega structure - contains fields used for mega-character & mega-set
+// processing
+
+class ObjectMega {
+ // int32 NOT_USED_1; // only free roaming megas need to
+ // check this before registering their
+ // graphics for drawing
+ // int32 NOT_USED_2; // id of floor on which we are standing
+ // int32 NOT_USED_3; // id of object which we are getting to
+ // int32 NOT_USED_4; // pixel distance to stand from player
+ // character when in conversation
+ // int32 currently_walking; // number given us by the auto router
+ // int32 walk_pc; // current frame number of walk-anim
+ // int32 scale_a; // current scale factors, taken from
+ // int32 scale_b; // floor data
+ // int32 feet_x; // mega feet coords - frame-offsets are
+ // int32 feet_y; // added to these position mega frames
+ // int32 current_dir; // current dirction faced by mega; used
+ // by autorouter to determine turns
+ // required
+ // int32 NOT_USED_5; // means were currently avoiding a
+ // collision (see fnWalk)
+ // int32 megaset_res; // resource id of mega-set file
+ // int32 NOT_USED_6; // NOT USED
+
+private:
+ byte *_addr;
+
+public:
+ ObjectMega(byte *addr) {
+ _addr = addr;
+ }
+
+ static const int size() {
+ return 56;
+ }
+
+ byte *data() {
+ return _addr;
+ }
+
+ int32 getIsWalking() { return READ_LE_UINT32(_addr + 16); }
+ int32 getWalkPc() { return READ_LE_UINT32(_addr + 20); }
+ int32 getScaleA() { return READ_LE_UINT32(_addr + 24); }
+ int32 getScaleB() { return READ_LE_UINT32(_addr + 28); }
+ int32 getFeetX() { return READ_LE_UINT32(_addr + 32); }
+ int32 getFeetY() { return READ_LE_UINT32(_addr + 36); }
+ int32 getCurDir() { return READ_LE_UINT32(_addr + 40); }
+ int32 getMegasetRes() { return READ_LE_UINT32(_addr + 48); }
+
+ void setIsWalking(int32 x) { WRITE_LE_UINT32(_addr + 16, x); }
+ void setWalkPc(int32 x) { WRITE_LE_UINT32(_addr + 20, x); }
+ void setScaleA(int32 x) { WRITE_LE_UINT32(_addr + 24, x); }
+ void setScaleB(int32 x) { WRITE_LE_UINT32(_addr + 28, x); }
+ void setFeetX(int32 x) { WRITE_LE_UINT32(_addr + 32, x); }
+ void setFeetY(int32 x) { WRITE_LE_UINT32(_addr + 36, x); }
+ void setCurDir(int32 x) { WRITE_LE_UINT32(_addr + 40, x); }
+ void setMegasetRes(int32 x) { WRITE_LE_UINT32(_addr + 48, x); }
+
+ int32 calcScale() {
+ // Calc scale at which to print the sprite, based on feet
+ // y-coord & scaling constants (NB. 'scale' is actually
+ // 256 * true_scale, to maintain accuracy)
+
+ // Ay+B gives 256 * scale ie. 256 * 256 * true_scale for even
+ // better accuracy, ie. scale = (Ay + B) / 256
+ return (getScaleA() * getFeetY() + getScaleB()) / 256;
+ }
+};
+
+// walk-data structure - contains details of layout of frames in the
+// mega-set, and how they are to be used
+
+struct ObjectWalkdata {
+ int32 nWalkFrames; // no. of frames per walk-cycle
+ int32 usingStandingTurnFrames; // 0 = no 1 = yes
+ int32 usingWalkingTurnFrames; // 0 = no 1 = yes
+ int32 usingSlowInFrames; // 0 = no 1 = yes
+ int32 usingSlowOutFrames; // 0 = no !0 = number of slow-out frames in each direction
+ int32 nSlowInFrames[8]; // no. of slow-in frames in each direction
+ int32 leadingLeg[8]; // leading leg for walk in each direction (0 = left 1 = right)
+ int32 dx[8 * (12 + 1)]; // walk step distances in x direction
+ int32 dy[8 * (12 + 1)]; // walk step distances in y direction
+
+ static const int size() {
+ return 916;
+ }
+
+ void read(byte *addr) {
+ Common::MemoryReadStream readS(addr, size());
+
+ nWalkFrames = readS.readUint32LE();
+ usingStandingTurnFrames = readS.readUint32LE();
+ usingWalkingTurnFrames = readS.readUint32LE();
+ usingSlowInFrames = readS.readUint32LE();
+ usingSlowOutFrames = readS.readUint32LE();
+
+ int i;
+
+ for (i = 0; i < ARRAYSIZE(nSlowInFrames); i++)
+ nSlowInFrames[i] = readS.readUint32LE();
+
+ for (i = 0; i < ARRAYSIZE(leadingLeg); i++)
+ leadingLeg[i] = readS.readUint32LE();
+
+ for (i = 0; i < ARRAYSIZE(dx); i++)
+ dx[i] = readS.readUint32LE();
+
+ for (i = 0; i < ARRAYSIZE(dy); i++)
+ dy[i] = readS.readUint32LE();
+ }
+
+ void write(byte *addr) {
+ Common::MemoryWriteStream writeS(addr, size());
+
+ writeS.writeUint32LE(nWalkFrames);
+ writeS.writeUint32LE(usingStandingTurnFrames);
+ writeS.writeUint32LE(usingWalkingTurnFrames);
+ writeS.writeUint32LE(usingSlowInFrames);
+ writeS.writeUint32LE(usingSlowOutFrames);
+
+ int i;
+
+ for (i = 0; i < ARRAYSIZE(nSlowInFrames); i++)
+ writeS.writeUint32LE(nSlowInFrames[i]);
+
+ for (i = 0; i < ARRAYSIZE(leadingLeg); i++)
+ writeS.writeUint32LE(leadingLeg[i]);
+
+ for (i = 0; i < ARRAYSIZE(dx); i++)
+ writeS.writeUint32LE(dx[i]);
+
+ for (i = 0; i < ARRAYSIZE(dy); i++)
+ writeS.writeUint32LE(dy[i]);
+ }
+};
+
+} // End of namespace Sword2
+
+#endif