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+/* Copyright (C) 1994-2003 Revolution Software Ltd
+ *
+ * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * $Header$
+ */
+
+#ifndef _SCRIPT_STRUCTURES
+#define _SCRIPT_STRUCTURES
+
+#include "driver/driver96.h"
+
+// 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
+typedef struct
+{
+ int32 x1; // top-left of mouse area is (x1,y1)
+ int32 y1;
+ int32 x2; // bottom-right of area is (x2,y2) (these coords are inclusive)
+ int32 y2;
+ int32 priority;
+ int32 pointer; // type (or resource id?) of pointer used over this area
+} Object_mouse;
+
+
+// logic structure - contains fields used in logic script processing
+typedef struct
+{
+ int32 looping; // 0 when first calling FN_<function>; 1 when calling subsequent times in same loop
+ int32 pause; // pause count, used by FN_pause()
+} Object_logic;
+
+//------------------------------------------------
+// status bits for 'type' field of Object_graphic)
+// 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
+typedef struct
+{
+ int32 type; // see above
+ int32 anim_resource; // resource id of animation file
+ int32 anim_pc; // current frame number of animation
+} Object_graphic;
+
+
+// speech structure - contains fields used by speech scripts & text output
+typedef struct
+{
+ 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 (may need more now?)
+ int32 ins2;
+ int32 ins3;
+ int32 ins4;
+ int32 ins5;
+ int32 wait_state; //0 not waiting 1 waiting for next speech command
+} Object_speech;
+
+
+// mega structure - contains fields used for mega-character & mega-set processing
+typedef struct
+{
+ 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 floor data
+ int32 scale_b;
+ int32 feet_x; // mega feet coords - frame-offsets are added to these position mega frames
+ int32 feet_y;
+ int32 current_dir; // current dirction faced by mega; used by autorouter to determine turns required
+ int32 colliding; // means were currently avoiding a collision (see FN_walk)
+ int32 megaset_res; // resource id of mega-set file
+ int32 NOT_USED_5; // NOT USED
+} Object_mega;
+
+
+// walk-data structure - contains details of layout of frames in the mega-set, and how they are to be used
+typedef struct
+{
+ 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
+} Object_walkdata;
+
+
+#endif