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Diffstat (limited to 'sword2/object.h')
-rw-r--r-- | sword2/object.h | 124 |
1 files changed, 124 insertions, 0 deletions
diff --git a/sword2/object.h b/sword2/object.h new file mode 100644 index 0000000000..b5e5763c77 --- /dev/null +++ b/sword2/object.h @@ -0,0 +1,124 @@ +/* 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 |