/* 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 HOPKINS_OBJECTS_H #define HOPKINS_OBJECTS_H #include "common/scummsys.h" #include "common/endian.h" #include "common/str.h" #include "hopkins/globals.h" #define MAX_SPRITE 5 namespace Hopkins { struct SpriteItem { int _animationType; const byte *_spriteData; Common::Point _spritePos; int fieldC; int fieldE; int _spriteIndex; int field12; int field14; byte *field1C; int field20; int field22; int field24; int field26; bool field28; int field2A; int field2C; int field2E; int field30; int field32; int field34; int field36; }; class HopkinsEngine; class ObjectsManager { private: HopkinsEngine *_vm; public: SpriteItem _sprite[6]; bool _priorityFl; Common::Point _oldBorderPos; int _oldBorderSpriteIndex; Common::Point _borderPos; int _borderSpriteIndex; int SL_X, SL_Y; int I_old_x, I_old_y; int g_old_x, g_old_y; int FLAG_VISIBLE_EFFACE; byte *SL_SPR; byte *SL_SPR2; byte *_spritePtr; const byte *S_old_spr; bool PERSO_ON; bool SL_FLAG; int SL_MODE; bool _visibleFl; bool _disableCursorFl; bool BOBTOUS; int my_anim; int NUMZONE; int ARRET_PERSO_FLAG; int ARRET_PERSO_NUM; bool _forceZoneFl; bool _changeVerbFl; int _verb; int Vold_taille; int SPEED_X, SPEED_Y; int SPEED_IMAGE; byte *SPEED_PTR; int DERLIGNE; int A_ANIM; int MA_ANIM; int MA_ANIM1; int A_DEPA; int MAX_DEPA; int MAX_DEPA1; int CH_TETE; int T_RECTIF; bool DESACTIVE; bool DEUXPERSO; int PERX, PERY; int PERI; int RECALL; int PTAILLE; int PEROFX; int PEROFY; int OBSSEUL; int NVVERBE; int NVZONE; int S_old_ani; int S_old_ret; int nouveau_x, nouveau_y; int nouveau_sens; int nouveau_anim; public: ObjectsManager(); void setParent(HopkinsEngine *vm); void changeObject(int objIndex); byte *CAPTURE_OBJET(int objIndex, int mode); void removeObject(int objIndex); int getWidth(const byte *objectData, int idx); int getHeight(const byte *objectData, int idx); int sprite_alone(const byte *objectData, byte *sprite, int objIndex); void DEL_FICHIER_OBJ(); byte *loadSprite(const Common::String &file); void set_offsetxy(byte *data, int idx, int xp, int yp, bool isSize); int get_offsetx(const byte *spriteData, int spriteIndex, bool isSize); int get_offsety(const byte *spriteData, int spriteIndex, bool isSize); void displaySprite(); int capture_mem_sprite(const byte *objectData, byte *sprite, int objIndex); int addObject(int objIndex); void INIT_BOB(); void BOB_ZERO(int idx); void DEF_BOB(int idx); void BOB_VISU(int idx); void BOB_OFF(int idx); void BOB_OFFSET(int idx, int v); void BOB_ADJUST(int idx, int v); void BOB_OFFSETY(int idx, int v); void SCBOB(int idx); void CALCUL_BOB(int idx); void VERIFCACHE(); void DEF_SPRITE(int idx); void DEF_CACHE(int idx); void CALCUL_SPRITE(int idx); int AvantTri(TriMode triMode, int index, int priority); void AFF_BOB_ANIM(); void AFF_VBOB(); int getSpriteX(int idx); int getSpriteY(int idx); void SPRITE_NOW(const byte *spriteData, int a2, int a3, int a4, int a5, int a6, int a7, int a8); void clearSprite(); void SPRITE_ON(int idx); void SPRITE(const byte *spriteData, Common::Point pos, int idx, int spriteIndex, int a6, int a7, int a8, int a9); void SPRITE2(const byte *spriteData, int idx, byte *a3, int a4, int a5); void removeSprite(int idx); void setSpriteX(int idx, int xp); void setSpriteIndex(int idx, int spriteIndex); void setSpriteY(int idx, int yp); void SETTAILLESPR(int idx, int a2); void setFlipSprite(int idx, bool flip); void VERIFZONE(); void GOHOME(); void GOHOME2(); void CHARGE_OBSTACLE(const Common::String &file); void loadZone(const Common::String &file); void CARRE_ZONE(); void PLAN_BETA(); void handleLeftButton(); void PARADISE(); void CLEAR_ECRAN(); /** * Change the currently active player * @param oldCharacter Previously played character * @param newCharacter New character to play */ void changeCharacterHead(PlayerCharacter oldCharacter, PlayerCharacter newCharacter); void VERIFTAILLE(); void PACOURS_PROPRE(int16 *a1); int16 *PARC_VOITURE(int a1, int a2, int a3, int a4); void VERBEPLUS(); void handleRightButton(); int MZONE(); void initBorder(int a1); void OBJETPLUS(int a1); void VALID_OBJET(int a1); void OPTI_OBJET(); void SPECIAL_JEU(); void BOB_VIVANT(int a1); void VBOB(byte *src, int idx, int xp, int yp, int frameIndex); void VBOB_OFF(int idx); void ACTION_DOS(int idx); void ACTION_DROITE(int idx); void Q_DROITE(int idx); void ACTION_FACE(int idx); void Q_GAUCHE(int idx); void ACTION_GAUCHE(int idx); void ZONE_ON(int idx); void ZONE_OFF(int idx); void OPTI_ONE(int a1, int a2, int a3, int a4); void AFFICHE_SPEED1(byte *speedData, int xp, int yp, int img); int BOBPOSI(int idx); void BOBANIM_ON(int idx); void BOBANIM_OFF(int idx); void SET_BOBPOSI(int idx, int a2); int BOBX(int idx); int BOBY(int idx); int BOBA(int idx); void INILINK(const Common::String &file); void SPECIAL_INI(const Common::String &a1); void OPTI_BOBON(int a1, int a2, int a3, int a4, int a5, int a6, int a7); void SCI_OPTI_ONE(int a1, int a2, int a3, int a4); void VERBE_OFF(int idx, int a2); void VERBE_ON(int idx, int a2); int CALC_PROPRE(int idx); int colision(int xp, int yp); void ACTION(const byte *spriteData, const Common::String &a2, int a3, int a4, int a5, int a6); void SPACTION(byte *a1, const Common::String &animationSeq, int a3, int a4, int a5, int a6); void SPACTION1(byte *a1, const Common::String &a2, int a3, int a4, int a5); void TEST_FORET(int a1, int a2, int a3, int a4, int a5, int a6); void BLOQUE_ANIMX(int idx, int a2); /** * Game scene control method */ void PERSONAGE(const Common::String &backgroundFile, const Common::String &linkFile, const Common::String &animFile, const Common::String &s4, int v); /** * Game scene control method */ void PERSONAGE2(const Common::String &backgroundFile, const Common::String &linkFile, const Common::String &animFile, const Common::String &s4, int v); }; } // End of namespace Hopkins #endif /* HOPKINS_OBJECTS_H */