/* 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 _zoomFactor; bool _flipFl; int _spriteIndex; int field12; int field14; bool _rleFl; bool field2A; int _destX; int _destY; int _width; int _height; int _zoomPct; int _reducePct; }; struct BobItem { int field0; byte *_spriteData; int _xp; int _yp; int _frameIndex; int _animDataIdx; int field12; int field14; bool _disabledAnimationFl; byte *_animData; bool field1C; int field1E; int field20; int field22; int _offsetY; // Unused variable? bool field34; // Set to true in B_CACHE_OFF() int _zoomFactor; bool _flipFl; bool _isSpriteFl; bool _activeFl; int _oldX; int _oldY; int _oldWidth; int _oldHeight; int _oldX2; int _zooInmFactor; int _zoomOutFactor; }; class HopkinsEngine; class ObjectsManager { private: HopkinsEngine *_vm; int _oldBorderSpriteIndex; int _borderSpriteIndex; byte *_spritePtr; const byte *_oldSpriteData; int _verb; int _oldSpriteIndex; bool _oldFlipFl; private: void sprite_alone(const byte *objectData, byte *sprite, int objIndex); void DEL_FICHIER_OBJ(); int getOffsetX(const byte *spriteData, int spriteIndex, bool isSize); int getOffsetY(const byte *spriteData, int spriteIndex, bool isSize); void capture_mem_sprite(const byte *objectData, byte *sprite, int objIndex); void initBob(); void setBobInfo(int idx); void SCBOB(int idx); void CALCUL_BOB(int idx); void checkCache(); void DEF_SPRITE(int idx); void displayCache(int idx); void computeSprite(int idx); void beforeSort(SortMode sortMode, int index, int priority); void displayBobAnim(); void displayVBob(); void clearSprite(); void setSpriteZoom(int idx, int zoomFactor); void GOHOME2(); void loadZone(const Common::String &file); /** * Change the currently active player * @param oldCharacter Previously played character * @param newCharacter New character to play */ void changeCharacterHead(PlayerCharacter oldCharacter, PlayerCharacter newCharacter); void nextVerbIcon(); int getBobFrameIndex(int idx); void SPECIAL_INI(); void ACTION(const byte *spriteData, const Common::String &actionStr, int a3, int a4, int speed, bool flipFl); void handleForest(int screenId, int minX, int maxX, int minY, int maxY, int idx); public: bool _disableFl; bool _forestFl; bool _visibleFl; bool _saveLoadFl; bool _forceZoneFl; bool _changeVerbFl; bool _helicopterFl; bool _twoCharactersFl; bool _changeHeadFl; bool _priorityFl; int _jumpVerb; int _jumpZone; int _zoneNum; int _eraseVisibleCounter; int _curObjectIndex; int _startSpriteIndex; int _oldInventoryPosX, _oldInventoryPosY; int _saveLoadX, _saveLoadY; int _mapCarPosX, _mapCarPosY; int _oldCharacterPosX, _oldCharacterPosY; Common::Point _borderPos; Common::Point _oldBorderPos; Common::Point _characterPos; byte *_forestSprite; byte *_saveLoadSprite; byte *_saveLoadSprite2; SpriteItem _sprite[6]; BobItem _bob[36]; bool PERSO_ON; bool BOBTOUS; bool OBSSEUL; ObjectsManager(); ~ObjectsManager(); void setParent(HopkinsEngine *vm); void clearAll(); int getWidth(const byte *objectData, int idx); int getHeight(const byte *objectData, int idx); byte *loadSprite(const Common::String &file); void addStaticSprite(const byte *spriteData, Common::Point pos, int idx, int spriteIndex, int zoomFactor, bool flipFl, int a8, int a9); void animateSprite(int idx); void removeSprite(int idx); void setSpriteX(int idx, int xp); void setSpriteY(int idx, int yp); int getSpriteX(int idx); int getSpriteY(int idx); void setSpriteIndex(int idx, int spriteIndex); void displaySprite(); void computeAndSetSpriteSize(); void setFlipSprite(int idx, bool flip); int getBobAnimDataIdx(int idx); void initBorder(int zoneIdx); void nextObjectIcon(int idx); void takeInventoryObject(int idx); void handleSpecialGames(); void addObject(int objIndex); void changeObject(int objIndex); void removeObject(int objIndex); void checkZone(); void enableZone(int idx); void disableZone(int idx); void resetBob(int idx); void setBobAnimDataIdx(int idx, int animIdx); void setBobAnimation(int idx); void stopBobAnimation(int idx); int getBobPosX(int idx); int getBobPosY(int idx); void handleCityMap(); void clearScreen(); void disableVerb(int idx, int a2); void enableVerb(int idx, int a2); void lockAnimX(int idx, int x); void handleLeftButton(); void handleRightButton(); void setOffsetXY(byte *data, int idx, int xp, int yp, bool isSize); void PERSONAGE(const Common::String &backgroundFile, const Common::String &linkFile, const Common::String &animFile, const Common::String &s4, int v, bool initializeScreen); void PERSONAGE2(const Common::String &backgroundFile, const Common::String &linkFile, const Common::String &animFile, const Common::String &s4, int v, bool initializeScreen); byte *CAPTURE_OBJET(int objIndex, bool mode); void OPTI_OBJET(); void BOB_OFF(int idx); void BOB_VISU(int idx); void INILINK(const Common::String &file); void SPACTION(byte *spriteData, const Common::String &animationSeq, int a3, int a4, int speed, bool flipFl); void BOB_VIVANT(int idx); 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 OPTI_ONE(int idx, int animIdx, int destPosi, int animAction); void SCI_OPTI_ONE(int idx, int animIdx, int a3, int a4); void GOHOME(); void OPTI_BOBON(int idx1, int idx2, int idx3, int anim1Idx, int anim2Idx, int anim3Idx); void BOB_OFFSET(int idx, int offset); void SPACTION1(byte *spriteData, const Common::String &animString, int a3, int a4, int speed); void PARADISE(); }; } // End of namespace Hopkins #endif /* HOPKINS_OBJECTS_H */