/* 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; }; class HopkinsEngine; class ObjectsManager { private: HopkinsEngine *_vm; public: SpriteItem _sprite[6]; bool _priorityFl; Common::Point _oldBorderPos; int _oldBorderSpriteIndex; Common::Point _borderPos; int _borderSpriteIndex; int _saveLoadX, _saveLoadY; int I_old_x, I_old_y; int g_old_x, g_old_y; int FLAG_VISIBLE_EFFACE; byte *_saveLoadSprite; byte *_saveLoadSprite2; byte *_spritePtr; const byte *_oldSpriteData; bool PERSO_ON; bool _saveLoadFl; bool _visibleFl; bool BOBTOUS; int my_anim; int _zoneNum; bool _forceZoneFl; bool _changeVerbFl; int _verb; bool _changeHeadFl; bool _disableFl; bool _twoCharactersFl; Common::Point _characterPos; int _startSpriteIndex; bool OBSSEUL; int _jumpVerb; int _jumpZone; int _oldSpriteIndex; bool _oldFlipFl; int _curObjectIndex; public: ObjectsManager(); void setParent(HopkinsEngine *vm); void changeObject(int objIndex); byte *CAPTURE_OBJET(int objIndex, bool mode); void removeObject(int objIndex); int getWidth(const byte *objectData, int idx); int getHeight(const byte *objectData, int idx); void sprite_alone(const byte *objectData, byte *sprite, int objIndex); void DEL_FICHIER_OBJ(); byte *loadSprite(const Common::String &file); void setOffsetXY(byte *data, int idx, int xp, int yp, bool isSize); int getOffsetX(const byte *spriteData, int spriteIndex, bool isSize); int getOffsetY(const byte *spriteData, int spriteIndex, bool isSize); void displaySprite(); void capture_mem_sprite(const byte *objectData, byte *sprite, int objIndex); void 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 offset); void SCBOB(int idx); void CALCUL_BOB(int idx); void checkCache(); void DEF_SPRITE(int idx); void DEF_CACHE(int idx); void computeSprite(int idx); void beforeSort(SortMode triMode, int index, int priority); void displayBobAnim(); void displayVBob(); int getSpriteX(int idx); int getSpriteY(int idx); void clearSprite(); void animateSprite(int idx); void addStaticSprite(const byte *spriteData, Common::Point pos, int idx, int spriteIndex, int zoomFactor, bool flipFl, int a8, int a9); void removeSprite(int idx); void setSpriteX(int idx, int xp); void setSpriteIndex(int idx, int spriteIndex); void setSpriteY(int idx, int yp); void setSpriteZoom(int idx, int zoomFactor); void setFlipSprite(int idx, bool flip); void checkZone(); void GOHOME(); void GOHOME2(); void loadZone(const Common::String &file); void PLAN_BETA(); void handleLeftButton(); void PARADISE(); void clearScreen(); /** * Change the currently active player * @param oldCharacter Previously played character * @param newCharacter New character to play */ void changeCharacterHead(PlayerCharacter oldCharacter, PlayerCharacter newCharacter); void computeAndSetSpriteSize(); void nextVerbIcon(); void handleRightButton(); void initBorder(int a1); void nextObjectIcon(int idx); void takeInventoryObject(int idx); void OPTI_OBJET(); void handleSpecialGames(); 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 enableZone(int idx); void disableZone(int idx); void OPTI_ONE(int idx, int fromPosi, int destPosi, int a4); int BOBPOSI(int idx); void setBobAnimation(int idx); void stopBobAnimation(int idx); void SET_BOBPOSI(int idx, int a2); int getBobPosX(int idx); int getBobPosY(int idx); int getBobFrameIndex(int idx); void INILINK(const Common::String &file); void SPECIAL_INI(); void OPTI_BOBON(int idx1, int idx2, int idx3, int a4, int a5, int a6, int a7); void SCI_OPTI_ONE(int idx, int a2, int a3, int a4); void disableVerb(int idx, int a2); void enableVerb(int idx, int a2); void ACTION(const byte *spriteData, const Common::String &a2, int a3, int a4, int speed, bool flipFl); void SPACTION(byte *spriteData, const Common::String &animationSeq, int a3, int a4, int speed, bool flipFl); void SPACTION1(byte *spriteData, const Common::String &animString, int a3, int a4, int speed); void handleForest(int screenId, int minX, int maxX, int minY, int maxY, int idx); void lockAnimX(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, bool initializeScreen); /** * Game scene control method */ void PERSONAGE2(const Common::String &backgroundFile, const Common::String &linkFile, const Common::String &animFile, const Common::String &s4, int v, bool initializeScreen); }; } // End of namespace Hopkins #endif /* HOPKINS_OBJECTS_H */