/* 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. * * $URL$ * $Id$ * */ /* * This code is based on original Hugo Trilogy source code * * Copyright (c) 1989-1995 David P. Gray * */ #ifndef HUGO_GAME_H #define HUGO_GAME_H #include "common/keyboard.h" namespace Common { class WriteStream; class SeekableReadStream; } namespace Hugo { // WARNING!! Run the program at least once before release to // generate the initial save file! (Using the -i cmd switch) // Set EPISODE_NUM & build. Build pictures.mak and run "Tools/Hugo N". // Copy helpedit\hugow_?.hlp to .\hugowin?.hlp // Type "PPG" in the game to enter cheat mode. #define COPYRIGHT "Copyright 1989-1997 David P Gray, All Rights Reserved." // Started code on 04/01/95 // Don't forget to update Hugowin.rc2 with version info //#define VER "1.0" // 10/01/95 Initial Release //#define VER "1.1" // 10/06/95 Restore system volume levels on exit //#define VER "v1.2"// 10/12/95 Added "background music" checkbox in volume dlg //#define VER "v1.3"// 10/23/95 Support game 1 as shareware //#define VER "v1.4"// 12/06/95 Faster graphics, logical palette //#define VER "v1.5" // 10/07/97 Added order form, new web site // Game specific equates #define MAX_TUNES 16 // Max number of tunes #define NORMAL_TPS 9 // Number of ticks (frames) per second #define TURBO_TPS 16 // This many in turbo mode #define DX 5 // Num pixels moved in x by HERO per step #define DY 4 // Num pixels moved in y by HERO per step #define XBYTES 40 // number of bytes in a compressed line #define XPIX 320 // Width of pcx background file #define YPIX 200 // Height of pcx background file #define VIEW_DX XPIX // Width of window view #define VIEW_DY 184 // Height of window view #define INV_DX 32 // Width of an inventory icon #define INV_DY 32 // Height of inventory icon #define DIBOFF_Y 8 // Offset into dib SrcY (old status line area) #define OVL_SIZE (XBYTES * YPIX) // Size of an overlay file #define MAX_SEQUENCES 4 // Number of sequences of images in object #define MAX_CHARS (XBYTES - 2) // Max length of user input line #define NUM_ROWS 25 // Number of text lines in display #define MAX_BOX (MAX_CHARS * NUM_ROWS) // Max chars on screen #define DONT_CARE 0xFF // Any state allowed in command verb #define MAX_FPATH 256 // Max length of a full path name #define HERO_MAX_WIDTH 24 // Maximum width of hero #define HERO_MIN_WIDTH 16 // Minimum width of hero #define LOOK_NAME 1 // Index of name used in showing takeables #define TAKE_NAME 2 // Index of name used in confirming take #define TAKE_TEXT "Picked up the %s ok." #define REP_MASK 0xC0 // Top 2 bits mean a repeat code #define MAX_STRLEN 1024 #define WARNLEN 512 #define ERRLEN 512 #define STEP_DY 8 // Pixels per step movement #define CENTER -1 // Used to center text in x // Only for non-database #define BKGEXT ".PCX" // Extension of background files #define OBJEXT ".PIX" // Extension of object picture files #define NAME_LEN 12 // Max length of a DOS file name // Definitions of 'generic' commands: Max # depends on size of gencmd in // the object_t record since each requires 1 bit. Currently up to 16 #define LOOK 1 #define TAKE 2 #define DROP 4 #define LOOK_S 8 // Description depends on state of object // Macros: #define TPS ((_config.turboFl) ? TURBO_TPS : NORMAL_TPS) #define MAX_UIFS 32 // Max possible uif items in hdr #define NUM_FONTS 3 // Number of dib fonts #define FIRST_FONT U_FONT5 #define FONT_LEN 128 // Number of chars in font #define FONTSIZE 1200 // Max size of font data #define CRYPT "Copyright 1992, David P Gray, Gray Design Associates" enum TEXTCOLORS { _TBLACK, _TBLUE, _TGREEN, _TCYAN, _TRED, _TMAGENTA, _TBROWN, _TWHITE, _TGRAY, _TLIGHTBLUE, _TLIGHTGREEN, _TLIGHTCYAN, _TLIGHTRED, _TLIGHTMAGENTA, _TLIGHTYELLOW, _TBRIGHTWHITE }; enum uif_t {U_FONT5, U_FONT6, U_FONT8, UIF_IMAGES, NUM_UIF_ITEMS}; // Enumerate overlay file types enum ovl_t {BOUNDARY, OVERLAY, OVLBASE}; // Enumerate error types enum { GEN_ERR, FILE_ERR, WRITE_ERR, PCCH_ERR, HEAP_ERR, EVNT_ERR, SOUND_ERR //MOUSE_ERR, VID_ERR, FONT_ERR, ARG_ERR, CHK_ERR, TIMER_ERR, VBX_ERR }; // Enumerate ways of cycling a sequence of frames enum cycle_t {INVISIBLE, ALMOST_INVISIBLE, NOT_CYCLING, CYCLE_FORWARD, CYCLE_BACKWARD}; // Enumerate sequence index matching direction of travel enum {RIGHT, LEFT, DOWN, _UP}; // Channel requirement during sound effect enum stereo_t {BOTH_CHANNELS, RIGHT_CHANNEL, LEFT_CHANNEL}; // Priority for sound effect enum priority_t {LOW_PRI, MED_PRI, HIGH_PRI}; // Enumerate the different path types for an object enum path_t { USER, // User has control of object via cursor keys AUTO, // Computer has control, controlled by action lists QUIET, // Computer has control and no commands allowed CHASE, // Computer has control, object is chasing hero CHASE2, // Same as CHASE, except keeps cycling when stationary WANDER, // Computer has control, object is wandering randomly WANDER2 // Same as WANDER, except keeps cycling when stationary }; // Enumerate whether object is foreground, background or 'floating' // If floating, HERO can collide with it and fore/back ground is determined // by relative y-coord of object base. This is the general case. // If fore or background, no collisions can take place and object is either // behind or in front of all others, although can still be hidden by the // the overlay plane. OVEROVL means the object is FLOATING (to other // objects) but is never hidden by the overlay plane enum {FOREGROUND, BACKGROUND, FLOATING, OVEROVL}; // Game view state machine enum vstate_t {V_IDLE, V_INTROINIT, V_INTRO, V_PLAY, V_INVENT, V_EXIT}; enum font_t {LARGE_ROMAN, MED_ROMAN, NUM_GDI_FONTS, INIT_FONTS, DEL_FONTS}; // Ways to dismiss a text/prompt box enum box_t {BOX_ANY, BOX_OK, BOX_PROMPT, BOX_YESNO}; // Standard viewport sizes enum wsize_t {SIZE_DEF, SIZE_1, SIZE_2, SIZE_3}; // Display list functions enum dupdate_t {D_INIT, D_ADD, D_DISPLAY, D_RESTORE}; // General device installation commands enum inst_t {INSTALL, RESTORE, RESET}; // Inventory icon bar states enum istate_t {I_OFF, I_UP, I_DOWN, I_ACTIVE}; // Actions for Process_inventory() enum invact_t {INV_INIT, INV_LEFT, INV_RIGHT, INV_GET}; // Purpose of an automatic route enum go_t {GO_SPACE, GO_EXIT, GO_LOOK, GO_GET}; // Following defines the action types and action list enum action_t { // Parameters: ANULL = 0xff, // Special NOP used to 'delete' events in DEL_EVENTS ASCHEDULE = 0, // 0 - Ptr to action list to be rescheduled START_OBJ, // 1 - Object number INIT_OBJXY, // 2 - Object number, x,y PROMPT, // 3 - index of prompt & response string, ptrs to action // lists. First if response matches, 2nd if not. BKGD_COLOR, // 4 - new background color INIT_OBJVXY, // 5 - Object number, vx, vy INIT_CARRY, // 6 - Object number, carried status INIT_HF_COORD, // 7 - Object number (gets hero's 'feet' coordinates) NEW_SCREEN, // 8 - New screen number INIT_OBJSTATE, // 9 - Object number, new object state INIT_PATH, // 10 - Object number, new path type COND_R, // 11 - Conditional on object state - req state, 2 act_lists TEXT, // 12 - Simple text box SWAP_IMAGES, // 13 - Swap 2 object images COND_SCR, // 14 - Conditional on current screen AUTOPILOT, // 15 - Set object to home in on another (stationary) object INIT_OBJ_SEQ, // 16 - Object number, sequence index to set curr_seq_p to SET_STATE_BITS, // 17 - Objnum, mask to OR with obj states word CLEAR_STATE_BITS, // 18 - Objnum, mask to ~AND with obj states word TEST_STATE_BITS, // 19 - Objnum, mask to test obj states word DEL_EVENTS, // 20 - Action type to delete all occurrences of GAMEOVER, // 21 - Disable hero & commands. Game is over INIT_HH_COORD, // 22 - Object number (gets hero's actual coordinates) EXIT, // 23 - Exit game back to DOS BONUS, // 24 - Get score bonus for an action COND_BOX, // 25 - Conditional on object within bounding box SOUND, // 26 - Set currently playing sound ADD_SCORE, // 27 - Add object's value to current score SUB_SCORE, // 28 - Subtract object's value from current score COND_CARRY, // 29 - Conditional on carrying object INIT_MAZE, // 30 - Start special maze hotspot processing EXIT_MAZE, // 31 - Exit special maze processing INIT_PRIORITY, // 32 - Initialize fbg field INIT_SCREEN, // 33 - Initialise screen field of object AGSCHEDULE, // 34 - Global schedule - lasts over new screen REMAPPAL, // 35 - Remappe palette - palette index, color COND_NOUN, // 36 - Conditional on noun appearing in line SCREEN_STATE, // 37 - Set new screen state - used for comments INIT_LIPS, // 38 - Position lips object for supplied object INIT_STORY_MODE, // 39 - Set story mode TRUE/FALSE (user can't type) WARN, // 40 - Same as TEXT but can't dismiss box by typing COND_BONUS, // 41 - Conditional on bonus having been scored TEXT_TAKE, // 42 - Issue text box with "take" info string YESNO, // 43 - Prompt user for Yes or No STOP_ROUTE, // 44 - Skip any route in progress (hero still walks) COND_ROUTE, // 45 - Conditional on route in progress INIT_JUMPEXIT, // 46 - Initialize status.jumpexit INIT_VIEW, // 47 - Initialize viewx, viewy, dir INIT_OBJ_FRAME, // 48 - Object number, seq,frame to set curr_seq_p to OLD_SONG = 49 // Added by Strangerke - Set currently playing sound, old way: that is, using a string index instead of a reference in a file }; struct hugo_boot_t { // Common HUGO boot file char checksum; // Checksum for boot structure (not exit text) char registered; // TRUE if registered version, else FALSE char pbswitch[8]; // Playback switch string char distrib[32]; // Distributor branding string uint16 exit_len; // Length of exit text (next in file) }; struct uif_hdr_t { // UIF font/image look up uint16 size; // Size of uif item uint32 offset; // Offset of item in file }; // Game specific type definitions typedef byte *image_pt; // ptr to an object image (sprite) typedef byte *sound_pt; // ptr to sound (or music) data // Following are points for achieving certain actions. struct point_t { byte score; // The value of the point bool scoredFl; // Whether scored yet }; // Structure for initializing maze processing struct maze_t { bool enabledFl; // TRUE when maze processing enabled byte size; // Size of (square) maze matrix int x1, y1, x2, y2; // maze hotspot bounding box int x3, x4; // north, south x entry coordinates byte firstScreenIndex; // index of first screen in maze }; struct act0 { // Type 0 - Schedule action_t actType; // The type of action int timer; // Time to set off the action uint16 actIndex; // Ptr to an action list }; struct act1 { // Type 1 - Start an object action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int cycleNumb; // Number of times to cycle cycle_t cycle; // Direction to start cycling }; struct act2 { // Type 2 - Initialise an object coords action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int x, y; // Coordinates }; struct act3 { // Type 3 - Prompt user for text action_t actType; // The type of action int timer; // Time to set off the action uint16 promptIndex; // Index of prompt string int *responsePtr; // Array of indexes to valid response // string(s) (terminate list with -1) uint16 actPassIndex; // Ptr to action list if success uint16 actFailIndex; // Ptr to action list if failure bool encodedFl; // (HUGO 1 DOS ONLY) Whether response is encoded or not }; struct act4 { // Type 4 - Set new background color action_t actType; // The type of action int timer; // Time to set off the action long newBackgroundColor; // New color }; struct act5 { // Type 5 - Initialise an object velocity action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int vx, vy; // velocity }; struct act6 { // Type 6 - Initialise an object carrying action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number bool carriedFl; // carrying }; struct act7 { // Type 7 - Initialise an object to hero's coords action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number }; struct act8 { // Type 8 - switch to new screen action_t actType; // The type of action int timer; // Time to set off the action int screenIndex; // The new screen number }; struct act9 { // Type 9 - Initialise an object state action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number byte newState; // New state }; struct act10 { // Type 10 - Initialise an object path type action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int newPathType; // New path type int8 vxPath, vyPath; // Max delta velocities e.g. for CHASE }; struct act11 { // Type 11 - Conditional on object's state action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number byte stateReq; // Required state uint16 actPassIndex; // Ptr to action list if success uint16 actFailIndex; // Ptr to action list if failure }; struct act12 { // Type 12 - Simple text box action_t actType; // The type of action int timer; // Time to set off the action int stringIndex; // Index (enum) of string in strings.dat }; struct act13 { // Type 13 - Swap first object image with second action_t actType; // The type of action int timer; // Time to set off the action int obj1; // Index of first object int obj2; // 2nd }; struct act14 { // Type 14 - Conditional on current screen action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The required object int screenReq; // The required screen number uint16 actPassIndex; // Ptr to action list if success uint16 actFailIndex; // Ptr to action list if failure }; struct act15 { // Type 15 - Home in on an object action_t actType; // The type of action int timer; // Time to set off the action int obj1; // The object number homing in int obj2; // The object number to home in on int8 dx, dy; // Max delta velocities }; // Note: Don't set a sequence at time 0 of a new screen, it causes // problems clearing the boundary bits of the object! timer > 0 is safe struct act16 { // Type 16 - Set curr_seq_p to seq action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int seqIndex; // The index of seq array to set to }; struct act17 { // Type 17 - SET obj individual state bits action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int stateMask; // The mask to OR with current obj state }; struct act18 { // Type 18 - CLEAR obj individual state bits action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int stateMask; // The mask to ~AND with current obj state }; struct act19 { // Type 19 - TEST obj individual state bits action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int stateMask; // The mask to AND with current obj state uint16 actPassIndex; // Ptr to action list (all bits set) uint16 actFailIndex; // Ptr to action list (not all set) }; struct act20 { // Type 20 - Remove all events with this type of action action_t actType; // The type of action int timer; // Time to set off the action action_t actTypeDel; // The action type to remove }; struct act21 { // Type 21 - Gameover. Disable hero & commands action_t actType; // The type of action int timer; // Time to set off the action }; struct act22 { // Type 22 - Initialise an object to hero's coords action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number }; struct act23 { // Type 23 - Exit game back to DOS action_t actType; // The type of action int timer; // Time to set off the action }; struct act24 { // Type 24 - Get bonus score action_t actType; // The type of action int timer; // Time to set off the action int pointIndex; // Index into points array }; struct act25 { // Type 25 - Conditional on bounding box action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The required object number int x1, y1, x2, y2; // The bounding box uint16 actPassIndex; // Ptr to action list if success uint16 actFailIndex; // Ptr to action list if failure }; struct act26 { // Type 26 - Play a sound action_t actType; // The type of action int timer; // Time to set off the action int16 soundIndex; // Sound index in data file }; struct act27 { // Type 27 - Add object's value to score action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // object number }; struct act28 { // Type 28 - Subtract object's value from score action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // object number }; struct act29 { // Type 29 - Conditional on object carried action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The required object number uint16 actPassIndex; // Ptr to action list if success uint16 actFailIndex; // Ptr to action list if failure }; struct act30 { // Type 30 - Start special maze processing action_t actType; // The type of action int timer; // Time to set off the action byte mazeSize; // Size of (square) maze int x1, y1, x2, y2; // Bounding box of maze int x3, x4; // Extra x points for perspective correction byte firstScreenIndex; // First (top left) screen of maze }; struct act31 { // Type 31 - Exit special maze processing action_t actType; // The type of action int timer; // Time to set off the action }; struct act32 { // Type 32 - Init fbg field of object action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number byte priority; // Value of foreground/background field }; struct act33 { // Type 33 - Init screen field of object action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int screenIndex; // Screen number }; struct act34 { // Type 34 - Global Schedule action_t actType; // The type of action int timer; // Time to set off the action uint16 actIndex; // Ptr to an action list }; struct act35 { // Type 35 - Remappe palette action_t actType; // The type of action int timer; // Time to set off the action int16 oldColorIndex; // Old color index, 0..15 int16 newColorIndex; // New color index, 0..15 }; struct act36 { // Type 36 - Conditional on noun mentioned action_t actType; // The type of action int timer; // Time to set off the action uint16 nounIndex; // The required noun (list) uint16 actPassIndex; // Ptr to action list if success uint16 actFailIndex; // Ptr to action list if failure }; struct act37 { // Type 37 - Set new screen state action_t actType; // The type of action int timer; // Time to set off the action int screenIndex; // The screen number byte newState; // The new state }; struct act38 { // Type 38 - Position lips action_t actType; // The type of action int timer; // Time to set off the action int lipsObjNumb; // The LIPS object int objNumb; // The object to speak byte dxLips; // Relative offset of x byte dyLips; // Relative offset of y }; struct act39 { // Type 39 - Init story mode action_t actType; // The type of action int timer; // Time to set off the action bool storyModeFl; // New state of story_mode flag }; struct act40 { // Type 40 - Unsolicited text box action_t actType; // The type of action int timer; // Time to set off the action int stringIndex; // Index (enum) of string in strings.dat }; struct act41 { // Type 41 - Conditional on bonus scored action_t actType; // The type of action int timer; // Time to set off the action int BonusIndex; // Index into bonus list uint16 actPassIndex; // Index of the action list if scored for the first time uint16 actFailIndex; // Index of the action list if already scored }; struct act42 { // Type 42 - Text box with "take" string action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object taken }; struct act43 { // Type 43 - Prompt user for Yes or No action_t actType; // The type of action int timer; // Time to set off the action int promptIndex; // index of prompt string uint16 actYesIndex; // Ptr to action list if YES uint16 actNoIndex; // Ptr to action list if NO }; struct act44 { // Type 44 - Stop any route in progress action_t actType; // The type of action int timer; // Time to set off the action }; struct act45 { // Type 45 - Conditional on route in progress action_t actType; // The type of action int timer; // Time to set off the action int routeIndex; // Must be >= current status.rindex uint16 actPassIndex; // Ptr to action list if en-route uint16 actFailIndex; // Ptr to action list if not }; struct act46 { // Type 46 - Init status.jumpexit action_t actType; // The type of action int timer; // Time to set off the action bool jumpExitFl; // New state of jumpexit flag }; struct act47 { // Type 47 - Init viewx,viewy,dir action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object int16 viewx; // object.viewx int16 viewy; // object.viewy int16 direction; // object.dir }; struct act48 { // Type 48 - Set curr_seq_p to frame n action_t actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int seqIndex; // The index of seq array to set to int frameIndex; // The index of frame to set to }; struct act49 { // Added by Strangerke - Type 79 - Play a sound (DOS way) action_t actType; // The type of action int timer; // Time to set off the action uint16 soundIndex; // Sound index in string array }; union act { act0 a0; act1 a1; act2 a2; act3 a3; act4 a4; act5 a5; act6 a6; act7 a7; act8 a8; act9 a9; act10 a10; act11 a11; act12 a12; act13 a13; act14 a14; act15 a15; act16 a16; act17 a17; act18 a18; act19 a19; act20 a20; act21 a21; act22 a22; act23 a23; act24 a24; act25 a25; act26 a26; act27 a27; act28 a28; act29 a29; act30 a30; act31 a31; act32 a32; act33 a33; act34 a34; act35 a35; act36 a36; act37 a37; act38 a38; act39 a39; act40 a40; act41 a41; act42 a42; act43 a43; act44 a44; act45 a45; act46 a46; act47 a47; act48 a48; act49 a49; }; // The following determines how a verb is acted on, for an object struct cmd { uint16 verbIndex; // the verb uint16 reqIndex; // ptr to list of required objects uint16 textDataNoCarryIndex; // ptr to string if any of above not carried byte reqState; // required state for verb to be done byte newState; // new states if verb done uint16 textDataWrongIndex; // ptr to string if wrong state uint16 textDataDoneIndex; // ptr to string if verb done uint16 actIndex; // Ptr to action list if verb done }; // The following is a linked list of images in an animation sequence // The image data is in 8-bit DIB format, i.e. 1 byte = 1 pixel struct seq_t { // Linked list of images byte *imagePtr; // ptr to image uint16 bytesPerLine8; // bytes per line (8bits) uint16 lines; // lines uint16 x1, x2, y1, y2; // Offsets from x,y: data bounding box seq_t *nextSeqPtr; // ptr to next record }; // The following is an array of structures of above sequences struct seqList_t { uint16 imageNbr; // Number of images in sequence seq_t *seqPtr; // Ptr to sequence structure }; // Following is definition of object attributes struct object_t { uint16 nounIndex; // String identifying object uint16 dataIndex; // String describing the object uint16 *stateDataIndex; // Added by Strangerke to handle the LOOK_S state-dependant descriptions path_t pathType; // Describe path object follows int vxPath, vyPath; // Delta velocities (e.g. for CHASE) uint16 actIndex; // Action list to do on collision with hero byte seqNumb; // Number of sequences in list seq_t *currImagePtr; // Sequence image currently in use seqList_t seqList[MAX_SEQUENCES]; // Array of sequence structure ptrs and lengths cycle_t cycling; // Whether cycling, forward or backward byte cycleNumb; // No. of times to cycle byte frameInterval; // Interval (in ticks) between frames byte frameTimer; // Decrementing timer for above int8 radius; // Defines sphere of influence by hero byte screenIndex; // Screen in which object resides int x, y; // Current coordinates of object int oldx, oldy; // Previous coordinates of object int8 vx, vy; // Velocity byte objValue; // Value of object int genericCmd; // Bit mask of 'generic' commands for object uint16 cmdIndex; // ptr to list of cmd structures for verbs bool carriedFl; // TRUE if object being carried byte state; // state referenced in cmd list bool verbOnlyFl; // TRUE if verb-only cmds allowed e.g. sit,look byte priority; // Whether object fore, background or floating int16 viewx, viewy; // Position to view object from (or 0 or -1) int16 direction; // Direction to view object from byte curSeqNum; // Save which seq number currently in use byte curImageNum; // Save which image of sequence currently in use int8 oldvx; // Previous vx (used in wandering) int8 oldvy; // Previous vy }; // Following is structure of verbs and nouns for 'background' objects // These are objects that appear in the various screens, but nothing // interesting ever happens with them. Rather than just be dumb and say // "don't understand" we produce an interesting msg to keep user sane. struct background_t { uint16 verbIndex; uint16 nounIndex; int commentIndex; // Index of comment produced on match bool matchFl; // TRUE if noun must match when present byte roomState; // "State" of room. Comments might differ. byte bonusIndex; // Index of bonus score (0 = no bonus) }; typedef background_t *objectList_t; typedef byte overlay_t[OVL_SIZE]; // Overlay file typedef byte viewdib_t[(long)XPIX *YPIX]; // Viewport dib typedef byte icondib_t[XPIX *INV_DY]; // Icon bar dib typedef char command_t[MAX_CHARS + 8]; // Command line (+spare for prompt,cursor) typedef char fpath_t[MAX_FPATH]; // File path // Structure to define an EXIT or other collision-activated hotspot struct hotspot_t { int screenIndex; // Screen in which hotspot appears int x1, y1, x2, y2; // Bounding box of hotspot uint16 actIndex; // Actions to carry out if a 'hit' int16 viewx, viewy, direction; // Used in auto-route mode }; struct status_t { // Game status (not saved) bool initSaveFl; // Force save of initial game bool storyModeFl; // Game is telling story - no commands bool gameOverFl; // Game is over - hero knobbled bool playbackFl; // Game is in playback mode bool recordFl; // Game is in record mode bool demoFl; // Game is in demo mode bool debugFl; // Game is in debug mode bool textBoxFl; // Game is (halted) in text box // Strangerke - Not used ? // bool mmtimeFl; // Multimedia timer supported bool lookFl; // Toolbar "look" button pressed bool recallFl; // Toolbar "recall" button pressed bool leftButtonFl; // Left mouse button pressed bool rightButtonFl; // Right button pressed bool newScreenFl; // New screen just loaded in dib_a bool jumpExitFl; // Allowed to jump to a screen exit bool godModeFl; // Allow DEBUG features in live version bool helpFl; // Calling WinHelp (don't disable music) bool doQuitFl; uint32 tick; // Current time in ticks uint32 saveTick; // Time of last save in ticks vstate_t viewState; // View state machine istate_t inventoryState; // Inventory icon bar state int16 inventoryHeight; // Inventory icon bar height int16 inventoryObjId; // Inventory object selected, or -1 int16 routeIndex; // Index into route list, or -1 go_t go_for; // Purpose of an automatic route int16 go_id; // Index of exit of object walking to fpath_t path; // Alternate path for saved files long saveSize; // Size of a saved game int16 saveSlot; // Current slot to save/restore game int16 screenWidth; // Desktop screen width int16 song; // Current song int16 cx, cy; // Cursor position (dib coords) }; struct config_t { // User's config (saved) bool musicFl; // State of Music button/menu item bool soundFl; // State of Sound button/menu item bool turboFl; // State of Turbo button/menu item bool backgroundMusicFl; // Continue music when task inactive byte musicVolume; // Music volume percentage byte soundVolume; // Sound volume percentage bool playlist[MAX_TUNES]; // Tune playlist }; struct target_t { // Secondary target for action uint16 nounIndex; // Secondary object uint16 verbIndex; // Action on secondary object }; struct uses_t { // Define uses of certain objects int16 objId; // Primary object uint16 dataIndex; // String if no secondary object matches target_t *targets; // List of secondary targets }; // Global externs extern config_t _config; // User's config extern maze_t _maze; // Maze control structure extern hugo_boot_t _boot; // Boot info structure extern char _textBoxBuffer[]; // Useful box text buffer extern command_t _line; // Line of user text input // Structure of scenery file lookup entry struct sceneBlock_t { uint32 scene_off; uint32 scene_len; uint32 b_off; uint32 b_len; uint32 o_off; uint32 o_len; uint32 ob_off; uint32 ob_len; }; // Structure of object file lookup entry struct objBlock_t { uint32 objOffset; uint32 objLength; }; #include "common/pack-start.h" // START STRUCT PACKING struct sound_hdr_t { // Sound file lookup entry uint16 size; // Size of sound data in bytes uint32 offset; // Offset of sound data in file } PACKED_STRUCT; #include "common/pack-end.h" // END STRUCT PACKING } // End of namespace Hugo #endif