/* 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 { // Game specific equates #define TAKE_TEXT "Picked up the %s ok." enum {LOOK_NAME = 1, TAKE_NAME}; // Index of name used in showing takeables and in confirming take // Definitions of 'generic' commands: Max # depends on size of gencmd in // the object_t record since each requires 1 bit. Currently up to 16 enum {LOOK = 1, TAKE = 2, DROP = 4, LOOK_S = 8}; 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}; static const int kFirstFont = U_FONT5; /** * Enumerate ways of cycling a sequence of frames */ enum cycle_t {kCycleInvisible, kCycleAlmostInvisible, kCycleNotCycling, kCycleForward, kCycleBackward}; /** * Enumerate sequence index matching direction of travel */ enum {RIGHT, LEFT, DOWN, _UP}; enum font_t {LARGE_ROMAN, MED_ROMAN, NUM_GDI_FONTS, INIT_FONTS, DEL_FONTS}; /** * Enumerate the different path types for an object */ enum path_t { kPathUser, // User has control of object via cursor keys kPathAuto, // Computer has control, controlled by action lists kPathQuiet, // Computer has control and no commands allowed kPathChase, // Computer has control, object is chasing hero kPathChase2, // Same as CHASE, except keeps cycling when stationary kPathWander, // Computer has control, object is wandering randomly kPathWander2 // Same as WANDER, except keeps cycling when stationary }; /** * 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) } PACKED_STRUCT; 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 }; /** * 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 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; 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 maze_t _maze; // Maze control structure extern hugo_boot_t _boot; // Boot info structure #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 static const int kMaxSeqNumb = 4; // Number of sequences of images in object /** * 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[kMaxSeqNumb]; // 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 }; } // End of namespace Hugo #endif