/* 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. * */ /* * This code is based on Labyrinth of Time code with assistance of * * Copyright (c) 1993 Terra Nova Development * Copyright (c) 2004 The Wyrmkeep Entertainment Co. * */ #ifndef LAB_PROCESSROOM_H #define LAB_PROCESSROOM_H namespace Lab { //------------------------------- Action types ------------------------------ #define PLAYSOUND 1 #define PLAYSOUNDCONT 2 #define SHOWDIFF 3 #define SHOWDIFFCONT 4 #define LOADDIFF 5 #define LOADBM 6 #define SHOWBM 7 #define TRANSITION 8 #define NOUPDATE 9 #define FORCEUPDATE 10 #define SHOWCURPICT 11 #define SETELEMENT 12 #define UNSETELEMENT 13 #define SHOWMESSAGE 14 #define SHOWMESSAGES 15 #define SETPOSITION 16 #define SETCLOSEUP 17 #define MAINVIEW 18 #define SUBINV 19 #define ADDINV 20 #define SHOWDIR 21 #define WAITSECS 22 #define STOPMUSIC 23 #define STARTMUSIC 24 #define CHANGEMUSIC 25 #define RESETMUSIC 26 #define FILLMUSIC 27 #define WAITSOUND 28 #define CLEARSOUND 29 #define WINMUSIC 30 #define WINGAME 31 #define LOSTGAME 32 #define RESETBUFFER 33 #define SPECIALCMD 34 #define CSHOWMESSAGE 35 #define PLAYSOUNDB 36 // Rule Types #define ACTION 1 #define OPERATE 2 #define GOFORWARD 3 #define CONDITIONS 4 #define TURN 5 #define GOMAINVIEW 6 #define TURNFROMTO 7 //----------------------------- Rule Type Action ---------------------------- #define TAKE 1 #define MOVE 2 #define OPENDOOR 3 #define CLOSEDOOR 4 #define TAKEDEF 5 #if defined(WIN32) #pragma pack(push, 1) #endif struct CloseData { uint16 _x1, _y1, _x2, _y2; int16 _closeUpType; // if > 0, an object. If < 0, an item uint16 _depth; // Level of the closeup. char *_graphicName; char *_message; CloseData *_nextCloseUp; CloseData *_subCloseUps; }; struct ViewData { int16 *_condition; char *_graphicName; ViewData *_nextCondition; CloseDataPtr _closeUps; }; struct Action { int16 _actionType; int16 _param1; int16 _param2; int16 _param3; byte *_data; // Message, or a pointer to array of messages. Action *_nextAction; }; struct Rule { int16 _ruleType; int16 _param1; int16 _param2; int16 *_condition; Action *_actionList; Rule *_nextRule; }; struct RoomData { uint16 _northDoor; uint16 _southDoor; uint16 _eastDoor; uint16 _westDoor; byte _transitionType; ViewData *_view[4]; RuleList *_rules; char *_roomMsg; }; struct InventoryData { uint16 _many; char *_name; char *_bitmapName; }; // Map Flags // Where the doors are; in a corridor, assumed to be left doors #define NORTHDOOR 1L #define EASTDOOR 2L #define SOUTHDOOR 4L #define WESTDOOR 8L // Where the doors are in corridors; M means middle, R means right, B means bottom #define NORTHMDOOR 16L #define NORTHRDOOR 32L #define SOUTHMDOOR 64L #define SOUTHRDOOR 128L #define EASTMDOOR 16L #define EASTBDOOR 32L #define WESTMDOOR 64L #define WESTBDOOR 128L // Special Map ID's #define NORMAL 0 #define UPARROWROOM 1 #define DOWNARROWROOM 2 #define BRIDGEROOM 3 #define VCORRIDOR 4 #define HCORRIDOR 5 #define MEDMAZE 6 #define HEDGEMAZE 7 #define SURMAZE 8 #define MULTIMAZEF1 9 #define MULTIMAZEF2 10 #define MULTIMAZEF3 11 struct MapData { uint16 _x, _y, _pageNumber, _specialID; uint32 _mapFlags; }; #if defined(WIN32) #pragma pack(pop) #endif } // End of namespace Lab #endif // LAB_PROCESSROOM_H