/* 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 MUTATIONOFJB_GAMEDATA_H #define MUTATIONOFJB_GAMEDATA_H #include "common/scummsys.h" #include "mutationofjb/inventory.h" namespace Common { class ReadStream; } namespace MutationOfJB { static const uint8 MAX_STR_LENGTH = 0x14; /* There are 4 types of entities present in the game data: - Door - Object - Static - Bitmap */ struct Door { /* Door name. Can be empty - deactivates door completely. */ char _name[MAX_STR_LENGTH + 1]; /* Scene ID where the door leads. Can be 0 - you can hover your mouse over it, but clicking it doesn't do anything (unless scripted). */ uint8 _destSceneId; /* X coordinate for player's position after going through the door. */ uint16 _destX; /* Y coordinate for player's position after going through the door. */ uint16 _destY; /* X coordinate of the door rectangle. */ uint16 _x; /* Y coordinate of the door rectangle. */ uint8 _y; /* Width of the door rectangle. */ uint16 _width; /* Height of the door rectangle. */ uint8 _height; /* X coordinate for position towards player will walk after clicking the door. */ uint16 _walkToX; /* Y coordinate for position towards player will walk after clicking the door. */ uint8 _walkToY; /* Unknown for now - likely not even used. */ uint8 _SP; bool loadFromStream(Common::ReadStream &stream); }; struct Object { uint8 _AC; uint8 _FA; uint8 _FR; uint8 _NA; uint8 _FS; uint8 _unknown; uint8 _CA; uint16 _x; uint8 _y; uint16 _XL; uint8 _YL; uint16 _WX; uint8 _WY; uint8 _SP; bool loadFromStream(Common::ReadStream &stream); }; struct Static { uint8 _active; char _name[MAX_STR_LENGTH + 1]; uint16 _x; uint8 _y; uint16 _width; uint8 _height; uint16 _walkToX; uint8 _walkToY; uint8 _SP; bool loadFromStream(Common::ReadStream &stream); }; struct Bitmap { uint8 _frame; uint8 _isVisible; uint16 _x1; uint8 _y1; uint16 _x2; uint8 _y2; bool loadFromStream(Common::ReadStream &stream); }; struct Scene { Door *getDoor(uint8 objectId); Object *getObject(uint8 objectId, bool ignoreNo = false); Static *getStatic(uint8 staticId, bool ignoreNo = false); uint8 getNoDoors(bool ignoreNo = false) const; uint8 getNoObjects(bool ignoreNo = false) const; uint8 getNoStatics(bool ignoreNo = false) const; Door *findDoor(int16 x, int16 y, int *index = nullptr); Static *findStatic(int16 x, int16 y, int *index = nullptr); Bitmap *findBitmap(int16 x, int16 y, int *index = nullptr); uint8 _startup; uint8 _unknown001; uint8 _unknown002; uint8 _unknown003; uint8 _DL; uint8 _noDoors; Door _doors[5]; uint8 _noObjects; Object _objects[9]; uint8 _noStatics; Static _statics[15]; Bitmap _bitmaps[10]; uint16 _obstacleY1; uint8 _palRotStart; uint8 _palRotEnd; uint8 _palRotPeriod; uint8 _unknown38A[80]; bool loadFromStream(Common::ReadStream &stream); }; struct GameData { public: GameData(); Scene *getScene(uint8 sceneId); Scene *getCurrentScene(); bool loadFromStream(Common::ReadStream &stream); uint8 _currentScene; uint8 _lastScene; bool _partB; Inventory _inventory; Common::String _currentAPK; private: Scene _scenes[45]; }; } #endif