/* 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 SHERLOCK_OBJECTS_H #define SHERLOCK_OBJECTS_H #include "common/scummsys.h" #include "common/rect.h" #include "common/str-array.h" #include "common/str.h" #include "sherlock/resources.h" namespace Sherlock { class SherlockEngine; enum ObjectAllow { ALLOW_MOVEMENT = 1, ALLOW_OPEN = 2, ALLOW_CLOSE = 4 }; enum SpriteType { INVALID = 0, CHARACTER = 1, CURSOR = 2, STATIC_BG_SHAPE = 3, // Background shape that doesn't animate ACTIVE_BG_SHAPE = 4, // Background shape that animates REMOVE = 5, // Object should be removed next frame NO_SHAPE = 6, // Background object with no shape HIDDEN = 7, // Hidden backgruond object HIDE_SHAPE = 8 // Object needs to be hidden }; enum AType { OBJECT = 0, PERSON = 1, SOLID = 2, TALK = 3, // Standard talk zone FLAG_SET = 4, DELTA = 5, WALK_AROUND = 6, TALK_EVERY = 7, // Talk zone that turns on every room visit TALK_MOVE = 8, // Talk zone that only activates when Holmes moves PAL_CHANGE = 9, // Changes the palette down so that it gets darker PAL_CHANGE2 = 10, // Same as PAL_CHANGE, except that it goes up SCRIPT_ZONE = 11, // If this is clicked in, it is activated BLANK_ZONE = 12, // This masks out other objects when entered NOWALK_ZONE = 13 // Player cannot walk here }; // Different levels for sprites to be at enum { BEHIND = 0, NORMAL_BEHIND = 1, NORMAL_FORWARD = 2, FORWARD = 3 }; #define MAX_HOLMES_SEQUENCE 16 #define MAX_FRAME 30 // code put into sequences to defines 1-10 type seqs #define SEQ_TO_CODE 67 #define FLIP_CODE (64 + 128) #define SOUND_CODE (34 + 128) class Sprite { private: static SherlockEngine *_vm; public: Common::String _name; // Name Common::String _description; // Description Common::StringArray _examine; // Examine in-depth description Common::String _pickUp; // Message for if you can't pick up object const uint8 (*_sequences)[MAX_HOLMES_SEQUENCE][MAX_FRAME]; // Holds animation sequences ImageFile *_images; // Sprite images ImageFrame *_imageFrame; // Pointer to shape in the images int _walkCount; // Character walk counter int _allow; // Allowed menu commands - ObjectAllow int _frameNumber; // Frame number in rame sequence to draw int _sequenceNumber; // Sequence being used Common::Point _position; // Current position Common::Point _delta; // Momvement delta Common::Point _oldPosition; // Old position Common::Point _oldSize; // Image's old size Common::Point _goto; // Walk destination SpriteType _type; // Type of object int _pickup; Common::Point _noShapeSize; // Size of a NO_SHAPE int _status; // Status: open/closed, moved/not moved int8 _misc; // Miscellaneous use int _numFrames; // How many frames the object has public: Sprite() { clear(); } static void setVm(SherlockEngine *vm) { _vm = vm; } void clear(); void setImageFrame(); void adjustSprite(); void checkSprite(); int frameWidth() const { return _imageFrame ? _imageFrame->_frame.w : 0; } int frameHeight() const { return _imageFrame ? _imageFrame->_frame.h : 0; } }; struct ActionType { int8 _cAnimNum; uint8 _cAnimSpeed; // if high bit set, play in reverse Common::String _names[4]; void synchronize(Common::SeekableReadStream &s); }; struct UseType { int _cAnimNum; int _cAnimSpeed; // if high bit set, play in reverse Common::String _names[4]; int _useFlag; // Which flag USE will set (if any) int _dFlag[1]; int _lFlag[2]; Common::String _target; void synchronize(Common::SeekableReadStream &s); }; class Object { private: static SherlockEngine *_vm; bool checkEndOfSequence(); void setObjSequence(int seq, bool wait); public: static bool _countCAnimFrames; static void setVm(SherlockEngine *vm); public: Common::String _name; // Name Common::String _description; // Description lines Common::String _examine; // Examine in-depth description int _sequenceOffset; uint8 *_sequences; // Holds animation sequences ImageFile *_images; // Sprite images ImageFrame *_imageFrame; // Pointer to shape in the images int _walkCount; // Character walk counter int _allow; // Allowed menu commands - ObjectAllow int _frameNumber; // Frame number in rame sequence to draw int _sequenceNumber; // Sequence being used SpriteType _type; // Object type Common::Point _position; // Current position Common::Point _delta; // Momvement amount Common::Point _oldPosition; // Old position Common::Point _oldSize; // Image's old size Common::Point _goto; // Walk destination int _pickup; int _defaultCommand; // Default right-click command int _lookFlag; // Which flag LOOK will set (if any) int _pickupFlag; // Which flag PICKUP will set (if any) int _requiredFlag; // Object will be hidden if not set Common::Point _noShapeSize; // Size of a NO_SHAPE int _status; // Status (open/closed, moved/not) int8 _misc; // Misc field -- use varies with type int _maxFrames; // Number of frames int _flags; // Tells if object can be walked behind ActionType _aOpen; // Holds data for moving object AType _aType; // Tells if this is an object, person, talk, etc. int _lookFrames; // How many frames to play of the look anim before pausing int _seqCounter; // How many times this sequence has been executed Common::Point _lookPosition; // Where to walk when examining object int _lookFacing; // Direction to face when examining object int _lookcAnim; ActionType _aClose; int _seqStack; // Allows gosubs to return to calling frame int _seqTo; // Allows 1-5, 8-3 type sequences encoded in 2 bytes uint _descOffset; // Tells where description starts in DescText int _seqCounter2; // Counter of calling frame sequence uint _seqSize; // Tells where description starts ActionType _aMove; UseType _use[4]; void synchronize(Common::SeekableReadStream &s); void toggleHidden(); void checkObject(Object &o); int checkNameForCodes(const Common::String &name, Common::StringArray *messages); void setFlagsAndToggles(); void adjustObject(); int frameWidth() const { return _imageFrame ? _imageFrame->_frame.w : 0; } int frameHeight() const { return _imageFrame ? _imageFrame->_frame.h : 0; } const Common::Rect getNewBounds() const; const Common::Rect getNoShapeBounds() const; const Common::Rect getOldBounds() const; }; struct CAnim { Common::String _name; // Name byte _sequences[MAX_FRAME]; // Animation sequences Common::Point _position; // Position int _size; // Size of uncompressed animation SpriteType _type; int _flags; // Tells if can be walked behind Common::Point _goto; // coords holmes should walk to before starting canim int _gotoDir; Common::Point _teleportPos; // Location Holmes shoul teleport to after int _teleportDir; // playing canim void synchronize(Common::SeekableReadStream &s); }; struct SceneImage { ImageFile *_images; // Object images int _maxFrames; // How many frames in object int _filesize; // File size SceneImage(); } ; } // End of namespace Sherlock #endif