/* Copyright (C) 1994-1998 Revolution Software Ltd. * Copyright (C) 2003-2005 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ #ifndef _SCRIPT_STRUCTURES #define _SCRIPT_STRUCTURES namespace Sword2 { #if !defined(__GNUC__) #pragma START_PACK_STRUCTS #endif // these structures represent the broken up compact components // these here declared to the system must be the same as those declared to // LINC (or it wont work) // mouse structure - defines mouse detection area, detection priority & // 'type' flag struct ObjectMouse { int32 x1; // Top-left and bottom-right of mouse int32 y1; // area. (These coords are inclusive.) int32 x2; int32 y2; int32 priority; int32 pointer; // type (or resource id?) of pointer used over this area } GCC_PACK; // logic structure - contains fields used in logic script processing struct ObjectLogic { int32 looping; // 0 when first calling fn; // 1 when calling subsequent times in same loop int32 pause; // pause count, used by fnPause() } GCC_PACK; // status bits for 'type' field of ObjectGraphic) // in low word: #define NO_SPRITE 0x00000000 // don't print #define BGP0_SPRITE 0x00000001 // fixed to background parallax[0] #define BGP1_SPRITE 0x00000002 // fixed to background parallax[1] #define BACK_SPRITE 0x00000004 // 'background' sprite, fixed to main background #define SORT_SPRITE 0x00000008 // 'sorted' sprite, fixed to main background #define FORE_SPRITE 0x00000010 // 'foreground' sprite, fixed to main background #define FGP0_SPRITE 0x00000020 // fixed to foreground parallax[0] #define FGP1_SPRITE 0x00000040 // fixed to foreground parallax[0] // in high word: #define UNSHADED_SPRITE 0x00000000 // not to be shaded #define SHADED_SPRITE 0x00010000 // to be shaded, based on shading mask // graphic structure - contains fields appropriate to sprite output struct ObjectGraphic { int32 type; // see above int32 anim_resource; // resource id of animation file int32 anim_pc; // current frame number of animation } GCC_PACK; // speech structure - contains fields used by speech scripts & text output struct ObjectSpeech { int32 pen; // colour to use for body of characters int32 width; // max width of text sprite int32 command; // speech script command id int32 ins1; // speech script instruction parameters (may need more now?) int32 ins2; int32 ins3; int32 ins4; int32 ins5; int32 wait_state; // 0 not waiting, 1 waiting for next speech command } GCC_PACK; // mega structure - contains fields used for mega-character & mega-set // processing struct ObjectMega { int32 NOT_USED_1; // only free roaming megas need to check this before registering their graphics for drawing int32 NOT_USED_2; // id of floor on which we are standing int32 NOT_USED_3; // id of object which we are getting to int32 NOT_USED_4; // pixel distance to stand from player character when in conversation int32 currently_walking; // number given us by the auto router int32 walk_pc; // current frame number of walk-anim int32 scale_a; // current scale factors, taken from floor data int32 scale_b; int32 feet_x; // mega feet coords - frame-offsets are added to these position mega frames int32 feet_y; int32 current_dir; // current dirction faced by mega; used by autorouter to determine turns required int32 NOT_USED_5; // means were currently avoiding a collision (see fnWalk) int32 megaset_res; // resource id of mega-set file int32 NOT_USED_6; // NOT USED } GCC_PACK; // walk-data structure - contains details of layout of frames in the // mega-set, and how they are to be used struct ObjectWalkdata { int32 nWalkFrames; // no. of frames per walk-cycle int32 usingStandingTurnFrames; // 0 = no 1 = yes int32 usingWalkingTurnFrames; // 0 = no 1 = yes int32 usingSlowInFrames; // 0 = no 1 = yes int32 usingSlowOutFrames; // 0 = no !0 = number of slow-out frames in each direction int32 nSlowInFrames[8]; // no. of slow-in frames in each direction int32 leadingLeg[8]; // leading leg for walk in each direction (0 = left 1 = right) int32 dx[8 * (12 + 1)]; // walk step distances in x direction int32 dy[8 * (12 + 1)]; // walk step distances in y direction } GCC_PACK; #if !defined(__GNUC__) #pragma END_PACK_STRUCTS #endif } // End of namespace Sword2 #endif