/* 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. * * $URL$ * $Id$ * */ #ifndef CREATE_HUGO_H #define CREATE_HUGO_H #define ARRAYSIZE(x) ((int)(sizeof(x) / sizeof(x[0]))) #define DATAALIGNMENT 4 #define HUGO_DAT_VER_MAJ 0 // 1 byte #define HUGO_DAT_VER_MIN 16 // 1 byte typedef unsigned char uint8; typedef unsigned char byte; typedef unsigned short uint16; typedef signed short int16; // Structure to define an EXIT or other collision-activated hotspot struct hotspot_t { int screenIndex; // Screen in which hotspot appears int x1, y1, x2, y2; // Bounding box of hotspot uint16 actIndex; // Index of the action list to carry out if a 'hit' int16 viewx, viewy, direction; // Used in auto-route mode }; struct target_t { // Secondary target for action uint16 nounIndex; // Index of the noun uint16 verbIndex; // Index of the verb }; #define MAX_TARGET 12 // Max # secondary "MakeUseOf" targets struct uses_t { // Define uses of certain objects int16 objid; // Primary object uint16 dataIndex; // Index of the string if no secondary object matches target_t targets[MAX_TARGET]; // List of secondary targets }; // 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; // Index of the verb uint16 nounIndex; // Index of the noun 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 cmd { uint16 verbIndex; // Index of the verb uint16 reqIndex; // Index of the list of required objects uint16 textDataNoCarryIndex; // Index of the 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; // Index of the string if wrong state uint16 textDataDoneIndex; // Index of the string if verb done uint16 actIndex; // Index of the action list if verb done }; struct seq_t { // Linked list of images byte *imagePtr; // ptr to image uint16 bytesPerLine8; // bytes per line (8 bits) uint16 lines; // lines uint16 x1, x2, y1, y2; // Offsets from x,y: data bounding box seq_t *nextSeqPtr; // ptr to next record }; struct seqList_t { uint16 imageNbr; // Number of images in sequence seq_t *seqPtr; // Ptr to sequence structure }; #define MAX_SEQUENCES 4 // Number of sequences of images in object 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; // Velocity (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[MAX_SEQUENCES]; // 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 char 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 char 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 curSeqNumb; // Save which seq number currently in use byte curImageNumb; // Save which image of sequence currently in use char oldvx; // Previous vx (used in wandering) char oldvy; // Previous vy }; struct act0 { // Type 0 - Schedule byte actType; // The type of action int timer; // Time to set off the action uint16 actIndex; // Index of an action list }; struct act1 { // Type 1 - Start an object byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int cycleNumb; // Number of times to cycle cycle_t cycle; // Direction to start cycling }; struct act2 { // Type 2 - Initialise an object coords byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int x, y; // Coordinates }; struct act3 { // Type 3 - Prompt user for text byte actType; // The type of action int timer; // Time to set off the action uint16 promptIndex; // index of prompt string int *responsePtr; // Array of indexes to valid response // string(s) (terminate list with -1) uint16 actPassIndex; // Index of the action list if success uint16 actFailIndex; // Index of the action list if failure bool encoded; // (HUGO 1 DOS ONLY) Whether response is encoded or not }; struct act4 { // Type 4 - Set new background color byte actType; // The type of action int timer; // Time to set off the action long newBkgColor; // New color }; struct act5 { // Type 5 - Initialise an object velocity byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int vx, vy; // velocity }; struct act6 { // Type 6 - Initialise an object carrying byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number bool carriedFl; // carrying }; struct act7 { // Type 7 - Initialise an object to hero's coords byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number }; struct act8 { // Type 8 - switch to new screen byte actType; // The type of action int timer; // Time to set off the action int screenIndex; // The new screen number }; struct act9 { // Type 9 - Initialise an object state byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number byte newState; // New state }; struct act10 { // Type 10 - Initialise an object path type byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int newPathType; // New path type char vxPath, vyPath; // Max delta velocities e.g. for CHASE }; struct act11 { // Type 11 - Conditional on object's state byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number byte stateReq; // Required state uint16 actPassIndex; // Index of the action list if success uint16 actFailIndex; // Index of the action list if failure }; struct act12 { // Type 12 - Simple text box byte actType; // The type of action int timer; // Time to set off the action int stringIndex; // Index (enum) of string in strings.dat }; struct act13 { // Type 13 - Swap first object image with second byte actType; // The type of action int timer; // Time to set off the action int obj1; // Index of first object int obj2; // 2nd }; struct act14 { // Type 14 - Conditional on current screen byte atype; // The type of action int timer; // Time to set off the action int objNumb; // The required object int screenReq; // The required screen number uint16 actPassIndex; // Index of the action list if success uint16 actFailIndex; // Index of the action list if failure }; struct act15 { // Type 15 - Home in on an object byte actType; // The type of action int timer; // Time to set off the action int obj1; // The object number homing in int obj2; // The object number to home in on char vx, vy; // Max delta velocities }; // Note: Don't set a sequence at time 0 of a new screen, it causes // problems clearing the boundary bits of the object! t>0 is safe struct act16 { // Type 16 - Set curr_seq_p to seq byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int seqIndex; // The index of seq array to set to }; struct act17 { // Type 17 - SET obj individual state bits byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int stateMask; // The mask to OR with current obj state }; struct act18 { // Type 18 - CLEAR obj individual state bits byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int stateMask; // The mask to ~AND with current obj state }; struct act19 { // Type 19 - TEST obj individual state bits byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int stateMask; // The mask to AND with current obj state uint16 actPassIndex; // Index of the action list (all bits set) uint16 actFailIndex; // Index of the action list (not all set) }; struct act20 { // Type 20 - Remove all events with this type of action byte actType; // The type of action int timer; // Time to set off the action byte actTypeDel; // The action type to remove }; struct act21 { // Type 21 - Gameover. Disable hero & commands byte actType; // The type of action int timer; // Time to set off the action }; struct act22 { // Type 22 - Initialise an object to hero's coords byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number }; struct act23 { // Type 23 - Exit game back to DOS byte actType; // The type of action int timer; // Time to set off the action }; struct act24 { // Type 24 - Get bonus score byte actType; // The type of action int timer; // Time to set off the action int pointIndex; // Index into points array }; struct act25 { // Type 25 - Conditional on bounding box byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The required object number int x1, y1, x2, y2; // The bounding box uint16 actPassIndex; // Index of the action list if success uint16 actFailIndex; // Index of the action list if failure }; struct act26 { // Type 26 - Play a sound byte actType; // The type of action int timer; // Time to set off the action int16 soundIndex; // Sound index in data file }; struct act27 { // Type 27 - Add object's value to score byte actType; // The type of action int timer; // Time to set off the action int objNumb; // object number }; struct act28 { // Type 28 - Subtract object's value from score byte actType; // The type of action int timer; // Time to set off the action int objNumb; // object number }; struct act29 { // Type 29 - Conditional on object carried byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The required object number uint16 actPassIndex; // Index of the action list if success uint16 actFailIndex; // Index of the action list if failure }; struct act30 { // Type 30 - Start special maze processing byte actType; // The type of action int timer; // Time to set off the action byte mazeSize; // Size of (square) maze int x1, y1, x2, y2; // Bounding box of maze int x3, x4; // Extra x points for perspective correction byte firstScreenIndex; // First (top left) screen of maze }; struct act31 { // Type 31 - Exit special maze processing byte actType; // The type of action int timer; // Time to set off the action }; struct act32 { // Type 32 - Init fbg field of object byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number byte priority; // Value of foreground/background field }; struct act33 { // Type 33 - Init screen field of object byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int screenIndex; // Screen number }; struct act34 { // Type 34 - Global Schedule byte actType; // The type of action int timer; // Time to set off the action uint16 actIndex; // Index of an action list }; struct act35 { // Type 35 - Remappe palette byte actType; // The type of action int timer; // Time to set off the action int16 oldColorIndex; // Old color index, 0..15 int16 newColorIndex; // New color index, 0..15 }; struct act36 { // Type 36 - Conditional on noun mentioned byte actType; // The type of action int timer; // Time to set off the action uint16 nounIndex; // The required noun (list) uint16 actPassIndex; // Index of the action list if success uint16 actFailIndex; // Index of the action list if failure }; struct act37 { // Type 37 - Set new screen state byte actType; // The type of action int timer; // Time to set off the action int screenIndex; // The screen number byte newState; // The new state }; struct act38 { // Type 38 - Position lips byte actType; // The type of action int timer; // Time to set off the action int lipsObjNumb; // The LIPS object int objNumb; // The object to speak byte dxLips; // Relative offset of x byte dyLips; // Relative offset of y }; struct act39 { // Type 39 - Init story mode byte actType; // The type of action int timer; // Time to set off the action bool storyModeFl; // New state of story_mode flag }; struct act40 { // Type 40 - Unsolicited text box byte actType; // The type of action int timer; // Time to set off the action int stringIndex; // Index (enum) of string in strings.dat }; struct act41 { // Type 41 - Conditional on bonus scored byte actType; // The type of action int timer; // Time to set off the action int BonusIndex; // Index into bonus list uint16 actPassIndex; // Index of the action list if scored for the first time uint16 actFailIndex; // Index of the action list if already scored }; struct act42 { // Type 42 - Text box with "take" string byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object taken }; struct act43 { // Type 43 - Prompt user for Yes or No byte actType; // The type of action int timer; // Time to set off the action int prompt; // Index of prompt string uint16 actYesIndex; // Index of the action list if YES uint16 actNoIndex; // Index of the action list if NO }; struct act44 { // Type 44 - Stop any route in progress byte actType; // The type of action int timer; // Time to set off the action }; struct act45 { // Type 45 - Conditional on route in progress byte actType; // The type of action int timer; // Time to set off the action int routeIndex; // Must be >= current status.rindex uint16 actPassIndex; // Index of the action list if en-route uint16 actFailIndex; // Index of the action list if not }; struct act46 { // Type 46 - Init status.jumpexit byte actType; // The type of action int timer; // Time to set off the action bool jumpExitFl; // New state of jumpexit flag }; struct act47 { // Type 47 - Init viewx,viewy,dir byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object int16 viewx; // object.viewx int16 viewy; // object.viewy int16 direction; // object.dir }; struct act48 { // Type 48 - Set curr_seq_p to frame n byte actType; // The type of action int timer; // Time to set off the action int objNumb; // The object number int seqIndex; // The index of seq array to set to int frameIndex; // The index of frame to set to }; struct act49 { // Added by Strangerke - Type 79 - Play a sound (DOS way) byte actType; // The type of action int timer; // Time to set off the action uint16 songIndex; // Song index in string array }; union act { act0 a0; act1 a1; act2 a2; act3 a3; act4 a4; act5 a5; act6 a6; act7 a7; act8 a8; act9 a9; act10 a10; act11 a11; act12 a12; act13 a13; act14 a14; act15 a15; act16 a16; act17 a17; act18 a18; act19 a19; act20 a20; act21 a21; act22 a22; act23 a23; act24 a24; act25 a25; act26 a26; act27 a27; act28 a28; act29 a29; act30 a30; act31 a31; act32 a32; act33 a33; act34 a34; act35 a35; act36 a36; act37 a37; act38 a38; act39 a39; act40 a40; act41 a41; act42 a42; act43 a43; act44 a44; act45 a45; act46 a46; act47 a47; act48 a48; act49 a49; }; typedef void *actListPtr; // Ptr to a list of actions typedef actListPtr *actList; // A list of actions void writeTextArray(FILE *outFile, char *textData[], int nbrText); void writeUint16Array(FILE *outFile, uint16 *uint16Array[], int nbrElem); void writeHotspot(FILE *outFile, hotspot_t hotspots[], int nbrElem); void writeUseArray(FILE *outFile, uses_t uses[], int nbrElem); void writeBackgroundArray(FILE *outFile, background_t background[], int nbrElem); void writeCmdArray(FILE *outFile, cmd *cmdList[], int nbrElem); void writeScreenActs(FILE *outFile, uint16 *screenActs[], int nbrElem); void writeObjectArray(FILE *outFile, object_t objects[], int nbrElem); void writeActListArray(FILE *outFile, actList actListArr[], int nbrElem); #endif // CREATE_HUGO_H