1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
|
/* 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 BBVS_GAMEMODULE_H
#define BBVS_GAMEMODULE_H
#include "common/array.h"
#include "common/file.h"
#include "common/memstream.h"
#include "common/rect.h"
#include "common/str.h"
namespace Bbvs {
const int kInventoryItemCount = 42;
const int kInventoryItemSpriteCount = 2 * kInventoryItemCount;
const int kDialogItemSpriteCount = 26;
const int kGuiSpriteCount = 21;
const int kCameraInitsCount = 4;
struct Condition {
byte cond;
byte value1;
int16 value2;
};
struct Conditions {
Condition conditions[8];
};
struct ActionResult {
byte kind;
byte value1;
int16 value2;
};
struct ActionResults {
ActionResult actionResults[8];
};
struct ActionCommand {
uint16 cmd;
int16 sceneObjectIndex;
uint32 timeStamp;
Common::Point walkDest;
int32 param;
};
class ActionCommands : public Common::Array<ActionCommand> {
};
struct Action {
Conditions conditions;
ActionResults results;
ActionCommands actionCommands;
};
struct InventoryItemInfo {
int16 xOffs, yOffs;
int16 width, height;
};
struct CameraInit {
Common::Point cameraPos;
byte cameraLinks[8];
Common::Rect rects[8];
};
struct SceneObjectDef {
char name[20];
int animIndices[16];
int walkSpeed;
};
struct SceneObjectInit {
Conditions conditions;
int sceneObjectIndex;
int animIndex;
int x, y;
};
struct BgObject {
char name[20];
Common::Rect rect;
};
struct Animation {
int frameCount;
int *frameSpriteIndices;
int16 *frameTicks;
Common::Rect *frameRects1;
Common::Rect *frameRects2;
Animation()
: frameCount(0), frameSpriteIndices(0), frameTicks(0), frameRects1(0), frameRects2(0) {
}
~Animation() {
delete[] frameSpriteIndices;
delete[] frameTicks;
delete[] frameRects1;
delete[] frameRects2;
}
};
struct SceneExit {
Common::Rect rect;
int newModuleNum;
};
struct SceneSound {
Conditions conditions;
uint soundNum;
};
class GameModule {
public:
GameModule();
~GameModule();
void load(const char *filename);
int getFieldC();
int getButtheadObjectIndex();
int getGuiSpriteIndex(int index);
int getInventoryItemSpriteIndex(int index);
int getDialogItemSpriteIndex(int index);
int getActionsCount();
Action *getAction(int index);
InventoryItemInfo *getInventoryItemInfo(int index);
CameraInit *getCameraInit(int cameraNum);
int getSceneExitsCount();
SceneExit *getSceneExit(int index);
int getWalkRectsCount();
Common::Rect *getWalkRects();
int getSceneObjectDefsCount();
SceneObjectDef *getSceneObjectDef(int index);
int getSceneObjectInitsCount();
SceneObjectInit *getSceneObjectInit(int index);
int getBgObjectsCount();
BgObject *getBgObject(int index);
int getBgSpritesCount();
int getBgSpriteIndex(int index);
int getBgSpritePriority(int index);
int getSceneSoundsCount();
SceneSound *getSceneSound(int index);
uint getSceneSoundIndex(uint soundNum);
uint getPreloadSoundsCount();
uint getPreloadSound(uint index);
Animation *getAnimation(int index);
protected:
int _bgSpriteCount;
int *_bgSpriteIndices;
int16 *_bgSpritePriorities;
CameraInit _cameraInits[kCameraInitsCount];
int _walkRectsCount;
Common::Rect *_walkRects;
int _sceneExitsCount;
SceneExit *_sceneExits;
int _bgObjectsCount;
BgObject *_bgObjects;
int _animationsCount;
Animation *_animations;
int _sceneObjectDefsCount;
SceneObjectDef *_sceneObjectDefs;
int _sceneObjectInitsCount;
SceneObjectInit *_sceneObjectInits;
int _actionsCount;
Action *_actions;
int _sceneSoundsCount;
SceneSound *_sceneSounds;
uint _preloadSoundsCount;
uint *_preloadSounds;
int _guiSpriteIndices[kGuiSpriteCount];
int _inventoryItemSpriteIndices[kInventoryItemSpriteCount];
InventoryItemInfo _inventoryItemInfos[kInventoryItemCount];
int _dialogItemSpriteIndices[kDialogItemSpriteCount];
int _fieldC;
int _buttheadObjectIndex;
Common::Point readPoint(Common::SeekableReadStream &s);
Common::Rect readRect(Common::SeekableReadStream &s);
Conditions readConditions(Common::SeekableReadStream &s);
void unload();
void loadBgSprites(Common::SeekableReadStream &s);
void loadCameraInits(Common::SeekableReadStream &s);
void loadWalkRects(Common::SeekableReadStream &s);
void loadSceneExits(Common::SeekableReadStream &s);
void loadBgObjects(Common::SeekableReadStream &s);
void loadAnimations(Common::SeekableReadStream &s);
void loadSceneObjectDefs(Common::SeekableReadStream &s);
void loadSceneObjectInits(Common::SeekableReadStream &s);
void loadActions(Common::SeekableReadStream &s);
void loadGuiSpriteIndices(Common::SeekableReadStream &s);
void loadInventoryItemSpriteIndices(Common::SeekableReadStream &s);
void loadInventoryItemInfos(Common::SeekableReadStream &s);
void loadDialogItemSpriteIndices(Common::SeekableReadStream &s);
void loadSceneSounds(Common::SeekableReadStream &s);
void loadPreloadSounds(Common::SeekableReadStream &s);
};
} // End of namespace Bbvs
#endif // BBVS_GAMEMODULE_H
|