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/* 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 HOPKINS_OBJECTS_H
#define HOPKINS_OBJECTS_H
#include "common/scummsys.h"
#include "common/endian.h"
#include "common/str.h"
#include "hopkins/globals.h"
#define MAX_SPRITE 5
namespace Hopkins {
struct SpriteItem {
int _animationType;
const byte *_spriteData;
Common::Point _spritePos;
int _zoomFactor;
bool _flipFl;
int _spriteIndex;
int field12;
int field14;
bool _rleFl;
bool field2A;
int _destX;
int _destY;
int _width;
int _height;
int _zoomPct;
int _reducePct;
};
class HopkinsEngine;
class ObjectsManager {
private:
HopkinsEngine *_vm;
public:
SpriteItem _sprite[6];
bool _priorityFl;
Common::Point _oldBorderPos;
int _oldBorderSpriteIndex;
Common::Point _borderPos;
int _borderSpriteIndex;
int _saveLoadX, _saveLoadY;
int I_old_x, I_old_y;
int g_old_x, g_old_y;
int FLAG_VISIBLE_EFFACE;
byte *_saveLoadSprite;
byte *_saveLoadSprite2;
byte *_spritePtr;
const byte *_oldSpriteData;
bool PERSO_ON;
bool _saveLoadFl;
bool _visibleFl;
bool BOBTOUS;
int my_anim;
int _zoneNum;
bool _forceZoneFl;
bool _changeVerbFl;
int _verb;
int _lastLine;
bool _changeHeadFl;
bool _disableFl;
bool _twoCharactersFl;
Common::Point _characterPos;
int _startSpriteIndex;
bool OBSSEUL;
int _jumpVerb;
int _jumpZone;
int _oldSpriteIndex;
bool _oldFlipFl;
public:
ObjectsManager();
void setParent(HopkinsEngine *vm);
void changeObject(int objIndex);
byte *CAPTURE_OBJET(int objIndex, bool mode);
void removeObject(int objIndex);
int getWidth(const byte *objectData, int idx);
int getHeight(const byte *objectData, int idx);
void sprite_alone(const byte *objectData, byte *sprite, int objIndex);
void DEL_FICHIER_OBJ();
byte *loadSprite(const Common::String &file);
void setOffsetXY(byte *data, int idx, int xp, int yp, bool isSize);
int getOffsetX(const byte *spriteData, int spriteIndex, bool isSize);
int getOffsetY(const byte *spriteData, int spriteIndex, bool isSize);
void displaySprite();
void capture_mem_sprite(const byte *objectData, byte *sprite, int objIndex);
void addObject(int objIndex);
void INIT_BOB();
void BOB_ZERO(int idx);
void DEF_BOB(int idx);
void BOB_VISU(int idx);
void BOB_OFF(int idx);
void BOB_OFFSET(int idx, int v);
void SCBOB(int idx);
void CALCUL_BOB(int idx);
void checkCache();
void DEF_SPRITE(int idx);
void DEF_CACHE(int idx);
void computeSprite(int idx);
void beforeSort(SortMode triMode, int index, int priority);
void displayBobAnim();
void displayVBob();
int getSpriteX(int idx);
int getSpriteY(int idx);
void clearSprite();
void animateSprite(int idx);
void addStaticSprite(const byte *spriteData, Common::Point pos, int idx, int spriteIndex, int zoomFactor, bool flipFl, int a8, int a9);
void removeSprite(int idx);
void setSpriteX(int idx, int xp);
void setSpriteIndex(int idx, int spriteIndex);
void setSpriteY(int idx, int yp);
void setSpriteZoom(int idx, int zoomFactor);
void setFlipSprite(int idx, bool flip);
void checkZone();
void GOHOME();
void GOHOME2();
void loadLines(const Common::String &file);
void loadZone(const Common::String &file);
void CARRE_ZONE();
void PLAN_BETA();
void handleLeftButton();
void PARADISE();
void clearScreen();
/**
* Change the currently active player
* @param oldCharacter Previously played character
* @param newCharacter New character to play
*/
void changeCharacterHead(PlayerCharacter oldCharacter, PlayerCharacter newCharacter);
void computeAndSetSpriteSize();
void PACOURS_PROPRE(int16 *a1);
int16 *cityMapCarRoute(int x1, int y1, int x2, int y2);
void nextVerbIcon();
void handleRightButton();
int MZONE();
void initBorder(int a1);
void nextObjectIcon(int idx);
void takeInventoryObject(int idx);
void OPTI_OBJET();
void handleSpecialGames();
void BOB_VIVANT(int a1);
void VBOB(byte *src, int idx, int xp, int yp, int frameIndex);
void VBOB_OFF(int idx);
void ACTION_DOS(int idx);
void ACTION_DROITE(int idx);
void Q_DROITE(int idx);
void ACTION_FACE(int idx);
void Q_GAUCHE(int idx);
void ACTION_GAUCHE(int idx);
void enableZone(int idx);
void disableZone(int idx);
void OPTI_ONE(int idx, int fromPosi, int destPosi, int a4);
int BOBPOSI(int idx);
void setBobAnimation(int idx);
void stopBobAnimation(int idx);
void SET_BOBPOSI(int idx, int a2);
int getBobPosX(int idx);
int getBobPosY(int idx);
int getBobFrameIndex(int idx);
void INILINK(const Common::String &file);
void SPECIAL_INI();
void OPTI_BOBON(int idx1, int idx2, int idx3, int a4, int a5, int a6, int a7);
void SCI_OPTI_ONE(int idx, int a2, int a3, int a4);
void disableVerb(int idx, int a2);
void enableVerb(int idx, int a2);
int CALC_PROPRE(int idx);
int colision(int xp, int yp);
void ACTION(const byte *spriteData, const Common::String &a2, int a3, int a4, int speed, bool flipFl);
void SPACTION(byte *spriteData, const Common::String &animationSeq, int a3, int a4, int speed, bool flipFl);
void SPACTION1(byte *spriteData, const Common::String &animString, int a3, int a4, int speed);
void handleForest(int screenId, int minX, int maxX, int minY, int maxY, int idx);
void lockAnimX(int idx, int a2);
/**
* Game scene control method
*/
void PERSONAGE(const Common::String &backgroundFile, const Common::String &linkFile,
const Common::String &animFile, const Common::String &s4, int v, bool initializeScreen);
/**
* Game scene control method
*/
void PERSONAGE2(const Common::String &backgroundFile, const Common::String &linkFile,
const Common::String &animFile, const Common::String &s4, int v, bool initializeScreen);
};
} // End of namespace Hopkins
#endif /* HOPKINS_OBJECTS_H */
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