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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.
*
*/
/*
* This code is based on Labyrinth of Time code with assistance of
*
* Copyright (c) 1993 Terra Nova Development
* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
*
*/
#ifndef LAB_PROCESSROOM_H
#define LAB_PROCESSROOM_H
namespace Lab {
//------------------------------- Action types ------------------------------
#define PLAYSOUND 1
#define PLAYSOUNDCONT 2
#define SHOWDIFF 3
#define SHOWDIFFCONT 4
#define LOADDIFF 5
#define LOADBM 6
#define SHOWBM 7
#define TRANSITION 8
#define NOUPDATE 9
#define FORCEUPDATE 10
#define SHOWCURPICT 11
#define SETELEMENT 12
#define UNSETELEMENT 13
#define SHOWMESSAGE 14
#define SHOWMESSAGES 15
#define SETPOSITION 16
#define SETCLOSEUP 17
#define MAINVIEW 18
#define SUBINV 19
#define ADDINV 20
#define SHOWDIR 21
#define WAITSECS 22
#define STOPMUSIC 23
#define STARTMUSIC 24
#define CHANGEMUSIC 25
#define RESETMUSIC 26
#define FILLMUSIC 27
#define WAITSOUND 28
#define CLEARSOUND 29
#define WINMUSIC 30
#define WINGAME 31
#define LOSTGAME 32
#define RESETBUFFER 33
#define SPECIALCMD 34
#define CSHOWMESSAGE 35
#define PLAYSOUNDB 36
// Rule Types
#define ACTION 1
#define OPERATE 2
#define GOFORWARD 3
#define CONDITIONS 4
#define TURN 5
#define GOMAINVIEW 6
#define TURNFROMTO 7
//----------------------------- Rule Type Action ----------------------------
#define TAKE 1
#define MOVE 2
#define OPENDOOR 3
#define CLOSEDOOR 4
#define TAKEDEF 5
#if defined(WIN32)
#pragma pack(push, 1)
#endif
struct CloseData {
uint16 _x1, _y1, _x2, _y2;
int16 _closeUpType; // if > 0, an object. If < 0, an item
uint16 _depth; // Level of the closeup.
Common::String _graphicName;
Common::String _message;
CloseData *_nextCloseUp;
CloseData *_subCloseUps;
};
struct ViewData {
int16 *_condition;
Common::String _graphicName;
ViewData *_nextCondition;
CloseDataPtr _closeUps;
};
struct Action {
int16 _actionType;
int16 _param1;
int16 _param2;
int16 _param3;
Common::String *_messages;
Action *_nextAction;
};
struct Rule {
int16 _ruleType;
int16 _param1;
int16 _param2;
int16 *_condition;
Action *_actionList;
Rule *_nextRule;
};
struct RoomData {
uint16 _doors[4];
byte _transitionType;
ViewData *_view[4];
RuleList *_rules;
Common::String _roomMsg;
};
struct InventoryData {
uint16 _quantity;
Common::String _name;
Common::String _bitmapName;
};
// Map Flags
// Where the doors are; in a corridor, assumed to be left doors
#define NORTHDOOR 1L
#define EASTDOOR 2L
#define SOUTHDOOR 4L
#define WESTDOOR 8L
// Where the doors are in corridors; M means middle, R means right, B means bottom
#define NORTHMDOOR 16L
#define NORTHRDOOR 32L
#define SOUTHMDOOR 64L
#define SOUTHRDOOR 128L
#define EASTMDOOR 16L
#define EASTBDOOR 32L
#define WESTMDOOR 64L
#define WESTBDOOR 128L
// Special Map ID's
#define NORMAL 0
#define UPARROWROOM 1
#define DOWNARROWROOM 2
#define BRIDGEROOM 3
#define VCORRIDOR 4
#define HCORRIDOR 5
#define MEDMAZE 6
#define HEDGEMAZE 7
#define SURMAZE 8
#define MULTIMAZEF1 9
#define MULTIMAZEF2 10
#define MULTIMAZEF3 11
struct MapData {
uint16 _x, _y, _pageNumber, _specialID;
uint32 _mapFlags;
};
#if defined(WIN32)
#pragma pack(pop)
#endif
} // End of namespace Lab
#endif // LAB_PROCESSROOM_H
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