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
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
|
/* 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 SHERLOCK_OBJECTS_H
#define SHERLOCK_OBJECTS_H
#include "common/scummsys.h"
#include "common/rect.h"
#include "common/str-array.h"
#include "common/str.h"
#include "sherlock/resources.h"
namespace Sherlock {
class SherlockEngine;
enum ObjectAllow {
ALLOW_MOVE = 1, ALLOW_OPEN = 2, ALLOW_CLOSE = 4
};
enum SpriteType {
INVALID = 0,
CHARACTER = 1,
CURSOR = 2,
STATIC_BG_SHAPE = 3, // Background shape that doesn't animate
ACTIVE_BG_SHAPE = 4, // Background shape that animates
REMOVE = 5, // Object should be removed next frame
NO_SHAPE = 6, // Background object with no shape
HIDDEN = 7, // Hidden backgruond object
HIDE_SHAPE = 8 // Object needs to be hidden
};
enum AType {
OBJECT = 0,
PERSON = 1,
SOLID = 2,
TALK = 3, // Standard talk zone
FLAG_SET = 4,
DELTA = 5,
WALK_AROUND = 6,
TALK_EVERY = 7, // Talk zone that turns on every room visit
TALK_MOVE = 8, // Talk zone that only activates when Holmes moves
PAL_CHANGE = 9, // Changes the palette down so that it gets darker
PAL_CHANGE2 = 10, // Same as PAL_CHANGE, except that it goes up
SCRIPT_ZONE = 11, // If this is clicked in, it is activated
BLANK_ZONE = 12, // This masks out other objects when entered
NOWALK_ZONE = 13 // Player cannot walk here
};
// Different levels for sprites to be at
enum {
BEHIND = 0, NORMAL_BEHIND = 1, NORMAL_FORWARD = 2, FORWARD = 3
};
#define MAX_HOLMES_SEQUENCE 16
#define MAX_FRAME 30
// code put into sequences to defines 1-10 type seqs
#define SEQ_TO_CODE 67
#define FLIP_CODE (64 + 128)
#define SOUND_CODE (34 + 128)
class Point32 {
public:
int x;
int y;
Point32() : x(0), y(0) {}
Point32(int x1, int y1) : x(x1), y(y1) {}
Point32(const Common::Point &pt) : x(pt.x), y(pt.y) {}
bool operator==(const Point32 &p) const { return x == p.x && y == p.y; }
bool operator!=(const Point32 &p) const { return x != p.x || y != p.y; }
Point32 operator+(const Point32 &delta) const { return Point32(x + delta.x, y + delta.y); }
Point32 operator-(const Point32 &delta) const { return Point32(x - delta.x, y - delta.y); }
operator Common::Point() { return Common::Point(x, y); }
void operator+=(const Point32 &delta) { x += delta.x; y += delta.y; }
void operator-=(const Point32 &delta) { x -= delta.x; y -= delta.y; }
};
class Sprite {
private:
static SherlockEngine *_vm;
public:
Common::String _name; // Name
Common::String _description; // Description
Common::StringArray _examine; // Examine in-depth description
Common::String _pickUp; // Message for if you can't pick up object
const uint8 (*_sequences)[MAX_HOLMES_SEQUENCE][MAX_FRAME]; // Holds animation sequences
ImageFile *_images; // Sprite images
ImageFrame *_imageFrame; // Pointer to shape in the images
int _walkCount; // Character walk counter
int _allow; // Allowed menu commands - ObjectAllow
int _frameNumber; // Frame number in rame sequence to draw
int _sequenceNumber; // Sequence being used
Point32 _position; // Current position
Point32 _delta; // Momvement delta
Common::Point _oldPosition; // Old position
Common::Point _oldSize; // Image's old size
Common::Point _goto; // Walk destination
SpriteType _type; // Type of object
int _pickup;
Common::Point _noShapeSize; // Size of a NO_SHAPE
int _status; // Status: open/closed, moved/not moved
int8 _misc; // Miscellaneous use
int _numFrames; // How many frames the object has
public:
Sprite() { clear(); }
static void setVm(SherlockEngine *vm) { _vm = vm; }
void clear();
void setImageFrame();
void adjustSprite();
void checkSprite();
int frameWidth() const { return _imageFrame ? _imageFrame->_frame.w : 0; }
int frameHeight() const { return _imageFrame ? _imageFrame->_frame.h : 0; }
};
enum { REVERSE_DIRECTION = 0x80 };
struct ActionType {
int _cAnimNum;
int _cAnimSpeed; // if high bit set, play in reverse
Common::String _names[4];
void synchronize(Common::SeekableReadStream &s);
};
struct UseType {
int _cAnimNum;
int _cAnimSpeed; // if high bit set, play in reverse
Common::String _names[4];
int _useFlag; // Which flag USE will set (if any)
int _dFlag[1];
int _lFlag[2];
Common::String _target;
UseType();
void synchronize(Common::SeekableReadStream &s);
};
class Object {
private:
static SherlockEngine *_vm;
bool checkEndOfSequence();
void setObjSequence(int seq, bool wait);
public:
static bool _countCAnimFrames;
static void setVm(SherlockEngine *vm);
public:
Common::String _name; // Name
Common::String _description; // Description lines
Common::String _examine; // Examine in-depth description
int _sequenceOffset;
uint8 *_sequences; // Holds animation sequences
ImageFile *_images; // Sprite images
ImageFrame *_imageFrame; // Pointer to shape in the images
int _walkCount; // Character walk counter
int _allow; // Allowed menu commands - ObjectAllow
int _frameNumber; // Frame number in rame sequence to draw
int _sequenceNumber; // Sequence being used
SpriteType _type; // Object type
Common::Point _position; // Current position
Common::Point _delta; // Momvement amount
Common::Point _oldPosition; // Old position
Common::Point _oldSize; // Image's old size
Common::Point _goto; // Walk destination
int _pickup;
int _defaultCommand; // Default right-click command
int _lookFlag; // Which flag LOOK will set (if any)
int _pickupFlag; // Which flag PICKUP will set (if any)
int _requiredFlag; // Object will be hidden if not set
Common::Point _noShapeSize; // Size of a NO_SHAPE
int _status; // Status (open/closed, moved/not)
int8 _misc; // Misc field -- use varies with type
int _maxFrames; // Number of frames
int _flags; // Tells if object can be walked behind
ActionType _aOpen; // Holds data for moving object
AType _aType; // Tells if this is an object, person, talk, etc.
int _lookFrames; // How many frames to play of the look anim before pausing
int _seqCounter; // How many times this sequence has been executed
Common::Point _lookPosition; // Where to walk when examining object
int _lookFacing; // Direction to face when examining object
int _lookcAnim;
ActionType _aClose;
int _seqStack; // Allows gosubs to return to calling frame
int _seqTo; // Allows 1-5, 8-3 type sequences encoded in 2 bytes
uint _descOffset; // Tells where description starts in DescText
int _seqCounter2; // Counter of calling frame sequence
uint _seqSize; // Tells where description starts
ActionType _aMove;
UseType _use[4];
Object();
void synchronize(Common::SeekableReadStream &s);
void toggleHidden();
void checkObject();
int checkNameForCodes(const Common::String &name, const char *const messages[]);
void setFlagsAndToggles();
void adjustObject();
int pickUpObject(const char *const messages[]);
int frameWidth() const { return _imageFrame ? _imageFrame->_frame.w : 0; }
int frameHeight() const { return _imageFrame ? _imageFrame->_frame.h : 0; }
const Common::Rect getNewBounds() const;
const Common::Rect getNoShapeBounds() const;
const Common::Rect getOldBounds() const;
};
struct CAnim {
Common::String _name; // Name
byte _sequences[MAX_FRAME]; // Animation sequences
Common::Point _position; // Position
int _size; // Size of uncompressed animation
SpriteType _type;
int _flags; // Tells if can be walked behind
Common::Point _goto; // coords holmes should walk to before starting canim
int _gotoDir;
Common::Point _teleportPos; // Location Holmes shoul teleport to after
int _teleportDir; // playing canim
void synchronize(Common::SeekableReadStream &s);
};
struct SceneImage {
ImageFile *_images; // Object images
int _maxFrames; // How many frames in object
int _filesize; // File size
SceneImage();
} ;
} // End of namespace Sherlock
#endif
|