aboutsummaryrefslogtreecommitdiff
path: root/engines/sherlock/objects.h
blob: e2b53ec5416105e0f1ae0f0d6b2e9b622b53a6f3 (plain)
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
/* 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;

	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