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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 STARTREK_OBJECT_H
#define STARTREK_OBJECT_H
#include "startrek/common.h"
#include "startrek/items.h"
#include "startrek/sprite.h"
#include "common/scummsys.h"
namespace StarTrek {
class StarTrekEngine;
class FileStream;
class Room;
// Objects 0-31 are "actors" that are drawn to the screen, are animated, etc.
// Objects 32-63 are "hotspots" corresponding to specific regions in the screen.
// Objects 64+ are "items".
// All interactions in the game consist of specific object indices interacting with each
// other, ie. object 0 (kirk) interacts with object 32 (a hotspot) via ACTION_LOOK.
const int ACTORS_START = 0;
const int SCALED_ACTORS_END = 8; // Only first 8 actors have room scaling applied?
const int ACTORS_END = 32;
const int NUM_ACTORS = ACTORS_END - ACTORS_START;
const int HOTSPOTS_START = 32;
const int HOTSPOTS_END = 64;
const int NUM_HOTSPOTS = HOTSPOTS_END - HOTSPOTS_START;
const int ITEMS_START = 64;
const int ITEMS_END = ITEMS_START + NUM_ITEMS; // See items.h
const int NUM_OBJECTS = ITEMS_END;
enum Directions {
DIR_N = 0,
DIR_S = 1,
DIR_E = 2,
DIR_W = 3
};
// Some object indices are reserved (see items.h for item objects)
enum Objects {
OBJECT_KIRK = 0,
OBJECT_SPOCK = 1,
OBJECT_MCCOY = 2,
OBJECT_REDSHIRT = 3,
OBJECT_INVENTORY_ICON = 31
};
struct Actor {
bool spriteDrawn;
char animFilename[16];
uint16 animType;
Sprite sprite;
char bitmapFilename[10];
Fixed16 scale;
SharedPtr<FileStream> animFile;
uint16 numAnimFrames;
uint16 animFrame;
uint32 frameToStartNextAnim;
Common::Point pos;
uint16 field60;
uint16 field62;
// When an object finished walking somewhere or finishes an animation, if
// "triggerActionWhenAnimFinished" is true, it will create an action of type
// "ACTION_FINISHED_WALKING" or "ACTION_FINISHED_ANIMATION", with the integer value
// "finishedAnimActionParam".
bool triggerActionWhenAnimFinished;
uint16 finishedAnimActionParam;
char animationString2[8];
uint16 field70;
uint16 field72;
uint16 field74;
uint16 field76;
int16 iwSrcPosition;
int16 iwDestPosition;
// Fixed-point position values (16.16) used while walking.
Fixed32 granularPosX;
Fixed32 granularPosY;
// Fixed-point speed values (16.16).
Fixed32 speedX;
Fixed32 speedY;
Common::Point dest; // Position object is walking toward
uint16 field90;
byte field92;
// Can 'n', 's', 'e', 'w', or 0 for uninitialized?
// Can also be capitalized?
char direction;
uint16 field94;
uint16 field96;
char animationString[10];
// These might be part of "animationString"?
uint16 fielda2;
uint16 fielda4;
uint16 fielda6;
public:
Actor() :
spriteDrawn(),
//animFilename[16],
animType(),
sprite(),
//bitmapFilename[10],
scale(),
animFile(),
numAnimFrames(),
animFrame(),
frameToStartNextAnim(),
pos(),
field60(),
field62(),
triggerActionWhenAnimFinished(),
finishedAnimActionParam(),
//animationString2[8](),
field70(),
field72(),
field74(),
field76(),
iwSrcPosition(),
iwDestPosition(),
granularPosX(),
granularPosY(),
speedX(),
speedY(),
dest(),
field90(),
field92(),
direction(),
field94(),
field96(),
//char animationString[10];
fielda2(),
fielda4(),
fielda6()
{
memset(animFilename, 0, sizeof(animFilename));
memset(bitmapFilename, 0, sizeof(bitmapFilename));
memset(animationString2, 0, sizeof(animationString2));
memset(animationString, 0, sizeof(animationString));
}
};
}
#endif
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