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
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
|
/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef QUEENSTRUCTS_H
#define QUEENSTRUCTS_H
namespace Queen {
struct Box {
int16 x1, y1, x2, y2;
void readFrom(byte *&ptr) {
x1 = (int16)READ_BE_UINT16(ptr); ptr += 2;
y1 = (int16)READ_BE_UINT16(ptr); ptr += 2;
x2 = (int16)READ_BE_UINT16(ptr); ptr += 2;
y2 = (int16)READ_BE_UINT16(ptr); ptr += 2;
}
int16 xDiff() const {
return x2 - x1;
}
int16 yDiff() const {
return y2 - y1;
}
bool intersects(int16 x, int16 y, uint16 w, uint16 h) const {
return (x + w > x1) && (y + h > y1) && (x <= x2) && (y <= y2);
}
bool contains(int16 x, int16 y) const {
return (x >= x1) && (x <= x2) && (y >= y1) && (y <= y2);
}
};
struct Area {
//! bitmask of connected areas
int16 mapNeighbours;
//! coordinates defining area limits
Box box;
//! scaling factors for bobs actors
uint16 bottomScaleFactor, topScaleFactor;
//! entry in ObjectData, object lying in this area
uint16 object;
void readFrom(byte *&ptr) {
mapNeighbours = (int16)READ_BE_UINT16(ptr); ptr += 2;
box.readFrom(ptr);
bottomScaleFactor = READ_BE_UINT16(ptr); ptr += 2;
topScaleFactor = READ_BE_UINT16(ptr); ptr += 2;
object = READ_BE_UINT16(ptr); ptr += 2;
}
uint16 calcScale(int16 y) const {
uint16 dy = box.y2 - box.y1;
int16 ds = (int16)(topScaleFactor - bottomScaleFactor);
uint16 scale = 0;
if (dy) // Prevent division-by-zero
scale = ((((y - box.y1) * 100) / dy) * ds) / 100 + bottomScaleFactor;
if (scale == 0)
scale = 100;
return scale;
}
int16 scaleDiff() const {
return (int16)(topScaleFactor - bottomScaleFactor);
}
};
struct WalkOffData {
//! entry in ObjectData
int16 entryObj;
//! coordinates to reach
uint16 x, y;
void readFrom(byte *& ptr) {
entryObj = (int16)READ_BE_UINT16(ptr); ptr += 2;
x = READ_BE_UINT16(ptr); ptr += 2;
y = READ_BE_UINT16(ptr); ptr += 2;
}
};
struct GraphicData {
//! coordinates of object
uint16 x, y;
//! bank bobframes
/*!
<table>
<tr>
<td>lastFrame == 0</td>
<td>non-animated bob (one frame)</td>
</tr>
<tr>
<td>lastFrame < 0</td>
<td>rebound animation</td>
</tr>
<tr>
<td>firstFrame < 0</td>
<td>bobAnimString (animation is described by a string)</td>
</tr>
<tr>
<td>firstFrame > 0</td>
<td>bobAnimNormal (animation is a sequence of frames)</td>
</tr>
</table>
*/
int16 firstFrame, lastFrame;
//! moving speed of object
uint16 speed;
void readFrom(byte *& ptr) {
x = READ_BE_UINT16(ptr); ptr += 2;
y = READ_BE_UINT16(ptr); ptr += 2;
firstFrame = (int16)READ_BE_UINT16(ptr); ptr += 2;
lastFrame = (int16)READ_BE_UINT16(ptr); ptr += 2;
speed = READ_BE_UINT16(ptr); ptr += 2;
}
};
struct ObjectData {
//! entry in OBJECT_NAME (<0: object is hidden)
int16 name;
//! coordinates of object
uint16 x, y;
//! entry in OBJECT_DESCR
uint16 description;
//! associated object
int16 entryObj;
//! room in which this object is available
uint16 room;
//! state of the object (grab direction, on/off, default command...)
int16 state;
//! entry in GraphicData (can be negative)
/*!
<table>
<tr>
<td>value</td>
<td>description</td>
</tr>
<tr>
<td>-4</td>
<td>person object (right facing)</td>
</tr>
<tr>
<td>-3</td>
<td>person object (left facing)</td>
</tr>
<tr>
<td>-2</td>
<td>animated bob (off)</td>
</tr>
<tr>
<td>-1</td>
<td>static bob (off)</td>
</tr>
<tr>
<td>[0..5000]</td>
<td>static or animated bob (on)</td>
</tr>
<tr>
<td>]5000.. [</td>
<td>'paste down' bob</td>
</tr>
</table>
*/
int16 image;
void readFrom(byte *& ptr) {
name = (int16)READ_BE_UINT16(ptr); ptr += 2;
x = READ_BE_UINT16(ptr); ptr += 2;
y = READ_BE_UINT16(ptr); ptr += 2;
description = READ_BE_UINT16(ptr); ptr += 2;
entryObj = (int16)READ_BE_UINT16(ptr); ptr += 2;
room = READ_BE_UINT16(ptr); ptr += 2;
state = (int16)READ_BE_UINT16(ptr); ptr += 2;
image = (int16)READ_BE_UINT16(ptr); ptr += 2;
}
};
struct ObjectDescription {
//! entry in ObjectData or ItemData
uint16 object;
//! type of the description
/*!
refer to select.c l.75-101
<table>
<tr>
<td>value</td>
<td>description</td>
</tr>
<tr>
<td>0</td>
<td>random but starts at first description</td>
<tr>
<td>1</td>
<td>random</td>
</tr>
<tr>
<td>2</td>
<td>sequential with loop</td>
</tr>
<tr>
<td>3</td>
<td>sequential and set description to last</td>
</tr>
</table>
*/
uint16 type;
//! last entry possible in OBJECT_DESCR for this object
uint16 lastDescription;
//! last description number used (in order to avoid re-using it)
uint16 lastSeenNumber;
void readFrom(byte *&ptr) {
object = READ_BE_UINT16(ptr); ptr += 2;
type = READ_BE_UINT16(ptr); ptr += 2;
lastDescription = READ_BE_UINT16(ptr); ptr += 2;
lastSeenNumber = READ_BE_UINT16(ptr); ptr += 2;
}
};
struct ItemData {
//! entry in OBJECT_NAME
int16 item;
//! entry in OBJECT_DESCR
uint16 description;
//! state of the object
int16 state;
//! bank bobframe
uint16 bobFrame;
//! entry in OBJECT_DESCR (>0 if available)
int16 sfxDescription;
void readFrom(byte *&ptr) {
item = (int16)READ_BE_UINT16(ptr); ptr += 2;
description = READ_BE_UINT16(ptr); ptr += 2;
state = (int16)READ_BE_UINT16(ptr); ptr += 2;
bobFrame = READ_BE_UINT16(ptr); ptr += 2;
sfxDescription = (int16)READ_BE_UINT16(ptr); ptr += 2;
}
};
struct ActorData {
//! room in which the actor is
int16 room;
//! bob number associated to this actor
int16 bobNum;
//! entry in ACTOR_NAME
uint16 name;
//! gamestate entry/value, actor is valid if GAMESTATE[slot] == value
int16 gameStateSlot, gameStateValue;
//! spoken text color
uint16 color;
//! bank bobframe for standing position of the actor
uint16 bobFrameStanding;
//! initial coordinates in the room
uint16 x, y;
//! entry in ACTOR_ANIM
uint16 anim;
//! bank to use to load the actor file
uint16 bankNum;
//! entry in ACTOR_FILE
uint16 actorFile;
void readFrom(byte *&ptr) {
room = (int16)READ_BE_UINT16(ptr); ptr += 2;
bobNum = (int16)READ_BE_UINT16(ptr); ptr += 2;
name = READ_BE_UINT16(ptr); ptr += 2;
gameStateSlot = (int16)READ_BE_UINT16(ptr); ptr += 2;
gameStateValue = (int16)READ_BE_UINT16(ptr); ptr += 2;
color = READ_BE_UINT16(ptr); ptr += 2;
bobFrameStanding = READ_BE_UINT16(ptr); ptr += 2;
x = READ_BE_UINT16(ptr); ptr += 2;
y = READ_BE_UINT16(ptr); ptr += 2;
anim = READ_BE_UINT16(ptr); ptr += 2;
bankNum = READ_BE_UINT16(ptr); ptr += 2;
actorFile = READ_BE_UINT16(ptr); ptr += 2;
}
};
struct CmdListData {
//! action to perform
int16 verb;
//! first object used in the action
int16 nounObj1;
//! second object used in the action
int16 nounObj2;
//! song to play (>0: playbefore, <0: playafter)
int16 song;
//! if set, P2_SET_AREAS must be called (using CmdArea)
bool setAreas;
//! if set, P3_SET_OBJECTS must be called (using CmdObject)
bool setObjects;
//! if set, P4_SET_ITEMS must be called (using CmdInventory)
bool setItems;
//! if set, P1_SET_CONDITIONS must be called (using CmdGameState)
bool setConditions;
//! graphic image of object
int16 image;
//! special section to execute
/*!
refer to execute.c l.423-451
<table>
<tr>
<td>value</td>
<td>description</td>
</tr>
<tr>
<td>1</td>
<td>use journal</td>
</tr>
<tr>
<td>2</td>
<td>use dress</td>
</tr>
<tr>
<td>3</td>
<td>use normal clothes</td>
</tr>
<tr>
<td>4</td>
<td>use underwear</td>
</tr>
</table>
*/
int16 specialSection;
void readFrom(byte *&ptr) {
verb = (int16)READ_BE_UINT16(ptr); ptr += 2;
nounObj1 = (int16)READ_BE_UINT16(ptr); ptr += 2;
nounObj2 = (int16)READ_BE_UINT16(ptr); ptr += 2;
song = (int16)READ_BE_UINT16(ptr); ptr += 2;
setAreas = READ_BE_UINT16(ptr) != 0; ptr += 2;
setObjects = READ_BE_UINT16(ptr) != 0; ptr += 2;
setItems = READ_BE_UINT16(ptr) != 0; ptr += 2;
setConditions = READ_BE_UINT16(ptr) != 0; ptr += 2;
image = (int16)READ_BE_UINT16(ptr); ptr += 2;
specialSection = (int16)READ_BE_UINT16(ptr); ptr += 2;
}
};
struct CmdArea {
//! identifier of the command
int16 id;
//! area to turn off/on (<0: off, >0: on)
int16 area;
//! room in which the area must be changed
int16 room;
void readFrom(byte *&ptr) {
id = (int16)READ_BE_UINT16(ptr); ptr += 2;
area = (int16)READ_BE_UINT16(ptr); ptr += 2;
room = (int16)READ_BE_UINT16(ptr); ptr += 2;
}
};
struct CmdObject {
//! identifier of the command
int16 id;
int16 dstObj; // >0: show, <0: hide
int16 srcObj; // >0: copy from srcObj, -1: delete dstObj
void readFrom(byte *&ptr) {
id = (int16)READ_BE_UINT16(ptr); ptr += 2;
dstObj = (int16)READ_BE_UINT16(ptr); ptr += 2;
srcObj = (int16)READ_BE_UINT16(ptr); ptr += 2;
}
};
struct CmdInventory {
//! identifier of the command
int16 id;
int16 dstItem; // <0: delete, >0: add
int16 srcItem; // >0: valid
void readFrom(byte *&ptr) {
id = (int16)READ_BE_UINT16(ptr); ptr += 2;
dstItem = (int16)READ_BE_UINT16(ptr); ptr += 2;
srcItem = (int16)READ_BE_UINT16(ptr); ptr += 2;
}
};
struct CmdGameState {
//! identifier of the command
int16 id;
int16 gameStateSlot;
int16 gameStateValue;
int16 speakValue;
void readFrom(byte *&ptr) {
id = (int16)READ_BE_UINT16(ptr); ptr += 2;
gameStateSlot = (int16)READ_BE_UINT16(ptr); ptr += 2;
gameStateValue = (int16)READ_BE_UINT16(ptr); ptr += 2;
speakValue = (int16)READ_BE_UINT16(ptr); ptr += 2;
}
};
struct FurnitureData {
//! room in which the furniture are
int16 room;
//! type of furniture (stored in GAMESTATE)
/*!
<table>
<tr>
<td>value</td>
<td>description</td>
</tr>
<tr>
<td>]0..5000]</td>
<td>static or animated</td>
</tr>
<tr>
<td>]5000..[</td>
<td>paste down</td>
</tr>
</table>
*/
int16 gameStateValue;
void readFrom(byte *&ptr) {
room = (int16)READ_BE_UINT16(ptr); ptr += 2;
gameStateValue = (int16)READ_BE_UINT16(ptr); ptr += 2;
}
};
struct GraphicAnim {
int16 keyFrame;
int16 frame;
uint16 speed;
void readFrom(byte *&ptr) {
keyFrame = (int16)READ_BE_UINT16(ptr); ptr += 2;
frame = (int16)READ_BE_UINT16(ptr); ptr += 2;
speed = READ_BE_UINT16(ptr); ptr += 2;
}
};
struct AnimFrame {
uint16 frame;
uint16 speed;
};
struct Person {
//! actor settings to use
const ActorData *actor; // P_ROOM, P_BNUM, P_GAMES, P_VALUE, P_COLOR, P_STAND, P_X, P_Y
//! name of the actor
const char *name; // P_NAMEstr
//! string animation
const char *anim; // P_ANIMstr
uint16 bobFrame; // SFRAME
//! As the bank number may change, we can't re-use actor->bankNum
uint16 bankNum; // P_BANK
};
} // End of namespace Queen
#endif
|