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/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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 _SCRIPT_STRUCTURES
#define _SCRIPT_STRUCTURES
namespace Sword2 {
// these structures represent the broken up compact components
// these here declared to the system must be the same as those declared to
// LINC (or it wont work)
// mouse structure - defines mouse detection area, detection priority &
// 'type' flag
struct ObjectMouse {
int32 x1; // Top-left and bottom-right of mouse
int32 y1; // area. (These coords are inclusive.)
int32 x2;
int32 y2;
int32 priority;
int32 pointer; // type (or resource id?) of pointer used over this area
};
// logic structure - contains fields used in logic script processing
struct ObjectLogic {
int32 looping; // 0 when first calling fn<function>;
// 1 when calling subsequent times in same loop
int32 pause; // pause count, used by fnPause()
};
// status bits for 'type' field of ObjectGraphic)
// in low word:
#define NO_SPRITE 0x00000000 // don't print
#define BGP0_SPRITE 0x00000001 // fixed to background parallax[0]
#define BGP1_SPRITE 0x00000002 // fixed to background parallax[1]
#define BACK_SPRITE 0x00000004 // 'background' sprite, fixed to main background
#define SORT_SPRITE 0x00000008 // 'sorted' sprite, fixed to main background
#define FORE_SPRITE 0x00000010 // 'foreground' sprite, fixed to main background
#define FGP0_SPRITE 0x00000020 // fixed to foreground parallax[0]
#define FGP1_SPRITE 0x00000040 // fixed to foreground parallax[0]
// in high word:
#define UNSHADED_SPRITE 0x00000000 // not to be shaded
#define SHADED_SPRITE 0x00010000 // to be shaded, based on shading mask
// graphic structure - contains fields appropriate to sprite output
struct ObjectGraphic {
int32 type; // see above
int32 anim_resource; // resource id of animation file
int32 anim_pc; // current frame number of animation
};
// speech structure - contains fields used by speech scripts & text output
struct ObjectSpeech {
int32 pen; // colour to use for body of characters
int32 width; // max width of text sprite
int32 command; // speech script command id
int32 ins1; // speech script instruction parameters (may need more now?)
int32 ins2;
int32 ins3;
int32 ins4;
int32 ins5;
int32 wait_state; // 0 not waiting, 1 waiting for next speech command
};
// mega structure - contains fields used for mega-character & mega-set
// processing
struct ObjectMega {
int32 NOT_USED_1; // only free roaming megas need to check this before registering their graphics for drawing
int32 NOT_USED_2; // id of floor on which we are standing
int32 NOT_USED_3; // id of object which we are getting to
int32 NOT_USED_4; // pixel distance to stand from player character when in conversation
int32 currently_walking; // number given us by the auto router
int32 walk_pc; // current frame number of walk-anim
int32 scale_a; // current scale factors, taken from floor data
int32 scale_b;
int32 feet_x; // mega feet coords - frame-offsets are added to these position mega frames
int32 feet_y;
int32 current_dir; // current dirction faced by mega; used by autorouter to determine turns required
int32 NOT_USED_5; // means were currently avoiding a collision (see fnWalk)
int32 megaset_res; // resource id of mega-set file
int32 NOT_USED_6; // NOT USED
};
// walk-data structure - contains details of layout of frames in the
// mega-set, and how they are to be used
struct ObjectWalkdata {
int32 nWalkFrames; // no. of frames per walk-cycle
int32 usingStandingTurnFrames; // 0 = no 1 = yes
int32 usingWalkingTurnFrames; // 0 = no 1 = yes
int32 usingSlowInFrames; // 0 = no 1 = yes
int32 usingSlowOutFrames; // 0 = no !0 = number of slow-out frames in each direction
int32 nSlowInFrames[8]; // no. of slow-in frames in each direction
int32 leadingLeg[8]; // leading leg for walk in each direction (0 = left 1 = right)
int32 dx[8 * (12 + 1)]; // walk step distances in x direction
int32 dy[8 * (12 + 1)]; // walk step distances in y direction
};
} // End of namespace Sword2
#endif
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