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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARTREK_OBJECT_H
#define STARTREK_OBJECT_H
#include "startrek/common.h"
#include "startrek/fixedint.h"
#include "startrek/items.h"
#include "startrek/sprite.h"
#include "common/ptr.h"
#include "common/stream.h"
#include "common/memstream.h"
#include "common/scummsys.h"
namespace StarTrek {
class StarTrekEngine;
class Room;
// FIXME: Eventually get rid of Common::SharedPtr and dispose of file streams properly
typedef Common::SharedPtr<Common::MemoryReadStreamEndian> FileStream;
// 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;
Common::String animFilename;
uint16 animType;
Sprite sprite;
Common::String bitmapFilename;
Fixed8 scale;
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;
Common::String animationString2;
uint16 field70;
uint16 field72;
uint16 field74;
uint16 field76;
int16 iwSrcPosition;
int16 iwDestPosition;
// Fixed-point position values (16.16) used while walking.
Fixed16 granularPosX;
Fixed16 granularPosY;
// Fixed-point speed values (16.16).
Fixed16 speedX;
Fixed16 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;
Common::String animationString;
// These might be part of "animationString"?
uint16 fielda2;
uint16 fielda4;
uint16 fielda6;
public:
Actor() :
spriteDrawn(false),
animType(0),
sprite(),
scale(0),
animFile(),
numAnimFrames(0),
animFrame(0),
frameToStartNextAnim(0),
pos(Common::Point(0, 0)),
field60(0),
field62(0),
triggerActionWhenAnimFinished(false),
finishedAnimActionParam(0),
//animationString2[8](),
field70(0),
field72(0),
field74(0),
field76(0),
iwSrcPosition(0),
iwDestPosition(0),
granularPosX(0),
granularPosY(0),
speedX(0),
speedY(0),
dest(Common::Point(0, 0)),
field90(0),
field92(0),
direction(0),
field94(0),
field96(0),
fielda2(0),
fielda4(0),
fielda6(0) {
}
};
} // End of namespace StarTrek
#endif
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