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engines/m4/adv_r/adv_hotspot.h
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110
engines/m4/adv_r/adv_hotspot.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef M4_ADV_R_ADV_HOTSPOT_H
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#define M4_ADV_R_ADV_HOTSPOT_H
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#include "m4/m4_types.h"
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namespace M4 {
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struct HotSpotRec {
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int32 ul_x, ul_y, lr_x, lr_y; // Hotspot screen coordinates
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int32 feet_x, feet_y; // Walk-to target for player
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int8 facing; // Direction player should face
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bool active; // Flag if hotspot is active
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byte cursor_number; // Mouse cursor number
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byte syntax; // Word syntax
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int32 vocabID, verbID; // ids of name and verb
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char *vocab; // Vocabulary name of hotspot
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char *verb; // Vocabulary default verb name
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char *prep; // Preposition
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char *sprite; // Sprite name
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int16 hash; // woodscript sprite hash (runtime only)
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HotSpotRec *next;
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void clear();
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};
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HotSpotRec *hotspot_add_dynamic(
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const char *verb, const char *noun,
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int32 x1, int32 y1, int32 x2, int32 y2,
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int32 cursor,
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bool new_head = true,
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int32 walkto_x = 32767, int32 walkto_y = 32767, int32 facing = 0);
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/**
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* Creates a new hot spot, doesn't add it to any list. Takes coords, sets everything
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* else to default values.
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* @returns The new hotspot
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*/
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HotSpotRec *hotspot_new(int x1, int y1, int x2, int y2);
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/**
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* Given a list and a hotspot to insert in that list, inserts the spot ordered by size,
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* unless new_head is true, in which case the hotspot is the head regardless of size.
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* @returns The new head of the list.
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*/
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HotSpotRec *hotspot_add(HotSpotRec *head, HotSpotRec *h, bool new_head);
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HotSpotRec *hotspot_duplicate(HotSpotRec *dupMe);
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/**
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* Takes the head of a list of hot spots, and a pointer to a spot to delete.
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* @returns The new head of the list.
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*/
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HotSpotRec *hotspot_delete_record(HotSpotRec *head, HotSpotRec *h);
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/**
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* Takes the head of a list of hot spots, and a pointer to a spot to unlink.
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* @returns The new head of the list.
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*/
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HotSpotRec *hotspot_unlink(HotSpotRec *head, HotSpotRec *h);
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void hotspot_delete_all(HotSpotRec *head);
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void hotspot_set_active(HotSpotRec *head, const char *name, bool active_or_not);
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void hotspot_set_active(const char *name, bool active_or_not);
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void hotspot_set_active_xy(HotSpotRec *head, const char *name, int32 x, int32 y, bool active_or_not);
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void hotspot_set_active_xy(const char *name, int32 x, int32 y, bool active_or_not);
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#define kernel_flip_hotspot(aa,bb) (hotspot_set_active(currentSceneDef.hotspots,aa,bb))
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#define kernel_flip_hotspot_xy(aa,bb,xx,yy) (hotspot_set_active_xy(currentSceneDef.hotspots,aa,xx,yy,bb))
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#define kernel_flip_hotspot_loc(aa,bb,xx,yy) (hotspot_set_active_xy(currentSceneDef.hotspots,aa,xx,yy,bb))
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void hotspot_new_sprite(HotSpotRec *h, const char *verb);
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void hotspot_newVerb(HotSpotRec *h, const char *verb);
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void hotspot_newVocab(HotSpotRec *h, const char *vocab);
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void hotspot_newPrep(HotSpotRec *h, const char *prep);
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/**
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* Given a list of spots to check, and an x,y coordinate pair,
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* @returns A pointer to the hotspot we're inside, or nullptr if there's nothing.
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*/
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HotSpotRec *hotspot_which(HotSpotRec *head, int x, int y);
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HotSpotRec *hotspot_which(int x, int y);
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void kill_hotspot_node(HotSpotRec *h);
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void hotspot_restore_all();
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void hotspot_hide_all();
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void hotspot_unhide_and_dump();
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} // End of namespace M4
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#endif
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