ScummVM API documentation
room505.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 #ifndef MADS_PHANTOM_ROOM505_H
23 #define MADS_PHANTOM_ROOM505_H
24 
25 #include "mads/madsv2/core/general.h"
26 
27 namespace MADS {
28 namespace MADSV2 {
29 namespace Phantom {
30 namespace Rooms {
31 
32 #define local (&scratch)
33 #define ss local->sprite
34 #define seq local->sequence
35 #define aa local->animation
36 
37 struct Scratch { /* Room local variables */
38 
39  int16 sprite[15]; /* Sprite series handles */
40  int16 sequence[15]; /* Sequence handles */
41  int16 animation[4]; /* Animation handles */
42 
43  int16 raoul_action; /* action Raoul is going to perform */
44  int16 raoul_frame;
45  int16 raoul_talk_count;
46 
47  int16 both_action; /* action They are going to perform */
48  int16 both_frame;
49  int16 both_talk_count;
50 
51  int16 part_action; /* action They are going to perform (when parted) */
52  int16 part_frame;
53  int16 part_talk_count;
54 
55  int16 anim_0_running;
56  int16 anim_1_running;
57  int16 anim_2_running;
58 
59  int16 made_it_past_106; /* If T, will not put on conv_hold (during embrace) */
60  int16 leave_room; /* if T, She will follow him out door */
61  int16 they_parted;
62 
63 };
64 
65 
66 /* ========================= Sprite Series =================== */
67 
68 #define fx_pusher 0 /* rm505a1 */
69 #define fx_skull_0 1 /* rm505x0 */
70 #define fx_skull_1 2 /* rm505x1 */
71 #define fx_skull_2 3 /* rm505x2 */
72 #define fx_skull_3 4 /* rm505x3 */
73 #define fx_skull_4 5 /* rm505x4 */
74 #define fx_skull_5 6 /* rm505x5 */
75 #define fx_lid 7 /* rm505x6 */
76 #define fx_take_9 8 /* rm505a4 */
77 
78 
79 /* ========================= Triggers ======================== */
80 
81 #define ROOM_505_OPEN_IT 60
82 #define ROOM_505_AFTER_RESCUE 65
83 #define ROOM_505_START_CONV 70
84 #define ROOM_505_END_CONV 75
85 #define ROOM_505_HOLD_HANDS 80
86 #define ROOM_505_ME_TALK 85
87 #define ROOM_505_YOU_TALK 90
88 #define ROOM_505_UNLOCK 95
89 
90 
91 /* ========================= Other Macros ==================== */
92 
93 #define CONV_COFFIN 20
94 
95 #define CONV20_RAOUL_TALK 0
96 #define CONV20_RAOUL_SHUT_UP 1
97 #define CONV20_RAOUL_END 2
98 
99 #define PLAYER_X_FROM_504 5
100 #define PLAYER_Y_FROM_504 87
101 
102 #define WALK_TO_X_FROM_504 58
103 #define WALK_TO_Y_FROM_504 104
104 
105 #define HIT_GLASS 0
106 #define GET_OUT_A 1
107 #define GET_OUT_B 2
108 #define BOTH_SHUT_UP 3
109 #define SHE_TALK 4
110 #define HE_TALK 5
111 #define PART 6
112 #define GIVE_RING 7
113 #define SHE_WAIT 8
114 #define C_YA 9
115 #define SHE_WAIT_TALK 10
116 
117 #define COFFIN_X 244
118 #define COFFIN_Y 130
119 
120 #define HOLD_HANDS_X 136
121 #define HOLD_HANDS_Y 126
122 
123 #define RAOUL_END_X 93
124 #define RAOUL_END_Y 133
125 
126 #define DYNAMIC_CHR_WALK_TO_X 91
127 #define DYNAMIC_CHR_WALK_TO_Y 108
128 
129 #define COVER_AIR_X 216
130 #define COVER_AIR_Y 44
131 
132 #define LOCK_X 279
133 #define LOCK_Y 150
134 
135 } // namespace Rooms
136 } // namespace Phantom
137 } // namespace MADSV2
138 } // namespace MADS
139 
140 #endif
Definition: sound_manager.h:38