mirror of
https://github.com/libretro/scummvm.git
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05b28340bf
svn-id: r30405
363 lines
10 KiB
C++
363 lines
10 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef AGI_PREAGI_WINNIE_H
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#define AGI_PREAGI_WINNIE_H
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#include "agi/agi.h"
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namespace Agi {
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#define WTP_SAVEGAME_VERSION 1
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#define IDI_XOR_KEY 0x80
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// strings
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#define IDS_WTP_ROOM_DOS "rooms/rm.%02d"
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#define IDS_WTP_ROOM_AMIGA "room.%d"
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#define IDS_WTP_ROOM_C64 "room%02d"
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#define IDS_WTP_ROOM_APPLE "room%d.obj"
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#define IDS_WTP_OBJ_DOS "obj.%02d"
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#define IDS_WTP_OBJ_AMIGA "object.%d"
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#define IDS_WTP_OBJ_C64 "object%02d"
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#define IDS_WTP_OBJ_APPLE "object%d.obj"
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#define IDS_WTP_SND_DOS "snd.%02d"
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#define IDS_WTP_SND_AMIGA "Sounds"
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#define IDS_WTP_SND_C64 "sound.obj"
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#define IDS_WTP_SND_APPLE "sound.obj"
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#define IDS_WTP_FILE_LOGO "logo"
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#define IDS_WTP_FILE_TITLE "title"
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#define IDS_WTP_FILE_SAVEGAME "savegame"
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#define IDS_WTP_FILE_RND "rnd"
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#define IDS_WTP_DISK_ERROR "There is a problem with your disk drive.Please make sure your Winnie-the-Pooh disk is in the drive correctly."
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#define IDS_WTP_INTRO_0 " PRESENT"
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#define IDS_WTP_INTRO_1 " TM designates trademark of\n Sierra On-Line, Inc.\n (c) 1985 Walt Disney Productions"
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#define IDS_WTP_HELP_0 "The <SPACE BAR> moves the pointer. Press <RETURN> when it is by the choice you want. Press the <Backspace> key to see what you just finished reading."
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#define IDS_WTP_HELP_1 "Press <C> to see what you are carrying. <Ctrl-S> turns the sound off and on. <ESC> takes you to the playroom (in caseyou get lost or want to save the game)."
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#define IDS_WTP_GAME_OVER_0 "Congratulations!! You did it! You returned everything that was lost. Now,Christopher Robin invites you to a Hero party."
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#define IDS_WTP_GAME_OVER_1 "The good news is: YOU are the Hero!! The bad news is: you have to find the party by yourself. Good luck!"
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#define IDS_WTP_OWL_0 "\"For example, that object you are carrying now is interesting. I know I've seen it before. Hmmm. Let me think about this . . .\""
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#define IDS_WTP_OWL_1 "\"You know, this object here beside me isfamiliar. I'm sure I could give you some sort of clue about it. Let me see. . .\""
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#define IDS_WTP_WIND_0 "Oh, no! The Blustery Wind begins to howl. It has returned, and mixed up all the objects in the Wood."
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#define IDS_WTP_WIND_1 "But don't worry. Everyone still has theobjects you returned to them.\n\n (Today must be Winds-day!)"
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#define IDS_WTP_TIGGER "\"Hallooooo, there!!!! It's ME, Tigger! Let's BOUNCE!\""
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#define IDS_WTP_MIST "Oh, look out! The mysterious mist is coming in. It gets so thick that you can't see through it. Just keep walkingand it will soon clear up."
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#define IDS_WTP_SONG_0 "Winnie-the-Pooh, Winnie-the-Pooh, Tubby little cubby all stuffed with fluff, He's Winnie-the-Pooh, Winnie-the-Pooh, Willy, nilly, silly, old bear."
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#define IDS_WTP_SONG_1 "Deep in the Hundred Acre Wood, Where Christopher Robin plays, You will find the enchanted neighborhoodof Christopher's childhood days."
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#define IDS_WTP_SONG_2 "A donkey named Eeyore is his friend, and Kanga and little Roo. There's Rabbit and Piglet and there's Owl But most of all Winnie-the-Pooh!"
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#define IDS_WTP_NSEW "North South East West"
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#define IDS_WTP_TAKE "Take"
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#define IDS_WTP_DROP "Drop"
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#define IDS_WTP_CANT_GO "\nSorry, but you can't go that way."
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#define IDS_WTP_CANT_TAKE "You can't take it. You can only carry one object at a time."
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#define IDS_WTP_CANT_DROP "You can't drop it. Another object is already here."
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#define IDS_WTP_WRONG_PLACE "\nOk, but it doesn't belong here."
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#define IDS_WTP_OK "\nOk."
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#define IDS_WTP_INVENTORY_0 "You are carrying nothing."
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#define IDS_WTP_INVENTORY_1 "Number of objects still missing: %d"
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// COMMODORE 64 version strings
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#define IDS_WTP_FILE_SAVEGAME_C64 "saved game"
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#define IDS_WTP_DISK_ERROR_C64 "There is a problem with your disk drive.Please make sure your disk is in the drive correctly."
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#define IDS_WTP_HELP_0_C64 "The <SPACE BAR> moves the pointer. Press <RETURN> when it is by the choice you want. <F1> brings back what you have already read."
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#define IDS_WTP_HELP_1_C64 "<F3> takes you back to the playroom (if you get lost, or want to save the game).<F5> turns the sound off and on. <F7> shows what you're carrying."
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#define IDS_WTP_WRONG_PLACE_C64 "\nOk, but this is not the right place."
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// maximum values
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#define IDI_WTP_MAX_OBJ_MISSING 10
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#define IDI_WTP_MAX_ROOM 62
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#define IDI_WTP_MAX_OBJ 40
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#define IDI_WTP_MAX_SND 14
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#define IDI_WTP_MAX_PIC 2
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#define IDI_WTP_MAX_ROOM_NORMAL 57
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#define IDI_WTP_MAX_ROOM_TELEPORT 30
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#define IDI_WTP_MAX_ROOM_OBJ 42
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#define IDI_WTP_MAX_BLOCK 4
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#define IDI_WTP_MAX_STR 6
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#define IDI_WTP_MAX_OBJ_STR 4
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#define IDI_WTP_MAX_OBJ_STR_END 2
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#define IDI_WTP_MAX_FLAG 40
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#define IDI_WTP_MAX_OPTION 3
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#define IDI_WTP_MAX_DIR 4
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#define IDI_WTP_MAX_MOVES_UNTIL_WIND 150
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// positions
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#define IDI_WTP_ROW_MENU 21
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#define IDI_WTP_ROW_OPTION_1 21
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#define IDI_WTP_ROW_OPTION_2 22
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#define IDI_WTP_ROW_OPTION_3 23
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#define IDI_WTP_ROW_OPTION_4 24
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#define IDI_WTP_COL_MENU 0
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#define IDI_WTP_COL_OPTION 1
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#define IDI_WTP_COL_NSEW 1
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#define IDI_WTP_COL_NORTH 1
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#define IDI_WTP_COL_SOUTH 8
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#define IDI_WTP_COL_EAST 15
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#define IDI_WTP_COL_WEST 21
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#define IDI_WTP_COL_TAKE 29
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#define IDI_WTP_COL_DROP 35
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#define IDI_WTP_COL_PRESENT 17
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// data file offset modifiers
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#define IDI_WTP_OFS_ROOM 0x5400
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#define IDI_WTP_OFS_OBJ 0x0800
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// picture
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#define IDI_WTP_PIC_WIDTH 140
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#define IDI_WTP_PIC_HEIGHT 159
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#define IDI_WTP_PIC_X0 10
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#define IDI_WTP_PIC_Y0 0
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#define IDI_WTP_PIC_FLAGS IDF_AGI_PIC_V2
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// selections
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enum {
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IDI_WTP_SEL_HOME = -2,
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IDI_WTP_SEL_BACK,
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IDI_WTP_SEL_OPT_1,
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IDI_WTP_SEL_OPT_2,
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IDI_WTP_SEL_OPT_3,
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IDI_WTP_SEL_NORTH,
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IDI_WTP_SEL_SOUTH,
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IDI_WTP_SEL_EAST,
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IDI_WTP_SEL_WEST,
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IDI_WTP_SEL_TAKE,
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IDI_WTP_SEL_DROP,
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IDI_WTP_SEL_REAL_OPT_1,
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IDI_WTP_SEL_REAL_OPT_2,
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IDI_WTP_SEL_REAL_OPT_3
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};
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#define IDI_WTP_SEL_LAST IDI_WTP_SEL_REAL_OPT_3
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// rooms
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enum {
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IDI_WTP_ROOM_NONE = -1,
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IDI_WTP_ROOM_NORTH,
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IDI_WTP_ROOM_SOUTH,
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IDI_WTP_ROOM_EAST,
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IDI_WTP_ROOM_WEST
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};
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#define IDI_WTP_ROOM_HIDE 0
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#define IDI_WTP_ROOM_PICNIC 2
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#define IDI_WTP_ROOM_HOME 28
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#define IDI_WTP_ROOM_PARTY 58
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#define IDI_WTP_ROOM_MIST 59
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#define IDI_WTP_ROOM_TIGGER 61
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// sound
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enum ENUM_WTP_SOUND {
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IDI_WTP_SND_POOH_0 = 1,
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IDI_WTP_SND_TIGGER,
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IDI_WTP_SND_TAKE,
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IDI_WTP_SND_DROP,
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IDI_WTP_SND_DROP_OK,
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IDI_WTP_SND_FANFARE,
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IDI_WTP_SND_POOH_1,
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IDI_WTP_SND_KEYHELP,
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IDI_WTP_SND_POOH_2,
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IDI_WTP_SND_WIND_0,
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IDI_WTP_SND_WIND_1
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};
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// script opcodes
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#define IDO_WTP_GOTO_ROOM 0x06
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#define IDO_WTP_PRINT_MSG 0x08
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#define IDO_WTP_PRINT_STR 0x0A
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#define IDO_WTP_DROP_OBJ 0x0C
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#define IDO_WTP_FLAG_CLEAR 0x0E
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#define IDO_WTP_FLAG_SET 0x10
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#define IDO_WTP_GAME_OVER 0x12
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#define IDO_WTP_WALK_MIST 0x14
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#define IDO_WTP_PLAY_SOUND 0x16
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#define IDO_WTP_SAVE_GAME 0x18
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#define IDO_WTP_LOAD_GAME 0x1A
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#define IDO_WTP_OWL_HELP 0x1C
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#define IDO_WTP_GOTO_RND 0x1E
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#define IDO_WTP_OPTION_0 0x15
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#define IDO_WTP_OPTION_1 0x16
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#define IDO_WTP_OPTION_2 0x17
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enum {
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IDI_WTP_OBJ_DESC = 0,
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IDI_WTP_OBJ_TAKE,
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IDI_WTP_OBJ_DROP,
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IDI_WTP_OBJ_HELP
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};
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enum {
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IDI_WTP_PAR_OK = 0,
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IDI_WTP_PAR_GOTO,
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IDI_WTP_PAR_BACK
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};
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// room file option block
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struct WTP_ROOM_BLOCK {
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uint16 ofsOpt[IDI_WTP_MAX_BLOCK];
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};
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// room file header
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struct WTP_ROOM_HDR {
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uint8 roomNumber;
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uint8 objId;
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uint16 ofsPic;
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uint16 fileLen;
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uint16 reserved0;
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int8 roomNew[IDI_WTP_MAX_DIR];
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uint8 objX;
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uint8 objY;
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uint16 reserved1;
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uint16 ofsDesc[IDI_WTP_MAX_BLOCK];
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uint16 ofsBlock[IDI_WTP_MAX_BLOCK];
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uint16 ofsStr[IDI_WTP_MAX_STR];
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uint32 reserved2;
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WTP_ROOM_BLOCK opt[IDI_WTP_MAX_BLOCK];
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};
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// object file header
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struct WTP_OBJ_HDR {
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uint16 fileLen;
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uint16 objId;
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uint16 ofsEndStr[IDI_WTP_MAX_OBJ_STR_END];
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uint16 ofsStr[IDI_WTP_MAX_OBJ_STR];
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uint16 ofsPic;
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};
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// savegame
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struct WTP_SAVE_GAME {
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uint8 fSound;
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uint8 nMoves;
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uint8 nObjMiss;
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uint8 nObjRet;
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uint8 iObjHave;
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uint8 fGame[IDI_WTP_MAX_FLAG];
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uint8 iUsedObj[IDI_WTP_MAX_OBJ_MISSING];
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uint8 iObjRoom[IDI_WTP_MAX_ROOM_OBJ];
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};
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class PreAgiEngine;
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class Winnie {
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public:
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Winnie(PreAgiEngine *vm);
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void init();
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void run();
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void debugCurRoom();
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private:
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PreAgiEngine *_vm;
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WTP_SAVE_GAME _game;
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int _room;
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int _mist;
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bool _doWind;
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bool _winnieEvent;
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int _tiggerMist;
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int _roomOffset;
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int _objOffset;
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bool _isBigEndian;
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Common::Rect hotspotNorth, hotspotSouth, hotspotEast, hotspotWest;
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void randomize();
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void intro();
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void drawPic(const char*);
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void gameLoop();
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void parseRoomHeader(WTP_ROOM_HDR *roomHdr, byte *buffer, int len);
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void parseObjHeader(WTP_OBJ_HDR *objHdr, byte *buffer, int len);
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uint32 readRoom(int, uint8*, WTP_ROOM_HDR&);
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void drawRoomPic();
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int parser(int, int, uint8*);
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int getObjInRoom(int);
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bool getSelOkBack();
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void getMenuSel(char*, int*, int[]);
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void keyHelp();
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void clrMenuSel(int*, int[]);
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void incMenuSel(int*, int[]);
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void decMenuSel(int*, int[]);
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void drawMenu(char*, int, int[]);
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void printRoomStr(int, int);
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void inventory();
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void printObjStr(int, int);
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uint32 readObj(int, uint8*);
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void takeObj(int);
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void dropObj(int);
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bool isRightObj(int, int, int*);
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void drawObjPic(int, int, int);
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void getMenuMouseSel(int*, int[], int, int);
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void setFlag(int);
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void clearFlag(int);
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void gameOver();
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void saveGame();
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void loadGame();
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void dropObjRnd();
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void wind();
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void mist();
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void tigger();
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void showOwlHelp();
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bool playSound(ENUM_WTP_SOUND);
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void printStrWinnie(char *szMsg);
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};
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} // End of namespace Agi
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#endif
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