scummvm/engines/scumm/insane/insane.h
2011-05-12 01:16:22 +02:00

458 lines
15 KiB
C++

/* 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#if !defined(SCUMM_INSANE_H) && defined(ENABLE_SCUMM_7_8)
#define SCUMM_INSANE_H
#include "scumm/nut_renderer.h"
#include "scumm/smush/smush_player.h"
namespace Scumm {
#define INV_CHAIN 0
#define INV_CHAINSAW 1
#define INV_MACE 2
#define INV_2X4 3
#define INV_WRENCH 4
#define INV_BOOT 5
#define INV_HAND 6
#define INV_DUST 7
#define EN_ROTT1 0 // rottwheeler
#define EN_ROTT2 1 // rottwheeler
#define EN_ROTT3 2 // rottwheeler
#define EN_VULTF1 3 // vulture (redhead female1)
#define EN_VULTM1 4 // vulture (male with glasses)
#define EN_VULTF2 5 // vulture (redhead female2)
#define EN_VULTM2 6 // vulture (initialized as rottwheeler) (male)
#define EN_CAVEFISH 7 // Cavefish Maximum Fish
#define EN_TORQUE 8 // Father Torque
#define EN_BEN 9 // used only with handler
class Insane {
public:
Insane(ScummEngine_v7 *scumm);
~Insane();
void setSmushParams(int speed);
void runScene(int arraynum);
void procPreRendering();
void procPostRendering(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void procIACT(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, Common::SeekableReadStream &b, int32 size, int32 flags, int16 par1,
int16 par2, int16 par3, int16 par4);
void procSKIP(int32 subSize, Common::SeekableReadStream &b);
void escapeKeyHandler();
private:
ScummEngine_v7 *_vm;
SmushPlayer *_player;
int32 _speed;
bool _insaneIsRunning;
int32 _numberArray;
int32 _emulTimerId;
int32 _emulateInterrupt;
int32 _flag1d;
int32 _mainTimerId;
int32 _objArray1Idx;
int32 _objArray1Idx2;
int32 _objArray1[101];
int32 _objArray2Idx;
int32 _objArray2Idx2;
int32 _objArray2[101];
byte _currSceneId;
int32 _timer1Flag;
int32 _timer3Id;
int32 _timer4Id;
int32 _timer6Id;
int32 _timer7Id;
int32 _timerSpriteId;
byte _temp2SceneId;
byte _tempSceneId;
int32 _currEnemy;
int32 _currScenePropIdx;
int32 _currScenePropSubIdx;
const char *_currTrsMsg;
int16 _sceneData2Loaded;
int16 _sceneData1Loaded;
int16 _keyboardDisable;
bool _needSceneSwitch;
int32 _idx2Exceeded;
bool _beenCheated;
bool _tiresRustle;
int _keybOldDx;
int _keybOldDy;
int _velocityX;
int _velocityY;
int _keybX;
int _keybY;
int32 _firstBattle;
bool _weaponBenJustSwitched;
bool _kickBenProgress;
int32 _battleScene;
bool _kickEnemyProgress;
bool _weaponEnemyJustSwitched;
int32 _enHdlVar[9][9];
int32 _smlayer_room;
int32 _smlayer_room2;
byte *_smush_roadrashRip; // FIXME: combine them in array
byte *_smush_roadrsh2Rip;
byte *_smush_roadrsh3Rip;
byte *_smush_goglpaltRip;
byte *_smush_tovista1Flu;
byte *_smush_tovista2Flu;
byte *_smush_toranchFlu;
byte *_smush_minedrivFlu;
byte *_smush_minefiteFlu;
NutRenderer *_smush_bencutNut;
NutRenderer *_smush_bensgoggNut;
NutRenderer *_smush_iconsNut;
NutRenderer *_smush_icons2Nut;
bool _smush_isSanFileSetup;
bool _isBenCut;
int _smush_smushState;
int _continueFrame;
int _continueFrame1;
int _counter1;
int _iactSceneId;
int _iactSceneId2;
int _smush_setupsan17;
int32 _smush_setupsan1;
int16 _smush_setupsan2;
int32 _smush_setupsan4;
int16 _smush_frameStep;
int16 _smush_curFrame;
int16 _smush_frameNum1;
int16 _smush_frameNum2;
byte _smush_earlyFluContents[0x31a];
int16 _enemyState[10][10];
byte _iactBits[0x80];
int16 _mainRoadPos;
int16 _posBrokenCar;
int16 _posBrokenTruck;
int16 _posFatherTorque;
int16 _posCave;
int16 _posVista;
bool _roadBranch;
bool _roadStop;
bool _carIsBroken;
bool _benHasGoggles;
bool _mineCaveIsNear;
bool _objectDetected;
bool _roadBumps;
int32 _approachAnim;
int32 _val54d;
int32 _val57d;
bool _val115_;
int32 _val211d;
int32 _val213d;
int32 _metEnemiesListTail;
int32 _metEnemiesList[12];
struct enemy {
int32 handler;
int32 initializer;
int16 occurences;
int32 maxdamage;
int32 isEmpty;
int32 weapon;
int32 sound;
char filename[20];
int32 costume4;
int32 costume6;
int32 costume5;
int16 costumevar;
int32 maxframe;
int32 apprAnim;
};
struct enemy _enemy[9];
struct fluConf {
int sceneId;
byte **fluPtr;
const char *filenamePtr;
int startFrame;
int numFrames;
};
struct fluConf _fluConf[21];
struct sceneProp {
int32 actor; // main actor number, -1 if not applicable
int32 sound;
int32 trsId;
byte r;
byte g;
byte b;
int32 counter;
int32 maxCounter;
int32 index;
};
struct sceneProp _sceneProp[139];
struct act {
int32 actor;
byte state;
int32 room;
int32 animTilt;
int32 tilt;
int32 frame;
};
struct actor {
int32 damage;
int32 maxdamage;
int32 field_8;
int32 frame;
int32 tilt;
int32 cursorX;
int32 speed;
int32 x;
int32 y;
int32 y1;
int32 x1;
int16 weaponClass;
int16 animWeaponClass;
int16 newFacingFlag;
int16 curFacingFlag;
bool lost;
bool kicking;
bool field_44;
bool field_48; // unused
bool defunct;
int32 scenePropSubIdx;
int32 field_54;
int32 runningSound;
int32 weapon;
bool inventory[8];
int32 probability;
int32 enemyHandler;
struct act act[4];
};
struct actor _actor[2];
void initvars();
void readFileToMem(const char *name, byte **buf);
void startVideo(const char *filename, int num, int argC, int frameRate,
int doMainLoop, byte *fluPtr = 0, int32 startFrame = 0);
void smush_warpMouse(int x, int y, int buttons);
void putActors();
void readState();
int initScene(int sceneId);
void stopSceneSounds(int sceneId);
void shutCurrentScene();
int loadSceneData(int scene, int flag, int phase);
void setSceneCostumes(int sceneId);
void setupValues();
void setEnemyCostumes ();
void smlayer_stopSound (int idx);
int smlayer_loadSound(int id, int flag, int phase);
int smlayer_loadCostume(int id, int phase);
void smlayer_setActorCostume(int actornum, int act, int costume);
void smlayer_putActor(int actornum, int act, int x, int y, byte room);
void smlayer_setActorLayer(int actornum, int act, int layer);
void smlayer_setFluPalette(byte *pal, int shut_flag);
int32 readArray(int item);
void writeArray(int item, int value);
bool idx1Compare();
bool idx2Compare();
int32 idx1Tweak();
int32 idx2Tweak();
void smush_setToFinish();
void postCase11(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCase0(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCase17(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCase16(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCase1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCase2(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCase20(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCase3(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCase5(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCase6(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCase8(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCase9(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCase10(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCase12(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCase23(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCase14(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCaseAll(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void postCaseMore(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame);
void switchSceneIfNeeded();
int smush_changeState(int state);
void init_actStruct(int actornum, int actnum, int32 actorval, byte state,
int32 room, int32 animtilt, int32 tilt, int32 frame);
void init_enemyStruct(int n, int32 handler, int32 initializer,
int16 occurences, int32 maxdamage, int32 isEmpty,
int32 field_14, int32 sound, const char *filename,
int32 costume4, int32 costume6, int32 costume5,
int16 field_2C, int32 field_30, int32 field_34);
int32 enemyHandler(int n, int32, int32, int32);
int32 enemyInitializer(int n, int32, int32, int32);
int32 enemy0handler(int32, int32, int32);
int32 enemy0initializer(int32, int32, int32);
int32 enemy1handler(int32, int32, int32);
int32 enemy1initializer(int32, int32, int32);
int32 enemy2handler(int32, int32, int32);
int32 enemy2initializer(int32, int32, int32);
int32 enemy3handler(int32, int32, int32);
int32 enemy3initializer(int32, int32, int32);
int32 enemy4handler(int32, int32, int32);
int32 enemy4initializer(int32, int32, int32);
int32 enemy5handler(int32, int32, int32);
int32 enemy5initializer(int32, int32, int32);
int32 enemy6handler(int32, int32, int32);
int32 enemy6initializer(int32, int32, int32);
int32 enemy7handler(int32, int32, int32);
int32 enemy7initializer(int32, int32, int32);
int32 enemy8handler(int32, int32, int32);
int32 enemy8initializer(int32, int32, int32);
int32 enemyBenHandler(int32, int32, int32);
bool smlayer_isSoundRunning(int32 sound);
bool smlayer_startSfx(int32 sound);
bool smlayer_startVoice(int32 sound);
void smlayer_soundSetPan(int32 sound, int32 pan);
void smlayer_soundSetPriority(int32 sound, int32 priority);
void smlayer_drawSomething(byte *renderBitmap, int32 codecparam,
int32 arg_8, int32 arg_C, int32 arg_10, NutRenderer *nutfileptr,
int32 arg_18, int32 arg_1C, int32 arg_20);
void smlayer_overrideDrawActorAt(byte *, byte, byte);
void queueSceneSwitch(int32 sceneId, byte *fluPtr, const char *filename,
int32 arg_C, int32 arg_10, int32 startFrame, int32 numFrames);
void turnBen(bool battle);
void smush_rewindCurrentSan(int arg_0, int arg_4, int arg_8);
void smlayer_showStatusMsg(int32 arg_0, byte *renderBitmap, int32 codecparam,
int32 x, int32 y, int32 arg_14, int32 arg_18,
int32 arg_1C, const char *formatString, const char *str);
void init_fluConfStruct(int n, int sceneId, byte **fluPtr,
const char *filenamePtr, int startFrame, int numFrames);
int32 processBenOnRoad(bool flag);
void mineChooseRoad(int32 arg_0);
void actor02Reaction(int32 buttons);
void actor00Reaction(int32 buttons);
void actor01Reaction(int32 buttons);
void actor03Reaction(int32 buttons);
void turnEnemy(bool battle);
int32 actionBen();
void chooseBenWeaponAnim(int buttons);
void setBenAnimation(int32 actornum, int anim);
int calcTilt(int speed);
bool smush_eitherNotStartNewFrame();
void smlayer_setActorFacing(int actornum, int actnum, int frame, int direction);
int32 weaponMaxRange(int32 actornum);
int32 weaponMinRange(int32 actornum);
void switchBenWeapon();
void prepareScenePropScene(int32 scenePropNum, bool arg_4, bool arg_8);
int32 calcBenDamage(bool arg_0, bool arg_4);
int32 weaponDamage(int32 actornum);
void proc47(int32 actornum, int32 val);
bool weaponBenIsEffective();
bool actor1StateFlags(int state);
bool actor0StateFlags1(int state);
bool actor0StateFlags2(int state);
bool loadScenePropSounds(int32 scenePropNum);
void init_scenePropStruct(int32 n, int32 n1, int32 actornum, int32 sound, int32 trsId,
byte r, byte g, byte b, int32 counter, int32 maxCounter,
int32 index);
int32 setBenState();
bool smlayer_actorNeedRedraw(int actornum, int actnum);
void reinitActors();
const char *handleTrsTag(int32 trsId);
void ouchSoundBen();
int32 smush_setupSanWithFlu(const char *filename, int32 setupsan2, int32 step1,
int32 step2, int32 setupsan1, byte *fluPtr, int32 numFrames);
void smush_setupSanFromStart(const char *filename, int32 setupsan2, int32 step1,
int32 step2, int32 setupsan1);
void smush_setFrameSteps(int32 step1, int32 step2);
void smush_setupSanFile(const char *filename, int32 offset, int32 contFrame);
void drawSpeedyActor(int32 arg_0);
void actor11Reaction(int32 buttons);
void actor12Reaction(int32 buttons);
void actor13Reaction(int32 buttons);
void actor10Reaction(int32 buttons);
int32 actionEnemy();
int32 processKeyboard();
int32 processMouse();
void setEnemyAnimation(int32 actornum, int anim);
void chooseEnemyWeaponAnim(int32 buttons);
void switchEnemyWeapon();
void setEnemyState();
int32 calcEnemyDamage(bool arg_0, bool arg_4);
void ouchSoundEnemy();
bool weaponEnemyIsEffective();
void iactScene1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, Common::SeekableReadStream &b, int32 size, int32 flags,
int16 par1, int16 par2, int16 par3, int16 par4);
void iactScene3(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, Common::SeekableReadStream &b, int32 size, int32 flags,
int16 command, int16 par1, int16, int16);
void iactScene4(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, Common::SeekableReadStream &b, int32 size, int32 flags,
int16 par1, int16 par2, int16 par3, int16 par4);
void iactScene6(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, Common::SeekableReadStream &b, int32 size, int32 flags,
int16 par1, int16 par2, int16 par3, int16 par4);
void iactScene17(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, Common::SeekableReadStream &b, int32 size, int32 flags,
int16 par1, int16 par2, int16 par3, int16 par4);
void iactScene21(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, Common::SeekableReadStream &b, int32 size, int32 flags,
int16 par1, int16 par2, int16 par3, int16 par4);
bool isBitSet(int n);
void setBit(int n);
void clearBit(int n);
void chooseEnemy();
void removeEmptyEnemies();
void removeEnemyFromMetList(int32);
};
} // End of namespace Insane
#endif