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https://github.com/libretro/scummvm.git
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596 lines
13 KiB
C++
596 lines
13 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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*/
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/*
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* This code is based on original Tony Tough source code
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*
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* Copyright (c) 1997-2003 Nayma Software
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*/
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#ifndef TONY_LOC_H
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#define TONY_LOC_H
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "common/file.h"
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#include "tony/sound.h"
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#include "tony/utils.h"
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namespace Tony {
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/****************************************************************************\
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* Various defines
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\****************************************************************************/
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/**
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* Valid colour modes
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*/
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typedef enum {
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CM_256,
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CM_65K
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} RMColorMode;
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/****************************************************************************\
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* Class declarations
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\****************************************************************************/
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/**
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* Generic palette
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*/
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class RMPalette {
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public:
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byte m_data[1024];
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public:
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friend RMDataStream &operator>>(RMDataStream &ds, RMPalette &pal);
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};
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/**
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* Sound effect of an object
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*/
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class RMSfx {
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public:
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RMString m_name;
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FPSFX *m_fx;
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bool m_bPlayingLoop;
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public:
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RMSfx();
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virtual ~RMSfx();
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friend RMDataStream& operator>>(RMDataStream &ds, RMSfx &sfx);
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void Play(bool bLoop = false);
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void SetVolume(int vol);
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void Pause(bool bPause);
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void Stop(void);
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void ReadFromStream(RMDataStream& ds, bool bLOX = false);
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};
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/**
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* Object pattern
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*/
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class RMPattern {
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public:
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// Type of slot
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enum RMSlotType {
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DUMMY1 = 0,
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DUMMY2,
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SPRITE,
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SOUND,
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COMMAND,
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SPECIAL
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};
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// Class slot
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class RMSlot {
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private:
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RMPoint m_pos; // Child co-ordinates
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public:
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RMSlotType m_type;
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int m_data;
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byte m_flag;
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public:
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friend RMDataStream& operator>>(RMDataStream& ds, RMSlot& slot);
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RMPoint Pos() { return m_pos; }
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void ReadFromStream(RMDataStream& ds, bool bLOX = false);
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};
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public:
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RMString m_name;
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private:
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int m_speed;
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RMPoint m_pos; // Parent coordinates
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RMPoint m_curPos; // Parent + child coordinates
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int m_bLoop;
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int m_nSlots;
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int m_nCurSlot;
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int m_nCurSprite;
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RMSlot *m_slots;
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uint32 m_nStartTime;
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public:
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RMPattern();
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virtual ~RMPattern();
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friend RMDataStream& operator>>(RMDataStream& ds, RMPattern& pat);
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// A warning that the pattern now and the current
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int Init(RMSfx* sfx, bool bPlayP0=false, byte* bFlag=NULL);
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// Update the pattern, checking to see if it's time to change slot and executing
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// any associated commands
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int Update(uint32 hEndPattern, byte &bFlag, RMSfx *sfx);
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// Stop a sound effect
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void StopSfx(RMSfx *sfx);
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// Reads the position of the pattern
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RMPoint Pos() { return m_curPos; }
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void ReadFromStream(RMDataStream& ds, bool bLOX = false);
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private:
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void UpdateCoord(void);
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};
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/**
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* Sprite (frame) animation of an item
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*/
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class RMSprite : public RMGfxTask {
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public:
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RMString m_name;
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RMRect m_rcBox;
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protected:
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RMGfxSourceBuffer* m_buf;
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public:
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RMSprite();
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virtual ~RMSprite();
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void Init(RMGfxSourceBuffer* buf);
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friend RMDataStream& operator>>(RMDataStream& ds, RMSprite& sprite);
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virtual void Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
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void SetPalette(byte *lpBuf);
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void GetSizeFromStream(RMDataStream& ds, int* dimx, int* dimy);
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void LOXGetSizeFromStream(RMDataStream& ds, int* dimx, int* dimy);
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void ReadFromStream(RMDataStream& ds, bool bLOX = false);
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};
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/**
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* Data on an item
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*/
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class RMItem : public RMGfxTask {
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public:
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RMString m_name;
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protected:
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int m_z;
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RMPoint m_pos; // Coordinate nonno
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RMColorMode m_cm;
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RMPoint m_curScroll;
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byte m_FX;
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byte m_FXparm;
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virtual int GetCurPattern() { return m_nCurPattern; }
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private:
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int m_nCurPattern;
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int m_mpalCode;
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RMPoint m_hot;
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RMRect m_rcBox;
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int m_nSprites,m_nSfx,m_nPatterns;
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byte m_bPal;
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RMPalette m_pal;
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RMSprite *m_sprites;
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RMSfx *m_sfx;
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RMPattern *m_patterns;
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byte m_bCurFlag;
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int m_nCurSprite;
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bool m_bIsActive;
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uint32 m_hEndPattern;
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bool m_bInitCurPattern;
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public:
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RMPoint CalculatePos(void);
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public:
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RMItem();
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virtual ~RMItem();
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friend RMDataStream& operator>>(RMDataStream &ds, RMItem &item);
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// Process to make the object move on any animations.
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// Returns TRUE if it should be redrawn on the next frame
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bool DoFrame(RMGfxTargetBuffer *bigBuf, bool bAddToList = true);
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// Sets the current scrolling position
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void SetScrollPosition(const RMPoint &scroll);
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// Overloading of check whether to remove from active list
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virtual void RemoveThis(CORO_PARAM, bool &result);
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// Overloaded Draw
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virtual void Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
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// Overloaded priority: it's based on Z ordering
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virtual int Priority() { return m_z; }
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// Pattern number
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int NumPattern() { return m_nPatterns; }
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// Set anew animation pattern, changing abruptly from the current
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virtual void SetPattern(int nPattern, bool bPlayP0 = false);
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// Set a new status
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void SetStatus(int nStatus);
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bool IsIn(const RMPoint &pt, int *size = NULL);
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RMPoint Hotspot() { return m_hot; }
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bool GetName(RMString &name);
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int MpalCode() { return m_mpalCode; }
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// Unload
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void Unload(void);
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// Wait for the end of the current pattern
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void WaitForEndPattern(CORO_PARAM, uint32 hCustomSkip = CORO_INVALID_PID_VALUE);
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// Sets a new hotspot fro the object
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void ChangeHotspot(const RMPoint &pt);
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void SetInitCurPattern(bool status) { m_bInitCurPattern=status; }
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void PlaySfx(int nSfx);
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void ReadFromStream(RMDataStream& ds, bool bLOX=false);
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void PauseSound(bool bPause);
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protected:
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// Create a primitive that has as it's task this item
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virtual RMGfxPrimitive *NewItemPrimitive();
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// Allocate memory for the sprites
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virtual RMGfxSourceBuffer *NewItemSpriteBuffer(int dimx, int dimy, bool bPreRLE);
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};
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#define MAXBOXES 50 // Maximum number of allowed boxes
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#define MAXHOTSPOT 20 // Maximum nimber of allowed hotspots
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class RMBox {
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public:
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struct T_HOTSPOT {
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int hotx, hoty; // Hotspot coordinates
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int destination; // Hotspot destination
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};
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public:
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int left, top, right, bottom; // Vertici bounding boxes
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int adj[MAXBOXES]; // List of adjacent bounding boxes
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int numhotspot; // Hotspot number
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uint8 Zvalue; // Z value for the bounding box
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T_HOTSPOT hotspot[MAXHOTSPOT]; // List of hotspots
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bool attivo;
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bool bReversed;
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private:
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void ReadFromStream(RMDataStream &ds);
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public:
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friend RMDataStream &operator>>(RMDataStream &ds, RMBox &box);
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};
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class RMBoxLoc {
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public:
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int numbbox;
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RMBox *boxes;
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private:
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void ReadFromStream(RMDataStream& ds);
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public:
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RMBoxLoc();
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virtual ~RMBoxLoc();
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friend RMDataStream& operator >>(RMDataStream &ds, RMBoxLoc &bl);
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void RecalcAllAdj(void);
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};
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#define GAME_BOXES_SIZE 200
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class RMGameBoxes {
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protected:
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RMBoxLoc *m_allBoxes[GAME_BOXES_SIZE];
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int m_nLocBoxes;
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public:
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RMGameBoxes();
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~RMGameBoxes();
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void Init(void);
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void Close(void);
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// Get binding boxes for a given location
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RMBoxLoc *GetBoxes(int nLoc);
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int GetLocBoxesCount() const { return m_nLocBoxes; }
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// Return the box which contains a given point
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int WhichBox(int nLoc, const RMPoint &pt);
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// Check whether a point is inside a given box
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bool IsInBox(int nLoc, int nBox, const RMPoint &pt);
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// Change the status of a box
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void ChangeBoxStatus(int nLoc, int nBox, int status);
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// Save state handling
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int GetSaveStateSize(void);
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void SaveState(byte *buf);
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void LoadState(byte *buf);
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};
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class RMCharacter : protected RMItem {
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public:
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enum PATTERNS {
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PAT_STANDUP = 1,
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PAT_STANDDOWN,
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PAT_STANDLEFT,
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PAT_STANDRIGHT,
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PAT_WALKUP,
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PAT_WALKDOWN,
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PAT_WALKLEFT,
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PAT_WALKRIGHT
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};
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private:
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enum STATUS {
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STAND,
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WALK
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};
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signed short walkcount;
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int dx, dy, olddx, olddy;
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float fx, fy, slope;
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RMPoint linestart, lineend, pathend;
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signed char walkspeed, walkstatus;
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char minpath;
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short nextbox;
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short path[MAXBOXES];
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short pathlenght, pathcount;
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int curbox;
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STATUS status;
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int curSpeed;
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bool bEndOfPath;
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uint32 hEndOfPath;
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OSystem::MutexRef csMove;
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int curLocation;
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bool bRemoveFromOT;
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bool bMovingWithoutMinpath;
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RMGameBoxes *theBoxes;
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RMPoint m_fixedScroll;
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private:
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int InWhichBox(const RMPoint &pt);
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short FindPath(short source, short destination);
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RMPoint Searching(char UP, char DOWN, char RIGHT, char LEFT, RMPoint punto);
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RMPoint NearestPoint(const RMPoint &punto);
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void GoTo(CORO_PARAM, RMPoint destcoord, bool bReversed=false);
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short ScanLine(const RMPoint &punto);
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RMPoint InvScanLine(const RMPoint &punto);
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RMPoint NearestHotSpot(int sourcebox, int destbox);
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void NewBoxEntered(int nBox);
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protected:
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bool bMoving;
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bool bDrawNow;
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bool bNeedToStop;
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// virtual RMGfxPrimitive *NewItemPrimitive();
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public:
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RMCharacter();
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virtual ~RMCharacter();
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void LinkToBoxes(RMGameBoxes *theBoxes);
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virtual void RemoveThis(CORO_PARAM, bool &result);
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// Update the position of a character
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void DoFrame(CORO_PARAM, RMGfxTargetBuffer *bigBuf, int loc);
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// Overloaded draw
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virtual void Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
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// TRUE if you just stopped
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bool EndOfPath() { return bEndOfPath; }
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// Change the pattern of a character to STOP
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virtual void Stop(CORO_PARAM);
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// Check if the character is moving
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bool IsMoving() { return bMoving; }
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// Move the character to a certain position
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void Move(CORO_PARAM, RMPoint pt, bool *result = NULL);
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// Place the character in a certain position WITHOUT moving
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void SetPosition(const RMPoint &pt, int newloc = -1);
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// Wait for the end of movement
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void WaitForEndMovement(CORO_PARAM);
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void SetFixedScroll(const RMPoint &fix) { m_fixedScroll = fix; }
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void SetSpeed(int speed) { curSpeed = speed; }
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};
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class RMWipe : public RMGfxTask {
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private:
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bool m_bFading;
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bool m_bEndFade;
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bool m_bUnregister;
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uint32 m_hUnregistered;
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int m_nFadeStep;
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uint32 m_hEndOfFade;
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bool m_bMustRegister;
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RMItem m_wip0r;
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public:
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RMWipe();
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virtual ~RMWipe();
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void DoFrame(RMGfxTargetBuffer& bigBuf);
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virtual void Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
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void InitFade(int type);
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void CloseFade(void);
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void WaitForFadeEnd(CORO_PARAM);
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virtual void Unregister(void);
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virtual void RemoveThis(CORO_PARAM, bool &result);
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virtual int Priority(void);
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};
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/**
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* Location
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*/
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class RMLocation : public RMGfxTaskSetPrior {
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public:
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RMString m_name; // Name
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private:
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RMColorMode m_cmode; // Color mode
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RMGfxSourceBuffer *m_buf; // Location picture
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int m_nItems; // Number of objects
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RMItem *m_items; // Objects
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RMPoint m_curScroll; // Current scroll position
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RMPoint m_fixedScroll;
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public:
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// @@@@@@@@@@@@@@@@@@@@@@@
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RMPoint TEMPTonyStart;
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RMPoint TEMPGetTonyStart() { return TEMPTonyStart; }
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int TEMPNumLoc;
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int TEMPGetNumLoc() { return TEMPNumLoc; }
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public:
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RMLocation();
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virtual ~RMLocation();
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// Load variations
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bool Load(const char *lpszFileName);
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bool Load(Common::File &file);
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bool Load(const byte *buf);
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bool Load(RMDataStream &ds);
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bool LoadLOX(RMDataStream &ds);
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// Unload
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void Unload(void);
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// Overloaded draw
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virtual void Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
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// Prepare a frame by drawing the location and all it's items
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void DoFrame(RMGfxTargetBuffer *bigBuf);
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// Return the item at a given point
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RMItem *WhichItemIsIn(const RMPoint &pt);
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// Return the item based on it's MPAL code
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RMItem *GetItemFromCode(uint32 dwCode);
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// Set the current scroll position
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void SetScrollPosition(const RMPoint &scroll);
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// Sets an additinal offset for scrolling
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void SetFixedScroll(const RMPoint &scroll);
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// Update the scrolling coordinates to display the specified point
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void UpdateScrolling(const RMPoint &ptShowThis);
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// Read the current scroll position
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RMPoint ScrollPosition() { return m_curScroll; }
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// Pause sound
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void PauseSound(bool bPause);
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};
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/**
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* MPAL message, composed of more ASCIIZ
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*/
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class RMMessage {
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private:
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char *lpMessage;
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char *lpPeriods[256];
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int nPeriods;
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private:
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void ParseMessage(void);
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public:
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RMMessage();
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RMMessage(uint32 dwId);
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virtual ~RMMessage();
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void Load(uint32 dwId);
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bool IsValid() { return lpMessage != NULL; }
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int NumPeriods() { return nPeriods; }
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char *Period(int num) { return lpPeriods[num]; }
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char *operator[](int num) { return lpPeriods[num]; }
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};
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} // End of namespace Tony
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#endif /* TONY_H */
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