mirror of
https://github.com/libretro/scummvm.git
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265 lines
6.3 KiB
C++
265 lines
6.3 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 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 QUEEN_CUTAWAY_H
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#define QUEEN_CUTAWAY_H
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#include "common/util.h"
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#include "queen/structs.h"
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namespace Queen {
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class QueenEngine;
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class Cutaway {
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public:
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//! Public interface to run a cutaway from a file
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static void run(const char *filename, char *nextFilename, QueenEngine *vm);
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//! Collection of constants used by QueenCutaway
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enum {
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PREVIOUS_ROOM = 0,
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CURRENT_ROOM = 0,
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OBJECT_ROOMFADE = -1,
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PERSON_JOE = -1,
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OBJECT_JOE = 0,
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MAX_PERSON_COUNT = 6,
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CUTAWAY_BANK = 8,
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MAX_BANK_NAME_COUNT = 5,
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MAX_FILENAME_LENGTH = 12,
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MAX_FILENAME_SIZE = (MAX_FILENAME_LENGTH + 1),
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MAX_PERSON_FACE_COUNT = 13,
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MAX_STRING_LENGTH = 255,
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MAX_STRING_SIZE = (MAX_STRING_LENGTH + 1),
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LEFT = 1,
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RIGHT = 2,
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FRONT = 3,
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BACK = 4
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};
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//! Different kinds of cutaway objects
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enum ObjectType {
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OBJECT_TYPE_ANIMATION = 0,
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OBJECT_TYPE_PERSON = 1,
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OBJECT_TYPE_NO_ANIMATION = 2,
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OBJECT_TYPE_TEXT_SPEAK = 3,
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OBJECT_TYPE_TEXT_DISPLAY_AND_SPEAK = 4,
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OBJECT_TYPE_TEXT_DISPLAY = 5
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};
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private:
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//! Data for a cutaway object
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struct CutawayObject {
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int16 objectNumber; // 0 = JOE, -1 = MESSAGE
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int16 moveToX;
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int16 moveToY;
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int16 bank; // 0 = PBOB, 13 = Joe Bank, else BANK NAMEstr()
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int16 animList;
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int16 execute; // 1 Yes, 0 No
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int16 limitBobX1;
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int16 limitBobY1;
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int16 limitBobX2;
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int16 limitBobY2;
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int16 specialMove;
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int16 animType; // 0 - Packet, 1 - Amal, 2 - Unpack
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int16 fromObject;
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int16 bobStartX;
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int16 bobStartY;
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int16 room;
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int16 scale;
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// Variables derived from the variables above
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int song;
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//! People to turn on
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int person[MAX_PERSON_COUNT];
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//! Number of elements used in _person array
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int personCount;
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};
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struct CutawayAnim {
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int16 object;
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int16 unpackFrame; // Frame to unpack
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int16 speed;
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int16 bank;
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int16 mx;
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int16 my;
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int16 cx;
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int16 cy;
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int16 scale;
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int16 currentFrame; // Index to Current Frame
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int16 originalFrame; // Index to Original Object Frame
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int16 song;
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bool flip; // set this if unpackFrame is negative
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};
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struct ObjectDataBackup {
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int index;
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int16 name;
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int16 image;
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};
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struct PersonFace {
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int16 index;
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int16 image;
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};
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QueenEngine *_vm;
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//! Raw .cut file data (without 20 byte header)
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byte *_fileData;
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//! COMPANEL
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int16 _comPanel;
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//! Game state data inside of _fileDat
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byte *_gameStatePtr;
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//! Actual cutaway data inside of _fileData
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byte *_objectData;
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//! Pointer to next sentence string in _fileData
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uint16 _nextSentenceOff;
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//! ???
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bool _roomFade;
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//! Number of cutaway objects at _cutawayData
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int16 _cutawayObjectCount;
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//! This cutaway is followed by another
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bool _anotherCutaway;
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//! Room before cutaway
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int _initialRoom;
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//! Temporary room for cutaway
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int _temporaryRoom;
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//! Room to stay in
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int _finalRoom;
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//! Bank names
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char _bankNames[MAX_BANK_NAME_COUNT][MAX_FILENAME_SIZE];
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//! Filename without ".cut"
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char _basename[MAX_FILENAME_SIZE];
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//! Name of .dog file
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char _talkFile[MAX_FILENAME_SIZE];
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//! Person to talk to
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int16 _talkTo;
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//! Used by changeRooms
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ObjectDataBackup _personData[MAX_PERSON_COUNT];
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//! Number of elements used in _personData array
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int _personDataCount;
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//! Used by handlePersonRecord()
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PersonFace _personFace[MAX_PERSON_FACE_COUNT];
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//! Number of entries in _personFace array
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int _personFaceCount;
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//! Play this song when leaving cutaway
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int16 _lastSong;
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//! Song played before running comic.cut
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int16 _songBeforeComic;
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int16 _currentImage;
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Cutaway(const char *filename, QueenEngine *vm);
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~Cutaway();
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//! Run this cutaway object
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void run(char *nextFilename);
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//! Load cutaway data from file
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void load(const char *filename);
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//! Used by load to read string data
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void loadStrings(uint16 offset);
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//! Get persons
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const byte *turnOnPeople(const byte *ptr, CutawayObject &object);
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//! Limit the BOB
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void limitBob(CutawayObject &object);
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//! This cutaway object occurs in another room
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void changeRooms(CutawayObject &object);
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//! Get the object type for this CutawayObject
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ObjectType getObjectType(CutawayObject &object);
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//! Perform actions for an animation
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const byte *handleAnimation(const byte *ptr, CutawayObject &object);
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//! Perform actions for a person record
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void handlePersonRecord(int index, CutawayObject &object, const char *sentence);
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//! Perform text actions
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void handleText(int index, ObjectType type, CutawayObject &object, const char *sentence);
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//! Restore Logic::_objectData from _personData
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void restorePersonData();
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//! Stop the cutaway
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void stop();
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//! Update game state after cutaway
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void updateGameState();
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//! Prepare for talk after cutaway
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void talk(char *nextFilename);
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//! Get CutawayAnim data from ptr and return new ptr
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const byte *getCutawayAnim(const byte *ptr, int header, CutawayAnim &anim);
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//! Special animation
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int makeComplexAnimation(int16 currentImage, CutawayAnim *objAnim, int frameCount);
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//! Read a CutawayObject from ptr and return new ptr
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static const byte *getCutawayObject(const byte *ptr, CutawayObject &object);
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//! Dump a CutawayObject with debug()
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void dumpCutawayObject(int index, CutawayObject &object);
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//! Used by handleText()
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int countSpaces(ObjectType type, const char *segment);
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//! Scale Joe
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int scale(CutawayObject &object);
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//! Dump CutawayAnum data with debug()
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static void dumpCutawayAnim(CutawayAnim &anim);
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bool inRange(int16 x, int16 l, int16 h) const { return (x <= h && x >= l); }
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};
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} // End of namespace Queen
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#endif
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