mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 12:46:56 +00:00
ce6e07db12
svn-id: r13394
463 lines
15 KiB
C++
463 lines
15 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2002-2004 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#ifndef INSANE_H
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#define INSANE_H
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#include "base/engine.h"
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#include "scumm/intern.h"
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#include "scumm/nut_renderer.h"
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#include "scumm/smush/smush_player.h"
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#include "scumm/smush/chunk.h"
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namespace Scumm {
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#define INV_CHAIN 0
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#define INV_CHAINSAW 1
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#define INV_MACE 2
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#define INV_2X4 3
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#define INV_WRENCH 4
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#define INV_BOOT 5
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#define INV_HAND 6
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#define INV_DUST 7
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#define EN_ROTT1 0 // rottwheeler
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#define EN_ROTT2 1 // rottwheeler
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#define EN_ROTT3 2 // rottwheeler
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#define EN_VULTF1 3 // vulture (redhead female1)
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#define EN_VULTM1 4 // vulture (male with glasses)
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#define EN_VULTF2 5 // vulture (redhead female2)
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#define EN_VULTM2 6 // vulture (initialized as rottwheeler) (male)
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#define EN_CAVEFISH 7 // Cavefish Maximum Fish
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#define EN_TORQUE 8 // Father Torque
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#define EN_BEN 9 // used only with handler
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#undef FTDOSDEMO
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class Insane {
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public:
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Insane(ScummEngine_v6 *scumm);
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~Insane();
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void setSmushParams(int speed);
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void runScene(int arraynum);
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void procPreRendering(void);
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void procPostRendering(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void procIACT(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, Chunk &b, int32 size, int32 flags);
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void procSKIP(Chunk &b);
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void escapeKeyHandler(void);
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private:
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ScummEngine_v6 *_vm;
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SmushPlayer *_player;
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int32 _speed;
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bool _insaneIsRunning;
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int32 _numberArray;
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int32 _emulTimerId;
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int32 _emulateInterrupt;
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byte _errbuf[0x7d0];
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int32 _flag1d;
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int32 _mainTimerId;
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int32 _objArray1Idx;
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int32 _objArray1Idx2;
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int32 _objArray1[101];
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int32 _objArray2Idx;
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int32 _objArray2Idx2;
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int32 _objArray2[101];
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byte _currSceneId;
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int32 _timer1Flag;
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int32 _timer3Id;
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int32 _timer4Id;
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int32 _timer6Id;
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int32 _timer7Id;
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int32 _timerSpriteId;
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byte _temp2SceneId;
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byte _tempSceneId;
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int32 _currEnemy;
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int32 _currScenePropIdx;
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int32 _currScenePropSubIdx;
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const char *_currTrsMsg;
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int16 _sceneData2Loaded;
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int16 _sceneData1Loaded;
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int16 _keyboardDisable;
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bool _needSceneSwitch;
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int32 _idx2Exceeded;
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bool _memoryAllocatedNotOK;
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int32 _lastKey;
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bool _beenCheated;
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bool _tiresRustle;
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int _keybOldDx;
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int _keybOldDy;
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int _velocityX;
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int _velocityY;
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int _keybX;
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int _keybY;
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int32 _firstBattle;
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bool _weaponBenJustSwitched;
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bool _kickBenProgress;
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int32 _battleScene;
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bool _kickEnemyProgress;
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bool _weaponEnemyJustSwitched;
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int32 _enHdlVar[9][9];
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int32 _smlayer_room;
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int32 _smlayer_room2;
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byte *_smush_roadrashRip; // FIXME: combine them in array
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byte *_smush_roadrsh2Rip;
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byte *_smush_roadrsh3Rip;
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byte *_smush_goglpaltRip;
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byte *_smush_tovista1Flu;
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byte *_smush_tovista2Flu;
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byte *_smush_toranchFlu;
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byte *_smush_minedrivFlu;
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byte *_smush_minefiteFlu;
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NutRenderer *_smush_bencutNut;
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NutRenderer *_smush_bensgoggNut;
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NutRenderer *_smush_iconsNut;
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NutRenderer *_smush_icons2Nut;
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bool _smush_isSanFileSetup;
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bool _isBenCut;
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int _smush_smushState;
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bool _smush_isPauseImuse;
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int _continueFrame;
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int _continueFrame1;
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int _counter1;
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int _iactSceneId;
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int _iactSceneId2;
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int _smush_setupsan17;
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int32 _smush_setupsan1;
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int16 _smush_setupsan2;
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int32 _smush_setupsan4;
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int16 _smush_frameStep;
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int16 _smush_curFrame;
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int16 _smush_frameNum1;
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int16 _smush_frameNum2;
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byte _smush_earlyFluContents[0x31a];
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int16 _enemyState[10][10];
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byte _iactBits[0x80];
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int16 _mainRoadPos;
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int16 _posBrokenCar;
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int16 _posBrokenTruck;
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int16 _posFatherTorque;
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int16 _posCave;
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int16 _posVista;
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bool _roadBranch;
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bool _roadStop;
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bool _carIsBroken;
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bool _benHasGoggles;
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bool _mineCaveIsNear;
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bool _objectDetected;
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bool _roadBumps;
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int32 _approachAnim;
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int32 _val54d;
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int32 _val57d;
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bool _val115_;
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int32 _val211d;
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int32 _val213d;
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int32 _val215d;
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int32 _val216d[12];
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struct enemy {
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int32 handler;
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int32 initializer;
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int16 occurences;
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int32 maxdamage;
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int32 field_10;
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int32 weapon;
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int32 sound;
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char filename[20];
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int32 costume4;
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int32 costume6;
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int32 costume5;
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int16 costumevar;
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int32 maxframe;
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int32 apprAnim;
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};
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struct enemy _enemy[9];
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struct fluConf {
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int sceneId;
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byte **fluPtr;
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const char *filenamePtr;
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int startFrame;
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int numFrames;
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};
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struct fluConf _fluConf[21];
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struct sceneProp {
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int32 actor; // main actor number, -1 if not applicable
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int32 sound;
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int32 trsId;
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byte r;
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byte g;
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byte b;
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int32 counter;
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int32 maxCounter;
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int32 index;
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};
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struct sceneProp _sceneProp[139];
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struct act {
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int32 actor;
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byte state;
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int32 room;
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int32 animTilt;
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int32 tilt;
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int32 frame;
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};
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struct actor {
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int32 damage;
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int32 maxdamage;
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int32 field_8;
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int32 frame;
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int32 tilt;
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int32 cursorX;
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int32 speed;
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int32 x;
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int32 y;
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int32 y1;
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int32 x1;
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int16 weaponClass;
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int16 animWeaponClass;
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int16 field_34;
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int16 field_38;
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bool lost;
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bool kicking;
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bool field_44;
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bool field_48;
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bool defunct;
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int32 scenePropSubIdx;
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int32 field_54;
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int32 runningSound;
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int32 weapon;
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bool inventory[8];
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int32 probability;
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int32 enemyHandler;
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struct act act[4];
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};
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struct actor _actor[2];
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void initvars(void);
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void readFileToMem(const char *name, byte **buf);
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void startVideo(const char *filename, int num, int argC, int frameRate,
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int doMainLoop, byte *fluPtr = 0, int32 startFrame = 0);
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void smush_warpMouse(int x, int y, int buttons);
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void putActors(void);
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void readState(void);
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int initScene(int sceneId);
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void stopSceneSounds(int sceneId);
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void shutCurrentScene(void);
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int loadSceneData(int scene, int flag, int phase);
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void setSceneCostumes(int sceneId);
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void setupValues(void);
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void setEnemyCostumes (void);
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void smlayer_stopSound (int idx);
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int smlayer_loadSound(int id, int flag, int phase);
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int smlayer_loadCostume(int id, int phase);
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void smlayer_setActorCostume(int actornum, int act, int costume);
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void smlayer_putActor(int actornum, int act, int x, int y, byte room);
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void smlayer_setActorLayer(int actornum, int act, int layer);
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void smlayer_setFluPalette(byte *pal, int shut_flag);
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int32 readArray(int item);
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void writeArray(int item, int value);
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void mainLoop(void);
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bool idx1Compare(void);
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bool idx2Compare(void);
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int32 idx1Tweak(void);
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int32 idx2Tweak(void);
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void smush_setToFinish(void);
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void postCase11(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCase0(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCase17(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCase16(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCase1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCase2(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCase20(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCase3(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCase5(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCase6(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCase8(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCase9(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCase10(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCase12(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCase23(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCase14(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCaseAll(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void postCaseMore(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, int32 curFrame, int32 maxFrame);
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void switchSceneIfNeeded(void);
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int smush_changeState(int state);
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void init_actStruct(int actornum, int actnum, int32 actorval, byte state,
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int32 room, int32 animtilt, int32 tilt, int32 frame);
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void init_enemyStruct(int n, int32 handler, int32 initializer,
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int16 occurences, int32 maxdamage, int32 field_10,
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int32 field_14, int32 sound, const char *filename,
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int32 costume4, int32 costume6, int32 costume5,
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int16 field_2C, int32 field_30, int32 field_34);
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int32 enemyHandler(int n, int32, int32, int32);
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int32 enemyInitializer(int n, int32, int32, int32);
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int32 enemy0handler(int32, int32, int32);
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int32 enemy0initializer(int32, int32, int32);
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int32 enemy1handler(int32, int32, int32);
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int32 enemy1initializer(int32, int32, int32);
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int32 enemy2handler(int32, int32, int32);
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int32 enemy2initializer(int32, int32, int32);
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int32 enemy3handler(int32, int32, int32);
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int32 enemy3initializer(int32, int32, int32);
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int32 enemy4handler(int32, int32, int32);
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int32 enemy4initializer(int32, int32, int32);
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int32 enemy5handler(int32, int32, int32);
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int32 enemy5initializer(int32, int32, int32);
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int32 enemy6handler(int32, int32, int32);
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int32 enemy6initializer(int32, int32, int32);
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int32 enemy7handler(int32, int32, int32);
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int32 enemy7initializer(int32, int32, int32);
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int32 enemy8handler(int32, int32, int32);
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int32 enemy8initializer(int32, int32, int32);
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int32 enemyBenHandler(int32, int32, int32);
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void IMUSE_shutVolume(void);
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void IMUSE_restoreVolume(void);
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bool smlayer_isSoundRunning(int32 sound);
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bool smlayer_startSfx(int32 sound);
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bool smlayer_startVoice(int32 sound);
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void smlayer_soundSetPan(int32 sound, int32 pan);
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void smlayer_soundSetPriority(int32 sound, int32 priority);
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void smlayer_drawSomething(byte *renderBitmap, int32 codecparam,
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int32 arg_8, int32 arg_C, int32 arg_10, NutRenderer *nutfileptr,
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int32 arg_18, int32 arg_1C, int32 arg_20);
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void smlayer_overrideDrawActorAt(byte *, byte, byte);
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void queueSceneSwitch(int32 sceneId, byte *fluPtr, const char *filename,
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int32 arg_C, int32 arg_10, int32 startFrame, int32 numFrames);
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void turnBen(bool battle);
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void smush_rewindCurrentSan(int arg_0, int arg_4, int arg_8);
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void smlayer_showStatusMsg(int32 arg_0, byte *renderBitmap, int32 codecparam,
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int32 x, int32 y, int32 arg_14, int32 arg_18,
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int32 arg_1C, const char *formatString, const char *str);
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void init_fluConfStruct(int n, int sceneId, byte **fluPtr,
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const char *filenamePtr, int startFrame, int numFrames);
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int32 processBenOnRoad(bool flag);
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void mineChooseRoad(int32 arg_0);
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void actor02Reaction(int32 buttons);
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void actor00Reaction(int32 buttons);
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void actor01Reaction(int32 buttons);
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void actor03Reaction(int32 buttons);
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void turnEnemy(bool battle);
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int32 actionBen(void);
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void chooseBenWeaponAnim(int buttons);
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void setBenAnimation(int32 actornum, int anim);
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int calcTilt(int speed);
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bool smush_eitherNotStartNewFrame(void);
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void smlayer_setActorFacing(int actornum, int actnum, int frame, int direction);
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int32 weaponMaxRange(int32 actornum);
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int32 weaponMinRange(int32 actornum);
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void switchBenWeapon(void);
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void prepareScenePropScene(int32 scenePropNum, bool arg_4, bool arg_8);
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int32 calcBenDamage(bool arg_0, bool arg_4);
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int32 weaponDamage(int32 actornum);
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void proc47(int32 actornum, int32 val);
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bool weaponBenIsEffective(void);
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bool actor1StateFlags(int state);
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bool actor0StateFlags1(int state);
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bool actor0StateFlags2(int state);
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bool loadScenePropSounds(int32 scenePropNum);
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void init_scenePropStruct(int32 n, int32 n1, int32 actornum, int32 sound, int32 trsId,
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byte r, byte g, byte b, int32 counter, int32 maxCounter,
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int32 index);
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int32 setBenState(void);
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bool smlayer_actorNeedRedraw(int actornum, int actnum);
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void reinitActors(void);
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const char *handleTrsTag(int32 trsId);
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void ouchSoundBen(void);
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int32 smush_setupSanWithFlu(const char *filename, int32 setupsan2, int32 step1,
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int32 step2, int32 setupsan1, byte *fluPtr, int32 numFrames);
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void smush_setupSanFromStart(const char *filename, int32 setupsan2, int32 step1,
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int32 step2, int32 setupsan1);
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void smush_setFrameSteps(int32 step1, int32 step2);
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void smush_setupSanFile(const char *filename, int32 offset, int32 contFrame);
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int32 getLastKey(bool arg_0);
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void drawSpeedyActor(int32 arg_0);
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void actor11Reaction(int32 buttons);
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void actor12Reaction(int32 buttons);
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void actor13Reaction(int32 buttons);
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void actor10Reaction(int32 buttons);
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int32 actionEnemy(void);
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int32 processKeyboard(void);
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int32 processMouse(void);
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void setEnemyAnimation(int32 actornum, int anim);
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void chooseEnemyWeaponAnim(int32 buttons);
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void switchEnemyWeapon(void);
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void setEnemyState(void);
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int32 calcEnemyDamage(bool arg_0, bool arg_4);
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void ouchSoundEnemy(void);
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bool weaponEnemyIsEffective(void);
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void iactScene1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, Chunk &b, int32 size, int32 flags);
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void iactScene3(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, Chunk &b, int32 size, int32 flags);
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void iactScene4(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, Chunk &b, int32 size, int32 flags);
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void iactScene6(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, Chunk &b, int32 size, int32 flags);
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void iactScene17(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, Chunk &b, int32 size, int32 flags);
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void iactScene21(byte *renderBitmap, int32 codecparam, int32 setupsan12,
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int32 setupsan13, Chunk &b, int32 size, int32 flags);
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bool isBitSet(int n);
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void setBit(int n);
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void clearBit(int n);
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void proc62(void);
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void proc63(void);
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void proc64(int32);
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};
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} // End of namespace Insane
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#endif
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