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https://github.com/libretro/scummvm.git
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c934642bdb
This removes the dependency on array.h from str.h. Also, begun migration from the confusing type name "StringList" to the more appropriate StringArray. svn-id: r48282
417 lines
10 KiB
C++
417 lines
10 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef QUEEN_LOGIC_H
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#define QUEEN_LOGIC_H
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#include "common/str-array.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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enum RoomDisplayMode {
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RDM_FADE_NOJOE = 0, // fade in, hide Joe
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RDM_FADE_JOE = 1, // fade in, display Joe
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RDM_NOFADE_JOE = 2, // screen does not dissolve into view
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RDM_FADE_JOE_XY = 3 // display Joe at the current X, Y coords
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};
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enum JoeWalkMode {
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JWM_NORMAL = 0,
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JWM_MOVE = 1,
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JWM_EXECUTE = 2,
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JWM_SPEAK = 3
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};
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enum {
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JSO_OBJECT_DESCRIPTION = 0,
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JSO_OBJECT_NAME,
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JSO_ROOM_NAME,
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JSO_VERB_NAME,
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JSO_JOE_RESPONSE,
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JSO_ACTOR_ANIM,
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JSO_ACTOR_NAME,
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JSO_ACTOR_FILE,
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JSO_COUNT
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};
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class Credits;
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class Journal;
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class QueenEngine;
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class Logic {
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public:
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Logic(QueenEngine *vm);
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virtual ~Logic();
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uint16 currentRoom() const { return _currentRoom; }
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void currentRoom(uint16 room) {
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assert(room >= 1 && room <= _numRooms);
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_currentRoom = room;
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}
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uint16 oldRoom() const { return _oldRoom; }
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void oldRoom(uint16 room) {
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assert(room <= _numRooms);
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_oldRoom = room;
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}
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uint16 newRoom() const { return _newRoom; }
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void newRoom(uint16 room) {
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assert(room <= _numRooms);
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_newRoom = room;
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}
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ObjectData *objectData(int index) const { return &_objectData[index]; }
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uint16 roomData(int room) const { return _roomData[room]; }
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GraphicData *graphicData(int index) const { return &_graphicData[index]; }
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ItemData *itemData(int index) const { return &_itemData[index]; }
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uint16 itemDataCount() const { return _numItems; }
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uint16 findBob(uint16 obj) const;
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uint16 findFrame(uint16 obj) const;
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uint16 objectForPerson(uint16 bobnum) const;
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WalkOffData *walkOffPointForObject(int16 obj) const;
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uint16 walkOffCount() const { return _numWalkOffs; }
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WalkOffData *walkOffData(int index) const { return &_walkOffData[index]; }
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uint16 currentRoomData() const { return _roomData[_currentRoom]; }
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GraphicAnim *graphicAnim(int index) const { return &_graphicAnim[index]; }
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uint16 graphicAnimCount() const { return _numGraphicAnim; }
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ObjectDescription *objectDescription(uint16 objNum) const { return &_objectDescription[objNum]; }
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uint16 objectDescriptionCount() const { return _numObjDesc; }
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uint16 currentRoomSfx() const { return _sfxName[_currentRoom]; }
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uint16 joeFacing() const { return _joe.facing; }
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uint16 joeX() const { return _joe.x; }
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uint16 joeY() const { return _joe.y; }
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JoeWalkMode joeWalk() const { return _joe.walk; }
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uint16 joeScale() const { return _joe.scale; }
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uint16 joeCutFacing() const { return _joe.cutFacing; }
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uint16 joePrevFacing() const { return _joe.prevFacing; }
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void joeFacing(uint16 dir) { _joe.facing = dir; }
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void joePos(uint16 x, uint16 y) { _joe.x = x; _joe.y = y; }
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void joeWalk(JoeWalkMode walking);
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void joeScale(uint16 scale) { _joe.scale = scale; }
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void joeCutFacing(uint16 dir) { _joe.cutFacing = dir; }
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void joePrevFacing(uint16 dir) { _joe.prevFacing = dir; }
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int16 gameState(int index) const;
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void gameState(int index, int16 newValue);
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TalkSelected *talkSelected(int index) { return &_talkSelected[index]; }
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const char *roomName(uint16 roomNum) const;
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const char *objectName(uint16 objNum) const;
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const char *objectTextualDescription(uint16 objNum) const;
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const char *joeResponse(int i) const;
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const char *verbName(Verb v) const;
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const char *actorAnim(int num) const;
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const char *actorName(int num) const;
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const char *actorFile(int num) const;
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void eraseRoom();
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void setupRoom(const char *room, int comPanel, bool inCutaway);
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void displayRoom(uint16 room, RoomDisplayMode mode, uint16 joeScale, int comPanel, bool inCutaway);
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int16 entryObj() const { return _entryObj; }
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void entryObj(int16 obj) { _entryObj = obj; }
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ActorData *findActor(uint16 noun, const char *name = NULL) const;
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bool initPerson(uint16 noun, const char *actorName, bool loadBank, Person *pp);
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uint16 findPersonNumber(uint16 obj, uint16 room) const;
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//! load banks used for Joe animation
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void loadJoeBanks(const char *animBank, const char *standBank);
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//! load the various bobs needed to animate Joe
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void setupJoe();
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//! setup Joe at the right place when entering a room
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void setupJoeInRoom(bool autoPosition, uint16 scale);
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uint16 joeFace();
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void joeGrab(int16 grabState);
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//! change Joe clothes to dress
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void joeUseDress(bool showCut);
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//! restore Joe clothes
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void joeUseClothes(bool showCut);
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//! change Joe clothes to underwear
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void joeUseUnderwear();
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void makeJoeSpeak(uint16 descNum, bool objectType = false);
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void makePersonSpeak(const char *sentence, Person *person, const char *voiceFilePrefix);
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//! start the specified dialogue
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void startDialogue(const char *dlgFile, int personInRoom, char *cutaway);
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//! play the specified cutaway
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void playCutaway(const char *cutFile, char *next = NULL);
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//! initialize the inventory
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void inventorySetup();
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//! get the inventory item for the specified inventory slot
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uint16 findInventoryItem(int invSlot) const;
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//! refresh inventory contents
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void inventoryRefresh();
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int16 previousInventoryItem(int16 first) const;
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int16 nextInventoryItem(int16 first) const;
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void removeDuplicateItems();
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uint16 numItemsInventory() const;
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void inventoryInsertItem(uint16 itemNum, bool refresh = true);
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void inventoryDeleteItem(uint16 itemNum, bool refresh = true);
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void inventoryScroll(uint16 count, bool up);
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void removeHotelItemsFromInventory();
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//! copy data from dummy object to object
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void objectCopy(int dummyObjectIndex, int objectIndex);
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//! handle a particular event when Joe walks on this area
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void handleSpecialArea(Direction facing, uint16 areaNum, uint16 walkDataNum);
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//! handle the pinnacle room (== room chooser in the jungle)
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void handlePinnacleRoom();
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void update();
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void saveState(byte *&ptr);
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void loadState(uint32 ver, byte *&ptr);
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//! called after a save state has been loaded
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void setupRestoredGame();
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//! ugly hack from original code
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void sceneReset() { _scene = 0; }
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//! make a scene
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void sceneStart();
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//! stop making a scene
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void sceneStop();
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void changeRoom();
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//! enter the Journal (save/load, configuration)
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virtual void useJournal() = 0;
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//! execute a special move
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void executeSpecialMove(uint16 sm);
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void startCredits(const char *filename);
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void stopCredits();
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void start();
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enum {
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JOE_RESPONSE_MAX = 40,
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DEFAULT_TALK_SPEED = 7 * 3,
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GAME_STATE_COUNT = 211,
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TALK_SELECTED_COUNT = 86
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};
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typedef void (Logic::*SpecialMoveProc)();
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protected:
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void readQueenJas();
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void asmMakeJoeUseDress();
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void asmMakeJoeUseNormalClothes();
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void asmMakeJoeUseUnderwear();
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void asmSwitchToDressPalette();
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void asmSwitchToNormalPalette();
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void asmStartCarAnimation();
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void asmStopCarAnimation();
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void asmStartFightAnimation();
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void asmWaitForFrankPosition();
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void asmMakeFrankGrowing();
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void asmMakeRobotGrowing();
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void asmShrinkRobot();
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void asmEndGame();
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void asmPutCameraOnDino();
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void asmPutCameraOnJoe();
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void asmAltIntroPanRight();
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void asmAltIntroPanLeft();
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void asmSetAzuraInLove();
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void asmPanRightFromJoe();
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void asmSetLightsOff();
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void asmSetLightsOn();
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void asmSetManequinAreaOn();
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void asmPanToJoe();
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void asmTurnGuardOn();
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void asmPanLeft320To144();
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void asmSmooch();
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void asmSmoochNoScroll();
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void asmMakeLightningHitPlane();
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void asmScaleBlimp();
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void asmScaleEnding();
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void asmWaitForCarPosition();
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void asmShakeScreen();
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void asmAttemptPuzzle();
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void asmScaleTitle();
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void asmScrollTitle();
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void asmPanRightToHugh();
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void asmMakeWhiteFlash();
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void asmPanRightToJoeAndRita();
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void asmPanLeftToBomb();
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void asmEndDemo();
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void asmInterviewIntro();
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void asmEndInterview();
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virtual bool changeToSpecialRoom() = 0;
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virtual void setupSpecialMoveTable() = 0;
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uint16 _currentRoom;
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uint16 _oldRoom;
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uint16 _newRoom;
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//! total number of room in game
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uint16 _numRooms;
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//! first object number in room
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uint16 *_roomData;
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//! background music to play in room
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uint16 *_sfxName;
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//! bounding box of object
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Box *_objectBox;
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//! inventory items
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ItemData *_itemData;
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uint16 _numItems;
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GraphicData *_graphicData;
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uint16 _numGraphics;
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ObjectData *_objectData;
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uint16 _numObjects;
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ObjectDescription *_objectDescription;
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uint16 _numObjDesc;
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ActorData *_actorData;
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uint16 _numActors;
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//! walk off point for an object
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WalkOffData *_walkOffData;
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uint16 _numWalkOffs;
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FurnitureData *_furnitureData;
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uint16 _numFurniture;
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GraphicAnim *_graphicAnim;
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uint16 _numGraphicAnim;
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//! actor initial position in room is _walkOffData[_entryObj]
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int16 _entryObj;
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Common::StringArray _jasStringList;
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int _jasStringOffset[JSO_COUNT];
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uint16 _numDescriptions;
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uint16 _numNames;
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uint16 _numAAnim;
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uint16 _numAName;
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uint16 _numAFile;
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struct {
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uint16 x, y;
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uint16 facing, cutFacing, prevFacing;
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JoeWalkMode walk;
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uint16 scale;
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} _joe;
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int16 _gameState[GAME_STATE_COUNT];
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TalkSelected _talkSelected[TALK_SELECTED_COUNT];
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//! inventory items
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int16 _inventoryItem[4];
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//! puzzle counter for room T7
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uint8 _puzzleAttemptCount;
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//! cutscene counter
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int _scene;
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SpecialMoveProc _specialMoves[40];
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Credits *_credits;
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Journal *_journal;
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QueenEngine *_vm;
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};
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class LogicDemo : public Logic {
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public:
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LogicDemo(QueenEngine *vm) : Logic(vm) {}
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void useJournal();
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protected:
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bool changeToSpecialRoom();
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void setupSpecialMoveTable();
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};
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class LogicInterview : public Logic {
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public:
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LogicInterview(QueenEngine *vm) : Logic(vm) {}
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void useJournal();
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protected:
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bool changeToSpecialRoom();
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void setupSpecialMoveTable();
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};
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class LogicGame : public Logic {
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public:
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LogicGame(QueenEngine *vm) : Logic(vm) {}
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void useJournal();
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protected:
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bool changeToSpecialRoom();
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void setupSpecialMoveTable();
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};
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} // End of namespace Queen
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#endif
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