mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
ae33806802
svn-id: r11577
449 lines
12 KiB
C++
449 lines
12 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003 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 QUEENLOGIC_H
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#define QUEENLOGIC_H
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#include "common/util.h"
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#include "queen/defs.h"
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#include "queen/structs.h"
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#include "queen/state.h" // for joeGrabDirection()
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#include "queen/verb.h"
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namespace Queen {
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enum RoomDisplayMode {
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RDM_FADE_NOJOE = 0, // fade in, no Joe
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RDM_FADE_JOE = 1, // Joe is to be displayed
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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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struct ZoneSlot {
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bool valid;
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Box box;
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};
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class Command;
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class Debug;
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class Display;
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class Input;
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class Graphics;
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class Resource;
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class Sound;
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class Walk;
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class Logic {
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public:
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Logic(Resource *resource, Graphics *graphics, Display *display, Input *input, Sound *sound);
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~Logic();
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uint16 currentRoom() const { return _currentRoom; }
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void currentRoom(uint16 room) {
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if (room >= 1 && room <= _numRooms)
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_currentRoom = room;
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else
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error("Invalid room number: %i", 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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if (room <= _numRooms)
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_oldRoom = room;
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else
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error("Invalid room number: %i", 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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if (room <= _numRooms)
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_newRoom = room;
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else
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error("Invalid room number: %i", room);
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}
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ObjectData *objectData(int index) const;
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uint16 roomData(int room) const;
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uint16 objMax(int room) const;
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GraphicData *graphicData(int index) const;
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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);
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uint16 findFrame(uint16 obj);
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uint16 objectForPerson(uint16 bobnum) const; // OBJ_PERSON
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WalkOffData *walkOffPointForObject(uint16 obj) const;
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Area *area(int room, int num) const;
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Area *currentRoomArea(int num) const;
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uint16 areaMax(int room) const;
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uint16 currentRoomAreaMax() const;
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uint16 walkOffCount() const;
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WalkOffData *walkOffData(int index) const;
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uint16 currentRoomObjMax() const { return _objMax[_currentRoom]; }
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uint16 currentRoomData() const { return _roomData[_currentRoom]; }
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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 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);
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void joeX(uint16 x);
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void joeY(uint16 y);
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void joeWalk(JoeWalkMode walking);
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void joeScale(uint16 scale);
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void joeCutFacing(uint16 dir);
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void joePrevFacing(uint16 dir);
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const char *joeResponse(int i) const { return _joeResponse[i]; }
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int16 gameState(int index);
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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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if (roomNum >= 1 && roomNum <= _numRooms)
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return _roomName[roomNum];
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else
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error("Invalid room number: %i", roomNum);
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}
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const char *objectName(uint16 objNum) const { return _objName[objNum]; }
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const char *objectTextualDescription(uint16 objNum) const { return _objDescription[objNum]; }
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uint16 numFrames() const { return _numFrames; }
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void zoneSet(uint16 screen, uint16 zone, uint16 x1, uint16 y1, uint16 x2, uint16 y2);
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void zoneSet(uint16 screen, uint16 zone, const Box& box);
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uint16 zoneIn(uint16 screen, uint16 x, uint16 y) const;
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uint16 zoneInArea(uint16 screen, uint16 x, uint16 y) const;
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void zoneClearAll(uint16 screen);
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void zoneSetup();
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void zoneSetupPanel();
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Box &zoneBox(uint16 screen, uint16 index) { return _zones[screen][index].box; }
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void roomErase();
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void roomSetupFurniture(); // SETUP_FURNITURE()
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void roomSetupObjects(); // DISP_OBJECTS
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uint16 roomRefreshObject(uint16 obj); // REDISP_OBJECT
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void roomSetup(const char *room, int comPanel, bool inCutaway);
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void roomDisplay(uint16 room, RoomDisplayMode mode, uint16 joeScale, int comPanel, bool inCutaway); // DISP_ROOM
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uint16 findScale(uint16 x, uint16 y);
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int16 entryObj() const { return _entryObj; }
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void entryObj(int16 obj) { _entryObj = obj; }
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void personSetData(int16 noun, const char *actorName, bool loadBank, Person *pp); // SET_PERSON_DATA
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uint16 personSetup(uint16 noun, uint16 curImage); // SETUP_PERSON
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uint16 personAllocate(uint16 noun, uint16 curImage); // ALLOCATE_PERSON
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uint16 animCreate(uint16 curImage, const Person *person); // CREATE_ANIM
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void animErase(uint16 bobNum);
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void animReset(uint16 bobNum);
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void animSetup(const GraphicData *gd, uint16 firstImage, uint16 bobNum, bool visible); // FIND_GRAPHIC_ANIMS
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uint16 personFrames(uint16 bobNum) const { return _personFrames[bobNum]; }
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void joeSetupFromBanks(const char *animBank, const char *standBank);
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//! Load the various bobs needed to animate Joe
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void joeSetup();
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//! Setup Joe at the right place when entering a room
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ObjectData *joeSetupInRoom(bool autoPosition, uint16 scale);
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uint16 joeFace();
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void joeGrab(uint16 state, uint16 speed);
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void joeGrabDirection(StateGrab grab, uint16 speed);
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void joeUseDress(bool showCut);
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void joeUseClothes(bool showCut);
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void joeUseUnderwear();
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void joeSpeak(uint16 descNum, bool objectType = false);
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void makePersonSpeak(const char *sentence, Person *person, const char *voiceFilePrefix);
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void dialogue(const char *dlgFile, int personInRoom, char *cutaway);
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void playCutaway(const char *cutFile, char *next = NULL);
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Verb findVerbUnderCursor(int16 cursorx, int16 cursory) const;
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uint16 findObjectUnderCursor(int16 cursorx, int16 cursory) const;
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uint16 findObjectRoomNumber(uint16 zoneNum) const;
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uint16 findObjectGlobalNumber(uint16 zoneNum) const;
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void inventorySetup();
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uint16 findInventoryItem(int invSlot) const;
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void inventoryRefresh();
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int16 previousInventoryItem(int16 start) const;
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int16 nextInventoryItem(int16 start) 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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//! Copy data from dummy object to object
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void objectCopy(int dummyObjectIndex, int objectIndex);
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void checkPlayer();
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void customMoveJoe(int facing, uint16 areaNum, uint16 walkDataNum);
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void handlePinnacleRoom();
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void update();
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bool gameSave(uint16 slot, const char *desc);
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bool gameLoad(uint16 slot);
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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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void useJournal();
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int talkSpeed() const { return _talkSpeed; }
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void talkSpeed(int speed) { _talkSpeed = speed; }
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bool subtitles() const { return _subtitles; }
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void subtitles(bool enable) { _subtitles = enable; }
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void registerDefaultSettings();
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void checkOptionSettings();
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void readOptionSettings();
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void writeOptionSettings();
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void executeSpecialMove(uint16 sm);
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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 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 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 asmPanRightToHugh();
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void asmMakeWhiteFlash();
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void asmPanRightToJoeAndRita();
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void asmPanLeftToBomb();
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Walk *walk() const { return _walk; }
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Display *display() const { return _display; }
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Command *command() const { return _cmd; }
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Resource *resource() const { return _resource; }
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typedef void (Logic::*SpecialMoveProc)();
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enum {
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MAX_ZONES_NUMBER = 32,
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MAX_AREAS_NUMBER = 11,
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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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static Common::RandomSource randomizer;
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protected:
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void initialise();
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//! Contents of queen.jas file
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uint8 *_jas;
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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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//! Number of objects in room
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int16 *_objMax;
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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; //ACTOR_DATA_MAX
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//! Areas in room
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Area (*_area)[MAX_AREAS_NUMBER];
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//! Number of areas in room
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int16 *_areaMax;
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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; //FURN_DATA_MAX
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GraphicAnim *_graphicAnim;
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uint16 _numGraphicAnim; //GRAPHIC_ANIM_MAX
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//! Current areas in room
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ZoneSlot _zones[2][MAX_ZONES_NUMBER];
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//! Actor position in room is _walkOffData[_entryObj]
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int16 _entryObj;
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//! Object description (Look At)
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char **_objDescription; //OBJECT_DESCRstr
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uint16 _numDescriptions;
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char **_objName; //OBJECT_NAMEstr
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uint16 _numNames;
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//! Room name, prefix for data files (PCX, LUM...)
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char **_roomName; //ROOM_NAMEstr
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char *_joeResponse[JOE_RESPONSE_MAX + 1]; //JOE_RESPstr
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//! Actor animation string
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char **_aAnim;
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uint16 _numAAnim; //A_ANIM_MAX
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//! Actor name
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char **_aName;
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uint16 _numAName; //A_NAME_MAX
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//! Actor filename
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char **_aFile;
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uint16 _numAFile; //A_FILE_MAX
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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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//! Number of animated furniture in current room (FMAXA)
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uint16 _numFurnitureAnimated;
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//! Number of static furniture in current room (FMAX)
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uint16 _numFurnitureStatic;
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//! Total number of frames for the animated furniture (FMAXLEN)
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uint16 _numFurnitureAnimatedLen;
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//! Current number of frames unpacked (FRAMES)
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uint16 _numFrames;
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//! Last frame number used for person animation
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uint16 _personFrames[4];
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//! Describe a string based animation (30 frames maximum, bob number must be < 17)
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AnimFrame _newAnim[17][30];
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//! Inventory items
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int16 _inventoryItem[4];
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//! scene counter
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int _scene;
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int _talkSpeed;
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bool _subtitles;
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Resource *_resource;
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Graphics *_graphics;
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Debug *_dbg;
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Display *_display;
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Input *_input;
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Sound *_sound;
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Walk *_walk;
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Command *_cmd;
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//! Verbs (in order) available in panel
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static const VerbEnum PANEL_VERBS[];
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};
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} // End of namespace Queen
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#endif
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