mirror of
https://github.com/libretro/scummvm.git
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b750398d20
svn-id: r10779
216 lines
5.7 KiB
C++
216 lines
5.7 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 "queen/queen.h"
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#include "queen/structs.h"
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namespace Queen {
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#define MAX_ZONES_NUMBER 32
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#define JOE_RESPONSE_MAX 40
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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 Graphics;
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class Resource;
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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);
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~Logic();
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uint16 currentRoom();
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void currentRoom(uint16 room);
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void oldRoom(uint16 room);
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ObjectData* objectData(int index);
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uint16 roomData(int room);
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uint16 objMax(int room);
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GraphicData* graphicData(int index);
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uint16 findBob(uint16 obj);
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uint16 findFrame(uint16 obj);
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uint16 objectForPerson(uint16 bobnum); // OBJ_PERSON
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WalkOffData *walkOffPointForObject(uint16 obj);
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Area *area(int room, int num);
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Area *currentRoomArea(int num);
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uint16 areaMax(int room);
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uint16 currentRoomAreaMax();
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uint16 walkOffCount();
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WalkOffData *walkOffData(int index);
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uint16 joeFacing() { return _joe.facing; }
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uint16 joeX() { return _joe.x; }
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uint16 joeY() { return _joe.y; }
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uint16 joeWalk() { return _joe.walk; }
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uint16 joeScale() { return _joe.scale; }
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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(uint16 walk);
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void joeScale(uint16 scale);
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int16 gameState(int index);
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void gameState(int index, int16 newValue);
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const char *roomName(uint16 roomNum) { return _roomName[roomNum] ; }
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const char *objectName(uint16 objNum) { return _objName[objNum]; }
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Language language() { return _resource->getLanguage(); }
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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);
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uint16 zoneInArea(uint16 screen, uint16 x, uint16 y);
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void zoneClearAll(uint16 screen);
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void zoneSetup();
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void zoneSetupPanel();
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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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void roomSetup(const char* room, int comPanel, bool inCutaway);
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void roomDisplay(const char* 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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protected:
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bool _textToggle;
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bool _speechToggle;
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uint8 *_jas;
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uint16 _numRooms;
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uint16 _currentRoom;
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uint16 _oldRoom;
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uint16 _newRoom;
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uint16 _numNames;
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uint16 _numObjects;
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uint16 _numDescriptions;
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uint16 _numItems;
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uint16 _numGraphics;
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uint16 _numObjectBoxes;
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uint16 _numWalkOffs;
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uint16 _numObjDesc;
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uint16 _numCmdList; //COM_LIST_MAX
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uint16 _numCmdArea; //COM_A_MAX
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uint16 _numCmdObject; //COM_O_MAX
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uint16 _numCmdInventory; //COM_I_MAX
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uint16 _numCmdGameState; //COM_G_MAX
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uint16 _numFurniture; //FURN_DATA_MAX
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uint16 _numActors; //ACTOR_DATA_MAX
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uint16 _numAAnim; //A_ANIM_MAX
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uint16 _numAName; //A_NAME_MAX
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uint16 _numAFile; //A_FILE_MAX
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uint16 _numGraphicAnim; //GRAPHIC_ANIM_MAX
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uint16 *_roomData;
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uint16 *_sfxName;
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int16 *_objMax;
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int16 *_areaMax;
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Box *_objectBox;
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ItemData *_itemData;
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GraphicData *_graphicData;
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ObjectData *_objectData;
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ObjectDescription *_objectDescription;
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ActorData *_actorData;
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Area (*_area)[11];
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WalkOffData *_walkOffData;
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CmdListData *_cmdList;
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CmdArea *_cmdArea;
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CmdObject *_cmdObject;
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CmdInventory *_cmdInventory;
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CmdGameState *_cmdGameState;
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FurnitureData *_furnitureData;
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GraphicAnim *_graphicAnim;
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ZoneSlot _zones[2][MAX_ZONES_NUMBER];
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uint16 _entryObj;
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char **_objDescription; //OBJECT_DESCRstr
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char **_objName; //OBJECT_NAMEstr
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char **_roomName; //ROOM_NAMEstr
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char *_verbName[13]; //VERB_NAMEstr
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char *_joeResponse[JOE_RESPONSE_MAX + 1]; //JOE_RESPstr
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char **_aAnim; //A_ANIMstr
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char **_aName; //A_NAMEstr
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char **_aFile; //A_FILEstr
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enum {
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GAME_STATE_COUNT = 211
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};
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struct {
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uint16 x, y;
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uint16 facing;
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uint16 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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uint16 _numFurnitureAnimated; // FMAXA
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uint16 _numFurnitureStatic; // FMAX
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uint16 _numFurnitureAnimatedLen; // FMAXLEN
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uint16 _numFrames; // FRAMES
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uint16 _personFrames[4];
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//! contains the animation frames (max 60) to use for a bob (whose number must be < 17)
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uint16 _newAnim[17][60];
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Resource *_resource;
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Graphics *_graphics;
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Walk *_walk;
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void initialise();
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};
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} // End of namespace Queen
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#endif
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