mirror of
https://github.com/libretro/scummvm.git
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bd23b7dce0
svn-id: r11164
439 lines
11 KiB
C++
439 lines
11 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/defs.h"
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#include "queen/structs.h"
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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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struct GameConfig {
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int musicVolume;
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bool musicToggle;
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bool sfxToggle;
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bool textToggle;
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bool speechToggle;
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int talkSpeed;
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};
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/*!
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Each object/item in game has a state field.
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(refer to ObjectData and ItemData).
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<table>
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<tr>
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<td>Name</td>
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<td>Bits</td>
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<td>Description</td>
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</tr>
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<tr>
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<td>USE</td>
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<td>10</td>
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<td>Use</td>
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</tr>
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<tr>
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<td>TALK</td>
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<td>9</td>
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<td>Talk</td>
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</tr>
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<tr>
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<td>ON</td>
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<td>8</td>
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<td>On/Off</td>
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</tr>
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<tr>
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<td>DEF</td>
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<td>7,6,5,4</td>
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<td>Default verb command</td>
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</tr>
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<tr>
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<td>DIR</td>
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<td>3,2</td>
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<td>Direction faced</td>
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</tr>
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<tr>
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<td>GRAB</td>
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<td>1,0</td>
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<td>Grab Direction</td>
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</tr>
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</table>
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*/
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struct State {
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static Direction findDirection(uint16 state);
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static StateTalk findTalk(uint16 state);
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static StateGrab findGrab(uint16 state);
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static StateOn findOn(uint16 state);
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static Verb findDefaultVerb(uint16 state);
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static StateUse findUse(uint16 state);
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static void alterOn(uint16 *objState, StateOn state);
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static void alterDefaultVerb(uint16 *objState, Verb v);
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};
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class Command;
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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);
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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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ItemData *itemData(int index) const { return &_itemData[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) const; // OBJ_PERSON
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WalkOffData *walkOffPointForObject(uint16 obj) const;
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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 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() { 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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uint16 joePrevFacing() { 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(uint16 walking);
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void joeScale(uint16 scale);
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void joePrevFacing(uint16 dir);
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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) 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() { return _numFrames; }
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int talkSpeed() const { return _settings.talkSpeed; }
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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) 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(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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void animSetup(const GraphicData *gd, uint16 firstImage, uint16 bobNum, bool visible); // FIND_GRAPHIC_ANIMS
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void joeSetupFromBanks(const char *animBank, const char *standBank);
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//! SETUP_JOE(), loads the various bobs needed to animate Joe
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void joeSetup();
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//! SETUP_HERO(), places Joe at the right place when entering a room
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ObjectData *joeSetupInRoom(bool autoPosition, uint16 scale);
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//! FACE_JOE()
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uint16 joeFace();
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//! GRAB_JOE()
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void joeGrab(uint16 state, uint16 speed);
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//! GRAB_DIR
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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 dialogue(const char *dlgFile, int personInRoom, char *cutaway);
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void playCutaway(const char *cutFile, char *next = NULL);
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const char *objectOrItemName(int16 obj) const;
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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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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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uint16 findObjectRoomNumber(uint16 zoneNum) const;
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uint16 findObjectGlobalNumber(uint16 zoneNum) const;
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const char *lockedVerbPrefix() const { return _joeResponse[39]; }
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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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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,
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GAME_STATE_COUNT = 211
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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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uint16 _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, prevFacing;
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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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//! 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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GameConfig _settings;
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//! Inventory items
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int16 _inventoryItem[4];
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Resource *_resource;
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Graphics *_graphics;
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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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