mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-05 09:10:29 +00:00
7286df0c94
svn-id: r10709
608 lines
13 KiB
C++
608 lines
13 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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#include "queen/logic.h"
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#include "queen/defs.h"
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namespace Queen {
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Logic::Logic(Resource *resource)
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: _maxAnimatedFrame(0), _maxStaticFrame(0), _resource(resource) {
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_jas = _resource->loadFile("QUEEN.JAS", 20);
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_joe.x = _joe.y = 0;
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initialise();
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}
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Logic::~Logic() {
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delete[] _jas;
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//free(_graphicData);
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}
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void Logic::initialise() {
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int16 i, j;
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uint8 *ptr = _jas;
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//_display->loadFont();
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_numRooms = READ_BE_UINT16(ptr);
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ptr += 2;
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_numNames = READ_BE_UINT16(ptr);
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ptr += 2;
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_numObjects = READ_BE_UINT16(ptr);
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ptr += 2;
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_numDescriptions = READ_BE_UINT16(ptr);
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ptr += 2;
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//Object data
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_objectData = new ObjectData[_numObjects + 1];
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//clear first object
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_objectData[0].name = 0;
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_objectData[0].x = 0;
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_objectData[0].y = 0;
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_objectData[0].description = 0;
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_objectData[0].entryObj = 0;
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_objectData[0].room = 0;
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_objectData[0].state = 0;
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_objectData[0].image = 0;
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for (i = 1; i <= _numObjects; i++) {
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_objectData[i].name = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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_objectData[i].x = READ_BE_UINT16(ptr);
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ptr += 2;
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_objectData[i].y = READ_BE_UINT16(ptr);
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ptr += 2;
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_objectData[i].description = READ_BE_UINT16(ptr);
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ptr += 2;
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_objectData[i].entryObj = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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_objectData[i].room = READ_BE_UINT16(ptr);
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ptr += 2;
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_objectData[i].state = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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_objectData[i].image = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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}
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//Room data
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_roomData = new uint16[_numRooms + 2];
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for (i = 1; i <= (_numRooms + 1); i++) {
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_roomData[i] = READ_BE_UINT16(ptr);
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ptr += 2;
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}
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_roomData[_numRooms + 1] = _numObjects;
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//SFX Name
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// the following table isn't available in demo version
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if (_resource->isDemo()) {
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_sfxName = NULL;
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}
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else {
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_sfxName = new uint16[_numRooms + 1];
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for (i = 1; i <= _numRooms; i++) {
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_sfxName[i] = READ_BE_UINT16(ptr);
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ptr += 2;
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}
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}
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//Item information
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_numItems = READ_BE_UINT16(ptr);
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ptr += 2;
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_itemData = new ItemData[_numItems + 1];
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for (i = 1; i <= _numItems; i++) {
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_itemData[i].item = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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_itemData[i].description = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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_itemData[i].state = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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_itemData[i].bobFrame = READ_BE_UINT16(ptr);
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ptr += 2;
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_itemData[i].sfxDescription = READ_BE_UINT16(ptr);
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ptr += 2;
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}
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//Graphic Image Data
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_numGraphics = READ_BE_UINT16(ptr);
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ptr += 2;
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_graphicData = new GraphicData[_numGraphics + 1];
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for (i = 1; i <= _numGraphics; i++) {
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_graphicData[i].x = READ_BE_UINT16(ptr);
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ptr += 2;
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_graphicData[i].y = READ_BE_UINT16(ptr);
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ptr += 2;
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_graphicData[i].firstFrame = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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_graphicData[i].lastFrame = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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_graphicData[i].speed = READ_BE_UINT16(ptr);
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ptr += 2;
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}
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_objMax = new int16[_numRooms + 1];
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_areaMax = new int16[_numRooms + 1];
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_area = new Area[_numRooms + 1][11];
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for (i = 1; i <= _numRooms; i++) {
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_objMax[i] = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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_areaMax[i] = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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for (j = 1; j <= _areaMax[i]; j++) {
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assert(j < 11);
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_area[i][j].mapNeighbours = READ_BE_UINT16(ptr); ptr += 2;
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_area[i][j].box.x1 = READ_BE_UINT16(ptr); ptr += 2;
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_area[i][j].box.y1 = READ_BE_UINT16(ptr); ptr += 2;
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_area[i][j].box.x2 = READ_BE_UINT16(ptr); ptr += 2;
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_area[i][j].box.y2 = READ_BE_UINT16(ptr); ptr += 2;
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_area[i][j].bottomScaleFactor = READ_BE_UINT16(ptr); ptr += 2;
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_area[i][j].topScaleFactor = READ_BE_UINT16(ptr); ptr += 2;
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_area[i][j].object = READ_BE_UINT16(ptr); ptr += 2;
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}
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}
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_objectBox = new Box[_numObjects + 1];
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for (i = 1; i <= _numObjects; i++) {
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_objectBox[i].x1 = READ_BE_UINT16(ptr);
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ptr += 2;
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_objectBox[i].y1 = READ_BE_UINT16(ptr);
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ptr += 2;
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_objectBox[i].x2 = READ_BE_UINT16(ptr);
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ptr += 2;
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_objectBox[i].y2 = READ_BE_UINT16(ptr);
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ptr += 2;
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}
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//Walk OFF Data
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_numWalkOffs = READ_BE_UINT16(ptr);
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ptr += 2;
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_walkOffData = new WalkOffData[_numWalkOffs + 1];
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for (i = 1; i <= _numWalkOffs; i++) {
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_walkOffData[i].entryObj = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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_walkOffData[i].x = READ_BE_UINT16(ptr);
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ptr += 2;
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_walkOffData[i].y = READ_BE_UINT16(ptr);
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ptr += 2;
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}
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//Special Object Descriptions
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_numObjDesc = READ_BE_UINT16(ptr);
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ptr += 2;
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_objectDescription = new ObjectDescription[_numObjDesc + 1];
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for (i = 1; i <= _numObjDesc; i++) {
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_objectDescription[i].object = READ_BE_UINT16(ptr);
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ptr += 2;
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_objectDescription[i].type = READ_BE_UINT16(ptr);
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ptr += 2;
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_objectDescription[i].lastDescription = READ_BE_UINT16(ptr);
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ptr += 2;
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_objectDescription[i].seenCount = READ_BE_UINT16(ptr);
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ptr += 2;
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}
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//Command List Data
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memset(_zones, 0, sizeof(_zones));
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}
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uint16 Logic::currentRoom() {
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return _currentRoom;
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}
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void Logic::currentRoom(uint16 room) {
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_currentRoom = room;
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}
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void Logic::oldRoom(uint16 room) {
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_oldRoom = room;
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}
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ObjectData* Logic::objectData(int index) {
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return &_objectData[index];
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}
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uint16 Logic::roomData(int room) {
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return _roomData[room];
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}
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uint16 Logic::objMax(int room) {
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return _objMax[room];
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}
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Area *Logic::area(int room, int num) {
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return &_area[room][num];
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}
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Area *Logic::currentRoomArea(int num) {
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return &_area[_currentRoom][num];
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}
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uint16 Logic::areaMax(int room) {
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return _areaMax[room];
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}
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uint16 Logic::currentRoomAreaMax() {
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return _areaMax[_currentRoom];
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}
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uint16 Logic::walkOffCount() {
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return _numWalkOffs;
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}
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WalkOffData *Logic::walkOffData(int index) {
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return &_walkOffData[index];
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}
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GraphicData *Logic::findGraphic(int index) {
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return &_graphicData[index];
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}
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uint16 Logic::findBob(uint16 obj) {
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uint16 i;
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uint16 bobnum = 0;
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uint16 bobtype = 0; // 1 for animated, 0 for static
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if (obj > _numObjects)
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error("Object index (%i) > _numObjects (%i)", obj, _numObjects);
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uint16 room = _objectData[obj].room;
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if (room >= _numRooms) {
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warning("room (%i) > _numRooms (%i)", room, _numRooms);
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}
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int16 img = _objectData[obj].image;
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if(img != 0) {
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if(img == -3 || img == -4) {
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// a person object
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for(i = _roomData[room] + 1; i <= obj; ++i) {
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img = _objectData[i].image;
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if(img == -3 || img == -4) {
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++bobnum;
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}
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}
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}
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else {
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if(img <= -10) {
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// object has been turned off, but the image order hasn't been updated
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if(_graphicData[-(img + 10)].lastFrame != 0) {
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bobtype = 1;
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}
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}
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else if(img == -2) {
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// -1 static, -2 animated
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bobtype = 1;
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}
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else if(img > 0) {
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if(_graphicData[img].lastFrame != 0) {
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bobtype = 1;
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}
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}
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uint16 idxAnimated = 0;
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uint16 idxStatic = 0;
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for(i = _roomData[room] + 1; i <= obj; ++i) {
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img = _objectData[i].image;
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if(img <= -10) {
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if(_graphicData[-(img + 10)].lastFrame != 0) {
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++idxAnimated;
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}
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else {
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++idxStatic;
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}
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}
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else if(img > 0) {
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if(img > 5000) {
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img -= 5000;
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}
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if (img >= _numGraphics)
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warning("img (%i) >= _numGraphics (%i)", img, _numGraphics);
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if(_graphicData[img].lastFrame != 0) {
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++idxAnimated;
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}
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else {
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++idxStatic;
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}
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}
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else if(img == -1) {
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++idxStatic;
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}
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else if(img == -2) {
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++idxAnimated;
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}
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}
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// FIXME: _max*Frame variables should be initialized in SETUP_FURNITURE and DISP_ROOM
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if(bobtype == 0) {
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// static bob
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if(idxStatic > 0) {
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bobnum = 19 + _maxStaticFrame + idxStatic;
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}
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}
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else {
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// animated bob
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if(idxAnimated > 0) {
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bobnum = 4 + _maxAnimatedFrame + idxAnimated;
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}
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}
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}
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}
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return bobnum;
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}
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uint16 Logic::findFrame(uint16 obj) {
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uint16 i;
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uint16 framenum = 0;
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uint16 room = _objectData[obj].room;
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int16 img = _objectData[obj].image;
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if(img == -3 || img == -4) {
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uint16 bobnum = 0;
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for(i = _roomData[room] + 1; i <= obj; ++i) {
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img = _objectData[i].image;
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if(img == -3 || img == -4) {
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++bobnum;
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}
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}
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if(bobnum <= 3) {
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framenum = 29 + FRAMES_JOE_XTRA;
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}
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}
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else {
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uint16 idx = 0;
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for(i = _roomData[room] + 1; i < obj; ++i) {
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img = _objectData[i].image;
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if(img <= -10) {
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GraphicData* pgd = &_graphicData[-(img + 10)];
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if(pgd->lastFrame != 0) {
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// skip all the frames of the animation
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idx += ABS(pgd->lastFrame) - pgd->firstFrame + 1;
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}
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else {
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++idx;
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}
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}
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else if(img == -1) {
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++idx;
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}
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else if(img > 0) {
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if(img > 5000) {
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img -= 5000;
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}
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GraphicData* pgd = &_graphicData[img];
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uint16 lastFrame = ABS(pgd->lastFrame);
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if(pgd->firstFrame < 0) {
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idx += lastFrame;
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}
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else if(lastFrame != 0) {
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idx += (lastFrame - pgd->firstFrame) + 1;
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}
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else {
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++idx;
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}
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}
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}
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img = _objectData[obj].image;
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if(img <= -10) {
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GraphicData* pgd = &_graphicData[-(img + 10)];
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if(pgd->lastFrame != 0) {
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idx += ABS(pgd->lastFrame) - pgd->firstFrame + 1;
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}
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else {
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++idx;
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}
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}
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else if(img == -1 || img > 0) {
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++idx;
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}
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// calculate only if there are person frames
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if(idx > 0) {
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framenum = 36 + _maxStaticFrame + _maxAnimatedFrameLen + idx + FRAMES_JOE_XTRA;
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}
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}
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return framenum;
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}
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uint16 Logic::objectForPerson(uint16 bobNum) {
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uint16 bobcur = 0;
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// first object number in the room
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uint16 cur = _roomData[_currentRoom] + 1;
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// last object number in the room
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uint16 last = _roomData[_currentRoom + 1];
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while (cur <= last) {
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int16 image = _objectData[cur].image;
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if (image == -3 || image == -4) {
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// the object is a bob
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++bobcur;
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}
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if (bobcur == bobNum) {
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return cur;
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}
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}
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return 0;
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}
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WalkOffData *Logic::walkOffPointForObject(uint16 obj) {
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uint16 i;
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for (i = 1; i <= _numWalkOffs; ++i) {
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if (_walkOffData[i].entryObj == obj) {
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return &_walkOffData[i];
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}
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}
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return NULL;
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}
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void Logic::joeFacing(uint16 dir) {
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_joe.facing = dir;
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}
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void Logic::joeX(uint16 x) {
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_joe.x = x;
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}
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void Logic::joeY(uint16 y) {
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_joe.y = y;
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}
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void Logic::joeWalk(uint16 walk) {
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_joe.walk = walk;
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}
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void Logic::joeScale(uint16 scale) {
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_joe.scale = scale;
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}
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int16 Logic::gameState(int index) {
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if (index >= 0 && index < GAME_STATE_COUNT)
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return _gameState[index];
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else
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error("[QueenLogic::gameState] invalid index: %i", index);
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}
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void Logic::gameState(int index, int16 newValue) {
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if (index >= 0 && index < GAME_STATE_COUNT)
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_gameState[index] = newValue;
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else
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error("[QueenLogic::gameState] invalid index: %i", index);
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}
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void Logic::zoneSet(uint16 screen, uint16 zone, uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
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ZoneSlot *pzs = &_zones[screen][zone];
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pzs->valid = true;
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pzs->box.x1 = x1;
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pzs->box.y1 = y1;
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pzs->box.x2 = x2;
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pzs->box.y2 = y2;
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}
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void Logic::zoneSet(uint16 screen, uint16 zone, const Box& box) {
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debug(9, "Logic::zoneSet(%d, %d, (%d,%d), (%d,%d))", screen, zone, box.x1, box.y1, box.x2, box.y2);
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ZoneSlot *pzs = &_zones[screen][zone];
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pzs->valid = true;
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pzs->box = box;
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}
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uint16 Logic::zoneIn(uint16 screen, uint16 x, uint16 y) {
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int i;
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if (screen == ZONE_PANEL) {
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y -= ROOM_ZONE_HEIGHT;
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}
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for(i = 1; i < MAX_ZONES_NUMBER; ++i) {
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ZoneSlot *pzs = &_zones[screen][i];
|
|
if (pzs->valid && pzs->box.contains(x, y)) {
|
|
return i;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
uint16 Logic::zoneInArea(uint16 screen, uint16 x, uint16 y) {
|
|
uint16 zone = zoneIn(screen, x, y);
|
|
if (zone <= _objMax[_currentRoom]) {
|
|
zone = 0;
|
|
}
|
|
else {
|
|
zone -= _objMax[_currentRoom];
|
|
}
|
|
return zone;
|
|
}
|
|
|
|
|
|
void Logic::zoneClearAll(uint16 screen) {
|
|
|
|
int i;
|
|
for(i = 1; i < MAX_ZONES_NUMBER; ++i) {
|
|
_zones[screen][i].valid = false;
|
|
}
|
|
}
|
|
|
|
|
|
void Logic::zoneSetup() {
|
|
|
|
zoneClearAll(ZONE_ROOM);
|
|
|
|
int i;
|
|
int zoneNum;
|
|
|
|
// setup objects zones
|
|
uint16 maxObjRoom = _objMax[_currentRoom];
|
|
uint16 objRoomNum = _roomData[_currentRoom];
|
|
zoneNum = 1;
|
|
for (i = objRoomNum + 1; i <= objRoomNum + maxObjRoom; ++i) {
|
|
if (_objectData[i].name != 0) {
|
|
zoneSet(ZONE_ROOM, zoneNum, _objectBox[i]);
|
|
}
|
|
++zoneNum;
|
|
}
|
|
|
|
// setup room zones (areas)
|
|
uint16 maxAreaRoom = _areaMax[_currentRoom];
|
|
for (zoneNum = 1; zoneNum <= maxAreaRoom; ++zoneNum) {
|
|
zoneSet(ZONE_ROOM, maxObjRoom + zoneNum, _area[_currentRoom][zoneNum].box);
|
|
}
|
|
}
|
|
|
|
|
|
uint16 Logic::findScale(uint16 x, uint16 y) {
|
|
uint16 scale = 100;
|
|
uint16 areaNum = zoneInArea(ZONE_ROOM, x, y);
|
|
if(areaNum != 0) {
|
|
scale = _area[_currentRoom][areaNum].calcScale(y);
|
|
}
|
|
return scale;
|
|
}
|
|
|
|
|
|
} // End of namespace Queen
|
|
|