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573 lines
12 KiB
C++
573 lines
12 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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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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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This code is based on original Tony Tough source code
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*
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* Copyright (c) 1997-2003 Nayma Software
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*/
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#ifndef TONY_LOC_H
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#define TONY_LOC_H
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "common/file.h"
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#include "tony/sound.h"
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#include "tony/utils.h"
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namespace Tony {
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/****************************************************************************\
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* Various defines
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\****************************************************************************/
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/**
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* Valid color modes
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*/
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typedef enum {
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CM_256,
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CM_65K
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} RMColorMode;
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/****************************************************************************\
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* Class declarations
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\****************************************************************************/
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/**
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* Generic palette
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*/
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class RMPalette {
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public:
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byte _data[1024];
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public:
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void readFromStream(Common::ReadStream &ds);
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};
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/**
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* Sound effect of an object
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*/
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class RMSfx {
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public:
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Common::String _name;
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FPSfx *_fx;
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bool _bPlayingLoop;
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public:
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RMSfx();
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virtual ~RMSfx();
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void play(bool bLoop = false);
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void setVolume(int vol);
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void pause(bool bPause);
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void stop();
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void readFromStream(Common::ReadStream &ds, bool bLOX = false);
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};
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/**
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* Object pattern
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*/
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class RMPattern {
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public:
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// Type of slot
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enum RMSlotType {
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DUMMY1 = 0,
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DUMMY2,
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SPRITE,
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SOUND,
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COMMAND,
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SPECIAL
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};
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// Class slot
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class RMSlot {
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private:
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RMPoint _pos; // Child co-ordinates
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public:
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RMSlotType _type;
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int _data;
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byte _flag;
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public:
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RMPoint pos() {
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return _pos;
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}
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void readFromStream(Common::ReadStream &ds, bool bLOX = false);
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};
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public:
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Common::String _name;
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private:
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int _speed;
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RMPoint _pos; // Parent coordinates
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RMPoint _curPos; // Parent + child coordinates
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int _bLoop;
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int _nSlots;
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int _nCurSlot;
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int _nCurSprite;
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RMSlot *_slots;
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uint32 _nStartTime;
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public:
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RMPattern();
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virtual ~RMPattern();
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// A warning that the pattern now and the current
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int init(RMSfx *sfx, bool bPlayP0 = false, byte *bFlag = NULL);
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// Update the pattern, checking to see if it's time to change slot and executing
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// any associated commands
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int update(uint32 hEndPattern, byte &bFlag, RMSfx *sfx);
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// Stop a sound effect
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void stopSfx(RMSfx *sfx);
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// Reads the position of the pattern
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RMPoint pos();
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void readFromStream(Common::ReadStream &ds, bool bLOX);
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private:
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void updateCoord();
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};
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/**
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* Sprite (frame) animation of an item
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*/
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class RMSprite : public RMGfxTask {
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public:
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Common::String _name;
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RMRect _rcBox;
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protected:
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RMGfxSourceBuffer *_buf;
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public:
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RMSprite();
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virtual ~RMSprite();
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void init(RMGfxSourceBuffer *buf);
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virtual void draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
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void setPalette(byte *lpBuf);
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void getSizeFromStream(Common::SeekableReadStream &ds, int *dimx, int *dimy);
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void LOXGetSizeFromStream(Common::SeekableReadStream &ds, int *dimx, int *dimy);
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void readFromStream(Common::SeekableReadStream &ds, bool bLOX = false);
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};
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/**
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* Data on an item
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*/
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class RMItem : public RMGfxTask {
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public:
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Common::String _name;
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protected:
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int _z;
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RMPoint _pos; // Coordinate ancestor
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RMColorMode _cm;
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RMPoint _curScroll;
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byte _FX;
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byte _FXparm;
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virtual int getCurPattern();
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private:
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int _nCurPattern;
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int _mpalCode;
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RMPoint _hot;
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RMRect _rcBox;
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int _nSprites, _nSfx, _nPatterns;
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byte _bPal;
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RMPalette _pal;
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RMSprite *_sprites;
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RMSfx *_sfx;
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RMPattern *_patterns;
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byte _bCurFlag;
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int _nCurSprite;
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bool _bIsActive;
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uint32 _hEndPattern;
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bool _bInitCurPattern;
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public:
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RMPoint calculatePos();
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public:
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RMItem();
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virtual ~RMItem();
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// Process to make the object move on any animations.
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// Returns TRUE if it should be redrawn on the next frame
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bool doFrame(RMGfxTargetBuffer *bigBuf, bool bAddToList = true);
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// Sets the current scrolling position
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void setScrollPosition(const RMPoint &scroll);
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// Overloading of check whether to remove from active list
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virtual void removeThis(CORO_PARAM, bool &result);
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// Overloaded Draw
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virtual void draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
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// Overloaded priority: it's based on Z ordering
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virtual int priority();
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// Pattern number
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int numPattern();
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// Set anew animation pattern, changing abruptly from the current
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virtual void setPattern(int nPattern, bool bPlayP0 = false);
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// Set a new status
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void setStatus(int nStatus);
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bool isIn(const RMPoint &pt, int *size = NULL);
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RMPoint getHotspot();
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bool getName(Common::String &name);
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int mpalCode();
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// Unload
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void unload();
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// Wait for the end of the current pattern
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void waitForEndPattern(CORO_PARAM, uint32 hCustomSkip = CORO_INVALID_PID_VALUE);
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// Sets a new hotspot fro the object
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void changeHotspot(const RMPoint &pt);
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void setInitCurPattern(bool status);
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void playSfx(int nSfx);
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void readFromStream(Common::SeekableReadStream &ds, bool bLOX = false);
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void pauseSound(bool bPause);
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protected:
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// Create a primitive that has as it's task this item
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virtual RMGfxPrimitive *newItemPrimitive();
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// Allocate memory for the sprites
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virtual RMGfxSourceBuffer *newItemSpriteBuffer(int dimx, int dimy, bool bPreRLE);
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};
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#define MAXBOXES 50 // Maximum number of allowed boxes
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#define MAXHOTSPOT 20 // Maximum nimber of allowed hotspots
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class RMBox {
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public:
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struct Hotspot {
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int _hotx, _hoty; // Hotspot coordinates
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int _destination; // Hotspot destination
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};
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public:
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int _left, _top, _right, _bottom; // Vertici bounding boxes
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int _adj[MAXBOXES]; // List of adjacent bounding boxes
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int _numHotspot; // Hotspot number
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uint8 _destZ; // Z value for the bounding box
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Hotspot _hotspot[MAXHOTSPOT]; // List of hotspots
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bool _bActive;
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bool _bReversed;
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void readFromStream(Common::ReadStream &ds);
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};
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class RMBoxLoc {
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public:
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int _numbBox;
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RMBox *_boxes;
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void readFromStream(Common::ReadStream &ds);
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public:
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RMBoxLoc();
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virtual ~RMBoxLoc();
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void recalcAllAdj();
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};
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#define GAME_BOXES_SIZE 200
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class RMGameBoxes {
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protected:
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RMBoxLoc *_allBoxes[GAME_BOXES_SIZE];
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int _nLocBoxes;
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public:
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RMGameBoxes();
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~RMGameBoxes();
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void init();
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void close();
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// Get binding boxes for a given location
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RMBoxLoc *getBoxes(int nLoc);
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int getLocBoxesCount() const;
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// Return the box which contains a given point
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int whichBox(int nLoc, const RMPoint &pt);
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// Check whether a point is inside a given box
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bool isInBox(int nLoc, int nBox, const RMPoint &pt);
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// Change the status of a box
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void changeBoxStatus(int nLoc, int nBox, int status);
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// Save state handling
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int getSaveStateSize();
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void saveState(byte *buf);
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void loadState(byte *buf);
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};
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class RMCharacter : protected RMItem {
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public:
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enum Patterns {
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PAT_STANDUP = 1,
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PAT_STANDDOWN,
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PAT_STANDLEFT,
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PAT_STANDRIGHT,
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PAT_WALKUP,
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PAT_WALKDOWN,
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PAT_WALKLEFT,
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PAT_WALKRIGHT
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};
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private:
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enum CharacterStatus {
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STAND,
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WALK
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};
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signed short _walkCount;
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int _dx, _dy, _olddx, _olddy;
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float _fx, _fy, _slope;
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RMPoint _lineStart, _lineEnd, _pathEnd;
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signed char _walkSpeed, _walkStatus;
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char _minPath;
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short _nextBox;
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short _path[MAXBOXES];
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short _pathLength, _pathCount;
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int _curBox;
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CharacterStatus _status;
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int _curSpeed;
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bool _bEndOfPath;
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uint32 _hEndOfPath;
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OSystem::MutexRef _csMove;
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int _curLocation;
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bool _bRemoveFromOT;
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bool _bMovingWithoutMinpath;
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RMGameBoxes *_theBoxes;
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RMPoint _fixedScroll;
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private:
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int inWhichBox(const RMPoint &pt);
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bool findPath(short source, short destination);
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RMPoint searching(char UP, char DOWN, char RIGHT, char LEFT, RMPoint point);
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RMPoint nearestPoint(const RMPoint &punto);
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void goTo(CORO_PARAM, RMPoint destcoord, bool bReversed = false);
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short scanLine(const RMPoint &point);
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RMPoint invScanLine(const RMPoint &point);
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RMPoint nearestHotSpot(int sourcebox, int destbox);
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void newBoxEntered(int nBox);
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protected:
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bool _bMoving;
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bool _bDrawNow;
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bool _bNeedToStop;
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public:
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RMCharacter();
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virtual ~RMCharacter();
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void linkToBoxes(RMGameBoxes *theBoxes);
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virtual void removeThis(CORO_PARAM, bool &result);
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// Update the position of a character
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void doFrame(CORO_PARAM, RMGfxTargetBuffer *bigBuf, int loc);
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// Overloaded draw
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virtual void draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
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// TRUE if you just stopped
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bool endOfPath();
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// Change the pattern of a character to STOP
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virtual void stop(CORO_PARAM);
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// Check if the character is moving
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bool isMoving();
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// Move the character to a certain position
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void move(CORO_PARAM, RMPoint pt, bool *result = NULL);
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// Place the character in a certain position WITHOUT moving
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void setPosition(const RMPoint &pt, int newloc = -1);
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// Wait for the end of movement
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void waitForEndMovement(CORO_PARAM);
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void setFixedScroll(const RMPoint &fix);
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void setSpeed(int speed);
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};
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class RMWipe : public RMGfxTask {
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private:
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bool _bFading;
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bool _bEndFade;
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bool _bUnregister;
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uint32 _hUnregistered;
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int _nFadeStep;
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uint32 _hEndOfFade;
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bool _bMustRegister;
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RMItem _wip0r;
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public:
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RMWipe();
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virtual ~RMWipe();
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void doFrame(RMGfxTargetBuffer &bigBuf);
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virtual void draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
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void initFade(int type);
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void closeFade();
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void waitForFadeEnd(CORO_PARAM);
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virtual void unregister();
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virtual void removeThis(CORO_PARAM, bool &result);
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virtual int priority();
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};
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/**
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* Location
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*/
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class RMLocation : public RMGfxTaskSetPrior {
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public:
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Common::String _name; // Name
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private:
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RMColorMode _cmode; // Color mode
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RMGfxSourceBuffer *_buf; // Location picture
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int _nItems; // Number of objects
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RMItem *_items; // Objects
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RMPoint _curScroll; // Current scroll position
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RMPoint _fixedScroll;
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RMPoint _prevScroll; // Previous scroll position
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RMPoint _prevFixedScroll;
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public:
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// @@@@@@@@@@@@@@@@@@@@@@@
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RMPoint TEMPTonyStart;
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RMPoint TEMPGetTonyStart();
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int TEMPNumLoc;
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int TEMPGetNumLoc();
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public:
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RMLocation();
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virtual ~RMLocation();
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// Load variations
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bool load(Common::SeekableReadStream &ds);
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bool loadLOX(Common::SeekableReadStream &ds);
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// Unload
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void unload();
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// Overloaded draw
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virtual void draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
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// Prepare a frame by drawing the location and all it's items
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void doFrame(RMGfxTargetBuffer *bigBuf);
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// Return the item at a given point
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RMItem *whichItemIsIn(const RMPoint &pt);
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// Return the item based on it's MPAL code
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RMItem *getItemFromCode(uint32 dwCode);
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// Set the current scroll position
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void setScrollPosition(const RMPoint &scroll);
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// Sets an additinal offset for scrolling
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void setFixedScroll(const RMPoint &scroll);
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// Update the scrolling coordinates to display the specified point
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void updateScrolling(const RMPoint &ptShowThis);
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// Read the current scroll position
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RMPoint scrollPosition();
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// Pause sound
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void pauseSound(bool bPause);
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};
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/**
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* MPAL message, composed of more ASCIIZ
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*/
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class RMMessage {
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private:
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char *_lpMessage;
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char *_lpPeriods[256];
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int _nPeriods;
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private:
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void parseMessage();
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public:
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RMMessage();
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RMMessage(uint32 dwId);
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virtual ~RMMessage();
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void load(uint32 dwId);
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bool isValid();
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int numPeriods();
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char *period(int num);
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char *operator[](int num);
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};
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} // End of namespace Tony
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#endif /* TONY_H */
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