/* ScummVM - Scumm Interpreter * Copyright (C) 2002-2003 The ScummVM project * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #ifndef INSANE_H #define INSANE_H #include "base/engine.h" #include "scumm/scumm.h" #include "scumm/nut_renderer.h" #include "scumm/smush/smush_player.h" #include "scumm/smush/chunk.h" #ifdef INSANE namespace Scumm { #define INV_CHAIN 0 #define INV_CHAINSAW 1 #define INV_MACE 2 #define INV_2X4 3 #define INV_WRENCH 4 #define INV_BOOT 5 #define INV_HAND 6 #define INV_DUST 7 #define EN_ROTT1 0 // rottwheeler #define EN_ROTT2 1 // rottwheeler #define EN_ROTT3 2 // rottwheeler #define EN_VULTF1 3 // vulture (redhead female1) #define EN_VULTM1 4 // vulture (male with glasses) #define EN_VULTF2 5 // vulture (redhead female2) #define EN_VULTM2 6 // vulture (initialized as rottwheeler) (male) #define EN_CAVEFISH 7 // Cavefish Maximum Fish #define EN_TORQUE 8 // Father Torque #define EN_BEN 9 // used only with handler class Insane { public: Insane(ScummEngine *scumm); ~Insane(); void setSmushParams(int speed); void runScene(int arraynum); void procPreRendering(void); void procPostRendering(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void procIACT(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, Chunk &b, int32 size, int32 flags); void procSKIP(Chunk &b); void escapeKeyHandler(void); private: ScummEngine *_scumm; SmushPlayer *_player; int32 _speed; bool _insaneIsRunning; int32 _numberArray; int32 _emulTimerId; int32 _emulateInterrupt; byte _errbuf[0x7d0]; int32 _flag1d; int32 _mainTimerId; int32 _objArray1Idx; int32 _objArray1Idx2; int32 _objArray1[101]; int32 _objArray2Idx; int32 _objArray2Idx2; int32 _objArray2[101]; byte _currSceneId; int32 _timer1Flag; int32 _timer3Id; int32 _timer4Id; int32 _timer6Id; int32 _timer7Id; int32 _timerSpriteId; byte _temp2SceneId; byte _tempSceneId; int32 _currEnemy; int32 _currScenePropIdx; int32 _currScenePropSubIdx; char *_currTrsMsg; int16 _sceneData2Loaded; int16 _sceneData1Loaded; int16 _keyboardDisable; bool _needSceneSwitch; int32 _idx2Exceeded; bool _memoryAllocatedNotOK; int32 _lastKey; bool _beenCheated; bool _tiresRustle; int _keybOldDx; int _keybOldDy; int _velocityX; int _velocityY; int _keybX; int _keybY; int32 _firstBattle; bool _weaponBenJustSwitched; bool _kickBenProgress; int32 _battleScene; bool _kickEnemyProgress; bool _weaponEnemyJustSwitched; int32 _enHdlVar[9][9]; int32 _trsFilePtr; // FIXME: we don't need it int32 _smlayer_room; int32 _smlayer_room2; byte *_smush_roadrashRip; // FIXME: combine them in array byte *_smush_roadrsh2Rip; byte *_smush_roadrsh3Rip; byte *_smush_goglpaltRip; byte *_smush_tovista1Flu; byte *_smush_tovista2Flu; byte *_smush_toranchFlu; byte *_smush_minedrivFlu; byte *_smush_minefiteFlu; NutRenderer *_smush_bencutNut; NutRenderer *_smush_bensgoggNut; NutRenderer *_smush_iconsNut; NutRenderer *_smush_icons2Nut; bool _smush_isSanFileSetup; bool _isBenCut; int _smush_smushState; bool _smush_isPauseImuse; int _continueFrame; int _continueFrame1; int _counter1; int _iactSceneId; int _iactSceneId2; int _smush_setupsan17; int32 _smush_setupsan1; int16 _smush_setupsan2; int32 _smush_setupsan4; int16 _smush_numFrames; int16 _smush_frameStep; int16 _smush_curFrame; int16 _smush_frameNum1; int16 _smush_frameNum2; byte _smush_earlyFluContents[0x31a]; int16 _enemyState[9][10]; byte _iactBits[0x80]; int32 _val8d; byte _val10b; int32 _val11d; int32 _val32d; int32 _val50d; int32 _val51d; int32 _val52d; int32 _val53d; int32 _val54d; int32 _val55d; int32 _val56d; int32 _val57d; int16 _val109w; int16 _val110w; int16 _val111w; int16 _val112w; int32 _val113d; int32 _val114d16[16]; int16 _val115w; int16 _val116w; bool _val119_; bool _val120_; bool _val121_; bool _val122_; bool _val123_; bool _val124_; int32 _val128d; int32 _val211d; int32 _val212_; int32 _val213d; int32 _val214d; int32 _val215d; int32 _val216d[12]; struct enemy { int32 handler; int32 initializer; int32 field_8; int32 maxdamage; int32 field_10; int32 weapon; int32 sound; char filename[20]; int32 costume4; int32 costume6; int32 costume5; int16 costumevar; int32 maxframe; int32 field_34; }; struct enemy _enemy[9]; struct fluConf { int sceneId; byte **fluPtr; const char *filenamePtr; int startFrame; int numFrames; }; struct fluConf _fluConf[21]; struct sceneProp { int32 actor; // main actor number, -1 if not applicable int32 sound; int32 trsId; byte r; byte g; byte b; int32 counter; int32 maxCounter; int32 index; }; struct sceneProp _sceneProp[139]; struct act { int32 actor; byte state; int32 room; int32 animTilt; int32 tilt; int32 frame; }; struct actor { int32 damage; int32 maxdamage; int32 field_8; int32 frame; int32 tilt; int32 cursorX; int32 speed; int32 x; int32 y; int32 y1; int32 x1; int32 weaponClass; int32 animWeaponClass; int32 field_34; int32 field_38; bool lost; bool kicking; bool field_44; int32 field_48; bool defunct; int32 scenePropSubIdx; int32 field_54; int32 runningSound; int32 weapon; bool inventory[8]; int32 probability; int32 enemyHandler; struct act act[4]; }; struct actor _actor[2]; void initvars(void); void readFileToMem(const char *name, byte **buf); void startVideo(const char *filename, int num, int argC, int frameRate, int doMainLoop, byte *fluPtr = 0, int32 numFrames = 0); void smush_proc39(void); void smush_proc40(void); void smush_proc41(void); void smush_warpMouse(int x, int y, int buttons); void putActors(void); void readState(void); void setTrsFile(int file); // FIXME: we don't need it void resetTrsFilePtr(void); // FIXME: we don't need it int initScene(int sceneId); void stopSceneSounds(int sceneId); void shutCurrentScene(void); int loadSceneData(int scene, int flag, int phase); void setSceneCostumes(int sceneId); void setupValues(void); void setEnemyCostumes (void); void smlayer_stopSound (int idx); int smlayer_loadSound(int id, int flag, int phase); int smlayer_loadCostume(int id, int phase); void smlayer_setActorCostume(int actornum, int act, int costume); void smlayer_putActor(int actornum, int act, int x, int y, byte room); void smlayer_setActorLayer(int actornum, int act, int layer); void smlayer_setFluPalette(byte *pal, int shut_flag); int32 readArray (int field, int number); void setWordInString(int field, int number, int value); int smlayer_mainLoop(void); void mainLoop(void); bool idx1Compare(void); bool idx2Compare(void); int32 idx1Tweak(void); int32 idx2Tweak(void); void smush_setToFinish(void); void postCase11(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCase0(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCase17(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCase16(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCase1(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCase2(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCase20(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCase3(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCase5(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCase6(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCase8(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCase9(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCase10(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCase12(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCase23(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCase14(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCaseAll(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void postCaseMore(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, int32 curFrame, int32 maxFrame); void switchSceneIfNeeded(void); int smush_changeState(int state); void init_actStruct(int actornum, int actnum, int32 actorval, byte state, int32 room, int32 animtilt, int32 tilt, int32 frame); void init_enemyStruct(int n, int32 handler, int32 initializer, int32 field_8, int32 maxdamage, int32 field_10, int32 field_14, int32 sound, const char *filename, int32 costume4, int32 costume6, int32 costume5, int16 field_2C, int32 field_30, int32 field_34); int32 enemyHandler(int n, int32, int32, int32); int32 enemyInitializer(int n, int32, int32, int32); int32 enemy0handler(int32, int32, int32); int32 enemy0initializer(int32, int32, int32); int32 enemy1handler(int32, int32, int32); int32 enemy1initializer(int32, int32, int32); int32 enemy2handler(int32, int32, int32); int32 enemy2initializer(int32, int32, int32); int32 enemy3handler(int32, int32, int32); int32 enemy3initializer(int32, int32, int32); int32 enemy4handler(int32, int32, int32); int32 enemy4initializer(int32, int32, int32); int32 enemy5handler(int32, int32, int32); int32 enemy5initializer(int32, int32, int32); int32 enemy6handler(int32, int32, int32); int32 enemy6initializer(int32, int32, int32); int32 enemy7handler(int32, int32, int32); int32 enemy7initializer(int32, int32, int32); int32 enemy8handler(int32, int32, int32); int32 enemy8initializer(int32, int32, int32); int32 enemyBenHandler(int32, int32, int32); void IMUSE_shutVolume(void); void IMUSE_restoreVolume(void); bool smlayer_isSoundRunning(int32 sound); bool smlayer_startSound1(int32 sound); bool smlayer_startSound2(int32 sound); void smlayer_soundSetPan(int32 sound, int32 pan); void smlayer_soundSetPriority(int32 sound, int32 priority); void smlayer_drawSomething(byte *renderBitmap, int32 codecparam, int32 arg_8, int32 arg_C, int32 arg_10, NutRenderer *nutfileptr, int32 arg_18, int32 arg_1C, int32 arg_20); void smlayer_overrideDrawActorAt(byte *, byte, byte); void queueSceneSwitch(int32 sceneId, byte *fluPtr, const char *filename, int32 arg_C, int32 arg_10, int32 startFrame, int32 numFrames); void turnBen(bool battle); void smush_rewindCurrentSan(int arg_0, int arg_4, int arg_8); void smlayer_showStatusMsg(int32 arg_0, byte *renderBitmap, int32 codecparam, int32 x, int32 y, int32 arg_14, int32 arg_18, int32 arg_1C, const char *formatString, char *str); void init_fluConfStruct(int n, int sceneId, byte **fluPtr, const char *filenamePtr, int startFrame, int numFrames); int32 processBenOnRoad(bool flag); void mineChooseRoad(int32 arg_0); void actor02Reaction(int32 buttons); void actor00Reaction(int32 buttons); void actor01Reaction(int32 buttons); void actor03Reaction(int32 buttons); void turnEnemy(bool battle); int32 actionBen(void); void chooseBenWeaponAnim(int buttons); void setBenAnimation(int32 actornum, int anim); int calcTilt(int speed); bool smush_eitherNotStartNewFrame(void); void smlayer_setActorFacing(int actornum, int actnum, int frame, int direction); int32 weaponMaxRange(int32 actornum); int32 weaponMinRange(int32 actornum); void switchBenWeapon(void); void prepareScenePropScene(int32 scenePropNum, bool arg_4, bool arg_8); int32 calcBenDamage(bool arg_0, bool arg_4); int32 weaponDamage(int32 actornum); void proc47(int32 actornum, int32 val); bool weaponBenIsEffective(void); bool actor1StateFlags(int state); bool actor0StateFlags1(int state); bool actor0StateFlags2(int state); bool loadScenePropSounds(int32 scenePropNum); void init_scenePropStruct(int32 n, int32 n1, int32 actornum, int32 sound, int32 trsId, byte r, byte g, byte b, int32 counter, int32 maxCounter, int32 index); int32 setBenState(void); bool smlayer_actorNeedRedraw(int actornum, int actnum); void reinitActors(void); void smush_setPaletteValue(int where, int r, int g, int b); char *handleTrsTag(int32 trsFilePtr, int32 trsId); void ouchSoundBen(void); void smush_setupSanWithFlu(const char *filename, int32 setupsan2, int32 step1, int32 step2, int32 setupsan1, byte *fluPtr, int32 numFrames); void smush_setupSanFromStart(const char *filename, int32 setupsan2, int32 step1, int32 step2, int32 setupsan1); void smush_setFrameSteps(int32 step1, int32 step2); void smush_setupSanFile(const char *filename, int32 offset); int32 getLastKey(bool arg_0); void drawSpeedyActor(int32 arg_0); void actor11Reaction(int32 buttons); void actor12Reaction(int32 buttons); void actor13Reaction(int32 buttons); void actor10Reaction(int32 buttons); int32 actionEnemy(void); int32 processKeyboard(void); int32 processMouse(void); void setEnemyAnimation(int32 actornum, int anim); void chooseEnemyWeaponAnim(int32 buttons); void switchEnemyWeapon(void); void setEnemyState(void); int32 calcEnemyDamage(bool arg_0, bool arg_4); void ouchSoundEnemy(void); bool weaponEnemyIsEffective(void); void iactScene1(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, Chunk &b, int32 size, int32 flags); void iactScene3(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, Chunk &b, int32 size, int32 flags); void iactScene4(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, Chunk &b, int32 size, int32 flags); void iactScene6(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, Chunk &b, int32 size, int32 flags); void iactScene17(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, Chunk &b, int32 size, int32 flags); void iactScene21(byte *renderBitmap, int32 codecparam, int32 setupsan12, int32 setupsan13, Chunk &b, int32 size, int32 flags); bool isBitSet(int n); void setBit(int n); void clearBit(int n); void proc62(void); void proc63(void); void proc64(int32); }; } // End of namespace Insane #endif // INSANE #endif