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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This code is based on original Tony Tough source code
*
* Copyright (c) 1997-2003 Nayma Software
*/
#ifndef TONY_LOC_H
#define TONY_LOC_H
#include "common/scummsys.h"
#include "common/system.h"
#include "common/file.h"
#include "tony/mpal/stubs.h"
#include "tony/sound.h"
#include "tony/utils.h"
namespace Tony {
/****************************************************************************\
* Various defines
\****************************************************************************/
/**
* Valid colour modes
*/
typedef enum {
CM_256,
CM_65K
} RMColorMode;
/****************************************************************************\
* Class declarations
\****************************************************************************/
/**
* Generic palette
*/
class RMPalette {
public:
byte m_data[1024];
public:
friend RMDataStream &operator>>(RMDataStream &ds, RMPalette &pal);
};
/**
* Sound effect of an object
*/
class RMSfx {
public:
RMString m_name;
FPSFX *m_fx;
bool m_bPlayingLoop;
public:
RMSfx();
virtual ~RMSfx();
friend RMDataStream& operator>>(RMDataStream &ds, RMSfx &sfx);
void Play(bool bLoop = false);
void SetVolume(int vol);
void Pause(bool bPause);
void Stop(void);
void ReadFromStream(RMDataStream& ds, bool bLOX = false);
};
/**
* Object pattern
*/
class RMPattern {
public:
// Type of slot
enum RMSlotType {
DUMMY1 = 0,
DUMMY2,
SPRITE,
SOUND,
COMMAND,
SPECIAL
};
// Class slot
class RMSlot {
private:
RMPoint m_pos; // Child co-ordinates
public:
RMSlotType m_type;
int m_data;
byte m_flag;
public:
friend RMDataStream& operator>>(RMDataStream& ds, RMSlot& slot);
RMPoint Pos() { return m_pos; }
void ReadFromStream(RMDataStream& ds, bool bLOX = false);
};
public:
RMString m_name;
private:
int m_speed;
RMPoint m_pos; // Coordinate babbo
RMPoint m_curPos; // Coordinate babbo+figlio
int m_bLoop;
int m_nSlots;
int m_nCurSlot;
int m_nCurSprite;
RMSlot *m_slots;
uint32 m_nStartTime;
public:
RMPattern();
virtual ~RMPattern();
friend RMDataStream& operator>>(RMDataStream& ds, RMPattern& pat);
// A warning that the pattern now and the current
int Init(RMSfx* sfx, bool bPlayP0=false, byte* bFlag=NULL);
// Update the pattern, checking to see if it's time to change slot and executing
// any associated commands
int Update(uint32 hEndPattern, byte &bFlag, RMSfx *sfx);
// Stop a sound effect
void StopSfx(RMSfx *sfx);
// Reads the position of the pattern
RMPoint Pos() { return m_curPos; }
void ReadFromStream(RMDataStream& ds, bool bLOX = false);
private:
void UpdateCoord(void);
};
/**
* Sprite (frame) animation of an item
*/
class RMSprite : public RMGfxTask {
public:
RMString m_name;
RMRect m_rcBox;
protected:
RMGfxSourceBuffer* m_buf;
public:
RMSprite();
virtual ~RMSprite();
void Init(RMGfxSourceBuffer* buf);
friend RMDataStream& operator>>(RMDataStream& ds, RMSprite& sprite);
virtual void Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
void SetPalette(byte *lpBuf);
void GetSizeFromStream(RMDataStream& ds, int* dimx, int* dimy);
void LOXGetSizeFromStream(RMDataStream& ds, int* dimx, int* dimy);
void ReadFromStream(RMDataStream& ds, bool bLOX = false);
};
/**
* Data on an item
*/
class RMItem : public RMGfxTask {
public:
RMString m_name;
protected:
int m_z;
RMPoint m_pos; // Coordinate nonno
RMColorMode m_cm;
RMPoint m_curScroll;
byte m_FX;
byte m_FXparm;
virtual int GetCurPattern() { return m_nCurPattern; }
private:
int m_nCurPattern;
int m_mpalCode;
RMPoint m_hot;
RMRect m_rcBox;
int m_nSprites,m_nSfx,m_nPatterns;
byte m_bPal;
RMPalette m_pal;
RMSprite *m_sprites;
RMSfx *m_sfx;
RMPattern *m_patterns;
byte m_bCurFlag;
int m_nCurSprite;
bool m_bIsActive;
uint32 m_hEndPattern;
bool m_bInitCurPattern;
public:
RMPoint CalculatePos(void);
public:
RMItem();
virtual ~RMItem();
friend RMDataStream& operator>>(RMDataStream &ds, RMItem &item);
// Processa l'oggetto per fare andare avanti eventuale animazioni. Ritorna TRUE se dovr�
// essere ridisegnato il prossimo frame
bool DoFrame(RMGfxTargetBuffer *bigBuf, bool bAddToList = true);
// Setta la posizione corrente di scrolling
void SetScrollPosition(const RMPoint &scroll);
// Overloading della funzione per la rimozione da ot list
virtual void RemoveThis(CORO_PARAM, bool &result);
// Overloading del draw
virtual void Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
// Overloading della priorit�: � la Z
virtual int Priority() { return m_z; }
// Numero di pattern
int NumPattern() { return m_nPatterns; }
// Setta un nuovo pattern di animazione, cambiando bruscamente da quello corrente
virtual void SetPattern(int nPattern, bool bPlayP0 = false);
// Setta un nuovo status.
void SetStatus(int nStatus);
bool IsIn(const RMPoint &pt, int *size = NULL);
RMPoint Hotspot() { return m_hot; }
bool GetName(RMString &name);
int MpalCode() { return m_mpalCode; }
// Scarica l'item
void Unload(void);
// Aspetta la fine del pattern in play
void WaitForEndPattern(CORO_PARAM, uint32 hCustomSkip = CORO_INVALID_PID_VALUE);
// Setta un nuovo hotspot per l'oggetto
void ChangeHotspot(const RMPoint &pt);
void SetInitCurPattern(bool status) { m_bInitCurPattern=status; }
void PlaySfx(int nSfx);
void ReadFromStream(RMDataStream& ds, bool bLOX=false);
void PauseSound(bool bPause);
protected:
// Crea una primitiva che ha come task l'item stesso
virtual RMGfxPrimitive *NewItemPrimitive();
// Alloca la memoria per gli sprites
virtual RMGfxSourceBuffer* NewItemSpriteBuffer(int dimx, int dimy, bool bPreRLE);
};
#define MAXBOXES 50 // Non si puo' cambiare, comanda cosi' il boxed
#define MAXHOTSPOT 20 // Idem
class RMBox {
public:
struct T_HOTSPOT {
int hotx, hoty; // coordinate HotSpot
int destination; // destinazione HotSpot
};
public:
int left,top,right,bottom; // Vertici BoundingBox
int adj[MAXBOXES]; // Lista di adjacenza
int numhotspot; // Numero HotSpot
uint8 Zvalue; // Zvalue per quel BoundingBox
T_HOTSPOT hotspot[MAXHOTSPOT]; // Lista degli HotSpot
bool attivo;
bool bReversed;
private:
void ReadFromStream(RMDataStream &ds);
public:
friend RMDataStream &operator>>(RMDataStream &ds, RMBox &box);
};
class RMBoxLoc {
public:
int numbbox;
RMBox *boxes;
private:
void ReadFromStream(RMDataStream& ds);
public:
RMBoxLoc();
virtual ~RMBoxLoc();
friend RMDataStream& operator >>(RMDataStream &ds, RMBoxLoc &bl);
void RecalcAllAdj(void);
};
#define GAME_BOXES_SIZE 200
class RMGameBoxes {
protected:
RMBoxLoc *m_allBoxes[GAME_BOXES_SIZE];
int m_nLocBoxes;
public:
RMGameBoxes();
~RMGameBoxes();
void Init(void);
void Close(void);
// Prende i box di una locazione
RMBoxLoc *GetBoxes(int nLoc);
// Calcola in quale box si trova il punto
int WhichBox(int nLoc, const RMPoint &pt);
// Controlla che il punto sia dentro un certo box
bool IsInBox(int nLoc, int nBox, const RMPoint &pt);
// Cambia lo stato di un box
void ChangeBoxStatus(int nLoc, int nBox, int status);
// Salvataggi
int GetSaveStateSize(void);
void SaveState(byte *buf);
void LoadState(byte *buf);
};
class RMCharacter : protected RMItem {
public:
enum PATTERNS {
PAT_STANDUP = 1,
PAT_STANDDOWN,
PAT_STANDLEFT,
PAT_STANDRIGHT,
PAT_WALKUP,
PAT_WALKDOWN,
PAT_WALKLEFT,
PAT_WALKRIGHT
};
private:
enum STATUS {
STAND,
WALK
};
signed short walkcount;
int dx, dy, olddx, olddy;
float fx, fy, slope;
RMPoint linestart, lineend, pathend;
signed char walkspeed, walkstatus;
char minpath;
short nextbox;
short path[MAXBOXES];
short pathlenght, pathcount;
int curbox;
STATUS status;
int curSpeed;
bool bEndOfPath;
uint32 hEndOfPath;
OSystem::MutexRef csMove;
int curLocation;
bool bRemoveFromOT;
bool bMovingWithoutMinpath;
RMGameBoxes *theBoxes;
RMPoint m_fixedScroll;
private:
int InWhichBox(const RMPoint &pt);
short FindPath(short source, short destination);
RMPoint Searching(char UP, char DOWN, char RIGHT, char LEFT, RMPoint punto);
RMPoint NearestPoint(const RMPoint &punto);
void GoTo(CORO_PARAM, RMPoint destcoord, bool bReversed=false);
short ScanLine(const RMPoint &punto);
RMPoint InvScanLine(const RMPoint &punto);
RMPoint NearestHotSpot(int sourcebox, int destbox);
void NewBoxEntered(int nBox);
protected:
bool bMoving;
bool bDrawNow;
bool bNeedToStop;
// virtual RMGfxPrimitive* NewItemPrimitive();
public:
RMCharacter();
virtual ~RMCharacter();
void LinkToBoxes(RMGameBoxes* theBoxes);
virtual void RemoveThis(CORO_PARAM, bool &result);
// Aggiorna la posizione del personaggio
void DoFrame(CORO_PARAM, RMGfxTargetBuffer *bigBuf, int loc);
// Overloading del Draw
virtual void Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
// TRUE se si � appena fermato
bool EndOfPath() { return bEndOfPath; }
// Cambia il pattern del personaggio per fermarlo
virtual void Stop(CORO_PARAM);
// Controlla se il personaggio si sta muovendo
bool IsMoving() { return bMoving; }
// Muove il personaggio a una certa posizione
void Move(CORO_PARAM, RMPoint pt, bool *result = NULL);
// Posiziona il personaggio a una certa posizione SENZA farlo muovere
void SetPosition(const RMPoint &pt, int newloc = -1);
// Aspetta la fine del movimento
void WaitForEndMovement(CORO_PARAM);
void SetFixedScroll(const RMPoint &fix) { m_fixedScroll = fix; }
void SetSpeed(int speed) { curSpeed = speed; }
};
class RMWipe : public RMGfxTask {
private:
bool m_bFading;
bool m_bEndFade;
bool m_bUnregister;
uint32 m_hUnregistered;
int m_nFadeStep;
uint32 m_hEndOfFade;
bool m_bMustRegister;
RMItem m_wip0r;
public:
RMWipe();
virtual ~RMWipe();
void DoFrame(RMGfxTargetBuffer& bigBuf);
virtual void Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
void InitFade(int type);
void CloseFade(void);
void WaitForFadeEnd(CORO_PARAM);
virtual void Unregister(void);
virtual void RemoveThis(CORO_PARAM, bool &result);
virtual int Priority(void);
};
/**
* Location
*/
class RMLocation : public RMGfxTaskSetPrior {
public:
RMString m_name; // Nome
private:
RMColorMode m_cmode; // Color mode
RMGfxSourceBuffer* m_buf; // Immagine della locazione
int m_nItems; // Numero oggetti
RMItem* m_items; // Oggetti
RMPoint m_curScroll; // Posizione corrente di scroll
RMPoint m_fixedScroll;
public:
// @@@@@@@@@@@@@@@@@@@@@@@
RMPoint TEMPTonyStart;
RMPoint TEMPGetTonyStart() { return TEMPTonyStart; }
int TEMPNumLoc;
int TEMPGetNumLoc() { return TEMPNumLoc; }
public:
RMLocation();
virtual ~RMLocation();
// Caricamento da disco
bool Load(const char *lpszFileName);
bool Load(Common::File &file);
bool Load(const byte *buf);
bool Load(RMDataStream &ds);
bool LoadLOX(RMDataStream &ds);
// Scaricamento
void Unload(void);
// Overloading del Draw
virtual void Draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
// Prepara un frame disegnando la locazione e tutti i suoi item
void DoFrame(RMGfxTargetBuffer *bigBuf);
// Si fa dare il numero dell'item
RMItem *WhichItemIsIn(const RMPoint &pt);
// Si fa dare un elemento dal suo codice MPAL
RMItem* GetItemFromCode(uint32 dwCode);
// Setta la posizione corrente di scrolling
void SetScrollPosition(const RMPoint &scroll);
// Setta un offset aggiuntivo di scrolling da aggiungere sempre
void SetFixedScroll(const RMPoint &scroll);
// Aggiorna le coordinate di scrolling in modo da visualizzare sempre il punto fornito
void UpdateScrolling(const RMPoint &ptShowThis);
// Legge la posizione di scrolling corrente
RMPoint ScrollPosition() { return m_curScroll; }
// Pausa sonoro
void PauseSound(bool bPause);
};
/**
* MPAL message, composed of more ASCIIZ
*/
class RMMessage {
private:
char *lpMessage;
char *lpPeriods[256];
int nPeriods;
private:
void ParseMessage(void);
public:
RMMessage();
RMMessage(uint32 dwId);
virtual ~RMMessage();
void Load(uint32 dwId);
bool IsValid() { return lpMessage != NULL; }
int NumPeriods() { return nPeriods; }
char *Period(int num) { return lpPeriods[num]; }
char *operator[](int num) { return lpPeriods[num]; }
};
} // End of namespace Tony
#endif /* TONY_H */
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