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+/* ScummVM - Scumm Interpreter
+ * Copyright (C) 2003-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#ifndef QUEENLOGIC_H
+#define QUEENLOGIC_H
+
+#include "common/str.h"
+#include "common/util.h"
+#include "queen/structs.h"
+
+namespace Queen {
+
+enum RoomDisplayMode {
+ RDM_FADE_NOJOE = 0, // fade in, hide Joe
+ RDM_FADE_JOE = 1, // fade in, display Joe
+ RDM_NOFADE_JOE = 2, // screen does not dissolve into view
+ RDM_FADE_JOE_XY = 3 // display Joe at the current X, Y coords
+};
+
+enum JoeWalkMode {
+ JWM_NORMAL = 0,
+ JWM_MOVE = 1,
+ JWM_EXECUTE = 2,
+ JWM_SPEAK = 3
+};
+
+class Credits;
+class Journal;
+class LineReader;
+class QueenEngine;
+
+class Logic {
+
+public:
+ Logic(QueenEngine *vm);
+ virtual ~Logic();
+
+ uint16 currentRoom() const { return _currentRoom; }
+ void currentRoom(uint16 room) {
+ assert(room >= 1 && room <= _numRooms);
+ _currentRoom = room;
+ }
+
+ uint16 oldRoom() const { return _oldRoom; }
+ void oldRoom(uint16 room) {
+ assert(room <= _numRooms);
+ _oldRoom = room;
+ }
+
+ uint16 newRoom() const { return _newRoom; }
+ void newRoom(uint16 room) {
+ assert(room <= _numRooms);
+ _newRoom = room;
+ }
+
+ ObjectData *objectData(int index) const;
+ uint16 roomData(int room) const { return _roomData[room]; }
+ GraphicData *graphicData(int index) const { return &_graphicData[index]; }
+ ItemData *itemData(int index) const { return &_itemData[index]; }
+ uint16 itemDataCount() const { return _numItems; }
+
+ uint16 findBob(uint16 obj) const;
+ uint16 findFrame(uint16 obj) const;
+ uint16 objectForPerson(uint16 bobnum) const;
+ WalkOffData *walkOffPointForObject(int16 obj) const;
+
+ uint16 walkOffCount() const { return _numWalkOffs; }
+ WalkOffData *walkOffData(int index) const { return &_walkOffData[index]; }
+ uint16 currentRoomData() const { return _roomData[_currentRoom]; }
+ GraphicAnim *graphicAnim(int index) const { return &_graphicAnim[index]; }
+ uint16 graphicAnimCount() const { return _numGraphicAnim; }
+ ObjectDescription *objectDescription(uint16 objNum) const { return &_objectDescription[objNum]; }
+ uint16 objectDescriptionCount() const { return _numObjDesc; }
+ uint16 currentRoomSfx() const { return _sfxName[_currentRoom]; }
+
+ uint16 joeFacing() const { return _joe.facing; }
+ uint16 joeX() const { return _joe.x; }
+ uint16 joeY() const { return _joe.y; }
+ JoeWalkMode joeWalk() const { return _joe.walk; }
+ uint16 joeScale() const { return _joe.scale; }
+ uint16 joeCutFacing() const { return _joe.cutFacing; }
+ uint16 joePrevFacing() const { return _joe.prevFacing; }
+
+ void joeFacing(uint16 dir) { _joe.facing = dir; }
+ void joePos(uint16 x, uint16 y) { _joe.x = x; _joe.y = y; }
+ void joeWalk(JoeWalkMode walking);
+ void joeScale(uint16 scale) { _joe.scale = scale; }
+ void joeCutFacing(uint16 dir) { _joe.cutFacing = dir; }
+ void joePrevFacing(uint16 dir) { _joe.prevFacing = dir; }
+
+ int16 gameState(int index) const;
+ void gameState(int index, int16 newValue);
+
+ TalkSelected *talkSelected(int index) { return &_talkSelected[index]; }
+
+ const char *roomName(uint16 roomNum) const;
+ const char *objectName(uint16 objNum) const;
+ const char *objectTextualDescription(uint16 objNum) const;
+ const char *joeResponse(int i) const;
+ const char *verbName(Verb v) const;
+
+ void eraseRoom();
+ void setupRoom(const char *room, int comPanel, bool inCutaway);
+ void displayRoom(uint16 room, RoomDisplayMode mode, uint16 joeScale, int comPanel, bool inCutaway);
+
+ int16 entryObj() const { return _entryObj; }
+ void entryObj(int16 obj) { _entryObj = obj; }
+
+ ActorData *findActor(uint16 noun, const char *name = NULL) const;
+ bool initPerson(uint16 noun, const char *actorName, bool loadBank, Person *pp);
+ uint16 findPersonNumber(uint16 obj, uint16 room) const;
+
+ //! load banks used for Joe animation
+ void loadJoeBanks(const char *animBank, const char *standBank);
+
+ //! load the various bobs needed to animate Joe
+ void setupJoe();
+
+ //! setup Joe at the right place when entering a room
+ void setupJoeInRoom(bool autoPosition, uint16 scale);
+
+ uint16 joeFace();
+ void joeGrab(int16 grabState);
+
+ //! change Joe clothes to dress
+ void joeUseDress(bool showCut);
+
+ //! restore Joe clothes
+ void joeUseClothes(bool showCut);
+
+ //! change Joe clothes to underwear
+ void joeUseUnderwear();
+
+ void makeJoeSpeak(uint16 descNum, bool objectType = false);
+ void makePersonSpeak(const char *sentence, Person *person, const char *voiceFilePrefix);
+
+ //! start the specified dialogue
+ void startDialogue(const char *dlgFile, int personInRoom, char *cutaway);
+
+ //! play the specified cutaway
+ void playCutaway(const char *cutFile, char *next = NULL);
+
+ //! initialize the inventory
+ void inventorySetup();
+
+ //! get the inventory item for the specified inventory slot
+ uint16 findInventoryItem(int invSlot) const;
+
+ //! refresh inventory contents
+ void inventoryRefresh();
+ int16 previousInventoryItem(int16 first) const;
+ int16 nextInventoryItem(int16 first) const;
+ void removeDuplicateItems();
+ uint16 numItemsInventory() const;
+ void inventoryInsertItem(uint16 itemNum, bool refresh = true);
+ void inventoryDeleteItem(uint16 itemNum, bool refresh = true);
+ void inventoryScroll(uint16 count, bool up);
+ void removeHotelItemsFromInventory();
+
+ //! copy data from dummy object to object
+ void objectCopy(int dummyObjectIndex, int objectIndex);
+
+ //! handle a particular event when Joe walks on this area
+ void handleSpecialArea(Direction facing, uint16 areaNum, uint16 walkDataNum);
+
+ //! handle the pinnacle room (== room chooser in the jungle)
+ void handlePinnacleRoom();
+
+ void update();
+
+ void saveState(byte *&ptr);
+ void loadState(uint32 ver, byte *&ptr);
+
+ //! called after a save state has been loaded
+ void setupRestoredGame();
+
+ //! ugly hack from original code
+ void sceneReset() { _scene = 0; }
+
+ //! make a scene
+ void sceneStart();
+
+ //! stop making a scene
+ void sceneStop();
+
+ void changeRoom();
+
+ //! enter the Journal (save/load, configuration)
+ virtual void useJournal() = 0;
+
+ //! execute a special move
+ void executeSpecialMove(uint16 sm);
+
+ void startCredits(const char *filename);
+ void stopCredits();
+
+ void start();
+
+ enum {
+ JOE_RESPONSE_MAX = 40,
+ DEFAULT_TALK_SPEED = 7 * 3,
+ GAME_STATE_COUNT = 211,
+ TALK_SELECTED_COUNT = 86
+ };
+
+protected:
+
+ void initialise();
+
+ void asmMakeJoeUseDress();
+ void asmMakeJoeUseNormalClothes();
+ void asmMakeJoeUseUnderwear();
+ void asmSwitchToDressPalette();
+ void asmSwitchToNormalPalette();
+ void asmStartCarAnimation();
+ void asmStopCarAnimation();
+ void asmStartFightAnimation();
+ void asmWaitForFrankPosition();
+ void asmMakeFrankGrowing();
+ void asmMakeRobotGrowing();
+ void asmShrinkRobot();
+ void asmEndGame();
+ void asmPutCameraOnDino();
+ void asmPutCameraOnJoe();
+ void asmAltIntroPanRight();
+ void asmAltIntroPanLeft();
+ void asmSetAzuraInLove();
+ void asmPanRightFromJoe();
+ void asmSetLightsOff();
+ void asmSetLightsOn();
+ void asmSetManequinAreaOn();
+ void asmPanToJoe();
+ void asmTurnGuardOn();
+ void asmPanLeft320To144();
+ void asmSmooch();
+ void asmMakeLightningHitPlane();
+ void asmScaleBlimp();
+ void asmScaleEnding();
+ void asmWaitForCarPosition();
+ void asmShakeScreen();
+ void asmAttemptPuzzle();
+ void asmScaleTitle();
+ void asmPanRightToHugh();
+ void asmMakeWhiteFlash();
+ void asmPanRightToJoeAndRita();
+ void asmPanLeftToBomb();
+ void asmEndDemo();
+ void asmInterviewIntro();
+ void asmEndInterview();
+
+ virtual bool preChangeRoom() = 0;
+ virtual bool handleSpecialMove(uint16 sm) = 0;
+
+
+ uint16 _currentRoom;
+ uint16 _oldRoom;
+ uint16 _newRoom;
+
+ //! total number of room in game
+ uint16 _numRooms;
+
+ //! first object number in room
+ uint16 *_roomData;
+
+ //! background music to play in room
+ uint16 *_sfxName;
+
+ //! bounding box of object
+ Box *_objectBox;
+
+ //! inventory items
+ ItemData *_itemData;
+ uint16 _numItems;
+
+ GraphicData *_graphicData;
+ uint16 _numGraphics;
+
+ ObjectData *_objectData;
+ uint16 _numObjects;
+
+ ObjectDescription *_objectDescription;
+ uint16 _numObjDesc;
+
+ ActorData *_actorData;
+ uint16 _numActors;
+
+ //! walk off point for an object
+ WalkOffData *_walkOffData;
+ uint16 _numWalkOffs;
+
+ FurnitureData *_furnitureData;
+ uint16 _numFurniture;
+
+ GraphicAnim *_graphicAnim;
+ uint16 _numGraphicAnim;
+
+ //! actor initial position in room is _walkOffData[_entryObj]
+ int16 _entryObj;
+
+ //! object description (Look At)
+ Common::StringList _objDescription;
+ uint16 _numDescriptions;
+
+ Common::StringList _objName;
+ uint16 _numNames;
+
+ //! room name, prefix for data files (PCX, LUM...)
+ Common::StringList _roomName;
+
+ Common::StringList _verbName;
+
+ Common::StringList _joeResponse;
+
+ //! actor animation strings
+ Common::StringList _aAnim;
+ uint16 _numAAnim;
+
+ //! actor names
+ Common::StringList _aName;
+ uint16 _numAName;
+
+ //! actor filenames
+ Common::StringList _aFile;
+ uint16 _numAFile;
+
+ struct {
+ uint16 x, y;
+ uint16 facing, cutFacing, prevFacing;
+ JoeWalkMode walk;
+ uint16 scale;
+ } _joe;
+
+ int16 _gameState[GAME_STATE_COUNT];
+
+ TalkSelected _talkSelected[TALK_SELECTED_COUNT];
+
+ //! inventory items
+ int16 _inventoryItem[4];
+
+ //! puzzle counter for room T7
+ uint8 _puzzleAttemptCount;
+
+ //! cutscene counter
+ int _scene;
+
+ Credits *_credits;
+ Journal *_journal;
+
+ QueenEngine *_vm;
+};
+
+class LogicDemo : public Logic {
+public:
+
+ LogicDemo(QueenEngine *vm) : Logic(vm) {}
+ void useJournal();
+
+protected:
+
+ bool preChangeRoom();
+ bool handleSpecialMove(uint16 sm);
+};
+
+class LogicInterview : public Logic {
+public:
+
+ LogicInterview(QueenEngine *vm) : Logic(vm) {}
+ void useJournal();
+
+protected:
+
+ bool preChangeRoom();
+ bool handleSpecialMove(uint16 sm);
+};
+
+class LogicGame : public Logic {
+public:
+
+ LogicGame(QueenEngine *vm) : Logic(vm) {}
+ void useJournal();
+
+protected:
+
+ bool preChangeRoom();
+ bool handleSpecialMove(uint16 sm);
+};
+
+
+} // End of namespace Queen
+
+#endif