/* 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. * */ #ifndef BLADERUNNER_KIA_H #define BLADERUNNER_KIA_H #include "common/str.h" #include "graphics/surface.h" namespace Common { struct KeyState; } namespace BladeRunner { class BladeRunnerEngine; class KIALog; class KIAScript; class KIASectionBase; class KIASectionClues; class KIASectionDiagnostic; class KIASectionCrimes; class KIASectionHelp; class KIASectionLoad; class KIASectionSettings; class KIASectionPogo; class KIASectionSave; class KIASectionSuspects; class KIAShapes; class Shape; class UIImagePicker; class VQAPlayer; enum KIASections { kKIASectionNone = 0, kKIASectionCrimes = 1, kKIASectionSuspects = 2, kKIASectionClues = 3, kKIASectionSettings = 4, kKIASectionHelp = 5, kKIASectionSave = 6, kKIASectionLoad = 7, kKIASectionQuit = 8, kKIASectionDiagnostic = 9, kKIASectionPogo = 10 }; class KIA { static const char *kPogo; static const int kPlayerActorDialogueQueueCapacity = 31; struct ActorDialogueQueueEntry { int actorId; int sentenceId; }; BladeRunnerEngine *_vm; int _transitionId; uint32 _playerVqaTimeLast; VQAPlayer *_playerVqaPlayer; uint32 _playerVqaFrame; uint32 _playerVisualizerState; int _playerPhotographId; Shape *_playerPhotograph; int _playerSliceModelId; float _playerSliceModelAngle; Graphics::Surface _playerImage; uint32 _timeLast; ActorDialogueQueueEntry _playerActorDialogueQueue[kPlayerActorDialogueQueueCapacity]; int _playerActorDialogueQueuePosition; int _playerActorDialogueQueueSize; int _playerActorDialogueState; KIASections _currentSectionId; KIASections _lastSectionIdKIA; KIASections _lastSectionIdOptions; KIASectionBase *_currentSection; KIASectionClues *_cluesSection; KIASectionCrimes *_crimesSection; KIASectionDiagnostic *_diagnosticSection; KIASectionHelp *_helpSection; KIASectionLoad *_loadSection; KIASectionSettings *_settingsSection; KIASectionPogo *_pogoSection; KIASectionSave *_saveSection; KIASectionSuspects *_suspectsSection; UIImagePicker *_buttons; VQAPlayer *_mainVqaPlayer; int _pogoPos; public: bool _forceOpen; KIALog *_log; KIAScript *_script; KIAShapes *_shapes; Graphics::Surface _thumbnail; public: KIA(BladeRunnerEngine *vm); ~KIA(); void reset(); void openLastOpened(); void open(KIASections sectionId); bool isOpen() const; void tick(); void resume(); void handleMouseDown(int mouseX, int mouseY, bool mainButton); void handleMouseUp(int mouseX, int mouseY, bool mainButton); void handleMouseScroll(int mouseX, int mouseY, int direction); // Added by ScummVM team void handleKeyUp(const Common::KeyState &kbd); void handleKeyDown(const Common::KeyState &kbd); void playerReset(); void playActorDialogue(int actorId, int sentenceId); void playSliceModel(int sliceModelId); void playPhotograph(int photographId); void playImage(const Graphics::Surface &image); const char *scrambleSuspectsName(const char *name); private: static void mouseDownCallback(int buttonId, void *callbackData); static void mouseUpCallback(int buttonId, void *callbackData); static void loopEnded(void *callbackData, int frame, int loopId); void init(); void unload(); void switchSection(int sectionId); void createButtons(int sectionId); void buttonClicked(int buttonId); const char *getSectionVqaName(int sectionId); int getVqaLoopMain(int sectionId); int getVqaLoopTransition(int transitionId); int getTransitionId(int oldSectionId, int newSectionId); void playTransitionSound(int transitionId); void playPrivateAddon(); void playObjectDescription(); // for restored content mode }; } // End of namespace BladeRunner #endif