/* 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 ILLUSIONS_BBDOU_BBDOU_SPECIALCODE_H #define ILLUSIONS_BBDOU_BBDOU_SPECIALCODE_H #include "illusions/specialcode.h" #include "illusions/thread.h" #include "common/hashmap.h" namespace Illusions { class IllusionsEngine_BBDOU; class BbdouBubble; class BbdouCredits; class BbdouCursor; class BbdouFoodCtl; class BbdouInventory; struct CursorData; struct VerbState; typedef Common::Functor1 SpecialCodeFunction; class BbdouSpecialCode; struct Struct10 { uint32 _verbId; uint32 _sequenceId1; uint32 _sequenceId2; uint32 _sequenceId3; }; class CauseThread_BBDOU : public Thread { public: CauseThread_BBDOU(IllusionsEngine_BBDOU *vm, uint32 threadId, uint32 callingThreadId, BbdouSpecialCode *bbdou, uint32 cursorObjectId, uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId); virtual void onNotify(); virtual void onTerminated(); public: BbdouSpecialCode *_bbdou; uint32 _cursorObjectId; uint32 _sceneId; uint32 _verbId; uint32 _objectId2; uint32 _objectId; }; struct RadarMicrophoneZone { int16 _x; uint32 _threadId; }; class RadarMicrophoneThread : public Thread { public: RadarMicrophoneThread(IllusionsEngine_BBDOU *vm, uint32 threadId, uint32 callingThreadId, uint32 cursorObjectId); virtual int onUpdate(); void addZone(uint32 threadId); void initZones(); public: uint32 _cursorObjectId; uint _zonesCount; uint _currZoneIndex; RadarMicrophoneZone _zones[8]; }; struct ShooterStatus { int gridX; bool flag; }; struct ObjectInteractMode { uint32 _objectId; int _interactMode; ObjectInteractMode() : _objectId(0), _interactMode(0) {} }; class ObjectInteractModeMap { public: ObjectInteractModeMap(); void setObjectInteractMode(uint32 objectId, int value); int getObjectInteractMode(uint32 objectId); protected: ObjectInteractMode _objectVerbs[512]; }; class BbdouSpecialCode : public SpecialCode { public: BbdouSpecialCode(IllusionsEngine_BBDOU *vm); virtual ~BbdouSpecialCode(); virtual void init(); virtual void run(uint32 specialCodeId, OpCall &opCall); virtual void resetBeforeResumeSavegame(); public: typedef Common::HashMap Map; typedef Map::iterator MapIterator; IllusionsEngine_BBDOU *_vm; Map _map; BbdouCursor *_cursor; BbdouBubble *_bubble; BbdouInventory *_inventory; BbdouCredits *_credits; // Salad uint _saladCount; uint32 _saladObjectIds[12]; // Shooter ShooterStatus _shooterStatus[2]; uint _shooterObjectIdIndex; BbdouFoodCtl *_foodCtl; ObjectInteractModeMap _objectInteractModeMap; // Special code interface functions void spcInitCursor(OpCall &opCall); void spcEnableCursor(OpCall &opCall); void spcDisableCursor(OpCall &opCall); void spcAddCursorSequence(OpCall &opCall); void spcCursorStartHoldingObjectId(OpCall &opCall); void spcCursorStopHoldingObjectId(OpCall &opCall); void spcSetCursorState(OpCall &opCall); void spcInitBubble(OpCall &opCall); void spcSetupBubble(OpCall &opCall); void spcSetObjectInteractMode(OpCall &opCall); void spcInitInventory(OpCall &opCall); void spcClearInventory(OpCall &opCall); void spcRegisterInventoryBag(OpCall &opCall); void spcRegisterInventorySlot(OpCall &opCall); void spcRegisterInventoryItem(OpCall &opCall); void spcOpenInventory(OpCall &opCall); void spcAddInventoryItem(OpCall &opCall); void spcRemoveInventoryItem(OpCall &opCall); void spcHasInventoryItem(OpCall &opCall); void spcCloseInventory(OpCall &opCall); void spcInitConversation(OpCall &opCall); void spcClearConversation(OpCall &opCall); void spcClearBlockCounter(OpCall &opCall); void spcResetCursor(OpCall &opCall); void spcSetCursorField90(OpCall &opCall); void spcFoodCtl(OpCall &opCall); void spcTestFoodCtl(OpCall &opCall); void spcInitMenu(OpCall &opCall); void spcIsCursorHoldingObjectId(OpCall &opCall); void spcInitRadarMicrophone(OpCall &opCall); void spcCreditsCtl(OpCall &opCall); void spcSaladCtl(OpCall &opCall); void spcRunCause(OpCall &opCall); void playSoundEffect(int soundIndex); void hideVerbBubble(uint32 objectId, VerbState *verbState); void startHoldingObjectId(uint32 objectId1, uint32 holdingObjectId, bool doPlaySound); void stopHoldingObjectId(uint32 objectId1, bool doPlaySound); bool isHoldingObjectId(uint32 objectId); protected: // Internal functions bool testInteractModeRange(int value); void setCursorControlRoutine(uint32 objectId, int num); Common::Point getBackgroundCursorPos(Common::Point cursorPos); void showBubble(uint32 objectId, uint32 overlappedObjectId, uint32 holdingObjectId, VerbState *verbState, uint32 progResKeywordId); bool findVerbId(VerbState *verbState, uint32 currOverlappedObjectId, int always0, uint32 &outVerbId); void cursorInteractControlRoutine(Control *cursorControl, uint32 deltaTime); void cursorCrosshairControlRoutine(Control *cursorControl, uint32 deltaTime); bool testVerbId(uint32 verbId, uint32 holdingObjectId, uint32 overlappedObjectId); bool getCause(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &outVerbId, uint32 &outObjectId2, uint32 &outObjectId); bool runCause(Control *cursorControl, CursorData &cursorData, uint32 verbId, uint32 objectId2, uint32 objectId, int soundIndex); uint32 startCauseThread(uint32 cursorObjectId, uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId); // Salad void initSalad(); void addSalad(uint32 sequenceId); // Shooter bool getShooterCause(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &outSceneId, uint32 &outVerbId, uint32 &outObjectId2, uint32 &outObjectId); }; } // End of namespace Illusions #endif // ILLUSIONS_BBDOU_BBDOU_SPECIALCODE_H