/* 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_ILLUSIONS_DUCKMAN_H #define ILLUSIONS_ILLUSIONS_DUCKMAN_H #include "illusions/illusions.h" #include "common/algorithm.h" #include "common/stack.h" namespace Illusions { class Dictionary; class ScriptStack; class DuckmanDialogSystem; class DuckmanMenuSystem; struct Cursor_Duckman { int _gameState; Control *_control; Common::Point _position; uint32 _objectId; int _actorIndex; int _savedActorIndex; bool _field14[14]; Control *_currOverlappedControl; uint32 _sequenceId1; uint32 _sequenceId2; uint32 _notifyThreadId30; int16 *_op113_choiceOfsPtr; int _dialogItemsCount; uint32 _overlappedObjectId; uint32 _field3C; uint32 _field40; }; struct ScreenShakerPoint { int16 x, y; }; struct ScreenShakeEffect { uint32 _duration; uint _pointsCount; const ScreenShakerPoint *_points; }; struct ScreenShaker { uint _pointsIndex; uint _pointsCount; bool _finished; uint32 _duration; uint32 _nextTime; uint32 _notifyThreadId; const ScreenShakerPoint *_points; }; struct OpCall; class IllusionsEngine_Duckman : public IllusionsEngine { public: IllusionsEngine_Duckman(OSystem *syst, const IllusionsGameDescription *gd); protected: virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; public: // TODO ActiveScenes _activeScenes; uint32 _prevSceneId; uint32 _theSceneId; uint32 _theThreadId; uint32 _globalSceneId; uint _activeScenesCount; uint32 _activeScenes[6]; Cursor_Duckman _cursor; Control *_currWalkOverlappedControl; DuckmanDialogSystem *_dialogSys; int _savedInventoryActorIndex; ScreenShaker *_screenShaker; DuckmanMenuSystem *_menuSystem; void initInput(); void initUpdateFunctions(); int updateScript(uint flags); void startScreenShaker(uint pointsCount, uint32 duration, const ScreenShakerPoint *points, uint32 threadId); void stopScreenShaker(); int updateScreenShaker(uint flags); void startFader(int duration, int minValue, int maxValue, int firstIndex, int lastIndex, uint32 threadId); void updateFader(); void pauseFader(); void unpauseFader(); void setDefaultTextCoords(); void loadSpecialCode(uint32 resId); void unloadSpecialCode(uint32 resId); void notifyThreadId(uint32 &threadId); bool testMainActorFastWalk(Control *control); bool testMainActorCollision(Control *control); Control *getObjectControl(uint32 objectId); Common::Point getNamedPointPosition(uint32 namedPointId); uint32 getPriorityFromBase(int16 priority); uint32 getCurrentScene(); uint32 getPrevScene(); bool isCursorObject(uint32 actorTypeId, uint32 objectId); void setCursorControlRoutine(Control *control); void placeCursorControl(Control *control, uint32 sequenceId); void setCursorControl(Control *control); void showCursor(); void hideCursor(); void initCursor(); void setCursorActorIndex(int actorIndex, int a, int b); void enableCursorVerb(int verbNum); void disableCursorVerb(int verbNum); void setCursorHandMode(int mode); void setCursorInventoryMode(int mode, int value); void startCursorHoldingObject(uint32 objectId, uint32 sequenceId); void stopCursorHoldingObject(); void cursorControlRoutine(Control *control, uint32 deltaTime); void startScriptThreadSimple(uint32 threadId, uint32 callingThreadId); void startScriptThread(uint32 threadId, uint32 callingThreadId); void startScriptThread2(uint32 threadId, uint32 callingThreadId, uint32 unk); uint32 startAbortableTimerThread(uint32 duration, uint32 threadId); uint32 startTimerThread(uint32 duration, uint32 threadId); uint32 startAbortableThread(byte *scriptCodeIp1, byte *scriptCodeIp2, uint32 callingThreadId); uint32 startTalkThread(uint32 objectId, uint32 talkId, uint32 sequenceId1, uint32 sequenceId2, uint32 callingThreadId); uint32 startTempScriptThread(byte *scriptCodeIp, uint32 callingThreadId, uint32 value8, uint32 valueC, uint32 value10); void resumeFromSavegame(uint32 callingThreadId); void newScriptThread(uint32 threadId, uint32 callingThreadId, uint notifyFlags, byte *scriptCodeIp); uint32 newTimerThread(uint32 duration, uint32 callingThreadId, bool isAbortable); uint32 newTempThreadId(); void initActiveScenes(); void pushActiveScene(uint32 sceneId); void popActiveScene(); bool loadScene(uint32 sceneId); bool enterScene(uint32 sceneId, uint32 threadId); void exitScene(); bool changeScene(uint32 sceneId, uint32 threadId, uint32 callerThreadId); void enterPause(uint32 sceneId, uint32 threadId); void leavePause(uint32 sceneId, uint32 threadId); void dumpActiveScenes(uint32 sceneId, uint32 threadId); void dumpCurrSceneFiles(uint32 sceneId, uint32 threadId); void pause(uint32 callerThreadId); void unpause(uint32 callerThreadId); void setSceneIdThreadId(uint32 theSceneId, uint32 theThreadId); bool findTriggerCause(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &codeOffs); void reset(); uint32 getObjectActorTypeId(uint32 objectId); Common::Point convertMousePos(Common::Point mousePos); void startCursorSequence(); int getCursorActorIndex(); void updateGameState2(); void playSoundEffect(int index); bool getTriggerCause(uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &outThreadId); uint32 runTriggerCause(uint32 verbId, uint32 objectId2, uint32 objectId); void playTriggerCauseSound(uint32 verbId, uint32 objectId2, uint32 objectId); bool loadSavegameFromScript(int16 slotNum, uint32 callingThreadId); bool saveSavegameFromScript(int16 slotNum, uint32 callingThreadId); void activateSavegame(uint32 callingThreadId); }; } // End of namespace Illusions #endif // ILLUSIONS_ILLUSIONS_H