/* 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 TSAGE_BLUEFORCE_LOGIC_H #define TSAGE_BLUEFORCE_LOGIC_H #include "common/scummsys.h" #include "tsage/events.h" #include "tsage/core.h" #include "tsage/scenes.h" #include "tsage/globals.h" namespace TsAGE { namespace BlueForce { using namespace TsAGE; #define BF_INVENTORY (*((::TsAGE::BlueForce::BlueForceInvObjectList *)g_globals->_inventory)) class BlueForceGame: public Game { public: virtual void start(); virtual Scene *createScene(int sceneNumber); virtual void rightClick(); virtual void processEvent(Event &event); virtual bool canSaveGameStateCurrently(); virtual bool canLoadGameStateCurrently(); virtual void restart(); }; #define OBJ_ARRAY_SIZE 10 class AObjectArray: public EventHandler { public: EventHandler *_objList[OBJ_ARRAY_SIZE]; bool _inUse; int getNewIndex(); public: AObjectArray(); void clear(); virtual Common::String getClassName() { return "AObjectArray"; } virtual void synchronize(Serializer &s); virtual void process(Event &event); virtual void dispatch(); void add(EventHandler *obj); void remove(EventHandler *obj); // The following line prevents compiler warnings about hiding the remove() // method from the parent class. virtual void remove() { EventHandler::remove(); } }; class Timer: public EventHandler { public: Action *_tickAction; EventHandler *_endHandler; uint32 _endFrame; public: Timer(); void set(uint32 delay, EventHandler *endHandler); virtual Common::String getClassName() { return "Timer"; } virtual void synchronize(Serializer &s); virtual void remove(); virtual void signal(); virtual void dispatch(); }; class TimerExt: public Timer { public: Action *_newAction; public: TimerExt(); void set(uint32 delay, EventHandler *endHandler, Action *action); virtual Common::String getClassName() { return "TimerExt"; } virtual void synchronize(Serializer &s); virtual void remove(); virtual void signal(); }; class SceneHotspotExt: public SceneHotspot { public: int _state; SceneHotspotExt() { _state = 0; } virtual Common::String getClassName() { return "SceneHotspotExt"; } virtual void synchronize(Serializer &s) { SceneHotspot::synchronize(s); s.syncAsSint16LE(_state); } }; class SceneItemType2: public SceneHotspot { public: virtual void startMove(SceneObject *sceneObj, va_list va); }; class NamedObject: public SceneObject { public: virtual Common::String getClassName() { return "NamedObject"; } virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual bool startAction(CursorType action, Event &event); }; class NamedObjectExt: public NamedObject { public: int _flag; NamedObjectExt() { _flag = 0; } virtual Common::String getClassName() { return "NamedObjectExt"; } virtual void synchronize(Serializer &s) { NamedObject::synchronize(s); s.syncAsSint16LE(_flag); } }; class NamedObject2: public NamedObject { public: int _talkCount; NamedObject2() { _talkCount = 0; } virtual Common::String getClassName() { return "NamedObject2"; } virtual void synchronize(Serializer &s) { NamedObject::synchronize(s); if (s.getVersion() < 12) { int useless = 0; s.syncAsSint16LE(useless); } s.syncAsSint16LE(_talkCount); } }; class CountdownObject: public NamedObject { public: int _countDown; CountdownObject(); void fixCountdown(int mode, ...); virtual Common::String getClassName() { return "CountdownObject"; } virtual void synchronize(Serializer &s); virtual void dispatch(); }; class FollowerObject: public NamedObject { public: SceneObject *_object; FollowerObject(); virtual Common::String getClassName() { return "FollowerObject"; } virtual void synchronize(Serializer &s); virtual void remove(); virtual void dispatch(); virtual void reposition(); void setup(SceneObject *object, int visage, int frameNum, int yDiff); }; class FocusObject: public NamedObject { public: GfxSurface _img; FocusObject(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void synchronize(Serializer &s); virtual void remove(); virtual void process(Event &event); }; enum ExitFrame { EXITFRAME_N = 1, EXITFRAME_NE = 2, EXITFRAME_E = 3, EXITFRAME_SE = 4, EXITFRAME_S = 5, EXITFRAME_SW = 6, EXITFRAME_W = 7, EXITFRAME_NW = 8 }; class SceneExt: public Scene { private: static void startStrip(); static void endStrip(); public: AObjectArray _timerList, _objArray2; bool _savedPlayerEnabled; bool _savedUiEnabled; bool _savedCanWalk; EventHandler *_focusObject; Visage _cursorVisage; public: SceneExt(); virtual Common::String getClassName() { return "SceneExt"; } virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void remove(); virtual void process(Event &event); virtual void dispatch(); virtual void loadScene(int sceneNum); virtual void checkGun(); void addTimer(EventHandler *timer) { _timerList.add(timer); } void removeTimer(EventHandler *timer) { _timerList.remove(timer); } bool display(CursorType action); void fadeOut(); void gunDisplay(); void clearScreen(); }; class PalettedScene: public SceneExt { public: ScenePalette _palette; bool _hasFader; public: PalettedScene(); virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void remove(); PaletteFader *addFader(const byte *arrBufferRGB, int step, Action *action); void add2Faders(const byte *arrBufferRGB, int step, int paletteNum, Action *action); void transition(const byte *arrBufferRGB, int arg8, int paletteNum, Action *action, int fromColor1, int fromColor2, int toColor1, int toColor2, bool flag); }; class SceneHandlerExt: public SceneHandler { public: virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void process(Event &event); virtual void playerAction(Event &event); virtual void processEnd(Event &event); }; class BlueForceInvObjectList : public InvObjectList { private: static bool SelectItem(int objectNumber); public: InvObject _none; InvObject _colt45; InvObject _ammoClip; InvObject _spareClip; InvObject _handcuffs; InvObject _greensGun; InvObject _ticketBook; InvObject _mirandaCard; InvObject _forestRap; InvObject _greenId; InvObject _baseballCard; InvObject _bookingGreen; InvObject _flare; InvObject _cobbRap; InvObject _bullet22; InvObject _autoRifle; InvObject _wig; InvObject _frankieId; InvObject _tyroneId; InvObject _snub22; InvObject _bug; InvObject _bookingFrankie; InvObject _bookingGang; InvObject _fbiTeletype; InvObject _daNote; InvObject _printOut; InvObject _warehouseKeys; InvObject _centerPunch; InvObject _tranqGun; InvObject _hook; InvObject _rags; InvObject _jar; InvObject _screwdriver; InvObject _dFloppy; InvObject _blankDisk; InvObject _stick; InvObject _crate1; InvObject _crate2; InvObject _shoebox; InvObject _badge; InvObject _bug2; InvObject _rentalCoupon; InvObject _nickel; InvObject _lyleCard; InvObject _carterNote; InvObject _mugshot; InvObject _clipping; InvObject _microfilm; InvObject _waveKeys; InvObject _rentalKeys; InvObject _napkin; InvObject _dmvPrintout; InvObject _fishingNet; InvObject _id; InvObject _bullets9mm; InvObject _schedule; InvObject _grenades; InvObject _yellowCord; InvObject _halfYellowCord; InvObject _blackCord; InvObject _bug3; InvObject _halfBlackCord; InvObject _warrant; InvObject _jacket; InvObject _greensKnife; InvObject _dogWhistle; InvObject _ammoBelt; InvObject _alleyCatKey; BlueForceInvObjectList(); void reset(); void setObjectScene(int objectNum, int sceneNumber); void alterInventory(int mode); virtual Common::String getClassName() { return "BlueForceInvObjectList"; } }; class NamedHotspot : public SceneHotspot { public: NamedHotspot(); virtual bool startAction(CursorType action, Event &event); virtual Common::String getClassName() { return "NamedHotspot"; } virtual void synchronize(Serializer &s); }; class NamedHotspotExt : public NamedHotspot { public: int _flag; NamedHotspotExt() { _flag = 0; } virtual Common::String getClassName() { return "NamedHotspot"; } virtual void synchronize(Serializer &s) { NamedHotspot::synchronize(s); s.syncAsSint16LE(_flag); } }; class SceneMessage: public Action { private: Common::String _message; void draw(); void clear(); public: void setup(const Common::String &msg) { _message = msg; } virtual Common::String getClassName() { return "SceneMessage"; } virtual void remove(); virtual void signal(); virtual void process(Event &event); }; class IntroSceneText: public SceneText { public: Action *_action; uint32 _frameNumber; int _diff; public: IntroSceneText(); void setup(const Common::String &msg, Action *action); virtual Common::String getClassName() { return "BFIntroText"; } virtual void synchronize(Serializer &s); virtual void dispatch(); }; } // End of namespace BlueForce } // End of namespace TsAGE #endif