/* ScummVM - Scumm Interpreter * Copyright (C) 2003-2004 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #ifndef QUEENLOGIC_H #define QUEENLOGIC_H #include "common/util.h" #include "queen/defs.h" #include "queen/structs.h" #include "queen/resource.h" namespace Queen { enum RoomDisplayMode { RDM_FADE_NOJOE = 0, // fade in, no Joe RDM_FADE_JOE = 1, // Joe is to be displayed RDM_NOFADE_JOE = 2, // screen does not dissolve into view RDM_FADE_JOE_XY = 3 // display Joe at the current X, Y coords }; enum { ZONE_ROOM = 0, ZONE_PANEL = 1 }; enum JoeWalkMode { JWM_NORMAL = 0, JWM_MOVE = 1, JWM_EXECUTE = 2, JWM_SPEAK = 3 }; struct ZoneSlot { bool valid; Box box; }; class Credits; class Journal; class QueenEngine; class Logic { public: Logic(QueenEngine *vm); virtual ~Logic(); uint16 currentRoom() const { return _currentRoom; } void currentRoom(uint16 room) { if (room >= 1 && room <= _numRooms) _currentRoom = room; else error("Invalid room number: %i", room); } uint16 oldRoom() const { return _oldRoom; } void oldRoom(uint16 room) { if (room <= _numRooms) _oldRoom = room; else error("Invalid room number: %i", room); } uint16 newRoom() const { return _newRoom; } void newRoom(uint16 room) { if (room <= _numRooms) _newRoom = room; else error("Invalid room number: %i", room); } ObjectData *objectData(int index) const; uint16 roomData(int room) const { return _roomData[room]; } uint16 objMax(int room) const { return _objMax[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); uint16 findFrame(uint16 obj); uint16 objectForPerson(uint16 bobnum) const; WalkOffData *walkOffPointForObject(uint16 obj) const; Area *area(int room, int num) const { return &_area[room][num]; } Area *currentRoomArea(int num) const; uint16 areaMax(int room) const { return _areaMax[room]; } uint16 currentRoomAreaMax() const { return _areaMax[_currentRoom]; } uint16 walkOffCount() const { return _numWalkOffs; } WalkOffData *walkOffData(int index) const { return &_walkOffData[index]; } uint16 currentRoomObjMax() const { return _objMax[_currentRoom]; } 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; } const char *joeResponse(int i) const { return _joeResponse[i]; } const char *verbName(Verb v) const { return _verbName[v]; } int16 gameState(int index) const; void gameState(int index, int16 newValue); TalkSelected *talkSelected(int index) { return _talkSelected + index; } const char *roomName(uint16 roomNum) const { if (roomNum >= 1 && roomNum <= _numRooms) return _roomName[roomNum]; else error("Invalid room number: %i", roomNum); } const char *objectName(uint16 objNum) const { return _objName[objNum]; } const char *objectTextualDescription(uint16 objNum) const { return _objDescription[objNum]; } void zoneSet(uint16 screen, uint16 zone, uint16 x1, uint16 y1, uint16 x2, uint16 y2); void zoneSet(uint16 screen, uint16 zone, const Box& box); uint16 zoneIn(uint16 screen, uint16 x, uint16 y) const; uint16 zoneInArea(uint16 screen, uint16 x, uint16 y) const; void zoneClearAll(uint16 screen); void zoneSetup(); void zoneSetupPanel(); Box &zoneBox(uint16 screen, uint16 index) { return _zones[screen][index].box; } void roomErase(); void roomSetupFurniture(); void roomSetupObjects(); uint16 roomRefreshObject(uint16 obj); void roomSetup(const char *room, int comPanel, bool inCutaway); void roomDisplay(uint16 room, RoomDisplayMode mode, uint16 joeScale, int comPanel, bool inCutaway); uint16 findScale(uint16 x, uint16 y); int16 entryObj() const { return _entryObj; } void entryObj(int16 obj) { _entryObj = obj; } uint16 numFrames() const { return _numFrames; } ActorData *findActor(uint16 noun, const char *name = NULL); void initPerson(int16 noun, const char *actorName, bool loadBank, Person *pp); uint16 setupPersonInRoom(uint16 noun, uint16 curImage); uint16 countPersonFrames(uint16 noun, uint16 curImage); uint16 personFrames(uint16 bobNum) const { return _personFrames[bobNum]; } 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 ObjectData *setupJoeInRoom(bool autoPosition, uint16 scale); uint16 joeFace(); void joeGrab(int16 grabState); void joeUseDress(bool showCut); void joeUseClothes(bool showCut); void joeUseUnderwear(); void makeJoeSpeak(uint16 descNum, bool objectType = false); void makePersonSpeak(const char *sentence, Person *person, const char *voiceFilePrefix); void startDialogue(const char *dlgFile, int personInRoom, char *cutaway); void playCutaway(const char *cutFile, char *next = NULL); Verb findVerbUnderCursor(int16 cursorx, int16 cursory) const; uint16 findObjectUnderCursor(int16 cursorx, int16 cursory) const; uint16 findObjectNumber(uint16 zoneNum) const; void inventorySetup(); uint16 findInventoryItem(int invSlot) const; void inventoryRefresh(); int16 previousInventoryItem(int16 start) const; int16 nextInventoryItem(int16 start) 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); void handleSpecialArea(int facing, uint16 areaNum, uint16 walkDataNum); void handlePinnacleRoom(); void update(); bool gameSave(uint16 slot, const char *desc); bool gameLoad(uint16 slot); //! Ugly hack from original code void sceneReset() { _scene = 0; } //! Make a scene void sceneStart(); //! Stop making a scene void sceneStop(); void changeRoom(); void useJournal(); void executeSpecialMove(uint16 sm); 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(); void startCredits(const char *filename); void stopCredits(); enum { MAX_ZONES_NUMBER = 32, MAX_AREAS_NUMBER = 11, JOE_RESPONSE_MAX = 40, DEFAULT_TALK_SPEED = 7 * 3, GAME_STATE_COUNT = 211, TALK_SELECTED_COUNT = 86 }; protected: void initialise(); virtual bool preChangeRoom() = 0; virtual bool handleSpecialMove(uint16 sm) = 0; LineReader *_queen2jas; 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; //! Number of objects in room int16 *_objMax; //! 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; //! Areas in room Area (*_area)[MAX_AREAS_NUMBER]; //! Number of areas in room int16 *_areaMax; //! Walk off point for an object WalkOffData *_walkOffData; uint16 _numWalkOffs; FurnitureData *_furnitureData; uint16 _numFurniture; GraphicAnim *_graphicAnim; uint16 _numGraphicAnim; //! Current areas in room ZoneSlot _zones[2][MAX_ZONES_NUMBER]; //! Actor position in room is _walkOffData[_entryObj] int16 _entryObj; //! Object description (Look At) char **_objDescription; uint16 _numDescriptions; char **_objName; uint16 _numNames; //! Room name, prefix for data files (PCX, LUM...) char **_roomName; char *_verbName[13]; char *_joeResponse[JOE_RESPONSE_MAX + 1]; //! Actor animation string char **_aAnim; uint16 _numAAnim; //! Actor name char **_aName; uint16 _numAName; //! Actor filename char **_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]; //! Number of animated furniture in current room uint16 _numFurnitureAnimated; //! Number of static furniture in current room uint16 _numFurnitureStatic; //! Total number of frames for the animated furniture uint16 _numFurnitureAnimatedLen; //! Current number of frames unpacked uint16 _numFrames; //! Last frame number used for person animation uint16 _personFrames[4]; //! Inventory items int16 _inventoryItem[4]; uint8 _puzzleAttemptCount; //! scene counter int _scene; Credits *_credits; Journal *_journal; QueenEngine *_vm; }; class LogicDemo : public Logic { public: LogicDemo(QueenEngine *vm) : Logic(vm) {} protected: bool preChangeRoom(); bool handleSpecialMove(uint16 sm); }; class LogicInterview : public Logic { public: LogicInterview(QueenEngine *vm) : Logic(vm) {} protected: bool preChangeRoom(); bool handleSpecialMove(uint16 sm); }; class LogicGame : public Logic { public: LogicGame(QueenEngine *vm) : Logic(vm) {} protected: bool preChangeRoom(); bool handleSpecialMove(uint16 sm); }; } // End of namespace Queen #endif