/* ScummVM - Scumm Interpreter * Copyright (C) 2003 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 "queen/queen.h" #include "queen/defs.h" #include "queen/structs.h" #include "queen/verb.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 }; struct ZoneSlot { bool valid; Box box; }; struct GameConfig { int musicVolume; bool musicToggle; bool sfxToggle; bool textToggle; bool speechToggle; int talkSpeed; }; /*! Each object/item in game has a state field. (refer to ObjectData and ItemData).
Name Bits Description
USE 10 Use
TALK 9 Talk
ON 8 On/Off
DEF 7,6,5,4 Default verb command
DIR 3,2 Direction faced
GRAB 1,0 Grab Direction
*/ struct State { static Direction findDirection(uint16 state); static StateTalk findTalk(uint16 state); static StateGrab findGrab(uint16 state); static StateOn findOn(uint16 state); static Verb findDefaultVerb(uint16 state); static StateUse findUse(uint16 state); static void alterOn(uint16 *objState, StateOn state); static void alterDefaultVerb(uint16 *objState, Verb v); }; class Command; class Debug; class Display; class Input; class Graphics; class Resource; class Sound; class Walk; class Logic { public: Logic(Resource *resource, Graphics *graphics, Display *display, Input *input, Sound *sound); ~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); uint16 roomData(int room); uint16 objMax(int room); GraphicData *graphicData(int 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; // OBJ_PERSON WalkOffData *walkOffPointForObject(uint16 obj) const; Area *area(int room, int num); Area *currentRoomArea(int num); uint16 areaMax(int room); uint16 currentRoomAreaMax(); uint16 walkOffCount(); WalkOffData *walkOffData(int index); uint16 currentRoomObjMax() const { return _objMax[_currentRoom]; } uint16 currentRoomData() const { return _roomData[_currentRoom]; } ObjectDescription *objectDescription(uint16 objNum) const { return &_objectDescription[objNum]; } uint16 objectDescriptionCount() const { return _numObjDesc; } uint16 joeFacing() { return _joe.facing; } uint16 joeX() { return _joe.x; } uint16 joeY() { return _joe.y; } uint16 joeWalk() { return _joe.walk; } uint16 joeScale() { return _joe.scale; } uint16 joePrevFacing() { return _joe.prevFacing; } void joeFacing(uint16 dir); void joeX(uint16 x); void joeY(uint16 y); void joeWalk(uint16 walking); void joeScale(uint16 scale); void joePrevFacing(uint16 dir); int16 gameState(int index); 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]; } uint16 numFrames() { return _numFrames; } int talkSpeed() const { return _settings.talkSpeed; } Language language() { return _resource->getLanguage(); } 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(); // SETUP_FURNITURE() void roomSetupObjects(); // DISP_OBJECTS uint16 roomRefreshObject(uint16 obj); // REDISP_OBJECT void roomSetup(const char* room, int comPanel, bool inCutaway); void roomDisplay(const char* room, RoomDisplayMode mode, uint16 joeScale, int comPanel, bool inCutaway); // DISP_ROOM uint16 findScale(uint16 x, uint16 y); int16 entryObj() const { return _entryObj; } void entryObj(int16 obj) { _entryObj = obj; } void personSetData(int16 noun, const char *actorName, bool loadBank, Person *pp); // SET_PERSON_DATA uint16 personSetup(uint16 noun, uint16 curImage); // SETUP_PERSON uint16 personAllocate(uint16 noun, uint16 curImage); // ALLOCATE_PERSON uint16 animCreate(uint16 curImage, const Person *person); // CREATE_ANIM void animErase(uint16 bobNum); void animSetup(const GraphicData *gd, uint16 firstImage, uint16 bobNum, bool visible); // FIND_GRAPHIC_ANIMS void joeSetupFromBanks(const char *animBank, const char *standBank); //! SETUP_JOE(), loads the various bobs needed to animate Joe void joeSetup(); //! SETUP_HERO(), places Joe at the right place when entering a room ObjectData *joeSetupInRoom(bool autoPosition, uint16 scale); //! FACE_JOE() uint16 joeFace(); //! GRAB_JOE() void joeGrab(uint16 state, uint16 speed); //! GRAB_DIR void joeGrabDirection(StateGrab grab, uint16 speed); void joeUseDress(bool showCut); void joeUseClothes(bool showCut); void joeUseUnderwear(); void joeSpeak(uint16 descNum, bool objectType = false); void dialogue(const char *dlgFile, int personInRoom, char *cutaway); void playCutaway(const char *cutFile, char *next = NULL); const char *objectOrItemName(int16 obj) const; Verb findVerbUnderCursor(int16 cursorx, int16 cursory) const; uint16 findObjectUnderCursor(int16 cursorx, int16 cursory) const; Walk *walk() const { return _walk; } Display *display() const { return _display; } Command *command() const { return _cmd; } Resource *resource() const { return _resource; } uint16 findObjectRoomNumber(uint16 zoneNum) const; uint16 findObjectGlobalNumber(uint16 zoneNum) const; const char *lockedVerbPrefix() const { return _joeResponse[39]; } 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); //! Ugly hack from original code void sceneReset() { _scene = 0; } //! Make a scene void sceneStart(bool showMouseCursor); //! Stop making a scene void sceneStop(bool showMouseCursor); //! Copy data from dummy object to object void objectCopy(int dummyObjectIndex, int objectIndex); void checkPlayer(); void customMoveJoe(int facing, uint16 areaNum, uint16 walkDataNum); void handlePinnacleRoom(); void update(); bool gameSave(uint16 slot, const char *desc); bool gameLoad(uint16 slot); enum { MAX_ZONES_NUMBER = 32, MAX_AREAS_NUMBER = 11, JOE_RESPONSE_MAX = 40, DEFAULT_TALK_SPEED = 7, GAME_STATE_COUNT = 211, TALK_SELECTED_COUNT = 86 }; static Common::RandomSource randomizer; protected: void initialise(); //! Contents of queen.jas file uint8 *_jas; 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; //ACTOR_DATA_MAX //! 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; //FURN_DATA_MAX GraphicAnim *_graphicAnim; uint16 _numGraphicAnim; //GRAPHIC_ANIM_MAX //! 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; //OBJECT_DESCRstr uint16 _numDescriptions; char **_objName; //OBJECT_NAMEstr uint16 _numNames; //! Room name, prefix for data files (PCX, LUM...) char **_roomName; //ROOM_NAMEstr char *_joeResponse[JOE_RESPONSE_MAX + 1]; //JOE_RESPstr //! Actor animation string char **_aAnim; uint16 _numAAnim; //A_ANIM_MAX //! Actor name char **_aName; uint16 _numAName; //A_NAME_MAX //! Actor filename char **_aFile; uint16 _numAFile; //A_FILE_MAX struct { uint16 x, y; uint16 facing, prevFacing; uint16 walk; uint16 scale; } _joe; int16 _gameState[GAME_STATE_COUNT]; TalkSelected _talkSelected[TALK_SELECTED_COUNT]; //! Number of animated furniture in current room (FMAXA) uint16 _numFurnitureAnimated; //! Number of static furniture in current room (FMAX) uint16 _numFurnitureStatic; //! Total number of frames for the animated furniture (FMAXLEN) uint16 _numFurnitureAnimatedLen; //! Current number of frames unpacked (FRAMES) uint16 _numFrames; //! Last frame number used for person animation uint16 _personFrames[4]; //! Describe a string based animation (30 frames maximum, bob number must be < 17) AnimFrame _newAnim[17][30]; GameConfig _settings; //! Inventory items int16 _inventoryItem[4]; //! scene counter int _scene; Resource *_resource; Graphics *_graphics; Debug *_dbg; Display *_display; Input *_input; Sound *_sound; Walk *_walk; Command *_cmd; //! Verbs (in order) available in panel static const VerbEnum PANEL_VERBS[]; }; } // End of namespace Queen #endif