1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
|
/* 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 BLADERUNNER_KIA_H
#define BLADERUNNER_KIA_H
#include "common/str.h"
namespace Common {
struct KeyState;
}
namespace Graphics {
struct Surface;
}
namespace BladeRunner {
class BladeRunnerEngine;
class KIALog;
class KIAScript;
class KIASectionBase;
class KIASectionClues;
class KIASectionDiagnostic;
class KIASectionCrimes;
class KIASectionHelp;
class KIASectionLoad;
class KIASectionSettings;
class KIASectionPogo;
class KIASectionSave;
class KIASectionSuspects;
class KIAShapes;
class Shape;
class UIImagePicker;
class VQAPlayer;
class KIA {
static const char *kPogo;
static const int kPlayerActorDialogueQueueCapacity = 31;
struct ActorDialogueQueueEntry {
int actorId;
int sentenceId;
};
BladeRunnerEngine *_vm;
int _forceOpen;
int _transitionId;
int _lastSectionIdKIA;
int _lastSectionIdOptions;
int _playerVqaTimeLast;
VQAPlayer *_playerVqaPlayer;
int _playerVqaFrame;
int _playerVisualizerState;
int _playerPhotographId;
Shape *_playerPhotograph;
int _playerSliceModelId;
float _playerSliceModelAngle;
int _timeLast;
ActorDialogueQueueEntry _playerActorDialogueQueue[kPlayerActorDialogueQueueCapacity];
int _playerActorDialogueQueuePosition;
int _playerActorDialogueQueueSize;
int _playerActorDialogueState;
KIASectionBase *_currentSection;
KIASectionClues *_cluesSection;
KIASectionCrimes *_crimesSection;
KIASectionDiagnostic *_diagnosticSection;
KIASectionHelp *_helpSection;
KIASectionLoad *_loadSection;
KIASectionSettings *_settingsSection;
KIASectionPogo *_pogoSection;
KIASectionSave *_saveSection;
KIASectionSuspects *_suspectsSection;
UIImagePicker *_buttons;
VQAPlayer *_mainVqaPlayer;
int _pogoPos;
public:
int _currentSectionId;
KIALog *_log;
KIAScript *_script;
KIAShapes *_shapes;
public:
KIA(BladeRunnerEngine *vm);
~KIA();
void openLastOpened();
void openOptions();
void tick();
void handleMouseDown(int mouseX, int mouseY, bool mainButton);
void handleMouseUp(int mouseX, int mouseY, bool mainButton);
void handleKeyUp(const Common::KeyState &kbd);
void handleKeyDown(const Common::KeyState &kbd);
void playerReset();
void playActorDialogue(int actorId, int sentenceId);
void playSliceModel(int sliceModelId);
void playPhotograph(int photographId);
private:
static void mouseDownCallback(int buttonId, void *callbackData);
static void mouseUpCallback(int buttonId, void *callbackData);
static void loopEnded(void *callbackData, int frame, int loopId);
void open(int sectionId);
void init();
void unload();
void switchSection(int sectionId);
void createButtons(int sectionId);
void buttonClicked(int buttonId);
const char *getSectionVqaName(int sectionId);
int getVqaLoopMain(int sectionId);
int getVqaLoopTransition(int transitionId);
int getTransitionId(int oldSectionId, int newSectionId);
void playTransitionSound(int transitionId);
void playPrivateAddon();
};
} // End of namespace BladeRunner
#endif
|